Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => ModWorx => Topic started by: western0221 on September 24, 2016, 05:46:08 AM

Title: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: western0221 on September 24, 2016, 05:46:08 AM
Here is a private major update of SAS Engine MOD 2.7 ---- SAS Engine MOD 2.8.20 western Full-package.
Last main update is 25th/Jul./2020 .

When you'll face some compatibility problem with 2.8.19w , please test older generations 2.8.3w, 2.7.5w or 2.7.3w in Reply4.


Some planes exploding or game crashing may come from their flightmodel incompatibility or bad manner java codes on aircraft class or weapon classes.
Fundamentally each plane's side / each weapon's side rework is the best.
Engine mod cannot solve aircraft side java problems.


It needs SAS Common Utils. --- http://www.sas1946.com/main/index.php/topic,40490.0.html


This Engine MOD 2.8.19w needs new FuelTank codes when the aircraft has Air-Refuel function or uses special fuel display code in its cockpit. Old code aircrafts make compatibility problem and crashing.
The new patches to solve them is in my 3rd post.

Some old mods contain the classfile 22164244D5800CDC (FuelTank.class) and make conflicts today's Engine MOD 2.8.19w.
Search this filename and delete in your #SAS folder.
In example, "! 00_WeaponsPack" , "!_F16A&C" have it in each folder.

When you face crashing on F/A-18 or AV-8B+, F-16 in changing cockpit HDD screen with the loadout of droptanks, in somewhere of your #SAS folder, the classfile 22164244D5800CDC still exists and makes the conflict.


Old Missile.class also makes conflicts. Check 1C8CA74ED09F70F4 , 8A7D32CCADFC28DC , 26AB556A169AE702 , 16538F18B6A41E40 , FBF92726A3A9E5F8 and delete old files.

Old classfiles of Laser targeting, Radar targeting have serious unsafe problem.
I fix them in 2.7.3w on 18/Feb/2017 , but when old classfiles are rest in your game folder, they continue to make danger problems. Please delete these three classfiles from your game folder by yourself before installing Engine MOD.
 1BA17EC2269DE08A , B7210FEA03EED97A , E0E67F32DBEC4160
When you've installed those mod Jets folders, they may have them inside.
"! 00_WeaponsPack" , "!_F16A&C" , "L-39 pack" , "Su-25" or other I don't know.

About "! 00_WeaponsPack_Gen2016" and "!!!!_US_Marine_Aviation_Java_Pack" , please once delete and clean install latest versions (at least 24th/Nov./2017 ones).


Note:
Today's mod replaces i18n/ controls.properties and hud_log.properties (with their multi language files).
When you've touch those files already, please merge 2 into 1 with your hands.

Catapults.ini also has only minimum entries. You have to add your installed carrier catapult lines by yourself.

Old modded control keys (like refuel device, Rocket select) have to be assigned again.


========

Today's version has 6x different branches to enable others' visual or sounds effects only you need and want, and +2x your hand maid versions.
Please take care which one you choose.

To choose 3x different effect elements YES or NO are.....
 a) JapanCat's Merge visual effect --- Yes / No
 b) Full throttle flame visual effect --- Yes / No
 c) Pablo's cockpit sound effect --- Yes / No
----> Total 8x different branches!!

And when you report me the bug you face, please make clear which patch you use onto how modded game.


========

+ Simple Engine MOD 2.8.20w , no additional visual / sound effects version.
https://www.mediafire.com/file/glctrghh9q8hcty/SAS_Engine_2.8.20w_full_20200725.7z/file

-----

+ JapanCat's Merge Effects and Engine MOD 2.8.20w, but no others.
https://www.mediafire.com/file/8foxn0gxojg9674/MergeEffects_20151031R_Engine2.8.20w_full_20200725.7z/file


==== patch 20210515 ====

Quote
Patch  20210515  by SAS~Storebror

https://www.mediafire.com/file/q3cmhant4j7j90q/SAS_Engine_fix_20210515.zip/file

Quote
updated version of the "Motor" class
The code contained a severe bug which would render all compressor steps on any piston engine aircraft useless.
The bug affected the "forcePropAOA" method.

hotfix for the "LandAux" class.
In it's current state in EngineMod, it causes log flooding once chocks are released and ground crew runs away from aircraft.
Reason is that per default, the human crew's meshes are scaled in Java, but scaling meshes with hardware shadows is prohibited in IL-2.
The workaround is to tell the game to ignore the shadow data


(added by SAS~vampire_pilot on behalf of SAS~Storebror - 2021 05 16)


========

Adding start-up and full-throttle flame visual effect.

+ Engine MOD 2.8.20w and adding engine exhaust flame visual effect.
https://www.mediafire.com/file/8jhbzd4myjlrgsa/SAS_Engine_2.8.20w_full_20200725_FullThrottleFlame.7z/file

-----

+ JapanCat's Merge Effects and Engine MOD 2.8.20w and adding engine exhaust flame visual effect.
https://www.mediafire.com/file/5m71oisnecbvawq/MergeEffects_20151031R_Engine2.8.20w_full_20200725_FullThrottleFlame.7z/file

========

Fixing stock code bugs
- "Gears.nearGround()" flag bug
- Edit total weight calculation codes to reflect external fuel tank's fuel consumed amount. (fixed 25/Apr./2020)

Fixing Engine MOD 2.7 bugs
Code: [Select]
- Carrier Catapults powers
- Canopy closing in taking-off from carriers
- AI Jets behaviers
- AI crashing to the ground (Mountain pass problem)
- some MG bullets power around 20mm are too low
- Artillery stops to fire in being shot by enemy artillery
- "Open/Close Side Hatch" key bind is not saved to user setting file.
- fix the bug in pushing game speed lower key, the game makes an error when a catapult is used by an aircraft.
- Fixing Cockpit sound bug on Seaplanes.
- Fixing wings are folded in the mission spawning on Carriers, but when the deck is full and aircrafts become air-starting.
- "Dump Fuel" function enables total 3x dump points (visual effect points) on the aircraft.
- Drag chute's drag effect bug
- crash in Supersonic.class of OutOfBounce bug
- Recover missing G-Suite function
- Recover Bomb and Droptank drag auto calculation function of Stock 4.12.2m
- Very heavy aircrafts like Tu-95 can do level flight following mission waypoints.
- Heavy or Fast Jets can take-off smoother.
- Heavy or Fast Jets can land smoother.
- Recover lost Motor sound "my_preset" / "my_samples" function of Stock 4.12.2m
- 8x engines plane is correctly supported.
- "Radar Range Minus" key bind's internal number duplication.

Fixing old 2.7.x / 2.8.x version bugs
Code: [Select]
- Unlimited Ammo and Bomb select function combination bug of 13/Oct./2016. (fixed 03/Jan./2017)
- F9F2 or other cockpits make crashing. (fixed 06/Jan./2017)
- Fw 189 and Full Throttle Flame make crashing. (fixed 13/Jan./2017)
- reverting catapult push power calculating. (fixed 16/Jan./2017)
- Variable Geometry wing Inc - Dec keys sometimes make missing own current position. (fixed 08/Feb./2017)
- unsafe 'static' field usage. (fixed 18/Feb./2017)
- In 2nd / 3rd flight mission with DiffFM modded aircrafts, some aircrafts become exploding in its starting time. (fixed 19/Apr./2017)
- Beacons don't work. (occurred 19/Oct./2017, fixed 25/Oct./2017)
- TypeSemiRadar and TypeGroundRadar compatibility problem. (fixed 04/Nov./2017)
- Fix background noise sound about mod Jets in engines off. (fixed 24/Jan./2018)
- Laser guided anti-ground missile "Exception" error rarely coming. (fixed 08/Feb./2018)
- Not to collide Chock's ground staff models to the neighboring wing planes. And also not to disturb AI's Taxi to Take-off moving by Chock's ground staff models. Enable customize ground staff models use separated from Chock models. (fixed 12/Apr./2018)
- Full Throttle Flame effect was lost about versions released between 19th/Jan./2018 ~ 12th/Apr./2018. (fixed 16/Apr./2018)
- SeaPlanes + Chocks bug , AI Parking with Chocks make continuous scratch noise bug. (fixed 23/Apr./2018)
- AI landing speed and altitude control not to continue endless Go-Around in failing enough descending. (fixed 23/Apr./2018)
- No more Flashing NavLights in AI Jets Go-Around. (fixed 23/Apr./2018)
- Bomb select function becomes locked-up when one bomb is empty and another type bomb remains of 13/Oct./2016. (completely fixed 07/May/2018)
- Side Hatch HUD text. (fixed 07/May/2018)
- Heavy Jets keep their waypoints altitude and speed set. (fixed 26/Jul./2018)
- Minimap waypoints display. (fixed 08/Sep./2018)
- Jet engine Afterburner sound missing. (fixed 13/Feb./2019, occurred 08/Feb./2018)
- Carrier Catapult push power calculation to avoid gears breaking with heavier loadouts. (fixed 13/Feb./2019)
- Chock 3d models are shown on carrier decks. (fixed 13/Feb./2019, occurred 23/Apr./2018)
- AI doesn't fire IR-AAM to friendly in very short distance. (fixed 13/Feb./2019)
- IR-AAMs , Image guidance missiles are disturbed by clouds. (fixed 13/Feb./2019)
- Trigger 4/5/6 rockets use "Rocket Delay" seconds value as same as Trigger 2. (fixed 13/Feb./2019)
- AI Dive bombing stray bug. (fixed 04/Mar./2019)
- Bug on IK-3 or some more aircrafts , Players cannot get rid of Chocks in ground start missions with PALShowChocks=11/12/13 settings.  (fixed 08/Oct./2019)
- AI TypeHelicopter folding undercarriage in spawning on carrier decks. (fixed 08/Oct./2019)
- Finish unfinished 10x engines support. (fixed 18/Oct./2019)
- HUD log localization files small edit. (fixed 18/Oct./2019)
- Heavy Jets AI carrier landing process. (fixed 15/Jan./2020)
- Laser guided air-to-ground missiles' homing process. (fixed 25/Jul./2020)

New feature
Code: [Select]
- Ready to Jet Blast Deflector of Carrier deck (24/Jan./2014)
- Ready to ILS/TACAN (21/Apr./2014)
- Ready to new cruise missiles Tu-95 carrying (17/Oct./2014)
- AGM can shoot to bridges (17/Oct./2014)
- containing BT~wasted's CounterMeasures (17/Oct./2014)
- some unguided Rockets shows thier names on HUD when selected (Su-25's S-8/S-13/S-25/Kh-25MR) (17/Oct./2014)
- High speed jets care not to crash when they are shooting ground targets by machine-guns and rockets (12/Nov./2014)
- Rockets (unguided) can have an additional parameter in thier classfiles decreasing drop rate by gravity
  (modelize modern rockets with SPINNing)  (12/Nov./2014)
- Ready to S3's F/A-18 and AV-8B+ pack (29/Dec./2014)
- Extend Artillery fire range upto 60,000 meters (25/Jul./2015)
- Easy to make a taxing-turn under 30km/h for Jets' heavy loadouts (25/Oct./2015)
- modern carriers' catapults work in full power in any mission year (as default) (15/Dec./2015)
-- When  "CatapultReferMissionYear=1" line is written in conf.ini [Mods] section , catapults' power is decreased by mission year in 2 steps earlier than 1953 or earlier than 1946 for backward compatibility.
- Steam Catapult smoke effect is shown in any mission year. Each carrier has Steam Catapult or not is written in Catapults.ini (In example USS Essex CV9 had Hydraulic pressure catapults from the first to Korean war era, for it "bSteamCatapult 0" is right. And in Vietnam war era after SCB-125 angled deck modernized, Essex had Steam catapults .... so "bSteamCatapult 1" is set in its Catapults.ini entry.) . "bSteamCatapult" line works only for Visual effect, nothing for pushing power (it is written as catapultPower and catapultPowerJets lines).  (15/Dec./2015)
- Players can manipulate flaps control about the aircrafts having 3x positions "Raised / Take-off / Landing". (20/Dec./2015)
- AI can treat flaps correctly about those 3x positions and/or specific degrees flaps (non FBW modern Jets like MiG 21 and A-6). (20/Dec./2015)
- increase flaps up/down speed about modern Jets in high speed. (20/Dec./2015)
- fix the bug in pushing game speed lower key, the game makes an error when a catapult is used by an aircraft. (20/Dec./2015)
- when aircrafts have an afterburner function (its throttle can be increased upto 110%) , AI waits the thrust power is enough increased in launching by a catapult on carriers. (20/Dec./2015)
- make a "Limiter" code in Gear.class to avoid strange bouncing on the ground (AI often makes it on heavy jets) (09/Jan./2016)
- ready for 3 or more Ejection Seats (09/Jan./2016)
- ready for future easy expansion of new Ejection Seat models (09/Jan./2016)
- merging Pablo's Cockpit sound mod and/or full-throttle flame visual mod  (11/Jan./2016)
- AI's throttle code of taking-off from carriers (04/May/2016)
- expanding Smart Analog axis function to 8x engines with 4x axis (04/May/2016)
- add new Wing Sweep Analog axis , V/STOL Jets can use it for nozzle rotating (04/May/2016)
- add new differencial gear brakes Analog axis (04/May/2016)
- Pylons and Rocket launchers can have their own weight and drag values (04/May/2016)
- Importing Stock 4.13.2m's Bomb Release Mode function (21/Jul./2016)
- New "Select Bomb class" function. It needs aircraft side special Java codes and limited aircrafts are available (21/Jul./2016)
- Rocket release mode is separated from Bomb Release Mode  (21/Jul./2016)
- Merging Mike's Stab4all function with Enable/Disable selectable in conf.ini (22/Aug./2016)
- New FuelTank code enabling air-refuel (23/Sep./2016)
- Flap can have 4x or more steps (14/Oct./2016)
- merging Pablo's Chocks and Gears mod (03/Jan./2017)
- merging Pablo's Cockpit sound mod ver. 25/Dec/2016 and full-throttle flame visual mod (13/Jan./2017)
- Rocket Fire mode +1: Ripple pairs (14/Jan./2017)
- Cockpit compass can follow Carrier's ILS or TACAN when she has it (18/Jan./2017)
- Less verbose FM loading log (21/Jan./2017)
- Additional control keys for Formation lights and Anti-Collision lights for future mod Jets (08/Feb./2017)
- All modded Control names and HUD informations use standard i18n/ multi laungage system (08/Feb./2017)
- Variable Geometry Wing can be FBW controlled and made virtual switch control (08/Feb./2017)
- When VG Wing function is borrowed as nozzle control on V/STOL Jets, HUD texts are changed into Nozzle ones (08/Feb./2017)
- Laser guided missile native code (16/May/2017)
- More Real EOTV/CCD seaker AGM and IR-Imaging seaker AGM homing code (16/May/2017)
- Multiple Laser designator objects ready (16/May/2017)
- AI flap operation evolve for modern Jets (04/Jun./2017)
- Ready for OrdinanceView optional mod (20/Oct./2017)
- Retrofit Storebror's less verbose startup errors option on Ships , Vehicles (20/Oct./2017)
- Full auto catapult power calculation is switched as default (04/Nov./2017)
- Semi Active Radar missile with Aircraft radar , Anti Ground missile with Ground search radar are realistic ready for aircraft side implement (04/Nov./2017)
- AI uses missile even unfinished (04/Nov./2017)
- AI landing process is made more smooth and realistic, and safer for modern Jets (24/Nov./2017)
- AI uses NavLights on a landing traffic pattern, not only final approach (24/Nov./2017)
- Static (non-Jetissonable in the sky) external fuel tanks , detachable on arming screen (24/Nov./2017)
- AI gunners can shoot against ground enemies (24/Nov./2017)
- Additional Chock 3d models with automatic replace function. US Jets / US carriers / Russian Jets 1950. (24/Jan./2018)
- Each aircrafts can have own custom Chock 3d model and offset values. (24/Jan./2018)
- Missiles' rocket motor or jet engine can have different flame / smoke / sound effects in each launch / sustain / shut-down stages. (08/Feb./2018)
- Radar Warning Receiver code is made as a Utility instead of cloning same codes in each aircraft classes. (19/Mar./2018)
- AI uses Chocks in parking time on the ground with Chock 3d models showing by conf.ini additional setting. (12/Apr./2018)
- Stationary Planes can use Chock 3d models , Stationary Planes can show some special styles like airbrakes or slats dropping.  (12/Apr./2018)
- AI turns on Nav-Lights in taxing times not only take-off / landing. (12/Apr./2018)
- Ground AI's Runway lights turn-on keep seconds from Player's request can be set in conf.ini from 60 seconds to 1800 seconds. (12/Apr./2018)
- Ground AAA firing to cruise missiles in its flag is set in technics.ini . (07/May/2018)
- Ground AAA firing air enemies through clouds when Radar flag is set in technics.ini . (07/May/2018)
- AAM can aim and shoot down WWII German V-1 rocket. (07/May/2018)
- 10x engines plane support is added. (26/Jul./2018)
- Modern Jets (having special flag enabled in FM file) AI make 360 degrees Over head Approach in narrow radius when landing waypoint is set Short-Left / Short-Right. A bit buggy. (26/Jul./2018)
- Supersonic Jets AI use Afterburner in Normal waypoints when its speed is supersonic range or need to go-over Sound barrier. (26/Jul./2018)
- Heavy planes' wheel brakes are made stronger. (26/Jul./2018)
- Multirole Fighter Jets AI choose dive attack or level bombing in enabling a new flag value in each aircraft classes , for guided bombs. (26/Jul./2018)
- Interface of TypeSACLOS is ready for TOW missile. (26/Jul./2018)
- Each aircraft classes can control canceling AI Ground-Attack soon when bombs or rockets are not left. (04/Aug./2018)
- Simulate older generation RWR functions like No RH-missile detecting or few sectors directions. (10/Sep./2018)
- More realistic Semi-Active Radar Homing AAM guidance (Fire-and-Forget impossible) and its RWR notice function. (13/Feb./2019)
- Implement TypeHelicopter and its small landing pattern. (13/Feb./2019)
- AI TypeHelicopter can take off smoothly. (08/Oct./2019)
- V/STOL planers or TypeHelicopter don't use catapults in taking-off from carriers. (08/Oct./2019)
- Bombing information getter methods for additional animation. (18/Oct./2019)
- Fuze option bombs are treated in the same group about Bomb select function. (Mk82 Daisy is treated as Mk82) (18/Oct./2019)
- Undercarriage break speed , Flaps jam speed values added in fmd. (08/Jan./2020)
- AIs keep wider space in formations before landing, especially with "Straight In" option. (21/Feb./2020)
- New flightmodel entry to define "Default" formation styles like FingerFour or Vic. (21/Feb./2020)
- Merge "Bomb Release Gear mod" function for Dive Bomber. (26/Feb./2020)
- Stock US Navy aircrafts use each own fit cable hook 3d models in carrier catapult take-off. (26/Feb./2020)
- Stock Royal Navy + some mod British / German / Italy carrier aircrafts use each own fit cable hook 3d models in carrier catapult take-off. (07/Mar./2020)
- Ready for ground laser designator objects like US / NATO JTAC with LLDR. (25/Jul/2020)

Known bugs waiting fixed
- Player cannot use full Autopilot carrier catapult launching. After jumped-to the catapult by Autopilot, Player has to disable Autopilot and release Chocks by manual.
- Once pushing Missile select key is needed after missions start, to avoid different missile will mis-fire.
(not a bug) - When modded aircrafts use danger TypeSemiRadar or TypeGroundRadar code, they will crash with today's safe version. It's aircraft side problem and fixing are needed on them.
- Very heavy aircrafts like Tu-95 cannot keep waypoints' altitude correctly (middle weight ones 100 ~ 300 meter lower, heavy weight ones 400 ~ 800 meters higher).
- Fast Jets / Heavy aircrafts continue nose-up and nose-down around waypoints' altitude.
(not a bug) - In moving Stationary Plane set position on FMB screen with Chock 3d visual enabled, Chock models are left on the first place instead of following the owner plane. Known issue only on FMB screen, but no damage to mission proceeding. No plan to fix (looks too difficult to do).
- Some Stationary Plane's Chock 3d models are set funny tilted. I cannot find the situation the bug comes. Hard to fix.
- AI Jets friendly-fire AAMs.
- AI Jets fire AAMs against ground targets.

 ==========

In conf.ini , add these entries to enable Stab4all or Pablo's Chocks / Gears mod, etc.
Code: [Select]
[Mods]
Stab4all=1
PALShowChocks=12
PALShowCatGear=1
DumpFuel=1
RunwayLightsKeepOnSeconds=300
Without the line of "Stab4all" , it is disabled (or written as =0 means disable).
Other lines also deleted or "=0" mean that line function is disabled. You can enable the functions only you like.

- NoNavLightsAI .... AI uses Navigation lights in taking-off and landing even daytime. (No decision by darkness)
- Stab4all .... Stabilizer for all aircrafts. 2.8.15 makes "1" as default enabled. Write "0" when you want disabling.
- PALShowChocks .... Pablo's Chocks mod, showing chocks model. (expanded settings are described in below)
- PALShowCatGear .... Pablo's Gear mod (early Beta testing), showing catapult gear model when the aircraft is set on the catapult.
- OldCatapultPowerCode .... "1" forces reading Catapults.ini Power and PowerJet values to decide catapult pushing power.
- DumpFuel .... Dump fuel.
- RealisticRadarSelect .... "1" needs Semi Active Radar Lock-on operation for SARH missiles AIM-7 etc.
- RunwayLightsKeepOnSeconds .... extend or shorten the seconds Runway lights made turn-off from last player's turn-on request. "300" means 300 seconds = 5 minutes. Stock game is 90 seconds, Engine mod 2.7 ~ 2.8.x default is 180 seconds. You can set this entry from "60" to "1800" (from 1 minute to 30 minutes).

Note:
In using PALShowChocks with "1" or "11", the WARNING lines of many many "Shadow cannot scale" will be recorded in the logfile.
That is stock game bug and cannot fix in modding.

 ==========

conf.ini entry to control Chock 3d models showing with ground staff , AI behaviors.
Code: [Select]
New conf.ini parameters for [Mods] Section:
   PALShowChocks = <XY>

XY means Two digit (decimal) integer.
X = blank or "1". Y = "1" / "2" / "3".
Total 6x patterns "1" / "2" / "3" / "11" / "12" / "13" you can choose. (+1 : no entry or "0" ---- not enabled any function about it.)

X (decimal 10 unit) means AI / Stationary Planes' Chock use with 3d visual.
Blank=No; "1"=Yes.

Y (decimal 1 unit) means Ground staff human model control.
"1"=Pablo's code with random human size variation, but HW shadow warning lines are recorded in the log.
"2"=No random human size variation; fixed size human model is used to avoid HW shadow warning lines, but sometimes Taxi to Take-off AI makes disturbed exception error or continues circling on the ground.
"3"=No Ground staff human model, only Chock 3d models are shown; no troubles but a bit boring in visual.

 ==========

conf.ini entry to control Less verbose FM loading log and Objects (Ships, Tanks, Vehicles, Artillery) loading log.
Code: [Select]
New conf.ini parameters for [Mods] Section:
   fmloglevel = <n>
   
                n is an integer value from a binary array:
                You can choose those 5x logging cases Enable / Disable indivisually by one value.
                When you don't know enough about binary, please sum Decimal columns only you want to enable.
               
                Index 0: (Decimal   1) Log Errors
                Index 1: (Decimal   2) Log "Debug FM" loads
                Index 2: (Decimal   4) Log "Diff FM" loads
                Index 3: (Decimal   8) Log every flight model
                Index 7: (Decimal 128) Log every occurance (unset: Log only once per flight model)
               
                Example (binary index)
                1 = Log Errors enabled
                1 = Log "Debug FM" loads enabled
                0 = Log "Diff FM" loads disabled
                0 = Log every flight model disabled
                0 <don't care>
                0 <don't care>
                0 <don't care>
                0 = Log only once per flight model
               
                Hexadecimal representation of the values above = 0x03
                Decimal: 3
               
                conf-ini entry:
                fmloglevel=3
               
                Default value is "fmloglevel=1", this applies when no value is set in conf.ini


   ObjectsLogLevel = <n>
                n is an integer value 0 , 1 or 2.
                0 = No log lines even some objects contain serious loading errors.
                1 = Short lines for error logs.
                2 = Full lines as same as stock error logs.

 ==========

Only about Full Throttle Flame versions:
When you write this line in your conf.ini , Full Throttle Flame visual effect becomes canceled.
No need to replace to non-Full Throttle Flame version at the time you don't want it.
Code: [Select]
[Mods]
WepEffect=0
Its default (no conf.ini entry) works Drawing its effect as same as "WepEffect=1".

 ==========

 *** conflicts and limit ***

Not compatible single MOD of Stab4All.
Its feature is fully implemented in mine.
Not to install it or enable in JSGME.

Not compatible single MOD of Less verbose FM loading log.
Its feature is fully implemented in mine.
Not to install it or enable in JSGME.

Not compatible to benitomuso's old Chock's MOD , Gear MOD
All features of his MOD is now contained in mine.

Other Carrier Take-off (CTO) MODs or Catapult MOD also make conflicting, not to enable, even they are released in SASModAct contents in JSGME.

BT~wasted's CounterMeasures MOD
All features of his MOD is now contained in mine.
His old package makes a serious conflict to new mine.
Delete CounterMeasures folder.

 *** ***

Notice...

Canopy closing needs aircraft side new parameter in FM files.
Old FM not having canopy parameter and it doesn't work.
Please use latest compatible FM.

00000_NoOpenCanopy was a very old code 4.10.1m time , nothing compatible and nothing work to 4.12.2 and SAS Engine MOD 2.7. Delete Delete Delete...

 *** ***

Enabling Ships' Guns and Missiles to aim and shoot enemy cruise missiles ---- is a part of AI/Torpedo Ship Extension mod 2.22.0 .
https://www.sas1946.com/main/index.php/topic,39077.0.html

 *** ***

For developers ....

expanded FM entries are described in the superschool topic.
https://www.sas1946.com/main/index.php/topic,57361.0.html
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: western0221 on September 24, 2016, 05:47:19 AM
On 26th/Dec./2016, benitomuso(Pablo) released newer Cockpit sound mod.
It is compatible to simple Engine MOD 2.8.20w and Merge Effect + Engine MOD 2.8.20w .... without Full Throttle Flame.
But your hand-maid copy operation is needed in some versions, I write about it below.


Based on benitomuso(Pablo)'s Cockpit sound mod for v4.12.2 on 26th/Dec./2016.
http://www.sas1946.com/main/index.php/topic,48628.0.html
Need installing his package first.

-----

Without start-up / full-throttle flame visual effect branch.

+ SAS Engine MOD 2.8.20w and merging PAL's sound classfiles.
No need special download.
You have to install Pablo's mod and my Engine MOD 2.8.20w simple version (and its patch if exists).
After them, you have to copy 2x classfiles from Pablo's folder "00_PAL-CockpitSounds" into my Engine MOD folder "!SAS_Engine_Mod".
9147012A04461808 and C1175F8CD8B28230

+ JapanCat's Merge Effects and Engine MOD 2.8.20w and merging PAL's sound classfiles.
No need special download.
You have to install Pablo's mod and my "JapanCat's Merge Effects and Engine MOD 2.8.20w, but no others" version (and its patch if exists).
After them, you have to copy 2x classfiles from Pablo's folder "00_PAL-CockpitSounds" into my Engine MOD folder "!SAS_Engine_Mod_MergeEffects_20151031R".
9147012A04461808 and C1175F8CD8B28230

========

Containing all today's outside effects applying, Pablo's cockpit sound and start-up / full-throttle flame visual effect.

+ SAS Engine MOD 2.8.20w and full-throttle flame, Pablo's cockpit sound.
https://www.mediafire.com/file/45fajgqyl1jatd6/SAS_Engine_2.8.20w_full_20200725_PAL%27sCockpitSounds_FullThrottleFlame.7z/file

-----

+ JapanCat's Merge Effects, Engine MOD 2.8.20w and full-throttle flame, Pablo's cockpit sound.
https://www.mediafire.com/file/7c87kvkj66qqxu2/MergeEffects_20151031R_Engine2.8.20w_full_20200725_PAL%27sCockpitSounds_FullThrottleFlame.7z/file

========

By those Pablo's Cockpit sound mod versions, you'll see those error lines in your logfile.
Code: [Select]
exception at <83>
java.lang.NullPointerException
Those lines will be written in times of enemy shells hit or under heavy G-stress.
I think Pablo's mod side edit is needed to fix them.
When that will be done, I'll import it into my works.
Or ..... only install his newer fixed version will be OK.
Title: Re: SAS Engine MOD 2.7.3 western Full-pack 07 - 09/Feb/2017 [4.12]
Post by: western0221 on September 24, 2016, 05:48:04 AM
Patching existing Jets to make compatible of Refuel / FuelTank code.
Latest patch8 is released on 13th/Feb./2017.
http://www.mediafire.com/file/6eqsva3dkeg6r6q/Refuel2.7.3patch8.7z


KNOWN BUG on 13th/Feb./2017:
 - F-16 radar screen sometimes buggy.
 - F-16 left HDD in Engine Status shows incorrect values in some lines.
 - F-16 left HDD in Fuel Status shows incorrect remain amounts by each internal tanks. (Total and External Droptanks are correct.)

Limited feature on 13th/Feb./2017:
 - The function of "Open/Close Receptacle cover" is omitted on A-7D and F-16.
 - F-100's Gear Damage FX code is once omitted till unsafe "static" problem will be solved.


Patch ready in above link for those Jets.
+ Probe and Drogue refuel system
 - 1956 The JetEra 1.33 component and its upgrade by Vega .... FJ-3 and A-1H Tanker (with new D-704 refuel store model and animation)
 http://www.sas1946.com/main/index.php/topic,45977.0.html
 - F9F pack by Vega .... F9F-8 and F9F-8T
 http://www.sas1946.com/main/index.php/topic,48681.0.html
 - F-100D/F pack upgrade by Vega
 http://www.sas1946.com/main/index.php/topic,44880.0.html
 - F-105D/F pack
 http://www.sas1946.com/main/index.php/topic,49077.0.html
 - A-4 skyhawk update by Vega .... merging western's A-4E buddy tanker with new D-704 refuel store model and animation
 http://www.sas1946.com/main/index.php/topic,44783.0.html
 - A-7 CorsairII update by Vega
 http://www.sas1946.com/main/index.php/topic,45491.0.html
+ Flying-Boom refuel system
 - KB-29 and F-84G3 ThunderJet
 http://www.sas1946.com/main/index.php/topic,1145.0.html
 http://www.sas1946.com/main/index.php/topic,1880.0.html
  -- and its update by Vega
 http://www.sas1946.com/main/index.php/topic,46435.0.html
 - F-16 v5
 http://www.sas1946.com/main/index.php/topic,46374.0.html
 - A-7D CorsairII US Air Force version (contained in above A-7 update pack)

Provided in a Full package style
- USMC Aviation pack v3.7 Beta .... F/A-18C/D and AV-8B+ : http://www.sas1946.com/main/index.php/topic,52496.0.html
- Yakovlev Yak-36 Freehand VTOL and SMF V/STOL v3.12 : http://www.sas1946.com/main/index.php/topic,51007.0.html

 -----

New D-704 Refuel store model screenshots.

Modelize in historical size and shape with nose Ram-Air Turbine.
(https://www.mediafire.com/convkey/0602/2gje7yc7bcgibp76g.jpg)
Better LOD models in low polygons and shadows.

Ram-Air Turbine becomes rotating in flying speed.
(https://www.mediafire.com/convkey/cfe6/b8rxztxvnofyzu16g.jpg)
The folded drogue is shown.
Refuel status indicator is ready.

Orange and Green lights show refuel status.
(https://www.mediafire.com/convkey/9b73/qjg9016656b398a6g.jpg)

Refueling is decided by flying height and speed.
Height: 1000 meters or above
Speed: 325km/h ~ 580km/h IAS

 -----

About difference of internal refuel working from old refuel codes.

The tanker uses droptanks' fuel first to send instead of main tank only.
The receiver fills main tank first, and droptanks next. Instead of main tank only.
The fuel sending rate is variable by 2 way interface between the tanker and the receiver ---- request and send.
Title: Optional mod of SAS Engine MOD 2.7.5 / 2.8.2-5 western
Post by: western0221 on September 24, 2016, 05:48:30 AM
* Optional mod of SAS Engine MOD 2.7.5 / 2.8.2 - 2.8.5 western

This mod is an optional one for Engine MOD 2.7.5 / 2.8.2 - 2.8.5 western.
In ONLY the time you want , install it.


- Ordinance View mod , 19th/Oct./2017
http://www.mediafire.com/file/7rqb3aso1gxbj9x/SAS_Engine_opt_OrdinanceView_20171019.7z

