Special Aircraft Service

The SAS Factory - Tech Help, Ancient Mods etc. => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => Ultra Pack Discussion & Support => Topic started by: SAS~Skylla on October 09, 2015, 12:14:59 PM

Title: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Skylla on October 09, 2015, 12:14:59 PM
A thread for all the nasty little glitches ... so we cannot forget them when it comes to fixing ;)

Best Regards,
skylla

(https://www.sas1946.com/images/see_it_say_it_sorted.png)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on October 11, 2015, 02:38:38 AM
I've added a couple of known bugs to the first post.
If anyone of you knows more bugs, just post them here and they will be added to the first post until they're solved by a new patch pack or hotfix.

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on October 11, 2015, 06:32:49 AM
Quote
If anyone of you knows more bugs, just post them here and they will be added to the first post until they're solved by a new patch pack or hotfix.

The biggest bug: UP3RC4 makes me addicted!  ;)

Best regards, Gerhard  :)
Title: Re: UP3 bug report thread [bug]
Post by: Nicholaiovitch on October 11, 2015, 03:11:22 PM
During Blue/Red online DF:-
If an enemy a/c bights the dust within the enemy HB circle the type of a/c will be added to the list of available a/c on that HB.
I'm not sure if this happens on all maps or missions but it has been a problem since the very beginning of UP3.

Many thanks for your efforts chaps.

Bounder :)

Edit: Example.....This happened on the SAS mission (FAC_Gothic Line Defence_S) when an AI P47 crashed on the eastern Red HB and was then available to fly as Blue
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on October 13, 2015, 02:51:42 AM
Thanks for the heads up Nicholaiovitch, your bug report has been added to the list.

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on January 11, 2016, 01:40:47 AM
New bug added to the list:

For some strange reason, sometimes when a user connects with special characters and/or trailing/leading spaces in the username, the server doesn't "clean" the username correctly and instead simply uses the username as received from the socket.
This causes unpredictable issues during gameplay and it corrupts the statistics database.

An example of the game stats result can be seen here (Username had a trailing space):
http://sas1946.rocks/up3test/playerdetails.php?id=368

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: camcam146 on February 07, 2016, 11:45:42 PM
He-111 H-12: oxygen-mask floating outside the plane

Best bug ever.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 15, 2016, 08:42:17 AM
Could someone please check this issue, I cannot reproduce:
Do-217: You cannot leave belly-gunner position if once entered

Thanks and best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 16, 2016, 06:38:16 AM
Never mind, found the reason why I couldn't reproduce the 217 bug (it happens only online) and also found the reason.
I've updated the first post accordingly.

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 16, 2016, 09:02:31 AM
*bump*

Could someone please recheck this alleged bug?
He-111 H-12: oxygen-mask floating outside the plane
I don't have that issue in my game and I'm quite confident that it's been caused by some kind of additional mod installed by the reporting person.

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Skylla on February 16, 2016, 10:03:12 AM
just checked it, everything ok on my side ..

Quote
[...]additional mod installed by the reporting person[...]
you were the reporting person :P
iirc you mentioned this bug when we flew that Sardinia Mission a while ago..
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 16, 2016, 10:11:10 AM
Okay so let's scratch that.
Most likely it was some Cowling mod I tried for the 111s, I think I remember that I once had one installed that caused a lot of other issues.

Well then, our remaining bugs list looks much better now.

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Skylla on February 16, 2016, 10:21:10 AM
yes, indeed :D
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 17, 2016, 09:56:25 AM
Just for information, all listed bugs are fixed in my WIP Patch 107 now, despite two:

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 20, 2016, 10:51:58 AM
MDS/RRR: other players will only see one rocket being rearmed although you have (and see) all
Done, however the MDS repair feature needs a closer look due to faulty net replication too.

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on August 27, 2016, 01:04:58 AM
New bug found in He-111H-6:
Pilot head movement is not visible and when you cycle through your pilot/gunner stations, all crew members change to default skin.
Something's severely wrong with that model here, looking at the 3D and the code we can see that Pilot1/2 D0/D1 states are being messed with, apparently they are substituted to "_FAK" / "_FAL" instead.

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: Sharkzz on September 21, 2016, 08:23:17 AM
G'day m8ee's..
Is this a UP3 bug ? or is there/has there been.. a fix for when you are a turret gunner in say A20G  you can't see the target you are shooting at because of too much smoke and flash from the machine guns.. & also, I think there once was a patch for the Jap GM4 bomber's rear gunner position with that silly lack of view due to the gun chasee which swivels about like a demented thingamajig blocking your view..
I liked my gunnery but I can't see what I am shooting at now.
Thanks Store m8 (again  :o )
cheers
Sharkzz
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 21, 2016, 11:13:32 AM
when you are a turret gunner in say A20G  you can't see the target you are shooting at because of too much smoke and flash from the machine guns
Sorry but I don't know what issue that is.
Maybe you have an effect mod installed?
This is what the A-20G gunner position looks to me while shooting:
(https://www.sas1946.rocks/flickr/storebror/8337/29837254855_dc32dc9cbc_c.jpg) (https://www.sas1946.rocks/flickr/storebror/8337/29837254855_7484543a97_o.jpg)

the Jap GM4 bomber's rear gunner position with that silly lack of view due to the gun chasee which swivels about like a demented thingamajig blocking your view..

You mean this one?
(https://www.sas1946.rocks/flickr/storebror/8507/29209870074_52335b95ed_c.jpg) (https://www.sas1946.rocks/flickr/storebror/8507/29209870074_bed00d715b_o.jpg)

To me it only happens when I point the gun downwards too far, into a position where in real life the gunner won't see shit either:
(https://www.sas1946.rocks/flickr/storebror/8897/29209869824_0ed19da1b6_c.jpg) (https://www.sas1946.rocks/flickr/storebror/8897/29209869824_387a0e2928_o.jpg)

The most suitable fix in the latter case would be to further limit the gun angles.

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: trent on September 22, 2016, 04:45:03 PM
The most suitable fix in the latter case would be to further limit the gun angles.

Hi Mike!  :)

I do not think what Sharkzz is talking about is really a bug, I think it is simply a limitation of the base game itself that the gunner's head doesn't physically move up or down or side to side with the gun as he would in real life. I've always just accepted it as one of the game's limitations.

Limiting gun angles won't solve anything however. In fact, limiting gun angles will make it historically incorrect, since in real life the G4M's 20mm tail gun was able to aim downwards at a steep angle of 55 degrees below the horizon, which is more than what is currently possible in the game. The exterior screenshot you posted doesn't show the true angle, since the gun is also turned sideways towards the camera, making it seem much steeper than it is. Currently in the game the rear gun can only point downward at about 45 degrees in relation to the aircraft's axis, which is much less than the 55 degrees that was possible in real life. If anything the G4M's gun movement angles need to be increased in IL2 in order to be historically accurate.   :D

In real life the G4M's rear gun's large angles of movement was made possible in part due to the gun's frame on which it was mounted, which extended far out into the tail cone in order for it to be able to move at large angles while still clearing the fuselage. The G4M's rear gunner seat was also suspended on a frame with the gun and could rotate up and down (almost like a ball turret) in order to make aiming easier, but the gun could also rotate independently of the seat at an even further angle.

The biggest difference between real life and the game however, is that in real life, gunners weren't glued in place like they are in the game. They would move their heads (and bodies) forward, backward, up, down, left and right in order to aim at extreme angles. In real life, a G4M tail gunner could easily move his head forward and up next to the gun to aim at a downward angle of 55 degrees at an aircraft below them.

Perhaps players that use 6dof might possibly be able to move their heads this way in the game, although it will still be more limiting than in real life. The most realistic solution (as in as close to reality as possible) would be to have the gunner's POV move with the gun. This would more closely simulate the gunner moving his head with the gun when aiming at large angles, such as he would in real life. I suspect however that this might not be possible within IL-2, or that it would be difficult to implement? On the other hand the gunner does move with the gun through about half of its travel, so perhaps it can be made to move with the gun through the entire range of its travel? If this is not possible, I guess it will just be a limitation of the game one would have to live with, but limiting the gun's movement further would be historically inaccurate. As I mentioned the gun's angle of movement is already more limited in IL-2 than it was in real life.


the Jap GM4 bomber's rear gunner position with that silly lack of view due to the gun chasee which swivels about like a demented thingamajig blocking your view..

You mean this one?


There's also a chance Sharkzz was talking about the rotating frame of the tail cone that holds the glass in the rear gunner view... he would need to confirm however if he meant the gun itself or the rotating frame of the tail cone. The tail cone also moves with the gun and can sometimes limit visibility in the game. Early G4M Betty bombers had this more enclosed frame, later G4M bombers had a more open tail cone. It's not a bug at all. Simply a matter of personal preference. If so, I think he would prefer the rear gunner position of a late war Betty bomber with its more open tail cone frame.

Best Regards  :)

Trent
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 23, 2016, 01:05:02 AM
the gunner's head doesn't physically move up or down or side to side with the gun as he would in real life. I've always just accepted it as one of the game's limitations.
But that's just an outside view limitation.
Inside the gunner's seat itself, your viewpoint does move with the gun (otherwise you couldn't aim at all) but in case of the Betty (and a few other planes) there are separate limits for the viewpoint angle and the gun angle, with the latter being wider than the first.
This IMHO should simulate the fact that there might be gun angles where physically the gunner couldn't get his head in the perfect position without smashing the glass.
In that case the gunner could still move his gun further to go on shooting at e.g. a fighter passing the bomber close by, but he cannot continue to aim at it visually (and most likely doesn't need to in that case anyway).

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: trent on September 23, 2016, 11:15:21 AM

Yes, it is possible that the original developers were trying to simulate the gun's ability in real life to move independently beyond the limits of the seat. Having said that, the tail position of the Betty does have more room than many other bombers (courtesy of that fat rear fuselage), and Japanese were also a lot smaller than Europeans (especially back then), so I'm sure they could maneuver more in tight spaces than someone of larger stature.

If however the angle was such that the gunner couldn't physically look through the sights, he would still be able to look at his tracers in order to make a hit or at least use the extra deflection in order to apply suppressive fire in the direction of a fighter below them. I'm sure people with Track IR will find it easier to do this in the game. I guess in this regard it can be seen as a hardware limitation (not having trackIR), almost like someone trying to fly with a keyboard instead of a joystick or yoke. Investing in TrackIR is sounding better and better all the time.  :D

Best regards

Trent
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 23, 2016, 11:32:37 AM
I can tell you from my own experience as a convinced TrackIR user for more than a year that in a gunner's seat it can be confusing sometimes.
Once you get used to TrackIR you usually adopt a flying style of "fly to where you're looking at".
In the gunner positions however both your head (you still try to look for your enemy since it's the most intuitive thing to do) and your mouse (you have to use it to point your guns at the target) move your viewpoint.
Since one adds to the other, the movement sometimes becomes weird in the heat of the battle.
It would be much more intuitive for TrackIR users to move the guns with their head, but that's yet to be modded.

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: trent on September 23, 2016, 11:44:58 AM

I can definitely see that being a disorientating experience!  ;D
Title: Re: UP3 bug report thread [bug]
Post by: Sharkzz on September 25, 2016, 09:49:44 PM
G'day Mike and Trent,
BIG thanks for your help here. Mike - I think the problem was with smoke/effects which just made too much smoke for me - the pics you posted are much better, which I now have as I won't use smoke effects anymore(when gunning), much bettr now thanks. Next, It was probably the way I explained myself, sorry chaps, it is indeed the gun support frame Trent mentioned. When it swivels about the frame work gets in the view, so its not the itself, but the frame. I remembered many years ago, someone put out there a new GM4 with much thinner framework, but I am buggered if \I can remember where I saw/got it. too many years and too many joints and bourbons to remember  :P
& yeah  dunnit take a bit of getting used to in gunnery with trakr ?.. though I wouldn't for all the tea in china go back to flying without wearing of the hat and alien antennas (reflectors) ,as my wife calls them - she reckons I look like my favourite Martian when I wear it.
& srry too Mike, it probably wasn't the right area for the post on GM gunners view, I agree it is NOT an UP3 problem, tis a general one of the game.
Trent, that was some pretty good info on the set up of the rear gunner, very interesting. thank you m8.

Thnks again Mike (Store) and to Trent as well. much appreciate it.
regards
Sharkzz aka  Lozza
Title: Re: UP3 bug report thread [bug]
Post by: trent on September 26, 2016, 12:51:08 PM

It was probably the way I explained myself, sorry chaps, it is indeed the gun support frame Trent mentioned. When it swivels about the frame work gets in the view, so its not the gun itself, but the frame. I remembered many years ago, someone put out there a new GM4 with much thinner framework, but I am buggered if \I can remember where I saw/got it.



So, it was was the rotating framework holding the tail cone's glass that was bothering you on the G4M1, not the gun itself.

I have compiled two rear gunner options which I think might solve your problem, the first is a completely open tail cone that doesn't rotate. The second one (made by Ten010) is a frame that still rotates, but is much more open than the original G4M1 frame. You can try each one of them out and see which one you prefer.  ;)

http://www.mediafire.com/download/g1y8r8siih09656/2x_G4M1_tail_gun_Options.7z


An aircraft I think you will also enjoy is Ten010's G4M2a (perhaps this is the Betty you were looking for). This aircraft features the more open rear gunner frame and Ten010 has also managed to keep the POV of the gunner looking through the gunsight, without altering the gun movement. Historically, the G4M2a had a number of improvements over the G4M1, such as an electrically powered dorsal turret, a search radar in the nose, 6,000km range thanks to larger fuel tanks as well as improved performance thanks to more powerful MK4T Kasei 25 engines ( 1,850 hp each ) and a laminar flow wing. You can get Ten010's G4M2a here...

http://www.sas1946.com/main/index.php/topic,30389.0.html

Regards

Trent

Title: Re: UP3 bug report thread [bug]
Post by: Sun on October 29, 2016, 04:12:40 PM
Hi,
 I am using 4.101 with UP3RC4 plus the 202 patch, I've noticed that Spitfires lastest models (1943 and after) they can fly unlimited time with wep-boost enabled without suffering any damage to the engine. There is no engine failure despite the long time flight and engine oveheat message.

Is this something that should be fixed somehow? Is this fixed in other versions of Il2 like 4.11, 4.12, etc?

Thanks.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on October 30, 2016, 02:43:32 AM
Hi Sun,

Thanks for the report.
The reason behind is IL-2's simple and unrealistic engine overheat code in combination with a set of questionable parameters for the Merlins of these late war Spits.
In IL-2, regardless which version, you can run an engine in overheat condition for as long as this has been specified in the engine model.
In case of the Merlin66 in UP3, this time is set to 280 seconds (4 minutes and 40 seconds).
Once your engine is in overheat condition, the time counted since overheating began is compared to that threshold and once it's been passed, engine damage will occur.
However in case of the late war spits, they're equipped with automatic radiators and the game will open up radiators in time, so that before the 280 seconds have passed, you will see a message "Engine: Normal" flicker for a split second.
That's when the overheat stops.
Unfortunately in IL-2's game code any stopped overheat will immediately reset the overheat timer.
This means you can run in overheat condition for 279 seconds, then cool down the engine so it's back "normal" for 1/10th of a second, then overheat it again for another 279 seconds and so on...

Overheat parameters differ much between different IL-2 versions and engine overheat has been changed from 4.10.1 to 4.11 (but mainly just in that high RPMs cause faster overheat, which was TD's way to fight all the upcoming modded jet planes), but the basic issue remains.

Two countermeasures apply:

Best regards - Mike
Title: Re: UP3 bug report thread [bug]
Post by: Sun on October 30, 2016, 11:55:21 AM
Thanks Storebror.

I don't have any clue about the amount of time and work someone needs in order to apply the changes you mentioned. I only hope someone will start doing something about.

Title: Re: UP3 bug report thread [bug]
Post by: macgiver on January 27, 2019, 03:52:46 PM
Flying today with the Yak 7 (Patch Pack 302) I realized that the position of the wings is not correct, they are too far back:

(https://i.postimg.cc/vZH6nVy7/il2fb-2019-01-27-22-51-17-78-copy.jpg) (https://postimg.cc/YhZ9Kjhj)

to compare the same view with Patch Pack 301:

(https://i.postimg.cc/2ykCtn22/il2fb-2019-01-27-22-52-57-84-copy.jpg) (https://postimg.cc/9Rk3Rw37)

If anyone can verify it to know if it's a bug or not (maybe it's just my installation problem).
Thanks
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on January 27, 2019, 09:54:34 PM
Yep, makes sense.
The Yak 7 pre PP 302 had serious issues with the center of gravity.
PP302 therefore put the 3D model back by app. 2 meters, but apparently I forgot to put back the cockpit location too.
Will be fixed in PP 303, thanks for the report.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: macgiver on January 27, 2019, 11:27:11 PM
Thanks to you
Title: Re: UP3 bug report thread [bug]
Post by: Phoenix on July 20, 2019, 02:59:52 AM
changing the viewing angle does not work when enabled UP_animated_FOV_mod and when enable TrackIR
in BAT all work
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 20, 2019, 03:15:51 AM
Negative. It works perfectly well. I'm using it myself all day like this.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Phoenix on July 20, 2019, 03:34:35 AM
my mistake
did not assign the correct buttons

I did not understand what was happening
restarted the IL-2 and changing the viewing angle does not work again
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 20, 2019, 10:53:20 AM
my mistake
did not assign the correct buttons
In my cultural area this would suggest that it's working for you now, whereas this...

I did not understand what was happening
restarted the IL-2 and changing the viewing angle does not work again
...would suggest the opposite.
You got me confused now - is there anything left to help you with?

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Phoenix on July 21, 2019, 12:49:58 AM
found the cause of the wrong behavior of UP_animated_FOV_mod
the problem appears only if in the Opentrack enable too large offset along the Z-axis

By the way, in BAT everything works fine.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 21, 2019, 01:00:12 AM
the problem appears only if in the Opentrack enable too large offset along the Z-axis
I don't use Opentrack so I don't know what exactly you're talking about here.

By the way, in BAT everything works fine.
Doesn't make sense.
BAT uses the same thing, literally.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 18, 2019, 12:01:34 PM
There seems to be an issue with net replication of available aircraft on certain spawnplaces.
For some reason certain aircraft name(s) seem to exceed the 255-character limit.
Shouldn't be the case actually, but it might have been caused by some kind of formatting error on one of the ini/properties files.
I'll look into this issue later.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Gubi on September 18, 2019, 02:22:12 PM
Mike.  Just reviewed the plane list.  Somehow the Fiat CR.42 got knocked off the air ini.  It's in game, so just reloading/reactivating the line in air.ini. should work.  Cheers

[edit]  Yep.  That did it.  Works like a charm.  Anybody with the know how, can grab the air.ini line from the UP3.2 or earlier patch, or any other version.  It's all the same.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 18, 2019, 10:40:00 PM
The CR.42 is on the list, it just happened to slip through and isn't in the "Italian" section.
Scroll down a tad further to the "Others" section and you'll find it.
Will be fixed on Patch 1.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Loku on September 19, 2019, 02:08:57 AM
US section / Yakovlev YP-80 1944 , Kelly Jonshon is spining in his grave :).
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 19, 2019, 03:45:17 AM
Thanks Loku, James already reported this by PM.
The G3M Nell also turned into Betty. Sorry for that.
I'm working on Patch 1 in the background and it will be fixed there.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 19, 2019, 06:02:46 AM
Potez Series (630, 631, 633, 63.11) has an engine model issue at the moment and can't be used for that reason.
Issue is identified and will be fixed in Patch 1.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Flanker27 on September 19, 2019, 08:23:41 AM
i noticed a bit of a graphical glitch with the prop on the super corsair(at least i think its one) ill grab some screen shots when i get home from work, i saw the YP-80 thing as well but wasn't quite sure what to make of it and thought it might be something intentional
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 19, 2019, 08:54:23 AM
i noticed a bit of a graphical glitch with the prop on the super corsair(at least i think its one)
There's a mapping issue on the non-rotating prop that needs to be adressed in Patch 2.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Flanker27 on September 19, 2019, 08:56:51 AM
the one i saw was big gaps in the middle of the props that almost looked like engine components the prop wasn't moving at the time 
Title: Re: UP3 bug report thread [bug]
Post by: Flanker27 on September 19, 2019, 08:58:02 AM
whoops you already addressed that im getting  my posts mixed up
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 19, 2019, 09:02:11 AM
Yes I can see the bug and I see the reason.
It's a shared texture where two planes use the same tga file name in the same shared "textures" folder, but the files are/look different.
That's an easy fix after all, but still it will have to wait for Patch 2.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Loku on September 19, 2019, 12:18:33 PM
J8A Gladiator is on the japan part of the planelist, J8A  air.GLADIATOR1J8A 2 NOINFO  ja01  DESERT, another war trophy ?:D
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 19, 2019, 12:53:14 PM
Good catch ;)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 20, 2019, 06:54:41 AM
The Lysanders have a code glitch causing a Stack Overflow. Will be fixed in Patch 2.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on September 20, 2019, 09:40:02 AM
You're with Avast, all is ok: (Click the pic)

(https://i.ibb.co/GTmWfkX/Avast-Meldung-Ungew-hnlicher-Download.jpg)

(https://i.ibb.co/98wN95s/Avast-unbedenklich.jpg)

 ]cheers[

Gerhard
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 20, 2019, 11:01:00 AM
Thanks Gerd :)
Yes it's just normal for Chrome to moan about downloaded files it hasn't seen a thousand times before.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Nicholaiovitch on September 21, 2019, 06:21:19 AM
Mike,

Could you add the map ini. line for the War Over Italy Map that is already in UP so that the FMB will open it. If that could be included in Patch 2 would appreciate it.

The line goes in after Malta 42 in the map ini.

