Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Aircraft => Jets => Topic started by: SAS~CirX on March 15, 2010, 01:20:53 PM
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(https://storebror.it.cx/sas/archive/sasdl/planes/Hucky.jpg)
1946, Reichlin Experimental Center, Germany :
After achieving good anti-bomber results with the heavily armed, but slightly underpowered Huckebein, Reiclin decides to experiment with a lightened version, removing all appendages and wiring associated with the service plane's bomber interception role, including the 4 Mk108s. Replacing them with 2 lighter and faster firing Mg151/20s, which also has a better trajectory, Reichlin hopes to field a fighter that can help combat the increasing number of low level piston engined fighter-bombers that are wreaking such havoc across Germany. Although still underpowered for it's design philosophy, the new fighter achieves slightly better performance than it's sibling.
Air.ini
Ta-183L air.TA_183l 2 g01 SUMMER
Plane_ru:
Ta-183L Ta-183L Huckebein Light, 1946
Download Huckebein Light (https://storebror.it.cx/sas/archive/sasdl/planes/Huckebein_Light.7z)
requires sas buttons 5.0 or later
a mod by CirX & Sani, for the SAS
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Man oh Man always an unexpected surprise from you Mate. Thank Ya. :)
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not totally unexpected ;D
have a look at the buttons thread ;D
and: thanks for the plane cirx, maybe you can help the totally underpowered 183 to new life with a bit more power :D
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Cool bandanas!! :D ;D Thanks guys!
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CirX & Sani,
Thanks alot both, a very unexpected addition your work is greatly appreciated. Crazyflak could you point me in the direction of twisters version of the Ta-183 if possible please, would also like to try that.
regards
slipper
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Thanks mate
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WOW! Another grooovy good mod for a grooovy great airplane!
Thanks very much mister CirX and mister Sani ;D
Cheers
MAX
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veeery good!
I like it very much
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When I open the Mod folder, do I just drag in the downloaded file into it? I have tried this and still no Ta-183L. I also did the other changes to the air, ru, and plane files.
thanks for any help
Akondo
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the files that is in the mods folder in the download, is the one you should put in your mods folder.
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Thanks for the reply. I'm still not able to get it up and running. I'm gonna try and do a clean install. Then install Ultra Pack. Maybe somewhere down the road my files were corrupted, not allowing some of the mods.
Thanks again
Akondo
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Excellent plane and a fine addon for the german air arm. Dl the mod installed and works great. Now all we need is a version of the me262 nightfighter. Thank you great job
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I definitely want to see Rechlin come up with a two seat radar equipped version. Now that would be cool!
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It seems a though the HuckyLite breaks up at high speeds very easily when compaired to the normal version. Can the boys at Reichlin look into this problem? Otherwise, I love this little beast. What a dogfighter it is!
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maybe you reach higher speeds than with the other?
Maybe you turn tighter and pull more g's?
I don't have that issue, as I understood just the weight/armament was tampered with to get it to perform better?!
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I ran some tests last night before posting. Both AC have the same top speed as far as I can tell. The normal 183 will cause blackout before it breaks up but HuckyLite just goes to pieces when very little elevator input.
I'll try it again this evening and see what happens. I may DL it again just for good luck.
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DL'ed and reinstalled.Fixed the problem.
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cool thaanks very much
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I was wondering if perhaps the the 20mm MG-213 and/or 30mm MK-213 revolver cannons could be incorporated into this mod? Say one loadout option for 2X MG-213 and another for 2X MK-213? The high rate of fire of those guns would provide greater firepower and a higher hit probability against fast moving targets. From what I've heard the MG-213 had a very high projectile velocity and would be very much in keeping with the spirit of this mod. While either gun is heavier than the MG-151 or MK-108, a load of two MG-213 or MK-213 should still be considerably lighter than the original four MK-108s. Perusing the net I've seen the weight of the MK-108 quoted at 57 Kilograms and th MG/MK-213 at 75 Kilograms. The guns have already been created and are used as mod weapons in this sim by the Me-410D and Me-262B Nachtjaeger in certain loadouts. Considering that this aircraft is very much a "what if" and that the revolver cannons in question were in development at the end of World War II, I think the addition of the new loadouts wouldn't be too much a stretch. It would certainly make for some excellent fun. BTW, I don't have any evidence that either gun was planned for the Ta-183, just thought it would be a good idea. Any thoughts?