Add Ordinance View (cut-out from 4.13m stock game function).
This mod conflicts to Pablo's Visual mod V9 or other External View tweak mods like Camera mod. NO way to avoid that conflicting.
When you want to use Pablo's Visual mod V9 or Camera mod etc. , not to install this mod.
No future plan to solve the conflicting in my side.
Exclusive selection.


~~~~~ Engine 2.8.5 western PRE release Beta version ~~~~~

Last update on 28th/Apr./2018 .
Patch to 2.8.4w on 23rd/Apr./2018 version.

Standard -
http://www.mediafire.com/file/2eca07qg5c907zg/SAS_Engine_2.8.5wPRE_patch_20180428_for20180423.7z

Merge Effect -
http://www.mediafire.com/file/il5cwp40zcptcs5/MergeEffect_Engine_2.8.5wPRE_patch_20180428_for20180423.7z


Previous versions looked like supporting 8x engines , but that implementing was incomplete one.
Today's 2.8.5w finishes 8x engines implement.
Title: Backup SAS Engine MOD 2.8.3w 19/Mar - 03/Apr/2018, 2.7.5w 25/Oct/2017 and 2.7.3w 19/Apr/2017 [4.12]
Post by: western0221 on September 24, 2016, 05:48:49 AM
Here are backups of stable SAS Engine MOD 2.8.3 western on 19th/Mar./2018 and its Beta patch 03rd/Apr./2018.

========

Full packages released between 18th/Dec./2017 ~  19th/Mar./2018 contain Beta AI patch of 06th/Dec./2017 inside.

And this newer Beta patch on 03rd/Apr./2018 has reworked AI Jets taking-off codes, but not enough tested as guaranteed stable.

When you'll feel some uncomfortable new AI behaviors,
you can revert AI workings into 24th/Nov./2017 or 06th/Dec./2017 ones .... and update to 03rd/Apr./2018's again by this archive.

Those 6x classfiles are common to all main full packs.

http://www.mediafire.com/file/14hhbeqhh2s24vi/SAS_Engine_2.8.3w_BETApatches_20180403.7z

========

+ Simple Engine MOD 2.8.3w , no additional visual / sound effects version.
http://www.mediafire.com/file/b1fxeimm4m4pb6k/SAS_Engine_2.8.3w_full_20180319.7z

-----

+ JapanCat's Merge Effects and Engine MOD 2.8.3w, but no others.
http://www.mediafire.com/file/xl4xv9fmcc4t6ll/MergeEffects_20151031R_Engine2.8.3w_full_20180319.7z

========

Adding start-up and full-throttle flame visual effect.

+ Engine MOD 2.8.3w and adding engine exhaust flame visual effect.
http://www.mediafire.com/file/6azt7v1u9p4zv24/SAS_Engine_2.8.3w_full_20180319_FullThrottleFlame.7z

-----

+ JapanCat's Merge Effects and Engine MOD 2.8.3w and adding engine exhaust flame visual effect.
http://www.mediafire.com/file/fu7x675fd02oloo/MergeEffects_20151031R_Engine2.8.3w_full_20180319_FullThrottleFlame.7z

========

Without start-up / full-throttle flame visual effect branch.

+ SAS Engine MOD 2.8.3w and merging PAL's sound classfiles.
No need special download.
You have to install Pablo's mod and my Engine MOD 2.8.3w simple version (and its patch if exists).
After them, you have to copy 2x classfiles from Pablo's folder "00_PAL-CockpitSounds" into my Engine MOD folder "!SAS_Engine_Mod".
9147012A04461808 and C1175F8CD8B28230

+ JapanCat's Merge Effects and Engine MOD 2.8.3w and merging PAL's sound classfiles.
No need special download.
You have to install Pablo's mod and my "JapanCat's Merge Effects and Engine MOD 2.8.3w, but no others" version (and its patch if exists).
After them, you have to copy 2x classfiles from Pablo's folder "00_PAL-CockpitSounds" into my Engine MOD folder "!SAS_Engine_Mod_MergeEffects_20151031R".
9147012A04461808 and C1175F8CD8B28230

========

Containing all today's outside effects applying, Pablo's cockpit sound and start-up / full-throttle flame visual effect.

+ SAS Engine MOD 2.8.3w and full-throttle flame, Pablo's cockpit sound.
http://www.mediafire.com/file/gbdiebmm84b7fo0/SAS_Engine_2.8.3w_full_20180319_PAL%27sCockpitSounds_FullThrottleFlame.7z

-----

+ JapanCat's Merge Effects, Engine MOD 2.8.3w and full-throttle flame, Pablo's cockpit sound.
http://www.mediafire.com/file/43uxtuu0jev9uvj/MergeEffects_20151031R_Engine2.8.3w_full_20180319_PAL%27sCockpitSounds_FullThrottleFlame.7z

========

~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here are backups of stable SAS Engine MOD 2.7.5 western on 25th/Oct./2017.

=====

+ Simple Engine MOD 2.7.5w , no additional visual / sound effects version.
http://www.mediafire.com/file/i8f5mw05vrpijky/SAS_Engine_2.7.5w_full_20171025.7z

-----

+ JapanCat's Merge Effects and Engine MOD 2.7.5w, but no others.
http://www.mediafire.com/file/cac7j16siakmxrv/MergeEffects_20151031R_Engine2.7.5w_full_20171025.7z

========

Adding start-up and full-throttle flame visual effect.

+ Engine MOD 2.7.5w and adding engine exhaust flame visual effect.
http://www.mediafire.com/file/w83wa3c8v48mjh7/SAS_Engine_2.7.5w_full_20171025_FullThrottleFlame.7z

-----

+ JapanCat's Merge Effects and Engine MOD 2.7.5w and adding engine exhaust flame visual effect.
http://www.mediafire.com/file/xl4ft2dvjdf37bo/MergeEffects_20151031R_Engine2.7.5w_full_20171025_FullThrottleFlame.7z

========

On 26th/Dec./2016, benitomuso(Pablo) released newer Cockpit sound mod.
It is compatible to simple Engine MOD 2.7.5w and Merge Effect and Engine MOD 2.7.5w .... without Full Throttle Flame.
But your hand-maid copy operation is needed in some versions, I write about it below.


Based on benitomuso(Pablo)'s Cockpit sound mod for v4.12.2 on 26th/Dec./2016.
http://www.sas1946.com/main/index.php/topic,48628.0.html
Need installing his package first.

-----

Without start-up / full-throttle flame visual effect branch.

+ SAS Engine MOD 2.7.5w and merging PAL's sound classfiles.
No need special download.
You have to install Pablo's mod and my Engine MOD 2.7.5w simple version and its patch.
After them, you have to copy 2x classfiles from Pablo's folder "00_PAL-CockpitSounds" into my Engine MOD folder "!SAS_Engine_Mod".
9147012A04461808 and C1175F8CD8B28230

+ JapanCat's Merge Effects and Engine MOD 2.7.5w and merging PAL's sound classfiles.
No need special download.
You have to install Pablo's mod and my "JapanCat's Merge Effects and Engine MOD 2.7.5w, but no others" version and its patch.
After them, you have to copy 2x classfiles from Pablo's folder "00_PAL-CockpitSounds" into my Engine MOD folder "!SAS_Engine_Mod_MergeEffects_20151031R".
9147012A04461808 and C1175F8CD8B28230

========

Containing all today's outside effects applying, Pablo's cockpit sound and start-up / full-throttle flame visual effect.

+ SAS Engine MOD 2.7.5w and full-throttle flame, Pablo's cockpit sound.
http://www.mediafire.com/file/4xzq4p39aysd7zf/SAS_Engine_2.7.5w_full_20171025_PAL%27sCockpitSounds_FullThrottleFlame.7z

-----

+ JapanCat's Merge Effects, Engine MOD 2.7.5w and full-throttle flame, Pablo's cockpit sound.
http://www.mediafire.com/file/4h62k2yfcfdtfv3/MergeEffects_20151031R_Engine2.7.5w_full_20171025_PAL%27sCockpitSounds_FullThrottleFlame.7z

========

By those Pablo's Cockpit sound mod versions, you'll see those error lines in your logfile.
Code: [Select]
exception at <83>
java.lang.NullPointerException
Those lines will be written in times of enemy shells hit or under heavy G-stress.
I think Pablo's mod side edit is needed to fix them.
When that will be done, I'll import it into my works.
Or ..... only install his newer fixed version will be OK.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Here are backups of stable SAS Engine MOD 2.7.3 western on 19th/Apr./2017.


=====

+ Simple Engine MOD 2.7.3w , no additional visual / sound effects version.
http://www.mediafire.com/file/458eqt8nedp3dny/SAS_Engine_2.7.3w_full_20170419.7z

-----

+ JapanCat's Merge Effects and Engine MOD 2.7.3w, but no others.
http://www.mediafire.com/file/persvw4vj6lrbr2/MergeEffects_20151031R_Engine2.7.3w_full_20170419.7z

=====
Adding start-up and full-throttle flame visual effect.

+ Engine MOD 2.7.3w and adding engine exhaust flame visual effect.
http://www.mediafire.com/file/kwa47nvuz836hph/SAS_Engine_2.7.3w_full_20170419_FullThrottleFlame.7z

-----

+ JapanCat's Merge Effects and Engine MOD 2.7.3w and adding engine exhaust flame visual effect.
http://www.mediafire.com/file/sgs6qz0pdw673tt/MergeEffects_20151031R_Engine2.7.3w_full_20170419_FullThrottleFlame.7z

=====

Based on benitomuso(Pablo)'s Cockpit sound mod for v4.12.2 on 26th/Dec./2016.
http://www.sas1946.com/main/index.php/topic,48628.0.html
Need installing his package first.

-----

Without start-up / full-throttle flame visual effect branch.

+ Update SAS Engine MOD 2.7.2w and merging PAL's sound classfiles.
No need special download.
You have to install Pablo's mod and my Engine MOD 2.7.2w simple version and its patch.
After them, you have to copy 2x classfiles from Pablo's folder "00_PAL-CockpitSounds" into my Engine MOD folder "!SAS_Engine_Mod".
9147012A04461808 and C1175F8CD8B28230

+ Update JapanCat's Merge Effects and Engine MOD 2.7.1w and merging PAL's sound classfiles.
No need special download.
You have to install Pablo's mod and my "JapanCat's Merge Effects and Engine MOD 2.7.2w, but no others" version and its patch.
After them, you have to copy 2x classfiles from Pablo's folder "00_PAL-CockpitSounds" into my Engine MOD folder "!SAS_Engine_Mod_MergeEffects_20151031R".
9147012A04461808 and C1175F8CD8B28230

=====
Containing all today's outside effects applying, Pablo's cockpit sound and start-up / full-throttle flame visual effect.

+ SAS Engine MOD 2.7.3w and full-throttle flame, Pablo's cockpit sound.
http://www.mediafire.com/file/6aw4xed459skg3j/SAS_Engine_2.7.3w_full_20170419_PAL%27sCockpitSounds_FullThrottleFlame.7z

-----

+ JapanCat's Merge Effects, Engine MOD 2.7.3w and full-throttle flame, Pablo's cockpit sound.
http://www.mediafire.com/file/ojraljx2z875s8v/MergeEffects_20151031R_Engine2.7.3w_full_20170419_PAL%27sCockpitSounds_FullThrottleFlame.7z

=====
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23/Sep/2016 [4.12]
Post by: taskf53 on September 24, 2016, 02:37:39 PM
Hello western0221.

I just make a first test with  + Update JapanCat's Merge Effects and Engine MOD 2.7.1w, but no
others.

And as usual with the Merge Effects i lose the laser spot on the ground (SU 25,F 16,F 18).

 I do not have this problem with + Simple update Engine MOD 2.7.1w , no additional visual / sound

effects version.

412.2 MA 5.3.

Thanks a lot.

Best regards.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on September 24, 2016, 08:53:30 PM
Thanks your feed back, taskf53.

I replace JapanCat's Merge Effect packages with same effect files of standard ones.
The archive names are changed into "_20160924_".
Please re-download and test.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: KingTiger503 on September 25, 2016, 01:52:33 AM
Thanks for the Update.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: KingTiger503 on September 25, 2016, 03:19:06 AM
A, western, there is a problem with Japancat merge effects. I shoot a Aircraft and it stops. I don't know what happened, I keep a normal ones. The Simple update Engine MOD 2.7.1w , no additional visual / sound effects version is OK, No problem for this one.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: KingTiger503 on September 25, 2016, 03:51:21 AM
Code: [Select]
s/
[9:39:08 AM] Loading map.ini defined airfields:
[9:40:01 AM] Load bridges
[9:40:01 AM] Load static objects
[9:40:02 AM] FM called 'FlightModels/Fw-190D-9Late.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:02 AM] FM called 'FlightModels/Jumo213.emd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:02 AM] Motor resolveFromFile starter = 5
[9:40:02 AM] Motor resolveFromFile starter = 5
[9:40:02 AM] FM called 'FlightModels/Fw-190D-9Late.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:05 AM] FM called 'FlightModels/Blenheim_MkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:05 AM] FM called 'FlightModels/Bristol-Mercury.emd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:05 AM] Motor resolveFromFile starter = 0
[9:40:05 AM] Motor resolveFromFile starter = 0
[9:40:05 AM] FM called 'FlightModels/Bristol-Mercury.emd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:05 AM] Motor resolveFromFile starter = 0
[9:40:05 AM] Motor resolveFromFile starter = 0
[9:40:05 AM] FM called 'FlightModels/Blenheim_MkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:05 AM] FM called 'FlightModels/Blenheim_MkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:05 AM] FM called 'FlightModels/Bristol-Mercury.emd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:05 AM] Motor resolveFromFile starter = 0
[9:40:05 AM] Motor resolveFromFile starter = 0
[9:40:05 AM] FM called 'FlightModels/Bristol-Mercury.emd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:05 AM] Motor resolveFromFile starter = 0
[9:40:05 AM] Motor resolveFromFile starter = 0
[9:40:05 AM] FM called 'FlightModels/Blenheim_MkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[9:40:22 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[9:40:25 AM] ERROR file: File users/doe/Icons not found
[9:40:25 AM] Mission: QuickQMBPro/Pacific_CoralSea_Akagi_Class/Pacific_CoralSea_Akagi_ClassBlueNoneA00.mis is Playing
[9:40:26 AM] warning: no files : music/inflight
[9:40:52 AM] java.lang.NoSuchMethodError
[9:40:52 AM] at com.maddox.il2.objects.weapons.Bullet.showExplosion(Unknown Source)
[9:40:52 AM] at com.maddox.il2.objects.weapons.Bullet.collided(Unknown Source)
[9:40:52 AM] at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)
[9:40:52 AM] at com.maddox.rts.Message._send(Message.java:1217)
[9:40:52 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:40:52 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:40:52 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:40:52 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:40:52 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:40:52 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:40:52 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[9:40:52 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
 
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on September 25, 2016, 05:53:16 AM
Thank you about your error report.

I'll check and fix it. Need some days.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: KingTiger503 on September 25, 2016, 05:59:11 AM
Thank you about your error report.

I'll check and fix it. Need some days.
Thanks Western, I know you are the Best.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: taskf53 on September 28, 2016, 02:28:01 AM
Hello western0221.

I use 412.2 MA 5.3. + Simple update Engine MOD 2.7.1w , no additional visual / sound effects version.

When i patch 000_1956_Core_v1.33 with - 1956 The JetEra 1.33 component .... FJ-3 and A-1H Tanker (with new D-704 refuel store model and animation) and want to fly FJ-3 in QMB.

I get this:

------------------------
Mission Cancelled,Error in FM!!!

There was a problem loading FM called:'flightmodels/fj-3m.fmd'

It is not in File:'jetera'
-------------------------
Thank you for helping.

Best regards.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on September 28, 2016, 02:45:20 AM
When i patch 000_1956_Core_v1.33 with - 1956 The JetEra 1.33 component .... FJ-3 and A-1H Tanker (with new D-704 refuel store model and animation) and want to fly FJ-3 in QMB.

I get this:

------------------------
Mission Cancelled,Error in FM!!!

There was a problem loading FM called:'flightmodels/fj-3m.fmd'

It is not in File:'jetera'

Ah... you have to install Vega's JetEra upgrade from here before patching mine.
http://www.sas1946.com/main/index.php/topic,45977.0.html

I missed to note those latest upgrade links, sorry.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on September 28, 2016, 04:05:22 PM
Hi, KingTiger503.

I've tested JC's Merge Effect version in QMB many friendly and enemy aircrafts, AAAs.
Some friendly and enemy aircrafts are shot down, exploded, but.....

Code: [Select]
[9:40:25 AM] Mission: QuickQMBPro/Pacific_CoralSea_Akagi_Class/Pacific_CoralSea_Akagi_ClassBlueNoneA00.mis is Playing
[9:40:26 AM] warning: no files : music/inflight
[9:40:52 AM] java.lang.NoSuchMethodError
[9:40:52 AM] at com.maddox.il2.objects.weapons.Bullet.showExplosion(Unknown Source)
[9:40:52 AM] at com.maddox.il2.objects.weapons.Bullet.collided(Unknown Source)
[9:40:52 AM] at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)

no error like yours happen, no crashing.

Have you installed some visual mod / effect mod / sound mod conflicting to MergeEffect?
Please test minimum mods.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: KingTiger503 on September 28, 2016, 11:14:11 PM
Hi, KingTiger503.

I've tested JC's Merge Effect version in QMB many friendly and enemy aircrafts, AAAs.
Some friendly and enemy aircrafts are shot down, exploded, but.....

Code: [Select]
[9:40:25 AM] Mission: QuickQMBPro/Pacific_CoralSea_Akagi_Class/Pacific_CoralSea_Akagi_ClassBlueNoneA00.mis is Playing
[9:40:26 AM] warning: no files : music/inflight
[9:40:52 AM] java.lang.NoSuchMethodError
[9:40:52 AM] at com.maddox.il2.objects.weapons.Bullet.showExplosion(Unknown Source)
[9:40:52 AM] at com.maddox.il2.objects.weapons.Bullet.collided(Unknown Source)
[9:40:52 AM] at com.maddox.il2.engine.MsgBulletCollision.invokeListener(MsgBulletCollision.java:39)

no error like yours happen, no crashing.

Have you installed some visual mod / effect mod / sound mod conflicting to MergeEffect?
Please test minimum mods.
I dont know, It Happen.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on September 29, 2016, 05:11:16 AM
I make another game folder from clean install , and add SAS Common Utils and my Merge Effect and Engine MOD 2.7.1w.
It works well, playing QMB 3 sqd x3 sqd battle with AAA, many planes shot down or crashing to the ground , vehicles and trains burning, but no errors.

So, I only decide my MOD package is safe.
I don't know what MODs you've installed and what MOD makes your conflicting.
Those conflicting is often made by sound MODs or Visual MODs / Effect MODs in my memory.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: Sharkzz on September 29, 2016, 10:17:31 AM
G'day Western m8.

I am running VP's mod pk  4.12.2m & the latest  mod activator to suit. I have also installed the good - Project 85 'Osprey', which as you know places catapult and trap on airfields FMB. I have  common utilities & of cause engine mod, as the Project 85 says it needed both.  as well as patched engine no sounds no effects version. Problem is I always get air spawn from HB as well as the catapult launch doesn't. The traps work as I can get catched, would this be an engine mod thingy ? are you familiar with the project 85 cat ands trap mod ? DO I need the jet pack ? I  am also going to ask on the page by ? 1C (Oleg Maddox)  Damawo  Asheshouse Tomoose  Checkyersix Wolfighter  who made it, (with thanks too).
and thank you for this work as well m8.
any ideas would be appreciated,

Lozza aka Sharkzz
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: taskf53 on September 29, 2016, 11:33:05 AM
Thanks a lot western0221. :)

Works fine the refueling in F.M.B. but for me dont work in Q.M.B.

Speed too slow may be?

(https://s13.postimg.cc/rzzv9au7b/2016_09_29_at_17_04_41.jpg) (https://postimg.cc/image/q86weeaub/)

(https://s14.postimg.cc/6ok0r5dhd/2016_09_29_at_17_13_24.jpg) (https://postimg.cc/image/p44hojrlp/)

(https://s9.postimg.cc/t3l88gmwv/2016_09_29_at_17_15_40.jpg) (https://postimg.cc/image/vkwzfq6t7/)

Basket to big?

Best regards. :)
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on September 29, 2016, 11:46:19 AM
Basket to big?

Ahhhhhh!!!!!!

About 1 month ago, I found it and fixed in my working folder.
Perhaps I forgot to copy it into publishing folder.

I'll check and , if forgotten , replace in next update.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: Sharkzz on September 29, 2016, 07:36:11 PM
lol huge basket   :D
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: KingTiger503 on September 29, 2016, 11:55:47 PM
I make another game folder from clean install , and add SAS Common Utils and my Merge Effect and Engine MOD 2.7.1w.
It works well, playing QMB 3 sqd x3 sqd battle with AAA, many planes shot down or crashing to the ground , vehicles and trains burning, but no errors.

So, I only decide my MOD package is safe.
I don't know what MODs you've installed and what MOD makes your conflicting.
Those conflicting is often made by sound MODs or Visual MODs / Effect MODs in my memory.
I think its coming from Effect Mod or Visual, By Sound Mod is OK.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: hguderian on September 30, 2016, 03:19:00 AM
Hi western0221,

may I ask you if you could integrate the sanka's DefaultFOV mod http://www.sas1946.com/main/index.php/topic,19698.0.html (http://www.sas1946.com/main/index.php/topic,19698.0.html) into SAS Engine Mod?

I've found it a very useful mod to avoid the Fov degree changes when you switch from external view to the cockpit one!

Best Regards

P.s. many many thanks to the continued efforts to improve and debug the essential Engine Mod!
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on September 30, 2016, 05:21:49 PM
A-1H Tanker's probe size is corrected.

http://www.mediafire.com/file/2lsj2dny6lw21wu/Refuel2.7.1patch2%282%29.7z

Page3's link is also edited.


Strange..... I did A-4E tanker about replacing the probe model, but forgot A-1H tanker.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23/Sep/2016 [4.12]
Post by: Seb on October 01, 2016, 04:30:14 AM
Patching existing Jets to make compatible of Refuel / FuelTank code.
http://www.mediafire.com/file/2lsj2dny6lw21wu/Refuel2.7.1patch2%282%29.7z

Patch ready in above link for those Jets.

- F-105D/F pack
 http://www.sas1946.com/main/index.php/topic,49077.0.html


Hi Western.
Thank you for your work.
But the patch does not make up for the F-105.
Regards
Seb




Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23/Sep/2016 [4.12]
Post by: western0221 on October 01, 2016, 04:48:23 AM
Patching existing Jets to make compatible of Refuel / FuelTank code.
http://www.mediafire.com/file/2lsj2dny6lw21wu/Refuel2.7.1patch2%282%29.7z

Patch ready in above link for those Jets.

- F-105D/F pack
 http://www.sas1946.com/main/index.php/topic,49077.0.html


Hi Western.
Thank you for your work.
But the patch does not make up for the F-105.

Ouch!
I had forgotten completely to compose F-105 classfiles.
Thanks your help.

How is it?
http://www.mediafire.com/file/5r4cbuvvj3yfmg2/Refuel2.7.1patch3.7z
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23/Sep/2016 [4.12]
Post by: Seb on October 01, 2016, 06:23:36 AM
Quote
Ouch!
I had forgotten completely to compose F-105 classfiles.

Thank you missed this.
I have one more thing to you, but priv.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: taskf53 on October 01, 2016, 11:58:17 AM

(https://s21.postimg.cc/en4uqnxvb/2016_10_01_at_16_26_13.jpg) (https://postimg.cc/image/6hmssi9mb/)

Hello western0221.

I have a new 412.ma 5.3 instal for test with only:

!00_WeaponsPack v1.3 (without the classfile 22164244D5800CDC ).
!SAS Common Utils_109.
!!!!_US_Marine_Aviation_Java_Pack v3.6 Beta.
!!!!_US_Marine_Aviation_Pack v3.6 Beta.
!_F16A C_v5 (without the classfile 22164244D5800CDC ).
!SAS_Engine_2.7.1w_full_20160923.( Simple update Engine MOD 2.7.1w , no additional visual / sound effects version ).

000_1956_Core_v1.33+patch vega + patch Refuel.
24Bits Skins.
AH-1_Cobra.

When i fly the F16 with or without drop tank and i use misckey 5 for the left HDD i dont have any problem.

If i patch  with Refuel2.7.1patch2 for F16 and fly ---WITH DROP TANK--- if i use misckey 5 i get a CTD.

The same thing with F18.

Code: [Select]
at com.maddox.il2.objects.air.F_16.checkfuel(F_16.java:153)

at com.maddox.il2.objects.air.CockpitF_16C_B52.movescreenfuel(CockpitF_16C_B52.java:2008)

at com.maddox.il2.objects.air.CockpitF_16C_B52.reflectWorldToInstruments(CockpitF_16C_B52.java:386)

at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:101)

at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:834)

at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:710)

at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)

at com.maddox.il2.engine.Renders.paint(Renders.java:253)

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:449)

at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)



Best regards.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on October 01, 2016, 12:05:40 PM
If i patch  with Refuel2.7.1patch2 for F16 and fly ---WITH DROP TANK--- if i use misckey 5 i get a CTD.

The same thing with F18.

Somewhere ... in some folder ... the classfile 22164244D5800CDC still exists in #SAS, maybe.
How about using File Search function of Windows' Explorer right upper input box ?

Or.... How about changing Engine MOD folder's name given Top Superior alphabetical order in your #SAS folder like "!   00_Engine mod" (3x brank space are inserted between ! and 00) ?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: taskf53 on October 01, 2016, 01:19:45 PM
OK western0221.

It works with the Engine mod in the first line in SAS folder.

Thank you very much. :) :)
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: KingTiger503 on October 02, 2016, 02:50:02 AM
Western, I Found 5 Files on Folder Where use for File Search.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: taskf53 on October 02, 2016, 07:10:49 AM
Hello western0221.

I still have a little problem.

I have a new 412.ma 5.3 instal for test with only this in #SAS folder.

!   OO_SAS_Engine_2.7.1w_full_20160923.( Simple update Engine MOD 2.7.1w , no additional visual /
sound effects version ).
!00_WeaponsPack v1.3
!SAS Common Utils_109.
!!!!_US_Marine_Aviation_Java_Pack v3.6 Beta.
!!!!_US_Marine_Aviation_Pack v3.6 Beta.
!_F16A C_v5 + Refuel patch
000_1956_Core_v1.33+patch vega + patch Refuel.
24Bits Skins.
AH-1_Cobra.

There is only one classfile 22164244D5800CDC in the game (in the !   OO_SAS_Engine_2.7.1w_full_20160923.) ( File Search function of Windows).

I test the misckey 5 for left HDD on F16 with Refuel patch.

For 0,2,3 drop tank no problem.

For 1 central drop tank the game stop with misckey 5,(no CTD).

I have to press misckey 5 two times more for running the game again.

No problem with F18.

Thank you. :)

Best regards.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on October 02, 2016, 07:23:14 AM
Hello western0221.

I still have a little problem.

......

I test the misckey 5 for left HDD on F16 with Refuel patch.

For 0,2,3 drop tank no problem.

For 1 central drop tank the game stop with misckey 5,(no CTD).

I have to press misckey 5 two times more for running the game again.

No problem with F18.

Thanks your bug report.
It sounds like F-16's my patch problem.
I can guess in which method of F-16 makes that.
Outside of Engine MOD part.

It needs some days.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: Seb on October 02, 2016, 07:34:57 AM
For me it is a similar problem when you turn on the left of the screen in the cockpit of key 5, also my game crashes.
I have a problem with the F-16 and F / A-18.
AV8B Harrier works without a problem.
Best regards.
Seb
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: KingTiger503 on October 02, 2016, 09:29:27 AM
Same here, I fly the F-16 with Droptank, then I press the the misckey 5, I get CTD too.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: 4S_Vega on October 02, 2016, 09:44:05 AM
Hi Western, do you modified the overheat vs altitude behaviour in last patches?

Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on October 02, 2016, 09:48:13 AM
Hi.

Hi Western, do you modified the overheat vs altitude behaviour in last patches?

All my patches are based on your latest versions.
Each "compute" methods are not changed (nothing needed to touch for fitting 2.7.1w changed).
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: 4S_Vega on October 02, 2016, 10:18:21 AM
Ok, is just to understand something more about Jets overheat behaviour over 10000m.

Also atmosphere is unchanged?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: western0221 on October 02, 2016, 10:20:22 AM
Ok, is just to understand something more about Jets overheat behaviour over 10000m.

Also atmosphere is unchanged?

In my memory, unchanged.

The changed point from latest 2.7 western patch to 2.7.1w is only around fueltank and air refuel.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: 4S_Vega on October 02, 2016, 10:46:19 AM
And in last months?

I explain why i ask, Jets goes overheat over 10k meters after only 10/15 mins at ferry speed, 88/90% of power.

And it happen with very low TESPEED values, like 0.006.

Is just to understand if it happens due engine modifications or if is a thing that i discover now because i never tested it first.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016 [4.12]
Post by: western0221 on October 02, 2016, 12:01:26 PM
I found an old bug, the Drag chute works as PLUS acceleration.
I fix it.

1st - 2nd page have full package containing today's update.

When you have succeeded to install Engine MOD 2.7.1w of 23th-24th/Sep./2016 version, only overwrite this patch.
Only 2 classfiles are changed.
http://www.mediafire.com/file/mo6u8a43txuubu9/SAS_Engine_2.7.1w_QuickPatch_20161002.7z


 -----


F/A-18C/D mod in USMC Aviation pack had ad-hock fixing code to this old Drag chute bug.
When I fix Engine MOD side bug, so, please update your USMC Aviation java pack to v3.6.1 , already released.
http://www.sas1946.com/main/index.php/topic,52496.0.html


 -----

Other aircrafts may be OK.
When you find accelerating with my new update and using Drag chute on some aircrafts, please tell me in detail.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016 [4.12]
Post by: Seb on October 03, 2016, 05:00:55 AM
Western sorry for the confusion.
Everything works, just not removed one classfile.
Best regards and have a nice day.
Seb
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016
Post by: Whiskey_Sierra_972 on October 03, 2016, 12:40:16 PM
When i patch 000_1956_Core_v1.33 with - 1956 The JetEra 1.33 component .... FJ-3 and A-1H Tanker (with new D-704 refuel store model and animation) and want to fly FJ-3 in QMB.

I get this:

------------------------
Mission Cancelled,Error in FM!!!

There was a problem loading FM called:'flightmodels/fj-3m.fmd'

It is not in File:'jetera'

Ah... you have to install Vega's JetEra upgrade from here before patching mine.
http://www.sas1946.com/main/index.php/topic,45977.0.html

I missed to note those latest upgrade links, sorry.

The only trouble I have is that some loadouts are doubled and some misplaced or bugged in this condition....mailnly with the F-86A....
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016
Post by: Whiskey_Sierra_972 on October 03, 2016, 02:12:25 PM
About the Intruders....KA6 have the old belly tank and the A6E have the new tank with light function....is correct?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016
Post by: western0221 on October 03, 2016, 03:41:44 PM
About the Intruders....KA6 have the old belly tank and the A6E have the new tank with light function....is correct?

Do you install 23th/Sep./2016 version ?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016
Post by: Whiskey_Sierra_972 on October 04, 2016, 11:26:28 AM
Sorry I forgot to install that update....now all is working flawless with the intruder....
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016 [4.12]
Post by: KingTiger503 on October 05, 2016, 06:52:25 AM
Hello, Western, I keep this Normal Marge effects is ok. but the Problem is, where the Unknown Bullets is coming from, The Hit Effect might be a Problem, it is a Old code from the Hit Effect. Thanks
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23/Sep/2016 [4.12]
Post by: Seb on October 08, 2016, 06:05:48 AM
Hi Western.
Some strange things are happening with the F-16 during boot time, and landing.  :-X
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23/Sep/2016 [4.12]
Post by: western0221 on October 08, 2016, 07:31:10 AM
Hi Western.
Some strange things are happening with the F-16 during boot time, and landing.  :-X

F-16 uses newer flight codes Vega made but not published before.
Does it have some bugs ?
I don't know new codes work how or what.....
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23/Sep/2016 [4.12]
Post by: Seb on October 08, 2016, 10:16:26 AM
I send a report with errors.

Code: [Select]
[2016-10-08 16:00:09] ------------ BEGIN log session -------------
[16:00:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[16:00:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[16:00:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[16:00:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[16:00:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[16:00:11] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[16:00:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[16:00:11] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[16:00:11] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[16:00:11] INTERNAL ERROR: Texture required
[16:00:11] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[16:00:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 320 -> 128 (delta = -192) to Range 0.01..128
[16:00:14] Ship: Value of [USSLexingtonCV2_42]:<Mesh> not foundCan't set property
[16:00:14] java.lang.RuntimeException: Can't set property

[16:00:19] Mission error, ID_04: java.lang.RuntimeException: Weapon set '2x58dt' not registered in air.F4F3

[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006

[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:41] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2

[16:00:43] ERROR file: File users/popowski/Icons not found
[16:00:43] Mission: QuickQMBPro/Norway/NorwayRedScramble00.mis is Playing
[16:00:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[16:00:43] INTERNAL ERROR: HierMesh: Can't find chunk 'L_MC'
[16:00:43] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
[16:00:43] warning: no files : music/takeoff
[16:01:24] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
[16:01:25] -------------------------------- MISSION FAILED ---------------------
[16:01:25] warning: no files : music/crash
[2016-10-08 16:01:33] -------------- END log session -------------
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23/Sep/2016 [4.12]
Post by: SAS~Gerax on October 08, 2016, 10:53:38 AM
I don't know new codes work how or what.....

Sorry Western I can't help much as I have to rebuild my IL-2 system the next days.
(have ruined the motherboard  ::() Will do a fresh Jetwar install with latest versions only.
Then I can report.  :)
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016 [4.12]
Post by: Stefan SG on October 10, 2016, 01:05:43 PM
Dear Western,

I have just found that function "Weapon Release Mode" in 4.12.2 works for rockets/missile only with Your excellent Full-pack 02/Oct/2016 but not for bombs. I checked a few Your patches for SAS Engine MOD 2.7 and found that the one of 2016/05/04 was the last where this function worked for rocket/missile and for bombs too.
The function starts to work for bombs and rockets with Your new patch if to use classfiles 4B598398AD1D180C and 34B2D47E9F860052 from the patch of 2016/05/04.

Let me ask You if it is possible to correct this in Your excellent new patch. Thank You very much in advance.

Best regards,
Stefan
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016 [4.12]
Post by: western0221 on October 10, 2016, 01:56:26 PM
Dear Western,

I have just found that function "Weapon Release Mode" in 4.12.2 works for rockets/missile only with Your excellent Full-pack 02/Oct/2016 but not for bombs.

In importing 4.13.2m's "Bomb Release Mode" code into my Engine MOD, Release mode of Bomb is separated from old sharing with Rockets.
You can choose new Bomb Release Mode by a new key bind like 4.13.2m game.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016 [4.12]
Post by: Stefan SG on October 10, 2016, 02:28:22 PM
Dear Western,

Thank You for Your kind reply. Sorry for my additional question but I was out of Il-2 for enough long time and now I need to recreate some my previous knowledges. So let me ask You how to create this new key for Bomb Release Mode .

Stefan
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016
Post by: Whiskey_Sierra_972 on October 10, 2016, 02:46:44 PM
The new key is listed in the controls keys selections , you should assign it a keyboard of HID buttons....
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016 [4.12]
Post by: Stefan SG on October 10, 2016, 02:59:32 PM
Thank You, Whiskey_Sierra_972
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016
Post by: Whiskey_Sierra_972 on October 10, 2016, 03:12:37 PM
You're welcome mate!
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016 [4.12]
Post by: SAS~Gerax on October 12, 2016, 02:05:16 PM
but I was out of Il-2 for enough long time and now I need to recreate some my previous knowledges.

Hi Stefan! Good to see you back here!  :)
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 02/Oct/2016 [4.12]
Post by: Stefan SG on October 13, 2016, 01:41:42 AM
Thank You, Dear Gerax.

Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on October 14, 2016, 04:10:38 AM
New update.
Flap can have 4x or more steps.

Full package is 1st and 2nd post.


Here is an update patch for already 2.7.1w is installed.
http://www.mediafire.com/file/6k069ve5l5p0nj0/SAS_Engine_2.7.1w_QuickPatch_20161013.7z


 -----

I have less time to check F/A-18 and F-16's flaps position and auto elevator trim in taking-off.
It seems Flap switch HALF doesn't work.
Please use FULL position for taking-off.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23/Sep/2016 [4.12]
Post by: Seb on October 14, 2016, 11:03:38 AM
I have further problems with the F-16, F-18 or something is failing.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016
Post by: FL2070 on October 14, 2016, 12:25:56 PM
Is it needed to install your 2.7.1 version over my existing engine mod 2.7 and overwrite files, or do I need to remove the old version first?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016
Post by: western0221 on October 14, 2016, 12:39:21 PM
Is it needed to install your 2.7.1 version over my existing engine mod 2.7 and overwrite files, or do I need to remove the old version first?

Clean install is expected, but maybe overwriting is also possible.

Only deleting the folder "! SAS Engine" doesn't use so long time but .... ?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on October 14, 2016, 01:17:50 PM
2.7.1w known bugs in my side are here:
+ game crashing and error log is reported
 - F-16 cockpit crashes with center tank and change HDD function to fuel gauges ..... F-16 side bug, need one week or more to fix
+ no game crashing, no error log made, but strange behavior
 - F-16 flap and behavior in taking-off
 - F/A-18 flap and behavior in taking-off ..... I've not succeeded to find out which side's bug --- Engine MOD side or each aircraft class side ---. Not planned by me about these changes. Nothing supposed which code makes it. Ummm.... also 1 week or more ?

If you have another bug, please report.
In that time, please separate its status.
1) crashing the game and error log is created --- please paste its crashing error log lines.
2) no crashing, no error log, but wrong or strange --- no need to show its log, but please clear as this category.

Thank you.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: taskf53 on October 16, 2016, 03:26:30 PM
Hello western0221

412.2 MA 5.3 for test with very few mods.

With the new patch 14/Oct/2016  no additional visual / sound effects version. I found that:

-For US Marine Aviation pack (F/A-18C/D, AV-8B) v3.6.1 Beta and F-16 beta v5 refuel patch.
Now the laser spot on the ground follows the viewfinder so very jerky,it is almost impossible to lock on the target.

I did not have it with Engine Mod 2.7.1 20161002.

Maybe this will help.

Thank you. Best regards.  :)
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on October 17, 2016, 04:14:56 PM
New Refuel patch 4 is in Reply#2
http://www.sas1946.com/main/index.php/topic,52489.msg571156.html#msg571156

Add new compatible Flying-Boom tanker and receivers.
 - KB-29 and F-84G3 Nuke
(https://www.mediafire.com/convkey/2801/jfvqc3yo74or1de6g.jpg)
 - F-16
(https://www.mediafire.com/convkey/9bba/61rtsbhodg1gfvh6g.jpg)
(The function of "Open/Close Receptacle cover" is omitted.)
 - A-7D .... US Air Force version of CorsairII

Measure bugfix.
 - F-16 cockpit crashing about fuel.
 - F-16 left HDD in Fuel Status shows correct remain amounts about external Droptanks.

Small bugfix.
 - Correct every receivers' "Refuel Limit value".

Small update on existing tankers.
 - When the loadout "Empty (none)" is chosen, the tanker do nothing about Refueling.
  (The tanker becomes not to extend the drogue hose or the flying-boom.)


Known bugs remaining.....
 - F-16 radar screen sometimes buggy.
 - F-16 take-off and landing with flaps, sometimes the flap switch position "HALF" looks ignored.
 - F-16 left HDD in Engine Status shows incorrect values in some lines.
 - F-16 left HDD in Fuel Status shows incorrect remain amounts by each internal tanks. (Total and External Droptanks are correct.)
 -- F/A-18's bug is out of the cover by this patch. It will support in its individual topic.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: spartan18a on October 17, 2016, 04:15:23 PM
Dear western0221,
Is the ChocksMod going to be included in the Engine Mod?

Thanks  :)

Love your work, by the way!   :D
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on October 17, 2016, 04:29:45 PM
Dear western0221,
Is the ChocksMod going to be included in the Engine Mod?

That's under going but needs some more days to finish and test enough.
I've faced some old bugs hidden and had to fix them before merging Pablo's codes.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: spartan18a on October 18, 2016, 12:36:33 AM
Dear western0221,
Is the ChocksMod going to be included in the Engine Mod?

That's under going but needs some more days to finish and test enough.
I've faced some old bugs hidden and had to fix them before merging Pablo's codes.
Excellent news! :)

Sent from my XT1032 using Tapatalk

Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: Seb on October 29, 2016, 01:15:37 PM
Thank you for your work.
A-7 is flying better than before.
I have a question, why some aircraft, including the F-105 and A-7, switch to the viewfinder, it is now as a switch target bombing.
Regards
Seb
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 23-24/Sep/2016 [4.12]
Post by: VF19_Congo on October 29, 2016, 06:05:11 PM
Ah... you have to install Vega's JetEra upgrade from here before patching mine.
http://www.sas1946.com/main/index.php/topic,45977.0.html

I tried Vega's JetEra upgrade above and I really disliked it, (trim and performance problems), so I removed it
and reverted back to the previous version.

So, now what?
A solution for this perhaps ?  ...... or is Vega's upgrade mandatory?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on November 05, 2016, 09:14:04 AM
New Refuel patch 5 is in Reply#2
http://www.sas1946.com/main/index.php/topic,52489.msg571156.html#msg571156

It fixes F-16 taking-off flap problem.

F/A-18's same problem will be fixed soon in its own release topic.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: Seb on November 06, 2016, 08:03:05 AM
Hi Western.
The new patch solved the problem with F-18 and F-16.
There is however a problem with the F-105, otherwise the game I pruned.
Regards
Seb

The problem with the F-105 presented in the section of the aircraft.


http://www.sas1946.com/main/index.php/topic,49077.msg575430.html#msg575430
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: Orlok Lucas on November 19, 2016, 08:38:07 PM
Whenever when I patch my vanilla engine mod with the western patch, when I will create a mission I get this message: mission loading failed: null. I don't know why my Jet war with engine mod works 100% fine but when I try this patch I got this message on the mission load screen. Please someone can help me?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on November 19, 2016, 08:45:40 PM
Whenever when I patch my vanilla engine mod with the western patch,

No patching.

THIS Engine MOD is a full pack.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on December 22, 2016, 09:17:50 AM
Known bugs waiting fixed
- Bomb select function becomes locked-up when one bomb is empty and another type bomb remains.


I missed this bug in release time, found it yesterday.
I'll look into how to solve this problem. but it needs a bit more days.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: max_thehitman on December 25, 2016, 10:36:06 PM


your
+ Update JapanCat's Merge Effects and Engine MOD 2.7.1w and adding engine exhaust flame visual effect.
and
the new air refuel patch is working good in my VPmodpack (4.12) !

Thank you Western!
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: benitomuso on December 26, 2016, 06:25:33 AM
 I have updated my Cockpit Sound Effects MOD and now it includes direct compatibility with plain version of EngineMOD 2.7.1w:

http://www.sas1946.com/main/index.php/topic,48628.msg532091.html#msg532091

Regards, Pablo
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: SGT68 on December 26, 2016, 07:04:10 AM
I have updated my Cockpit Sound Effects MOD and now it includes direct compatibility with plain version of EngineMOD 2.7.1w:

http://www.sas1946.com/main/index.php/topic,48628.msg532091.html#msg532091

Regards, Pablo

Thank you, this helps my install. HNY
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on December 26, 2016, 07:21:14 AM
I have updated my Cockpit Sound Effects MOD and now it includes direct compatibility with plain version of EngineMOD 2.7.1w:

http://www.sas1946.com/main/index.php/topic,48628.msg532091.html#msg532091

Regards, Pablo

Thanks,  Pablo.

I think (without looking into my release classes again) .... when players want to use Full throttle flame effect , a classfile may conflict with your new Cockpit sound class.
I'll check my thought is right or not , and if right .... I'll try to make a merge version for Full throttle flame effect.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016
Post by: benitomuso on December 26, 2016, 07:27:38 AM
I have updated my Cockpit Sound Effects MOD and now it includes direct compatibility with plain version of EngineMOD 2.7.1w:

http://www.sas1946.com/main/index.php/topic,48628.msg532091.html#msg532091

Regards, Pablo

Thanks,  Pablo.

I think (without looking into my release classes again) .... when players want to use Full throttle flame effect , a classfile may conflict with your new Cockpit sound class.
I'll check my thought is right or not , and if right .... I'll try to make a merge version for Full throttle flame effect.

Does the Full Throttle Flame Effect have a sound associated to it?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016
Post by: western0221 on December 26, 2016, 07:35:25 AM
I think (without looking into my release classes again) .... when players want to use Full throttle flame effect , a classfile may conflict with your new Cockpit sound class.
I'll check my thought is right or not , and if right .... I'll try to make a merge version for Full throttle flame effect.

Does the Full Throttle Flame Effect have a sound associated to it?

In my memory (only memory, not re-checking), Full Throttle Flame Effect parasites SndAircraft.class from the first even it doesn't touch any sounds and I couldn't find an alternative way getting out from there to some less problems class. So, I kept it in SndAircraft.class even my releases. That is a reason I have to release 8x different versions by each elements existing or non-existing.

Checking my thought / memory is correct or not, (if needed) preparing new classes will need about 10 days.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: Hubberranz on December 26, 2016, 10:38:01 AM
In 412.2 SAS modact 5,3,  !SAS_Engine_Mod_v2,7,1_full_20161013 + flames mod
flames mod appears to be not compatible with G-1 and more importantly Fw-189A. ( more planes ? ).
Don't no if that is known yet, but since you talking of flames mod... here's what I know of a flames prob.
Typical G1/Fw189A behavior:
When starting on the ground: enormous FPS problem. Engine don't start.
When starting in the air: mid air frozen or crash game...
This behavior stops when engine mod without flames is in use instead.
Code: [Select]
[6:29:00 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[6:29:00 PM] Default speaker config is : 1310724.
[6:29:00 PM] Direct sound audio device initialized successfully :
[6:29:00 PM] DX Version : 7
[6:29:00 PM] Hardware    - disabled [buffers : 0]
[6:29:00 PM] Extensions  - enabled :
[6:29:00 PM]   EAX ver. 1 [ ]  - disabled
[6:29:00 PM]   EAX ver. 2 [ ]  - disabled
[6:29:00 PM]   EAX ver. 3 [ ]  - disabled
[6:29:00 PM]   I3D ver. 2 [ ]  - disabled
[6:29:00 PM]   ZoomFX     [ ]  - disabled
[6:29:00 PM]   MacroFX    [ ]  - disabled
[6:29:00 PM] SIMD render [X]
[6:29:00 PM] num channels 32
[6:29:00 PM]
[6:29:31 PM] Loading mission Quick/Bessarabia/BessarabiaRedNoneN00.mis...
[6:29:31 PM] Month = 9 , Hour = 12
[6:29:31 PM] Temperature -     0m = 13.0 .
[6:29:31 PM] Temperature -  1000m = 6.51001 .
[6:29:31 PM] Temperature -  2000m = 0.019989014 .
[6:29:31 PM] Temperature -  3000m = -6.470001 .
[6:29:31 PM] Temperature -  4000m = -12.959991 .
[6:29:31 PM] Temperature -  5000m = -19.449997 .
[6:29:31 PM] Temperature -  6000m = -25.940002 .
[6:29:31 PM] Temperature -  7000m = -32.429993 .
[6:29:31 PM] Temperature -  8000m = -38.92 .
[6:29:31 PM] Temperature -  9000m = -45.410004 .
[6:29:31 PM] Temperature - 10000m = -51.899994 .
[6:29:31 PM] Temperature - 11000m = -56.5 .
[6:29:31 PM] Temperature - 12000m = -56.5 .
[6:29:31 PM] Loading map.ini defined airfields:
[6:29:31 PM] Detected Vertex Shaders 3.0.
[6:29:31 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[6:29:31 PM] Vertex texture units: 32
[6:29:31 PM]
[6:29:37 PM] PBuffer: suitable formats: 6
[6:29:37 PM]
[6:29:37 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[6:29:37 PM] Depth = 24, stencil = 8
[6:29:37 PM] PBuffer: suitable formats: 6
[6:29:37 PM]
[6:29:37 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[6:29:37 PM] Depth = 24, stencil = 8
[6:29:38 PM] Loading vertex/fragment programs: *1567763304*
[6:29:38 PM] *** Loading: [vpFogFar2Tex2D]
[6:29:38 PM] *** Loading: [vpFog2Tex2DBlend]
[6:29:38 PM] *** Loading: [vpFogFar4Tex2D]
[6:29:38 PM] *** Loading: [vpFogFar8Tex2D]
[6:29:38 PM] *** Loading: [vpFogNoTex]
[6:29:38 PM] *** Loading: [vpFog4Tex2D]
[6:29:38 PM] *** Loading: [vpFog4Tex2D_UV2]
[6:29:38 PM] *** Loading: [vp4Tex2D]
[6:29:38 PM] *** Loading: [vp6Tex2D]
[6:29:38 PM] *** Loading: [vpTexUVTex2D]
[6:29:38 PM] *** Loading: [vpWaterGrid_NV]
[6:29:38 PM] *** Loading: [vpWaterSunLight_NV]
[6:29:38 PM] *** Loading: [vpWaterSunLight_ATI]
[6:29:38 PM] *** Loading: [vpWaterSunLight_FP]
[6:29:38 PM] *** Loading: [vpTreeSprite]
[6:29:38 PM] *** Loading: [vpTreeTrunk]
[6:29:38 PM] *** Loading: [vpVAObjectsN]
[6:29:38 PM] *** Loading: [vpVAObjectsL0]
[6:29:38 PM] *** Loading: [vpSprites]
[6:29:38 PM] *** Loading: [vpSimpleGL]
[6:29:38 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpSimpleGL]
[6:29:38 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpRiverCoastAA]
[6:29:38 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[6:29:38 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[6:29:38 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[6:29:38 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[6:29:38 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[6:29:38 PM] *** Loading: [vpWaterDM_CPU]
[6:29:38 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[6:29:38 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[6:29:38 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[6:29:38 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[6:29:38 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[6:29:38 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[6:29:38 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[6:29:38 PM] *** Loading: [fpWaterLFogDM]
[6:29:38 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[6:29:38 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[6:29:39 PM] Load bridges
[6:29:40 PM] Load static objects
[6:29:40 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[6:29:41 PM] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[6:29:41 PM] ##### House without collision (3do/Buildings/46/ATTrench1/live.sim)
[6:29:42 PM] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[6:29:45 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[6:29:45 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[6:29:46 PM] FM called 'FlightModels/Fw-189A-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[6:29:46 PM] FM called 'FlightModels/DH_German.emd' is being loaded from Alternative File: 'gui/game/buttons'
[6:29:46 PM] Motor resolveFromFile starter = 0
[6:29:46 PM] Motor resolveFromFile starter = 0
[6:29:46 PM] FM called 'FlightModels/DH_German.emd' is being loaded from Alternative File: 'gui/game/buttons'
[6:29:46 PM] Motor resolveFromFile starter = 0
[6:29:46 PM] Motor resolveFromFile starter = 0
[6:29:46 PM] FM called 'FlightModels/Fw-189A-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[6:29:46 PM] WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Fw189/canopy.tga'
[6:29:46 PM] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Cockpit/Fw189/canopy.tga'
[6:29:46 PM] WARNING: ****( Unexpected txr reload (tfNoDegradation,tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Cockpit/Fw189/canopy.tga'
[6:29:46 PM] WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Fw189/canopy.tga'
[6:29:47 PM] WARNING: ****( Unexpected txr reload (tfMipmap): '3DO/Cockpit/Fw189/skin1o.tga'
[6:29:48 PM] ERROR file: File users/mitsuko/Icons not found
[6:29:48 PM] Mission: Quick/Bessarabia/BessarabiaRedNoneN00.mis is Playing