Here is the line:-

Code: [Select]
Mediterran_War_Over_Italy Mediterran_W.o.I/Med_W_o_I_load.ini
Thanks,

Bounder
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 21, 2019, 10:10:58 AM
Thanks for the hint Bounder, will do.
Comparing the maps list from Ultrapack to the maps list from FBDj for Ultrapack, we find less than 240 maps in Ultrapack vs. 275 in FBDj.
And there's even some in the Ultrapack list that are not in FBDj, so it seems to be time to synchronize both lists.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 21, 2019, 10:44:48 AM
*bump*

Looks like we're missing just a few and FBDj contains quite a few duds.
These maps from the FBDj list were missing in Ultrapack before, albeit they're there and can be loaded successfully in FMB:

Code: [Select]
Viipuri Kt_viipuri/load.ini
Lvov_Autumn Lviv/LAL_Lvivautumn.ini
Mediterran_War_Over_Italy Mediterran_W.o.I/Med_W_o_I_load.ini
Darwin NTL_Darwin_Small/NTL_Darwin_Small_load.ini
Northern_Africa_Jir Northern_Africa_Jir/load.ini
Baltic_East_Winter uzav_EastBalt/load_w.ini

Additional these - apparently stock - online "maps" exist, but they're just empty square maps with different number of spawn areas on them:
Code: [Select]
Online_9a Empty1a/load.ini
Online_9a_Winter Empty1a_Winter/load.ini
Online_9b Empty1b/load.ini
Online_9b_Winter Empty1b_Winter/load.ini
Online_10a Empty2a/load.ini
Online_10a_Winter Empty2a_Winter/load.ini
Online_10b Empty2b/load.ini
Online_10b_Winter Empty2b_Winter/load.ini
Online_11a Empty4a/load.ini
Online_11b Empty4b/load.ini
Don't know how much sense it makes to include the latter, but the six "real" maps will be added to the list in Patch 2.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Gubi on September 21, 2019, 10:57:33 AM
Agreed.  Well done and thanx.  Prost
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 21, 2019, 11:01:21 AM
Speaking about maps, maybe one day some of us can take a look at this wonderful massive maps collection and see which ones make it into Ultrapack flawlessly:
https://www.sas1946.com/main/index.php/topic,45266.0.html

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Flanker27 on September 21, 2019, 03:25:11 PM
found an interesting bug iv got a  brand new plane full tank of gas and my "Your Going To Die" light is on... aircraft is P-39Q-30 running UP 3.3 patch one
addendum seems to be constant on all P-39 variants except the P-63
(https://i.postimg.cc/pLNhnmmD/screen-shot-2.png) (https://postimg.cc/zVjXsXSB)
Title: Re: UP3 bug report thread [bug]
Post by: BalDaddy on September 21, 2019, 04:10:18 PM
Defiant.
Turret when manned by player does not travel full traverse x axis. And appears to be towed behind the plane when looking forward over shoulder from turret!
Title: Re: UP3 bug report thread [bug]
Post by: MooseMoi on September 21, 2019, 05:31:33 PM
Game keeps crashing and I get this...


Code: [Select]
2019-09-21 18:24:43:235 (dinput.dll) : JVM Parameters injector activated
2019-09-21 18:24:43:237 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2019-09-21 18:24:43:238 (dinput.dll) : Added JVM Option: -Xms444M
2019-09-21 18:24:43:239 (dinput.dll) : Added JVM Option: -Xmx444M
2019-09-21 18:24:43:240 (dinput.dll) : Added JVM Option: -Xss4096K
2019-09-21 18:24:43:241 (dinput.dll) : Added JVM Option: -XX:PermSize=64M
2019-09-21 18:24:43:242 (dinput.dll) : Added JVM Option: -XX:MaxPermSize=64M
2019-09-21 18:24:43:244 (dinput.dll) : Checking mandatory JVM Options...
2019-09-21 18:24:43:244 (dinput.dll) : Added JVM Option: -Djava.class.path=.
2019-09-21 18:24:43:245 (dinput.dll) : Added JVM Option: -Xverify:none
2019-09-21 18:24:43:246 (dinput.dll) : Added JVM Option: -Xcomp
2019-09-21 18:24:43:249 (dinput.dll) : IL-2 Process ID = 000024B4
2019-09-21 18:24:43:250 (dinput.dll) : Starting Watchdog at C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946 Ultrapack\bin\selector\basefiles\IL-2 Watchdog.exe 1
2019-09-21 18:24:43:253 (dinput.dll) : Watchdog process started.
2019-09-21 18:24:43:254 (dinput.dll) : Starting Pipe Logger at C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946 Ultrapack\bin\selector\basefiles\PipeLogger.exe
2019-09-21 18:24:43:258 (dinput.dll) : PipeLogger process started.
2019-09-21 18:24:43:268 (PipeLogger) : Starting
2019-09-21 18:24:43:271 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated
2019-09-21 18:24:43:273 (dinput.dll) : OpenGL Mode detected, checking IL-2 Graphics Extender Availability...
2019-09-21 18:24:43:274 (dinput.dll) : Trying C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946 Ultrapack\il2ge.dll
2019-09-21 18:24:43:276 (dinput.dll) : Trying C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946 Ultrapack\il2ge\lib\il2ge.dll
2019-09-21 18:24:43:277 (dinput.dll) : Trying C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946 Ultrapack\bin\selector\basefiles\il2ge.dll
2019-09-21 18:24:43:278 (dinput.dll) : IL-2 Graphics Extender not available.
2019-09-21 18:24:43:278 (dinput.dll) : Injecting JVM Parameters
2019-09-21 18:24:43:301 (dinput.dll) : Java Virtual Machine Initialization with additional parameters successful!
2019-09-21 18:24:43:307    (wrapper) : ProcessAttach, attached Processes =  1
2019-09-21 18:24:43:308    (wrapper) : Calling GetCommandLineParams()
2019-09-21 18:24:43:309    (wrapper) : Command Line Parameter No. 1 = /f:none
2019-09-21 18:24:43:310    (wrapper) : Command Line Parameter No. 2 = /m:#up#
2019-09-21 18:24:43:310    (wrapper) : Command Line Parameter No. 3 = /lb:il2fb.exe
2019-09-21 18:24:43:311    (wrapper) : MODS Folder = "#up#"
2019-09-21 18:24:43:311    (wrapper) : No FILES Folder set.
2019-09-21 18:24:43:312    (wrapper) : Calling LinkIl2fbExe()
2019-09-21 18:24:43:313    (wrapper) : Trying to link back to C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946 Ultrapack\il2fb.exe through LoadLibrary()
2019-09-21 18:24:43:314    (wrapper) : Calling CreateModsFolderList()
2019-09-21 18:24:43:317    (wrapper) : Scanning #up# folder took 2 milliseconds.
2019-09-21 18:24:43:317    (wrapper) : Total number of modded files = 52.
2019-09-21 18:24:43:318    (wrapper) : Calling SortList()
2019-09-21 18:24:43:318    (wrapper) : Sorting modded files list took 0.006 milliseconds.
2019-09-21 18:24:43:319    (wrapper) : Calling RemoveDuplicates()
2019-09-21 18:24:43:319    (wrapper) : Removing 0 Duplicates took 0.000 milliseconds.
2019-09-21 18:24:43:320    (wrapper) : ThreadAttach, attached Threads =  1
2019-09-21 18:24:43:278   (watchdog) : IL-2 Parent Process Handle = 00000168, ID=000024B4
2019-09-21 18:24:43:389   (watchdog) : IL-2 Watchdog started.
2019-09-21 18:24:43:389   (watchdog) : Splash Screen Mode = 1
2019-09-21 18:24:43:392   (watchdog) : Message Window Created.
2019-09-21 18:24:43:279 (PipeLogger) : PipeLogger Process ID: 000020C8; Parent (IL-2) Process ID: 000024B4
2019-09-21 18:24:43:425 (PipeLogger) : Listener thread awaiting client connection on \\.\pipe\SAS_PIPE_LOGGER
2019-09-21 18:24:43:495   (watchdog) : Splash Screen Created.
2019-09-21 18:24:45:087    (wrapper) : ThreadAttach, attached Threads =  2
2019-09-21 18:24:45:371   (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x00340B24
2019-09-21 18:24:45:385   (watchdog) : Activating IL-2 Main Window (0x00340B24) using SwitchToThisWindow()
2019-09-21 18:24:45:440    (wrapper) : ThreadAttach, attached Threads =  3
2019-09-21 18:24:45:498    (wrapper) : ThreadAttach, attached Threads =  4
2019-09-21 18:24:45:521    (wrapper) : ThreadAttach, attached Threads =  5
2019-09-21 18:24:45:639    (wrapper) : ThreadAttach, attached Threads =  6
2019-09-21 18:24:45:650    (wrapper) : ThreadDetach, attached Threads =  5
2019-09-21 18:24:45:660    (wrapper) : ThreadDetach, attached Threads =  4
2019-09-21 18:24:45:673    (wrapper) : ThreadDetach, attached Threads =  3
2019-09-21 18:24:45:674    (wrapper) : ThreadDetach, attached Threads =  2
2019-09-21 18:24:45:749    (wrapper) : ProcessDetach, attached Processes =  0
2019-09-21 18:24:45:750    (wrapper) : Total files opened = 5999
2019-09-21 18:24:45:751    (wrapper) : Total search time consumed = 0.005 milliseconds (0.000004908556 Seconds)
2019-09-21 18:24:45:751    (wrapper) : Search Time per File = 0.818 nanoseconds (0.000000000818 Seconds)
2019-09-21 18:24:45:752    (wrapper) : Average Search Iterations required per File = 4.6
2019-09-21 18:24:45:755 (dinput.dll) : JVM Parameters injector deactivated
2019-09-21 18:24:45:828 (PipeLogger) : il2fb.exe Termination detected, terminating Pipe Logger.
2019-09-21 18:24:45:845 (PipeLogger) : All Writers Threads finished, exiting.
[code/]

Oh and by the way I coundnt get the log.lst it was completely empty
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 22, 2019, 12:01:04 AM
found an interesting bug iv got a  brand new plane full tank of gas and my "Your Going To Die" light is on... aircraft is P-39Q-30 running UP 3.3 patch one
Confirmed, will get fixed in Patch 2.

Defiant.
Turret when manned by player does not travel full traverse x axis. And appears to be towed behind the plane when looking forward over shoulder from turret!
Yep, that's a limitation of this mod.
It's a Frankenplane. The Turret is borrowed from a Wellington's tail turret and the forward view is completely off, that's why the x axis has been limited to cover that issue.
Nothing much we can do about it, it's the way this mod has been built. It's not up to standards unfortunately, but since the Defiant was on demand by so many people, we decided to put it in nevertheless.

Game keeps crashing and I get this...

Why crosspost the very same thing in two threads?
I have removed the post from the discussion thread now, but mind you I'm not your nanny, it's not my job to clean the mess behind you.

As has been told a thousand times before, get your game out of the "C:\Program Files" tree as newer Windows versions will not allow a modded game to run well from these special folders.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: KingTiger503 on September 22, 2019, 12:14:34 AM
I Think the FPS Drops fast After I drop Bombs around 5 Seconds Delay Timer. on trees
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 22, 2019, 01:19:57 AM
I think you're nuts.
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on September 22, 2019, 02:04:47 AM
Quote
I think you're nuts.

 ]cheers[
Title: Re: UP3 bug report thread [bug]
Post by: BalDaddy on September 22, 2019, 02:36:32 AM
Quote
I think you're nuts.

 ]cheers[

I do love your in depth technical analysis here Mike.  :D

I did not know about the Frankenplanes situation, I see it now as you have described it, though. I had my suspicions as the cockpit has a gunsight! Apologies for bothering you in my ignorance about something that is not even a bug!
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 22, 2019, 02:59:50 AM
You're welcome BD, your report was perfectly fine - in contrast to KT's 8)
Title: Re: UP3 bug report thread [bug]
Post by: KingTiger503 on September 22, 2019, 04:40:13 AM
BD got a Point, But I lost it,  ]sad11[

Title: Re: UP3 bug report thread [bug]
Post by: Nicholaiovitch on September 22, 2019, 05:32:30 AM
Mike,

Have just finished a test mission for 3.3 but the mission brief (properties file) contents is not showing up when I create a Multiplayer server. Shows in FMB.

Have checked all the usual stuff such as correct and same mission name syntax but so far cannot get it to appear.

Bounder
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 22, 2019, 06:06:40 AM
We'll see on today's session.
If missing mission brief is a general issue, it should happen to all of us.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 22, 2019, 07:47:11 AM
Have checked all the usual stuff such as correct and same mission name syntax but so far cannot get it to appear.
It's because of the dot "." in the mission filename.
Replace "UP3.3" with "UP33" and everything works fine.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Nicholaiovitch on September 22, 2019, 09:13:07 AM
Have checked all the usual stuff such as correct and same mission name syntax but so far cannot get it to appear.
It's because of the dot "." in the mission filename.
Replace "UP3.3" with "UP33" and everything works fine.

]cheers[
Mike

Yup....many thanks Mike
Bounder
Title: Re: UP3 bug report thread [bug]
Post by: MooseMoi on September 22, 2019, 02:17:25 PM
My apologies Storebror.
Title: Re: UP3 bug report thread [bug]
Post by: MooseMoi on September 22, 2019, 04:24:21 PM
The game still crashes and it still searches for the graphics extender even though you told me to move il2 out of program files.
Title: Re: UP3 bug report thread [bug]
Post by: Gubi on September 22, 2019, 06:07:27 PM
...there's no "graphics extender" in UP3.  What the hell are you blathering on about?
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 22, 2019, 11:04:40 PM
MooseMoi, reading back through your post history, one has to come to the conclusion that meanwhile you have installed a hundred things to your PC and nothing ever worked.
Time to go back to square one.
According to your log, you have the Steam Version of IL-2, so the process for you would be:

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on September 23, 2019, 02:58:20 AM
Quote
...there's no "graphics extender" in UP3.  What the hell are you blathering on about?

...and if, when I read this...:

Code: [Select]
# IL-2 Graphics Extender (IL2GE)

I recommend using Carsmaster's water mod.

### Requirements
- IL-2 Selector (at least Version 3.4.2)
- Settings:
   - OpenGL mode - DirectX is not supported
   - perfect mode
   - conf.ini:
      ```
      [GLPROVIDER]
      GL=Opengl32.dll
      ```
      ```
      [Render_OpenGL] 
      HardwareShaders=1 
      Water=0
      ```

### Installation
Extract the contents of `install` in the zip file into your IL-2 folder.

### Current Bugs / Limitations
- ~~terrain artifacts (e.g. appears lower than it acually is)~~
- ~~objects appear in front of terrain even if they are behind it~~
- ~~forest near/far texture is not blended~~
- ~~distant coast line artifacts on some GPUs~~
- forests are flat (but using a parallax effect) (code for layered forests exists but needs performance improvement)
- misplaced coast lines on some maps
- no ground fog on terrain (objects are fogged, so this looks odd)
- currently only cloudless weather looks as intended
- no normal/bump maps
- lighting at dusk/dawn/night needs improvement
- lighting / atmosphere color could use some tuning, or a better (PBR) algorithm
- artifacts with the default water textures in VP modpack
- no water reflections
- water is flat
- no cloud shadows
- no cirrus clouds
- no shore waves / wave foam (code is there but currently disabled) - WIP
- lighting / atmospheric effect is not applied to objects (planes/buildings/trees/roads/clouds/etc.) - WIP

...then I do not want to have this modification in my IL-2!

One more note: Steam is shit! Nobody notices that anymore because you got used to this crap.  ;)

MooseMoi, try this:

http://www.mediafire.com/file/j97vfdn6311bf5d/ReShade_SweetFX_IL-2_%2528bk%2529.7z/file (http://www.mediafire.com/file/j97vfdn6311bf5d/ReShade_SweetFX_IL-2_%2528bk%2529.7z/file)

This will not destroy your game.

Best regards, Gerhard  :)



Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 23, 2019, 03:09:32 AM
IL-2 Graphics Extender is a great thing.
It's in WIP state so you cannot expect everything to work well yet.
Nevertheless, it has nothing to do with Ultrapack, MooseMoi's issues or anything of that kind whatsoever.
The fact the IL-2 GE is mentioned in the initlog.lst file (which is generally unimportant unless some modder explicitely asks you to post it) is just because latest IL-2 Selector Versions have methods builtin to enable IL-2 GE automatically if it's been found in your IL-2 game folder. If not, nothing happens.
It's just that information "IL-2 GE found or not" which gets logged in initlog.lst, and once again, no one asks for that file usually.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 23, 2019, 03:28:43 AM
Time to summarize the reported issues and their current state in the next Patch (which is "2"):


Did I miss anything?

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on September 23, 2019, 07:53:51 AM
Quote
Did I miss anything?

I do not think so. The FW-190A-1 is integrated.   8)

 ]cheers[

Gerhard
Title: Re: UP3 bug report thread [bug]
Post by: KingTiger503 on September 23, 2019, 09:47:08 PM
Got, the FW-190A1 was there at UP 3.3 on the List. Thanks to BK and Storebror.


Best Regards KT503
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 24, 2019, 03:16:58 AM
Further to the previously posted list of fixes, the flight models of the Barracuda, the Henschel 123, the Fiat CR.32 and the Fiat CR.42 will be fixed in Patch 2 as well.

And Patch 2 will have a somewhat "experimental" new functionality builtin:
Old missions sometimes tend to use loadouts for planes that don't exist anymore, either because they were simply removed or replaced by some other loadout option - sometimes it's just a naming thing, maybe even just capitalization of the loadout name.
This used to throw a runtime-exception and the regarding plane would simply be missing when the mission plays.
With Patch 2 we will get a new code implementation which, in case such "inexistent loadouts" issue happens, will attempt to find the best matching existing loadout according to the Damerau Levenshtein algorithm (case insensitive) applied to the loadout names, and load that "best match" instead.

Example: In old times, the I_16TYPE18_BS had loadouts like "2xFAB100" declared.
Meanwhile this loadout has been renamed to "2fab100". The new algorithm successfully picks that "best match" loadout from the available set ("default", "2fab50", "2fab100", "2tank100", "none") and selects it instead, meaning that the mission will work as intended even though the loadout on the mission doesn't really exist.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on September 24, 2019, 04:02:16 AM
Quote
The new algorithm successfully picks that "best match" loadout from the available set ("default", "2fab50", "2fab100", "2tank100", "none") and selects it instead, meaning that the mission will work as intended even though the loadout on the mission doesn't really exist.

Hello Mike,

Does that mean I have to fly bombs if the mission foresees it, even if I do not want to fly bombs?

 ]cheers[

Gerhard
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 24, 2019, 08:53:04 AM
No.
Whatever loadout you select you will get exactly that one and nothing else.

This new code improvement just kicks in when an ancient mission is being loaded which has loadouts listed in the ".mis" file that don't exist anymore.
In that case, the game will automatically substitute the inexistent loadouts with the closest match available.
This is really just for ancient missions, mostly ones that are on our FAC server's list.

Even for a mission builder this process is completely care-free: Load an ancient mission, save it again and you'll get your loadouts updated automatically.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 24, 2019, 09:17:48 AM
Patch 2 has been released, including fixes for all reported issues so far:
https://www.sas1946.com/main/index.php/topic,62392.msg686623.html#msg686623

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on September 28, 2019, 09:13:10 PM
DO-18 can't be destroyed
Fokker G1  Elevator destroyed is still controllable
Mitsubishi Ki-30 can't be destroyed (The pilot can be killed)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 29, 2019, 12:52:56 AM
DO-18 can't be destroyed

Can't confirm.

(https://i.postimg.cc/xdV9GFT4/2019-09-29-05-43-22.jpg) (https://postimg.cc/21TprGWQ)

(https://i.postimg.cc/s2d0vYHy/2019-09-29-05-43-54.jpg) (https://postimg.cc/XrLgPC0D)

Fokker G1  Elevator destroyed is still controllable
Probably right, damage code looks odd. We'll look into this and try to fix it in Patch 3.

Mitsubishi Ki-30 can't be destroyed (The pilot can be killed)
This will be tricky.
The underlying issue is that the regarding mod (https://www.sas1946.com/main/index.php/topic,54031.0.html) has no collision boxes at all.
That's slightly out of scope for us to fix.
We might need to revert to the old Frankenplane (https://www.sas1946.com/main/index.php/topic,14502.0.html).

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on September 29, 2019, 02:37:15 AM
Quote
Mitsubishi Ki-30 can't be destroyed (The pilot can be killed)

(https://i.ibb.co/Rbtrc1n/il2fb-01-2019-09-29-10-29-50.jpg)

(https://i.ibb.co/pJkXFf5/il2fb-02-2019-09-29-10-30-23.jpg)

(https://i.ibb.co/xGK3zLY/il2fb-03-2019-09-29-10-30-37.jpg)

Best regards, Gerhard   ;)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 29, 2019, 11:46:00 AM
Do-17 have engine startup issues (thanks to P51vsFw190 for reporting).
P-47DT freezes game on impact (thanks to P51vsFw190 for reporting).
Almost all P-47s cause log flooding.

New patch scheduled to the coming week, stay tuned...

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on September 29, 2019, 09:47:38 PM
do-18 can not be destroyed by the air defense(AA GUN)
Bomb will not run
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 29, 2019, 11:10:32 PM
do-18 can not be destroyed by the air defense(AA GUN)
Do-18 can be destroyed by anything, period.

Bomb will not run
??
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Ghost129er on September 30, 2019, 12:29:58 AM
Bomb will not run
??

(https://media.giphy.com/media/OVwUUeOKOiG4g/200.gif)

Feel free to delete lmao
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on September 30, 2019, 01:01:55 AM
:))
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 30, 2019, 09:02:46 AM
Almost all P-47s cause log flooding.

Gentlemen, those of you who struggle with the P-47 log flooding (and the resulting FPS drop), you can decide to either wait for Patch 3 (scheduled for release within this week) or update to the latest SAS Common Utils (https://www.sas1946.com/main/index.php/topic,40490.0.html) (<-- click) manually already.
The SAS Common Utils update will fix the issue.
It will be included in Patch 3 and the Patch will work whether you already have updated the Common Utils or not.
So if you can't wait, just update the Common Utils and the P-47s will work (except for the isolated issue with the P-47DT which causes the game to lock up on ground impact).

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on September 30, 2019, 09:46:56 AM
Have just found a small mistake.

In the FW-190A-1, the MG tubes are missing at the wing roots.

But that does not matter for the MG function.

 ]cheers[

Gerhard
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 30, 2019, 10:04:49 AM
Isn't that how it's supposed to be?
The root guns on the A-1 are MG-17, I would not expect any barrels of these guns to stick outside the wing structure:
(https://i.postimg.cc/59DYgvjb/Focke-Wulf-Fw-190-A-7-JG1-Harry-Koch-France-1942-03-1.jpg)

They don't have no 3D parts on the A-1 model either, except for the hitbox which is still in place.
Fits perfectly if you ask me.

]cheers[


Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on September 30, 2019, 10:34:05 AM
Quote
Fits perfectly if you ask me.

I don't ask you cause it is perfect solved.  :D

Thank you.

 ]cheers[

Gerhard

Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on October 05, 2019, 10:45:17 PM
Very strange
I reinstalled up3   IL2 4.1.22+Ultrapack 3 RC4 Megapatch+UP3.3+Patch 3
Quick misson
Map:Crimea
Target:Airbase
Defence:AAA
Dornier DO-18,1936 can not be destroyed by the air defense ,The bomb could not be delivered

Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on October 06, 2019, 12:05:54 AM
log.lst and eventlog.lst please, thanks.
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on October 06, 2019, 12:35:24 AM
log.lst and eventlog.lst please, thanks.
http://www.mediafire.com/file/qryx55nawtb3vmw/IL-2_Sturmovik_1946.rar/file
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on October 06, 2019, 01:01:26 AM
log.lst please, not initlog.lst.
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on October 06, 2019, 02:07:03 AM
log.lst please, not initlog.lst.
Can't find log.lst
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Skylla on October 06, 2019, 03:19:36 AM
Read how to get the log here (http://www.sas1946.com/main/index.php/topic,13457.0.html), and the instant log here (http://www.sas1946.com/main/index.php/topic,19308.0.html).