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Bombs were also planned in a semi recessed bomb bay in the fuselage.
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Thoughts...
Like a lot of the "definitive" single engined jet fighter competition designs it is very compact and clever in keeping volume to a minimum. One would have to make detailed measurements to see if anything would fit. The lower guns seem to have the most room. The requirements originally called for 2xMk108 before being doubled (although the Ta-183 was designed after this, it is likely that a field mod could have been made - this seems the most likely possibility).
The Ta-183 was promoted mainly because drawings were detailed enough to begin production immediately - not because it had development potential or met specifications.
P.S. It would be great to see the 213 series cannons, with increased dispersion from the higher vibrations and with a jamming propensity added...
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But at High speeds the Tail was unstable and would break apart, this had to be recalculated and tweaked just so it would fly in IL-2 properly. Of course I don't think they new that at the time.
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Well there was enough suspicion the a second design was being worked on with a conventional tail... in fact the first Ta-183 prototype was supposed to be able to be fitted with both tail designs.
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Well there was enough suspicion the a second design was being worked on with a conventional tail... in fact the first Ta-183 prototype was supposed to be able to be fitted with both tail designs.
Yes there is. The second had a conventional tail and the fuselage was stretched among other things.
Here it is:
http://www.luft46.com/fw/ta183-ii.html
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Bombs were also planned in a semi recessed bomb bay in the fuselage.
I have to disagree with you. In the belly of this aircraft (fuselage) lays the jet engine and
there is no room to add bombs. It is also not a good idea to place bombs next to these very
early jet engines in the same compartment.
This airplane was never built and flown, It was merely in prototype form, so no tail design was
ever proven good or bad.
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Actually if you read the Oleg Maddox description of the plane he states that he had to make the tail 'unrealistically' strong by the standards of the day to make up for the then unforeseen design flaw.
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Bombs were also planned in a semi recessed bomb bay in the fuselage.
I have to disagree with you. In the belly of this aircraft (fuselage) lays the jet engine and
there is no room to add bombs. It is also not a good idea to place bombs next to these very
early jet engines in the same compartment.
This airplane was never built and flown, It was merely in prototype form, so no tail design was
ever proven good or bad.
And I have to disagree with you there, because as clearly shown on this advanced diagram the engine is placed in the rear of the aircraft thus allowing for some space for the fuselage to be pushed upwards slightly to put the Bomb out of the airflow and reduce drag. The bomb would have been placed between the nose and main landing gear where like I said there is clearly room to recess the fuselage.
(http://www.luft46.com/fw/ta183bp1.jpg)
And about the tail I thought post war testing was done on the wind tunnel model and then a small scale model of the Ta-183 in the United States and it was proved to have stability problems at higher speeds therefore that could be the basis on why Oleg had to strengthen the tail unrealistically for IL-2.
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Well, building a real airplane and test fly it is one thing and creating it in 3d for a game is
another thing completely diferent. I have seen "bricks" with no wings and engines fly better
than an F-16 jet-fighter, but that is because in a game anything is possible. We all know that.
According to many books I have in my collection and also according to some websites on the internet,
this aircraft was drawn up and a few small models were actually built to test them in wind tunnels.
Whatever came out of those tests only those guys know, because much information was lost in
the last years after the fall of the Third Reich. Some have speculated and even confirmed that this design was the idea behind the Russian Mig-15 and the American Sabre Jets. Perhaps some of it is true.
Same thing with the Argentinian built FMA IAe 33 Pulqui II. Which by the way, was also Kurt Tank´s design and idea, which utilized some of this jets design. The Pulqui II's development was comparatively problematic and lengthy, with two of the four prototypes being lost in fatal crashes.
... http://en.wikipedia.org/wiki/FMA_IAe_33_Pulqui_II
The jet engine was still very new to these early designers and so was some tecnological know how
on how these faster than propeller airplanes behaved at (and in) certain speeds.
The other aircraft you might be refering to that was taken to the USA and tested there was the
already built (but not test flown) Messerschmitt p 1101. Its design is very similar to this jet, but its
tail design and wings are much diferent. http://www.militaryfactory.com/aircraft/detail.asp?aircraft_id=658
http://www.luftarchiv.de/index.htm?/flugzeuge/messerschmitt/me1101.htm
It later was test flown by NASA and renamed Bell "X-5".