[6:29:48 PM] java.lang.ArrayIndexOutOfBoundsException
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.WepEffect(SndAircraft.java:460)
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.update(SndAircraft.java:295)
[6:29:48 PM] at com.maddox.il2.objects.air.Aircraft.update(Aircraft.java:1945)
[6:29:48 PM] at com.maddox.il2.objects.air.AircraftLH.update(AircraftLH.java:157)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
[6:29:48 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[6:29:48 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[6:29:48 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[6:29:48 PM] at com.maddox.rts.Message._send(Message.java:1217)
[6:29:48 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:29:48 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:29:48 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:29:48 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[6:29:48 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:29:48 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[6:29:48 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[6:29:48 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:29:48 PM] java.lang.ArrayIndexOutOfBoundsException
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.WepEffect(SndAircraft.java:460)
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.update(SndAircraft.java:295)
[6:29:48 PM] at com.maddox.il2.objects.air.Aircraft.update(Aircraft.java:1945)
[6:29:48 PM] at com.maddox.il2.objects.air.AircraftLH.update(AircraftLH.java:157)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
[6:29:48 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[6:29:48 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[6:29:48 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[6:29:48 PM] at com.maddox.rts.Message._send(Message.java:1217)
[6:29:48 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:29:48 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:29:48 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:29:48 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[6:29:48 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:29:48 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[6:29:48 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[6:29:48 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:29:48 PM] java.lang.ArrayIndexOutOfBoundsException
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.WepEffect(SndAircraft.java:460)
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.update(SndAircraft.java:295)
[6:29:48 PM] at com.maddox.il2.objects.air.Aircraft.update(Aircraft.java:1945)
[6:29:48 PM] at com.maddox.il2.objects.air.AircraftLH.update(AircraftLH.java:157)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
[6:29:48 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[6:29:48 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[6:29:48 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[6:29:48 PM] at com.maddox.rts.Message._send(Message.java:1217)
[6:29:48 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:29:48 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:29:48 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:29:48 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[6:29:48 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:29:48 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[6:29:48 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[6:29:48 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:29:48 PM] java.lang.ArrayIndexOutOfBoundsException
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.WepEffect(SndAircraft.java:460)
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.update(SndAircraft.java:295)
[6:29:48 PM] at com.maddox.il2.objects.air.Aircraft.update(Aircraft.java:1945)
[6:29:48 PM] at com.maddox.il2.objects.air.AircraftLH.update(AircraftLH.java:157)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
[6:29:48 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[6:29:48 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[6:29:48 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[6:29:48 PM] at com.maddox.rts.Message._send(Message.java:1217)
[6:29:48 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:29:48 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:29:48 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:29:48 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[6:29:48 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:29:48 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[6:29:48 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[6:29:48 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:29:48 PM] java.lang.ArrayIndexOutOfBoundsException
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.WepEffect(SndAircraft.java:460)
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.update(SndAircraft.java:295)
[6:29:48 PM] at com.maddox.il2.objects.air.Aircraft.update(Aircraft.java:1945)
[6:29:48 PM] at com.maddox.il2.objects.air.AircraftLH.update(AircraftLH.java:157)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
[6:29:48 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[6:29:48 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[6:29:48 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[6:29:48 PM] at com.maddox.rts.Message._send(Message.java:1217)
[6:29:48 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:29:48 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:29:48 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:29:48 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[6:29:48 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:29:48 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[6:29:48 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[6:29:48 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:29:48 PM] java.lang.ArrayIndexOutOfBoundsException
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.WepEffect(SndAircraft.java:460)
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.update(SndAircraft.java:295)
[6:29:48 PM] at com.maddox.il2.objects.air.Aircraft.update(Aircraft.java:1945)
[6:29:48 PM] at com.maddox.il2.objects.air.AircraftLH.update(AircraftLH.java:157)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
[6:29:48 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[6:29:48 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[6:29:48 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[6:29:48 PM] at com.maddox.rts.Message._send(Message.java:1217)
[6:29:48 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:29:48 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:29:48 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:29:48 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[6:29:48 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:29:48 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[6:29:48 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[6:29:48 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:29:48 PM] java.lang.ArrayIndexOutOfBoundsException
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.WepEffect(SndAircraft.java:460)
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.update(SndAircraft.java:295)
[6:29:48 PM] at com.maddox.il2.objects.air.Aircraft.update(Aircraft.java:1945)
[6:29:48 PM] at com.maddox.il2.objects.air.AircraftLH.update(AircraftLH.java:157)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
[6:29:48 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[6:29:48 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[6:29:48 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[6:29:48 PM] at com.maddox.rts.Message._send(Message.java:1217)
[6:29:48 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:29:48 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:29:48 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:29:48 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[6:29:48 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:29:48 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[6:29:48 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[6:29:48 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:29:48 PM] java.lang.ArrayIndexOutOfBoundsException
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.WepEffect(SndAircraft.java:460)
[6:29:48 PM] at com.maddox.il2.objects.sounds.SndAircraft.update(SndAircraft.java:295)
[6:29:48 PM] at com.maddox.il2.objects.air.Aircraft.update(Aircraft.java:1945)
[6:29:48 PM] at com.maddox.il2.objects.air.AircraftLH.update(AircraftLH.java:157)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
[6:29:48 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[6:29:48 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
[6:29:48 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[6:29:48 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[6:29:48 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:48 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[6:29:48 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[6:29:48 PM] at com.maddox.rts.Message._send(Message.java:1217)
[6:29:48 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:29:48 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:29:48 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:29:48 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[6:29:48 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:29:48 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[6:29:48 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[6:29:48 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:29:48 PM] java.lang.ArrayIndexOutOfBoundsException
[6:29:49 PM] at com.maddox.il2.objects.sounds.SndAircraft.WepEffect(SndAircraft.java:460)
[6:29:49 PM] at com.maddox.il2.objects.sounds.SndAircraft.update(SndAircraft.java:295)
[6:29:49 PM] at com.maddox.il2.objects.air.Aircraft.update(Aircraft.java:1945)
[6:29:49 PM] at com.maddox.il2.objects.air.AircraftLH.update(AircraftLH.java:157)
[6:29:49 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
[6:29:49 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[6:29:49 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
[6:29:49 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
[6:29:49 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[6:29:49 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:49 PM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[6:29:49 PM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[6:29:49 PM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[6:29:49 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[6:29:49 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[6:29:49 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[6:29:49 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[6:29:49 PM] at com.maddox.rts.Message._send(Message.java:1217)
Only partial log. of a very long looped thing.

Update: version MOD 2.7.3w+flames  03032017    =>      SOLVED   Both G-1 and Fw-189A with flames OK.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: max_thehitman on December 26, 2016, 11:41:58 AM
In 412.2 SAS modact 5,3,  !SAS_Engine_Mod_v2,7,1_full_20161013 + flames mod
flames mod appears to be not compatible with G-1 and more importantly Fw-189A. ( more planes ? ).
Don't no if that is known yet, but since you talking of flames mod... here's what I know of a flames prob.
Typical G1/Fw189A behavior:
When starting on the ground: enormous FPS problem. Engine don't start.
When starting in the air: mid air frozen or crash game...
This behavior stops when engine mod without flames is in use instead.


I must test these airplanes in my game first before I unistall anything just yet. I am also
using that version with the +flames effects.

So, you suggest the other version ? ...

+ Update JapanCat's Merge Effects and Engine MOD 2.7.1w, but no others.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: Hubberranz on December 26, 2016, 11:48:20 AM
Flames mod in = Fw-189 prob. Flames mod out = no prob.
Engine MOD 2.7.1w , no additional visual / sound effects version. versus Engine MOD 2.7.1w and adding engine exhaust flame visual effect.
I don't know about the merge J.Cat version since I don't use it; so I see now there's the same with without possibility too.
I have not tested in J.C. config.

Update: MOD 2.7.3w+flames  030321017    =>      SOLVED         Thank U.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: max_thehitman on December 26, 2016, 12:40:04 PM

Thank you Hubberranz. Happy holidays to you!

I was using the old version with Japancats Merge-effects and everything was working
with no problems in my game. That is why I chose this version also.

I will have to do further testing with this new release on more airplanes which I have installed
and hopefully they will continue working and flying with no problems.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016
Post by: DU30 on December 26, 2016, 03:32:28 PM
Hi is there a patch for this to work in 4.13? thanks
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016
Post by: western0221 on December 26, 2016, 03:59:45 PM
Hi is there a patch for this to work in 4.13? thanks

No.
Only for 4.12.2m
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on December 26, 2016, 04:02:55 PM
Thanks, Hubberranz.

Your error log shows clearly Fw189 and my mod problem.
I'll try to figure out the bug code and fix.
Please wait next update.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: KingTiger503 on December 26, 2016, 10:53:57 PM
I Remove the Marge Effect from the Folder, where Hubberranz was Taking about the FW-189 was Frozen,  maybe a conflict with SAS Engine Mod and Marge Effect,

FW-189 is Working Using a SAS Engine Mod, Except the Marge Effect. Choose Carefully.


Best Regards KT503

Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: max_thehitman on December 27, 2016, 07:31:12 AM

Thank you KT503

I have also removed that version it was freezing that Fw-189 airplane,
and installed the + Simple update Engine MOD 2.7.1w , no additional visual / sound effects version.
The Fw-189 is now in working condition and flying good.

Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on December 30, 2016, 06:01:17 AM
I've been reported about Engine MOD side bug of Select Bomb and Unlimited Ammo setting in F-5 RC1 mod topic.
http://www.sas1946.com/main/index.php/topic,53424.msg581369.html#msg581369

Using the install method above in CUP, and when unlimited ammo is selected, as soon as I drop bombs, they keep on dropping in a loop. All is fine using limited ammo.

All other aircraft behave as expected. Does this happen in my CUP only? Why could this be?

This behavior comes from Engine MOD 2.7.1w function , not related to F-5 mod.
I took that function from stock game 4.13.2m with expansion able to choose the bomb by class.
I might fail to implement Unlimited Ammo game in it.


So, I check how stock 4.13.2m behaves on bombers and Unlimited Ammo difficulty.
I a bit surprise.
Stock 4.13.2m disables any functions and keys about Bomb select , and drop mode is fixed as Pairs in Unlimited Ammo mode.
In example, D3A can drop only small under wing bombs , berry big bomb is never dropped and never can be selected with the loadouts "1x 250kg + 2x 30kg" or "1x 250kg + 2x 60kg".

When I'll try to fix Unlimited Ammo dropping bombs looped bug reported in F-5's topic , how I have to do , do you think or advise ?
If I'll import stock 4.13.2m behaves as I wrote above, bomb select will become disabled in Unlimited Ammo like the loadouts of "Mk82 + Mk83" / "CBU-24 + Mk82". Is it OK ?
Or ..... it will seem more difficult / need longer time to develop but better plan ..... not to refer stock 4.13.2m behaves and keep bomb select enabled even in Unlimited Ammo --- but insert some my own new codes to stop loop bomb dropping ?

Please discuss......
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on December 30, 2016, 11:28:39 AM
Or ..... it will seem more difficult / need longer time to develop but better plan ..... not to refer stock 4.13.2m behaves and keep bomb select enabled even in Unlimited Ammo --- but insert some my own new codes to stop loop bomb dropping ?

In beginning to rework about it ..... I find
"keep bomb select enabled even in Unlimited Ammo --- but insert some my own new codes to stop loop bomb dropping"
 is not so hard and time needed (if my coding plan is correct).
LoL.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: whistler on January 01, 2017, 03:51:44 AM
Thanks Western for taking care of the issue.

The new IL-28 seems to work ok, I only notice the bug with the F-5. Is this probably related to the new Weapon pack Generation 2016?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: western0221 on January 01, 2017, 04:03:16 AM
Thanks Western for taking care of the issue.

The new IL-28 seems to work ok, I only notice the bug with the F-5. Is this probably related to the new Weapon pack Generation 2016?

About Unlimited Ammo problem ?

That reported bug is reproduced in my game and I've begun to research why that occurs.
I already retouch codes in Engine MOD 2.7.1w and some bugs (some F-5 bombs are impossible to drop with Bomb Select function) are fixed but Unlimited Ammo is not yet.
I changed some lines I wondered this may fix the bug ..... but I failed. Bombs still loop.
A bit complicated codes and phenomenon, it is.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 14/Oct/2016 [4.12]
Post by: whistler on January 01, 2017, 04:15:28 AM
Yes, I was referring to the Unlimited Ammo problem. One thing is certain, I never miss my target now  :D
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 03/Jan/2017 [4.12]
Post by: western0221 on January 03, 2017, 03:10:49 AM
New full package is released in my 1st post.

It fixes a bug of Bomb select function and Unlimited Ammo reported by whistler.
It also makes stock bombers' Unlimited Ammo better than stock 4.13.2m game.


But other bugs or problems reported are not fixed.
Fw 189 and full throttle flame crashing, conflicting to Pablo's new Cockpit sound mod .... I need more days 10 or 20 to fix.
Please wait.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 03/Jan/2017 [4.12]
Post by: KingTiger503 on January 03, 2017, 05:21:22 AM
Thanks for the Update Western, but unfortunately, They have some three Missing pieces in the Catapult.ini


Code: [Select]
[RwyCatTrap]
dCatapultOffsetX 1.6
dCatapultOffsetY -20.0
catapultPower 19
catapultPowerJets 25
bSteamCatapult 1

[TrainingCV]
dCatapultOffsetX 17
dCatapultOffsetY -35.0
dCatapultOffsetX2 5.2
dCatapultOffsetY2 -35.0
catapultPower 19
catapultPowerJets 25
bSteamCatapult 1

[OspreyCV]
dCatapultOffsetX 17
dCatapultOffsetY -35.0
dCatapultOffsetX2 5.2
dCatapultOffsetY2 -35.0
catapultPower 19
catapultPowerJets 25
bSteamCatapult 1

Without the Catapult takeoff on the Runway or the Carrier, It will be Useless.


Best Regards KT503
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 03/Jan/2017 [4.12]
Post by: western0221 on January 03, 2017, 05:38:00 AM
Thanks for the Update Western, but unfortunately, They have some three Missing pieces in the Catapult.ini

Catapults.ini system allows all players can add new catapult parameters freely when they want even that new catapult existence is not known by Engine MOD side.
Please add by yourself you need newly.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 03/Jan/2017 [4.12]
Post by: whistler on January 03, 2017, 06:05:56 AM
New full package is released in my 1st post.

It fixes a bug of Bomb select function and Unlimited Ammo reported by whistler.
It also makes stock bombers' Unlimited Ammo better than stock 4.13.2m game.

Yes I can confirm your latest version fixes the Unlimited Ammo F-5s drop-bomb loop issue! Tested in B.A.T. #JTW2. Thanks Western!!
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 03/Jan/2017
Post by: benitomuso on January 03, 2017, 06:31:39 AM
New full package is released in my 1st post.

It fixes a bug of Bomb select function and Unlimited Ammo reported by whistler.
It also makes stock bombers' Unlimited Ammo better than stock 4.13.2m game.


But other bugs or problems reported are not fixed.
Fw 189 and full throttle flame crashing, conflicting to Pablo's new Cockpit sound mod .... I need more days 10 or 20 to fix.
Please wait.

Western, in my new CockpitSounds MOD I have included the references to the Gear class you introduced. Last time I asked you: do you call something from outside that a change on my methods breaks it?

Merging my changes to the Gear class (Diagonal Catapult real force, autocalculation of power including protection for maximum G, arrestor power depending on speed/weigth, Shock Absorbers in FM, Chocks MOD) is not difficult at all. In fact I re-merged your changes several times in my one. But it still remains in parallel and all the time new differences appear.

The other thing is the RealFlightModel class, which with your new parameters lost compatibility with the Debug FM used by several.

Regards,
                  Pablo
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 03/Jan/2017
Post by: western0221 on January 03, 2017, 08:10:35 AM
Western, in my new CockpitSounds The other thing is the RealFlightModel class, which with your new parameters lost compatibility with the Debug FM used by several.

Does this patch solve your compatibility problem ?
http://www.mediafire.com/file/74fd8w2usb747kx/SAS_Engine_2.7.1w_patch_20170103b.7z

I missed you shared changed RealFlightModel class , sorry.
This patch contains your changes you shared with us.

When you touch this class again after sharing us, they are still missing.


Western, in my new CockpitSounds MOD I have included the references to the Gear class you introduced. Last time I asked you: do you call something from outside that a change on my methods breaks it?

Merging my changes to the Gear class (Diagonal Catapult real force, autocalculation of power including protection for maximum G, arrestor power depending on speed/weigth, Shock Absorbers in FM, Chocks MOD) is not difficult at all. In fact I re-merged your changes several times in my one. But it still remains in parallel and all the time new differences appear.

At least my version of 21th/Oct./2016 and laters contain all of your changes shared on 27th/Sep./2016 . I'm sure all of your debug methods and values on 27th/Sep./2016 have been implemented in my version.
Is it still incompatible to yours ?
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 03/Jan/2017 [4.12]
Post by: western0221 on January 05, 2017, 05:55:27 PM
New bug I find.

ver 03th/Jan./2017 makes that Bomb drop mode "Train All" doesn't work.
Dropping stops at the end of one bomb class.
I'll try to fix it.


----

(Edited on 07th/Jan./2017)

It was my misunderstand.
"Train All" works well. There is no bug.

Once switch to one class selection and next return to "Train All" , then "Train Amount" setting is automatically decreased to one class amount. We have to increase it to hope.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 03/Jan/2017 [4.12]
Post by: KingTiger503 on January 05, 2017, 08:24:37 PM
Thanks for the Update Western, but unfortunately, They have some three Missing pieces in the Catapult.ini

Catapults.ini system allows all players can add new catapult parameters freely when they want even that new catapult existence is not known by Engine MOD side.
Please add by yourself you need newly.

its on the SAS Engine Mod Folder, Mace saids, A Suspect it Second Catapult needs to put Functional, if its Successful, the Takeoff Catapult will Become Functional.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 03~06/Jan/2017 [4.12]
Post by: western0221 on January 06, 2017, 02:45:04 PM
New emergency patch is in my 1st post.
It fixes cockpit crashing on F9F2 or others.

That patch leaves WARNING message in log.lst to update cockpit code, and only fixing crashing --- not recovering old works.
When each modded aircraft side cockpit code will be updated to fit today's style, those WARNING lines will disappear and recover old working.
Title: Re: SAS Engine MOD 2.7.1 western Full-pack 03~06/Jan/2017 [4.12]
Post by: western0221 on January 08, 2017, 12:01:36 PM
New aircraft patch "Refuel2.7.1patch6.7z" is released in 1st page, my Reply 2.

It fixes getMachForAlt(f) method OutOfBounce crashing for those aircrafts.
- F9F (Panther and Cougar), A-4 Skyhawk, F-100, F-105, A-16

Even some other Jets have same bug, that patch do nothing for them and no near future plan about me, now.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 13/Jan/2017 [4.12]
Post by: western0221 on January 13, 2017, 02:28:26 AM
New engine MOD 2.7.2w is released in my 1st post and 2nd post.

Fixing Catapult backward compatibility completely, Fw 189 and Full Throttle Flame bug, merging Pablo's new Cockpit sound mod with Full Throttle Flame effect.

About the versions of NO Full Throttle Flame, they are fully compatible to Pablo's new Cockpit sound mod.
But please copy 2x classfiles by your hands from Pablo's folder into my folder because of SASModAct loading priority.


Pablo's Chocks mod is also merged.
You can choose enabling it or not in conf.ini .
Its Catapult gear part is only early Beta stage. It needs more rework or fitting. Please not to claim it, I have many plans to update it.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 13/Jan/2017 [4.12]
Post by: taskf53 on January 13, 2017, 09:15:24 AM
Hello western0221.

412.2 ma 5.3 with only in the SAS:

! 00_WeaponsPack v1.3
! 00_WeaponsPack_Gen2016
! SAS Common Utils_109
!!!!_US_Marine_Aviation_Java_Pack 3.6.4
!!!!_US_Marine_Aviation_Pack v3.6 Beta
!_F16A&C_v5+Refuel 6
!SAS_Engine_2.7.2  no additional visual / sound effects version.
000_1956_Core_v1.33 +patch vega +Refuel 6
AH-1_Cobra
ILSTACANBeacons
InstantLog
MAPMODS
STD
XTD

Only one file 22164244D5800CDC (in Engine_2.7.2)

AV-8B, F-18 and also F-16:
The laser spot on the ground tracks the viewfinder in bad jerky way,it is very difficult to precisely aim the target.
The viewfinder dont follows the target when locked.

For me it was good for the tracking until Engine_2.7.1 2016 10 02.

With the F-16 v5 +refuel patch 6 when i use the drag chute in QMB the game freeze and i gate this:

(https://s29.postimg.cc/6miudmsav/2017_01_13_15_17_08.jpg) (https://postimg.cc/image/zc5qa9war/)

If i start a new mission in QMB with an other aircraft the drag chute is still there in the air:

(https://s29.postimg.cc/e2p3dau9j/2017_01_13_15_18_54.jpg) (https://postimg.cc/image/udp79m6r7/)
No problem with refuel patch 5.

Thanks for your HARD work.
Best regards.
Code: [Select]
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3do/plane/ChuteF16/mono.sim'
WARNING: object '3do/plane/ChuteF16/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/plane/ChuteF16/mono.sim
com.maddox.il2.engine.GObjException: Mesh 3do/plane/ChuteF16/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
at com.maddox.il2.objects.air.F_16C_B52.update(F_16C_B52.java:239)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1164)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3do/plane/ChuteF16/mono.sim'
WARNING: object '3do/plane/ChuteF16/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/plane/ChuteF16/mono.sim
com.maddox.il2.engine.GObjException: Mesh 3do/plane/ChuteF16/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
at com.maddox.il2.objects.air.F_16C_B52.update(F_16C_B52.java:239)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1164)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3do/plane/ChuteF16/mono.sim'
WARNING: object '3do/plane/ChuteF16/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/plane/ChuteF16/mono.sim
com.maddox.il2.engine.GObjException: Mesh 3do/plane/ChuteF16/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
at com.maddox.il2.objects.air.F_16C_B52.update(F_16C_B52.java:239)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1164)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3do/plane/ChuteF16/mono.sim'
WARNING: object '3do/plane/ChuteF16/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/plane/ChuteF16/mono.sim
com.maddox.il2.engine.GObjException: Mesh 3do/plane/ChuteF16/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
at com.maddox.il2.objects.air.F_16C_B52.update(F_16C_B52.java:239)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1164)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3do/plane/ChuteF16/mono.sim'
WARNING: object '3do/plane/ChuteF16/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/plane/ChuteF16/mono.sim
com.maddox.il2.engine.GObjException: Mesh 3do/plane/ChuteF16/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
at com.maddox.il2.objects.air.F_16C_B52.update(F_16C_B52.java:239)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1164)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3do/plane/ChuteF16/mono.sim'
WARNING: object '3do/plane/ChuteF16/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/plane/ChuteF16/mono.sim
com.maddox.il2.engine.GObjException: Mesh 3do/plane/ChuteF16/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
at com.maddox.il2.objects.air.F_16C_B52.update(F_16C_B52.java:239)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1164)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3do/plane/ChuteF16/mono.sim'
WARNING: object '3do/plane/ChuteF16/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/plane/ChuteF16/mono.sim
com.maddox.il2.engine.GObjException: Mesh 3do/plane/ChuteF16/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
at com.maddox.il2.objects.air.F_16C_B52.update(F_16C_B52.java:239)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1164)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3do/plane/ChuteF16/mono.sim'
WARNING: object '3do/plane/ChuteF16/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/plane/ChuteF16/mono.sim
com.maddox.il2.engine.GObjException: Mesh 3do/plane/ChuteF16/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
at com.maddox.il2.objects.air.F_16C_B52.update(F_16C_B52.java:239)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1164)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3do/plane/ChuteF16/mono.sim'
WARNING: object '3do/plane/ChuteF16/mono.sim' of class 'SIM' not loaded
INTERNAL ERROR: MeshObj: Can't load SIM 3do/plane/ChuteF16/mono.sim
com.maddox.il2.engine.GObjException: Mesh 3do/plane/ChuteF16/mono.sim not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.ActorMesh.setMesh(ActorMesh.java:72)
at com.maddox.il2.objects.air.F_16C_B52.update(F_16C_B52.java:239)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1164)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Interpolators destroying in invoked method 'tick'
com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
at com.maddox.il2.engine.Actor.destroy(Actor.java:777)
at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
at com.maddox.il2.objects.sounds.SndAircraft.destroy(SndAircraft.java:450)
at com.maddox.il2.objects.air.NetAircraft.destroy(NetAircraft.java:1879)
at com.maddox.il2.objects.air.Aircraft.destroy(Aircraft.java:2174)
at com.maddox.il2.objects.air.AircraftLH.destroy(AircraftLH.java:63)
at com.maddox.il2.engine.Engine.destroyListGameActors(Unknown Source)
at com.maddox.il2.engine.DrawEnvXY.resetGameClear(DrawEnvXY.java:746)
at com.maddox.il2.engine.Engine.resetGameClear(Unknown Source)
at com.maddox.il2.game.Main.resetGameClear(Main.java:131)
at com.maddox.il2.game.Main3D.resetGameClear(Main3D.java:2142)
at com.maddox.il2.game.Main.resetGame(Main.java:144)
at com.maddox.il2.game.Mission.clear(Mission.java:714)
at com.maddox.il2.game.Mission.destroy(Mission.java:675)
at com.maddox.il2.gui.GUISingleStat.doNext(GUISingleStat.java:47)
at com.maddox.il2.gui.GUIStat$DialogClient.notify(GUIStat.java:331)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
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:556)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Interpolators destroying in invoked method 'tick'
com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
at com.maddox.il2.engine.Actor.destroy(Actor.java:777)
at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
at com.maddox.il2.objects.sounds.SndAircraft.destroy(SndAircraft.java:450)
at com.maddox.il2.objects.air.NetAircraft.destroy(NetAircraft.java:1879)
at com.maddox.il2.objects.air.Aircraft.destroy(Aircraft.java:2174)
at com.maddox.il2.objects.air.AircraftLH.destroy(AircraftLH.java:63)
at com.maddox.il2.engine.Engine.destroyListGameActors(Unknown Source)
at com.maddox.il2.engine.InterpolateAdapter.resetGameClear(InterpolateAdapter.java:240)
at com.maddox.il2.engine.Engine.resetGameClear(Unknown Source)
at com.maddox.il2.game.Main.resetGameClear(Main.java:131)
at com.maddox.il2.game.Main3D.resetGameClear(Main3D.java:2142)
at com.maddox.il2.game.Main.resetGame(Main.java:144)
at com.maddox.il2.game.Mission.clear(Mission.java:714)
at com.maddox.il2.game.Mission.destroy(Mission.java:675)
at com.maddox.il2.gui.GUISingleStat.doNext(GUISingleStat.java:47)
at com.maddox.il2.gui.GUIStat$DialogClient.notify(GUIStat.java:331)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
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:556)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Interpolators destroying in invoked method 'tick'
com.maddox.il2.engine.ActorException: Interpolators destroying in invoked method 'tick'
at com.maddox.il2.engine.Interpolators.destroy(Interpolators.java:263)
at com.maddox.il2.engine.Actor.destroy(Actor.java:777)
at com.maddox.il2.engine.ActorMesh.destroy(ActorMesh.java:49)
at com.maddox.il2.engine.ActorHMesh.destroy(ActorHMesh.java:66)
at com.maddox.il2.objects.sounds.SndAircraft.destroy(SndAircraft.java:450)
at com.maddox.il2.objects.air.NetAircraft.destroy(NetAircraft.java:1879)
at com.maddox.il2.objects.air.Aircraft.destroy(Aircraft.java:2174)
at com.maddox.il2.objects.air.AircraftLH.destroy(AircraftLH.java:63)
at com.maddox.il2.engine.Engine.destroyListGameActors(Unknown Source)
at com.maddox.il2.engine.Engine.resetGameClear(Unknown Source)
at com.maddox.il2.game.Main.resetGameClear(Main.java:131)
at com.maddox.il2.game.Main3D.resetGameClear(Main3D.java:2142)
at com.maddox.il2.game.Main.resetGame(Main.java:144)
at com.maddox.il2.game.Mission.clear(Mission.java:714)
at com.maddox.il2.game.Mission.destroy(Mission.java:675)
at com.maddox.il2.gui.GUISingleStat.doNext(GUISingleStat.java:47)
at com.maddox.il2.gui.GUIStat$DialogClient.notify(GUIStat.java:331)
at com.maddox.gwindow.GWindow.notify(GWindow.java:144)
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:556)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[13 janv. 17 15:32:19] -------------- END log session -------------

Title: Re: SAS Engine MOD 2.7.2 western Full-pack 13/Jan/2017 [4.12]
Post by: taskf53 on January 13, 2017, 09:19:49 AM
SORRY for the log :(
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 13/Jan/2017 [4.12]
Post by: western0221 on January 13, 2017, 09:50:35 AM
Thanks, taskf53.

My fault of packaging Refuel patch6 and I re-upload patch7 in the 3rd post.
It fixes F-16 drag chute visual bug.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 13/Jan/2017 [4.12]
Post by: SAS~Gerax on January 13, 2017, 10:07:14 AM
SORRY for the log :(
repaired.  ;)
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 13~14/Jan/2017 [4.12]
Post by: western0221 on January 13, 2017, 10:45:55 PM
New BETA patch is released in my 1st post.

It adds +1 Rocket release mode "Ripple".
In pushing "Weapon Salvo Size" key, new mode series are here.
--> Pairs --> Ripple --> Salvo --> Single --> Pairs

In this new mode, selected rockets are fired continuously like Ripple till you'll release the rocket trigger.
It makes historical rocket attacking like in Vietnam.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan/2017 [4.12]
Post by: western0221 on January 16, 2017, 02:11:35 AM
Newer full package version is released in 1st and 2nd post.

It reverts catapult power calculation into one step older.
It's not perfect, not best .... but almost safe for all the jets in quick fixing.

F/A-18 and F-4, F9F2 are OK for taking-off from carrier catapults.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan/2017 [4.12]
Post by: Fly! on January 17, 2017, 02:02:03 PM
confused,,,I have 5.3 4,122m but no Toggle Rocket Release Mode in my Controls.

I do have Select Missile/Rocket 
               Weapon Salvo Size
               Weapon Release Delay
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan/2017 [4.12]
Post by: western0221 on January 17, 2017, 03:11:29 PM
confused,,,I have 5.3 4,122m but no Toggle Rocket Release Mode in my Controls.

I do have Select Missile/Rocket 
               Weapon Salvo Size
               Weapon Release Delay

Sorry. My text made confusing.
Its control name is "Weapon Salvo Size", today.

Perhaps I'll change those control names into 4.13.2m compatible styles in the (not so soon) future, though.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan/2017
Post by: Fly! on January 17, 2017, 05:53:28 PM
OK, got it! Very cool effect :)
Title: Re: SAS Engine MOD 2.7.2 western early-BETA patch 18/Jan/2017 [4.12]
Post by: western0221 on January 18, 2017, 02:21:06 AM
Now I post early-BETA patch to enable carriers' ILS in my Reply #3.
http://www.sas1946.com/main/index.php/topic,52489.msg571157.html#msg571157

Here is early-BETA patch for testing.
Not stable, Not enough tested.

Patching on one of 1st - 2nd posts' full package.


Today's update contents.
- Ready for carriers' ILS.
  Special maid carriers can send ILS radio signal to modern Jets like F-4 or F/A-18.

I'll post a patch of FS Clemenceau using this new function in her original topic.
http://www.sas1946.com/main/index.php/topic,23336.0.html

Yes. Angled deck is expected.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan/2017 [4.12]
Post by: karo on January 19, 2017, 05:25:26 AM
I love this SAS Engine MOD Guys! :) I can't even imagine to fly without it :) 
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16-21/Jan/2017 [4.12]
Post by: western0221 on January 20, 2017, 09:27:59 PM
"Patch of Less verbose FM loading log" is released in my 1st / 2nd post.

It is helped by Mike!

This patch may work as shorten loading time for B.A.T. or heavy modded game.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16-21/Jan/2017 [4.12]
Post by: western0221 on January 26, 2017, 07:17:36 AM
Once I've fixed the bug of Locking up Bomb select function at the time a chosen bomb becomes empty.

I'll look into it after, not soon.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16-21/Jan/2017 [4.12]
Post by: Mopat on January 30, 2017, 06:40:04 AM
Guys, have anybody this Engine Mod together with Ki-67 and 109 from ten10?
And if have, the mentioned two plane are visible? I will check my logfile ;)
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16-21/Jan/2017 [4.12]
Post by: PhantomII on January 30, 2017, 09:34:05 AM
Hi Mopat, I have both of these planes visible and flying in my heavily modded 4.12 install in their latest versions with the latest engine mod patch.
(https://s23.postimg.cc/k1vxvhf2z/2017_01_30_16_29_31.jpg) (https://postimg.cc/image/rumlngl1z/)

(https://s28.postimg.cc/wxd63jict/2017_01_30_16_30_30.jpg) (https://postimg.cc/image/i1emvy6y1/)
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16-21/Jan/2017 [4.12]
Post by: Mopat on January 30, 2017, 01:26:43 PM
THX for fast reply, so, not related to engine mod. Logfile are in the twins section...
Any other plane, together with new jets like IL-28, F-5, F-84s are seems good.
Very honorable efforts with this engine mod!
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16-21/Jan/2017 [4.12]
Post by: max_thehitman on February 03, 2017, 10:53:27 PM
THANK YOU Western0221 !  8)
I have installed your package into the VP-Modpack for game version 4.12 and
everything is working good.
 I have not found any problems yet, so it is good news!


Cheers!
Kampai!
(http://www.buzzhourly.com/wp-content/uploads/2015/09/sake5.jpg)

Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan-04/Feb/2017 [4.12]
Post by: western0221 on February 04, 2017, 07:27:47 AM
New patch 04th/Feb./2017 is released in 1st - 2nd posts.

A small small change in catapult force calculating.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan-06/Feb/2017 [4.12]
Post by: western0221 on February 05, 2017, 10:10:56 PM
New patch 06th/Feb./2017 is released in 1st - 2nd posts.

This patch fixes OutOfBounce crashing in Supersonic.class, so Highly recommended to apply.
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan-06/Feb/2017 [4.12]
Post by: SAS~Gerax on February 06, 2017, 01:26:00 AM
New patch 06th/Feb./2017 is released in 1st - 2nd posts.

should this patch overwrite EngMod_20170116 including patch_20170204
or overwrite EngMod_20170116  without patch_20170204?

and should ILS patch_20170118 overwrite EngMOd20170116 including patch_20170206?

Sometimes it becomes hard to understand the instructions..  ;)
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan-06/Feb/2017 [4.12]
Post by: western0221 on February 06, 2017, 01:41:08 AM
Ah....

Without BETA patch, it's simple.
- Full package 16/Jan/2016 ---> patch 06/Feb/2016
When you've installed some patches (not BETA) released between those versions,
OK only overwriting patch 06/Feb/2016.


With BETA patch, a bit complicated.
No bug is reported about ILS BETA patch, so I'll merge BETA contents into stable one release.
Before next full package release, please install ILS BETA version as this.
- Full package 16/Jan/2016 ---> BETA patch 18/Jan/2016 ---> patch 06/Feb/2016
When you've installed "BETA patch 18/Jan/2016" and it works OK,
only overwriting patch 06/Feb/2016 (maybe....).
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan-06/Feb/2017 [4.12]
Post by: SAS~Gerax on February 06, 2017, 02:51:29 AM
many thanks Wes, now I fully understand how to do the patches.  ;)
Title: Re: SAS Engine MOD 2.7.2 western Full-pack 16/Jan-06/Feb/2017 [4.12]
Post by: taskf53 on February 06, 2017, 04:16:08 PM
Quote
Full package 16/Jan/2016 ---> BETA patch 18/Jan/2016 ---> patch 06/Feb/2016

Thanks  western0221 all works very good now in my 412.2 ma 5.3.

After several hours of testing I did not find any problem,no more FPS issues with BHR and ILS.

Best regards.
Title: Re: SAS Engine MOD 2.7.3 western(Beta) Full-pack 08/Feb/2017 [4.12]
Post by: western0221 on February 08, 2017, 10:31:12 AM
SAS Engine MOD 2.7.3 western(Beta) Full-pack is released in 1st - 2nd post.

Fixing old version bugs
- Variable Geometry wing Inc - Dec keys sometimes make missing own current position. (fixed 08/Feb./2017)

New feature
- Cockpit compass can follow Carrier's ILS or TACAN when she has its station (18/Jan/2017)
- Additional control keys for Formation lights and Anti-Collision lights for future mod Jets (08/Feb/2017)
- All modded Control names and HUD informations use standard i18n/ multi language system (08/Feb/2017)
- Variable Geometry Wing can be FBW controlled and made virtual switch control (08/Feb/2017)
- When VG Wing function is borrowed as nozzle control on V/STOL Jets, HUD texts are changed into Nozzle ones (08/Feb/2017)


New version (Full pack and updating patch) AV-8B+ and Yak-36 /SMF using new HUD text are available in each topics.


Now I need someone will check i18n/ multi language hud_log.properties and controls.properties files there words are correct.
Title: Re: SAS Engine MOD 2.7.3 western(Beta) Full-pack 08/Feb/2017 [4.12]
Post by: SAS~Gerax on February 08, 2017, 11:59:03 AM
many thanks Wes, first short test is OK. means: no CTD..  ;D
 ;)
Title: Re: SAS Engine MOD 2.7.3 western(Beta) Full-pack 08/Feb/2017 [4.12]
Post by: western0221 on February 08, 2017, 06:48:02 PM
What about the "Patch of Less verbose FM loading log" ?

That was requested for B.A.T.

When many modded planes installed, Diff FM loading log becomes too too long like 400 lines or 600 lines before a mission begins. And it makes hard to search crashing true reason line to show on the forum when a player faces a problem.
Mike's new Less verbose FM loading log function works as suppressing that log writing out controlled in conf.ini setting line each players' favor.
Title: Re: SAS Engine MOD 2.7.3 western(Beta) Full-pack 08/Feb/2017 [4.12]
Post by: western0221 on February 09, 2017, 03:17:51 AM
AAARGH  o_O You are moving too fast.

 8)

More new bugfix patch is released in 1st - 2nd post.
Quote
++ Recover (long time missing) G-Suite function patch for 2.7.3w
Please apply it.
Title: Re: SAS Engine MOD 2.7.3 western(Beta) Full-pack 08/Feb/2017 [4.12]
Post by: western0221 on February 09, 2017, 04:00:04 AM
More new bugfix patch is released in 1st - 2nd post.
Quote
++ Recover (long time missing) G-Suite function patch for 2.7.3w
Please apply it.

Sorry.
This patch makes another bad side effect bug, Jets explodes in mission starting.
I'll check and re-upload newer patch soon.
Title: Re: SAS Engine MOD 2.7.3 western(Beta) Full-pack 09 - 08/Feb/2017 [4.12]
Post by: western0221 on February 11, 2017, 05:35:20 AM
Perhaps ..... 2.7.3w released in 09-08/Feb is safe.

Some planes' exploding might come from each planes' FM or Java codes use bad manners.

2.7.3w changes some modded key names into i18n/ multi language style.
Because of it, their old key assigns are lost. You have to assign again.
Title: Re: SAS Engine MOD 2.7.3 western(Beta) Full-pack 09 - 08/Feb/2017 [4.12]
Post by: western0221 on February 13, 2017, 02:59:27 AM
New Refuel_patch8 is releasead in 3rd (Reply#2) post.

Limited feature on 13th/Feb./2017:
 - F-100's Gear Damage FX code is once omitted till unsafe "static" problem will be solved.


That patch makes not to use unsafe "static" fields for variable values in each classes of F-100, F-105, F-16.
It may avoid mysterious exploding in mission starting time.


F/A-18C/D and AV-8B+'s USMC Aviation pack is also updated to v3.7 Beta in its own release topic.
Title: Re: SAS Engine MOD 2.7.3 western(Beta) Full-pack 18/Feb/2017 [4.12]
Post by: western0221 on February 18, 2017, 06:25:40 PM
SAS Engine MOD 2.7.3 western(Beta) Full-pack 18/Feb/2017 is released in my 1st ~ 2nd post.

Old classfiles of Laser targeting, Radar targeting have serious unsafe problem.
I fix them in 2.7.3w on 18/Feb/2017 , but when old classfiles are rest in your game folder, they continue to make danger problems. Please delete these three classfiles from your game folder by yourself.
 1BA17EC2269DE08A , B7210FEA03EED97A , E0E67F32DBEC4160
When you've installed those mod Jets folders, they may have them inside.
"! 00_WeaponsPack" , "!_F16A&C" , "L-39 pack" , "Su-25" or other I don't know.

About "! 00_WeaponsPack_Gen2016" and "!!!!_US_Marine_Aviation_Java_Pack" , please once delete and clean install latest versions (at least 18th/Feb./2017 ones).

But after this operation, perhaps those L-39 or Su-25 will become crashing or non-functional about Laser targeting weapons.
If so ..... their side updates will be needed to make safer.

Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 03/Mar/2017 [4.12]
Post by: western0221 on March 02, 2017, 04:45:51 PM
Small update patch 03rd/Mar./2017 is released in 1st - 2nd posts.

- Catapult disarming in reaching enough speed.
- Jet exhaust white smoke effect's odd visual.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 03/Mar/2017 [4.12]
Post by: Hubberranz on March 06, 2017, 09:24:23 AM
THKs  western0221    Fw-189A and G1 now OK.

Using 412,2 SAS modact 5,3; heavily modded; tried 2.7.3w+flames+patch but having trouble with all planes on catapults, success zero.
catapultPower     22
catapultPowerJets 35
... all planes I tried ditch: A-1,A-4,A-4M, F2H, Seahawk, all had default loadout selected.
... continuing testing planes and install... A-7 big total game lock/session had to be ended; don't make sence of the huge log on loop.
F2A2 barely made it; F9F2 ditch; F4J ditch..
catapult are sluggish and have no power even at 35... BonaventureCV2 and Entrepid 1970 tested.

Safe to say I've lost all  power in catapult no matter the plane, era, or up to date of planes... Behavior restored EZ with 2,7.1 back on.

update
Quote
Known bugs waiting fixed
- Player cannot use full Autopilot carrier catapult launching. After jumped-to the catapult by Autopilot, Player has to disable Autopilot and release Chocks by manual.
... does eliminate the "on auto-pilot" dreaded catapult slow-motion ...

 Still no absolute success: I barely got Panther and Cougar off the waves default loadout, Entrepid/35, same for wingman; but with loadoust 6HVAR rockets or 2x500lbs: they ditch big time both.
 The method seems to work lot better with the F4 series and their loadouts, ( those I did try... ) +AI  on Entrepid/jetpower35

will try 2.7.2w... check that  then wait bug resolved...

Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 03/Mar/2017 [4.12]
Post by: western0221 on March 10, 2017, 06:06:21 PM
Now I'm busy and cannot to touch Engine MOD again.

I'll be able to come back next week and try to tune pushing power again.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: western0221 on March 11, 2017, 10:31:31 PM
New patch is released in 1st - 2nd posts.

It may help carrier take-off about F9F2.



The problem of using Autopilot in carrier taking-off is not solved.
I try to get detailed log how calculate pushing force and watch acceleration , comparing pure AI or pure player ..... but no success to figure out why Autopilot cannot get good acceleration by catapults.
Some mysterious braking power is given.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: Hubberranz on March 12, 2017, 07:17:07 AM
THKs Will try that one.  8)

update: Youch ! Big difference ... tested F6F2 6xHVAR on Entrepid1970/ catapult power 35.
                                                 ...      F6F9 2x 1000lbs on Entrepid1970/35.
                                                 ...      F2H3 2x500lbs+6HVAR E on Entrepid1970/35.
                                                 ...      F2H3 2x500lbs+6HVAR E on Bonaventure CV2/35.
                                          and  ...      F2H3 2x500lbs+6HVAR E on Bonaventure CV1/25.

THK you so much   :-*   ( manual roll to Catapult Method now works very well ! )
SAS_Engine_2.7.3w_full_20170312_FullThrottleFlame
412.2m SAS 5.3

update:  this was F2H3 V2 .   I will have to try new release today of F2H3 by 4S_Vega.  Done.               
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: sa_475th_Chaney on March 13, 2017, 05:08:35 AM
Is there going to be an update for BAT to fix all this? Sheeeeeesh! Sure is a lot to implement in BAT. I haven't even got to using catapults or jets yet.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: Hartmann84 on March 18, 2017, 03:57:21 PM
Hello, I do not know what topic to contact, but I ran into this problem, on the Yak-7B Late, the flame from the engine is not coming from the nozzles on the below, someone may have encountered a similar problem or know how to solve it.
(http://images.vfl.ru/ii/1489874097/f67de82f/16511592_m.png) (http://vfl.ru/fotos/f67de82f16511592.html)
Sorry for Google translator.
Sincerely, Hartmann84
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017
Post by: SAS~Bombsaway on March 18, 2017, 04:10:10 PM
What version are you running? VP, Bat?
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: Hartmann84 on March 18, 2017, 10:57:50 PM
I use HSFX 7.0.3 and VP, the problem is both there and there
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017
Post by: DONAGHY on March 24, 2017, 08:01:55 AM
All your work is very nice, your planes are very nice and it is a great boon to the community but to be honest downloading this, that and the other is getting tedious now. Everyone is not as computer savvy as some. I have tried this for days and still cannot get the jets to actually go forward on an aircraft carrier, all the want to do is reverse off the edge.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: PhantomII on March 25, 2017, 03:07:11 PM
Hello Donaghy, I have tested 12 different carriers in my custom 4.12 install JTW Navy trials with Engine mod 2.7.3w full 20170218 + 20170312 patch and the only one I could find that launches backwards is the HMS Illustrious. Which carriers are you referring to?

These are the carriers I tested:
Essexcv9_1960
Hancockcv19_1968
Hornetcv12_1970
Intrepidcv11_1970
Kearsargecv33_1965
Oriskanycv34_1970
Nimitz cvn68
BoxerCV21
Colossus
Clemenceau
Argentine
Hms Illustrious

Edit: I checked my catapult ini and noticed that the Illustrious did not have a line for jets so I added "catapultPowerJets  22" and now it launches forward. :)

Hope this helps.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: Koty on March 26, 2017, 07:31:04 AM
Western, could you have a look into the FMB section of the code and rise the date level up to some higher value? It's currently 1960 only :|
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: western0221 on March 26, 2017, 07:53:28 AM
Western, could you have a look into the FMB section of the code and rise the date level up to some higher value? It's currently 1960 only :|

Koty, I 100% agree your request.

But mission year scope maybe not limited in FMB class.
QMB and Single mission and other mission load / save classes may also use it, I don't know their total view.
And so .... considering how to avoid conflicting with Pablo's Mission Combo Pro.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: lt_eurofighter on March 27, 2017, 08:57:37 AM
Dear creater of the engine mod, please kindly help me. I patched this up upon my VP mod, and I changed the name of the enging mod folder (!  Enging Mod) so that it loads first. But all the jets (from Me-262 to F-86) are being launched backwards from the catapult of all CV and CVE. Any clue about what could possibly go wrong?

Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: PhantomII on March 27, 2017, 10:45:01 AM