Important: read here (http://www.sas1946.com/main/index.php?topic=39780.0) which part(s) from the log to post
and how to post it. (code option!)
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on October 06, 2019, 04:48:28 AM
https://pastebin.com/Eb1yVhp7     eventlog.lst
https://pastebin.com/uKP8srSW     log.lst
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on October 26, 2019, 11:33:48 PM
Do-18 face air defense firepower invincible
IL2 4.1.22+Ultrapack 3 RC4 Megapatch+UP3.3+Patch 4

https://pastebin.com/aawfQ9fQ     eventlog.lst
https://pastebin.com/NbbhZKCa    log.lst

http://www.mediafire.com/file/bj6hr2sod6clo6s/il2fb_2019-10-27_13-15-35-644.rar/file   Video
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on October 27, 2019, 12:30:16 AM
No clue what additional mods you have installed, but please face the fact that Do-18 is not invincible, proof has been given including picture.
What you show here isn't reproducible for anyone else, so it has to be something on your end.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on October 27, 2019, 02:21:04 AM
Hallo Mike,

I just wanted to tell. The patch is running fine!

Thank you very much,

Gerhard (oder Gerd oder Gerda...  :D )

(https://i.ibb.co/mhXc1jN/jsgme.jpg)

 ]cheers[
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on October 27, 2019, 02:59:50 AM
Thanks for the feedback Gerd.
The error message "cannot create file..." probably gets triggered because JSGME fails to create the "!INSTLOGS" folder.
The folder (if it exists) gets deleted by Ultrapack during the installation process (that's intentional, it's one step of ensuring a "clean" system) and it's supposed to be created automatically by JSGME on next start.
You might want to check the JSGME.ini in your game folder, it should contain a section with the path to your game, containing something like this:
Code: [Select]
[JSGME DETAILS]
FullPath=F:\UP3RC4_Online_(93,9 GB)\JSGME.exe
It could also be that JSGME gets confused by the brackets or by the comma in the path name.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on October 27, 2019, 03:17:34 AM
Just checked, the log is included in the jsgmemod folder\!INSTLOGS - strange.

 ]cheers[

Gerhard

http://www.mediafire.com/file/pv6uxa2oeibao7s/%2523UP%2523_Enable_UP3.3_Patch_04_install.log/file (http://www.mediafire.com/file/pv6uxa2oeibao7s/%2523UP%2523_Enable_UP3.3_Patch_04_install.log/file)

Nachtrag:

Ha-ha, gerade gesehen, der Log-Eintrag betrifft Patch 3. Werde demnächst den Inhalt des Logs löschen.  ;)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on October 27, 2019, 03:21:47 AM
Yes, everything's fine.
That file is binary identical to my install log.
No idea what Windows was complaining about then.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on October 27, 2019, 04:45:07 AM
No clue what additional mods you have installed, but please face the fact that Do-18 is not invincible, proof has been given including picture.
What you show here isn't reproducible for anyone else, so it has to be something on your end.

]cheers[
Mike

This is a strange place
I didn't load other mod , It happened like this, the other planes are normal.

Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on October 27, 2019, 06:27:14 AM
I'd love to help but I can only work on bugs I can reproduce, and this one I can't.
Title: Re: UP3 bug report thread BV-222
Post by: Uhu-Alpenrose on December 07, 2019, 06:14:22 AM
……..somehow my message didnt Show up correct.

OK 2nd try

Has Anyone noticed that on the BV-222 an engine Restart is not possible????
…...may be there is just something wrong with my installation???

Regards

ALPI
Title: Re: UP3 bug report thread [BV 222 bug]
Post by: Uhu-Alpenrose on December 14, 2019, 04:25:49 AM
In Addition to the engine issue above on the BV222
it is not possible to select the plane in a Mission.

The BV222 appears in the window after having selected the airfield
but if you hit FLY nothing happens……..all other float planes work.

Any idea?????

Regards

ALPI
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Ghost129er on December 16, 2019, 12:19:25 AM
Log or bust
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 20, 2019, 02:38:33 AM
Guys,

The Fugaku has a couple of issues, mostly flight model related, but partly net replication as well.
There will be a Patch 6 coming soon which will fix those issues.
Other planes are not affected, so as long as you don't plan to fly the Fugaku you're good to go with Patch 5 for the time being.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Uhu-Alpenrose on December 21, 2019, 04:14:27 AM
Hi Mike,

dont know what you mean by "Fugaku".
Anyway if These flightmodel issues are already known thats fine.
Guess you then already knew as well that Floatplanes only fly for arround 30 Minutes as AI.
Tried it with BV222, Do18,Do24........they all shut down the engines after 30 Minutes of flight
if they run as AI. This does not appear if you use them as the active Pilot.

I am keen to see the patch 6

Regards

ALPI
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 21, 2019, 08:15:35 AM
Fugaku is the Nakajima G10N.
It had a flight model issue which is related to a strange general behaviour in IL-2 flight models where planes equipped with large diameter props, when using the prop as kind of "airbrake" (i.e. abruptly throttle down), will suddenly have some kind of "inverted" flight model where everything goes backwards: Drag becomes negative, lift becomes negative, you pull up and the plane dives down, you roll left and the plane rolls right etc.
This has been fixed in tests and the fixed flight model will be part of Patch 6.
Also fixed is the speed vs. altitude plot of the G10N - the IL-2 1946 "limited pressure" carburettor simply doesn't work right (in many ways) for planes reaching more then 6km altitude.

What else?
No I didn't hear about a "virtual" flight time limit of 30 minutes on floatplanes before.
I can't reproduce it easily either.
Just been leading a 4-ship flight of Bv-222 for almost two hours without any issues.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: macgiver on December 21, 2019, 11:39:42 AM
@ Uhu-Alpenrose
30 min flight -> check fuel load (sometimes we forget details like this  ;) ).

Title: Re: UP3 bug report thread [bug]
Post by: Uhu-Alpenrose on December 24, 2019, 05:43:00 AM
Hi Mike,

thx for the answer, nevertheless the engine shut down does not appear if you are leading the 1group of planes. It appears in Quickmission
for the other plane Groups joining you !!!!!
or.......now it comes.......it appears also to you as Pilot and the whole first Group of planes if you fly the quick Mission
by pressing the A key for the Auto flight.......then even your own plane shut down the engines after arround 10 minutes.
If you Switch of the A key you can restart the engines an fly further on, but the rest of your first Group become a sail plane

Just checked out.......me plus 3 planes in first Group, three joining Groups of each 4 float planes.........all joining Groups shut down the engines between 10 to 16 minutes.

Only German floaters.........other planes no Problem........have not yet checked other float planes.

By the way....have the same effect on a second pc with a new UP3.3 download !!!!!!

If you dont know what do do over the X-mas days rethink on that one.

Merry X-mas for you all !!!

Regards


ALPI
Title: Re: UP3 bug report thread [bug]
Post by: Uhu-Alpenrose on December 24, 2019, 05:44:21 AM
.........just forgotten !!!!!

Fuel is at 100 % ;D ;D ;D
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 24, 2019, 06:48:42 AM
Okay, I think I see what happened.

You've been playing a QMB mission where the landing waypoint is at land, meaning that there's nowhere for floatplanes to land at that point.
In such case, floatplanes will enter an "emergency landing" pattern and that one involves switching off the engines immediately.
This by the way is stock game code, it happens with every version of IL-2 games, and it's intentionally.
It doesn't happen exactly at 30 minutes - 30 minutes is just an average time for many QMB missions where planes cruising at less than 300km/h speed will reach the final landing waypoint.

Repeat your test with a suitable mission for floatplanes, e.g. CoralSea_CVE, axis side, target "Airbase" and you will see that the planes are landing on the water just normally.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Uhu-Alpenrose on December 25, 2019, 03:07:14 AM
Hi Mike,

thx for the quick answer.......for the QMB Mission you may be right.

But remember........my original Problem startet with the BV222. I tried to make a historical Mission
for the BVs to fly from Italy to Lybia........for sure to land there on water !!!!!!

In that specific Mission each an every German Floater shuts down after 30 Minutes......but to be honest
the landing Point is just "on water".......meaning I didnt create a homebase on water to land........will try if this is the Problem.

Regards

ALPI
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 25, 2019, 07:53:35 AM
If you still got problems, may I ask you for the specific mission file so I can check what causes ai to shut down their engines?
It's easy to find out, I only need to see what you are seeing.

(http://www.sherv.net/cm/emo/christmas/drunk-santa-smiley-emoticon.gif)

Mike
Title: Re: UP3 bug report thread [bug]
Post by: Uhu-Alpenrose on December 26, 2019, 05:04:34 AM
Hi Mike,

thx for your help. Indeed even creating a water based homebase didnt help.

The BVs shut down the engines after 34 minutes even having made a water based homebase to land.

I have sent the files.

Regards

ALPI
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 26, 2019, 08:40:40 AM
Thanks Alpi, got your mission.
Result: The planes shut off their engines exactly at the last "normal" waypoint, exactly when they switch to the "landing" waypoint.
This behaviour is exactly as in Stock IL-2, this is nothing Ultrapack specific and I must admit that I'm not experienced enough in mission building to tell you how exactly you can make a floatplane land without shutting off their engines.
The closest I got so far is to put the last "normal" waypoint right next to the landing waypoint, thereby the AI continues to fly normal until they reach the landing zone and then land on the water, however they'll shut off their engines in that case, too.

Some mission building expert has to come to help here.
FMB experts, please advise: How do you make seaplanes land on water without AI switching off their engines?

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Gubi on December 26, 2019, 08:46:41 AM
I don't.  Gave up on that.  I thought that might be the problem but wanted to see it put through the paces.  In 4.10, anyway, the "landing" waypoint shuts off seaplane motors.  Indeed.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 26, 2019, 08:51:19 AM
Looking at the game's code, I think the issue is that it can't find a "suitable" airport to land on.
Standalone homebases don't seem to do the trick.
Fun fact is that the game does see airports that would fit, but they're too far off.
And the homebase placed next to the landing waypoint isn't considered suitable.
This means there must be something you can do to an airport to make it fit for seaplane landing purpose, but simply putting a standalone homebase on the water doesn't cut it.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Loku on December 26, 2019, 11:25:30 AM
Bugs found on last patches:
1.Tupolev SB-2M series, lack of some cockpits mat files cause steereing column mesh dissapear when turn on cockpits lights and game hangs, missing files are from  3do_28 and 3do_29 sfs files archives:

filelist for extractor
Code: [Select]
3DO/Cockpit/SB/shturval2_light.mat
3DO/Cockpit/SB/clepki2_light.mat
3DO/Cockpit/SB-Bombardier/lamp_n1_light.mat
3DO/Cockpit/SB-Bombardier/equip_an4_light.mat
3DO/Cockpit/SB-Bombardier/equip_an4_sha_light.mat
3DO/Cockpit/SB-Bombardier/equip_an4a_light.mat
3DO/Cockpit/SB-NGunner/lamp_n1_light.mat
3DO/Cockpit/SB-NGunner/equip_an4_light.mat
3DO/Cockpit/SB-NGunner/equip_an4_sha_light.mat
3DO/Cockpit/SB-NGunner/equip_an4a_light.mat
3DO/Cockpit/SB_103/shturval2_light.mat
3DO/Cockpit/SB_103/clepki2_light.mat
3DO/Cockpit/SB_103-Bombardier/lamp_n1_light.mat
3DO/Cockpit/SB_103-Bombardier/equip_an4_light.mat
3DO/Cockpit/SB_103-Bombardier/equip_an4_sha_light.mat
3DO/Cockpit/SB_103-Bombardier/equip_an4a_light.mat
3DO/Cockpit/SB_103-NGunner/lamp_n1_light.mat
3DO/Cockpit/SB_103-NGunner/equip_an4_light.mat
3DO/Cockpit/SB_103-NGunner/equip_an4_sha_light.mat
3DO/Cockpit/SB_103-NGunner/equip_an4a_light.mat
3DO/Cockpit/SB_103-TGunner/Prib_six_light.mat
3DO/Cockpit/SB_103-TGunner/DPrib_six_light.mat
3DO/Cockpit/SB_103-TGunner/arrow_light.mat
3DO/Cockpit/SB_103-TGunner/equip_radio_panel_light.mat
3DO/Cockpit/SB_103A/shturval2_light.mat
3DO/Cockpit/SB_103A/clepki2_light.mat
3DO/Cockpit/SB_103A-Bombardier/lamp_n1_light.mat
3DO/Cockpit/SB_103A-Bombardier/equip_an4_light.mat
3DO/Cockpit/SB_103A-Bombardier/equip_an4_sh_light.mat
3DO/Cockpit/SB_103A-Bombardier/equip_an4_sha_light.mat
3DO/Cockpit/SB_103A-Bombardier/equip_an4a_light.mat
3DO/Cockpit/SB_103A-NGunner/lamp_n1_light.mat
3DO/Cockpit/SB_103A-NGunner/equip_an4_light.mat
3DO/Cockpit/SB_103A-NGunner/equip_an4_sh_light.mat
3DO/Cockpit/SB_103A-NGunner/equip_an4_sha_light.mat
3DO/Cockpit/SB_103A-NGunner/equip_an4a_light.mat

2. SB-2M 103 series 201 and 103A series 221, top gunner turret stuck and dont rotate, must be some java error.

3.Polikarpov U-2VS (other variants are ok) aircraft dont spawn and game throw null error, a bomb from alternate loadout spawn at the machine gun place, cod file bug?.

(https://i.postimg.cc/yYb57qkC/2019-12-25-09-57-32.jpg)

log error

Code: [Select]
null
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1611)
at com.maddox.il2.gui.GUIAirArming._enter(GUIAirArming.java:1138)
at com.maddox.il2.game.GameState.enterPush(GameState.java:18)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
at com.maddox.il2.gui.GUIQuick$WButtonArming.notify(GUIQuick.java:726)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:514)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: UP3 bug report thread [bug]
Post by: macgiver on December 26, 2019, 01:14:45 PM
I don't.  Gave up on that.  I thought that might be the problem but wanted to see it put through the paces.  In 4.10, anyway, the "landing" waypoint shuts off seaplane motors.  Indeed.
Years ago I tried to do some missions with hydroplanes (Ju-52) and now I remember that this always been the problem. I've tried in UP 3.0 RC4, ModAct 3.06(?) and HSFX (5?) invariably with the same result...last waypoint before landing engine cut-off independent of distance between waypoints.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 27, 2019, 12:36:23 AM
Thanks for the reports Loku, I can confirm all of these from a quick test.
Will be fixed in the next patch.

As for the seaplane landing / engine shutdown behaviour, I'll try to dig deeper into this (stock game) issue, but can't promise much.
Stock game's way of choosing landing airport and pattern is quite confusing.
TD seems to be unaware of the KISS principle (https://en.wikipedia.org/wiki/KISS_principle).

(https://www.animatedimages.org/data/media/665/animated-new-years-eve-smiley-image-0004.gif)
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Uhu-Alpenrose on December 29, 2019, 10:19:06 AM
Hi Mike,

thx for testing my Mission and even if the issue is with the original game, I would not have found out that the last waypoint
before landing " is the one ". But no Problem any longer, the work arround to place the last waypoint Close to the landing Point
is good enough. Now my BVs make it to Lybia. Great.....thx for this helpful idea !!!!

Nevertheless the BV will not spawn, if you are the pilot what was reported already........is this on the to do list for next patch?????

Regards


ALPI
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 29, 2019, 10:48:55 AM
Sorry, didn't get the last point.
What's the issue?
To me Bv-222 spawns flawlessly.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Unca-Fester on December 29, 2019, 12:19:26 PM
Thought I'd report that with the aircraft not often appearing either in game or in map.  Once I deleted the deleteGhostAircraft=0 entry in [Mods] and reset the [Mods] Menu entrys to all zero in their binary entries, the next online game played fine. 

Caveat:  as far as I can tell, with just me on the server...?

Why this worked is beyond me, as other than the artifacts with running UP3 RC4, the older version had none of these issues.  I'm wondering in my dated machine isn't liking the overhead in process when the menu is activated?

Mysteries..
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 30, 2019, 01:04:33 AM
Let me say that I would recommend to restore your conf.ini [Mods] section to the previous (yesterday) state.
What you did is completely unrelated to the reported issues.

We've got two things going on:

Last but not least, as stated above, the "Ghost Plane" fix was introduced with Patch 5, but everyone who complained about missing planes yesterday said that this started with Patch 6 and was working fine before.
Fun fact: Nothing changed in Patch 6 in this regard.
This makes me wonder whether we really have an issue here at all, or whether people are just seeing pink elephants.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Ghost129er on December 30, 2019, 02:12:35 AM
Problem is we had about 10+ people on the comms all flying, in combat, discussing tech and etc, hence why I just shut up and typed at one point. This is okay but when it comes to discussing glitches and stuff, I think I should have moved Lewis and I on another channel and Mike could have joined us with his permission to discuss this; but I digress.

Should we perhaps organize a test session or something sometime later on? New years is around the bend and I doubt anyone would have time but we could have testing sessions to try these values and provide feedback.

Otherwise we could test it solo and report back here.

I for one have never had such an issue with planes disappearing or such. If you want just let me know, I will downgrade my UP3 to patch 5 and give it a shot and see if there's any ghosting. Could be mods if any at all.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 30, 2019, 11:20:41 AM
Patch 5, once again, has the same Ghost Plane fix like Patch 6.
If you'd want to compare anything, you'd have to go back to Patch 4.
I've checked my logs from last sunday's session where two of us, including me, didn't see James flying around (we saw him being in the game, but without plane, i.e. not spawned yet).
As the Ghost Plane fix is a client side thing, I should have found an entry
Code: [Select]
Destroying Ghost Plane: <whatever>, Tick Diff to last Update: 0with "<whatever>" reflecting James' plane in my log. Note: The "0" for Tick Diff is intentional.
There is no such thing.
I've got 4 Ghost Plane removals in my sundays' log (which is a lot), but all of them are AI planes:
Code: [Select]
[2019-12-29 16:05:33.518 UTC +1] dT:    4 Destroying Ghost Plane: 210705 (1GvIAP303), Tick Diff to last Update: 0
[2019-12-29 16:06:50.654 UTC +1] dT:  785 Destroying Ghost Plane: 196453 (g010007), Tick Diff to last Update: 0
[2019-12-29 17:07:52.984 UTC +1] dT: 1822 Destroying Ghost Plane: 1049853 (g012033), Tick Diff to last Update: 0
[2019-12-29 17:23:06.236 UTC +1] dT:  311 Destroying Ghost Plane: 4646097 (gb010001), Tick Diff to last Update: 0
That's all.
Therefore, the absence of James' plane was no Ghost Plane fix thing.
Whatever it was, it wasn't related to UP 3.3 or any of the patches at all.
There was no further valid report of missing planes.
Therefore I consider this "issue" being an imagined fault for the time being.

We can host test sessions, but only later as I'll be unavailable until mid january.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Unca-Fester on December 30, 2019, 11:54:11 AM

Could it be I was running with 512K of memory allocation in the settings in Selector?.

 I was a bit in-circumspect as to my trouble shooting after the session yesterday, as I had re-edited my config .ini and turned up the memory allocation in selector to 1 gig.  Which doesn't reveal where the fix is or if I actually fixed the issue.

I did run a few missions online by myself to see if I had fixed the issue, which had all the normal aircraft.  But without 7 other online users I suspect this doesn't serve to reveal where the problem was.

Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 30, 2019, 12:01:05 PM
512MB :)
No, that's unrelated.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Unca-Fester on December 30, 2019, 12:21:25 PM
 ]banghead[ Yeah, I meant 512 megs  I sometimes regress to I-486 speak.  Remember when having external CPU caches of up to 64K was a thing?
Title: Re: UP3 bug report thread [bug]
Post by: Uhu-Alpenrose on December 31, 2019, 08:31:50 AM
Hi Mike,

coming back to the BV issue.

The Mission I have sent to you has an airfield Close to the place where the AI BV start.
If you go there  and select the BV and then press fly simply nothing happens. All other float planes work.....just the BV doesnt work.

Tried in that Mission also with the airfield where the BVs land. Same effect......you Chose the BV....hit fly.....nothing happens.

Regards


ALPI
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on December 31, 2019, 08:35:34 AM
Ah well, thanks for the hint.
I'll have to check that, but it will take time.
No IL-2 in the coming two weeks for me, so please bear with me ;)

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: E69_Haukka on January 05, 2020, 04:25:20 PM
This afternoon, flying on the SAS UP Server, I discovered this oddity in the cockpit of the I.A.R 81c 1940. My UP 3.3.6 is clean and updated, without mods:

(https://i.imgur.com/N2TebkZ.jpg)

Thank you very much for your attention. regards
Title: Re: UP3 bug report thread [bug]
Post by: Flanker27 on January 06, 2020, 06:13:02 AM
Looks ok to me? Unless your referring to the reflecting gunsight
Title: Re: UP3 bug report thread [bug]
Post by: BalDaddy on January 06, 2020, 07:49:04 AM
The translucent disc to the side of the sight perhaps? I thought it was representing some kind of filter lens that could be placed over the reflector.
Title: Re: UP3 bug report thread [bug]
Post by: Flanker27 on January 06, 2020, 08:02:29 AM
That’s what it is, the Bf-109s have the same thing
Title: Re: UP3 bug report thread [bug]
Post by: E69_Haukka on January 06, 2020, 09:15:40 AM
That’s what it is, the Bf-109s have the same thing

You are right, it is not a bug, it is the sight filter. I understood activating it. Sorry for the fake bug. And thank you very much for the excellent server that is full of life on Sundays. Regards
Title: Re: UP3 bug report thread [bug]
Post by: macgiver on January 31, 2020, 01:16:13 PM
I realized a few days ago that there are little problems with Bearcat:
-the default pilot is Japanese.
-part of the propeller blades is transparent in front view

(https://i.postimg.cc/6qS93rHn/il2fb-2020-01-23-23-44-05-46.png) (https://postimages.org/)

I also have a question if the POV in Bearcat has to be like this or is a bug (it is normal view, not a gunsight view):

(https://i.postimg.cc/fW3k4yqm/il2fb-2020-01-23-23-42-36-86.jpg) (https://postimages.org/)

(https://i.postimg.cc/9FZMMShf/il2fb-2020-01-23-23-42-39-21.jpg) (https://postimages.org/)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Ghost129er on January 31, 2020, 02:05:06 PM
Is anyone able to even relaunch their game..? For me I have to change my mouse to as the mouse isn't working on 2... Never seen this happen before - going to desktop with Win+D or Alt+Tab won't help whatsoever, adding RAM via selector, really odd and quite a bit strange of a bug...

Code: [Select]
[rts]
mouseUse=1

Also can confirm MacGiver's problem/bug. Was able to replicate this. Tried using even Reno F8F Meshes and the same thing happens.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 01, 2020, 12:12:52 AM
F8F Pilot and prop skin bug is confirmed.
Loku found some missing materials on newer SB-2 cockpits.
A hotfix for all of this can be found here:
http://www.mediafire.com/file/uhuu4z0c9lec88q/Ultrapack_3.3_Patch_7_Hotfix.zip/file
Installation: Just extract to your Ultrapack game folder.