According to what may be drawn up in blueprints may not be what can actually be done in the real airplane. Placing a bomb in that area as you mentioned could have brought tragic consequences to this airplane as some other experts have debated upon in other forums dealing with Axis history and aircraft (I am no expert) but I am not going to argue with you on this matter, because we both have no real proof if it could have been done, because this airplane was never built or test
flown. BUT in a flight sim game and in a flightsim world anything is possible and it can and will fly great,
that much we can both agree on with a smile 8)
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And agree with you now max.
And the reason the Pulqui is so similiar is because Kurt Tank accepted contracts to work in Argentina.
There, he designed the IAe Pulqui II based on the Focke-Wulf Ta 183 design that had reached mock-up stage by the end of the war. It was a state-of-the-art design for its day, but the project was axed in 1953 due to Argentina's financial crisis.
And I that most of the Ta-183 design documents were siezed by the Soviets where they still exist in archives today or so I am told.
And I am no expert either, but anyway enough of this, I am glad to have it in IL-2 as it is now one of my favourite aircraft. ;D
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if i may just add my 2€cents:
the pulqui has nothing to do with the Ta183.
The last one beeing studied and drawn by Multhropp and willy just stamp his own name on the bleuprints, normal actually,Multhrop was working for FW ;)
The one thing the Pulqui and the ta183 have in commun is Tank's Name, but it's all. The structure of the airframes of both planes isn't comparable.
Shape is another thing: if the pulqui ressembles the ta183, then the P1101,Saab Tunnan, LA15,Mig15, and even tha Sabre(just to quote some) are also ressembling the Ta183 very much.
But Maybe one day someone will find the data on the 183 in the russians archives and we'll know more ;)
Until then, take an appointement in EADS archives and check for the ta183 ORIGINAL bleuprints...they are there..with the 250kg bomb or the 300L tank ;)
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I just found the answer to that.
Wiki-
After his appointment as project director for a new indigenous fighter program, Tank adapted the basic Ta 183 airframe for the Nene II engine, substantially resulting in a new design that only bore a passing resemblance to its forebear. The Nene was larger, heavier and more powerful than the Heinkel HeS 011 turbojet that had been planned for use in the Ta 183,[N 3] and therefore required a new, redesigned fuselage with a larger cross-section primarily due to the Nene's centrifugal rather than the HeS 011's axial compressor design.
So basically Kurt Tank as former Techincal Director at Focke Wulf as he was contracted by the Argentinians he still had alot of his staff from Focke Wulf with him and obviosuly some Ta-183 Diagrams however Hans who designed the Ta-183 like you said was not with Kurt and his team. And due to the new requirements and specifications that the "New" Ta-183 as you could say had to under go major redisign.
So until reading this on Wikipedia I did not no that so thanks for clearing it up. :) ;)
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glad i could help ;D
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Brilliant! I respect this wonderful Ta-183 that does just the right amount of damage. :P
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4.101 SAS 3.06
Works like a charm!
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Hello,
I'm a newby and tried to install that plane.
Using 4.11 game version and SAS Modactvator 4.06
I'm using the latest button file from 01.01.2013
4111_SAS_Offline_Buttons.
But after add the plane in the air.ini file I get a 60% crash.
Please can anybody help?
If it is useful I can send a logfile of the crash
cheers
michael
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hi michael
considering this mod is almost 3 years old, it is likely it won't work for 4.11...
but, post the logfile if you like, we can look at it....
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Thanks for your help :)
Edit Gerax: next time when posting long lists please use the editors code (#) option. ;)
[20.02.2013 17:54:53] ------------ BEGIN log session -------------
[17:54:53] OpenGL provider: Opengl32.dll
[17:54:56] OpenGL library:
[17:54:56] Vendor: ATI Technologies Inc.
[17:54:56] Render: ATI Radeon HD 4800 Series
[17:54:56] Version: 3.3.11653 Compatibility Profile Context
[17:54:56] Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[17:54:56] Size: 1400x1050
[17:54:56] ColorBits: 32
[17:54:56] DepthBits: 24
[17:54:56] StencilBits: 8
[17:54:56] isDoubleBuffered: true
[17:54:57]
[17:54:57] *** Looking for Advanced CPU Instructions...