Hello It_eurofighter, I am not the creator of the engine mod but I may be able to help. The CV's and CVE's don't have a line in the catapult ini for jets and I think this causes them to launch backwards. I just added these lines to the EssexCV9 and the ShamrockBayCVE84 in the catapult ini and both of them now launch forwards.

catapultPower     22
catapultPowerJets 35
bSteamCatapult 1

Try this and see if it helps.It worked for me. :)
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 18/Feb - 12/Mar/2017 [4.12]
Post by: lt_eurofighter on March 27, 2017, 11:05:37 AM
It works! It works! It works!!! Bravo
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: western0221 on April 03, 2017, 11:15:31 AM
New full pack is released in 1st - 2nd posts.

Fixing Controls setting menu Typo (RADER ---> RADAR)
Containing new multi language i18n files French / German / Russian.

"Toggle Radar Mode" key setting is flashed in this version. You have to re-set it in Controls window.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: Hubberranz on April 03, 2017, 11:57:35 AM
Hi Western. Thanks for all your hard work. Unrelated to your newest patch...

Question for U:
I noticed that friendly Beacons and Radio stations don't work when a friendly aircraft carrier is present in a mission ( cause carriers have their own radio-nav system... )
Same mission, flown from enemy side has access to Radio and beacons normally. Is there a way to turn off Carrier nav and restore normal beacons/radios when carrier is present  ?
( I was thinking conf.ini, controls, a particular classfile being responsible, or whatever might be the way to do it... )
I thought a "neutral carrier" would do the job,    but there is no such thing, only RED and BLUE...  > ..still true for chiefs.
Sometimes carriers are just there to be cosmetic activity, but that screws up normal beacons.

Little update: managed to make a stationary carrier neutral ( = 0 ; it can be use for take-off ); but it's a hostile ship  :P , so I put it to sleep for a long while...
 and Beacons are back red side. Hope blue side can attack it; wont defend itself of course, it's asleep.: some AA will be required. Chief friendly carriers are still an issue...
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: Hubberranz on April 05, 2017, 12:23:15 AM
(https://www.mediafire.com/convkey/6b44/eki7bhk1295q1137g.jpg) (https://www.mediafire.com/view/?eki7bhk1295q113)
Here is a white sleeping Arc...  "would be nice to control YE on/off in a mission"... so far no success with chiefs... new eng.mod 20170403...
..damage to red Meteor done earlier by blue side; ..now in RTB.
 Note the 3 red Fulmars "fuel 0"  on deck; two SW2 took off with bombs/flares + 2 Fulmars with fuel tank; catapult strength 14 raised to 16: to avoid a seawall in front ( ..that needs 15 ).


Beacon Radio is  ON.     ( because it's not a "friendly" ship ! ) .. any more IDEAS/solutions ?
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: SAS~Gerax on April 12, 2017, 02:02:34 PM
Western, please do not forget to have a eye on this (F-100 refuel):
http://www.sas1946.com/main/index.php/topic,53330.msg595126.html#msg595126

Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: western0221 on April 13, 2017, 11:49:04 AM
Hello Western, I have now upgraded all the jet airplanes which I needed to upgrade from your and Vegas updates.
but
I keep getting a 20% crash using your latest SAS Engine MOD 2.7.3 w Full-pack 03/Apr/2017
with no additional effects added.

I seem to have a "TypeLaserSpotter" missing (?)
Game keeps crashing and I have already checked and deleted all files which you suggest to remove that may cause a crash.

What you suggest I do next?

Hashed filename of "TypeLaserSpotter.class" is "1BA17EC2269DE08A".

It maybe contained in Engine MOD folder of ver 03rd/Apr./2017 .... ?
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: SAS~Gerax on April 13, 2017, 02:36:42 PM
Just a guess:
Max, did you what is adviced in 1st post?:

Quote
Please delete these three classfiles from your game folder by yourself before installing Engine MOD.
 1BA17EC2269DE08A , B7210FEA03EED97A , E0E67F32DBEC4160
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: max_thehitman on April 16, 2017, 04:47:38 PM
I have deleted my posts from here because it is not the fault of this Engine-mod package,
this engine mod is working good,
but
the big error I was having , was coming from the recent addition to my game of the US_Marines_Aviation pack (F-18 + AV-8B),
which is causing alot of crashes in my game.
So I have removed that new version and re-installed the old version I was using and everything
is working as it should.
So the problem is NOT with this Engine Mod  :) I am happy to say.


Take note = The US_MArine Aviation Pack for the F-18 Hornet + AV-8B HarrierII is going through
a big upgrade and many tests must be done.
So it may also cause some problems with your game. It needs more testing.
Dont panic.



Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: mikojan3 on April 17, 2017, 06:42:50 AM
i had problem with all version ,the sim worked few minutes and crashes , i must reboot few minutes and crashes with all missions , the just version without problems for my bat installation is the old version jceffect western patch installed in the old cup, i have extracted the sas engine in this folder and worked very fine with all effect that i love, i don t know the version of this one but worked very fine with beautifull effect the same version worked very very fine in vpmedia i don t understand what is the problem i have tested all without classfile but not change the situation .
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: max_thehitman on April 17, 2017, 07:10:43 AM
In my VP-Modpack I am using this version.... which for my game is more stable

! 00_SAS Common Utils_v1.09_13042017
! 00_US_JetCockpitCommonMaterials_19032017
! 01_SAS_EngineMod2.7.3wNoadditionaleffects_03042017 .... (Which I instaled in 03-04-2017) + Simple Engine MOD 2.7.3w , no additional visual / sound effects version.
! 02_WeaponsPack_Generation_19032017_withpatch
! 03_Vegas_WeaponsPack_v1.3_23092016

Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: mikojan3 on April 17, 2017, 08:09:01 AM
ahhhh maybe is this my error grr, because i have renamed the original engine mod with (-) and i have just the patch of western shit ,uff say me this 2 engine mod and engine mod western patch i must have togheter or what?
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: western0221 on April 17, 2017, 08:23:18 AM
Now this topic releases not a patch, but a full package.

Sometimes I release patches applying on my full package one version previous, though.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: mikojan3 on April 17, 2017, 09:25:53 AM
thanxs for the reply western :P :P. i have just your full package in my bat dropped in folder waw2  but worked only few minute and crashed, but if i have the old package of cup  in jceffect worked very fine, i don t know why i have this effect with the new package .i have tested 2.72 -2.73 but i have the same situation crash later few minutes.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 19/Apr/2017 [4.12]
Post by: western0221 on April 20, 2017, 04:01:10 AM
New full package is in 1st - 2nd posts.

Fixing DiffFM loading bug, with big help of SAS~Storebror.
Aircrafts no more explode in 2nd / 3rd mission starting.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: max_thehitman on April 20, 2017, 05:55:01 AM
thanxs for the reply western :P :P. i have just your full package in my bat dropped in folder waw2  but worked only few minute and crashed, but if i have the old package of cup  in jceffect worked very fine, i don t know why i have this effect with the new package .i have tested 2.72 -2.73 but i have the same situation crash later few minutes.

Mikojan3, may I suggest for you to name these important folders the way I named mine for my game.
I added the words   ! 00_   and then the name of the mod-pack, and then the date I have installed them so I can
keep track of how recent the package was made.
Example = ! 00_US_JetCockpitCommonMaterials_19032017
See also my post on Reply #162

This way they will be loaded in first order as the game starts. These will not effect other airplane mods, but only
the modern jets which need these packs for them to work.

I am not sure how BAT is put together, since I am still using the VP-Modpack for game version 4.12 (but with
alot of new mods) but you could test it in your game and see if this works.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Thank you Western and also SAS~Storebror  for the new upgrade.


Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 19/Apr/2017 [4.12]
Post by: PhantomII on April 20, 2017, 06:19:28 PM
Thanks Western and SAS~Storebror for the new engine mod. All problems with the black screen and loud engine noise on the Ju-88's and the Ki-67 have disappeared.
Your work is very much appreciated.
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 19/Apr/2017 [4.12]
Post by: KingTiger503 on April 20, 2017, 07:44:12 PM
All the Planes are working functionality, no problems at all.

Thanks
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 19/Apr/2017 [4.12]
Post by: SAS~Storebror on April 21, 2017, 12:41:17 AM
Cheers for the successful release western 8)
Title: Re: SAS Engine MOD 2.7.3 western & JC's Merge Effect (Beta) Full-pack 03/Apr/2017 [4.12]
Post by: mikojan3 on April 22, 2017, 03:52:52 PM
Mikojan3, may I suggest for you to name these important folders the way I named mine for my game.
.....

ok thanxs max i want test this later. i have not tested with twoo 00 hmm but much appreciated your help
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 16/May/2017 [4.12]
Post by: western0221 on May 16, 2017, 09:19:10 AM
New SAS Engine MOD 2.7.4 western is available in 1st post.

New USMC Aviation pack (F/A-18C/D and AV-8B+) pre V4.0 16th/May/2017 uses its and Weapon pack Generation 2016-ii new Laser and Missile code combination to make more realistic targeting on the ground.

But multiple missile selection and AI decision are still much buggy.
Solving it needs more long time and need waiting major version up 2.8 .
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 16/May/2017
Post by: Fly! on May 16, 2017, 03:25:26 PM
Thanks a lot western. Appreciate all the work you have done :)
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 16/May/2017 [4.12]
Post by: Miki Akegami on May 27, 2017, 06:30:18 PM
I have a serious problem about Catapult.

When I use catapult by jets, Jets always go back.
I assumed that jets catapult effected back.
When I use propeller aircrafts, catapult acts rightly.
I thought that conflict occurred in my mod folder.
However, my mod folders are

! 00_WeaponsPack
! 00_WeaponsPack_Gen2016_ii
! SAS Common Utils
!!!!_US_Marine_Aviation_Java_Pack
!!!!_US_Marine_Aviation_Pack
!SAS_Engine_Mod_MergeEffects_20151031R
000_1956_Core_v13
00_PAL-VisualMOD8-v4122
24Bit Skins
F-16 Pack
FOVMod
InstantLog
MAPMODS
STD
XTD

with SAS modact 5.3 latest.
I don't know why problem happen.



Problem movie below
https://www.youtube.com/watch?v=06OVPexGbuE&feature=youtu.be
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 16/May/2017 [4.12]
Post by: KingTiger503 on May 27, 2017, 08:08:32 PM
Catapult backfire
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 16/May/2017 [4.12]
Post by: PhantomII on May 27, 2017, 08:55:03 PM
I have a serious problem about Catapult.

NO FULL QUOTES !!!


Hey Miki, try this and see if it helps:
Reply#1
http://www.sas1946.com/main/index.php/topic,54416.msg591838.html#msg591838
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 16/May/2017 [4.12]
Post by: Miki Akegami on May 30, 2017, 05:58:30 AM
Phantom II, thank you for answering my question!!

I read Reply #1,"go to your catapult files, search the carrier name you are trying to take off, see the values of the catapult jet  and replace the values to something higher."

In this sentence, what is "the values of the catapult jet"??
I opened Catapults.ini in !SAS_Engine_Mod_MergeEffects_20151031R

However, I didn't know Reply #1 meanings.......
And I didn't know how to "replace the values to something higher"....

Please tell me.....

Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 16/May/2017 [4.12]
Post by: Miki Akegami on May 30, 2017, 06:58:13 AM
I solved Catapult Problem!!!!!

First, Catapult works by 6 files

0CB3F1BCB9DB0050
2A0BC4B8216AA6A4
9EE807369FED1864
24A9459A668293DE
96F4C2FA0F2B0FD0
EEBBE344D2C2A05A

They were made on Feb.9
They affect Catapult.

They about my problem were 3 files!!!!

2A0BC4B8216AA6A4
9EE807369FED1864
24A9459A668293DE

in Engine Mod 2.7.3 and Engine Mod 2.7.4!!!!!

So, I replaced from 6 files in 2.7.4 to them in 2.7.2!
2.7.2 files were made on January.

When only three files are changed, I crashed.
So, when I repaired it, I changed all 6 files!!!

I have good Catapult time!!!
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 16/May/2017 [4.12]
Post by: western0221 on June 01, 2017, 03:11:04 AM
I have a serious problem about Catapult.

When I use catapult by jets, Jets always go back.
I assumed that jets catapult effected back.

This bug is fixed in 1st post.


By the way, Catapults.ini system and its each entries simulates historical catapults' developments.
WWII time catapults like stock Essex and Intrepid, were very low power hydraulic. Absolutely impossible to launch modern heavy jets like F-4 or F/A-18.
Korean War time their power was increased, but not satisfied.
After it, steam catapult was made into practical use with middle power --- still not enough power , 1950s early Essex SCB-125 were.
Modern powerful steam catapult came in middle 1960s.

So, when you change Catapults.ini values, it may affect their behavior into "Fun Game" instead of "Real Simulator".
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: western0221 on June 04, 2017, 08:36:06 AM
New Engine MOD 2.7.4w full package is in 1st - 2nd posts.

Additional flightmodel values about modern Jets flaps with AI Landing operation updates.
Modern Jets' flap down timing is made earlier following historical operations.
Modern Jets' AI makes Nav Lights (and Anti-collision lights if having) turning-On on the landing Downwind-Leg and Go-around; stock game is only Final approach.
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017
Post by: redfox on June 05, 2017, 01:36:46 AM
Having a problem with AI landing using MergeEffects_20151031R_Engine_2.7.4w_full_20170604_FullThrottleFlame with 4.12 with SAS ModAct 5.30.

Tried 2 different a/c on South Vietnam map.

A-10A just circles and refuses to land.

F-4S crashes on final approach.

Install 20170516 version and both a/c land successfully with AI.

Cheers - Redfox
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: western0221 on June 05, 2017, 02:23:30 AM
I think those Jets' flightmodels or classfiles had hidden bad problems, and those bad ones are made manifested in Engine MOD updating.

Like too low in-historical VMin value, not enough tuned flap effect, not build good airbrake using.
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017
Post by: redfox on June 05, 2017, 02:45:20 AM
Thanks Western0221.

Should have tried more a/c. I will when I get some time.

Cheers - Redfox
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: Mopat on June 06, 2017, 11:29:11 PM
Good morning, guys!
An interesting problem occured. PrintCompassHeading bug in an aircraft, Mig-21 pack.
As i know, this problem is related to a classfile:B3EDC23283B5A57E. (and possible not only Mig-21, but every plane using printCompassHeading)
But this classfile are already in the latest engine mod! Also in the 2.7.3.
Theoretically, if you deleted the mentioned classfile, printCompassHeading problem are gone. But i think engine mod need this classfile.
So, i know, my Migs working before, but after testing new jets with new engine mods, working Mig-21s are lost somewhere in time. Only works as AI.
Anybody else have this problem? 4.12.2 modact 5.3 game, 2.7.4 latest, Mig-21 pack 3 latest.
Thanks any answer!
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: western0221 on June 07, 2017, 12:24:19 AM
Good morning, guys!
An interesting problem occured. PrintCompassHeading bug in an aircraft, Mig-21 pack.
As i know, this problem is related to a classfile:B3EDC23283B5A57E. (and possible not only Mig-21, but every plane using printCompassHeading)
But this classfile are already in the latest engine mod! Also in the 2.7.3.
Theoretically, if you deleted the mentioned classfile, printCompassHeading problem are gone. But i think engine mod need this classfile.
So, i know, my Migs working before, but after testing new jets with new engine mods, working Mig-21s are lost somewhere in time. Only works as AI.
Anybody else have this problem? 4.12.2 modact 5.3 game, 2.7.4 latest, Mig-21 pack 3 latest.
Thanks any answer!

In my game with 2.7.4w latest, all MiG-21s can fly I'm sitting in their cockpits.
No CompassHeading crashing.

Is the version of MiG-21 you've installed fully compatible to 4.12.2m game ?
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: Mopat on June 07, 2017, 02:39:17 AM
A have this Mig-21 version:
http://www.sas1946.com/main/index.php/topic,48609.24.html
So, pack 3b. Interesting, that first post says about 2.7.1 engine mod...Long time ago...
Still 21 pack problem?
Post here my log, Western? (Already in Mig-21 forum).
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: Mopat on June 08, 2017, 12:57:15 AM
Good morning, guys!
Interesting news. Last Mig-21 pack are back to life-together with other planes. So, at least 2.7.3 are have full compatibility!
Removing my last insttalled mods, problem are gone! Possible candidates:
-An double classfile found in the F-16 pack, due to pack reloading. My fault.
-A-10 warthog, new F-100 and its dependencies-arms US 60s and barometric/hidrostatic fuses.
Need further testing, what are the source of the problems. ;D
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: Mopat on June 10, 2017, 12:49:21 AM
And the winner is:
barometric/hidrostatic fuses! :D
Without this, everything is OK!
Maybe a wrong line in the i18n directory...
So, your pack is fine, western!
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: PhantomII on June 10, 2017, 10:48:51 PM
No problem with the Mig-21 unified pack here either. Have the latest Engine mod 2.7.4 with weapons pack 1.3 and Gen 16-ii weapons. Also have barometric fuses mod with _armsUS_60s and _armsUS_WW2 weapons. Don't have have the printcompassheading bug either.
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: Mopat on June 17, 2017, 02:50:37 AM
Thx, Phantom II. How many file are present in your fuze directory? I think 1 or 2 are missed from my one...
Western, i have a question. AI opponents sometimes uses flares, sometimes not. More clearly, F-18s and A-4 skyhawks uses flares to dodge my heat-seeking missiles, but F-16s, F-4s dont.(Same weapon configuration as the AI, i have flares, and flares are working...) These things are engine mod related, or related to each individual plane pack?
THX
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: PhantomII on June 17, 2017, 12:10:07 PM
Hi Mopat, according to properties it is: size on disk=22.4MB, 99 files & 14 folders.
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: western0221 on June 19, 2017, 01:14:23 PM
Western, i have a question. AI opponents sometimes uses flares, sometimes not. More clearly, F-18s and A-4 skyhawks uses flares to dodge my heat-seeking missiles, but F-16s, F-4s dont.(Same weapon configuration as the AI, i have flares, and flares are working...) These things are engine mod related, or related to each individual plane pack?
THX

That function code is written in each individual aircraft classfiles.
At least released in 2016 or earlier ones had same bug almost not to work.

First solution to the public is my new F/A-18C/D and AV-8B+ , next A-4E/F/M sas ver in this spring.
I changed AI countermeasure codes drastic.
Other Jets are not mine. If the author used old bug codes, they have bug ---- not work.
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: Mopat on June 20, 2017, 12:50:51 PM
THX, both you guys! :)
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: steven197106 on June 24, 2017, 07:18:12 PM
keep getting CTD with engine mod 2.7.4.
Code: [Select]
m)
##### House without collision (3do/Buildings/46/Trench3/live.sim)
##### House without collision (3do/Buildings/46/Trench5/live.sim)
##### House without collision (3do/Buildings/46/Trench4/live.sim)
##### House without collision (3do/Buildings/46/Trench8/live.sim)
##### House without collision (3do/Buildings/England/jetty6/live.sim)
##### House without collision (3do/Buildings/England/jetty5/live.sim)
##### House without collision (3do/Trains/PRVZb_B/body.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Buildings/England/jetty3/live.sim)
##### House without collision (3do/Buildings/England/signpost/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 1e+015 -> 1e+006 (delta = -1e+015) to Range 0..1e+006
INTERNAL ERROR: Str2FloatClamp() - Clamped 1e+015 -> 1e+006 (delta = -1e+015) to Range 0..1e+006
INTERNAL ERROR: Str2FloatClamp() - Clamped 1e+015 -> 1e+006 (delta = -1e+015) to Range 0..1e+006
INTERNAL ERROR: Str2FloatClamp() - Clamped 1e+015 -> 1e+006 (delta = -1e+015) to Range 0..1e+006
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-105D/f105d_KORAT-AB.bmp s1=3DO/Plane/F-105D/summer s2=PaintSchemes/Cache/1237941847270515533
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-105D/f105d_KORAT-AB.bmp s1=3DO/Plane/F-105D/summer s2=PaintSchemes/Cache/1237941847270515533
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-105D/f105d_KORAT-AB.bmp s1=3DO/Plane/F-105D/summer s2=PaintSchemes/Cache/1237941847270515533
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-105D/f105d_KORAT-AB.bmp s1=3DO/Plane/F-105D/summer s2=PaintSchemes/Cache/1237941847270515533
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-100D/309th TFS Tuy Hoa AB 1970.bmp s1=3DO/Plane/F-100D(Multi1)/summer s2=PaintSchemes/Cache/-8202303320254410828
##### House without collision (3do/buildings/airfield/USAAFMechanic2/live.sim)
##### House without collision (3do/Buildings/Troops/rus/rus_solder_s_ppd/live.sim)
##### House without collision (3do/Buildings/Troops/rus/rus_solder_w_mosin/live.sim)
No Name for Mission
No Short for Mission
No Description for Mission
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/479th TFW.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104-RCAF60s-HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104-RCAF60s-HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104c_60922_hd.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104c_60922_hd.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104c_70923_hd.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104c_70923_hd.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/F104-RCAF70s1-HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/F104-RCAF70s1-HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/F104-RCAF70s1.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/F104-RCAF80scamo.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/479th TFW.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104-RCAF60s-HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104-RCAF60s-HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104c_60922_hd.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104c_60922_hd.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104c_70923_hd.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/f-104c_70923_hd.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/F104-RCAF70s1-HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/F104-RCAF70s1-HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/F104-RCAF70s1.bmp height=1024 width=1024 bpp=8
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-104C/F104-RCAF80scamo.bmp height=1024 width=1024 bpp=8
Loading mission Vietnam 68.mis...
Month = 6 , Hour = 12
Temperature -     0m = 23.0 .
Temperature -  1000m = 16.51001 .
Temperature -  2000m = 10.019989 .
Temperature -  3000m = 3.5299988 .
Temperature -  4000m = -2.9599915 .
Temperature -  5000m = -9.450012 .
Temperature -  6000m = -15.940002 .
Temperature -  7000m = -22.429993 .
Temperature -  8000m = -28.919998 .
Temperature -  9000m = -35.410004 .
Temperature - 10000m = -41.899994 .
Temperature - 11000m = -48.39 .
Temperature - 12000m = -54.880005 .
Loading map.ini defined airfields:
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 1e+015 -> 1e+006 (delta = -1e+015) to Range 0..1e+006
INTERNAL ERROR: Str2FloatClamp() - Clamped 1e+015 -> 1e+006 (delta = -1e+015) to Range 0..1e+006
ERROR loading sound control sample.339_idle_x4.wav.rpm
INTERNAL ERROR: Str2FloatClamp() - Clamped 5.4 -> 2 (delta = -3.4) to Range 0..2
java.util.MissingResourceException: Can't find resource for bundle java.util.PropertyResourceBundle, key 500lbInc_BLU32B
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-104C/f-104c_70923_hd.bmp s1=3DO/Plane/F-104/summer s2=PaintSchemes/Cache/1938162636955293396
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-104C/f-104c_70923_hd.bmp s1=3DO/Plane/F-104/summer s2=PaintSchemes/Cache/1938162636955293396
BmpUtils bmp24PalTo4TGA4 enlarging default skin (current size: 1024, target size: 2048).
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
cannot open file for reading
Cannot open audio file samples/339_fuelsystem.wav

BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/AC-47/Spooky 43770.bmp s1=3DO/Plane/AC-47/summer s2=PaintSchemes/Cache/5642089085654471781
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-105D/f105d_KORAT-AB.bmp s1=3DO/Plane/F-105D/summer s2=PaintSchemes/Cache/1237941847270515533
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-105D/f105d_KORAT-AB.bmp s1=3DO/Plane/F-105D/summer s2=PaintSchemes/Cache/1237941847270515533
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-105D/f105d_KORAT-AB.bmp s1=3DO/Plane/F-105D/summer s2=PaintSchemes/Cache/1237941847270515533
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-105D/f105d_KORAT-AB.bmp s1=3DO/Plane/F-105D/summer s2=PaintSchemes/Cache/1237941847270515533
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-100D/309th TFS Tuy Hoa AB 1970.bmp s1=3DO/Plane/F-100D(Multi1)/summer s2=PaintSchemes/Cache/-8202303320254410828
ERROR file: File users/doe/Icons not found
Mission: Vietnam 68.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust3'
INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust4'
INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust5'
INTERNAL ERROR: HierMesh: Can't find chunk 'Brake03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Brake04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust3'
INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust4'
INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust5'
INTERNAL ERROR: HierMesh: Can't find chunk 'Brake03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Brake04_D0'
WARNING: ***( GL error: 0x0500 (pBuf11a)
warning: no files : music/inflight
INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
com.maddox.il2.engine.ActorException: Hook: _Shockwave not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.objects.air.F_104.soundbarier(F_104.java:1080)
at com.maddox.il2.objects.air.F_104.update(F_104.java:1169)
at com.maddox.il2.objects.air.F_104C.update(F_104C.java:158)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:546)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:46)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:837)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.engine.ActorException: Hook: _Shockwave not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.objects.air.F_104.soundbarier(F_104.java:1080)
at com.maddox.il2.objects.air.F_104.update(F_104.java:1169)
at com.maddox.il2.objects.air.F_104C.update(F_104C.java:158)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:546)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:46)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:837)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.engine.ActorException: Hook: _Shockwave not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.objects.air.F_104.soundbarier(F_104.java:1080)
at com.maddox.il2.objects.air.F_104.update(F_104.java:1169)
at com.maddox.il2.objects.air.F_104C.update(F_104C.java:158)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:546)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:46)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:837)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.engine.ActorException: Hook: _Shockwave not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.objects.air.F_104.soundbarier(F_104.java:1080)
at com.maddox.il2.objects.air.F_104.update(F_104.java:1169)
at com.maddox.il2.objects.air.F_104C.update(F_104C.java:158)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:546)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:46)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:837)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.engine.ActorException: Hook: _Shockwave not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.objects.air.F_104.soundbarier(F_104.java:1080)
at com.maddox.il2.objects.air.F_104.update(F_104.java:1169)
at com.maddox.il2.objects.air.F_104C.update(F_104C.java:158)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:546)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:46)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:837)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.engine.ActorException: Hook: _Shockwave not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.objects.air.F_104.soundbarier(F_104.java:1080)
at com.maddox.il2.objects.air.F_104.update(F_104.java:1169)
at com.maddox.il2.objects.air.F_104C.update(F_104C.java:158)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:546)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:46)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:837)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.engine.ActorException: Hook: _Shockwave not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.objects.air.F_104.soundbarier(F_104.java:1080)
at com.maddox.il2.objects.air.F_104.update(F_104.java:1169)
at com.maddox.il2.objects.air.F_104C.update(F_104C.java:158)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:546)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:46)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:837)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.engine.ActorException: Hook: _Shockwave not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.objects.air.F_104.soundbarier(F_104.java:1080)
at com.maddox.il2.objects.air.F_104.update(F_104.java:1169)
at com.maddox.il2.objects.air.F_104C.update(F_104C.java:158)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:546)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:46)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:837)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.engine.ActorException: Hook: _Shockwave not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.objects.air.F_104.soundbarier(F_104.java:1080)
at com.maddox.il2.objects.air.F_104.update(F_104.java:1169)
at com.maddox.il2.objects.air.F_104C.update(F_104C.java:158)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:546)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:46)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:837)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.engine.ActorException: Hook: _Shockwave not found
at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
at com.maddox.il2.engine.ActorMesh.findHook(ActorMesh.java:19)
at com.maddox.il2.objects.air.F_104.soundbarier(F_104.java:1080)
at com.maddox.il2.objects.air.F_104.update(F_104.java:1169)
at com.maddox.il2.objects.air.F_104C.update(F_104C.java:158)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:546)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:46)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:837)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NoSuchMethodError
at com.maddox.il2.objects.vehicles.tanks.TankGeneric.targetGun(TankGeneric.java:1988)
at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:309)
at com.maddox.il2.objects.vehicles.tanks.TankGeneric$Move.tick(TankGeneric.java:396)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: western0221 on June 24, 2017, 11:23:36 PM
keep getting CTD with engine mod 2.7.4.

where Engine MOD 2.7.4w's fault in your error log ?

It shows only aircraft mod side trouble, no Engine MOD one.
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: Koty on July 12, 2017, 06:02:08 PM
Code: [Select]
[22:53:49] java.lang.NoSuchFieldError: printCompassHeading
[22:53:49] at com.maddox.il2.objects.air.CockpitMi24.<init>(CockpitMi24.java:109)
[22:53:49] at java.lang.Class.newInstance0(Native Method)
[22:53:49] at java.lang.Class.newInstance(Unknown Source)
[22:53:49] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3339)
[22:53:49] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2705)
[22:53:49] at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
[22:53:49] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[22:53:49] at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
[22:53:49] at com.maddox.il2.game.Mission._load(Mission.java:838)
[22:53:49] at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[22:53:49] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
[22:53:49] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[22:53:49] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[22:53:49] at com.maddox.il2.game.Main.exec(Main.java:449)
[22:53:49] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


Yes
the printCompassHeading error

Culprit being - the fuse mod, by Dreamk.

So my question is - what exactly does cause this incompatibility?
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: 4S_Vega on July 16, 2017, 07:21:05 AM
Guys, in my game the bomb type selector doesn't works.

Do you have the same issue?
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017
Post by: DU30 on July 17, 2017, 04:21:02 AM
Mine too, some doesnt show up
Title: Re: SAS Engine MOD 2.7.4 western & JC's Merge Effect (Beta) Full-pack 04/Jun/2017 [4.12]
Post by: mikejr on September 10, 2017, 06:00:50 PM
Hi,

Firstly, thanks for this fantastic mod!  :)

With regard to how the new engine starting procedures affect engine sounds, I was wondering if there was a way of modifying something so that the starter sounds for the Bf-109/DB-600 series of engines are correct?

With this mod, whilst the startup animation is now more accurate - the prop only spins once the inertia is engaged - there is no longer the sound of the inertia starter, only the actual startup sound when the inertia clutch is engaged, i.e. there is no sound until the engine itself starts. I think the starter sound does occur, but simultaneously with the startup sound.

Is there someway of modifying the presets or is this hard coded and cannot be changed?

Cheers, Mike.
Title: Re: SAS Engine MOD 2.7.5 western & JC's Merge Effect (Beta) Full-pack 19/Oct/2017 [4.12]
Post by: western0221 on October 20, 2017, 06:32:53 AM
New version 2.7.5w is released in 1st - 2nd posts.

- Ready for OrdinanceView optional mod (not released that optional mod yet)
- Retrofit Storebror's less verbose startup errors option on Ships , Vehicles

B.A.T. 3.2 + Service patch 1 already contains less verbose startup errors option.
Today's my version is its cut-out and Retrofit.
Title: Re: Optional mod of SAS Engine MOD 2.7.5 western
Post by: western0221 on October 20, 2017, 04:33:10 PM
In Reply #3 of this topic .....
https://www.sas1946.com/main/index.php/topic,52489.msg571157.html#msg571157

I released an optional mod of Engine MOD 2.7.5 western.

- Ordinance View mod
Title: Re: SAS Engine MOD 2.7.5 western & JC's Merge Effect (Beta) Full-pack 19/Oct/2017 [4.12]
Post by: taskf53 on October 22, 2017, 02:52:09 AM
Thanks for your work :)
Title: Re: SAS Engine MOD 2.7.5 western & JC's Merge Effect (Beta) Full-pack 19/Oct/2017 [4.12]
Post by: Seb on October 24, 2017, 05:42:51 AM
Hello Western.
The latest SAS Engine Mod does not work with ILS, TACAN, and radio navigation.
Regards
Seb
Title: Re: SAS Engine MOD 2.7.5 western & JC's Merge Effect (Beta) Full-pack 19/Oct/2017 [4.12]
Post by: western0221 on October 24, 2017, 09:48:42 AM
Hello Western.
The latest SAS Engine Mod does not work with ILS, TACAN, and radio navigation.
Regards
Seb

Thanks you report, Seb.

I mistook something about beacons. The error they cannot spawn in missions also occur in my games.
1 or 2 day will be needed to solve.
Title: Re: SAS Engine MOD 2.7.5 western & JC's Merge Effect (Beta) Full-pack 25/Oct/2017 [4.12]
Post by: western0221 on October 25, 2017, 03:44:45 AM
Hi.

Beacons new bug is fixed, now.
Full packages are 1st - 2nd posts.


When you've installed version 2.7.5w 19th/Oct./2017 and working OK besides Beacons,
overwrite this classfiles in the same folder.
http://www.mediafire.com/file/887c8ywkx7nalsv/SAS_Engine_2.7.5w_patch_20171025_for20171019.7z




The bug was made in pasting new text lines on the mistaken 4 lines later in the Java codes.
Title: Re: SAS Engine MOD 2.8.0 western & JC's Merge Effect (Beta) Full-pack 04/Nov/2017 [4.12]
Post by: western0221 on November 06, 2017, 04:33:12 AM
Major version up 2.8.0w is released in 1st post.

 ====

Fixing old version bugs
- TypeSemiRadar and TypeGroundRadar compatibility problem (fixed 04/Nov./2017)

New feature
- Full auto catapult power calculation is switched as default (04/Nov/2017)
- Semi Active Radar missile with Aircraft radar , Anti Ground missile with Ground search radar are realistic ready for aircraft side implement (04/Nov/2017)
- AI uses missile even unfinished (04/Nov/2017)

Known bugs waiting fixed
- Once pushing Missile select key is needed after missions start, to avoid different missile will mis-fire.
(not a bug) - When modded aircrafts use danger TypeSemiRadar or TypeGroundRadar code, they will crash with today's safe version. It's aircraft side problem and fixing are needed on them.

 ====

conf.ini
- OldCatapultPowerCode .... "1" forces reading Catapults.ini Power and PowerJet values to decide catapult pushing power.
- RealisticRadarSelect .... "1" needs Semi Active Radar Lock-on operation for SAR missiles AIM-7 etc.

 ====

About F/A-18C/D and AV-8B+ , 2.8.0w applying new version is released now.
https://www.sas1946.com/main/index.php/topic,54458.0.html
Title: Re: SAS Engine MOD 2.8.0 western & JC's Merge Effect (Beta) Full-pack 04/Nov/2017 [4.12]
Post by: damienn902 on November 06, 2017, 10:29:54 AM
I just update my "enginemod" with your 2.8.0 but no more mission does not even load with the plane of the stock crash at 90%

Quote
[17:23:03] java.lang.NoClassDefFoundError: com / maddox / il2 / objects / vehicles / stationary / VisualLandingAidGeneric


I forget something?
Title: Re: SAS Engine MOD 2.8.0 western & JC's Merge Effect (Beta) Full-pack 04/Nov/2017 [4.12]
Post by: western0221 on November 06, 2017, 11:41:14 AM
I just update my "enginemod" with your 2.8.0 but no more mission does not even load with the plane of the stock crash at 90%

Quote
[17:23:03] java.lang.NoClassDefFoundError: com / maddox / il2 / objects / vehicles / stationary / VisualLandingAidGeneric


I forget something?

Thanks your bug report, damienn902.

That's my mistake.
1st - 2nd post links are replaced to 06/Nov/2017 version.

When you've installed one of 04/Nov/2017 versions , this small patch will solve it.
http://www.mediafire.com/file/cvccxyl81trilo6/SAS_Engine_2.8.0w_patch_20171106_for20171104.7z
Title: Re: SAS Engine MOD 2.8.0 western & JC's Merge Effect (Beta) Full-pack 06/Nov/2017 [4.12]
Post by: damienn902 on November 06, 2017, 01:32:46 PM
thanks this fix fixes problem :)
Title: Re: SAS Engine MOD 2.8.0 western & JC's Merge Effect (Beta) Full-pack 06/Nov/2017 [4.12]
Post by: mikojan3 on November 07, 2017, 10:13:15 AM
western i love youu :P :P :P :P :P :P the blast burning is back wonderfull i see i see
Title: Re: SAS Engine MOD 2.8.0 western & JC's Merge Effect (Beta) Full-pack 06/Nov/2017 [4.12]
Post by: damienn902 on November 08, 2017, 09:52:21 AM
with a friend we just tested again in multiplayer this new patch to know if the bug of the duplication of missile was still present but the bug is gone

congratulations and a big thank you western ;D
Title: Re: SAS Engine MOD 2.8.0 western & JC's Merge Effect (Beta) Full-pack 14 and 06/Nov/2017 [4.12]
Post by: western0221 on November 14, 2017, 09:58:44 AM
In 1st post.

New Guided Missiles patch 14th/Nov./2017 for all 2.8.0w versions of 06th/Nov./2017 is released.

- Variable Proximity Fuze radius values for missiles' warheads and only Contact Fuze choice.
- All MissleGun.class have updateHook(String s) method to follow aircraft side hook moving like F/A-18's wingtip Sidewinder launchers.
- Adding choice for sustain motor behavior smoke and sounds like booster=rocket and sustain=Ramjet. Enabling 3D model change like detaching rocket booster.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 24/Nov/2017 [4.12]
Post by: western0221 on November 23, 2017, 10:20:19 PM
New SAS Engine MOD 2.8.1w is released in 1st - 2nd posts.


Fixing Engine MOD 2.7 bugs
- Recover Bomb and Droptank drag auto calculation function of Stock 4.12.2m

New feature
- AI landing process is made more smooth and realistic, and safer for modern Jets (24/Nov/2017)
- AI uses NavLights on a landing traffic pattern, not only final approach (24/Nov/2017)
- Static (non-Jetissonable in the sky) external fuel tanks , detachable on arming screen (24/Nov/2017)


In my testing, almost all the modern jets AI become to succeed to land safely with today's Engine MOD and reworked FM with today's additional FM parameters for AI.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 24/Nov/2017 [4.12]
Post by: mikojan3 on November 25, 2017, 06:49:28 AM
lost patch worked very fine in b.a.t and vpmod many thanxs
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 24/Nov/2017 [4.12]
Post by: Mopat on November 25, 2017, 08:50:37 AM
THX, Western!
An interesting crash while flying F-16. After some changing radar modes select missiles. Total logout crash.
INTERNAL ERROR: HierMesh: Can't find chunk 'Wire_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Wire_D0'
java.lang.NoSuchFieldError: target
   at com.maddox.il2.objects.air.CockpitF_16C_B40.radarboresight(CockpitF_16C_B40.java:1222)
   at com.maddox.il2.objects.air.CockpitF_16C_B40.radarclutter(CockpitF_16C_B40.java:646)
   at com.maddox.il2.objects.air.CockpitF_16C_B40.reflectWorldToInstruments(CockpitF_16C_B40.java:341)
   at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:105)
   at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:690)
   at com.maddox.il2.game.Main3D
This is about TypeSemiRadar or TypeGroundRadar code? Or maybe still an classfile conflict(mentioned at first site?)
F-18 pre ver.4.0 seems OK, all radar mode works, missiles working also.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 24/Nov/2017 [4.12]
Post by: western0221 on November 25, 2017, 09:17:58 AM
THX, Western!
An interesting crash while flying F-16. After some changing radar modes select missiles. Total logout crash.
INTERNAL ERROR: HierMesh: Can't find chunk 'Wire_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Wire_D0'
java.lang.NoSuchFieldError: target
   at com.maddox.il2.objects.air.CockpitF_16C_B40.radarboresight(CockpitF_16C_B40.java:1222)
   at com.maddox.il2.objects.air.CockpitF_16C_B40.radarclutter(CockpitF_16C_B40.java:646)
   at com.maddox.il2.objects.air.CockpitF_16C_B40.reflectWorldToInstruments(CockpitF_16C_B40.java:341)
   at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:105)
   at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:690)
   at com.maddox.il2.game.Main3D
This is about TypeSemiRadar or TypeGroundRadar code? Or maybe still an classfile conflict(mentioned at first site?)
F-18 pre ver.4.0 seems OK, all radar mode works, missiles working also.

As I noticed at the end of this September, those radar codes become expanded and safer, not compatible to danger oldies.
I told the plan at least beginning of October the new Engine MOD releasing with 10 days working time to delete old radar codes once to avoid crashing. Only 1 day task for Java modders , only a small patch under 1MB.
Vega agreed it in his topic.
But real release date becomes November .... more than 1 month from 1st plan.
Please ask him when he'll release the patch.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 24/Nov/2017 [4.12]
Post by: Mopat on November 25, 2017, 09:50:53 AM
THX for fast reply!
Asking for Vega, i think he is full with work, like Mig-21 new pack, etc...
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 24/Nov/2017 [4.12]
Post by: western0221 on November 25, 2017, 08:35:31 PM
I forgot to announce one more new feature of Engine 2.8.1w 24/Nov/2017.

It makes AI gunners to shoot against ground enemies (in Java special coding on each aircrafts' side) without exception errors.

Like ..... Twister's this B-25 mod .....
https://www.sas1946.com/main/index.php/topic,15251.0.html

On 4.12.2m or later based games, that mod could not work.
My update may solve the problem.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 24/Nov/2017 [4.12]
Post by: western0221 on November 30, 2017, 12:56:08 PM
I continue to rework AI Jets flying.

Now AI becomes more smooth in landing including Tu-95 and other heavy fast jets.

Cruise behavior is next.
Perhaps next update will be in 2 weeks.
Those tasks need looking looking looking AI flights 10 minutes or 30 minutes when I change 1 line code of Java.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 06/Dec - 24/Nov/2017 [4.12]
Post by: western0221 on December 06, 2017, 04:04:05 AM
New BETA patch is released in 1st post.

1st -- install one of main full packs released on 24th/Nov./2017.
2nd -- overwrite today's patch's classfiles in newBETA20171206 folder onto main full pack's Engine mod folder.
(Not to copy whole of the newBETA20171206 folder.)
Those 4x classfiles are common to all main full packs.

This version is a bit unstable.
I compose 24th/Nov./2017 version backup of those classfiles in old20171124 folder.
You can revert them easily.

Fixed points.
- Very heavy aircrafts like Tu-95 can do level flight following mission waypoints with limitations like bellow.
- Heavy or Fast Jets can take-off smoother.
- Heavy or Fast Jets can land smoother.

Remain buggy points.
- Very heavy aircrafts like Tu-95 cannot keep waypoints' altitude correctly (middle weight ones 100 ~ 300 meter lower, heavy weight ones 400 ~ 800 meters higher).
- Fast Jets / Heavy aircrafts continue nose-up and nose-down around waypoints' altitude.
- Retracting undercarriage timing is sometimes too late when the plane climbs in very low vertical speed in taking-off.


I've tried today's updating in these 15 days without rest.
Other mod projects are all stop.
I cannot delay them any more and I decide publish today's Beta patch even unfinished.
It's quality looks not so bad than old versions with long long AI test flights.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 08,06/Dec - 24/Nov/2017 [4.12]
Post by: western0221 on December 08, 2017, 03:27:18 AM
Another patch is released in 1st post.
Today's patch works on only missiles' texture color changing, not related to aircraft features.

06th/Dec.'s Beta AI patch and today's patch are independent each other.
You can install today's missile patch in skipping installing 06th/Dec.'s patch.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 08,06/Dec - 24/Nov/2017 [4.12]
Post by: MADMICK71 on December 10, 2017, 01:43:54 PM

Hi Guys,

Problem: No Radar Air to Air Lock and No Air to Ground lock with F16 pack V2.1.

Running IL2 4.12.2 with Modact 5.3.

Recently updated Engine Mod ----"SAS_Engine_2.8.1w full_20171124_PALs Cockpit Sounds_Full throttle flame effect."
Located classfile :B7210FEA03EED97A within this update. When removed results in 60%CTD.

LOG: "Internal Error: HierMesh:    Can't find Chunk 'L_MC'

Have USMC pack(Beta WIP version) installed with both Fa18 and AV8B Radar locks operating fine.
Have MG 21 pack,Vought Pack, A6 Pack installed all working fine have Mirage pack which is very buggy problems already mention in its related post.

Regards

Mick.H
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 08,06/Dec - 24/Nov/2017 [4.12]
Post by: western0221 on December 10, 2017, 01:59:26 PM

Hi Guys,

Problem: No Radar Air to Air Lock and No Air to Ground lock with F16 pack V2.1.

Same to reply #216 ?

Please ask Vega deleting java codes out of date as promised in his F-16 topic.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 18/Dec/2017 [4.12]
Post by: western0221 on December 18, 2017, 07:49:28 AM
New full packs are published in 1st - 2nd posts.

- tune missile drag effect again
- importing BAT 3.3 's updates of searchlight and loading SFS
- temperature logs long / short selectable in mission starting (using ObjectsLogLevel in conf.ini)
- merging Beta AI behavior updates of 06th/Dec./2017
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 18/Dec/2017
Post by: FL2070 on December 19, 2017, 04:13:58 PM
Has anyone experienced problems with afterburners being heard when the engine is off when using EM 2.8.1w on Modact 5.3? I know it's not a problem with the presets - the afterburners work fine when using EM 2.7, being heard only when afterburners are enabled.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 18/Dec/2017 [4.12]
Post by: PhantomII on December 19, 2017, 07:13:05 PM
Hi dirtbloxxMC, same issue here. Tested EM 2.7.5 dated 10/19/17 and no problems. I believe it started with EM 2.8.0 dated 11/04/17
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 18/Dec/2017 [4.12]
Post by: KingTiger503 on December 21, 2017, 08:23:16 PM
you can Try from !SAS_Engine_Mod, Rename to !!!SAS_Engine_Mod, it can Bypass printCompassheading and Other Stuffs mod,


Best Regards KT503
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 18/Dec/2017
Post by: western0221 on December 22, 2017, 11:46:04 AM
Has anyone experienced problems with afterburners being heard when the engine is off when using EM 2.8.1w on Modact 5.3? I know it's not a problem with the presets - the afterburners work fine when using EM 2.7, being heard only when afterburners are enabled.

Thanks, your report.
That sound problem is completely missed from first 2.8 time.

Now I'm busy and cannot leave current project, beginning to research the bug will be next weekend.
Please wait next post.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2018 [4.12]
Post by: western0221 on January 08, 2018, 11:12:46 AM
In 1st post: new patch released.

Ship not moving fix patch of 08th/Jan./2018 for all versions.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2018 [4.12]
Post by: 4S_Vega on January 08, 2018, 11:43:59 AM
Tnx western!

I would ask you, is possible to modify FMB maximum parameters of altitude and speed?

Actually is impossible to set more than 10000m of alt and 1200khp of speed.

Could be fixed unlimited values?
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2018 [4.12]
Post by: western0221 on January 08, 2018, 11:52:08 AM
Tnx western!

I would ask you, is possible to modify FMB maximum parameters of altitude and speed?

Actually is impossible to set more than 10000m of alt and 1200khp of speed.

I'm afraid those new implements will conflict to Pablo's Mission Combo Pro.
I don't want to manage so many variants by myself.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 18/Dec/2017
Post by: western0221 on January 11, 2018, 06:40:39 AM
Has anyone experienced problems with afterburners being heard when the engine is off when using EM 2.8.1w on Modact 5.3? I know it's not a problem with the presets - the afterburners work fine when using EM 2.7, being heard only when afterburners are enabled.

This problem is heard in my Engine 2.8.1w game, too.
I understand I have to fix it.

Now I'm busy on A-4 Skyhawk and some more days are needed to return here.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2018 [4.12]
Post by: western0221 on January 19, 2018, 03:48:21 AM
I'm returning to Engine mod fixes and looking into sound problems.

Though I've not found the part of motor sound codes causing the problem dirtbloxxMC reported,
another bug might be found.

Stock 4.12.2m game has "my_presets" function also for motors.
But the first version of Engine mod 2.7 might loose it completely and no one has found it occured , never touch in these 3 years.

Next Engine mod 2.8.2w updates will carry the fix of motors' "my_presets" function.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2018 [4.12]
Post by: western0221 on January 23, 2018, 07:23:13 AM
Though I've not found the part of motor sound codes causing the problem dirtbloxxMC reported,
another bug might be found.

The bug reason is found, now !

One classfile of Engine 2.7 is missing in Engine 2.8 .
Only recovering (copying)  the classfile ..... fixed.

I need one more day to pack the archives. Thanks.
Title: Re: SAS Engine MOD 2.8.1 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2018 [4.12]
Post by: steeldust on January 23, 2018, 12:10:45 PM
thank you for keeping us up to date  8)
Title: Re: SAS Engine MOD 2.8.2 western & JC's Merge Effect (Beta) Full-pack 24/Jan/2018 [4.12]
Post by: western0221 on January 24, 2018, 03:07:36 PM
New Engine MOD 2.8.2w Full-pack is released in 1st page.

Changes:

- Recover lost Motor sound "my_preset" / "my_samples" function of Stock 4.12.2m
- Fix background noise sound about mod Jets in engines off
- Fix Laser guided anti-ground missile "Exception" error rarely coming

- Additional Chock 3d models with automatic replace function. US Jets / US carriers / Russian Jets 1950.
- Each aircrafts can have own custom Chock 3d model and offset values written in FM files.