The hotfix files will be integrated in future releases of course.

Cockpit FOV: Sorry but I don't understand what you mean. Where's the issue?
Mouse Mode: Cannot reproduce. Most probably something on your end Ricky.

Remaining known bugs: The SB-2 dorsal turret gets stuck. Will be fixed on a later release.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Ghost129er on February 01, 2020, 01:14:37 AM
A simple reboot fixed the mouse problem, honestly, never seen that one before...

Hotfix confirmed to fix what it's stated to. Thanks Mike. 8)
Title: Re: UP3 bug report thread [bug]
Post by: macgiver on February 01, 2020, 02:31:28 AM
Thanks for the express hotfix :).

Cockpit FOV: Sorry but I don't understand what you mean. Where's the issue?

This is not a problem, I just have the impression that the point of view is too advanced (as in several cockpits of our sim), so I asked if this was conceived like that or is some mistake, and for example we have the gunsight view as the default view.
Title: Re: UP3 bug report thread [bug]
Post by: Loku on February 22, 2020, 06:49:57 PM
Ki-45 Otsu has a weird  bug ( found it yesterday playng CFC Islands PVP mission on the server ), one shot from underbelly cannon cause all others guns including rear gunner gun jamm?/no ammo.Other Ki-45 variants are ok.

Code: [Select]
Requesting Ki-45-otsu
ZSM_Air - Spawning new AC. Owner name is >Loku_0<
  JOYSTICK ENABLED!
Time overflow (444): tickLen 46
warning: no files : music/takeoff
INTERNAL ERROR: Can't open file 'effects/smokes/37mmSlow.eff'
WARNING: object 'effects/smokes/37mmSlow.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'effects/smokes/37mmSlow.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'effects/smokes/37mmSlow.eff' NOT loaded

at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:281)
at com.maddox.il2.engine.GunGeneric.fireCannon(GunGeneric.java:309)
at com.maddox.il2.engine.GunGeneric.interpolateStep(GunGeneric.java:201)
at com.maddox.il2.engine.GunGeneric$Interpolater.tick(GunGeneric.java:230)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:177)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:275)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'effects/smokes/37mmSlow.eff'
WARNING: object 'effects/smokes/37mmSlow.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'effects/smokes/37mmSlow.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'effects/smokes/37mmSlow.eff' NOT loaded

at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:281)
at com.maddox.il2.engine.GunGeneric.fireCannon(GunGeneric.java:309)
at com.maddox.il2.engine.GunGeneric.interpolateStep(GunGeneric.java:201)
at com.maddox.il2.engine.GunGeneric$Interpolater.tick(GunGeneric.java:230)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:177)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:275)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:94)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:71)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:164)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:275)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'effects/smokes/37mmSlow.eff'
WARNING: object 'effects/smokes/37mmSlow.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'effects/smokes/37mmSlow.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'effects/smokes/37mmSlow.eff' NOT loaded

at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:281)
at com.maddox.il2.engine.GunGeneric.fireCannon(GunGeneric.java:309)
at com.maddox.il2.engine.GunGeneric.interpolateStep(GunGeneric.java:201)
at com.maddox.il2.engine.GunGeneric$Interpolater.tick(GunGeneric.java:230)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:177)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:275)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:94)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:71)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:164)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:275)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'effects/smokes/37mmSlow.eff'
WARNING: object 'effects/smokes/37mmSlow.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'effects/smokes/37mmSlow.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'effects/smokes/37mmSlow.eff' NOT loaded

at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:281)
at com.maddox.il2.engine.GunGeneric.fireCannon(GunGeneric.java:309)
at com.maddox.il2.engine.GunGeneric.interpolateStep(GunGeneric.java:201)
at com.maddox.il2.engine.GunGeneric$Interpolater.tick(GunGeneric.java:230)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:177)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:275)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:94)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:71)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:164)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:275)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'effects/smokes/37mmSlow.eff'
WARNING: object 'effects/smokes/37mmSlow.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'effects/smokes/37mmSlow.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'effects/smokes/37mmSlow.eff' NOT loaded

at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:281)
at com.maddox.il2.engine.GunGeneric.fireCannon(GunGeneric.java:309)
at com.maddox.il2.engine.GunGeneric.interpolateStep(GunGeneric.java:201)
at com.maddox.il2.engine.GunGeneric$Interpolater.tick(GunGeneric.java:230)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:177)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:275)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:94)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:71)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:164)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:275)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:151)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ZutiNetSendMethods - processCockpitChangeRequest: User >Loku< is requesting cockpit nr.: 1 in AC: Loku_0
ZutiNetSendMethods - processCockpitChangeRequest: User >Loku< can get cockpit nr.: 1 in AC: Loku_0
ZutiNetSendMethods - processCockpitChangeRequest: User >Loku< is requesting cockpit nr.: 0 in AC: Loku_0
ZutiNetSendMethods - processCockpitChangeRequest: User >Loku< can get cockpit nr.: 0 in AC: Loku_0
ZutiNetSendMethods - processCockpitChangeRequest: User >Loku< is requesting cockpit nr.: 1 in AC: Loku_0
ZutiNetSendMethods - processCockpitChangeRequest: User >Loku< can get cockpit nr.: 1 in AC: Loku_0
ZutiNetSendMethods - processCockpitChangeRequest: User >Loku< is requesting cockpit nr.: 0 in AC: Loku_0
ZutiNetSendMethods - processCockpitChangeRequest: User >Loku< can get cockpit nr.: 0 in AC: Loku_0
ZutiNetSendMethods - processCockpitChangeRequest: User >Loku< is requesting cockpit nr.: 1 in AC: Loku_0
ZutiNetSendMethods - processCockpitChangeRequest: User >Loku< can get cockpit nr.: 1 in AC: Loku_0
ZutiNetSendMethods - ejectGunner >Loku< executed for user >Loku<.
----------------------ZutiAircraftCrewManagement - Removing AC: Loku_0
ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >Loku_0
warning: no files : music/crash
----------------------ZutiAircraftCrewManagement - Removing AC: Loku_0
ZutiAircraftCrewManagement - removeAircraft: Aircraft removed >Loku_0
Before GC, Memory: total(465305600) free(387617616)
 After GC, Memory: total(465305600) free(410557032)
Loading mission net/dogfight/Testy/Airtest.mis...
Loading mission.mis defined airfields...
Loaded camouflage: SUMMER
Loading map.ini defined airfields...
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 62,  Vert 1416,  Ind 5997
WARNING: * Buf1 : Obj: 380,  Vert 35977,  Ind 102564
WARNING: * Buf2 : Obj: 36,  Vert 12902,  Ind 22827
Load bridges
Load static objects
effects/smokes/37mmSlow.eff : INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
effects/smokes/37mmSlow.eff : INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
Searching for missing resources...
Done!
Loading RRR objects resources data...
Done.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 23, 2020, 01:03:57 AM
Thanks for the report Loku.

I can confirm the missing effect file "effects/smokes/37mmSlow.eff", but I can't confirm any jammed guns:

https://www.youtube.com/watch?v=pRtiNpQ2qN0

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Loku on February 23, 2020, 07:48:31 AM
I have extracted missing files from the 4.13 sfs files and put them into my UP3 mod folder, now all guns works without any issue.

Link for hotfix

http://www.mediafire.com/file/eph10dwj05germh/Ki-45_gunsmoke_hotfix.zip/file

Unzip and drop it into your UP folder.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 23, 2020, 08:00:13 AM
As I said (and showed), the missing effect file does not cause the guns to jam.
Must be something else on your end Loku.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on March 15, 2020, 11:56:56 PM
(https://i.postimg.cc/T5Pd65y9/2020-03-16-05-45-27.jpg) (https://postimg.cc/T5Pd65y9)

(https://i.postimg.cc/c614Y2Dn/2020-03-16-05-45-31.jpg) (https://postimg.cc/c614Y2Dn)

JU88-G6
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on March 28, 2020, 08:31:42 AM
External Views cannot be turned off
Title: Re: UP3 bug report thread [bug]
Post by: Loku on April 06, 2020, 12:46:15 PM
Last Sunday mission, the one with b-29s, was chasin Helldivers when something start shooting at me, could heard bullets hitting my plane but couldnt see it, like aircraft was invisible, moment later game says that i shot down F7F-3N, what F7F?.Today i discovered the issue, on QMB F7F-3 and F7F-3N spawn and you can fly them, but on Multi only F7F-3 spawn, F7F-3N is visible only on game menu, hitting fly button ends only with click sound and nothing happens.

Log error:ERROR spawn: class com.maddox.il2.objects.air.F7F_3N NOT found or NOT registered in Spawn database

Bug confirmed  by Flanker27,so its not only me.

Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on April 06, 2020, 11:35:22 PM
Thanks Loku, confirmed.
TXZCJSP: Can't confirm.
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on April 07, 2020, 05:16:17 AM
Many people who use the Chinese system, including me, have encountered this problem
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Ghost129er on April 07, 2020, 05:23:09 AM
Logfile for more info maybe? Interesting to hear that the Chinese System (language I assume on the OS) causes this.
 
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on April 07, 2020, 05:30:44 AM
Many people
Trust me you don't want to know what that translates to in my experience.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: TXZCJSP on April 08, 2020, 04:04:18 AM
Can you upload a copy of what you are using now
Let me check if the bug still exists
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on April 08, 2020, 04:10:29 AM
Can you upload a copy of what you are using now
Good joke.
Title: Re: UP3 bug report thread [bug]
Post by: Phoenix on May 08, 2020, 06:44:34 PM
IL-2 crashes when trying to view statistics
Code: [Select]
.....
Requesting P-51D-30NA
ZSM_Air - Spawning new AC. Owner name is >159-PhOENIX_0<
  JOYSTICK ENABLED!
warning: no files : music/takeoff
Chat: Server:   Weapons Loadout OK
Exception in thread "main" java.lang.NoSuchFieldError: netStat_DisableStatistics
        at com.maddox.il2.game.HUD.renderNetStat(HUD.java:1008)
        at com.maddox.il2.game.HUD.render(HUD.java:1267)
        at com.maddox.il2.game.Main3D$RenderHUD.render(Main3D.java:447)
        at com.maddox.il2.engine.Renders.doPaint(Renders.java:468)
        at com.maddox.il2.engine.Renders.paint(Renders.java:307)
        at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
        at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
        at com.maddox.rts.Message._send(Message.java:1217)
        at com.maddox.rts.Message.sendToObject(Message.java:1191)
        at com.maddox.rts.Message.sendTo(Message.java:1134)
        at com.maddox.rts.Message.trySend(Message.java:1115)
        at com.maddox.rts.Time.loopMessages(Time.java:252)
        at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
        at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
        at com.maddox.il2.game.Main.exec(Main.java:374)
        at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on May 09, 2020, 12:17:04 AM
Code: [Select]
Exception in thread "main" java.lang.NoSuchFieldError: netStat_DisableStatistics
        at com.maddox.il2.game.HUD.renderNetStat(HUD.java:1008)
That's not Ultrapack.
Wherever your HUD class came from, it's not Ultrapack - probably an incompatible mod you've installed on top yourself.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Ceteu on June 03, 2020, 07:16:16 AM
MooseMoi, reading back through your post history, one has to come to the conclusion that meanwhile you have installed a hundred things to your PC and nothing ever worked.
Time to go back to square one.
According to your log, you have the Steam Version of IL-2, so the process for you would be:
  • Reset your Steam game (Uninstall -> Reinstall)
  • Start the game, make sure it works (should be Stock IL-2 4.13.4 now)
  • Copy the whole IL-2 game folder from your Steam Library to a different location outside of the "Program Files" area, e.g. C:\Games\IL2\...
  • Start the game, make sure it works (should be Stock IL-2 4.13.4 now)
  • Download and install the Ultrapack 3 RC4 Megapatch (https://www.sas1946.com/main/index.php?topic=60574.msg666637#msg666637).
    Just to make sure you understood: This is to be installed to the copied game folder, not the original Steam Library.
  • Start the game, make sure it works (should be Ultrapack 3 RC4 now)
  • Download and install Ultrapack 3.3 "Bigfoot" (https://www.sas1946.com/main/index.php/topic,62392.0.html).
  • Start the game, make sure it works (should be Ultrapack 3.3 "Bigfoot" Patch 0 now)
  • Download and install the latest Patch for Ultrapack 3.3 "Bigfoot" (https://www.sas1946.com/main/index.php/topic,62392.msg686623.html#msg686623).
  • Start the game, make sure it works (should be Ultrapack 3.3 "Bigfoot" Patch <whatever, greater than 0> now)

]cheers[
Mike

Hi Mike

I did these steps exactly, but I don't see the aircraft cabins, neither in Quick or in Net, but I visualize the external views correctly.

Single black background with speed indicator

Until UP3 RC4 there are no problems, but with Bigfoot it does and Patch 7 also, for a millisecond they are seen, but it goes to black background

Sorry for the Google translator

Log

https://www.mediafire.com/file/srs25xu6zwkc3mo/log.lst/file
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on June 03, 2020, 08:04:46 AM
Something went fishy when you installed UP 3.3 Bigfoot.
The whole block of auto-mounting SFS files from the "SFS_UP" folder is missing.
Looks like bigfoot is not installed completely in your case.
Try again, that's all I can say as there's nothing more to it than running the installer and let it do it's job.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Ceteu on June 03, 2020, 12:58:08 PM
Something went fishy when you installed UP 3.3 Bigfoot.
The whole block of auto-mounting SFS files from the "SFS_UP" folder is missing.
Looks like bigfoot is not installed completely in your case.
Try again, that's all I can say as there's nothing more to it than running the installer and let it do it's job.

]cheers[
Mike

Thanks Mike....!!!

I'm going to download Bigfoot again, because I installed and reinstalled it 10 times maybe
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on June 03, 2020, 10:19:27 PM
That's odd.
The installer would detect a broken file.
Just to point out the obvious:
Did you make sure that you have enabled the correct mods in JSGME - and only those?
The correct ones would be:

No other JSGME option shall be enabled, at least for the time being when you have issues.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Ceteu on June 04, 2020, 11:07:33 AM
Correct, I have done it manually and with the .cmd

About 4.10 and 4.10.1 vanilla, 4.13.1 and 4.13.4 vanilla as well, but the result was always the same.
External views ok, but only black, sometimes with flashes like the Sun, in the cockpits

Thanks for caring, Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Ghost129er on June 04, 2020, 08:13:14 PM
External views ok, but only black, sometimes with flashes like the Sun, in the cockpits

... Wait what? That sounds like something I faced when using Free track without free track running and was solved by uninstalling free track or at least running it but not putting tracking on before playing.

Do you use head tracking of any kind..?
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on June 05, 2020, 03:14:40 AM
Quote
...4.13.1 and 4.13.4 vanilla as well, but the result was always the same.

?
Title: Re: UP3 bug report thread
Post by: FL2070 on June 05, 2020, 12:39:25 PM
Not a bug with the game per se, but very annoying. Some Bf 109s (mostly Gustavs) have missing weapons.properties entries.

F-4/Z (mg151 gunpod load)
G-1, 2, 3, 4 (recon loads mainly)
G-5, /AS (some recon loads)
G-6 (some cannon/gunpod loads, some recon loads)
G-6 Erla, TallTail (cannon loads and some recon loads)
G-6 Late (many cannon/gunpod loads, some recon loads)
G-6/AS (many cannon/gunpod loads, some recon loads)
G-10 (some cannon/gunpod loads, some recon loads)
G-10 Erla, C3 (some recon loads)
G-14 (some cannon and gunpod loads)
G-14/AS (some cannon/gunpod loads, some recon loads)
K-6 (default loadout has wrong/missing entry)

(https://i.postimg.cc/4ygs8nfX/image.png)

I can also confirm that the Ju 88 G-6 has no cockpit, and isn't flyable.

(https://i.postimg.cc/GtLmjzxc/image.png)

Code: [Select]
java.lang.ClassCastException: com.maddox.il2.objects.air.JU_88G6
at com.maddox.il2.objects.air.CockpitJU_88G6.doFocusEnter(CockpitJU_88G6.java:82)
at com.maddox.il2.objects.air.Cockpit.focusEnter(Cockpit.java:664)
at com.maddox.il2.game.Main3D.setViewInside(Main3D.java:1202)
at com.maddox.il2.game.AircraftHotKeys$74.begin(AircraftHotKeys.java:3040)
at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
at com.maddox.rts.HotKeyCmd.exec(HotKeyCmd.java:211)
at com.maddox.rts.HotKeyCmd.exec(HotKeyCmd.java:174)
at com.maddox.il2.gui.GUIMission$4.doAction(GUIMission.java:106)
at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: UP3 bug report thread
Post by: TXZCJSP on June 05, 2020, 08:02:04 PM
Not a bug with the game per se, but very annoying. Some Bf 109s (mostly Gustavs) have missing weapons.properties entries.

NO FULL QUOTES PLEASE !!!!



not only these
I can still observe from an external perspective even in the highest difficulty mode
Title: Re: UP3 bug report thread [bug]
Post by: Ceteu on June 08, 2020, 01:49:24 PM
That's odd.
The installer would detect a broken file.
Just to point out the obvious:
Did you make sure that you have enabled the correct mods in JSGME - and only those?
The correct ones would be:
  • #UP#_Enable_UP3.3 (should be activated automatically by the installer)
  • #UP#_Enable_UP3.3_Patch_07 (should be activated automatically by the installer)
  • #UP#_Widescreen_Support (if you have a 16:9 monitor)

No other JSGME option shall be enabled, at least for the time being when you have issues.

]cheers[
Mike

I'm sorry for answering delay.

The next day I wanted to run a 1946 vanilla that I have and got the exe wrong, and the Bigfoot worked correctly.

Really, no idea that it was fixed, because I did nothing about it.

What worked was a 4.10.1 plus Bigfoot and Patch 7

Thanks for the help and sorry for the inconvenience

Cheers
Title: Re: UP3 bug report thread [bug]
Post by: KingTiger503 on June 08, 2020, 08:19:39 PM
I notice a Do-217E-2s Cockpit from Outside are having Problems, I have Photos Taken, No Logs found.


(https://i.postimg.cc/FR9NS0Lv/2020-06-07-03-55-07.jpg) (https://postimg.cc/7CQF8G9t)


Best Regards KT503
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Ghost129er on June 09, 2020, 04:35:16 AM
I might be blind but I don't see an issue..?  o_O
Title: Re: UP3 bug report thread [bug]
Post by: Flanker27 on June 09, 2020, 05:37:03 AM
no glass in the cockpit, i noticed the same issue(i think its my plane he was looking at in fact)
Title: Re: UP3 bug report thread [bug]
Post by: Flanker27 on June 09, 2020, 05:37:50 AM
you can really tell from a side view
Title: Re: UP3 bug report thread
Post by: FL2070 on June 14, 2020, 10:23:11 AM
In-game menu open during a clown session. The menu was open when the mission change started, and...

(https://i.postimg.cc/Yqx9GSSD/image.png)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on June 14, 2020, 11:55:36 AM
Old bug, happens from time to time, no fix available.
Just restart your game when this happens.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: FedeM1974 on July 18, 2020, 09:39:23 PM
A thread for all the nasty little glitches ... so we cannot forget them when it comes to fixing ;)

Best Regards,
skylla

NO QUOTE PICS !!!

Hi, I think the compass for the BF 109 E is not working. Always pointing North. Playing campaign Group South, Crimea 1941.
Anyway to fix it? Tks
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Ghost129er on July 19, 2020, 05:18:13 AM
Yes. Java.

10/10 quote btw
Title: Re: UP3 bug report thread [bug]
Post by: FedeM1974 on July 19, 2020, 03:36:14 PM
Hi, tks.

Sorry I quite don’t understand. You mean update Java?

Many thanks!
Title: Re: UP3 bug report thread [bug]
Post by: P51vsFw190 on August 08, 2020, 05:10:50 PM
I was running a simple mission between four Ki-46's and four Ki-45's on the Singapore 2 map.

The first bug I found is that I am unable to close the cockpit canopy on the Ki-45. It will stay open as I fly regardless of whether I toggle it closed or not.

The second bug is more game breaking. When I attempt to fire the 37mm on the underside of the 45, it acts like time acceleration has been activated and it severely lags my game. I have not added any mods that have not already been on my current save.

Here is the log:

http://www.mediafire.com/file/sey5iv33prui1oj/log.lst/file

I imagine that it's caused by some sort of conflict between files.

Title: Re: UP3 bug report thread [bug]
Post by: macgiver on November 29, 2020, 03:16:07 AM
It's an old thing, I've been watching it since patch pack 3.03 or 3.2.
During missions in QMB head of AI pilot often takes up strange positions "inside the pilot", mainly when the pilot looks back or up, you can also see pilots head flickering. This happens only during the mission, seeing the mission NTRK, behaviour of the head is normal.

(https://i.postimg.cc/9QDHPF4t/cabeza.jpg) (https://postimg.cc/xXVZnQ3c)
Title: Re: UP3 bug report thread [bug]
Post by: FL2070 on January 04, 2021, 03:52:52 PM
The Petlyakov TB-7 is listed as being a Tupolev aircraft:

(https://i.postimg.cc/kX90v0Sy/image.png)
Title: Re: UP3 bug report thread [bug]
Post by: elpotro on January 04, 2021, 05:51:30 PM
The Petlyakov TB-7 is listed as being a Tupolev aircraft:

Tupolev TB-7 and Petlyakov Pe-8 are different names for the same plane. Designed in Tupolev biuro by team led by Petlyakov. At first was called TB-7 but after Petlyakov's death in a plane crash, was named "Petlyakov" in his honor and memory.
Title: Re: UP3 bug report thread [bug]
Post by: Superfort63 on January 11, 2021, 02:48:28 PM
When I fly on some planes there is textures of another planes
Title: Re: UP3 bug report thread [bug]
Post by: printenduevel on February 07, 2021, 06:41:02 AM
Dear storebror/skylla,

This is what I told you last sunday, I miss the zoom function in the Hotas section.

Hotas-Settings in 4.10.1
(https://i.postimg.cc/2jQ30Qy3/4101-vis-zoom.jpg) (https://postimages.org/)

Hotas-Settings in UP
(https://i.postimg.cc/8cm5sS9L/up-vis-zoom.jpg) (https://postimg.cc/y3WBrwVN)

Thx
Printe
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 07, 2021, 07:22:50 AM
Yes, confirmed.
Will get fixed in next patch.
For the moment, you can manually configure the zoom function in the "Users/<your username>/settings.ini" file.
Section "[HotKey move]" holds the Hotas settings.
You need to assign a joystick axis to the "zoom" fuction, for instance this sets my X-52 Pro's throttle slider to the zoom function:
"AXE_U JoystickDevice0=-zoom"

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: printenduevel on February 07, 2021, 08:58:16 AM
Thx, copy from another settings.ini and it works.
Title: Re: UP3 bug report thread [bug]
Post by: sniperton on February 08, 2021, 07:49:04 AM
(https://i.postimg.cc/HWSktWxb/2021-02-08-02-22-43.jpg) (https://postimg.cc/HjymYgbL)

Noob question, fresh install, the minimap is stuck beyond the right edge of the screen.
Any ideas/tricks how to adjust its position?
Thanks in advance.


Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on February 08, 2021, 09:18:58 AM
Usually you can drag the map by clicking with both left and right mouse button and holding it like that simultaneously.
If that doesn't work anymore (cause it's dragable handles are out of screen bounds already), open conf.ini, go to "[game]" section and modify mapPadX and mapPadY values.
In your case for instance, setting mapPadX=0.5 should move the map to the left sufficiently to be able to drag it to your desired position with the mouse again.

tbh this isn't a bug though.
It's always been like that and it's the same for any IL-2 1946 game version.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: sniperton on February 08, 2021, 11:26:09 AM
Thanks, Mike, that was it.  ]banghead[
(Just didn't want to make a new thread).
Title: Re: UP3 bug report thread [bug]
Post by: FL2070 on February 12, 2021, 02:09:15 PM
Cockpit of A-1J

(https://i.postimg.cc/nccjCBJr/image.png)
Title: Re: UP3 bug report thread [bug]
Post by: P51vsFw190 on February 12, 2021, 02:32:02 PM
I see nothing wrong here. That’s just spaced armor.... :P
Title: Re: UP3 bug report thread [bug]
Post by: Phoenix on May 08, 2021, 04:20:51 PM
P-47D-27 : Open cockpit
(https://i.postimg.cc/Kzb4Hm1M/2021-05-09-00-50-09.png) (https://postimg.cc/sBnVBd9j)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on May 09, 2021, 12:43:40 AM
Which mods have been installed on top of UP3.3?

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Phoenix on May 09, 2021, 04:19:12 AM
Folder Content ( #UP# and SAS_UP ) and Activated Modifications
(https://i.postimg.cc/fyHxXtkf/2021-05-09-13-13-51.png) (https://postimages.org/)
(https://i.postimg.cc/gc4y154L/2021-05-09-13-15-00.png) (https://postimages.org/)(https://i.postimg.cc/kX4NCch1/2021-05-09-13-15-21.png) (https://postimages.org/)



Found!
The opening of the cockpit does not work correctly after activating the
# Up # _jeronimo_cowlings_props_wheels
Title: Re: UP3 bug report thread [bug]
Post by: Knochenlutscher on June 08, 2021, 08:37:34 PM
PBY drops just 1 Torpedo left side, the other keeps hanging.

Full salvo selected, that's the result.

UP3 no Mods

(https://i.postimg.cc/dt64w991/2021-06-08-07-02-01.jpg)

Best wishes
Tobias
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on June 30, 2021, 07:31:01 AM
Hi folks,

You might come to think that reporting bugs is waste of time, but rest assured: We do listen.

This is the current status of bugs reported here and on our Dogfight Server Thread.



(https://i.postimg.cc/T5Pd65y9/2020-03-16-05-45-27.jpg) (https://postimg.cc/T5Pd65y9)

(https://i.postimg.cc/c614Y2Dn/2020-03-16-05-45-31.jpg) (https://postimg.cc/c614Y2Dn)

JU88-G6
Can't confirm / reproduce.






I can also confirm that the Ju 88 G-6 has no cockpit, and isn't flyable.

(https://i.postimg.cc/GtLmjzxc/image.png)

Code: [Select]
java.lang.ClassCastException: com.maddox.il2.objects.air.JU_88G6
at com.maddox.il2.objects.air.CockpitJU_88G6.doFocusEnter(CockpitJU_88G6.java:82)
at com.maddox.il2.objects.air.Cockpit.focusEnter(Cockpit.java:664)
Can't confirm / reproduce.







External Views cannot be turned off
Can't confirm / reproduce.






Last Sunday mission, the one with b-29s, was chasin Helldivers when something start shooting at me, could heard bullets hitting my plane but couldnt see it, like aircraft was invisible, moment later game says that i shot down F7F-3N, what F7F?.Today i discovered the issue, on QMB F7F-3 and F7F-3N spawn and you can fly them, but on Multi only F7F-3 spawn, F7F-3N is visible only on game menu, hitting fly button ends only with click sound and nothing happens.

Log error:ERROR spawn: class com.maddox.il2.objects.air.F7F_3N NOT found or NOT registered in Spawn database

Bug confirmed  by Flanker27,so its not only me.
Confirmed. Fix implemented for upcoming Patch 9.





Not a bug with the game per se, but very annoying. Some Bf 109s (mostly Gustavs) have missing weapons.properties entries.
Confirmed. Fix implemented for upcoming Patch 9.





I notice a Do-217E-2s Cockpit from Outside are having Problems, I have Photos Taken, No Logs found.

(https://i.postimg.cc/FR9NS0Lv/2020-06-07-03-55-07.jpg) (https://postimg.cc/7CQF8G9t)
That's what that mod airplane looks like. Deal with it.





In-game menu open during a clown session. The menu was open when the mission change started, and...

(https://i.postimg.cc/Yqx9GSSD/image.png)
Confirmed. Fix implemented for upcoming Patch 9.





Hi, I think the compass for the BF 109 E is not working. Always pointing North. Playing campaign Group South, Crimea 1941.
Anyway to fix it? Tks
Can't confirm / reproduce.






I was running a simple mission between four Ki-46's and four Ki-45's on the Singapore 2 map.

The first bug I found is that I am unable to close the cockpit canopy on the Ki-45. It will stay open as I fly regardless of whether I toggle it closed or not.
Confirmed. Fix implemented for upcoming Patch 9.






The second bug is more game breaking. When I attempt to fire the 37mm on the underside of the 45, it acts like time acceleration has been activated and it severely lags my game. I have not added any mods that have not already been on my current save.
Confirmed. Fix implemented for upcoming Patch 9.







It's an old thing, I've been watching it since patch pack 3.03 or 3.2.
During missions in QMB head of AI pilot often takes up strange positions "inside the pilot", mainly when the pilot looks back or up, you can also see pilots head flickering. This happens only during the mission, seeing the mission NTRK, behaviour of the head is normal.

(https://i.postimg.cc/9QDHPF4t/cabeza.jpg) (https://postimg.cc/xXVZnQ3c)
Pending reproduction of the issue.





When I fly on some planes there is textures of another planes
Can't confirm / reproduce.






I miss the zoom function in the Hotas section.
Confirmed. Fix implemented for upcoming Patch 9.





Cockpit of A-1J

(https://i.postimg.cc/nccjCBJr/image.png)
Can't confirm / reproduce.






PBY drops just 1 Torpedo left side, the other keeps hanging.
Confirmed. Fix implemented for upcoming Patch 9.






(https://i.postimg.cc/RCJq3XKq/2021-05-08-09-31-56.jpg) (https://postimg.cc/vDMGk7Pd)

Something i noticed on the Normandy map, mission invasion of Normandy.
top left corner of the picture....non stop explosions.....
same thing on the Pacific islands map, where the crescent moon island is located between the main islands..
Confirmed. Fix implemented for upcoming Patch 9.


If you've got any further bugs to report, hurry up.
Patch 9 is in it's final stage.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 05, 2021, 04:44:28 AM
From the lack of responses I take it that the non-reproducible "bugs" aren't worth following upon further on.
From the lack of bug reports from yesterday's FAC session I take it that no one who reported bugs considered them worth a forum post, so I don't consider them worth remembering either.
The only one I remembered was the Fokker D.XXI S4's lack of accelleration which - of course - is fixed in Patch 9.

Anything else... hurry up reporting guys. And don't forget your logs.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Knochenlutscher on July 06, 2021, 04:16:00 AM
Dunno if Gubi mentioned, but we tested the D.520 in the BK Map Mission with loku, Groundhandling is a tad worser than Sarja 4, That's the first issue.

First I don't have the correct nomenclatura for pro type of aviation
speaking. What I mean I can just describe in my words. sorry for that.
To get a feel of the curious Flightmodel a quick countertest on Mers Kebir in a Bloch sheds a bit light.
 
D.520 has probs reaching over 350Km/H, in higher Throttle Settings 70-80%, I had it that I can't catch up the Maps Swordfishes, just after a long constant overpowered chase, with constant overheating, or I would have lost contact on chase.. That's just the Maps underpowered foes, the Fulmars I can just catch when they give me hand coming on my table, in Snapshots or from distance, they are superior at turning, rate of climb, acceleration, low, mid and higher specs. The Fulmars give chase when their in powerclimb Black smoke pourrs, the D.520 is hanging like on a ship rope, having trouble catching up such powered climb.
No matter what, I can't reach the Blochs performance, turning radius is larger at D.520 too.
when the Bloch has a flight of a feather and pleasant, not über turning abillity.
The Bloch easilly closes to Fulmar or Swordfish, it has powered climbing too, no probs there. It has such performance that in dogfights I tend to overshoot in these Settings, when in the D.520 my foe would stay glued 500m-700m in front of me. Low Speed handling (near stall), Landing, cruising, comfortable, no troubles

https://www.mediafire.com/file/6hc4fof1non8iof/Log_06.07.21_D.520_mersKebirlightBlue.7z/file (https://www.mediafire.com/file/6hc4fof1non8iof/Log_06.07.21_D.520_mersKebirlightBlue.7z/file)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 06, 2021, 04:24:05 AM
Thanks for the report, I'll check that.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Knochenlutscher on July 06, 2021, 07:24:54 AM
Thanks Mike, appreciated, the D.520 is a highlight Online, very rare, unique, and such a beautifull kite.

Tobias
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 06, 2021, 08:37:43 AM
Now it has the flight model it deserves.

Old(blue) vs new(red):
(https://i.ibb.co/5K4NvYk/d520-old-vs-new.png)

Now it matches it's main counterpart, the 109E, reasonably well. D.520(red) vs. Bf-109E-4(blue):
(https://i.ibb.co/GM62tmM/d520-vs-109e.png)

Even the nasty habit of the D.520 to be prone to flat spins when wing tanks are full has been modelled.
And of course the plane will empty the wing tanks first, which means that below 62% fuel you're absolutely spin safe, and above that, the more there is in your wing tanks, the harder it gets to get out of a spin... from about 85% fuel onwards it's absolutely impossible to exit a fully developed spin.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Loku on July 06, 2021, 10:26:54 AM
Sorry for offtop butt here is something off, by the Wiki: "The Dewoitine D.520 came close to being a match for the latest German types, such as the Messerschmitt Bf 109. It was slower than the Bf 109E but superior in manoeuvrability".
Other thing is that 3d model in game has a wrong CoG wich cause weird behaviour on the ground and in the air, this also need to be fixed (working on it) to make it flight right.
Title: Re: UP3 bug report thread [bug]
Post by: Phoenix on July 06, 2021, 11:04:38 AM
Will addons (https://www.sas1946.com/main/index.php/topic,54026.0.html) be added to ultrapack?

F4U-4,4B — 1940 ??
Late Corsairs should not have a cap, which prevents my look back.
https://youtu.be/pM0ItYXmE-c

Title: Re: UP3 bug report thread [bug]
Post by: Knochenlutscher on July 06, 2021, 03:21:46 PM
Cool, that sounds good, Yippieh...

Another issue, possibly more kites have this, thought I overheard these shimery braking sounds at T/O,
during that some kites do have brakes applied,
while no brakes and parking brake (stick back) applied, even tapped through, brakes sound constantly
going, even if off Rudder?

Here the most toughest "on brakes" I noticed so far, Me262A-1a & A-2a

on long Runway I reach 80-100KM/H, at 160Km/H it's not going up, wheels show signs of brake dust
on all time, all 3 Wheels! soon Engine overheats...???


Log is here:
https://www.mediafire.com/file/15prhejailkxz34/log.7z/file (https://www.mediafire.com/file/15prhejailkxz34/log.7z/file)

https://www.mediafire.com/file/ffixyw4lva43bbl/Me262A-2a_log.7z/file (https://www.mediafire.com/file/ffixyw4lva43bbl/Me262A-2a_log.7z/file)

Will deliver more when noticed, Thanks
tobias
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 06, 2021, 10:31:42 PM
Sorry for offtop butt here is something off, by the Wiki: "The Dewoitine D.520 came close to being a match for the latest German types, such as the Messerschmitt Bf 109. It was slower than the Bf 109E but superior in manoeuvrability".
That's because in IL-2 the 109E is too slow.
According to specs, it should run 570kph @5000m.
In UP3 it reaches like 525, in Stock IL-2 555kph.
I might tune that at some point, just not sure when exactly.
Touching one 109 means you need to touch all of them.
Last time when I did this for the 190s, it took me a week to iron out the worst glitches.

Other thing is that 3d model in game has a wrong CoG wich cause weird behaviour on the ground and in the air, this also need to be fixed (working on it) to make it flight right.
Which one? We have two 3D models for the 520 in UP3.

Late Corsairs should not have a cap, which prevents my look back.
I take the mods as-is, adjust Java where needed and flight models if time permits.
Fixing all the 3D issues with the 4000 planes we have is slightly out of scope, sorry to say.

some kites do have brakes applied,
while no brakes and parking brake (stick back) applied, even tapped through, brakes sound constantly
going, even if off Rudder?

Here the most toughest "on brakes" I noticed so far, Me262A-1a & A-2a

on long Runway I reach 80-100KM/H, at 160Km/H it's not going up, wheels show signs of brake dust
on all time, all 3 Wheels! soon Engine overheats...???
Never ever heard of this, never ever experienced it myself.
I'm quite sure it's just a simple oversight on your end Tobi.
You might have some brake axis configured and simply forgot about it.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 07, 2021, 01:29:54 AM
Other thing is that 3d model in game has a wrong CoG wich cause weird behaviour on the ground and in the air, this also need to be fixed (working on it) to make it flight right.
Which one? We have two 3D models for the 520 in UP3.
Scratch that. Already seen and fixed. It's both models actually, even though to a different degree.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Knochenlutscher on July 07, 2021, 08:35:09 AM
It didn't blopped my eye, just that you said other entry,
it foobar'd my working conf.ini, when for
skinning I had to turn on Cache, I didn't activated
read only, fun was in. no wonder I had all entries doubled.
Have to meticously wander through that ini again.
Joystick settings I have back, Me262 is debraked here,
I wonder how one can fly with such mess.  :-[
Title: Re: UP3 bug report thread [bug]
Post by: Phoenix on July 07, 2021, 10:59:57 PM
Will the ability to switch the brightness of the sight?
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Ghost129er on July 08, 2021, 04:44:51 AM
Will the ability to switch the brightness of the sight?

Was it just me or could you already do that..? Dunno, maybe I'm tripping but that's also more of a request than a bug tbh.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 08, 2021, 08:05:57 AM
I have no plans to touch this at the moment.
If it could be done already: Fine.
If not: Make it a proper request ;)

Meanwhile, a stubborn error has been solved where the game would record (multiple) damaging events for large objects like ships, even if they got killed with one shot.
It was possible to abuse this by players who intentionally caused their game to go "slideshow" at the time of impact, i.e. by using excessive effects or removing certain effects files.
We have one "expert" on our server who doesn't get tired of "scoring" hundred-thousands of points in the stats every day by using this cheat (we know who you are, and you know so too!).
That'll be over very soon.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: Phoenix on July 14, 2021, 07:32:09 AM
about  F4-U4,U5
https://www.sas1946.com/main/index.php?action=post;quote=732205;topic=21760.60;last_msg=732216 (https://www.sas1946.com/main/index.php?action=post;quote=732205;topic=21760.60;last_msg=732216)
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 14, 2021, 08:16:58 AM
about  F4-U4,U5
https://www.sas1946.com/main/index.php?action=post;quote=732205;topic=21760.60;last_msg=732216 (https://www.sas1946.com/main/index.php?action=post;quote=732205;topic=21760.60;last_msg=732216)

...that tells us what exactly?
This is a Bug Report thread, just saying.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on July 17, 2021, 12:37:10 PM
Hello,

UP 3.3 Patch 9:

Can't take an aircraft. When Up3.3 start I can not listen my friends over (just updated) TS.

Here the "logfile.log":

https://www.mediafire.com/file/x4irsdethf94dic/logfile.log_up3.3_patch9.7z/file (https://www.mediafire.com/file/x4irsdethf94dic/logfile.log_up3.3_patch9.7z/file)

please help me...!  ;)

(https://i.ibb.co/1mF4xJV/Startbild-UP-3-3-Patch-9.jpg)

(https://i.ibb.co/m0JWLt5/Selected-Home-Base-has-no.jpg)

Best regards,

Gerhard                            (https://i.ibb.co/khTPgtX/Haegar-Hauwegden-Humpen.png)
Title: Re: UP3 bug report thread [bug]
Post by: Knochenlutscher on July 17, 2021, 03:19:04 PM
In Main Game Menu his TS is working, as soon as he's tabbing to Multiplayer.
it is not working.
But others on TS can listen to him, but he not to us.
Strange issue, as we got Bolo's, similar issue, fixed within Minutes.

Good Luck BK on this Bug hunt,  :banana_dancing_on_computer:
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on July 18, 2021, 12:34:38 AM
Hello,

UP 3.3 Patch 9:

Can't take an aircraft.

Code: [Select]
[2021-07-17 18:12:59.630 UTC +2] dT:    0 No cod'ded weapons list found for com.maddox.il2.objects.air.Placeholder
[2021-07-17 18:12:59.631 UTC +2] dT:    0 No cod'ded weapons list found for com.maddox.il2.objects.air.Placeholder
[2021-07-17 18:12:59.631 UTC +2] dT:    0 No cod'ded weapons list found for com.maddox.il2.objects.air.Placeholder
[2021-07-17 18:12:59.631 UTC +2] dT:    0 No cod'ded weapons list found for com.maddox.il2.objects.air.Placeholder
[2021-07-17 18:13:01.141 UTC +2] dT:    0 SAS Common Utils Game Version = 4.101
[2021-07-17 18:13:01.217 UTC +2] dT:    0 No cod'ded weapons list found for com.maddox.il2.objects.air.Placeholder
[2021-07-17 18:13:01.217 UTC +2] dT:    0 No cod'ded weapons list found for com.maddox.il2.objects.air.Placeholder
[2021-07-17 18:13:01.218 UTC +2] dT:    0 No cod'ded weapons list found for com.maddox.il2.objects.air.Placeholder
[2021-07-17 18:13:01.218 UTC +2] dT:    0 No cod'ded weapons list found for com.maddox.il2.objects.air.Placeholder
[2021-07-17 18:13:02.454 UTC +2] dT:    0 java.io.FileNotFoundException
[2021-07-17 18:13:02.455 UTC +2] dT:    0 at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:24)
[2021-07-17 18:13:02.455 UTC +2] dT:    0 at com.maddox.il2.objects.weapons.GuidedMissileUtils.parseMissilePropertiesFile(GuidedMissileUtils.java:1593)

^^ You don't have UP 3.3 installed - just Patch 9, but you've missed the base pack.

Get UP 3.3 here and install it: https://www.sas1946.com/main/index.php/topic,62392.0.html
After that, install Patch 9 on top again: https://www.sas1946.com/main/index.php/topic,62392.msg686623.html#msg686623
Don't activate anything in JSGME except for Patch 9 (will be activated at the end of the installation process automatically). Really: Nuttin' on top. No UP 3.3, no Ultrapack 3, nuttin', just Patch 9.

When Up3.3 start I can not listen my friends over (just updated) TS.

Tools -> Options:
(https://i.ibb.co/tLxzSHj/2021-07-18-08-39-21-Window.jpg)

Playback:
(https://i.ibb.co/YBLvGjT/2021-07-18-08-38-23-Options.jpg)

While the game is running in the background, try different Playback Modes and Playback Devices, click "Play Test Sound" - once you hear something, you've got the right combo:
(https://i.ibb.co/GttmMg1/2021-07-18-08-38-28-Options.jpg)

(https://i.ibb.co/mBqGyMX/2021-07-18-08-38-32-Options.jpg)

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on July 18, 2021, 04:38:36 AM
Hello Mike,

I installed the "UP3.3" patch months ago and have already flown with the clowns with this "UP3.3".

When installing patch 9, my mods folder was empty. I kept getting always: "Can't find the JGSME .exe".

Does the #UP3.3 mod have to be activated to install Patch9 or not?

Thank you, Gerhard  ]cheers[


################################################################

Alles zurück!

Hatte wohl nur den "ollen" 3.3 Patch von vor einigen Monaten und versucht darauf den "Patch 9" zu installieren - das konnte ja nicht erfolgreich funktionieren!.

Sehe gerade dass der Bigfood 3.3 Patch aus 5 Teilen besteht!

Mir fehlen wohl "Patch 1" bis "Patch 8". Gut das es "kumulative" Patches gibt.  8)

Bis später, Gerhard   ]cheers[

Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on July 18, 2021, 07:31:52 AM
Bigfoot Patch 9 and Headset problem solved. Juhu...

Vielen Dank!

(https://i.ibb.co/1mF4xJV/Startbild-UP-3-3-Patch-9.jpg)

Best regards,

Gerhard                            (https://i.ibb.co/khTPgtX/Haegar-Hauwegden-Humpen.png)
Title: Re: UP3 bug report thread
Post by: FL2070 on August 01, 2021, 02:08:14 PM
This is more of just a questionable thing than a de-facto bug, but the Bf 109 E series, which used DB601 engines, are set to use the catch-all DB600 sound preset (motor.DB-600_Series.prs) instead of the DB601 preset (motor.DB-601_Series.prs). The same issue occurs with early Bf 110s, which, like the early 109s, used DB601s, yet don't use the DB601 sound preset.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on August 01, 2021, 10:36:12 PM
Thanks FL, I'll have a look at it for the next update.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: printenduevel on August 07, 2021, 10:42:39 AM
Includes Patch 9 Hotfix 3 the other Fixes before?
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on August 07, 2021, 11:28:00 AM
Yes it includes hotfixes 1 and 2.
Title: Re: UP3 bug report thread [bug]
Post by: 114514 on August 14, 2021, 10:23:55 PM
Hi, every players, I meet a bug when I try to use Ultrapack 3.3 Patch 9. After I installed Ultrapack 3.3 Patch 9, some of planes, such as p47N and Do17, which could work well in Ultrapack 3.3 Patch 0 can't be loaded. I tried to re-install it but it didn't work. Could someone give me some suggestions?
Pardon for my poor English. And thanks for reading my reply.
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on August 15, 2021, 04:23:10 AM
(https://i.ibb.co/6XQRgcB/P-47-N-Do-17in-Bigfoot.jpg)

Hello 114514,

no problem here! Did you klick the xxx.exe to install the last patch?

And where is your "logfile.log"?