[17:54:57] [x] PentiumPro
[17:54:57] [x] Multimedia (MMX)
[17:54:57] [x] 3D (SSE)
[17:54:57] [x] 3D (SSE2)
[17:54:57] [x] 3D (3DNow)
[17:54:57] ColourBits 32, ABits 8, ZBits 24
[17:54:57]
[17:54:57] *** Looking for Render API Extensions ...
[17:54:57] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[17:54:57] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[17:54:57] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[17:54:57] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[17:54:57] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[17:54:57] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[17:54:57] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[17:54:57] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[17:54:57] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[17:54:57] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[17:54:57] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[17:54:57] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[17:54:57] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[17:54:57]
[17:54:57] Maximum texture size : 8192
[17:54:57] Maximum simultaneous textures :8
[17:54:57] MaxAnisotropic (1.0 = none) : 16.000000
[17:54:59] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[17:54:59] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[17:54:59] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[17:54:59] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[17:54:59] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[17:54:59] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[17:54:59] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[17:54:59] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[17:54:59] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[17:54:59] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[17:54:59] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[17:54:59] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[17:54:59] INTERNAL ERROR: Texture required
[17:54:59] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[17:55:03] Spawn.get( com.maddox.il2.objects.air.TA_183l ): com.maddox.il2.objects.air.TA_183l
[17:55:03] java.lang.ClassNotFoundException: com.maddox.il2.objects.air.TA_183l
[17:55:03] at com.maddox.rts.LDR.loadClass(LDR.java:27)
[17:55:03] at java.lang.ClassLoader.loadClass(Unknown Source)
[17:55:03] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[17:55:03] at java.lang.Class.forName0(Native Method)
[17:55:03] at java.lang.Class.forName(Unknown Source)
[17:55:03] at com.maddox.rts.Spawn.get(Spawn.java:39)
[17:55:03] at com.maddox.rts.Spawn.get(Spawn.java:28)
[17:55:03] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:165)
[17:55:03] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1485)
[17:55:03] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1433)
[17:55:03] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:55:03] at com.maddox.il2.game.Main.exec(Main.java:422)
[17:55:03] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:55:05] com.maddox.il2.objects.air.TA_183l
[17:55:05] java.lang.ClassNotFoundException: com.maddox.il2.objects.air.TA_183l
[17:55:05] at com.maddox.rts.LDR.loadClass(LDR.java:27)
[17:55:05] at java.lang.ClassLoader.loadClass(Unknown Source)
[17:55:05] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[17:55:05] at java.lang.Class.forName0(Native Method)
[17:55:05] at java.lang.Class.forName(Unknown Source)
[17:55:05] at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:522)
[17:55:05] at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:497)
[17:55:05] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:3129)
[17:55:05] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3569)
[17:55:05] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[17:55:05] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1736)
[17:55:05] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1433)
[17:55:05] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:55:05] at com.maddox.il2.game.Main.exec(Main.java:422)
[17:55:05] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:55:06] Main begin: PlMisAir(GUIQuick): class 'air.TA_183l' not found
[17:55:06] java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.TA_183l' not found
[17:55:06] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:3123)
[17:55:06] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3569)
[17:55:06] at com.maddox.il2.gui.GUI.create(GUI.java:158)
[17:55:06] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1736)
[17:55:06] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1433)
[17:55:06] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[17:55:06] at com.maddox.il2.game.Main.exec(Main.java:422)
[17:55:06] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[20.02.2013 17:55:06] -------------- END log session -------------
cheers
Michael
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Thanks for the hint.
I did not know this function.
Can that plane work with 4.11 and Modact 4.06?
I did not find a hint for the game version. :(
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Ta-183 Light works good in 4.12.1/ModAct 5.22.
Pls also find a fix, which replaces default MG-151/20 with MK-213/30.
https://www.mediafire.com/download/4fv3ddupslumm7c/Ta-183Light_WeaponUpdate.zip
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Thanks Stefan.
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Many thanks for this. AS with a true swept wing interceptor, I do enjoy that at low altitude, in a turn, even a P-40B can shoot down this plane.