 ~~~~~

Automatic Chock 3d model selection is decided by each aircraft classfile's "originCountry" and "yearService" properties , or Ship classnames / FM file expanded entries.

When a Russian Jet's classfile has "originCountry = USA", the Jet uses USA Chock model instead of Russian.
When a Jet's classfile has "yearService = 1944", the Jet uses WWII Chock model instead of modern model.
When a Jet's FM file doesn't have its correct wheel diameter values, the Chock model is shown inside the tires.

Some US stock props are tuned about Chock positions and wheel diameter values.
But other countries are not researched.

US carrier model:
(https://www.mediafire.com/convkey/4254/cdv9glp3u0ogmeo6g.jpg)

US Jet model:
(https://www.mediafire.com/convkey/3d8e/9cp7byz3228cyfo6g.jpg)

Russian Jet 1950 model:
(https://www.mediafire.com/convkey/9588/4jrg4wp97dp1r356g.jpg)

Custom Chock model and / or Chock position offsets in FM file is described here in superschool for MOD / FM developers.
https://www.sas1946.com/main/index.php/topic,57361.0.html
Title: Re: SAS Engine MOD 2.8.2 western & JC's Merge Effect (Beta) Full-pack 24/Jan/2018 [4.12]
Post by: mikojan3 on January 25, 2018, 03:29:49 PM
hello for all .anyone  know the classfile with this effect blast burning off jcat merge effect ,thanxs anticipated
Title: Re: SAS Engine MOD 2.8.2 western & JC's Merge Effect (Beta) Full-pack 08/Feb/2018 [4.12]
Post by: western0221 on February 08, 2018, 05:46:32 AM
SAS Engine MOD 2.8.2w Full-pack 08/Feb/2018 is released in 1st - 2nd posts.

Almost of changes are around guided missiles for modern Jets.

Bugfix:
- Laser guided anti-ground missile "Exception" error rarely coming (fixed 08/Feb./2018)

New feature:
- Missiles' rocket motor or jet engine can have different flame / smoke / sound effects in each launch / sustain / shut-down stages. (08/Feb./2018)

Missiles' engine new feature is already used by "Weapon pack Generation 2016-iii (ver 08/Feb/2018)" here.
https://www.sas1946.com/main/index.php/topic,53426.0.html
New AIM-7/-9 or other missiles have a weak smoke trail after their rocket motor shut-down using this new feature.
Title: Re: SAS Engine MOD 2.8.2 western & JC's Merge Effect (Beta) Full-pack 08/Feb/2018
Post by: Fly! on February 09, 2018, 02:47:49 AM
Western, thank you so much for your dedication and expertise in keeping this sim coherent, innovative and fascinating. I don't know if fixing my_presets/my_sounds has anything to do with this, but a long time ago the B-17 had its own engine sound. Then it started to use the Pratt-Whitney_R-1830 .prs  and wavs. Wonder if it could be reverted-restored?
Title: Re: SAS Engine MOD 2.8.2 western & JC's Merge Effect (Beta) Full-pack 08/Feb/2018 [4.12]
Post by: KingTiger503 on February 19, 2018, 09:47:51 AM
It’s it true we can put the SAS Engine Mod to the BAT, We need an answer,


Best Regards KT503
Title: Re: SAS Engine MOD 2.8.2 western & JC's Merge Effect (Beta) Full-pack 08/Feb/2018 [4.12]
Post by: KingTiger503 on February 19, 2018, 08:49:09 PM
hey Wes, Any update on Engine Mod, Because that Tu-95 is soo Heavy for Take off and It Crash into the Forest, While Im Playing BAT, Its Way too Heavy, Other Jet Aircraft a bit heavy for Take off.


Best Regards KT503
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 [4.12]
Post by: western0221 on March 19, 2018, 08:39:56 AM
New Engine MOD 2.8.3w is released in 1st - 2nd posts.

For players' side, nothing changed only by this update.

For modders' side, modern Jets' Radar Warning Receiver codes are utilized outside from each aircraft classfiles, cloning same codes are no more needed and bug-free.
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 [4.12]
Post by: Koty on March 31, 2018, 07:32:19 AM
So, the problem with current build - planes tend to level out too fast after take off. MiG-21 is unable to take off with 6 missiles and 800 l fuel tank.

It does lift off, but it immediately levels out and crashes down. I would suggest making planes a bit more "brave" with take off and climb at higher angles.
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 [4.12]
Post by: western0221 on April 03, 2018, 11:09:35 AM
So, the problem with current build - planes tend to level out too fast after take off. MiG-21 is unable to take off with 6 missiles and 800 l fuel tank.

It does lift off, but it immediately levels out and crashes down. I would suggest making planes a bit more "brave" with take off and climb at higher angles.

Hi ~~

How about new Beta patch in 1st post ?

AI Jets taking-off calculation codes are reworked.
But I've done it today and no enough testing time.
If you can ..... please test and feed me back.

New AI codes make 2 stages taking-off about Jets.
Pitching up rotation target is 6 degrees , next climbing pitch target after lift completed is 12 degrees , AS DEFAULT. And AI deciding period to finish climbing and begin to level flight is also made more slowly with higher altitude and flying speed.
Those values maybe almost OK for any Jets ..... avoiding tailstrike coming from too deep pitching-up and also too slow climbing by too less pitch degrees.

I also wrote the codes each Jets can have specific those pitch degrees in FM file.
Code: [Select]
CTargetPitchDegreeAITakeoffRotation 10.0
CTargetPitchDegreeAITakeoffClimb 13.0
Those lines in the FM mean rotation target is 10 degrees and climb target is 13 degrees for some short tail jet fighters.
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 + Beta patch 03/Apr/2018 [4.12]
Post by: Koty on April 05, 2018, 05:32:24 PM
Works wonders, except the F-16 fails to take off with default FM and Phantom still takes it a bit "close to the ground".

Trying to put those pitch angles to the FM could help. I will try that during the weekend.
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 + Beta patch 03/Apr/2018 [4.12]
Post by: western0221 on April 05, 2018, 10:02:48 PM
Current F-16 looks like having very bad java intervention about FM / deceleration in flaps down.
That java codes might be written in F_16.class .
Not by AI, but also player's manual flight, F-16 cannot accelerate over 150km/h on the runway with flaps half down, and also in the air .... F-16 becomes to lose speed immediately from 450km/h to 100km/h and stall when flaps are down before landing.

I'll test F-4 more.
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 + Beta patch 03/Apr/2018 [4.12]
Post by: flapper1 on April 06, 2018, 05:11:47 AM
Would it be possible for the chocks to become part of all Stationery Planes?

Thanks so much for all your work.
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 + Beta patch 03/Apr/2018 [4.12]
Post by: western0221 on April 06, 2018, 05:59:18 AM
Would it be possible for the chocks to become part of all Stationery Planes?

Yes.
I'm also thinking how about adding such function.
I'll try it when I have enough time.

 ----- ----- -----

Btw, F-8 or A-7 AI cannot take-off with heavier loadouts with latest patch.
(F-8 takes-off, but its main gears are broken.... )
In looking by external cameras, Engine mod's AI makes their elevators 100% up wanting to begin rotation .... but their pitches are not made UP , or even up pitch is made but no lift.
I think those behaviors are in side of each Jet's FM problems. Perhaps too less lift effect with flaps down, or too less elevator effect.
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 + Beta patch 03/Apr/2018 [4.12]
Post by: 4S_Vega on April 06, 2018, 06:26:27 AM
What change?

When testing before release I had not gear broken issue in F-8/A-7
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 + Beta patch 03/Apr/2018 [4.12]
Post by: western0221 on April 06, 2018, 09:29:15 AM
What change?

When testing before release I had not gear broken issue in F-8/A-7

From 24th/Nov./2017 ver, the changed point is only .....
AI Elevator pitch control schedule and pitch degrees on taking-off.

Other flight characteristics: acceleration, drag, lift --- are nothing changed.

Not latest Beta patch , F-8 with most heavy loadouts breaks gears; A-7 with most ~~ fails taking-off , and not only AI but also players' full manual operation.

F-8 mod stands on the ground in 1 degree pitch up style. (I don't know this 1 degree is historical, though. )
(https://www.mediafire.com/convkey/166e/d081al8e2crkrq96g.jpg)

Even F-8 reaches 280km/h and elevator is full up, but no rotation comes.
(https://www.mediafire.com/convkey/bb13/3xw5a5yx0jb6svb6g.jpg)
Player's is same.

At the end of the runway, F-8 reaches 350km/h and elevator keeps full up, but still 1 degree pitch, no rotation .... no lifting.
(https://www.mediafire.com/convkey/35a5/1imjjsp8x5hjb3p6g.jpg)
Player's is same.

On plateau location runway, F-8 jumps to the air in 400km/h but gears are broken.
(https://www.mediafire.com/convkey/bb37/62832smftmn6dv06g.jpg)


A-7 mod stands on the ground in 3 degrees pitch up style. (I don't know this 3 degrees is historical, though. )
(https://www.mediafire.com/convkey/3819/mm7ag5ri3ubmgy56g.jpg)

Even A-7 reaches 300km/h and elevator is full up, but no rotation comes; still keeps 3 degrees pitch up.
(https://www.mediafire.com/convkey/f07c/7bmo83u90q444e36g.jpg)
Player's is same.

A-7 never succeed rotation or lift , finally crashes.
(https://www.mediafire.com/convkey/c0a4/ecihf9hac9f8xiq6g.jpg)
Player's is same.
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 + Beta patch 03/Apr/2018 [4.12]
Post by: Koty on April 06, 2018, 11:25:00 AM
contact with ground makes the plane too stable, bad 3D I'd say..
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 + Beta patch 03/Apr/2018 [4.12]
Post by: western0221 on April 06, 2018, 04:32:45 PM
contact with ground makes the plane too stable, bad 3D I'd say..

Ah... so.... Possibility good.

About Real planes with their flight characteristics, relationships between ~~ G-Center / main gears' fulcrum / elevators' fulcrum and square ~~ make their taking-off rotation easier or harder.
The main gears' fulcrum is better to set near of G-Center for easy rotation.
Some fighters' elevator size (often made wider on product models than prototype) are decided by how to make enough tail-down effect for its take-off rotation , instead of Maneuver-ability in the air.
In developing F/A-18E/F Super Hornet , its main gears' fulcrum is set too backward and too near to elevators' fulcrum; it makes less tail down effect only by elevators. They make V style rudders pull inside to assist tail down in taking-off.

About flight sim 3d models and their flightmodels, each models' 3D Pivot x,y,z=(0,0,0) are better to be made equal to flightmodels' G-Center.
But it is not an obligation.
We can correct flightmodels' G-Center position by FM files' GCenter XYZ entries to set relatives (offsets) for the 3d model, maybe in IL-2 1946.
So, if the plane's 3D Pivot is made too forward than its real one , it makes too stable on the ground and inhibits rotation.
Need to Check real planes' flight manuals with a description where its G-Center existing (some illustration or value tables) and comparing 3d model Pivot (0,0,0) with FM GCenter offset values.


Another case , I talked.
Some Jets show rotation is made good in 6 or 10 degrees pitch-up but no lift until 320 ~ 340 km/h (even finally succeed to take-off without gears breaking) .... they might be less flaps lift effect.
It is also not Engine mod side one.
It's difficult to decide the best values of flaps for heavier jets. Big lift effect values of flaps make planes too unstable in low speeds or too big drag cannot keep approach speed even throttle opened.
IL-2 1946 is not designed for such planes.  :-|
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 + Beta patch 03/Apr/2018 [4.12]
Post by: Koty on April 06, 2018, 05:28:43 PM
Well... the FM file only sets the CG for in-flight situation.

On the ground it works completely different.

Setting elevator size different also does not work - it then makes the plane too stable in flight.

(Not to mention FM on A-7 and F-8 have mistakes in polars.)
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: western0221 on April 12, 2018, 11:01:59 AM
New Engine mod 2.8.4w is released in 1st - 2nd posts.

Bug fixes:
- Not to collide Chock's ground staff models to the neighboring wing planes. And also not to disturb AI's Taxi to Take-off moving by Chock's ground staff models. Enable customize ground staff models use separated from Chock models.

New features:
- AI uses Chocks in parking time on the ground with Chock 3d models showing by conf.ini additional setting.
- Stationary Planes can use Chock 3d models , Stationary Planes can show some special styles like airbrakes or slats dropping.
- AI turns on Nav-Lights in taxing times not only take-off / landing.
- Ground AI's Runway lights turn-on keep seconds from Player's request can be set in conf.ini from 60 seconds to 1800 seconds.

Not new feature but small retouch .... AI's Canopy Open/Close behavior on Taxi to Take-off waypoints.

Known bugs waiting fixed:
(not a bug) - In moving Stationary Plane set position on FMB screen with Chock 3d visual enabled, Chock models are left on the first place instead of following the owner plane. Known issue only on FMB screen, but no damage to mission proceeding. No plan to fix (looks too difficult to do).
- Some Stationary Plane's Chock 3d models are set funny tilted. I cannot find the situation the bug comes. Hard to fix.


Description about New conf.ini ~ PALShowChocks entry setting values is in 1st post.

(https://www.mediafire.com/convkey/e1b7/zffmfj1rgawm41c6g.jpg)
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: Hubberranz on April 14, 2018, 05:46:06 AM
[ Engine MOD 2.8.4w and adding engine exhaust flame visual effect. ]  412.2 SAS 5.3


Tested 2.8.4w full Throttle Flame; set the runway lights for 20 minutes ( 1200 ). Liked that.
Did not like PERSISTING BRAKE SOUNDS after AI planes parked and use chocks; so was about to turn it off...

.. then discovered full throttle FLAMES did not work any more... so I retro back to 2.8.3w to realize it did not work with that
version either, I simply had not noticed since I was using mostly JETs for a while...

.. first strange thing I noticed was a lot of smoke with IL-28 engines at high regime, oddly.

So now I am down to 2.8.1 and the throttle flames are back ! Cannot try 2.8.2w with flames, since I dont have it.

Have I missed something like flames throttle needs to be implemented ? ( some conf.ini setting to 1 instead 0 or something ??? ).