(https://i.ibb.co/WGWRgXT/Haegar-Hau-weg-den-Humpen-cheerst.png)
Title: Re: UP3 bug report thread [bug]
Post by: Fliegerführer Atlantik on August 15, 2021, 04:32:40 AM
Heya folks,

My bug is quite annoying, if I try to fly either the Do-17Z or the Lysander my game will freeze and crash, it only happens for these two aircraft and I’m not sure why, I’ve un installed and re installed UP 3.3 Bigfoot to no avail!! Please help lol  o_O :(
Title: Re: UP3 bug report thread [bug]
Post by: 114514 on August 15, 2021, 06:12:06 AM
Hi bomberkiller,
I did klick Ultrapack 3.3 Bigfoot Patch 9.part1.exe to install this, and here is my log, thanks:https://www.mediafire.com/file/ow1vwwj3b56fj06/log.lst/file
Another question I just found in patch 9 was when the plane drop, it wouldn't be destoried but bounce. How to make it explode like in Patch 0.
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on August 15, 2021, 07:43:09 AM
Hi 114514

Your UP3 looks very destroyed! Storebror could tell you what is wrong in your Bigfoot.

Question: Have you activated Ultrapack 3.3 "Bigfoot" Patch 9 via JSGME?

Just done a test, a crashing airplane is destroyed including an explosion - it does not bounce.

Greetings, Gerhard  :)
Title: Re: UP3 bug report thread [bug]
Post by: 114514 on August 15, 2021, 09:22:14 AM
Hi bomberkiller,
Yes, I activated Ultrapack 3.3 "Bigfoot" Patch 9 via JSGME.
After running Ultrapack 3.3 Patch 0 one time I installed Patch 9 in my il2 folder. Then I used JSGME activating only Ultrapack 3.3 "Bigfoot" Patch 9.
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on August 15, 2021, 04:10:54 PM
Hello,

oh yes, what you'e written is ok cause UP3 patches are cumulative patches.

Maybe you've done something not right at the beginning of UP3 install.

Please start the installation again and before read this:

https://www.sas1946.com/main/index.php/topic,61481.0.html (https://www.sas1946.com/main/index.php/topic,61481.0.html)

Best regards, Gerhard  ]cheers[
Title: Re: UP3 bug report thread [bug]
Post by: 114514 on August 15, 2021, 11:30:54 PM
Hi bomberkiller,
I just tried to re-install it from steam 4.13. I installed Ultrapack 3 RC4 Megapatch, Ultrapack 3.3 Bigfoot, Ultrapack 3.3 Bigfoot Patch 9 one by one. It still worked well until I install Patch 9.  ::(
Is the installation method of Patch 9 the same as other Ultrapack? I can't came up with anything in which step I did wrong now.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on August 16, 2021, 12:54:07 AM
Sorry for the delay, I'm on vacation this week.
Let's have a look:
Code: [Select]
[2021-08-15 19:48:36.166 UTC +8] dT:    0 No cod'ded weapons list found for com.maddox.il2.objects.air.PlaceholderThis means that "SFS_UP/000 Ultrapack 3.3 Misc.SFS" is missing.
Same for...
Code: [Select]
[2021-08-15 19:48:37.823 UTC +8] dT:    0 java.io.FileNotFoundException
[2021-08-15 19:48:37.823 UTC +8] dT:    0 at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:24)
[2021-08-15 19:48:37.824 UTC +8] dT:    0 at com.maddox.il2.objects.weapons.GuidedMissileUtils.parseMissilePropertiesFile(GuidedMissileUtils.java:1593)
[2021-08-15 19:48:37.824 UTC +8] dT:    0 at com.maddox.il2.objects.weapons.MissileAIM9B.<clinit>(MissileAIM9B.java:26)
...and similar log entries: The "Misc" SFS archive simply isn't there.

Code: [Select]
[2021-08-15 19:49:02.734 UTC +8] dT:    0 INTERNAL ERROR: Can't open file '3do/Plane/Do_18/hier.him'
[2021-08-15 19:49:02.747 UTC +8] dT:    0 WARNING: object '3do/Plane/Do_18/hier.him' of class 'HIM' not loaded
[2021-08-15 19:49:02.747 UTC +8] dT:    0 INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Plane/Do_18/hier.him
[2021-08-15 19:49:02.747 UTC +8] dT:    0 INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Plane/Do_18/hier.him
[2021-08-15 19:49:02.747 UTC +8] dT:    0
[2021-08-15 19:49:02.748 UTC +8] dT:    0 java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/Plane/Do_18/hier.him
[2021-08-15 19:49:02.748 UTC +8] dT:    0
[2021-08-15 19:49:02.748 UTC +8] dT:    0 at com.maddox.il2.engine.HierMesh.Load(Native Method)
[2021-08-15 19:49:02.748 UTC +8] dT:    0 at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:621)
This means the "SFS_UP/000 Ultrapack 3.3 Planes 01.SFS" is missing.
Apparently, all SFS archives from Ultrapack 3.3 are missing from your "SFS_UP" folder.

I'm taking a chance to guess the reason: During installation of Ultrapack 3.3 Patch 9, you probably got an error message telling that certain "cmd" commands could not be executed.
Patch 9 copies SFS archives from Ultrapack 3.3 "Patch 0" to the "Patch 9" folder - among them, the archives missing as listed in your log.
If - for whatever reason (Antivirus going wild?) - the installer cannot execute the scripts that copy files across, then the result is pretty exactly what we're seeing here.
With a little luck, you can find a folder "SFS_UP_Backup_UP3.3_Patch_9" in your game's directory, and that folder might hold the missing archives.

The SFS_UP folder should contain:

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: 114514 on August 16, 2021, 05:16:00 AM
Hi Storebror,
Thanks for your help. I checked my SFS_UP folder and founded only four files.
After I copied those files from old UP3.3 to it, all became normal.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on August 16, 2021, 06:32:04 AM
Thanks for your feedback 114514, great to hear that you got it sorted.
It also proves that for some unknown reason the installation script which gets started automatically by the Patch 9 installer, didn't run on your machine.

When you copy files from "SFS_UP_Backup_UP3.3_Patch_9" to "SFS_UP", please make sure not to overwrite existing files in the target folder, but only to copy the missing ones.
If you happened to overwrite existing files already, then simply install Patch 9 "on top" again and repead the copying of missing files.

]cheers[
Mike
Title: Re: UP3 bug report thread
Post by: FL2070 on August 30, 2021, 06:41:18 PM
The Ju-188 has some loadout naming issues:
- There are two loadouts called "2x SC 500", one of which is actually 4 SC500s.
- The same applies to the double and quadruple AB 500 loads.
- The loadout called "1x SC 2000" is actually 2 SC2000s.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 02, 2021, 02:13:52 AM
Thanks for the report, it's fixed in UP 3.4 WIP.
"1x SC 2000" was actually 2 SC2000s.

]cheers[
Mike
Title: Re: UP3 bug report thread
Post by: FL2070 on September 02, 2021, 09:17:36 AM
"1x SC 2000" was actually 2 SC2000s.

Oops... typo on my part.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 02, 2021, 09:24:51 AM
No problem, just shows how quick this happens sometimes.

]cheers[
Mike
Title: Re: UP3 bug report thread
Post by: FL2070 on September 03, 2021, 02:35:24 PM
Found more loadout issues:
Bf 109 G-6 Late has two loadouts called "U5: 2xMk 108", both of which are Mk 108 nose cannon with a type D droptank.
Bf 109 G-14 has two loadouts, "R4: 2xMk 108 Gunpods" and "U5: 2xMk 108", both of which are an MG 151/20 nose cannon and Mk 108 gunpods with no extra ordnance.
Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 04, 2021, 01:11:59 AM
Thanks for the report FL.
The G6 late loadouts are a mess. Probably more 109 loadouts are affected.
Apparently whoever created these 109 loadouts, lost his way in the confusing amount of "Umbausätze" and "Rüstsätze".

The "U3R3-MK108" loadout, called "U4R3: Mk 108 + 1xType D Droptank", is effectively "R5: 2x Mk 108".
The first "R5-MK108" loadout, called "U5: 2xMk 108", is effectively "R3R5: 2xMk 108 + 1xType D Droptank".
The second "R5-MK108" loadout, called "U5: 2xMk 108", is effectively "U4R3: Mk 108 + 1xType D Droptank".

Same goes for the G-14. Indeed both loadouts  "R4: 2xMk 108 Gunpods" and "U5: 2xMk 108" were effectively the same, and the correct name would be "R5: 2xMk 108".

This has been corrected for UP3.4 WIP. If anyone has time to investigate, I'd appreciate a volunteer to clean up the 109 mess. Be aware: There's plenty of missions using these kites out there, so any change to ordnance names (the ones used internally by the game, not the readable translation) will cause massive fallout on the mission builder side.

]cheers[
Mike
Title: Re: UP3 bug report thread [bug]
Post by: bomberkiller on September 04, 2021, 06:55:11 AM
Quote
Apparently whoever created these 109 loadouts, lost his way

Hello FL2070, hi Mike,

please don't forget the most importent loadout:

The Bomber killer loadout "R6" RLM Rüstsatz.  ;)

(https://i.ibb.co/WGWRgXT/Haegar-Hau-weg-den-Humpen-cheerst.png)

Title: Re: UP3 bug report thread [bug]
Post by: SAS~Storebror on September 04, 2021, 10:22:03 AM
Yes, the MG 151 gondola cannons, probably the most common late war G-6 Rüstsatz.
There's a good summary here: https://www.klueser.de/Me109.php
And here: http://me109.airwar1946.nl/family/109G.htm
Note however that in case of late G-6 aircraft, there is no "right" or "wrong" - "German Gründlichkeit" came to an end in mid '44 and everything went rather chaotic, one of the main reasons for the G-14 to exist (in an attempt to standardize all the "Rüstsatz" and "Umbausatz" modifications introduced for the G-6).

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: KingTiger503 on September 24, 2021, 04:05:51 AM
Hey mike, I Found Something on the Logs on Ju-288 Turret Gunner While it was Freeze and Something is Wrong about it back in UP 3.4


Here is a Logs

Code: [Select]
[2021-09-24 18:01:26.103 UTC +8] dT:    0 java.lang.ArrayIndexOutOfBoundsException
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.objects.air.CockpitJU_288_Gunner.moveGun(CockpitJU_288_Gunner.java:36)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.hotkey.HookGunner.computePos(HookGunner.java:172)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.ActorPosMove.getAbs(ActorPosMove.java:406)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.ActorPosMove.validateRender(ActorPosMove.java:154)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.ActorPosMove.getRender(ActorPosMove.java:580)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.Camera3D.activate(Camera3D.java:64)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.game.Main3D$Camera3DR.activate(Main3D.java:916)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.Camera.activate(Camera.java:33)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.Renders.doPaint(Renders.java:386)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.Renders.paint(Renders.java:307)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.rts.Message._send(Message.java:1217)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.rts.Message.sendToObject(Message.java:1191)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.rts.Message.sendTo(Message.java:1134)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.rts.Message.trySend(Message.java:1115)
[2021-09-24 18:01:26.104 UTC +8] dT:    0 at com.maddox.rts.Time.loopMessages(Time.java:252)
[2021-09-24 18:01:26.105 UTC +8] dT:    0 at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2021-09-24 18:01:26.105 UTC +8] dT:    0 at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[2021-09-24 18:01:26.105 UTC +8] dT:    0 at com.maddox.il2.game.Main.exec(Main.java:374)
[2021-09-24 18:01:26.105 UTC +8] dT:    0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


I check on the Ju-288 at BAT Turret Gunner view is Fine, but only this Ju-288 turret Gunner view Issue at UP3.4

Best Regards KT503
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 24, 2021, 04:26:27 AM
Yes, confirmed.
Fun fact: The Ju-288 was released with UP3.3 Patch 9 and has been left untouched since.
Nobody complained ;)

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 24, 2021, 04:43:48 AM
...aaaaaaand: Hotfix released!
https://www.sas1946.com/main/index.php/topic,67406.msg736847/topicseen.html#new

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: KingTiger503 on September 24, 2021, 04:51:11 AM
Yes, Thanks mike for Hotfix,, Thank you soo much Big Love.


Best Regards KT503
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 24, 2021, 06:06:55 AM
Glad to hear that it's working for you ;)

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Gubi on September 24, 2021, 09:25:36 AM
Late and unintelligible report from Valrico:  Right before going tango uniform last night, I was browsing through the plane selector in the Quick Mission Builder and I noticed that the new Spits, Spiteful, etc, did not show up on the screen...just blank sky.  I only noticed it again on the Italian Ba.65...eh...which one...right now I can't verify....but it was the single one kept bald from DreamK's original.  The rest of them from Epervier's crowd showed up no problem.

Who knows?  I may never look through the Spitfires again...

Cheers and prost
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: bomberkiller on September 24, 2021, 10:40:10 AM
Quote
I may never look through the Spitfires again...

Right Gubi, watch the Bf-109's aka Me-109.  :D

Friede, peace

 ]cheers[

bk

Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Loku on September 24, 2021, 11:25:31 AM
All those new Seafires ans Spits  dont show up because there is a missing Propellor texture for all of them "3DO/Plane/Textures/spit2.tga".All Bredas 65 are working ok on my side.

There is something else nobody mentioned, its a weird aircraft behavoiur on the ground, when running engine on 0% of power (idle) planes is shaking, when throttle is 5% its gone but when throttled back to 0% effect is back again, it happens also during flight, setting power to 0 cause this weird effect also.
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 24, 2021, 11:31:24 AM
Texture fix will come later.
Ground shaking when idle is intentional. It's an enhanced version of the startup shaking which has been in EngineMod for years now.
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 24, 2021, 11:49:26 PM
new Spits, Spiteful, etc, did not show up on the screen...just blank sky.

Confirmed and Hotfix has been released:
https://www.sas1946.com/main/index.php/topic,67406.msg736847/topicseen.html#new

I only noticed it again on the Italian Ba.65...eh...which one...right now I can't verify....but it was the single one kept bald from DreamK's original.
Can't reproduce. Logfile please.

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: TXZCJSP on September 25, 2021, 05:29:31 AM
Although I had already raised it in UP3.3
The answer I received was that it could not be reproduced
But UP3.4 can still open the external view in the highest difficulty
It is very strange
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 25, 2021, 11:21:56 AM
I have checked this again and released a Hotfix which should address possible issues:
https://www.sas1946.com/main/index.php/topic,67406.msg736847/topicseen.html#new

Please not that intentionally external views are enabled while the player plane is on ground or the player or his plane are dead - regardless the difficulty settings you choose.
The reason is that we need a certain level of marshalling abilities on our dogfight server, and we thought that this would come handy for others, too.

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Epervier on September 25, 2021, 09:21:52 PM
This is not really a bug report!
It's just a tip!
After reading (and translating) the following, I started the installation from version 4.14! Why did I do this? Because it is less heavy than BAT!
Quote
3rd Option: The Ultrapack 3.4 "Cassie" Superpack
The only prerequisite for this option is for you to have some kind of IL-2 1946 game in working condition.
Which flavour? Doesn't matter. Stock game will do, Modact will do, BAT will do, anything will do.
Which version? Doesn't matter. Anything from the original DVD (aka 4.07m) up to the latest and greatest version of anything to be found out there will do.

The installation went very well!
But impossible to launch the game!
Checking the LOG I found these alarms:

Code: [Select]
ERROR sfs: SFS library (fb_3do09p.sfs) NOT Mounted: Unknown SFS error: fb_3do09p.sfs

ERROR sfs: SFS library (fb_maps02.sfs) NOT Mounted: No such file or directory: fb_maps02.sfs

ERROR sfs: SFS library (fb_sound.sfs) NOT Mounted: No such file or directory: fb_sound.sfs

ERROR sfs: SFS library (fb_sound01.sfs) NOT Mounted: No such file or directory: fb_sound01.sfs

ERROR sfs: SFS library (fb_sound02.sfs) NOT Mounted: No such file or directory: fb_sound02.sfs

ERROR sfs: SFS library (fb_sound03.sfs) NOT Mounted: No such file or directory: fb_sound03.sfs

ERROR sfs: SFS library (fb_sound04.sfs) NOT Mounted: No such file or directory: fb_sound04.sfs

ERROR sfs: SFS library (fb_sound05.sfs) NOT Mounted: No such file or directory: fb_sound05.sfs

Indeed 4.14.1 does not have these files!
BAT or UP2.01 has them all !

So my advice, if I may say so, do not try to install from 4.14.1 !  :D

And congratulations to those who created this UP3.4 Cassie pack !  ;)
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Whifflees on September 25, 2021, 11:37:21 PM
Game suddenly crashes
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Ghost129er on September 26, 2021, 12:11:31 AM
Game suddenly crashes

Log or bust.

Read how to get the log here (http://www.sas1946.com/main/index.php/topic,13457.0.html), and the instant log here (http://www.sas1946.com/main/index.php/topic,19308.0.html).

Important: read here (http://www.sas1946.com/main/index.php?topic=39780.0) which part(s) from the log to post
and how to post it. (code option!)
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Otsu on September 26, 2021, 03:15:15 AM
hello, the installation is done correctly, but I have to put this file back again otherwise the game crashes.
>https://www.sas1946.com/main/index.php/topic,65441.msg717620.html#msg717620 (https://www.sas1946.com/main/index.php/topic,65441.msg717620.html#msg717620)
thank you have a good day   8)
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: TXZCJSP on September 26, 2021, 04:18:12 AM
I have checked this again and released a Hotfix which should address possible issues:
https://www.sas1946.com/main/index.php/topic,67406.msg736847/topicseen.html#new

Please not that intentionally external views are enabled while the player plane is on ground or the player or his plane are dead - regardless the difficulty settings you choose.
The reason is that we need a certain level of marshalling abilities on our dogfight server, and we thought that this would come handy for others, too.

]cheers[
Mike

Problem solved
In the highest difficulty now the aircraft in the air can not open the external view
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 27, 2021, 08:12:32 AM
do not try to install from 4.14.1 !  :D
Thanks Gabriel, totally agree.
Even more so, I'd say: Don't install 4.14 at all.
IF anyone still wants to pull that stunt, here's a fix. Read the notes: https://www.sas1946.com/main/index.php/topic,67406.msg736798.html#msg736798

I have to put this file back again
Argh... confirmed. Hotfix 4 released: https://www.sas1946.com/main/index.php/topic,67406.msg736847/topicseen.html#new

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: bomberkiller on September 27, 2021, 08:22:52 AM
                            ...v4.14

                 (https://i.ibb.co/mFL7tC2/Bette-Davis.jpg)

                 (https://i.ibb.co/61cRCcb/Achtung-Verschm-Wegwerft-bk.jpg) In english: Caution - soiled disposable parts

 ]cheers[

Gerhard
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Phoenix on September 27, 2021, 02:34:10 PM
I see the strange texture of the aircraft carrier in the record Kamikadze2.ntrk

(https://i.postimg.cc/6QzRcJK6/2021-09-27-23-28-42.png) (https://postimg.cc/HJcVWNjF)

(https://i.postimg.cc/rmP461zv/2021-09-27-23-29-57.png) (https://postimg.cc/HcbnX7w2)

(https://i.postimg.cc/J0HkRskt/2021-09-27-23-30-53.png) (https://postimg.cc/H8Hx2s3C)
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Gubi on September 27, 2021, 03:07:48 PM
Phoenix.

That's acceptable for "online" flying, I would say.  It's great that it's not much worse.

Thanx for the observation...you must have been very, very...bored.

Did you get shot down...or had you already shot down everybody else in the mission before discovering that.  Just curious...really.

Cheers  and prost
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 27, 2021, 10:20:32 PM
It's probably always been like that, hasn't it?
Because seriously I've never touched any ships stuff yet in Ultrapack.

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Whifflees on September 27, 2021, 11:26:30 PM
(https://i.postimg.cc/nLjGnt2N/Screenshot-245.png) (https://postimg.cc/wtzmkZSk)

This is why my game always crashes
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 28, 2021, 12:40:58 AM
This is why my game always crashes

Yes. Answered already:
do not try to install from 4.14.1 !  :D
Thanks Gabriel, totally agree.
Even more so, I'd say: Don't install 4.14 at all.
IF anyone still wants to pull that stunt, here's a fix. Read the notes: https://www.sas1946.com/main/index.php/topic,67406.msg736798.html#msg736798

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: bomberkiller on September 28, 2021, 10:37:42 AM
Quote
Thanx for the observation...you must have been very, very...bored.

Did you get shot down...or had you already shot down everybody else in the mission before discovering that.  Just curious...really.

 :D
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 28, 2021, 10:51:13 AM
same bug in UP3.4 (LeO) !
Noted.

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: TXZCJSP on September 29, 2021, 06:31:35 AM
Do18 can not be destroyed by fleet anti-aircraft fire
But it can be destroyed by air fighters.
Existing from version 3.3 to date
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on September 29, 2021, 07:02:38 AM
It was never reproducible and frankly the report doesn't make any sense either.

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: KingTiger503 on September 29, 2021, 10:59:53 AM
Do18 can not be destroyed by fleet anti-aircraft fire
But it can be destroyed by air fighters.
Existing from version 3.3 to date

Unless you get a Logfile first than we talk.


Best Regards KT503
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: sgt_fresh on October 01, 2021, 02:04:58 AM
Version 3.4 F4F's 3/4 gear does not come down manually. Does so with the G key motorized, however gear does not show until near the carrier. Hook comes down ok. On carrier landing wheels go below flight deck and gear eventually collapses.
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: KingTiger503 on October 01, 2021, 07:46:08 AM
Version 3.4 F4F's 3/4 gear does not come down manually. Does so with the G key motorized, however gear does not show until near the carrier. Hook comes down ok. On carrier landing wheels go below flight deck and gear eventually collapses.

Logfile please, otherwise it cannot help you.

Best Regards KT503
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: bomberkiller on October 01, 2021, 09:40:43 AM
Hello KT,

before you always ask for a .log, please try to see if the error actually exists. Here sgt_fresh is right.

Best regards,

 ]cheers[

Gerhard

Code: [Select]
[01.10.2021 17:28:26 UTC +2] ------------ BEGIN log session -------------

[01.10.2021 17:28:26 UTC +2] ----------- Switched to pipe mode ----------
[2021-10-01 17:28:26.926 UTC +2] dT:    0 Initializing Random Number Generator, Seed=6374536707373510375
[2021-10-01 17:28:26.928 UTC +2] dT:    0 Using new TrackIR: true
[2021-10-01 17:28:26.952 UTC +2] dT:    0 OpenGL provider: Opengl32.dll
[2021-10-01 17:28:26.954 UTC +2] dT:    0 no GLU provider name available
[2021-10-01 17:28:28.800 UTC +2] dT:    0 OpenGL library:
[2021-10-01 17:28:28.802 UTC +2] dT:    0   Vendor: NVIDIA Corporation
[2021-10-01 17:28:28.802 UTC +2] dT:    0   Render: GeForce GTX 760/PCIe/SSE2
[2021-10-01 17:28:28.802 UTC +2] dT:    0   Version: 4.6.0 NVIDIA 456.71
[2021-10-01 17:28:28.804 UTC +2] dT:    0   Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc 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_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_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_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[2021-10-01 17:28:28.806 UTC +2] dT:    0 Size: 1920x1080
[2021-10-01 17:28:28.806 UTC +2] dT:    0 ColorBits: 32
[2021-10-01 17:28:28.806 UTC +2] dT:    0 DepthBits: 24
[2021-10-01 17:28:28.806 UTC +2] dT:    0 StencilBits: 8
[2021-10-01 17:28:28.806 UTC +2] dT:    0 isDoubleBuffered: true
[2021-10-01 17:28:29.166 UTC +2] dT:    0 TrackIRWin create(), useNewTrackIR=true, createSuccess=false
[2021-10-01 17:28:29.194 UTC +2] dT:    0 *** IL-2 Selector 4.0.2.3 Build 21070901 loaded ***
[2021-10-01 17:28:29.206 UTC +2] dT:    0 Sound: Native library (build 1.1, target - P IV) loaded.
[2021-10-01 17:28:29.375 UTC +2] dT:    0
[2021-10-01 17:28:29.375 UTC +2] dT:    0 *** Looking for Advanced CPU Instructions...
[2021-10-01 17:28:29.375 UTC +2] dT:    0 [x] PentiumPro
[2021-10-01 17:28:29.375 UTC +2] dT:    0 [x] Multimedia (MMX)
[2021-10-01 17:28:29.375 UTC +2] dT:    0 [x] 3D (SSE)
[2021-10-01 17:28:29.375 UTC +2] dT:    0 [x] 3D (SSE2)
[2021-10-01 17:28:29.375 UTC +2] dT:    0 [-] 3D (3DNow)
[2021-10-01 17:28:29.375 UTC +2] dT:    0 ColourBits 32, ABits 0, ZBits 24
[2021-10-01 17:28:29.654 UTC +2] dT:    0
[2021-10-01 17:28:29.654 UTC +2] dT:    0 *** Looking for Render API Extensions ...
[2021-10-01 17:28:29.654 UTC +2] dT:    0 [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2021-10-01 17:28:29.654 UTC +2] dT:    0 [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2021-10-01 17:28:29.654 UTC +2] dT:    0 [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2021-10-01 17:28:29.654 UTC +2] dT:    0 [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2021-10-01 17:28:29.654 UTC +2] dT:    0 [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2021-10-01 17:28:29.655 UTC +2] dT:    0 [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2021-10-01 17:28:29.655 UTC +2] dT:    0 [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2021-10-01 17:28:29.655 UTC +2] dT:    0 [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2021-10-01 17:28:29.655 UTC +2] dT:    0 [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2021-10-01 17:28:29.655 UTC +2] dT:    0 [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2021-10-01 17:28:29.655 UTC +2] dT:    0 [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2021-10-01 17:28:29.655 UTC +2] dT:    0 [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[2021-10-01 17:28:29.655 UTC +2] dT:    0 [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2021-10-01 17:28:29.656 UTC +2] dT:    0
[2021-10-01 17:28:29.656 UTC +2] dT:    0 Maximum texture size : 16384
[2021-10-01 17:28:29.656 UTC +2] dT:    0 Maximum simultaneous textures :4
[2021-10-01 17:28:29.656 UTC +2] dT:    0 MaxAnisotropic (1.0 = none) : 16.000000
[2021-10-01 17:28:34.046 UTC +2] dT:    0 SAS Common Utils Game Version = 4.101
[2021-10-01 17:28:42.988 UTC +2] dT:    0 ScreenMode Library Version 0.01 loaded successfully.
[2021-10-01 17:28:46.508 UTC +2] dT:   68 Initializing DirectSound playback device...
[2021-10-01 17:28:46.508 UTC +2] dT:    0 Primary buffer created.
[2021-10-01 17:28:46.508 UTC +2] dT:    0 Playback format is set : sampling rate = 22050, num channels = 2.
[2021-10-01 17:28:46.508 UTC +2] dT:    0 Buffer caps : Transfer rate = 0, CPU overhead = 0.
[2021-10-01 17:28:46.508 UTC +2] dT:    0 Default speaker config is : 1310724.
[2021-10-01 17:28:46.508 UTC +2] dT:    0 Direct sound audio device initialized successfully :
[2021-10-01 17:28:46.508 UTC +2] dT:    0 DX Version : 7
[2021-10-01 17:28:46.508 UTC +2] dT:    0 Hardware    - disabled [buffers : 0]
[2021-10-01 17:28:46.509 UTC +2] dT:    0 Extensions  - disabled :
[2021-10-01 17:28:46.509 UTC +2] dT:    0   EAX ver. 1 [ ]  - disabled
[2021-10-01 17:28:46.509 UTC +2] dT:    0   EAX ver. 2 [ ]  - disabled
[2021-10-01 17:28:46.509 UTC +2] dT:    0   EAX ver. 3 [ ]  - disabled
[2021-10-01 17:28:46.509 UTC +2] dT:    0   I3D ver. 2 [ ]  - disabled
[2021-10-01 17:28:46.509 UTC +2] dT:    0   ZoomFX     [ ]  - disabled
[2021-10-01 17:28:46.509 UTC +2] dT:    0   MacroFX    [ ]  - disabled
[2021-10-01 17:28:46.509 UTC +2] dT:    0 SIMD render [X]
[2021-10-01 17:28:46.509 UTC +2] dT:    0 num channels 32
[2021-10-01 17:28:46.509 UTC +2] dT:    0
[2021-10-01 17:28:46.514 UTC +2] dT:    0 ERROR file: File icons.rcu not found
[2021-10-01 17:29:44.098 UTC +2] dT:  -68 Loading mission Quick/Kuban/KubanBlueNoneN00.mis...
[2021-10-01 17:29:44.130 UTC +2] dT:    0 Loading mission.mis defined airfields...
[2021-10-01 17:29:44.244 UTC +2] dT:    0 Loaded camouflage: SUMMER
[2021-10-01 17:29:44.246 UTC +2] dT:    0 Loading map.ini defined airfields...
[2021-10-01 17:29:44.252 UTC +2] dT:    0 Detected Vertex Shaders 3.0.
[2021-10-01 17:29:44.252 UTC +2] dT:    0 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[2021-10-01 17:29:44.252 UTC +2] dT:    0 Vertex texture units: 32
[2021-10-01 17:29:44.253 UTC +2] dT:    0
[2021-10-01 17:29:46.485 UTC +2] dT:    0 PBuffer: suitable formats: 12
[2021-10-01 17:29:46.485 UTC +2] dT:    0
[2021-10-01 17:29:46.491 UTC +2] dT:    0 Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
[2021-10-01 17:29:46.491 UTC +2] dT:    0 Depth = 24, stencil = 8
[2021-10-01 17:29:46.557 UTC +2] dT:    0 PBuffer: suitable formats: 12
[2021-10-01 17:29:46.557 UTC +2] dT:    0
[2021-10-01 17:29:46.563 UTC +2] dT:    0 Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
[2021-10-01 17:29:46.563 UTC +2] dT:    0 Depth = 24, stencil = 8
[2021-10-01 17:29:49.306 UTC +2] dT:    0 Loading vertex/fragment programs: *710749832*
[2021-10-01 17:29:49.306 UTC +2] dT:    0 *** Loading: [vpFogFar2Tex2D]
[2021-10-01 17:29:49.306 UTC +2] dT:    0 *** Loading: [vpFog2Tex2DBlend]
[2021-10-01 17:29:49.307 UTC +2] dT:    0 *** Loading: [vpFogFar4Tex2D]
[2021-10-01 17:29:49.307 UTC +2] dT:    0 *** Loading: [vpFogFar8Tex2D]
[2021-10-01 17:29:49.308 UTC +2] dT:    0 *** Loading: [vpFogNoTex]
[2021-10-01 17:29:49.308 UTC +2] dT:    0 *** Loading: [vpFog4Tex2D]
[2021-10-01 17:29:49.308 UTC +2] dT:    0 *** Loading: [vpFog4Tex2D_UV2]
[2021-10-01 17:29:49.309 UTC +2] dT:    0 *** Loading: [vp4Tex2D]
[2021-10-01 17:29:49.309 UTC +2] dT:    0 *** Loading: [vp6Tex2D]
[2021-10-01 17:29:49.309 UTC +2] dT:    0 *** Loading: [vpTexUVTex2D]
[2021-10-01 17:29:49.309 UTC +2] dT:    0 *** Loading: [vpWaterGrid_NV]
[2021-10-01 17:29:49.310 UTC +2] dT:    0 *** Loading: [vpWaterSunLight_NV]
[2021-10-01 17:29:49.310 UTC +2] dT:    0 *** Loading: [vpWaterSunLight_ATI]
[2021-10-01 17:29:49.310 UTC +2] dT:    0 *** Loading: [vpWaterSunLight_FP]
[2021-10-01 17:29:49.311 UTC +2] dT:    0 *** Loading: [vpTreeSprite]
[2021-10-01 17:29:49.312 UTC +2] dT:    0 *** Loading: [vpTreeTrunk]
[2021-10-01 17:29:49.312 UTC +2] dT:    0 *** Loading: [vpVAObjectsN]
[2021-10-01 17:29:49.313 UTC +2] dT:    0 *** Loading: [vpVAObjectsL0]
[2021-10-01 17:29:49.313 UTC +2] dT:    0 *** Loading: [vpSprites]
[2021-10-01 17:29:49.313 UTC +2] dT:    0 *** Loading: [vpSimpleGL]
[2021-10-01 17:29:49.314 UTC +2] dT:    0 *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[2021-10-01 17:29:49.314 UTC +2] dT:    0 *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[2021-10-01 17:29:49.315 UTC +2] dT:    0 *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[2021-10-01 17:29:49.315 UTC +2] dT:    0 *** Loading: [fpCoastBump] -> NV3X Optimized!
[2021-10-01 17:29:49.316 UTC +2] dT:    0 *** Loading: [fpCoastFoam] -> NV3X Optimized!
[2021-10-01 17:29:49.316 UTC +2] dT:    0 *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[2021-10-01 17:29:49.317 UTC +2] dT:    0 *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[2021-10-01 17:29:49.317 UTC +2] dT:    0 *** Loading: [fpCausticSimple] -> NV3X Optimized!
[2021-10-01 17:29:49.318 UTC +2] dT:    0 *** Loading: [fpCaustic] -> NV3X Optimized!
[2021-10-01 17:29:49.318 UTC +2] dT:    0 *** Loading: [fpSprites] -> NV3X Optimized!
[2021-10-01 17:29:49.318 UTC +2] dT:    0 *** Loading: [fpObjectsL0] -> NV3X Optimized!
[2021-10-01 17:29:49.319 UTC +2] dT:    0 *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[2021-10-01 17:29:49.319 UTC +2] dT:    0 *** Loading: [fpSimpleGL]
[2021-10-01 17:29:49.319 UTC +2] dT:    0 *** Loading: [fpNearLandFog] -> NV3X Optimized!
[2021-10-01 17:29:49.319 UTC +2] dT:    0 *** Loading: [fpFarLandFog] -> NV3X Optimized!
[2021-10-01 17:29:49.320 UTC +2] dT:    0 *** Loading: [fpRiverCoastAA]
[2021-10-01 17:29:49.320 UTC +2] dT:    0 *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[2021-10-01 17:29:49.321 UTC +2] dT:    0 *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[2021-10-01 17:29:49.322 UTC +2] dT:    0 *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[2021-10-01 17:29:49.322 UTC +2] dT:    0 *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[2021-10-01 17:29:49.323 UTC +2] dT:    0 *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[2021-10-01 17:29:49.324 UTC +2] dT:    0 *** Loading: [vpWaterDM_CPU]
[2021-10-01 17:29:49.324 UTC +2] dT:    0 *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[2021-10-01 17:29:49.325 UTC +2] dT:    0 *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[2021-10-01 17:29:49.325 UTC +2] dT:    0 *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[2021-10-01 17:29:49.326 UTC +2] dT:    0 *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[2021-10-01 17:29:49.327 UTC +2] dT:    0 *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[2021-10-01 17:29:49.327 UTC +2] dT:    0 *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[2021-10-01 17:29:49.328 UTC +2] dT:    0 *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[2021-10-01 17:29:49.328 UTC +2] dT:    0 *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[2021-10-01 17:29:49.329 UTC +2] dT:    0 *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[2021-10-01 17:29:49.329 UTC +2] dT:    0 *** Loading: [fpWaterLFogDM]
[2021-10-01 17:29:49.330 UTC +2] dT:    0 *** Loading: [fpIceWater] -> NV3X Optimized!
[2021-10-01 17:29:49.330 UTC +2] dT:    0 *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[2021-10-01 17:29:49.330 UTC +2] dT:    0 *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[2021-10-01 17:29:49.330 UTC +2] dT:    0 *** Loading: [fpNearBlend] -> NV3X Optimized!
[2021-10-01 17:29:49.331 UTC +2] dT:    0 *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[2021-10-01 17:29:49.331 UTC +2] dT:    0 *** Loading: [fpFarBlend] -> NV3X Optimized!
[2021-10-01 17:29:49.331 UTC +2] dT:    0 *** Loading: [fpForestPlane] -> NV3X Optimized!
[2021-10-01 17:29:49.332 UTC +2] dT:    0 *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[2021-10-01 17:29:49.332 UTC +2] dT:    0 *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[2021-10-01 17:29:49.332 UTC +2] dT:    0 *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[2021-10-01 17:29:49.644 UTC +2] dT:    0 Load bridges
[2021-10-01 17:29:49.852 UTC +2] dT:    0 Load static objects
[2021-10-01 17:29:52.839 UTC +2] dT:    0 Searching for missing resources...
[2021-10-01 17:29:52.840 UTC +2] dT:    0 Done!
[2021-10-01 17:29:53.313 UTC +2] dT:    0 Loading RRR objects resources data...
[2021-10-01 17:29:53.313 UTC +2] dT:    0 Done.
[2021-10-01 17:29:53.338 UTC +2] dT:    0 EventLog Pending Events Checker is running!
[2021-10-01 17:29:53.340 UTC +2] dT:    0 Mission: Quick/Kuban/KubanBlueNoneN00.mis is Playing
[2021-10-01 17:34:49.369 UTC +2] dT:    0 Before GC, Memory: total(465305600) free(380279328)
[2021-10-01 17:34:50.823 UTC +2] dT:    0 After GC, Memory: total(465305600) free(407687624)

[01.10.2021 17:34:54 UTC +2] -------------- END log session -------------
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on October 01, 2021, 10:09:00 AM
Version 3.4 F4F's 3/4 gear does not come down manually. Does so with the G key motorized, however gear does not show until near the carrier.

Here sgt_fresh is right.

Sorry guys but I can't reproduce this issue.
Which mods do you have installed / activated (JSGME anyone?)

The Wildcats have not been touched at all in Ultrapack 3.4 and we all know they were working flawlessly the past two years in Ultrapack 3.3.
Maybe you forgot that you have to manually raise/lower the gear on the F4F? (and assign keys accordingly)

https://www.youtube.com/watch?v=vMMoMMNnBxg

Do18 can not be destroyed by fleet anti-aircraft fire
In an attempt to end this fruitless discussion, I've checked and slightly reworked the Do-18 damage model (and a bunch on meshes, too).
Please install Hotfix 7 and try again. For me it's working, but it's been working for me all the time anyway.

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Gubi on October 01, 2021, 10:52:53 AM
Gentlemen, we flew 3 Wake missions last Sunday.  We were not flying Hellcats and we were using UP3.4.  Jarheads know how to use a Wildcat.

Cheers and prost
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: bomberkiller on October 01, 2021, 10:55:30 AM
Quote
Please install Hotfix 7 and try again.

Thanks Mike.

 ]cheers[

Gerd

edit:

Quote
The Wildcats have not been touched at all in Ultrapack 3.4 and...

UP 3.4, where?  :P
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Knochenlutscher on October 01, 2021, 11:31:45 AM
Wasn't there a Mod that added auto Function to Planes with manual
input?

I can just think of that, as what should prevent manual code from working?
my UP3.4 with latest Patch is just like ever on Wildcats,
tab up or down, manual cranking
Title: Re: Ultrapack bug report thread (all versions)
Post by: Griffon_301 on October 01, 2021, 01:42:44 PM
Not using UP but WXTechs gunsight mod could be the culprit...had the same issue in my modded BAT when I used his gunsight mod...
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: bomberkiller on October 01, 2021, 02:27:23 PM
Quote
Version 3.4 F4F's 3/4 gear does not come down manually.

Something (whatever - it wasn't me) changed the controls of the setting. Yes, the landing gear (manually in / out) works perfectly after the control has been reassigned!

Problem solved!

.                               (https://i.ibb.co/WGWRgXT/Haegar-Hau-weg-den-Humpen-cheerst.png)
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: TXZCJSP on October 01, 2021, 07:54:52 PM

Do18 can not be destroyed by fleet anti-aircraft fire
In an attempt to end this fruitless discussion, I've checked and slightly reworked the Do-18 damage model (and a bunch on meshes, too).
Please install Hotfix 7 and try again. For me it's working, but it's been working for me all the time anyway.

]cheers[
Mike
[/quote]

I installed Hotfix 7 and the problem was solved
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: TXZCJSP on October 01, 2021, 08:39:02 PM
G3M2-11 1935
Missing decals for the two rear machine gun towers are shown as green screen

Then I found a new problem
Whether it's F86 or MiG17, it will disintegrate and explode immediately after breaking Mach 1.
I am on version 4.122 + Ultrapack 3.4 Cassie Superpack
No other additional patches were added

On UP3.2 both planes break Mach 1 and continue to fly normally
This may be another strange problem that happens on some players' computers
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: sgt_fresh on October 01, 2021, 11:09:18 PM
Version 3.4 F4F's 3/4 gear does not come down manually. Does so with the G key motorized, however gear does not show until near the carrier. Hook comes down ok. On carrier landing wheels go below flight deck and gear eventually collapses.

Logfile please, otherwise it cannot help you.

Best Regards KT503

The problems continued prior to this flight keys were re-mapped again with the same results.

Code: [Select]
[Oct 2, 2021 4:47:48 AM] Mission: single/un/F4F-3/S05.mis is Playing
15:00:00 Mission BEGIN
15:00:00 USN_VF_3B010(0) seat occupied by Player at 0.0 0.0
15:00:00 USN_VF_3B010 loaded weapons 'default' fuel 100
15:00:01 USN_VF_3B010 in flight at 6818.6284 6706.5303
15:04:05 Mission END
[Oct 2, 2021 4:52:13 AM] Mission: single/un/F4F-3/S05.mis is Playing
15:00:00 Mission BEGIN
15:00:00 USN_VF_3B010(0) seat occupied by Player at 0.0 0.0
15:00:00 USN_VF_3B010 loaded weapons 'default' fuel 100
15:00:01 USN_VF_3B010 in flight at 6818.7607 6706.7764
15:01:30 Mission END
[Oct 2, 2021 4:55:44 AM] Mission: single/un/F4F-3/S05.mis is Playing
15:00:00 Mission BEGIN
15:00:00 USN_VF_3B010(0) seat occupied by Player at 0.0 0.0
15:00:00 USN_VF_3B010 loaded weapons 'default' fuel 100
15:00:01 USN_VF_3B010 in flight at 6818.725 6706.7544
15:00:46 Mission END
[Oct 2, 2021 4:56:37 AM] Mission: single/un/F4F-3/S05.mis is Playing
15:00:00 Mission BEGIN
15:00:00 USN_VF_3B010(0) seat occupied by Player at 0.0 0.0
15:00:00 USN_VF_3B010 loaded weapons 'default' fuel 100
15:00:01 USN_VF_3B010 in flight at 6818.692 6706.682
15:03:13 USN_VF_3B01{USN_VF_3B010;USN_VF_3B010;1} landed at 11255.819 12129.338
15:03:13 USN_VF_3B01{USN_VF_3B010;USN_VF_3B010;1} damaged on the ground at 11255.819 12129.338
15:03:35 Mission END
[Oct 2, 2021 5:00:32 AM] Mission: single/un/F4F-3/S05.mis is Playing
15:00:00 Mission BEGIN
15:03:13 USN_VF_3B01{USN_VF_3B010;USN_VF_3B010;1} landed at 11255.819 12129.338
15:03:13 USN_VF_3B01{USN_VF_3B010;USN_VF_3B010;1} damaged on the ground at 11255.819 12129.338

(https://i.postimg.cc/k5VX9TrM/Gear.jpg) (https://postimages.org/)
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: TXZCJSP on October 02, 2021, 12:24:54 AM
Code: [Select]
[Oct 2, 2021 2:19:27 PM UTC +8] ------------ BEGIN log session -------------