Rechecking install of 2.8.3, then 2.8.4. Would like a 2.8.2 just in case... will see where it goes.
.. will also re-upload this  flame version of 2.8.4 to be sure. Had to undo lot of recent mods, but return to 2,8,1 did it.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: PhantomII on April 14, 2018, 10:25:27 AM
Hi Hubberanz, I confirm your findings in heavily modded 4.12 modact 5.3. Just checked EM 2.8.2 with full throttle flames and it
doesn't work either. The flames are back with EM 2.8.1.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: western0221 on April 14, 2018, 12:49:30 PM
Umm...

I might not touch around Full throttle frame, some bad side effect came outside of my thought or my archiving mistake.
I'll check them (ftf and brake sounds) but need 1 week.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: Koty on April 14, 2018, 04:33:42 PM
So, how long would it take to make anti-shipping missiles interceptable?
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: Mission_bug on April 16, 2018, 06:44:16 AM
Hello western0221, thank you very much for your continued updates, really appreciated. 8)

I like the chocks on the statics, looks good, however, the only issue I have noticed so far is this which
I think might be a issue with the update:


(https://s7.postimg.cc/lsufxhjrf/2018.04.16_12-37-24.jpg) (https://postimg.cc/image/tychvn807/)

Removing the Ranwers rabbit still leaves the chocks.


Did I make a mistake with installing your update?


Wishing you all the very best, Pete. ;D
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: western0221 on April 16, 2018, 08:36:53 AM
Thanks, mates.

Did not like PERSISTING BRAKE SOUNDS after AI planes parked and use chocks; so was about to turn it off...

I've confirmed this bug.
I can fix it at the next update.

Other reported things will be checked one after another.


I like the chocks on the statics, looks good, however, the only issue I have noticed so far is this which
I think might be a issue with the update:

Ah.... I designed Stationary Plane of SeaPlane , but not flyable SeaPlane.
I can fix it soon.
Title: Re: Optional mod of SAS Engine MOD 2.7.5 / 2.8.2 western
Post by: whistler on April 16, 2018, 10:30:14 AM
* Optional mod of SAS Engine MOD 2.7.5 / 2.8.2 western

This mod is an optional one for Engine MOD 2.7.5 / 2.8.2 western.
In ONLY the time you want , install it.


- Ordinance View mod
http://www.mediafire.com/file/7rqb3aso1gxbj9x/SAS_Engine_opt_OrdinanceView_20171019.7z

Add Ordinance View (cut-out from 4.13m stock game function).
This mod conflicts to Pablo's Visual mod V9. NO way to avoid that conflicting.
When you want to use Pablo's Visual mod V9, not to install this mod.
No future plan to solve the conflicting in my side.
Exclusive selection.

Dear western0221,

Thanks for yet another wonderful mod. Your constant efforts are very much appreciated!

As discussed here (https://www.sas1946.com/main/index.php/topic,58163.msg644630.html#msg644630), please consider merging the Disable head-tracking in external views (use mouse) (https://www.sas1946.com/main/index.php/topic,58163.msg641510.html#msg641510) feature into your Ordinance View mod. The option should be user-configurable via conf.ini. If you compare both modded and stock classes, you will see little work is required to adopt it.

Thank you!
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: western0221 on April 16, 2018, 11:23:45 AM
.. then discovered full throttle FLAMES did not work any more... so I retro back to 2.8.3w to realize it did not work with that

This bug is confirmed.
2.8.2w_20180124 and later versions lost Full Throttle flame effects, the classfile is mistake overwritten by standard one.

Next release will solve it.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 (ftf bugfix 16/Apr) [4.12]
Post by: western0221 on April 16, 2018, 06:59:13 PM
Quick Full Throttle Flame classfiles' archiving fix is published about :
 - SAS_Engine_2.8.4w_full_20180416_FullThrottleFlame.7z
 - SAS_Engine_2.8.4w_full_20180416_PAL'sCockpitSounds_FullThrottleFlame.7z
 - MergeEffects_20151031R_Engine2.8.4w_full_20180416_PAL'sCockpitSounds_FullThrottleFlame

They are only remake archives, no code logic bug fixing.


Code logic bug fixing, implementing suggested things need more 5 or 10 days.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 (ftf bugfix 16/Apr) [4.12]
Post by: KingTiger503 on April 22, 2018, 11:07:39 AM
Hey Wes, about that flares and chaff behavior, when the missile hits my plane while Flares, it didn’t missed, it hits directly into my plane, can you test it, on those Missiles Behavior,

I’m using B.A.T JTW3, with  latest SAS_Engine Mod 2.8.4.


Best Regards KT503
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 (ftf bugfix 16/Apr) [4.12]
Post by: western0221 on April 22, 2018, 03:06:13 PM
Hey Wes, about that flares and chaff behavior, when the missile hits my plane while Flares, it didn’t missed, it hits directly into my plane, can you test it, on those Missiles Behavior,

I’m using B.A.T JTW3, with  latest SAS_Engine Mod 2.8.4.

I'm not sure 100% missiles in B.A.T. JTW3 keep Engine mod 2.8.4w standard even AAMs.

SAMs are 100% NOT. SA2/NIKE/Crotale/Mistral/Igla .... Their guidance codes are their own original ones, not using Engine mod one ..... so Chaff or Flare function in Engine mod is 100% ignored about them.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 (ftf bugfix 16/Apr) [4.12]
Post by: KingTiger503 on April 22, 2018, 05:52:30 PM
Hey Wes, about that flares and chaff behavior, when the missile hits my plane while Flares, it didn’t missed, it hits directly into my plane, can you test it, on those Missiles Behavior,

I’m using B.A.T JTW3, with  latest SAS_Engine Mod 2.8.4.

I'm not sure 100% missiles in B.A.T. JTW3 keep Engine mod 2.8.4w standard even AAMs.

SAMs are 100% NOT. SA2/NIKE/Crotale/Mistral/Igla .... Their guidance codes are their own original ones, not using Engine mod one ..... so Chaff or Flare function in Engine mod is 100% ignored about them.

Can you test them again. that F-100 with AIM-9E Just Hit my plane while Flares and Chaff. other Missile also Same.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 (ftf bugfix 16/Apr) [4.12]
Post by: western0221 on April 22, 2018, 06:12:04 PM
Can you test them again. that F-100 with AIM-9E Just Hit my plane while Flares and Chaff. other Missile also Same.

Doesn't the Jet you ride carry correct coded Chaff or Flare ?
I don't know what Jets have correct countermeasure weapons and what don't.

A-6 Intruder has correct ones in BAT, I've checked.
All F-100 launched AIM-9E are disturbed by A-6's Flares I deployed.

Or confused between Illuminating parachute flare or Countermeasure flare ?
Some loadouts in JTW mean Illuminating parachute flare for night bombing.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 (ftf bugfix 16/Apr) [4.12]
Post by: KingTiger503 on April 23, 2018, 12:34:11 AM
Can you test them again. that F-100 with AIM-9E Just Hit my plane while Flares and Chaff. other Missile also Same.

Doesn't the Jet you ride carry correct coded Chaff or Flare ?
I don't know what Jets have correct countermeasure weapons and what don't.

A-6 Intruder has correct ones in BAT, I've checked.
All F-100 launched AIM-9E are disturbed by A-6's Flares I deployed.

Or confused between Illuminating parachute flare or Countermeasure flare ?
Some loadouts in JTW mean Illuminating parachute flare for night bombing.
I do not thing those missile just Explode too close to hit me, When I Pop those Flares, That AAM ignored the Flares and Chaff to Jammed the Air to air Missiles and it hits me, It Might be a Bug or Something, It must be a Mistake, If you can Test those Other Planes,
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 (ftf bugfix 16/Apr) [4.12]
Post by: western0221 on April 23, 2018, 12:45:27 AM
I do not thing those missile just Explode too close to hit me, When I Pop those Flares, That AAM ignored the Flares and Chaff to Jammed the Air to air Missiles and it hits me, It Might be a Bug or Something, It must be a Mistake, If you can Test those Other Planes,

Please contact authors of the bug plane you found of chaff and flare.
Not Engine mod side ones you told me.

Engine mod cannot know what planes carry incorrect chaff / flare loadouts.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 23/Apr/2018 [4.12]
Post by: western0221 on April 23, 2018, 10:09:42 AM
New bugfix release of 2.8.4w is in 1st - 2nd posts.

Bugfix list
- SeaPlanes + Chocks bug , AI Parking with Chocks make continuous scratch noise bug. (fixed 23/Apr./2018)
- AI landing speed and altitude control not to continue endless Go-Around in failing enough descending. (fixed 23/Apr./2018)
- No more Flashing NavLights in AI Jets Go-Around. (fixed 23/Apr./2018)
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: western0221 on April 23, 2018, 05:41:53 PM
So, how long would it take to make anti-shipping missiles interceptable?

Ah.... even for me, hard to say how long to finish its implements ......

When a minimum reworking plan about the most simple missile intercept addition will be done without bugs ...... 1 week ?

When more expanded functions like All weather radar targeting simulating, +RWR found-able, +EMC jamming-able ...... or complicated bugs will be generated and harder to fix ...... impossible to guess.

Anyway, I'll try.


As discussed here (https://www.sas1946.com/main/index.php/topic,58163.msg644630.html#msg644630), please consider merging the Disable head-tracking in external views (use mouse) (https://www.sas1946.com/main/index.php/topic,58163.msg641510.html#msg641510) feature into your Ordinance View mod. The option should be user-configurable via conf.ini. If you compare both modded and stock classes, you will see little work is required to adopt it.

Hi.
When I understand your request correctly, that's only about Optional one and completely separated from main parts of Engine mod .... is it OK ?

It's priority will be set not so high even I've minded it in my future TODO list.
Thanks.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: western0221 on April 24, 2018, 03:00:14 AM
Quick progress report .....

So, how long would it take to make anti-shipping missiles interceptable?

Ah.... even for me, hard to say how long to finish its implements ......

When a minimum reworking plan about the most simple missile intercept addition will be done without bugs ...... 1 week ?

In adding codes writing out detailed logs how values moving or what decisions done by AIs,
I find cruise missile objects are not set ARMY number.

AIs make decisions to attack something as an enemy by the ARMY number (Blue side or Red side), so no ARMY number means it is Neutral not to fire.

But Engine mod Guided missiles codes looks like already having ARMY number set function ..... so something bugs hidden in Guided missiles codes. I'll try to fix it.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 23/Apr/2018 [4.12]
Post by: KingTiger503 on April 24, 2018, 05:24:26 AM
Don’t forget to fix the Countermeasures like Flares and chaff code to save our planes from being shot down by AAM.

Best Regards KT503
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: whistler on April 24, 2018, 12:40:15 PM
As discussed here (https://www.sas1946.com/main/index.php/topic,58163.msg644630.html#msg644630), please consider merging the Disable head-tracking in external views (use mouse) (https://www.sas1946.com/main/index.php/topic,58163.msg641510.html#msg641510) feature into your Ordinance View mod. The option should be user-configurable via conf.ini. If you compare both modded and stock classes, you will see little work is required to adopt it.

Hi.
When I understand your request correctly, that's only about Optional one and completely separated from main parts of Engine mod .... is it OK ?

It's priority will be set not so high even I've minded it in my future TODO list.
Thanks.

Hi western,

This is not a priority, do what you can, when you can, if you feel like it.

May I ask, why don't you formally include the Ordinance View (https://www.sas1946.com/main/index.php/topic,52489.msg571157.html#msg571157) mod into the EngineMod? What's the worst that could happen? We can always load other mods (ie VisualMod) "on top" if we want.

Actually, why don't you merge the Ordinance View (https://www.sas1946.com/main/index.php/topic,52489.msg571157.html#msg571157) mod, the Camera Mod (https://www.sas1946.com/main/index.php?topic=43248.0) and the Disable head-tracking in external views (https://www.sas1946.com/main/index.php/topic,58163.msg641510.html#msg641510) feature in a big update to the EngineMod? All three make use of the same class and we could benefit of all features instead of one at a time as things are now.

Just some thoughts...

Best regards,
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 12/Apr/2018 [4.12]
Post by: western0221 on April 24, 2018, 12:53:00 PM
Actually, why don't you merge the Ordinance View (https://www.sas1946.com/main/index.php/topic,52489.msg571157.html#msg571157) mod, the Camera Mod (https://www.sas1946.com/main/index.php?topic=43248.0) and the Disable head-tracking in external views (https://www.sas1946.com/main/index.php/topic,58163.msg641510.html#msg641510) feature in a big update to the EngineMod? All three make use of the same class and we could benefit of all features instead of one at a time as things are now.

That's a reason I don't merge Ordinance View into Engine mod.
I can avoid classfile conflicting at Engine mod.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 23/Apr/2018 [4.12]
Post by: whistler on April 24, 2018, 01:11:55 PM
What if they clash? Let them clash and fight for the greater good :D

I am sure many 4.12 players don't even know about the Ordinance View and how cool it is.

Sadly, I prioritize "Disable head-tracking in external views" over the other two mods for practical reasons, but I would opt for the Ordinance View anytime. A triple combo would be just perfect. VisualMod (or any other) can be loaded on top when needed anyway.

EDIT - If there are elemental conflicts that can potentially cause the game to CTD or user headaches, then I understand your approach and I apologize for my lack of knowledge.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018 [4.12]
Post by: western0221 on April 25, 2018, 03:26:58 AM
Beta test patch is released in 1st post.

- Fix Bomb Select lock up at last one bomb left time.
- Beta test ground AAA firing to cruise missiles in its flag is set in technics.ini .
- Beta test ground AAA firing air enemies through clouds when Radar flag is set in technics.ini .


technics.ini sample for ZSU-23-4
Code: [Select]
[ZSU23]     
Description  USSR ZSU-23-4 Self Propelled Anti Aircraft Gun
Icon         fieldgun       // used for 'stacionar' tank only

.....

// Weapon
Gun                MachineGunAZP23Amur_23mm
NumShells          2200
AttackMaxDistance    4000.0
AttackMaxRadius      4000.0
AttackMaxHeight      2550.0
HeadYawHalfRange      180.0
GunMinPitch            -4.0
GunStdPitch             0.0
GunMaxPitch           +85.0
HeadMaxYawSpeed        70.0   // ??
GunMaxPitchSpeed       60.0   // ??
DelayAfterShoot         2.0
ChainfireTime           2.0
FastTargetsAngleError   0.1
FireFastTargets           1
InterceptMissiles         1
RadarSearch               1

// Moving
.....

InterceptMissiles         1   <---- Firing to cruise missiles
RadarSearch               1   <---- Radar search
Each flags are individual.

"RadarSearch 1" AAA 's aiming is noticed in target's cockpit RWR.



Even I make cruise missile intercepted function, but in my testing ZSU-23-4 ..... AGM-84 Harpoon family is never shot down.
New damage calculation on missiles might be needed.

Ship AAA is separated to Ship Extensions mod. So, not a part of Engine mod.
I'll try it later.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018 [4.12]
Post by: western0221 on April 27, 2018, 07:25:02 AM
PRE release Beta version of 2.8.5 is in Reply 3 , in a patch style.
https://www.sas1946.com/main/index.php/topic,52489.msg571157.html#msg571157

Previous versions (from 2.7 to 2.8.4w) looked like supporting 8x engines , but that implementing was incomplete one.
Today's 2.8.5w finishes 8x engines implement.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018 [4.12]
Post by: western0221 on April 27, 2018, 11:16:44 PM
PRE release Beta version of 2.8.5 is in Reply 3 , in a patch style.
https://www.sas1946.com/main/index.php/topic,52489.msg571157.html#msg571157

Previous versions (from 2.7 to 2.8.4w) looked like supporting 8x engines , but that implementing was incomplete one.
Today's 2.8.5w finishes 8x engines implement.

2.8.5w PRE Beta yesterday had some bugs.
Now I fixed them, published in the same place.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018 [4.12]
Post by: KingTiger503 on May 04, 2018, 07:51:24 AM
you using Modact or B.A.T hitman.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018
Post by: SAS~vampire_pilot on May 04, 2018, 07:56:23 AM
I have found the this claim about the Bon Homme Richard Catapult is also true for the latest Engine Mod:
https://www.sas1946.com/main/index.php/topic,53512.msg646039.html#msg646039

The catapult is set in a wrong position, basically centre of the flight deck. The set provided in the post puts the catapult to the front left.
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018 [4.12]
Post by: max_thehitman on May 04, 2018, 08:46:03 AM
you using Modact or B.A.T hitman.

Sorry for the late reply.
I am using Modact 4.12 with all the updates for it.


Thank You Western0221 for your upgrades and amazing work!
and also Thank you to Vegas for his airplane upgrades.

You are both genious modders !



Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018 [4.12]
Post by: Piotrek1 on May 04, 2018, 01:10:04 PM
Welcome everyone., I'm a little confused, a question to Vp_modpack users :
Which version do you use?
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018 [4.12]
Post by: Seb on May 05, 2018, 08:24:05 AM
Hi Western
In the new version of the Engine Mod from April 23 there is a strange phenomenon in some helicopters do not operate launchers unguided missiles, inter alia in Mi-8 or AH-1W, there is no problem in the case of Mi-24 or UH-1.
Regards
Sebastian
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018 [4.12]
Post by: KingTiger503 on May 05, 2018, 09:15:06 PM
you using Modact or B.A.T hitman.

Sorry for the late reply.
I am using Modact 4.12 with all the updates for it.

NO FULL QUOTES!

Hitman, that Modact is for Dummkopf, Its a Stand it basic,

B.A.T 3.3 is no problem for that,
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018 [4.12]
Post by: SAS~Gerax on May 06, 2018, 06:26:00 AM
Hitman, that Modact is for Dummkopf

What do you mean with this?  :-X
Title: Re: SAS Engine MOD 2.8.4 western & JC's Merge Effect (Beta) Full-pack 25/Apr - 23/Apr/2018 [4.12]
Post by: Piotrek1 on May 06, 2018, 01:12:43 PM
Forgive me Max for late response I was absent, without access to the computer,
Due to my old computer and limited disk space I prefer only IIWW planes.
Thank you for the guide you have placed here, I am sure I will use it many times.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 [4.12]
Post by: western0221 on May 07, 2018, 05:58:15 AM
I think new SAS Engine MOD 2.8.5w is enough tested and checked as stable.
Its full packages are published in 1st - 2nd posts.

Quote
Fixing Engine MOD 2.7 bugs
- 8x engines plane is correctly supported.

Fixing old 2.7.x / 2.8.x version bugs
- Bomb select function becomes locked-up when one bomb is empty and another type bomb remains of 13/Oct./2016. (completely fixed 07/May/2018)
- Side Hatch HUD text. (fixed 07/May/2018)

New feature
- Ground AAA firing to cruise missiles in its flag is set in technics.ini . (07/May/2018)
- Ground AAA firing air enemies through clouds when Radar flag is set in technics.ini . (07/May/2018)
- AAM can aim and shoot down WWII German V-1 rocket. (07/May/2018)

(https://www.mediafire.com/convkey/0436/jo66dsajq74r4cu6g.jpg)

(https://www.mediafire.com/convkey/cac0/032ck7p8p736tgn6g.jpg)


Quote
Some planes exploding may come from their flightmodel incompatibility or bad manner java codes on aircraft class or weapon classes.
Fundamentally each plane's side / each weapon's side rework is the best.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 [4.12]
Post by: western0221 on May 08, 2018, 05:09:06 AM
Enabling Ships' Guns and Missiles to aim and shoot enemy cruise missiles ---- is a part of AI/Torpedo Ship Extension mod 2.22.0 released, now.
https://www.sas1946.com/main/index.php/topic,39077.0.html
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 [4.12]
Post by: Piotrek1 on May 08, 2018, 09:10:56 AM
Thank you western0221,  I used in my Vp_modpack latest SAS Engine MOD 2.8.5w version, and so far everything is working smoothly .
Best regards,
Piotrek
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 [4.12]
Post by: Seb on May 09, 2018, 08:41:28 AM
Hi Western.
In the latest version, I have the following errors:
In F-16 and F-14D, when I switch the functions of the radar display, it throws me into the desktop.
Mi-8 and AH-64 helicopters do not operate missile launchers.
One more problem, flaps operate badly when landing.
Regards
Seb
Code: [Select]
[2018-05-09 14:59:36] ------------ BEGIN log session -------------
[14:59:36] OpenGL provider: Opengl32.dll
[14:59:36] OpenGL library:
[14:59:36]   Vendor: ATI Technologies Inc.
[14:59:36]   Render: AMD Radeon R9 200 Series
[14:59:36]   Version: 4.5.13491 Compatibility Profile Context 22.19.662.4
[14:59:36]   Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility 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_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts 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_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_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior 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_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding 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_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture 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_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_snorm 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[14:59:36] Size: 1600x1200
[14:59:36] ColorBits: 32
[14:59:36] DepthBits: 24
[14:59:36] StencilBits: 8
[14:59:36] isDoubleBuffered: true
[14:59:36] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[14:59:36]
[14:59:36] *** Looking for Advanced CPU Instructions...
[14:59:36] [x] PentiumPro
[14:59:36] [x] Multimedia (MMX)
[14:59:36] [x] 3D (SSE)
[14:59:36] [x] 3D (SSE2)
[14:59:36] [-] 3D (3DNow)
[14:59:36] ColourBits 32, ABits 8, ZBits 24
[14:59:36]
[14:59:36] *** Looking for Render API Extensions ...
[14:59:36] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[14:59:36] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[14:59:36] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[14:59:36] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[14:59:36] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[14:59:36] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[14:59:36] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[14:59:36] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[14:59:36] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[14:59:36] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[14:59:36] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[14:59:36] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[14:59:36] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[14:59:36]
[14:59:36] Maximum texture size : 16384
[14:59:36] Maximum simultaneous textures :8
[14:59:36] MaxAnisotropic (1.0 = none) : 16.000000
[14:59:36] 15 Splashscreens available.
[14:59:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[14:59:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[14:59:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[14:59:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[14:59:37] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[14:59:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[14:59:37] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[14:59:37] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[14:59:37] INTERNAL ERROR: Texture required
[14:59:37] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[14:59:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 320 -> 128 (delta = -192) to Range 0.01..128
[14:59:43] Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA-Tadmor+2x2xR550+2x1300LtDroptank
[14:59:43] java.lang.ClassNotFoundException: com/maddox/il2/objects/weapons/BombProximity
[14:59:43] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[14:59:43] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:271)
[14:59:43] at com.maddox.il2.objects.air.MIRAGEIIIC.<clinit>(MIRAGEIIIC.java:392)
[14:59:43] at java.lang.Class.forName0(Native Method)
[14:59:43] at java.lang.Class.forName(Unknown Source)
[14:59:43] at com.maddox.rts.Spawn.get(Spawn.java:39)
[14:59:43] at com.maddox.rts.Spawn.get(Spawn.java:28)
[14:59:43] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[14:59:43] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[14:59:43] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[14:59:43] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[14:59:43] at com.maddox.il2.game.Main.exec(Main.java:405)
[14:59:43] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[14:59:43] Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA-Tadmor+2x2xR550+2x1300LtDroptank
[14:59:43] java.lang.ClassNotFoundException
[14:59:43] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[14:59:43] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:271)
[14:59:43] at com.maddox.il2.objects.air.MIRAGEIIICJ.<clinit>(MIRAGEIIICJ.java:467)
[14:59:43] at java.lang.Class.forName0(Native Method)
[14:59:43] at java.lang.Class.forName(Unknown Source)
[14:59:43] at com.maddox.rts.Spawn.get(Spawn.java:39)
[14:59:43] at com.maddox.rts.Spawn.get(Spawn.java:28)
[14:59:43] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[14:59:43] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[14:59:43] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[14:59:43] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[14:59:43] at com.maddox.il2.game.Main.exec(Main.java:405)
[14:59:43] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[14:59:43] Error on Dagger Loadout: GAttack: 4x130kgM4-Tadmor+2xShafrir+2x1300LtDroptank
[14:59:43] java.lang.ClassNotFoundException: com/maddox/il2/objects/weapons/BombProximity
[14:59:43] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[14:59:43] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:271)
[14:59:43] at com.maddox.il2.objects.air.IAI_Kfir_C2.<clinit>(IAI_Kfir_C2.java:342)
[14:59:43] at java.lang.Class.forName0(Native Method)
[14:59:43] at java.lang.Class.forName(Unknown Source)
[14:59:43] at com.maddox.rts.Spawn.get(Spawn.java:39)
[14:59:43] at com.maddox.rts.Spawn.get(Spawn.java:28)
[14:59:43] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[14:59:43] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[14:59:43] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[14:59:43] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[14:59:43] at com.maddox.il2.game.Main.exec(Main.java:405)
[14:59:43] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[14:59:43] Artillery: Parameter [BM21V_66rock]:<HeadMaxYawSpeed> not found
[14:59:43] Can't set property
[14:59:43] java.lang.RuntimeException: Can't set property
[14:59:43] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$SPAWN.getF(ArtilleryGeneric.java:122)
[14:59:43] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$SPAWN.LoadArtilleryProperties(ArtilleryGeneric.java:271)
[14:59:43] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$SPAWN.<init>(ArtilleryGeneric.java:292)
[14:59:43] at com.maddox.il2.objects.vehicles.artillery.WesG661Artillery.<clinit>(WesG661Artillery.java:64)
[14:59:43] at java.lang.Class.forName0(Native Method)
[14:59:43] at java.lang.Class.forName(Unknown Source)
[14:59:43] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[14:59:43] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[14:59:43] at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:254)
[14:59:43] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1544)
[14:59:43] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[14:59:43] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[14:59:43] at com.maddox.il2.game.Main.exec(Main.java:405)
[14:59:43] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[14:59:43] Problem in spawn: com.maddox.il2.objects.vehicles.artillery.WesG661Artillery$BM21V_66rock
[14:59:46] Initializing DirectSound playback device...
[14:59:46] Primary buffer created.
[14:59:46] Playback format is set : sampling rate = 44100, num channels = 2.
[14:59:46] Not enought hardware buffers (0), hardware disabled
[14:59:46] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[14:59:46] Default speaker config is : 1310724.
[14:59:46] Direct sound audio device initialized successfully :
[14:59:46] DX Version : 7
[14:59:46] Hardware    - disabled [buffers : 0]
[14:59:46] Extensions  - enabled :
[14:59:46]   EAX ver. 1 [ ]  - disabled
[14:59:46]   EAX ver. 2 [ ]  - disabled
[14:59:46]   EAX ver. 3 [ ]  - disabled
[14:59:46]   I3D ver. 2 [ ]  - disabled
[14:59:46]   ZoomFX     [ ]  - disabled
[14:59:46]   MacroFX    [ ]  - disabled
[14:59:46] SIMD render [X]
[14:59:46] num channels 32
[14:59:46]
[14:59:47] Loading mission Records/Intro 04 Ed.trk...
[14:59:47] Y=1940 / M=7 / H= 6 , Temperature - 0m = 16.0 .
[14:59:47] Loading map.ini defined airfields:
[14:59:48] Load bridges
[14:59:48] Load static objects
[14:59:48] Mission error, ID_04: java.lang.RuntimeException: Weapon set '2x58dt' not registered in air.F4F3
[14:59:48] java.lang.RuntimeException: Weapon set '2x58dt' not registered in air.F4F3
[14:59:48] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2412)
[14:59:48] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2131)
[14:59:48] at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
[14:59:48] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[14:59:48] at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
[14:59:48] at com.maddox.il2.game.Mission._load(Mission.java:653)
[14:59:48] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[14:59:48] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[14:59:48] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[14:59:48] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[14:59:48] at com.maddox.il2.game.Main.exec(Main.java:422)
[14:59:48] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[14:59:49] **net bigship unknown cmd 11
[14:59:49] **net bigship unknown cmd 11
[14:59:49] **net bigship unknown cmd 11
[14:59:49] **net bigship unknown cmd 11
[14:59:49] **net bigship unknown cmd 11
[14:59:49] **net bigship unknown cmd 11
[14:59:49] com.maddox.il2.objects.ActorViewPoint
[14:59:49] java.lang.ClassCastException: com.maddox.il2.objects.ActorViewPoint
[14:59:49] at com.maddox.il2.fm.FlightModelTrack$SPAWN.netSpawn(FlightModelTrack.java:686)
[14:59:49] at com.maddox.rts.NetChannel$SpawnMessage.msgNet(NetChannel.java:2068)
[14:59:49] at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
[14:59:49] at com.maddox.rts.Message._send(Message.java:1217)
[14:59:49] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[14:59:49] at com.maddox.rts.Message.sendTo(Message.java:1134)
[14:59:49] at com.maddox.rts.Message.trySend(Message.java:1115)
[14:59:49] at com.maddox.rts.Time.loopMessages(Time.java:180)
[14:59:49] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[14:59:49] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[14:59:49] at com.maddox.il2.game.Main.exec(Main.java:422)
[14:59:49] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[14:59:49] **net bigship unknown ng cmd 96
[14:59:49] **net bigship unknown ng cmd 96
[14:59:49] **net bigship unknown ng cmd 96
[14:59:50] **net bigship unknown ng cmd 96
[14:59:50] **net bigship unknown ng cmd 96
[14:59:50] **net bigship unknown ng cmd 96
[14:59:50] **net bigship unknown ng cmd 96
[14:59:58] Loading mission QuickQMBPro/Norway/NorwayRedNone00.mis...
[14:59:58] Y=1940 / M=9 / H= 14 , Temperature - 0m = 11.0 .
[14:59:58] Loading map.ini defined airfields:
[14:59:59] Load bridges
[14:59:59] Load static objects
[15:00:00] ##### House without collision (3do/Tree/Tree2.sim)
[15:00:00] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[15:00:00] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[15:00:00] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[15:00:00] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:00] *** IL-2 Selector N/A loaded ***
[15:00:00] SAS Common Utils Game Version = 4.122
[15:00:00] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-16A_Block15OCU/F35B USMC VX-23.bmp s1=3DO/Plane/F-16Viper(Mult10)/summer s2=PaintSchemes/Cache/0
[15:00:00] java.io.FileNotFoundException
[15:00:00] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[15:00:00] at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
[15:00:00] at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
[15:00:00] at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
[15:00:00] at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1122)
[15:00:00] at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1102)
[15:00:00] at com.maddox.il2.game.Mission.loadWings(Mission.java:1089)
[15:00:00] at com.maddox.il2.game.Mission._load(Mission.java:653)
[15:00:00] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[15:00:00] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[15:00:00] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[15:00:00] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[15:00:00] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:00:00] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[15:00:00] INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/F-16A_Block15OCU/F35B USMC VX-23.bmp'
[15:00:00] INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/F-16A_Block15OCU/F35B USMC VX-23.bmp' size: 0 != 512 | 1024
[15:00:01] ERROR file: File users/popowski/Icons not found
[15:00:01] Mission: QuickQMBPro/Norway/NorwayRedNone00.mis is Playing
[15:00:01] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[15:00:01] INTERNAL ERROR: HierMesh: Can't find chunk 'L_MC'
[15:00:01] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
[15:00:01] warning: no files : music/inflight
[15:00:11] java.lang.NoSuchFieldError: target
[15:00:11] at com.maddox.il2.objects.air.CockpitF_16C_B2530.radarboresight(CockpitF_16C_B2530.java:1224)
[15:00:11] at com.maddox.il2.objects.air.CockpitF_16C_B2530.radarclutter(CockpitF_16C_B2530.java:648)
[15:00:11] at com.maddox.il2.objects.air.CockpitF_16C_B2530.reflectWorldToInstruments(CockpitF_16C_B2530.java:343)
[15:00:11] at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:105)
[15:00:11] at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:690)
[15:00:11] at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:676)
[15:00:11] at com.maddox.il2.engine.Renders.b(Renders.java:530)
[15:00:11] at com.maddox.il2.engine.Renders.paint(Renders.java:440)
[15:00:11] at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[15:00:11] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[15:00:11] at com.maddox.rts.Message._send(Message.java:1217)
[15:00:11] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[15:00:11] at com.maddox.rts.Message.sendTo(Message.java:1134)
[15:00:11] at com.maddox.rts.Message.trySend(Message.java:1115)
[15:00:11] at com.maddox.rts.Time.loopMessages(Time.java:252)
[15:00:11] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[15:00:11] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[15:00:11] at com.maddox.il2.game.Main.exec(Main.java:422)
[15:00:11] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 [4.12]
Post by: KingTiger503 on May 10, 2018, 11:10:07 PM
hey wes, I like to know, How the Anti-Missile system did not Stand up against Incoming Soviet Cruise Missiles and Anti-ship Cruise Missiles.

Using B.A.T 3.3  JTW3.

Best Regards KT503
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 [4.12]
Post by: western0221 on May 11, 2018, 12:19:39 AM
hey wes, I like to know, How the Anti-Missile system did not Stand up against Incoming Soviet Cruise Missiles and Anti-ship Cruise Missiles.

I don't understand what your question is .... but

When the missile and the AAA (having "InterceptMissiles 1" parameter) are set in different Army color BLUE vs. RED, AAA wants to fire against Soviet Cruise missiles.
(https://www.mediafire.com/convkey/7f5b/4yd6x6mjw6xbjzf6g.jpg)

When they are set in the same Army color like RED and RED, AAA is silent.
(https://www.mediafire.com/convkey/f0bb/qqzrlgq6q0zgtq36g.jpg)

Ship vs. Soviet Anti-Ship missile is the same.
(https://www.mediafire.com/convkey/f442/09a1xkb19h9974l6g.jpg)
Almost impossible for only 12km effective range of Clemenceau's 100mm guns (2x / 4x) to intercept Kh-15S in over Mach 3, though .....
Only 10 seconds chance.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 [4.12]
Post by: Seb on May 11, 2018, 09:59:37 AM
I have a question if anyone else has a problem with the F-16 and radar display?
Now I was aiming for the Tu-95 when I started to approach him, the game froze and threw me to the desktop.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 [4.12]
Post by: MADMICK71 on May 11, 2018, 02:18:59 PM
Hi Seb,

Reported in F16 thread #63.(F16 radar CTD)
Laser guided bomb accuracy is also effected in the F4E,F16 and A7 with latest Engine mod 2.8.5w(Full effects version) with V4 USMC pack installed in 4.12 modact5.3. with latest weapons pack and jet cockpit materials etc loaded. No dramas with the intruders,Hornet and harrier LGB Accuracy.

Regards

Mick.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 [4.12]
Post by: Seb on May 13, 2018, 11:52:40 AM
I do not know if I should give it here or in ships.
But I included myself with the USS Nimitz mission, which previously worked very well, and now with the F-18 version 4.0 it immediately snaps and throws it to the desktop.
Regards
seb

P.S. F-14 B works.