[Oct 2, 2021 2:19:27 PM UTC +8] ----------- Switched to pipe mode ----------
[2021-10-02 14:19:27.706 UTC +8] dT:    0 Initializing Random Number Generator, Seed=-3163578868752170230
[2021-10-02 14:19:27.707 UTC +8] dT:    0 Using new TrackIR: true
[2021-10-02 14:19:27.719 UTC +8] dT:    0 OpenGL provider: Opengl32.dll
[2021-10-02 14:19:27.720 UTC +8] dT:    0 no GLU provider name available
[2021-10-02 14:19:27.813 UTC +8] dT:    0 OpenGL library:
[2021-10-02 14:19:27.813 UTC +8] dT:    0   Vendor: NVIDIA Corporation
[2021-10-02 14:19:27.813 UTC +8] dT:    0   Render: GeForce RTX 3070/PCIe/SSE2
[2021-10-02 14:19:27.813 UTC +8] dT:    0   Version: 4.6.0 NVIDIA 460.97
[2021-10-02 14:19:27.813 UTC +8] dT:    0   Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc 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_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax 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_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[2021-10-02 14:19:27.814 UTC +8] dT:    0 Size: 1920x1080
[2021-10-02 14:19:27.814 UTC +8] dT:    0 ColorBits: 32
[2021-10-02 14:19:27.814 UTC +8] dT:    0 DepthBits: 24
[2021-10-02 14:19:27.814 UTC +8] dT:    0 StencilBits: 8
[2021-10-02 14:19:27.814 UTC +8] dT:    0 isDoubleBuffered: true
[2021-10-02 14:19:27.838 UTC +8] dT:    0 DirectX Joystick NOT created: DirectX joystick driver: device not attached
[2021-10-02 14:19:27.840 UTC +8] dT:    0 TrackIRWin create(), useNewTrackIR=true, createSuccess=false
[2021-10-02 14:19:27.848 UTC +8] dT:    0 *** IL-2 Selector 4.0.2.3 Build 21070901 loaded ***
[2021-10-02 14:19:27.850 UTC +8] dT:    0 Sound: Native library (build 1.1, target - P IV) loaded.
[2021-10-02 14:19:27.941 UTC +8] dT:    0
[2021-10-02 14:19:27.942 UTC +8] dT:    0 *** Looking for Advanced CPU Instructions...
[2021-10-02 14:19:27.942 UTC +8] dT:    0 [x] PentiumPro
[2021-10-02 14:19:27.942 UTC +8] dT:    0 [x] Multimedia (MMX)
[2021-10-02 14:19:27.942 UTC +8] dT:    0 [x] 3D (SSE2)
[2021-10-02 14:19:27.942 UTC +8] dT:    0 [x] 3D (SSE2)
[2021-10-02 14:19:27.942 UTC +8] dT:    0 [-] 3D (3DNow)
[2021-10-02 14:19:27.942 UTC +8] dT:    0 ColourBits 32, ABits 0, ZBits 24
[2021-10-02 14:19:27.945 UTC +8] dT:    0
[2021-10-02 14:19:27.945 UTC +8] dT:    0 *** Looking for Render API Extensions ...
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[2021-10-02 14:19:27.945 UTC +8] dT:    0 [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2021-10-02 14:19:27.945 UTC +8] dT:    0
[2021-10-02 14:19:27.945 UTC +8] dT:    0 Maximum texture size : 32768
[2021-10-02 14:19:27.945 UTC +8] dT:    0 Maximum simultaneous textures :4
[2021-10-02 14:19:27.945 UTC +8] dT:    0 MaxAnisotropic (1.0 = none) : 16.000000
[2021-10-02 14:19:29.571 UTC +8] dT:    0 SAS Common Utils Game Version = 4.101
[2021-10-02 14:19:33.788 UTC +8] dT:    0 ScreenMode Library Version 0.01 loaded successfully.
[2021-10-02 14:19:35.334 UTC +8] dT:   27 Initializing DirectSound playback device...
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Primary buffer created.
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Playback format is set : sampling rate = 44100, num channels = 2.
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Not enought hardware buffers (0), hardware disabled
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Buffer caps : Transfer rate = 0, CPU overhead = 0.
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Default speaker config is : 1310724.
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Direct sound audio device initialized successfully :
[2021-10-02 14:19:35.334 UTC +8] dT:    0 DX Version : 7
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Hardware    - disabled [buffers : 0]
[2021-10-02 14:19:35.334 UTC +8] dT:    0 Extensions  - enabled :
[2021-10-02 14:19:35.334 UTC +8] dT:    0   EAX ver. 1 [ ]  - disabled
[2021-10-02 14:19:35.334 UTC +8] dT:    0   EAX ver. 2 [ ]  - disabled
[2021-10-02 14:19:35.334 UTC +8] dT:    0   EAX ver. 3 [ ]  - disabled
[2021-10-02 14:19:35.335 UTC +8] dT:    0   I3D ver. 2 [ ]  - disabled
[2021-10-02 14:19:35.335 UTC +8] dT:    0   ZoomFX     [ ]  - disabled
[2021-10-02 14:19:35.335 UTC +8] dT:    0   MacroFX    [ ]  - disabled
[2021-10-02 14:19:35.335 UTC +8] dT:    0 SIMD render [X]
[2021-10-02 14:19:35.335 UTC +8] dT:    0 num channels 32
[2021-10-02 14:19:35.335 UTC +8] dT:    0
[2021-10-02 14:19:38.933 UTC +8] dT:  -27 Loading mission Quick/CoralSeaOnline/CoralSeaOnlineRedNoneN00.mis...
[2021-10-02 14:19:38.945 UTC +8] dT:    0 Loading mission.mis defined airfields...
[2021-10-02 14:19:38.950 UTC +8] dT:    0 Loaded camouflage: PACIFIC
[2021-10-02 14:19:38.950 UTC +8] dT:    0 Loading map.ini defined airfields...
[2021-10-02 14:19:42.397 UTC +8] dT:    0 Detected Vertex Shaders 3.0.
[2021-10-02 14:19:42.397 UTC +8] dT:    0 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[2021-10-02 14:19:42.397 UTC +8] dT:    0 Vertex texture units: 32
[2021-10-02 14:19:42.397 UTC +8] dT:    0
[2021-10-02 14:19:43.025 UTC +8] dT:    0 PBuffer: suitable formats: 12
[2021-10-02 14:19:43.025 UTC +8] dT:    0
[2021-10-02 14:19:43.027 UTC +8] dT:    0 Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[2021-10-02 14:19:43.027 UTC +8] dT:    0 Depth = 24, stencil = 8
[2021-10-02 14:19:43.045 UTC +8] dT:    0 PBuffer: suitable formats: 12
[2021-10-02 14:19:43.045 UTC +8] dT:    0
[2021-10-02 14:19:43.046 UTC +8] dT:    0 Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[2021-10-02 14:19:43.046 UTC +8] dT:    0 Depth = 24, stencil = 8
[2021-10-02 14:19:43.938 UTC +8] dT:    0 Loading vertex/fragment programs: *713174664*
[2021-10-02 14:19:43.938 UTC +8] dT:    0 *** Loading: [vpFogFar2Tex2D]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFog2Tex2DBlend]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFogFar4Tex2D]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFogFar8Tex2D]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFogNoTex]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFog4Tex2D]
[2021-10-02 14:19:43.939 UTC +8] dT:    0 *** Loading: [vpFog4Tex2D_UV2]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vp4Tex2D]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vp6Tex2D]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vpTexUVTex2D]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vpWaterGrid_NV]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vpWaterSunLight_NV]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vpWaterSunLight_ATI]
[2021-10-02 14:19:43.940 UTC +8] dT:    0 *** Loading: [vpWaterSunLight_FP]
[2021-10-02 14:19:43.941 UTC +8] dT:    0 *** Loading: [vpTreeSprite]
[2021-10-02 14:19:43.941 UTC +8] dT:    0 *** Loading: [vpTreeTrunk]
[2021-10-02 14:19:43.941 UTC +8] dT:    0 *** Loading: [vpVAObjectsN]
[2021-10-02 14:19:43.941 UTC +8] dT:    0 *** Loading: [vpVAObjectsL0]
[2021-10-02 14:19:43.942 UTC +8] dT:    0 *** Loading: [vpSprites]
[2021-10-02 14:19:43.942 UTC +8] dT:    0 *** Loading: [vpSimpleGL]
[2021-10-02 14:19:43.942 UTC +8] dT:    0 *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[2021-10-02 14:19:43.942 UTC +8] dT:    0 *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[2021-10-02 14:19:43.942 UTC +8] dT:    0 *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[2021-10-02 14:19:43.943 UTC +8] dT:    0 *** Loading: [fpCoastBump] -> NV3X Optimized!
[2021-10-02 14:19:43.943 UTC +8] dT:    0 *** Loading: [fpCoastFoam] -> NV3X Optimized!
[2021-10-02 14:19:43.943 UTC +8] dT:    0 *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[2021-10-02 14:19:43.943 UTC +8] dT:    0 *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpCausticSimple] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpCaustic] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpSprites] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpObjectsL0] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[2021-10-02 14:19:43.944 UTC +8] dT:    0 *** Loading: [fpSimpleGL]
[2021-10-02 14:19:43.945 UTC +8] dT:    0 *** Loading: [fpNearLandFog] -> NV3X Optimized!
[2021-10-02 14:19:43.945 UTC +8] dT:    0 *** Loading: [fpFarLandFog] -> NV3X Optimized!
[2021-10-02 14:19:43.945 UTC +8] dT:    0 *** Loading: [fpRiverCoastAA]
[2021-10-02 14:19:43.945 UTC +8] dT:    0 *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[2021-10-02 14:19:43.945 UTC +8] dT:    0 *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[2021-10-02 14:19:43.946 UTC +8] dT:    0 *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[2021-10-02 14:19:43.946 UTC +8] dT:    0 *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[2021-10-02 14:19:43.946 UTC +8] dT:    0 *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[2021-10-02 14:19:43.947 UTC +8] dT:    0 *** Loading: [vpWaterDM_CPU]
[2021-10-02 14:19:43.947 UTC +8] dT:    0 *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[2021-10-02 14:19:43.947 UTC +8] dT:    0 *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[2021-10-02 14:19:43.948 UTC +8] dT:    0 *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[2021-10-02 14:19:43.948 UTC +8] dT:    0 *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[2021-10-02 14:19:43.948 UTC +8] dT:    0 *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[2021-10-02 14:19:43.949 UTC +8] dT:    0 *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[2021-10-02 14:19:43.949 UTC +8] dT:    0 *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[2021-10-02 14:19:43.949 UTC +8] dT:    0 *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[2021-10-02 14:19:43.949 UTC +8] dT:    0 *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[2021-10-02 14:19:43.949 UTC +8] dT:    0 *** Loading: [fpWaterLFogDM]
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpIceWater] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpNearBlend] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpFarBlend] -> NV3X Optimized!
[2021-10-02 14:19:43.950 UTC +8] dT:    0 *** Loading: [fpForestPlane] -> NV3X Optimized!
[2021-10-02 14:19:43.951 UTC +8] dT:    0 *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[2021-10-02 14:19:43.951 UTC +8] dT:    0 *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[2021-10-02 14:19:43.951 UTC +8] dT:    0 *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[2021-10-02 14:19:43.981 UTC +8] dT:    0 Load bridges
[2021-10-02 14:19:43.981 UTC +8] dT:    0 Load static objects
[2021-10-02 14:19:44.619 UTC +8] dT:    0 WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Cockpit/MiG_Textures/Glass.tga'
[2021-10-02 14:19:45.301 UTC +8] dT:    0 Searching for missing resources...
[2021-10-02 14:19:45.301 UTC +8] dT:    0 Done!
[2021-10-02 14:19:45.630 UTC +8] dT:    0 Loading RRR objects resources data...
[2021-10-02 14:19:45.630 UTC +8] dT:    0 Done.
[2021-10-02 14:19:45.640 UTC +8] dT:    0 EventLog Pending Events Checker is running!
[2021-10-02 14:19:45.640 UTC +8] dT:    0 Mission: Quick/CoralSeaOnline/CoralSeaOnlineRedNoneN00.mis is Playing
[2021-10-02 14:19:45.978 UTC +8] dT:    6 Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[2021-10-02 14:19:45.978 UTC +8] dT:    0
[2021-10-02 14:19:46.829 UTC +8] dT:   33 warning: no files : music/inflight
[2021-10-02 14:20:22.804 UTC +8] dT: 1199 3DO/Effects/Aircraft/Condensation.eff : INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 0.1 (delta = -2.9) to Range 0..0.1
[2021-10-02 14:20:24.814 UTC +8] dT:   66 World - player has died!
[2021-10-02 14:20:24.819 UTC +8] dT:    0 -------------------------------- MISSION FAILED ---------------------
[2021-10-02 14:20:24.820 UTC +8] dT:    0 warning: no files : music/crash
[2021-10-02 14:20:40.777 UTC +8] dT:-1304 Before GC, Memory: total(465305600) free(381969856)
[2021-10-02 14:20:41.561 UTC +8] dT:    0 After GC, Memory: total(465305600) free(405344184)

[Oct 2, 2021 2:20:43 PM UTC +8] -------------- END log session -------------

This is the game log of breaking the sound barrier
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on October 02, 2021, 12:53:32 AM
G3M2-11 1935
Missing decals for the two rear machine gun towers are shown as green screen
That's an issue of the underlying mod. Out of scope for me.

Whether it's F86 or MiG17, it will disintegrate and explode immediately after breaking Mach 1.
Under investigation.

The problems continued prior to this flight keys were re-mapped again with the same results.

Code: [Select]
[Oct 2, 2021 4:47:48 AM] Mission: single/un/F4F-3/S05.mis is Playing

Exactly that mission, played from straight UP 3.4 Hotfix 7.
Whatever incompatible mod you have installed on top, it's something on your system and your system only.
Let me stress that for bug reports we accept untouched, JSGME "clean" UP 3.4 only.

https://www.youtube.com/watch?v=gvdx7ScFk5A
(you might have to wait a couple of minutes until this video becomes available in HD... youtube tends to be slow these days)

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: bomberkiller on October 02, 2021, 03:51:16 AM
Quote
Ultrapack 3.4 Cassie Superpack

Hello,

can't find this. Enybody have a link for the old bk?

Thanks.

Best regards,

 ]cheers[

Gerhard
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on October 02, 2021, 04:18:27 AM
https://www.sas1946.com/main/index.php/topic,67406.0.html

Option 3 is the Superpack.
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: sgt_fresh on October 02, 2021, 09:02:47 PM
G3M2-11 1935
Missing decals for the two rear machine gun towers are shown as green screen
That's an issue of the underlying mod. Out of scope for me.

Whether it's F86 or MiG17, it will disintegrate and explode immediately after breaking Mach 1.
Under investigation.

The problems continued prior to this flight keys were re-mapped again with the same results.

Code: [Select]
[Oct 2, 2021 4:47:48 AM] Mission: single/un/F4F-3/S05.mis is Playing

Exactly that mission, played from straight UP 3.4 Hotfix 7.
Whatever incompatible mod you have installed on top, it's something on your system and your system only.
Let me stress that for bug reports we accept untouched, JSGME "clean" UP 3.4 only.

https://www.youtube.com/watch?v=gvdx7ScFk5A
(you might have to wait a couple of minutes until this video becomes available in HD... youtube tends to be slow these days)

]cheers[
Mike

Confirmed the issue was some sort of conflict with WxTech's F4F pit mod. I removed it and the Wildcat resumed manual use of gear up and gear down with no landing issues. Thanks to all for looking into this.
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on October 03, 2021, 12:23:36 AM
Confirmed the issue was some sort of conflict with WxTech's F4F pit mod. I removed it and the Wildcat resumed manual use of gear up and gear down with no landing issues. Thanks to all for looking into this.

Thanks for the heads up! ;)

Whether it's F86 or MiG17, it will disintegrate and explode immediately after breaking Mach 1.
Under investigation.
Quick update: The reason for this issue has been identified, it's been introduced with Ultrapack 3.3 Patch 6.
Does anyone remember Ultrapack 3.3 Patch 6?
That's been the one released in December 2019.
That much to the number of players being jet addicts 8)

The issue will be fixed in the next hotfix (no. 8 that is).

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on October 03, 2021, 04:10:48 AM
Update: Mach 1 issue fixed, Hotfix 8 released.

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Knochenlutscher on October 15, 2021, 06:30:44 AM
Small bug on CFC_Normandy01R in Typhon Mk.Ib Late after RRR,
repairs and engine repairs completed a 2nd static Propeller mesh appeared.
Was pure concidence I flew it, usually I'll take the Base with Tempest and early Tiffi.

(https://i.postimg.cc/Pq7GYFsc/2021-10-15-13-50-30-380.jpg) (https://postimg.cc/067HqnNd)
(https://i.postimg.cc/3wN5yQ6m/2021-10-15-13-51-18-009.jpg) (https://postimg.cc/yDMr5t78)

Logfile (very long):
https://www.mediafire.com/file/oon7xljfijs89u0/log_Tiffy_Late_Prop_Bug.zip/file (https://www.mediafire.com/file/oon7xljfijs89u0/log_Tiffy_Late_Prop_Bug.zip/file)

Best wishes
Tobias
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on October 15, 2021, 11:19:56 AM
Oh yes, that's a very special thing about the Tiffie.
"She" has got two different props in the 3D model, and depending on the mission date, one of the two is shown.
Problem is: The RRR code statically re-enables the "default" prop - which, depending on mission date, should not be seen at all.

Question is: Does this issue justify another hotfix or shall we wait for Patch 1?

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Gubi on October 15, 2021, 12:16:41 PM
wait
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: camablake on November 04, 2021, 10:53:43 PM
Evening, everyone (early morning for the europeans, I think). Ran into an odd bug while working on some stuff in the FMB. On the KTO map, I get a Mission Load Failed: Null whenever I switch it to any time past 19:00 or so. Here's my logfile.

Code: [Select]
[Nov 4, 2021 9:41:31 PM UTC -7] ------------ BEGIN log session -------------

[Nov 4, 2021 9:41:31 PM UTC -7] ----------- Switched to pipe mode ----------
Initializing Random Number Generator, Seed=5937100240874859720
Using new TrackIR: false
OpenGL provider: Opengl32.dll
no GLU provider name available
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 1650/PCIe/SSE2
  Version: 4.6.0 NVIDIA 456.71
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc 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_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax 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_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
TrackIRWin create(), useNewTrackIR=false, createSuccess=true
 *** IL-2 Selector 4.0.2.3 Build 21070901 loaded ***
Sound: Native library (build 1.1, target - P IV) loaded.

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 32768
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
SAS Common Utils Game Version = 4.101
ScreenMode Library Version 0.01 loaded successfully.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loaded camouflage: SUMMER
Loading map.ini defined airfields...
Load bridges
Load static objects
Loading RRR objects resources data...
Done.
Loading mission KTOTEMP1.mis...
Loading mission.mis defined airfields...
Loaded camouflage: SUMMER
Loading map.ini defined airfields...
Load bridges
Load static objects
INTERNAL ERROR: Can't open file '3DO/Effects/GunFire/20mmFlameHidden/mono.sim'
WARNING: object '3DO/Effects/GunFire/20mmFlameHidden/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3DO/Effects/GunFire/20mmFlameHidden/mono.sim
Mission error, ID_04: (wings)com.maddox.il2.engine.GObjException: Mesh 3DO/Effects/GunFire/20mmFlameHidden/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3DO/Effects/GunFire/20mmFlameHidden/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.MeshShared.<init>(MeshShared.java:37)
at com.maddox.il2.engine.GunGeneric.set(GunGeneric.java:482)
at com.maddox.il2.engine.GunGeneric.set(GunGeneric.java:433)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2343)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2328)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:1978)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1359)
at com.maddox.il2.ai.Wing.load(Wing.java:170)
at com.maddox.il2.ai.Wing.load(Wing.java:107)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1137)
at com.maddox.il2.game.Mission._load(Mission.java:612)
at com.maddox.il2.game.Mission.access$600(Mission.java:122)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:381)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Searching for missing resources...
Done!
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:460)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:429)
at com.maddox.il2.game.Mission._load(Mission.java:742)
at com.maddox.il2.game.Mission.access$600(Mission.java:122)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:381)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ObjState.finalize: Object of com.maddox.il2.objects.weapons.MGunHispanoMkISkyCorF NOT destroyed
Loaded camouflage: SUMMER
Loading map.ini defined airfields...
Load bridges
Load static objects
Loading RRR objects resources data...
Done.

[Nov 4, 2021 9:42:38 PM UTC -7] -------------- END log session -------------

I have no idea if switching the time to night is actually the problem.

I've also included the mission file I was first found this issue on, in case it can help diagnose the problem.
https://www.mediafire.com/file/wfld6m4gzyp6bm5/KTONIGHTNULL.zip/file (https://www.mediafire.com/file/wfld6m4gzyp6bm5/KTONIGHTNULL.zip/file)
My UP install is unmodded UP 3.4 Hotfix 8

Also, this isn't an end of the world problem for me, so no rush. The other Korea map in UP seems to work just fine at night, so I can use that for now.

Thanks in advance!

EDIT: I think the issue may actually lie with the F4U-5N, as I tried to test it at night on the North Korea Autumn 1950 map and received the same null result when attempting to load a mission. Works jsut fine during the day; however. Still, no rush, I can improvise if needed.
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on November 05, 2021, 12:42:45 AM
Please extract the attached file to your #UP# folder - it adds a missing night effect for 20mm guns to the UP3.4 Hotfix.
This will "officially" get fixed in Patch 1.

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: camablake on November 05, 2021, 10:01:51 AM
Works great! Thanks Storebror!
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: Whifflees on November 24, 2021, 04:13:17 AM
Hello Mike, the missile didn't show up
(https://i.postimg.cc/k5bWWBj0/2021-11-24-19-05-25-249.jpg) (https://postimg.cc/d7J7Ytc6)

By the way here is the logfile:
Code: [Select]
[2021-11-24 19:00:28.290 UTC +8] dT:    0     No.19:RocketGunTinyTim(1)
[2021-11-24 19:00:29.427 UTC +8] dT:    0 java.io.FileNotFoundException
[2021-11-24 19:00:29.427 UTC +8] dT:    0 at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:24)
[2021-11-24 19:00:29.427 UTC +8] dT:    0 at com.maddox.il2.objects.weapons.GuidedMissileUtils.parseMissilePropertiesFile(GuidedMissileUtils.java:1593)
[2021-11-24 19:00:29.427 UTC +8] dT:    0 at com.maddox.il2.objects.weapons.MissileAIM9B.<clinit>(MissileAIM9B.java:26)
[2021-11-24 19:00:29.428 UTC +8] dT:    0 at java.lang.Class.forName0(Native Method)
[2021-11-24 19:00:29.428 UTC +8] dT:    0 at java.lang.Class.forName(Unknown Source)
[2021-11-24 19:00:29.428 UTC +8] dT:    0 at com.maddox.il2.objects.weapons.RocketGunAIM9B.class$(RocketGunAIM9B.java:8)
[2021-11-24 19:00:29.428 UTC +8] dT:    0 at com.maddox.il2.objects.weapons.RocketGunAIM9B.<clinit>(RocketGunAIM9B.java:11)
[2021-11-24 19:00:29.428 UTC +8] dT:    0 at java.lang.Class.forName0(Native Method)
[2021-11-24 19:00:29.428 UTC +8] dT:    0 at java.lang.Class.forName(Unknown Source)
[2021-11-24 19:00:29.428 UTC +8] dT:    0 at com.maddox.rts.ObjIO.classForName(ObjIO.java:133)
[2021-11-24 19:00:29.429 UTC +8] dT:    0 at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:280)
[2021-11-24 19:00:29.429 UTC +8] dT:    0 at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2123)
[2021-11-24 19:00:29.429 UTC +8] dT:    0 at com.maddox.il2.game.Main.preloadAirClasses(Main.java:212)
[2021-11-24 19:00:29.429 UTC +8] dT:    0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1303)
[2021-11-24 19:00:29.429 UTC +8] dT:    0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1255)
[2021-11-24 19:00:29.429 UTC +8] dT:    0 at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[2021-11-24 19:00:29.429 UTC +8] dT:    0 at com.maddox.il2.game.Main.exec(Main.java:358)
[2021-11-24 19:00:29.429 UTC +8] dT:    0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on November 24, 2021, 08:55:13 AM
Can't confirm.
Which Ultrapack Game version are you using?
Is the file "SFS_UP/000 Ultrapack 3.3 Misc.SFS" present in your game?

]cheers[
Mike
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: FNRennier on November 27, 2021, 07:47:18 PM
I installed UP3.4 Cassie + Hotfix 8
about version 4.12.2
my missiles are appearing

(https://scontent.fbfh10-1.fna.fbcdn.net/v/t39.30808-6/261808574_3095309140700491_6774814459587100675_n.jpg?_nc_cat=107&ccb=1-5&_nc_sid=730e14&_nc_eui2=AeEII-6XDw5D8S9kRYPuXWebxBJW7N7L9FLEElbs3sv0UmC7zXUll6MqRB-iO28E0ogL2zxJsvXPBbwfmGfXtZpe&_nc_ohc=9mHyk7iaI8gAX_J4rWF&_nc_ht=scontent.fbfh10-1.fna&oh=f6f1086a5f577354faab5c470805bc50&oe=61A73419)
Title: Re: Ultrapack bug report thread (all versions) [bug]
Post by: SAS~Storebror on November 28, 2021, 12:59:37 AM
Thanks for confirmation Rennier!

]cheers[
Mike