Code: [Select]
[2018-05-13 17:47:43] ------------ BEGIN log session -------------
[17:47:43] OpenGL provider: Opengl32.dll
[17:47:43] OpenGL library:
[17:47:43]   Vendor: ATI Technologies Inc.
[17:47:43]   Render: AMD Radeon R9 200 Series
[17:47:43]   Version: 4.5.13491 Compatibility Profile Context 22.19.662.4
[17:47:43]   Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility 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_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts 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_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_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior 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_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding 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_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture 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_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_snorm 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[17:47:43] Size: 1600x1200
[17:47:43] ColorBits: 32
[17:47:43] DepthBits: 24
[17:47:43] StencilBits: 8
[17:47:43] isDoubleBuffered: true
[17:47:43] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[17:47:43]
[17:47:43] *** Looking for Advanced CPU Instructions...
[17:47:43] [x] PentiumPro
[17:47:43] [x] Multimedia (MMX)
[17:47:43] [x] 3D (SSE)
[17:47:43] [x] 3D (SSE2)
[17:47:43] [-] 3D (3DNow)
[17:47:43] ColourBits 32, ABits 8, ZBits 24
[17:47:43]
[17:47:43] *** Looking for Render API Extensions ...
[17:47:43] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[17:47:43] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[17:47:43] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[17:47:43] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[17:47:43] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[17:47:43] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[17:47:43] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[17:47:43] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[17:47:43] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[17:47:43] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[17:47:43] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[17:47:43] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[17:47:43] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[17:47:43]
[17:47:43] Maximum texture size : 16384
[17:47:43] Maximum simultaneous textures :8
[17:47:43] MaxAnisotropic (1.0 = none) : 16.000000
[17:47:43] 15 Splashscreens available.
[17:47:44] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[17:47:44] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[17:47:44] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[17:47:44] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[17:47:44] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[17:47:44] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[17:47:44] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[17:47:44] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[17:47:44] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[17:47:44] INTERNAL ERROR: Texture required
[17:47:44] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[17:47:44] INTERNAL ERROR: Str2FloatClamp() - Clamped 320 -> 128 (delta = -192) to Range 0.01..128
[17:47:51] Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA-Tadmor+2x2xR550+2x1300LtDroptank
[17:47:51] java.lang.ClassNotFoundException: com/maddox/il2/objects/weapons/BombProximity
[17:47:51] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[17:47:51] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:271)
[17:47:51] at com.maddox.il2.objects.air.MIRAGEIIIC.<clinit>(MIRAGEIIIC.java:392)
[17:47:51] at java.lang.Class.forName0(Native Method)
[17:47:51] at java.lang.Class.forName(Unknown Source)
[17:47:51] at com.maddox.rts.Spawn.get(Spawn.java:39)
[17:47:51] at com.maddox.rts.Spawn.get(Spawn.java:28)
[17:47:51] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[17:47:51] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[17:47:51] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[17:47:51] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[17:47:51] at com.maddox.il2.game.Main.exec(Main.java:405)
[17:47:51] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:47:51] Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA-Tadmor+2x2xR550+2x1300LtDroptank
[17:47:51] java.lang.ClassNotFoundException
[17:47:51] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[17:47:51] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:271)
[17:47:51] at com.maddox.il2.objects.air.MIRAGEIIICJ.<clinit>(MIRAGEIIICJ.java:467)
[17:47:51] at java.lang.Class.forName0(Native Method)
[17:47:51] at java.lang.Class.forName(Unknown Source)
[17:47:51] at com.maddox.rts.Spawn.get(Spawn.java:39)
[17:47:51] at com.maddox.rts.Spawn.get(Spawn.java:28)
[17:47:51] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[17:47:51] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[17:47:51] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[17:47:51] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[17:47:51] at com.maddox.il2.game.Main.exec(Main.java:405)
[17:47:51] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:47:51] Error on Dagger Loadout: GAttack: 4x130kgM4-Tadmor+2xShafrir+2x1300LtDroptank
[17:47:51] java.lang.ClassNotFoundException: com/maddox/il2/objects/weapons/BombProximity
[17:47:51] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[17:47:51] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:271)
[17:47:51] at com.maddox.il2.objects.air.IAI_Kfir_C2.<clinit>(IAI_Kfir_C2.java:342)
[17:47:51] at java.lang.Class.forName0(Native Method)
[17:47:51] at java.lang.Class.forName(Unknown Source)
[17:47:51] at com.maddox.rts.Spawn.get(Spawn.java:39)
[17:47:51] at com.maddox.rts.Spawn.get(Spawn.java:28)
[17:47:51] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[17:47:51] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[17:47:51] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[17:47:51] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[17:47:51] at com.maddox.il2.game.Main.exec(Main.java:405)
[17:47:51] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:47:51] Artillery: Parameter [BM21V_66rock]:<HeadMaxYawSpeed> not found
[17:47:51] Can't set property
[17:47:51] java.lang.RuntimeException: Can't set property
[17:47:51] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$SPAWN.getF(ArtilleryGeneric.java:122)
[17:47:51] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$SPAWN.LoadArtilleryProperties(ArtilleryGeneric.java:271)
[17:47:51] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$SPAWN.<init>(ArtilleryGeneric.java:292)
[17:47:51] at com.maddox.il2.objects.vehicles.artillery.WesG661Artillery.<clinit>(WesG661Artillery.java:64)
[17:47:51] at java.lang.Class.forName0(Native Method)
[17:47:51] at java.lang.Class.forName(Unknown Source)
[17:47:51] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[17:47:51] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[17:47:51] at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:254)
[17:47:51] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1544)
[17:47:51] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[17:47:51] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[17:47:51] at com.maddox.il2.game.Main.exec(Main.java:405)
[17:47:51] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:47:51] Problem in spawn: com.maddox.il2.objects.vehicles.artillery.WesG661Artillery$BM21V_66rock
[17:47:54] Initializing DirectSound playback device...
[17:47:54] Primary buffer created.
[17:47:54] Playback format is set : sampling rate = 44100, num channels = 2.
[17:47:54] Not enought hardware buffers (0), hardware disabled
[17:47:54] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[17:47:54] Default speaker config is : 1310724.
[17:47:54] Direct sound audio device initialized successfully :
[17:47:54] DX Version : 7
[17:47:54] Hardware    - disabled [buffers : 0]
[17:47:54] Extensions  - enabled :
[17:47:54]   EAX ver. 1 [ ]  - disabled
[17:47:54]   EAX ver. 2 [ ]  - disabled
[17:47:54]   EAX ver. 3 [ ]  - disabled
[17:47:54]   I3D ver. 2 [ ]  - disabled
[17:47:54]   ZoomFX     [ ]  - disabled
[17:47:54]   MacroFX    [ ]  - disabled
[17:47:54] SIMD render [X]
[17:47:54] num channels 32
[17:47:54]
[17:47:55] Loading mission Records/Intro 04 Ed.trk...
[17:47:55] Y=1940 / M=7 / H= 6 , Temperature - 0m = 16.0 .
[17:47:55] Loading map.ini defined airfields:
[17:47:56] Load bridges
[17:47:56] Load static objects
[17:47:56] Mission error, ID_04: java.lang.RuntimeException: Weapon set '2x58dt' not registered in air.F4F3
[17:47:56] java.lang.RuntimeException: Weapon set '2x58dt' not registered in air.F4F3
[17:47:56] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2412)
[17:47:56] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2131)
[17:47:56] at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
[17:47:56] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[17:47:56] at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
[17:47:56] at com.maddox.il2.game.Mission._load(Mission.java:653)
[17:47:56] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[17:47:56] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[17:47:56] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[17:47:56] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[17:47:56] at com.maddox.il2.game.Main.exec(Main.java:422)
[17:47:56] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:47:57] **net bigship unknown cmd 11
[17:47:57] **net bigship unknown cmd 11
[17:47:57] **net bigship unknown cmd 11
[17:47:57] **net bigship unknown cmd 11
[17:47:57] **net bigship unknown cmd 11
[17:47:57] **net bigship unknown cmd 11
[17:47:57] com.maddox.il2.objects.ActorViewPoint
[17:47:57] java.lang.ClassCastException: com.maddox.il2.objects.ActorViewPoint
[17:47:57] at com.maddox.il2.fm.FlightModelTrack$SPAWN.netSpawn(FlightModelTrack.java:686)
[17:47:57] at com.maddox.rts.NetChannel$SpawnMessage.msgNet(NetChannel.java:2068)
[17:47:57] at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
[17:47:57] at com.maddox.rts.Message._send(Message.java:1217)
[17:47:57] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[17:47:57] at com.maddox.rts.Message.sendTo(Message.java:1134)
[17:47:57] at com.maddox.rts.Message.trySend(Message.java:1115)
[17:47:57] at com.maddox.rts.Time.loopMessages(Time.java:180)
[17:47:57] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[17:47:57] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[17:47:57] at com.maddox.il2.game.Main.exec(Main.java:422)
[17:47:57] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:47:57] **net bigship unknown ng cmd 96
[17:47:57] **net bigship unknown ng cmd 96
[17:47:57] **net bigship unknown ng cmd 96
[17:47:57] **net bigship unknown ng cmd 96
[17:47:57] **net bigship unknown ng cmd 96
[17:47:58] **net bigship unknown ng cmd 96
[17:48:05] Loading mission QuickQMBPro/SP_NAVY/SP_NAVYRedScramble15.mis...
[17:48:05] Y=1960 / M=6 / H= 14 , Temperature - 0m = 29.0 .
[17:48:05] Loading map.ini defined airfields:
[17:48:07] Load bridges
[17:48:07] Load static objects
[17:48:07] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[17:48:07] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[17:48:07] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[17:48:07] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[17:48:07] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[17:48:07] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] *** IL-2 Selector N/A loaded ***
[17:48:08] SAS Common Utils Game Version = 4.122
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:08] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18C Chippy Ho.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/4368779436519299946
[17:48:08] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18C Chippy Ho.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/4368779436519299946
[17:48:09] WARNING: ****( Unexpected txr reload (tfMipmap): '3do/Ships/ShipkarCV2___UssNimitz/island_256.tga'
[17:48:09] Hook: Smoke not found
[17:48:09] com.maddox.il2.engine.ActorException: Hook: Smoke not found
[17:48:09] at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
[17:48:09] at com.maddox.il2.objects.vehicles.cars.CarGeneric.<init>(CarGeneric.java:971)
[17:48:09] at com.maddox.il2.objects.vehicles.cars.CarGeneric.<init>(CarGeneric.java:932)
[17:48:09] at com.maddox.il2.objects.vehicles.cars.AviaskinsProjectsCar$HUMVWEE.<init>(AviaskinsProjectsCar.java:19)
[17:48:09] at java.lang.Class.newInstance0(Native Method)
[17:48:09] at java.lang.Class.newInstance(Unknown Source)
[17:48:09] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.unitSpawn(CarGeneric.java:212)
[17:48:09] at com.maddox.il2.ai.ground.ChiefGround.unpackUnits(ChiefGround.java:550)
[17:48:09] at com.maddox.il2.ai.ground.ChiefGround.<init>(ChiefGround.java:171)
[17:48:09] at java.lang.reflect.Constructor.newInstance(Native Method)
[17:48:09] at com.maddox.il2.game.Mission.loadChiefs(Mission.java:1453)
[17:48:09] at com.maddox.il2.game.Mission._load(Mission.java:659)
[17:48:09] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[17:48:09] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[17:48:09] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[17:48:09] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[17:48:09] at com.maddox.il2.game.Main.exec(Main.java:422)
[17:48:09] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:48:09] SPAWN: Can't create Car object [class:com.maddox.il2.objects.vehicles.cars.AviaskinsProjectsCar$HUMVWEE]
[17:48:09] Hook: Smoke not found
[17:48:09] com.maddox.il2.engine.ActorException: Hook: Smoke not found
[17:48:09] at com.maddox.il2.engine.HookNamed.<init>(HookNamed.java:117)
[17:48:09] at com.maddox.il2.objects.vehicles.cars.CarGeneric.<init>(CarGeneric.java:971)
[17:48:09] at com.maddox.il2.objects.vehicles.cars.CarGeneric.<init>(CarGeneric.java:932)
[17:48:09] at com.maddox.il2.objects.vehicles.cars.AviaskinsProjectsCar$HUMVWEE.<init>(AviaskinsProjectsCar.java:19)
[17:48:09] at java.lang.Class.newInstance0(Native Method)
[17:48:09] at java.lang.Class.newInstance(Unknown Source)
[17:48:09] at com.maddox.il2.objects.vehicles.cars.CarGeneric$SPAWN.unitSpawn(CarGeneric.java:212)
[17:48:09] at com.maddox.il2.ai.ground.ChiefGround.unpackUnits(ChiefGround.java:550)
[17:48:09] at com.maddox.il2.ai.ground.ChiefGround.<init>(ChiefGround.java:171)
[17:48:09] at java.lang.reflect.Constructor.newInstance(Native Method)
[17:48:09] at com.maddox.il2.game.Mission.loadChiefs(Mission.java:1453)
[17:48:09] at com.maddox.il2.game.Mission._load(Mission.java:659)
[17:48:09] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[17:48:09] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[17:48:09] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[17:48:09] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[17:48:09] at com.maddox.il2.game.Main.exec(Main.java:422)
[17:48:09] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:48:09] SPAWN: Can't create Car object [class:com.maddox.il2.objects.vehicles.cars.AviaskinsProjectsCar$HUMVWEE]
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeHead not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeEngine not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeHead not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeEngine not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeHead not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeEngine not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeHead not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeEngine not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeHead not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeEngine not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeHead not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeEngine not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeHead not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeEngine not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeHead not found
[17:48:09] Tank com.maddox.il2.objects.vehicles.tanks.AviaskinsProjectsTank$ABRAMS: hook SmokeEngine not found
[17:48:10] ERROR file: File users/popowski/Icons not found
[17:48:10] Mission: QuickQMBPro/SP_NAVY/SP_NAVYRedScramble15.mis is Playing
[17:48:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:10] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[17:48:10] Too many vertexes or faces per shadow hier mesh!
[17:48:10] java.lang.NoSuchMethodError
[17:48:10] at com.maddox.il2.objects.air.F_18C.updateHook(F_18C.java:538)
[17:48:10] at com.maddox.il2.objects.air.F_18.update(F_18.java:2009)
[17:48:10] at com.maddox.il2.objects.air.F_18C.update(F_18C.java:233)
[17:48:10] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1104)
[17:48:10] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:476)
[17:48:10] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:505)
[17:48:10] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1129)
[17:48:10] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[17:48:10] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[17:48:10] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[17:48:10] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[17:48:10] at com.maddox.rts.Message._send(Message.java:1217)
[17:48:10] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[17:48:10] at com.maddox.rts.Message.sendTo(Message.java:1134)
[17:48:10] at com.maddox.rts.Message.trySend(Message.java:1115)
[17:48:10] at com.maddox.rts.Time.loopMessages(Time.java:252)
[17:48:10] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[17:48:10] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[17:48:10] at com.maddox.il2.game.Main.exec(Main.java:422)
[17:48:10] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018
Post by: Fly! on May 15, 2018, 03:18:25 PM
Same here. I had a USS Nimitz takeoff .mis that previously worked with the v.4 F-18. When it starts now it CTD. with a log that mentions 3do/effects/FlareAmber.eff
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018
Post by: western0221 on May 15, 2018, 04:42:24 PM
Same here. I had a USS Nimitz takeoff .mis that previously worked with the v.4 F-18. When it starts now it CTD. with a log that mentions 3do/effects/FlareAmber.eff

The file "3do/effects/FlareAmber.eff" has never been contained in SAS Engine MOD.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on May 23, 2018, 01:22:14 PM
Hi western, a question.

Your ###fuelReceiver type are compatible with Kc-97 or Kb-29P?
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on May 23, 2018, 03:33:41 PM
Hi western, a question.

Your ###fuelReceiver type are compatible with Kc-97 or Kb-29P?

I think reworking on both KC-97 and KB-29P is needed.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on May 24, 2018, 10:42:28 AM
Clone KA-6 code should be ok?
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on May 24, 2018, 10:52:32 AM
Clone KA-6 code should be ok?
KA-6D is drogue system refueling;
KC-97 and KB-29P you are aiming maybe flying boom system refueling.

They have common part and uncommon part.
KC-10 (non published) "Boom" code on SVN / my branch will be helpful.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on May 25, 2018, 05:13:56 AM
does it also need a different code for the receiving aircraft?

Because I can not get attached to the Kc-10
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on May 25, 2018, 05:21:40 AM
does it also need a different code for the receiving aircraft?

Yes.

"KC-10 (Transport)" has the function receiving fuel from "KC-10 (Boom)".
Its source is placed in the same SVN folder.

But KC-10s are in very early developing stage and its Transport variant might not have refuel receptacle door open / close function with decision code not to attach the boom when the receptacle door doesn't open.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on May 25, 2018, 05:40:23 AM
does it also need a different code for the receiving aircraft?

Yes.

"KC-10 (Transport)" has the function receiving fuel from "KC-10 (Boom)".
Its source is placed in the same SVN folder.

But KC-10s are in very early developing stage and its Transport variant might not have refuel receptacle door open / close function with decision code not to attach the boom when the receptacle door doesn't open.

this code is needed or can I ignore?

Code: [Select]
public void msgShot(Shot shot)
    {
        setShot(shot);
        if(shot.chunkName.startsWith("WingLIn") && World.Rnd().nextFloat(0.0F, 1.0F) < 0.1F)
            FM.AS.hitTank(shot.initiator, 0, 1);
        if(shot.chunkName.startsWith("WingRIn") && World.Rnd().nextFloat(0.0F, 1.0F) < 0.1F)
            FM.AS.hitTank(shot.initiator, 1, 1);
        if(shot.chunkName.startsWith("Engine1") && World.Rnd().nextFloat(0.0F, 1.0F) < 0.1F)
            FM.AS.hitEngine(shot.initiator, 0, 1);
        if(shot.chunkName.startsWith("Engine2") && World.Rnd().nextFloat(0.0F, 1.0F) < 0.1F)
            FM.AS.hitEngine(shot.initiator, 1, 1);
        if(shot.chunkName.startsWith("Engine3") && World.Rnd().nextFloat(0.0F, 1.0F) < 0.1F)
            FM.AS.hitEngine(shot.initiator, 2, 1);
        if(FM.AS.astateEngineStates[0] > 2 && FM.AS.astateEngineStates[1] > 2 && FM.AS.astateEngineStates[2] > 2)
            FM.setCapableOfBMP(false, shot.initiator);
        super.msgShot(shot);
    }

Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on May 25, 2018, 06:36:59 AM
msgShot() method is for calculating damage level in shot by enemies.
Not related to refueling , but needed or not is due to each aircrafts' 3d him node names and their collision names / structure styles , and how to simulate / reflect shot damages. Basic msgShot() codes are written in generic Aircraft.class maybe.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on May 25, 2018, 08:24:07 AM
What hook i had to add in fuelReceiver plane?

Can't find "_Probe <BASE>" in Kc-10 transport
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on May 25, 2018, 09:04:34 AM
What hook i had to add in fuelReceiver plane?

Can't find "_Probe <BASE>" in Kc-10 transport

"_Receptacle" in Nose_D0.MSH  ;)
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on May 27, 2018, 06:34:15 AM
Hi western

Is possible to add "case12" in EjectionSeats.class

a thing like this, and you need also 3d i image

Quote
case 12: // '\014'
            setMesh("3DO/Plane/B52Belly/hier.him");
            drawing(true);
            break;
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on May 27, 2018, 07:29:41 AM
Hi western

Is possible to add "case12" in EjectionSeats.class

a thing like this, and you need also 3d i image

Quote
case 12: // '\014'
            setMesh("3DO/Plane/B52Belly/hier.him");
            drawing(true);
            break;

No more needed such EjectionSeat.class editing.

Use expanded method
EjectionSeat(String seatMesh, String[] effStrings, float[] effSize, float[] effProcessTime, Loc loc, Vector3d vector3d, Aircraft aircraft, boolean ext);

All of EjectionSeat parameters can be set freely in calling it with msh string / effect string / etc. values from the version on Jan./2016.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on May 27, 2018, 07:34:59 AM
mmmhhh

Maybe is needed a proper 3d, because the seat had to exit downward from the belly, and with seats that we have now come out with the head down.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on May 27, 2018, 08:57:53 AM
Maybe is needed a proper 3d, because the seat had to exit downward from the belly, and with seats that we have now come out with the head down.

I've not tested any downward ejected seats, but I feel (even not sure) easily possible.

ES 3d model: normal coordinate upside-up.
Ejection Hook on B-52: normal coordinate upside-up.
giving vector3d value to EjectionSeat() method: 180 deg. rotated for going downward.

How about a set of them ?
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on May 27, 2018, 10:07:47 AM
Maybe is needed a proper 3d, because the seat had to exit downward from the belly, and with seats that we have now come out with the head down.

I've not tested any downward ejected seats, but I feel (even not sure) easily possible.

ES 3d model: normal coordinate upside-up.
Ejection Hook on B-52: normal coordinate upside-up.
giving vector3d value to EjectionSeat() method: 180 deg. rotated for going downward.


first two seems not possible

Maybe i can attempt the 3rd way

But where i had to change value

Example

Quote
public void doEjectCatapultOperator3()
    {
        new MsgAction(false, this) {

            public void doAction(Object obj)
            {
                Aircraft aircraft = (Aircraft)obj;
                if(Actor.isValid(aircraft))
                {
                    Loc loc = new Loc();
                    Loc loc1 = new Loc();
                    Vector3d vector3d = new Vector3d(0.0D, 0.0D, 30D);
                    HookNamed hooknamed = new HookNamed(aircraft, "_ExternalSeat05");
                    ((Actor) (aircraft)).pos.getAbs(loc1);
                    hooknamed.computePos(aircraft, loc1, loc);
                    loc.transform(vector3d);
                    vector3d.x += ((Tuple3d) (((FlightModelMain) (((SndAircraft) (aircraft)).FM)).Vwld)).x;
                    vector3d.y += ((Tuple3d) (((FlightModelMain) (((SndAircraft) (aircraft)).FM)).Vwld)).y;
                    vector3d.z += ((Tuple3d) (((FlightModelMain) (((SndAircraft) (aircraft)).FM)).Vwld)).z;
                    new EjectionSeat(1, loc, vector3d, aircraft);
                }
            }

        }
;
    }


In underlined part?
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on May 27, 2018, 10:19:11 AM
In underlined part?
so, how about
                    Vector3d vector3d = new Vector3d(0.0D, 0.0D, -30D);
?
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on May 27, 2018, 11:45:48 AM
yes!

Seems that works!
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on June 04, 2018, 05:10:54 AM
Hi Western  :)

About tankers, how can I determine the flow rate and the maximum time that the planes remain attached?
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on June 04, 2018, 05:46:45 AM
About tankers, how can I determine the flow rate and the maximum time that the planes remain attached?

The flow rate of refuel sending is decided in tanker side requestRefuel() method , but in it, the tanker uses the smaller number tanker's maximum ability or attached drone's requesting amount.

The tanker cannot know drone's total request amount and needed time to finish.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on June 04, 2018, 06:35:54 AM
I solved the flow problem, but after a while the two planes detaches even if the refueling is not completed.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on June 04, 2018, 07:19:19 AM
I solved the flow problem, but after a while the two planes detaches even if the refueling is not completed.

Tanker side remain fuel becomes too few ?

A-6 / KA-6D tankers have small fuel tanks and detach decision line is set 20%.
KC-10 (not published) has big fuel tanks, its decision line is set 5%.
KC-130's is set 12%.

In showing flight parameters by developer custom HUD, fuel amount in each aircrafts can be checked in real time.
2x A-4M and KC-130H,
(https://www.mediafire.com/convkey/0e78/80t66kz8gkww1k06g.jpg)
300 kg (+ some used for flight) fuel sent ....
(https://www.mediafire.com/convkey/613b/d3d865ibj86g0et6g.jpg)

(https://www.mediafire.com/convkey/b93d/tcm4b44r6ckf1bx6g.jpg)
760 kg fuel decreased (sent to 2x A-4M and self use about 100 kg) in KC-130H.
(https://www.mediafire.com/convkey/514d/1m4ljsdfj1jcv4t6g.jpg)
We can know tanker's fuel becomes lower than the limit line.

Ah.... and refuel is able only in safe speed area not too high / not too low like between 325 ~ 760 km/h IAS ; not too low altitude 1000 m (written in each tanker classes due to historical specs).
AI tanker often want to accelerate more and more against mission waypoints speed values .... if over 760 km/h .... refueling will be aborted.
AI's speed and throttle, whole behavior are also checked by that HUD.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on June 04, 2018, 07:25:10 AM
I'm doing the Kc-97, and it had 34000 liters of JP-5 for refuel jets.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on June 04, 2018, 01:47:28 PM
Western is this the string?

Quote
FM.M.fuel < FM.M.maxFuel * 0.05

Anyway
Tanker side remain fuel becomes too few ?

No, Tanker was at 80%
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on June 16, 2018, 06:25:34 AM
edit

solved
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on June 17, 2018, 04:55:44 AM
Hi Western

is possible to release as standard the engine mod for 8x engines?

ah....if possible 10x, i see a B-36 3d around here  ;)
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: 4S_Vega on June 19, 2018, 04:59:31 AM
It seems that now the planes that have LGB can not use them, F-4, A-7, F-16, A-10. What happened?

Do not tell me that I have to update the java code for all....

If yes, pls create a template for fast cloning, example F-16A extends F_16Laser (and F_16Laser extends F_16)
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on June 23, 2018, 01:48:00 AM
ah....if possible 10x, i see a B-36 3d around here  ;)

Now I'm trying to add 10x engines' implements ....

It needs more engine select / unselect keybinds like stock #1-#6 or modded #7-#8.
Total 6x new keys will be needed, perhaps.
And smart axis or some other internal expansions have to be reworked.
I have to take care compatibility and bugs.
Some days ....

And also reported helicopter + carriers bug fix etc.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018 [4.12]
Post by: western0221 on June 26, 2018, 05:33:42 AM
And also reported helicopter + carriers bug fix etc.

I check helicopter + carriers ..... finally I decide that's caused by each helicopters' 3d bugs.
AH-1 and some other choppers miss some _ClipXX hooks or some collisions necessary.

I prepare the game folder 4.12.2m + Modact5.3 + Weapon pack + AH-1 ..... (No Engine mod, No JetEra) .....
AH-1 can fly from air-start or ground-start ..... but cannot spawn on carriers or land to carriers.

With correct 3d elements, Bell 47 and Mi-24V can spawn on carriers and land to carriers.
Title: Re: SAS Engine MOD 2.8.5 western & JC's Merge Effect (Beta) Full-pack 07/May/2018 ~~ 2.8.6PRE beta 18/May/2018
Post by: SAS~Bombsaway on June 26, 2018, 05:52:11 AM
Thank you Western.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: western0221 on July 26, 2018, 04:13:41 AM
New version 2.8.7 is released in 1st - 2nd posts.
(2.8.6 is skipped)

Many updates are done around RWR and Radar , Missiles , AI behaviors.
Each feature descriptions will be written later.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: western0221 on July 26, 2018, 05:29:19 AM
Description about version 2.8.7


Quote
Fixing Engine MOD 2.7 bugs
- "Radar Range Minus" key bind's internal number duplication.


Quote
Fixing old 2.7.x / 2.8.x version bugs
- Heavy Jets keep their waypoints altitude and speed set. (fixed 26/Jul./2018)
Air refuel tankers maybe OK to follow mission waypoints.
AI interprets waypoints' speed value as IAS (from stock). So, when you want AI to fly in 550km/h TAS on 4000m (in example), its waypoint speed value has to be written around 410.

Quote
New feature
- 10x engines plane support is added. (26/Jul./2018)
- Modern Jets (having special flag enabled in FM file) AI make 360 degrees Over head Approach in narrow radius when landing waypoint is set Short-Left / Short-Right. A bit buggy. (26/Jul./2018)
- Supersonic Jets AI use Afterburner in Normal waypoints when its speed is supersonic range or need to go-over Sound barrier. (26/Jul./2018)
- Heavy planes' wheel brakes are made stronger. (26/Jul./2018)
- Multirole Fighter Jets AI choose dive attack or level bombing in enabling a new flag value in each aircraft classes , for guided bombs. (26/Jul./2018)
- Interface of TypeSACLOS is ready for TOW missile. (26/Jul./2018)

Over head Approach --- A-4 ver0.9.4 and F/A-18C/D ver4.0.m99 have OHA values in each FMs. Sorry only WIP and not smooth.

Multirole Fighter Jets AI --- A-4 ver0.9.4 and F/A-18C/D ver4.0.m99 have flag value changing codes in each java classfiles. F/A-18C/D with both LGB (or JDAM) + unguided ZUNI loadouts ..... first do level bombing and next dive attack.

TypeSACLOS --- only interface, no real working codes.

Supersonic flight and stronger wheel brakes --- automatic decision for all existing planes. Tu-95 with medium fuel can stop on 1000m runway.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: tarakanz on July 26, 2018, 12:31:08 PM
With SAS Engine MOD 2.8.7 the game does not start. with SAS Engine MOD 2.8.5 works  o_O
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: TeamFlyingAce162 on July 26, 2018, 02:36:13 PM
Getting CTD when ACs fire guided missiles at the new Hornets/Harriers/Skyhawks:

Log posted below:

Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.RadarWarningReceiverUtils.RWRMissileLaunchWarning(RadarWarningReceiverUtils.java:648)
at com.maddox.il2.objects.air.RadarWarningReceiverUtils.update(RadarWarningReceiverUtils.java:575)
at com.maddox.il2.objects.air.Skyhawk.update(Skyhawk.java:1329)
at com.maddox.il2.objects.air.SkyhawkFuelReceiver.update(SkyhawkFuelReceiver.java:48)
at com.maddox.il2.objects.air.SkyhawkA4E.update(SkyhawkA4E.java:254)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1144)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:476)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:466)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:44)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:824)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:180)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1169)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

On the plus side Paveways on the USMC family are now following the laser tracker properly :)
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: western0221 on July 26, 2018, 05:22:01 PM
Old Missile.class also makes conflicts. Check 1C8CA74ED09F70F4 , 8A7D32CCADFC28DC , 26AB556A169AE702 , 16538F18B6A41E40 , FBF92726A3A9E5F8 and delete old files.


Ship Extension Mod (ShipAIMod) has to be updated when installed.
I'll publish its new version soon in Ships section.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: TeamFlyingAce162 on July 26, 2018, 06:14:54 PM
Thanks Westy; the CTDs with the A4s was fixed.

Still getting various java code errors experimenting with the different jets:

Code: [Select]
java.lang.AbstractMethodError
at com.maddox.il2.objects.air.RadarWarningReceiverUtils.RWRRadarLockWarning(RadarWarningReceiverUtils.java:980)
at com.maddox.il2.objects.air.RadarWarningReceiverUtils.update(RadarWarningReceiverUtils.java:576)
at com.maddox.il2.objects.air.F_18.update(F_18.java:2045)
at com.maddox.il2.objects.air.F_18C.update(F_18C.java:186)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1144)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:476)
at com.maddox.il2.fm.FlightModel.update(FlightModel.java:466)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:44)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:824)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:180)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1169)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Code: [Select]
com.maddox.il2.objects.weapons.Missile.setMissileVictim(Missile.java:1453)
at com.maddox.il2.objects.weapons.Missile.doStart(Missile.java:773)
at com.maddox.il2.objects.weapons.Missile.start(Missile.java:1520)
at com.maddox.il2.objects.weapons.RocketGun.interpolateStep(RocketGun.java:184)
at com.maddox.il2.objects.weapons.RocketGun.tick(RocketGun.java:206)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Aside from these usual teething troubles, defiantly a major improvement overall.

Appreciate the continued work, as usual.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: western0221 on July 26, 2018, 06:37:18 PM
Thanks Westy; the CTDs with the A4s was fixed.

Still getting various java code errors experimenting with the different jets:

Code: [Select]
java.lang.AbstractMethodError
at com.maddox.il2.objects.air.RadarWarningReceiverUtils.RWRRadarLockWarning(RadarWarningReceiverUtils.java:980)
at com.maddox.il2.objects.air.RadarWarningReceiverUtils.update(RadarWarningReceiverUtils.java:576)
at com.maddox.il2.objects.air.F_18.update(F_18.java:2045)
at com.maddox.il2.objects.air.F_18C.update(F_18C.java:186)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1144)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:476)

What is the enemy Jet when you face this error on F/A-18C ?

The error message looks like that enemy side Jet codes are too old and not having compatibility in this 9 months.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: TeamFlyingAce162 on July 27, 2018, 01:26:24 AM
Westy:

Can't remember off the top of my head; at the moment all the CTDs I'm having are from the com.maddox.il2.objects.weapons.Missile.setMissileVictim(Missile.java:1453) series of java errors.

I've run pretty much every combination of US jets that I can (USMC pack, F-16s, -4s, -8s, even the older A-6s). CTD occurs 1-3sec after AI pilots engage eachother.

Player-flown ACs can fire AIM-9s/7s/120s all day at Hornets and they just cruise along popping countermessures. On the other hand if the player orders AI wingman to attack game CTDs.

If I find the old jet code I'll first reinstall that plane and report back.

EDIT/Sidenote: I haven't dived into testing the Soviet jets yet.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: damienn902 on July 27, 2018, 10:33:57 AM
hi i have a problem i dont understand since i updated the engine mod






Code: [Select]

[16:30:37] warning: no files : Music/Radio/Radio_Honolulu
[16:30:38] java.lang.NoSuchMethodError
[16:30:38] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric.findEnemy(ArtilleryGeneric.java:1171)
[16:30:38] at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:191)
[16:30:38] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$Move.tick(ArtilleryGeneric.java:524)
[16:30:38] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[16:30:38] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[16:30:38] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[16:30:38] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[16:30:38] at com.maddox.rts.Message._send(Message.java:1217)
[16:30:38] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[16:30:38] at com.maddox.rts.Message.sendTo(Message.java:1134)
[16:30:38] at com.maddox.rts.Message.trySend(Message.java:1115)
[16:30:38] at com.maddox.rts.Time.loopMessages(Time.java:252)
[16:30:38] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[16:30:38] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[16:30:38] at com.maddox.il2.game.Main.exec(Main.java:422)
[16:30:38] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)





someone has an idea?
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: western0221 on July 27, 2018, 11:06:12 AM
hi i have a problem i dont understand since i updated the engine mod

Code: [Select]
[16:30:37] warning: no files : Music/Radio/Radio_Honolulu
[16:30:38] java.lang.NoSuchMethodError
[16:30:38] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric.findEnemy(ArtilleryGeneric.java:1171)
[16:30:38] at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:191)
[16:30:38] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$Move.tick(ArtilleryGeneric.java:524)

NearestEnemies.class --- hashed classfile name is 4F08C24852D0F64A --- maybe conflicted.
In somewhere folder , same name classfile is existing and loaded superior.

Current Engine mod 2.8.7w's one is filesize 16KB and dated 23rd/Jul./2018 .
Older dated ones are NO. Add "-" character in front of the filename of them making not to load by Mod-activator or Delete.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: damienn902 on July 27, 2018, 11:22:57 AM
ok,thank you for your light

indeed the same file was present in my file AIship
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: western0221 on July 27, 2018, 11:27:38 AM
ok,thank you for your light

indeed the same file was present in my file AIship

"ShipAIMod" folder in current (published on the same day of Engine 2.8.7w) Ship Extensions mod 2.22.1 doesn't contain it.

And not 2.22.1 Ship Extensions mod doesn't work with Engine mod 2.8.7w.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: MADMICK71 on July 27, 2018, 03:43:59 PM
Hi Western,

Appreciate your hard work. I am having the same problem as Team flying Ace at post #331.
Mig23 was in a missile firing position at 5 o'clock high then kicked out of the game.using latest version of FA18.
Using 4.12. Modact 5.3 engine mod 2.8.7 full effects version.
Removed offending files that were causing conflict in ShipAImod.
All migs-- Mig7,19,21,23 & 25 Franken all lost missile loadouts. lost all loadouts with the USMC pack and Skyhawks.

I then reinserted the files that were removed back into the "shipAImod" folder.
Removed latest version of Skyhawk pack, Removed latest version of USMC pack but left current 2.8.7 Engine mod. Reloaded the previous Skyhawk pack and USMC pack and all working fine.

Do we have to wait for an update to the Ship extension mod for the RWR to work?

Same log file as at post#331

Regards

Mick
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 [4.12]
Post by: western0221 on July 27, 2018, 04:07:17 PM
All migs-- Mig7,19,21,23 & 25 Franken all lost missile loadouts. lost all loadouts with the USMC pack and Skyhawks.

If so, THEIR incompatible problem , solving is needed ON THEM.

I warned on SAS at least 1 year ago from today as .... some bug codes around Radar and Missile (published some years ago, but missed by any modders) have serious compatibility problem ONLINE or 1 - more AI variants in offline single missions, and those codes have to be get rid.
And at least 9 months ago (November / 2017), also I told modders not to copy and paste such danger codes to new aircrafts , it would make more serious compatibility problems and confusing , if already done ---- deleting back is needed as soon as possible.

So, Engine MOD reworking are aiming to fix the compatibility problems ONLINE / AI single missions fundamentally.
USMC pack Jets and A-4 are now much safer (even not perfect, some problems are remained) on online or multi AI single missions.

In doing the rebuild danger codes into safer codes of Engine MOD, such danger codes in aircraft's side become to crash games.
But we have waited enough long period from the first warned time, isn't it ?
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 ~ patch 29/Jul/2018 [4.12]
Post by: western0221 on July 28, 2018, 10:15:14 PM
2.8.7 Full pack (released on 26th/Jul./2018) 's guided missile classfiles had new bugs around Laser guided missiles.

Now I fix them and published a patch in the 1st post.
Overwrite patch's contents onto 2.8.7 Full pack folder.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 ~ patch 29/Jul/2018 [4.12]
Post by: MADMICK71 on July 29, 2018, 04:12:47 PM
Hi,

Followed instructions as above. Il2 4.12,modact 5.3 ,Jet war1.4, dreamk weapons pack engine mod 2.8.7 full flame effects version with USMC Pack 4 installed and A4 v9.4.

FA18 and A6E A6Swip mavericks fail to explode on impact, AGM 123 fail to explode and track properly
A10  AGM 65 mavericks fail to guide and explode.

Mig 19 Pl 3 IR Missile when locked on to B52 complete CTD crash.

Followed instructions loaded patch into Engine mod for 2.8.7.

Tried to reverse and go back to previous engine mod version 2.8.5
loaded previous version of USMC pack and A4. Same result as above.

Anyone else having these issues.

regards

Mick.

Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 ~ patch 29/Jul/2018 [4.12]
Post by: western0221 on July 29, 2018, 04:56:37 PM
FA18 and A6E A6Swip mavericks fail to explode on impact, AGM 123 fail to explode and track properly

Thanks Mick.

I missed I made such new bugs in developing.
AGM-123 problem might be solved by patch 2.8.7 A , but all AGM-65 variants' bugs are remained.

I'll release a newer patch 2.8.7 B for it.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 ~ patch 29/Jul/2018 [4.12]
Post by: KingTiger503 on July 30, 2018, 12:14:33 AM
Don.t forget to fix the Countermeasures for all the Planes, It just keep Ignoring the Flares and chaffs until it hits the Planes head on.


Best Regards KT503
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 ~ patch 29/Jul/2018 [4.12]
Post by: MADMICK71 on July 30, 2018, 03:17:33 PM
Hi Western,

Please check the AI guided missiles as all AI aircraft with guided missiles suffer Crash when launching. Is this related to Ship extension pack 2.21. AGM 65 family missiles with patch guide but fail to explode and destroy target. AGM 123 still fails to guide and fails to explode.

Version 4.12, modact 5.3, Jetwar 1.4, Dreamk weapons pack, Engine mod full effects version 2.8.7 with Patch A installed.USMC Pack and A4 9.4.

Regards

Mick
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 ~ patch 29/Jul/2018 [4.12]
Post by: western0221 on July 31, 2018, 10:06:47 AM
I've found the bug reason of any AGM-65 variants don't explode in hitting targets or grounds.

That's AGM-65 side 3D structure problem in Weapon pack Generation 2016-iii (not Engine mod side).
Bugfix patch is released in Weapon pack Generation 2016-iii topic.
Please apply it.
Title: Re: SAS Engine MOD 2.8.7 western & JC's Merge Effect (Beta) Full-pack 26/Jul/2018 ~ patch 29/Jul/2018 [4.12]
Post by: MADMICK71 on July 31, 2018, 06:33:45 PM
Hi Western,

Applied patch to weapons pack 2016. added new msh file to AGM65 family.
Good news AGM 65B works fine and explodes ;D
AGM 123 Explodes but fails to guide to target.
AGM 65 E & F fail to guide/track to target.

AI missiles still causing CTD/Crash when locked on about to fire or when firing.

Regards

Mick.
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: western0221 on August 04, 2018, 09:48:48 AM
New version 2.8.8 western is released in 1st page.

Quote
- Each aircraft classes can control canceling AI Ground-Attack soon when bombs or rockets are not left. (04/Aug./2018)
.... and more small tuning about AI Ground-Attack of modern Jets.
(Even still AI often fails rocket or gun Ground-Attack, but a bit better than previous.)


Newer Jet mods released in the future will use this function and crash without applying current (or later) update.
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: MADMICK71 on August 04, 2018, 08:00:15 PM
Hi,

Removed previous version Engine mod 2.8.7 full effects version.

Installed updates to Weapons pack and latest Engine mod 2.8.8 Merge effects, full effects version into 4.12, Modact5.3, Jetwar 1.4.

Enemy AI jets are like sheep wondering the sky. Same issues as previous posts.

AGM65B - Working however has become less accurate. Launching above 500m and under 600KPH.

AGM65E - Flys straight unguided explodes when hitting ground fails to lock onto any target.

AGM65 F - Works perfectly ;D

AGM65D - Works perfectly ;D

AGM123 - Same issue as AGM65E

AGM84 Harpoons working fine.

B52 - working fine now was previously locking up in cockpit view. All weapons working very well including GPS guided GBU 38's etc.

All GPS guided bombs working all LGBs working except with F4E-D,A-7, F16 Family and A10C FLIR Laser not tracking.


 :(

Mick.
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: western0221 on August 04, 2018, 08:20:27 PM
Hi, Mick.

AGM65E - Flys straight unguided explodes when hitting ground fails to lock onto any target.
AGM123 - Same issue as AGM65E

Do you test those Lase guided missiles by current F/A-18C/D or AV-8B+ (version 4.0.-99) or A-4M Skyhawk (version 0.9.4) ?
They are OK in my game.

And I'm not 100% sure , but perhaps OK about A-6 Intruder.


I don't have a grasp other mods have correct laser codes.
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: SaS~JackS on August 05, 2018, 11:58:26 AM
Hi all,

I guess I'm getting a bit long in the tooth, but this is the most confusing mod I've encountered.

Perhaps someday soon, there will be only one engine mod with no dependencies?

Thanks for listening.

Jack
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: MADMICK71 on August 05, 2018, 04:20:01 PM
Hi Western,

PM Sent re Log.

Regards

Mick.
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: damienn902 on August 07, 2018, 03:08:27 PM
hi i found a problem on the last engine-mod
the agm65 A and B I test them on the f-4 and the f-18v4 and it goes through the ground without exploding

I check all the nesaries, mods to update and I test on a new instalation more than 7x (you never know a fake manipulation happens quickly) but agm 65 A and B keeps their problem

the agm lock, go straight on their target ..........., no explosion the missile goes below the map ......, the missile is in tubo  mole  mode

and il2 does not write any log for this problem

Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: western0221 on August 07, 2018, 05:10:36 PM
hi i found a problem on the last engine-mod
the agm65 A and B I test them on the f-4 and the f-18v4 and it goes through the ground without exploding

Install current Weapon pack Gen2016-iii published on 03/Aug/2018.
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: damienn902 on August 07, 2018, 05:30:04 PM
yes we tested with the last version precisely
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: western0221 on August 07, 2018, 05:38:06 PM
yes we tested with the last version precisely

If so .... install process was failed or 3d msh files are conflicted :
--- Like same named but different dated (different 3d contents) AGM-65 3d msh files have been installed in different named 2 or more folders in your modded game folder , and from loading order decided by folders' name characters , old version is loaded.
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: damienn902 on August 09, 2018, 03:23:03 AM
yes it was same 3d obselete in several sfs, and sfs the weapon pack 2016 was not read first
thank you
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: 4S_Vega on August 10, 2018, 03:07:51 PM
edit
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: MADMICK71 on August 10, 2018, 08:31:54 PM
Hi Western more information.

Using Version IL2 4.12 with Mod Act 5.3, Jetwar 1.4.
Engine Mod Full effects version 2.8.8
USMC Pack V4
A4 Current version 9th August 2018
Weapons Pack 2016 Version iii latest version
removed ship extension 2.21
Removed files -
1C8CA74ED09F10F4, 8A7D32CCADFC28DC, 26AB556A169AE702, 16538F18B6A41E40, FBF92726A3A9E5F8.
.
Loaded Ship Extension New version 2.22
.
AI Aircraft Air to Air missiles all not working.
AGM65E  and AGM 123 fail to lockon to targets - detonate at ground level seems to be tracking and lock issue.

LOG:

[8:18:21 AM]   WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[8:18:21 AM]   Too many vertexes or faces per shadow hier mesh!
[8:18:21 AM]   WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.

[8:21:11 AM]   java.lang.NoSuchMethodError
[8:21:11 AM]      at com.maddox.il2.objects.weapons.Missile.setMissileVictim(Missile.java:1469)
[8:21:11 AM]      at com.maddox.il2.objects.weapons.Missile.doStart(Missile.java:777)
[8:21:11 AM]      at com.maddox.il2.objects.weapons.Missile.start(Missile.java:1536)
[8:21:11 AM]      at com.maddox.il2.objects.weapons.RocketGun.interpolateStep(RocketGun.java:184)
[8:21:12 AM]      at com.maddox.il2.objects.weapons.RocketGun.tick(RocketGun.java:206)
[8:21:12 AM]      at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[8:21:12 AM]      at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[8:21:12 AM]      at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[8:21:12 AM]      at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[8:21:12 AM]      at com.maddox.rts.Message._send(Message.java:1217)
[8:21:12 AM]      at com.maddox.rts.Message.sendToObject(Message.java:1191)
[8:21:12 AM]      at com.maddox.rts.Message.sendTo(Message.java:1134)
[8:21:12 AM]      at com.maddox.rts.Message.trySend(Message.java:1115)
[8:21:12 AM]      at com.maddox.rts.Time.loopMessages(Time.java:252)
[8:21:12 AM]      at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[8:21:12 AM]      at c
Title: Re: SAS Engine MOD 2.8.8 western & JC's Merge Effect (Beta) Full-pack 04/Aug/2018 [4.12]
Post by: MADMICK71 on August 13, 2018, 07:59:54 PM
Hi Western,

In addition to the above. When I disable the ("-") barometric fuses mod in my SAS folder the Laser in the Fa18 V4 and A4, A6 latest versions increases in range which is great but LGBs for the A6 become more inaccurate. AV8B, Hornets and Latest Skyhawk Laser and LGB's accurate.
Loaded update to USMC pack and WEAPONS/ Engine mod 2.8.8 still same problems persist. AI Jets enagge and shoot with guns but no AI Missiles.Log same as above.

Regards

Mick
Title: Re: SAS Engine MOD 2.8.9 western & JC's Merge Effect (Beta) Full-pack 25/Aug/2018 [4.12]
Post by: western0221 on August 25, 2018, 09:47:01 AM
All Engine MOD variants are updated to 2.8.9w in 1st - 2nd posts.

- Fix AI's Shallow Dive Bombing bug.
- Fix AAM guidance little bug.
Title: Re: SAS Engine MOD 2.8.9 western & JC's Merge Effect (Beta) Full-pack 25/Aug/2018 [4.12]
Post by: Piotrek1 on August 26, 2018, 01:08:13 PM
Thank you very much!
Title: Re: SAS Engine MOD 2.8.9 western & JC's Merge Effect (Beta) Full-pack 25/Aug/2018 [4.12]
Post by: MADMICK71 on August 26, 2018, 02:56:36 PM

Thanks western for this small update.

Problems at post #360 still persist.
Is this a problem my end or is it Engine mod?
Tried to reverse back to Engine mod 2.8.5 and V4 USMC pack beta when all worked fine with the same issues present.

Regards

Mick.
Title: Re: SAS Engine MOD 2.8.9 western & JC's Merge Effect (Beta) Full-pack 25/Aug/2018
Post by: DU30 on August 26, 2018, 03:42:08 PM
Thanks for the update West
Title: Re: SAS Engine MOD 2.8.9 western & JC's Merge Effect (Beta) Full-pack 25/Aug/2018 [4.12]
Post by: KingTiger503 on September 01, 2018, 08:03:11 PM
Hey wes, Any News for a New Countermeasures Codes for Aircraft to Keep a Planes out of Harms way, I don,t like a Missiles Smoke Disappear until it Hits the Aircraft.


Best Regards KT503
Title: Re: SAS Engine MOD 2.8.9 western & JC's Merge Effect (Beta) Full-pack 25/Aug/2018 [4.12]
Post by: Seb on September 02, 2018, 05:32:06 AM
Hi Western
I follow your blog: http://il2itaki.blog135.fc2.com/, and admire your work and ideas.
I read there about missiles directed by cameras, I have a question whether it will be a view or just a java code.
In relation to these cameras and your work on SAS EngineMod, you did not think about making a mod that would let photographic recognition aircraft make screenshots of places over which they fly.
And the last sparawa how your work on the F-14 looks like?
I also have a question when you can expect an improved error related to the radar screen in the F-16. Now when you switch functions, you can play the game on the desktop.
Regards
Seb
Title: Re: SAS Engine MOD 2.8.9 western & JC's Merge Effect (Beta) Full-pack 25/Aug/2018 [4.12]
Post by: MADMICK71 on September 02, 2018, 03:13:59 PM

Is anyone else experiencing the same problems as I in Post#360 with engine mod 2.8.9 and can any one suggest a fix?

Regards

Mick.
Title: Re: SAS Engine MOD 2.8.10 western & JC's Merge Effect (Beta) Full-pack 08/Sep/2018 [4.12]
Post by: western0221 on September 08, 2018, 07:22:50 AM
SAS Engine MOD 2.8.10 western is published in 1st - 2nd posts.

It fixes Minimap waypoints display bug in the difficulty setting "Realistic Navigation OFF".
Title: Re: SAS Engine MOD 2.8.11 western & JC's Merge Effect (Beta) Full-pack 10/Sep/2018 [4.12]
Post by: western0221 on September 10, 2018, 12:54:15 PM
SAS Engine MOD 2.8.11 western is published in 1st - 2nd posts.

It expands Radar Warning Receiver utility (a part of guided missiles) --- able to simulate early generation RWRs they cannot detect any missiles but only Radar waves, and they notice enemy directions in a few sectors 4 or 8 like Russian SPO-10.
Title: Re: SAS Engine MOD 2.8.11 western & JC's Merge Effect (Beta) Full-pack 10/Sep/2018 [4.12]
Post by: MADMICK71 on September 13, 2018, 08:14:39 PM
Hi Western,

AGM 65B,D &  F detonate and hit target but fail to destroy or do any damage, failure rate 80% when launched from FA18 V4, F16 & F4E.
AGM 65 E and AGM 123 problems still persist as posted #360.
AI Air to Air missiles continue to not work/Fail to launch results in 100% CTD #360 all aircraft with Air to air missiles.

Updated engine mod  2.8.10 with patch prior to removing and loading Engine Mod 2.8.11 full effects version.
Using IL2 4.12 Modact 5.3, Jetwar 1.3.

All was working fine with Engine Mod 2.8.9 and prior to updating with Ship Extension pack 2.22.

Regards

Mick  :(
Title: Re: SAS Engine MOD 2.8.11 western & JC's Merge Effect (Beta) Full-pack 10/Sep/2018 [4.12]
Post by: MADMICK71 on October 15, 2018, 08:41:16 PM

All fixed.

See https://www.sas1946.com/main/index.php/topic,59509.0.html

Regards

Mick.
Title: Re: SAS Engine MOD 2.8.3 western & JC's Merge Effect (Beta) Full-pack 19/Mar/2018 [4.12]
Post by: Koty on November 08, 2018, 10:00:58 AM

I also wrote the codes each Jets can have specific those pitch degrees in FM file.
Code: [Select]
CTargetPitchDegreeAITakeoffRotation 10.0
CTargetPitchDegreeAITakeoffClimb 13.0
Those lines in the FM mean rotation target is 10 degrees and climb target is 13 degrees for some short tail jet fighters.


I have been playing aronud with the F-104 mod lately and found out something:

After rotating, the plane begins to pitch down and so generates no lift. So I used the new FM lines. The plane now rotates to a correct angle - but it then begins pitching down back to "flying" flat (it does not fly at all, it just drives on the runway at 400 km/h). It will do this with any kind of load, although with the lighter ones it will lift off for a second or two.
Title: Re: SAS Engine MOD 2.8.11 western & JC's Merge Effect (Beta) Full-pack 10/Sep/2018 [4.12]
Post by: Seb on November 30, 2018, 02:23:05 PM
I'm sorry, the fault was on my side, I had an old version of AI / Torpedo Ship Extension.
greetings
seb
Title: Re: SAS Engine MOD 2.8.11 western & JC's Merge Effect (Beta) Full-pack 10/Sep/2018 [4.12]
Post by: VasyafromBelarus on January 23, 2019, 01:16:56 PM
With SAS Engine mod 2.8.11 not working afterburner sound
Title: Re: SAS Engine MOD 2.8.11 western & JC's Merge Effect (Beta) Full-pack 10/Sep/2018 [4.12]
Post by: western0221 on January 23, 2019, 05:12:45 PM
With SAS Engine mod 2.8.11 not working afterburner sound

Umm... I've not found the bug you say.
Please tell me more detailed to quickly debug.

1. which version Engine mod was the last one "bug-free" of Afterburner sound ?
I want to compare two versions of the last "bug-free" one and the first "bug" one.

2. which variant of Engine mod do you use in 6x or 8x subtypes ?

3. which jets do you find the bug ? All or specific ?

4. some sound mods are installed or not ? like Pablo's Cockpit sound mod, dirtbloxxMC's Ultimate Jet Sounds mod.

5. some error or warning lines recorded in your error log or not ? like "sound preset XXXXXX missing".
Title: Re: SAS Engine MOD 2.8.11 western & JC's Merge Effect (Beta) Full-pack 10/Sep/2018 [4.12]
Post by: BT~wasted on January 23, 2019, 09:16:20 PM
Problem is here:
Code: [Select]
//   By western, comment out next 2 lines, no lines in stock MotorSound.class ; unknown code meaning
// float f5 = motor.getThrustOutput();
// sndMotor.setControl(1001, f5);
Title: Re: SAS Engine MOD 2.8.11 western & JC's Merge Effect (Beta) Full-pack 10/Sep/2018 [4.12]
Post by: western0221 on January 24, 2019, 05:24:31 AM
Problem is here:
Code: [Select]
//   By western, comment out next 2 lines, no lines in stock MotorSound.class ; unknown code meaning
// float f5 = motor.getThrustOutput();
// sndMotor.setControl(1001, f5);

Ahhh .....

Thanks, just it, certainly my comment line.

In my change logs ..... that was Updating time of 2.8.1w ---> 2.8.2w .
Stock game's MotorSound.class was added "my_preset" function in 4.12.2m update,
but Engine mod looked like carried over 4.10.1m time MotorSound.class + tweak ----- lost "my_preset" function.
Rebuild from 4.12.2m codes and not know Afterburner sound codes.

OK. Next 2.8.12 update will contain its fix.
Title: Re: SAS Engine MOD 2.8.12 western & JC's Merge Effect (Beta) Full-pack 13/Feb/2019 [4.12]
Post by: western0221 on February 13, 2019, 06:16:14 PM
New 2.8.12w is published in 1st-2nd posts.

Many bug fixes are contained, highly recommended.

Fixing old 2.7.x / 2.8.x version bugs
Code: [Select]
- Jet engine Afterburner sound missing. (fixed 13/Feb./2019, occurred 08/Feb./2018)
- Carrier Catapult push power calculation to avoid gears breaking with heavier loadouts. (fixed 13/Feb./2019)
- Chock 3d models are shown on carrier decks. (fixed 13/Feb./2019, occurred 23/Apr./2018)
- AI doesn't fire IR-AAM to friendly in very short distance. (fixed 13/Feb./2019)
- IR-AAMs , Image guidance missiles are disturbed by clouds. (fixed 13/Feb./2019)
- Trigger 4/5/6 rockets use "Rocket Delay" seconds value as same as Trigger 2. (fixed 13/Feb./2019)

New feature
Code: [Select]
- More realistic Semi-Active Radar Homing AAM guidance (Fire-and-Forget impossible) and its RWR notice function. (13/Feb./2019)
- Implement TypeHelicopter and its small landing pattern. (13/Feb./2019)
Title: Re: SAS Engine MOD 2.8.12 western & JC's Merge Effect (Beta) Full-pack 13/Feb/2019 [4.12]
Post by: max_thehitman on February 13, 2019, 07:12:29 PM


OK, if you recomend, I will try it and test it.

Thank you Western

Title: Re: SAS Engine MOD 2.8.12 western & JC's Merge Effect (Beta) Full-pack 13/Feb/2019
Post by: SAS~vampire_pilot on February 14, 2019, 10:03:03 AM
noticed this by chance, the changelog looks good!
I will test drive this in the upcoming BAT!
Title: Re: SAS Engine MOD 2.8.12 western & JC's Merge Effect (Beta) Full-pack 13/Feb/2019 [4.12]
Post by: baggo on February 14, 2019, 11:30:04 AM
western thanks for japancats merge effects and engine mod 2.8.12w,when bat came out I noticed all the effects where there except one, that was when straffing german opel blitz fuel trucks they would explode has they did in cup but then turned into strange little white clouds instead of the huge volumes of smoke and fire I had in cup with the same missions,a real immersion killer.i tried various effects packages but none worked, saw your update and thought id give it a try, so I minused out the latest bat engine mod and installed your update and the effects where back again, only downside was I could have full throttle flames or bullet casings turning to smoke but not both, so I set it to full throttle flames in jsgme, but I can revert to original bat engine mod when required,but so far everything seems to work,just wondered if this could be tweaked for the new bat update,but anyway I thought I would let you know what id tried, and really just to say thankyou very much for everything you do for us all. kev.
Title: Re: SAS Engine MOD 2.8.12 western & JC's Merge Effect (Beta) Full-pack 13/Feb/2019 [4.12]
Post by: western0221 on February 16, 2019, 01:22:31 AM
My Engine mod 2.8.12 game folder is no problem about generating screenshots.

Beta VP Modpack #JETWAR folder may have "TGA_screenshot" folder and 9782E66223D1856A classfile inside.
That's getting screenshot function classfile not related to Engine mod.


.... and ....

conf.ini --- "Hotkey game" block ?
Mine is
Code: [Select]
[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause
Title: Re: SAS Engine MOD 2.8.12 western & JC's Merge Effect (Beta) Full-pack 13/Feb/2019
Post by: SAS~vampire_pilot on February 16, 2019, 01:38:45 AM
I tested 2.8.12 in JTW and with new Marine Aviation pack for the next BAT update pack.
All works, I had a major dogfight with all kinds of jets, including Tomcats, F-18, Migs and F-16..... looks good to me!
Title: Re: SAS Engine MOD 2.8.12 western & JC's Merge Effect (Beta) Full-pack 13/Feb/2019 [4.12]
Post by: max_thehitman on February 16, 2019, 02:02:31 PM
I have exactly what you have Western, my conf.ini is also well setup.

OK, I have deleted and re-installed the entire SAS Engine MOD 2.8.12 western package, and
all seems to work good now.

Perhaps it was something wrong with my last download (?) I do not know.
Now I can take screenshots again.

Thank you Western
Title: Re: SAS Engine MOD 2.8.12 western & JC's Merge Effect (Beta) Full-pack 13/Feb/2019 [4.12]
Post by: KingTiger503 on February 16, 2019, 11:48:23 PM
The Afterburner sound is Back, Thanks. man


Best Regards KT503
Title: Re: SAS Engine MOD 2.8.13 western & JC's Merge Effect (Beta) patch 21/Feb/2019 --- 2.8.12 Full-pack 13/Feb/2019 [4.12]
Post by: western0221 on February 21, 2019, 11:59:19 AM
2.8.13 patch is published in 1st post.

Fix guided missile codes low compatibility.
Title: Re: SAS Engine MOD 2.8.13 western & JC's Merge Effect (Beta) patch 21/Feb/2019 --- 2.8.12 Full-pack 13/Feb/2019
Post by: SAS~vampire_pilot on February 21, 2019, 09:58:51 PM
noted!
Title: Re: SAS Engine MOD 2.8.13 western & JC's Merge Effect (Beta) patch 21/Feb/2019 --- 2.8.12 Full-pack 13/Feb/2019 [4.12]
Post by: max_thehitman on February 23, 2019, 02:53:53 PM


2.8.13 patch will be installed as suggested !
Thank you Western
Title: Re: SAS Engine MOD 2.8.13 western & JC's Merge Effect (Beta) patch 21/Feb/2019 --- 2.8.12 Full-pack 13/Feb/2019
Post by: Cafs on February 24, 2019, 08:30:50 AM
Thank you for the fix Western.

Cheers.
Title: Re: SAS Engine MOD 2.8.13 western & JC's Merge Effect (Beta) patch 21/Feb/2019 --- 2.8.12 Full-pack 13/Feb/2019 [4.12]
Post by: BT~wasted on February 27, 2019, 04:22:35 AM
Hello Western!

I see this in Missile.class over SVN:
Code: [Select]
bSACLOSHoming
Looks like what I just need for 9M114 missile for Mi-24.

Can you reveal more information on both Player and AI side implementation?

Thanks,

Taras
Title: Re: SAS Engine MOD 2.8.14 western & JC's Merge Effect (Beta) Full-pack 04/Mar/2019 [4.12]
Post by: western0221 on March 04, 2019, 07:54:45 AM
ver 2.8.14w in 1st - 2nd posts.

AI Dive bombing problem is solved.
Title: Re: SAS Engine MOD 2.8.14--- F-16 HUD/Radar 'crash' freeze up
Post by: xxxautoxxx on March 09, 2019, 04:09:13 PM
hi Western~

   Love all the new features you and the gang keep adding into this OLD game ! ;)

I have updated to your LATEST version of the ENGINE MOD and WEAPONS PAcks...as well as finding/deleting ALL of the 'class' files you mentioned to (outside of the SAS ENGINE MOD folder, that is) and including the one in the NEWEST F-16 2.2 pack...

BUT - still the game Freezes/cashes when firing any AtoA missle if i have changed the RADAR screen in the nHUD?

Any ideas or suggestions?

Thanks

xAx

Title: Re: SAS Engine MOD 2.8.14 western & JC's Merge Effect (Beta) Full-pack 04/Mar/2019 [4.12]
Post by: SAS~Storebror on March 10, 2019, 12:52:53 AM
log or it didn't happen.
Title: Re: SAS Engine MOD 2.8.14 western & JC's Merge Effect (Beta) Full-pack 04/Mar/2019 [4.12]
Post by: Koty on April 12, 2019, 04:03:35 PM
say western, have you changed the missile.class between 2.8.13 and 2.8.14 versions?
Title: Re: SAS Engine MOD 2.8.14 western & JC's Merge Effect (Beta) Full-pack 04/Mar/2019 [4.12]
Post by: Mopat on April 27, 2019, 04:49:45 AM
Have a nice day, guys! A interesting bug for me:
After launching AIM-7M missile, game logout crah occured. I test different kind of planes. Both F-4E Phantom and F-14C Tomcat become problematic. Other missiles, for example AIM-54C is working fine. Other planes, with other missiles: R-60M, R-13M also working, for example. Here is the log:
ERROR: HierMesh: Can't find chunk 'Wire_D0'
java.lang.NoSuchMethodError
   at com.maddox.il2.objects.weapons.Missile.interpolateStep(Missile.java:1179)
   at com.maddox.il2.objects.weapons.Rocket$Interpolater.tick(Rocket.java:42)
   at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
   at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
   at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
   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:422)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
I have the latest engine mod, with the latest weapon packs, and the newest F-14 pack...
THX any answer.
Title: Re: SAS Engine MOD 2.8.14 western & JC's Merge Effect (Beta) Full-pack 04/Mar/2019 [4.12]
Post by: taskf53 on April 27, 2019, 05:32:30 AM
Code: [Select]
After launching AIM-7M missile, game logout crah occured.
Hello i have the same issue in my 412.2 ma 5.3.
Title: Re: SAS Engine MOD 2.8.14 western & JC's Merge Effect (Beta) Full-pack 04/Mar/2019 [4.12]
Post by: SAS~Gerax on April 27, 2019, 05:36:50 AM
and what tells us your log?
Title: Re: SAS Engine MOD 2.8.15 western & JC's Merge Effect (Beta) Full-pack 08/Oct/2019 [4.12]
Post by: western0221 on October 08, 2019, 08:06:03 AM
SAS Engine MOD 2.8.15 western Full-package on 08th/Oct./2019 is published in 1st-2nd posts.

- Cutting out and Merging SAS~Storebror's new Engine mod tweaks in B.A.T. 3.6 ~ 3.7.2 .

Fixing old 2.7.x / 2.8.x version bugs
- Bug on IK-3 or some more aircrafts , Players cannot get rid of Chocks in ground start missions with PALShowChocks=11/12/13 settings.  (fixed 08/Oct./2019)
- AI TypeHelicopter folding undercarriage in spawning on carrier decks. (fixed 08/Oct./2019)

New feature
- AI TypeHelicopter can take off smoothly. (08/Oct./2019)
- V/STOL planers or TypeHelicopter don't use catapults in taking-off from carriers. (08/Oct./2019)

Stock aircrafts' problem with PALShowChocks visual fixing .... Italy, Czech are added.
Title: Re: SAS Engine MOD 2.8.15 western & JC's Merge Effect (Beta) Full-pack 08/Oct/2019 [4.12]
Post by: whistler on October 10, 2019, 02:48:16 AM
Thanks western!

- Cutting out and Merging SAS~Storebror's new Engine mod tweaks in B.A.T. 3.6 ~ 3.7.2 .

Among other changes Stab4all should be now enabled by default (unless Stab4all=0 is set) and missions should accept and compute dates between 01/01/1900 and present day. Can you confirm?
Title: Re: SAS Engine MOD 2.8.15 western & JC's Merge Effect (Beta) Full-pack 08/Oct/2019 [4.12]
Post by: western0221 on October 10, 2019, 02:58:52 AM
- Cutting out and Merging SAS~Storebror's new Engine mod tweaks in B.A.T. 3.6 ~ 3.7.2 .

Among other changes Stab4all should be now enabled by default (unless Stab4all=0 is set) and missions should accept and compute dates between 01/01/1900 and present day. Can you confirm?

Both should have been already imported in 2.8.15w .
Title: Re: SAS Engine MOD 2.8.16 western & JC's Merge Effect (Beta) Full-pack 18/Oct/2019 [4.12]
Post by: western0221 on October 18, 2019, 06:01:26 AM
Version 2.8.16 is released in 1st-2nd posts.

Fixing old 2.7.x / 2.8.x version bugs
- Finish unfinished 10x engines support. (fixed 18/Oct./2019)
- HUD log localization files small edit. (fixed 18/Oct./2019)

New feature
- Bombing information getter methods for additional animation. (18/Oct./2019)
- Fuze option bombs are treated in the same group about Bomb select function. (Mk82 Daisy is treated as Mk82) (18/Oct./2019)
Title: Re: SAS Engine MOD 2.8.16 western & JC's Merge Effect (Beta) Full-pack 18/Oct/2019 [4.12]
Post by: <Gunny> on October 31, 2019, 05:31:00 PM
I have read most of the post here and I do not see the problem that I have.
It is AI-Bombers. When they reach the target they drop only one or two bombs at most.
The old engine mod they would not drop any, only fly in circles around the target area. This is what got me looking into this.
I up dated to V 2.8.16 and now have a one or two bomb drop..Then they fly around the target dropping one or two after each pass.
This is with the A26- B-26  - A20  none will drop all the bombs at once..
The older WW-1 planes and the B-17 still make a total drop all at once....

If I missed the fix please point me in the right direction.....
Every thing else works great...
Thank You for your help..... ;) Picture is an AI.

(https://i.postimg.cc/T1SwFJWt/2019-10-31-18-52-29.jpg) (https://postimg.cc/dZ2wTd6C)
Title: Re: SAS Engine MOD 2.8.16 western & JC's Merge Effect (Beta) Full-pack 18/Oct/2019 [4.12]
Post by: enry711 on November 01, 2019, 04:04:35 AM
I noticed the same behavior gunny also with some JTW bombers like the B-57 and B-52.
I usually use the Aimpoint object in FMB to make sure they drop all ordnance
Title: Re: SAS Engine MOD 2.8.16 western & JC's Merge Effect (Beta) Full-pack 18/Oct/2019
Post by: <Gunny> on November 01, 2019, 07:17:19 AM
I noticed the same behavior gunny also with some JTW bombers like the B-57 and B-52.
I usually use the Aimpoint object in FMB to make sure they drop all ordnance
When you say " Aimpoint " do you mean set as a TARGET?  I have set the target area and it is still the same...One or two bombs
at a time...
The F-86 will stay at ALT and drop the bombs...
Title: Re: SAS Engine MOD 2.8.16 western & JC's Merge Effect (Beta) Full-pack 18/Oct/2019
Post by: SAS~vampire_pilot on November 01, 2019, 10:46:23 AM
This has not really something to do with Engine Mod.

Aimpoint is a C&C feature, not "set Target".

There is a difference in behavior between "fighterbomber" and "bombers" according to what type they are in java. This cannot be helped, it is coded.

So usually, these types behave like level bombers when no target is set but behave like fighterbombers when a target is set. They will make pass after pass after pass until the set target is destroyed. one bomb at a time or with guns.

When you set a level bomber to a specific target , It will just do the same, it will dive at the target and behave like a fighterbomber. These bombers must not have a "set target" ! Simply place the GAttack waypoint where they should be hitting and they will drop all load from level.

But this does not work for fighter type aircraft!

C&C aimpoint (which is included in BAT for example) is a feature that makes fighters / fighterbombers drop all their ordnance at once onto that point and simply continue.
Title: Re: SAS Engine MOD 2.8.16 western & JC's Merge Effect (Beta) Full-pack 18/Oct/2019 [4.12]
Post by: <Gunny> on November 01, 2019, 12:42:18 PM
Now that is funny..
You can have the A-25,A-26, and the Neptune in a none jet war game and they will level bomb..
Put the engine mod in and they go nuts.  One bomb or two bombs at a time.
That is with a target set or just have the target in the area not set..
The Neptune is the only one that will level bomb when the target icon is in the area. If you set the target then it is back to two bombs at a time..

My game is not bat .. 4.12.2 + ModAct plus the jets...
Title: Re: SAS Engine MOD 2.8.16 western & JC's Merge Effect (Beta) Full-pack 18/Oct/2019
Post by: SAS~vampire_pilot on November 01, 2019, 12:55:22 PM
I take that back, EngMod does influence this. (in BAT, all modules have EngMod, so it's the same all over)

A-26 is a true fighterbomber (with forward firing guns too) and Neptune is a true bomber (no guns)
Title: Re: SAS Engine MOD 2.8.16 western & JC's Merge Effect (Beta) Full-pack 18/Oct/2019
Post by: PO_MAK_249RIP on November 02, 2019, 05:23:10 AM
Hmmm? This version crashed my 4.12.2m CUP at about 10% - stupidly I deleted the logfile before I restored the older version (i dont fancy risking replicating it now). However the logfile included tons of missed air.ini entries and the opening screen displayed version 'unknown' before CTD! Sorry cant help further but all now ok after reverting to v2.8.14
Title: Re: SAS Engine MOD 2.8.17 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2020 [4.12]
Post by: western0221 on January 08, 2020, 07:33:29 AM
2.8.17w is released.

Fugaku's new flightmodel parameters are enabled.
Title: Re: SAS Engine MOD 2.8.17 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2020 [4.12]
Post by: Piotrek1 on January 08, 2020, 12:45:31 PM
Thank you,very much, western 8)
Title: Re: SAS Engine MOD 2.8.17 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2020 [4.12]
Post by: FL2070 on January 21, 2020, 07:53:32 PM
I installed 2.8.17w with full throttle flames on an otherwise mostly unmodified Modact 5.3 / 4.12.2m install. Attempting to load a mission causes a crash:

Error in log.lst generated from flying 1x Bf-109G-10 against 1x Yak-9B in Crimea in QMB, with 2.8.17w (full throttle flame effect).
Code: [Select]
java.lang.NoSuchFieldError: APreserve
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:723)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:107)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:89)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1687)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1675)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2077)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1290)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1080)
at com.maddox.il2.game.Mission._load(Mission.java:655)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:411)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

The only other mods with classfiles that I have on this installation are SAS Common Utils 1.12 and the Bf-109 Ultimate Pack v4. I tried disabling 2.8.17w with throttle flame effects, then installing base 2.8.17w with no extra effect. Loading a mission worked fine. After re-enabling the full-throttle-flame version, the same mission yet again caused a crash, with exactly the same error.
Title: Re: SAS Engine MOD 2.8.17 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2020 + 2.8.18w Patch 15/Feb/2020 [4.12]
Post by: western0221 on February 15, 2020, 09:00:51 PM
2.8.18w patch is published in 1st page.

- Heavy Jets AI carrier landing process. (fixed 15/Jan./2020)

This feature uses a special flightmodel entry (like F-14). Not affect to various jets without the entry.
When you find some Jets become to fail AI carrier landing in flying over high altitude, tell me those jet names and mod version numbers.
Title: Re: SAS Engine MOD 2.8.17 western & JC's Merge Effect (Beta) Full-pack 08/Jan/2020 + 2.8.18.1w Patch 21/Feb/2020 [4.12]
Post by: western0221 on February 21, 2020, 04:06:23 AM
2.8.18.1w patch is published in 1st page.

- AIs keep wider space in formations before landing, especially with "Straight In" option. (21/Feb./2020)
- New flightmodel entry to define "Default" formation styles like FingerFour or Vic. (21/Feb./2020)
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 [4.12]
Post by: western0221 on February 26, 2020, 06:24:18 AM
Full pack updated as 2.8.19w.

New features:
- Merge "Bomb Release Gear mod" function for Dive Bomber. (26/Feb./2020)
- Stock US Navy aircrafts use each own fit cable hook 3d models in carrier catapult take-off. (26/Feb./2020)

New cable hook models for F4U / F6F / SBD / TBF are under 3do/ folder.
AI begins to once remove and insert Chocks on carriers spawned with catapults to solve height ~ behavior problem.
SBD / TBD / TBF chock set positions are also retouch.

Patch contents in 2.8.18w and 2.8.18.1w are also included.
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 [4.12]
Post by: Mission_bug on February 28, 2020, 11:57:54 AM
Thank you very much for your continuing updates, really appreciated. 8)


Wishing you all the very best, Pete. ;D
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .1 patch 07/Mar/2020 [4.12]
Post by: western0221 on March 07, 2020, 10:19:01 AM
Patch 2.8.19.1w for all Engine MOD variants in 1st post.

Stock Royal Navy carrier-based aircrafts --- Fulmar / Seafire / Swordfish use own fit catapult cable 3d models.

Even not perfect, some carrier-based mod aircrafts become better about catapult cable 3d models --- Sea Gladiator, Sea Hurricane, Bf 109 T-1, Sea Fw190s, Ju 87C, Italy "what-if" ones... But it depends on each mod java classes "extends" stock root classes or not.
3d model choice method uses stock root class names.
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .1 patch 07/Mar/2020 [4.12]
Post by: Bruno_Marc on April 06, 2020, 08:15:58 AM
Hey. I want to replace the position of the aircraft. So that they take off from the stern and not the nose of the aircraft carrier. Do I understand correctly what this mod is responsible for?
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .1 patch 07/Mar/2020
Post by: Griffon_301 on April 16, 2020, 06:34:56 AM
just found out on a BAT 3.8.3 version of the game, that the catapult cables do not show up on the carriers and the aircraft in 2.8.19w any more;
with engine mod 2.8.17w they do show up...
culprit seems to be the classfile 9EE807369FED1864; this classfile from 2.8.17w does show the cables even when put into the latest 2.18.19w version of engine mod in BAT 3.8.3;
if you let in the new version of this file, the cables do not show...
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .2 patch 25/Apr/2020 [4.12]
Post by: western0221 on April 24, 2020, 05:19:05 PM
Patch 2.8.19.2w is in 1st post.
It doesn't have the contents of patch 2.8.19.1w.
So you have to apply it after installing Patch 2.8.19.1w.

- Edit total weight calculation codes from stock to reflect external fuel tank's fuel consumed amount.
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .2 patch 25/Apr/2020
Post by: Griffon_301 on April 27, 2020, 12:39:19 PM
thanks for the two patches, but the catapult gear still does not show up ... using the said classfile starting with 9EE from 2.8.17 solves the problem... might need to readjust the new classfiles of the same name as I have seen it is bigger than the old one....
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .2 patch 25/Apr/2020 [4.12]
Post by: whistler on April 27, 2020, 12:58:41 PM
In all modules, Griffon? Can you share a practical example? Module, Map, Carrier, Aircraft... or a ready-mission.

oh, and a screenshot 8)
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .2 patch 25/Apr/2020
Post by: Griffon_301 on April 27, 2020, 01:09:32 PM
I have tried WAW exclusively and basically CVEs and the Essex class carriers as I am currently working on converting a set of USN training missions for use in BAT...
With stock 2.8.19.2 there simply is nothing displayed when you place an aircraft on the cat...with the replacement classfile from 2.8.17 you can see the cradle underneath the aircraft that attaches it to the cat...just a small visual gimmick but it looks great and adds to the immersion...
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .2 patch 25/Apr/2020 [4.12]
Post by: whistler on April 27, 2020, 01:23:53 PM
Yep.

BAT v3.7
(https://i.postimg.cc/TYq2CtK5/BATv3-7.jpg)

BAT v3.8.3
(https://i.postimg.cc/FsQsyMHQ/BATv3-8-3.jpg)
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .2 patch 25/Apr/2020
Post by: Griffon_301 on April 27, 2020, 04:07:24 PM
That's the problem ...
While testing I also found out that the catapult works on the US CVE jeep carriers but not on the carrier1 that is the stand-in for the RN escort carriers (it's called HMS Ameer in the game)
Entries in the catapults.ini are there...
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .2 patch 25/Apr/2020 [4.12]
Post by: western0221 on April 27, 2020, 06:03:29 PM
Strange .... my B.A.T. v3.8.3 (no additional mod installed) -- WAW shows catapult gears for F4U or F6F.

3do/Arms/CatHook contents existing ?

(https://www.mediafire.com/convkey/af19/tq5sn7wx1mmnhpr6g.jpg)

They have to be extracted automatically by BAT installer exe ....
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .2 patch 25/Apr/2020
Post by: Griffon_301 on April 28, 2020, 12:52:41 AM
3.8.3 has the old classfile from engine mod 2.8.17 in, the patches for BAT 3.8.3 come with 2.8.19 and that's the problem! Try the latest version of the engine mod with BAT and you will see the problem...
Title: Re: SAS Engine MOD 2.8.19 western & JC's Merge Effect (Beta) Full-pack 26/Feb/2020 + .2 patch 25/Apr/2020
Post by: Griffon_301 on April 28, 2020, 04:06:45 AM
problem solved!
I checked the new classfile 9EE.... and saw that there is a lot of new cablehook files mentioned, problem is, the EngineMod as it is in BAT 3.8.3 is not the latest as per your released version plus patches!
all those sub type cablehooks are missing in the 3do folder and thats the reason they do not show up in WAW right now...
with the old EngineMod I guess you called a common cablehook for all aircraft and thats why it works with the old 9EE classfile...
so for now, I took the 3do folder from your released 2.8.19 patch and updated it with your patches and then copied over the whole monty to the WAW folder into the EngineMod...now the hooks show as they should!
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: western0221 on July 25, 2020, 04:23:39 AM
New version 2.8.20w full packages are released in my 1st - 2nd posts.
They contain patches of 2.8.19.1w and 2.8.19.2w published after 2.8.19w.

bugfix
- Laser guided air-to-ground missiles' homing process. (fixed 25/Jul./2020)

new
- Ready for ground laser designator objects like US / NATO JTAC with LLDR. (25/Jul/2020)
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: MADMICK71 on July 26, 2020, 11:26:34 PM

Thanks Western. Big improvement. Laser works very well along with accuracy. 4.12 modact 5.3 non BAT JTW.

Regards

Mick.
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: KingTiger503 on August 10, 2020, 07:35:34 AM
Hey Wes, During the Jet age some airliners needs a Thrust reverser once Landed, like B 707, IL-2 1946 needs a Thrust reverser.



Best Regards KT503
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: Seb on August 10, 2020, 12:19:27 PM
Hey Wes, During the Jet age some airliners needs a Thrust reverser once Landed, like B 707, IL-2 1946 needs a Thrust reverser.



Best Regards KT503

You're right, especially since Western is working on a KC-10 Extender which also has a thrust reverser.
Seb
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: Koty on November 03, 2020, 02:10:40 PM
Test version of RWR code update. Paste and overwrite, at own risk.

Extends range at which radars can be detected from 15 km (if I remember right) to 150 km to allow detection of longer ranged radars and extended list of types of actors this code accepts (to accept stationary objects). Rest of code stays the same. This is kind of necessary to allow detection of the S-75M mod.

http://www.mediafire.com/file/0wm7a6vokj1lhk7/RWR_update.rar/file (http://www.mediafire.com/file/0wm7a6vokj1lhk7/RWR_update.rar/file)
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: western0221 on November 03, 2020, 03:01:52 PM
?

In my code design published, TypeRadarWarningReceiver interface's methods myRadarSearchYou(Actor actor, String soundpreset) or myRadarLockYou(Actor actor, String soundpreset) --- Util's methods recordRadarSearched(actor, soundpreset) or recordRadarLocked(actor, soundpreset) don't limit distance from the radar.
Even 20 km or 30 km far from the locked aircraft, when the radar locking it calls its ((TypeRadarWarningReceiver)aircraft).(myRadarLockYou(actor, soundpreset)) method, aircraft's side RWR will buzz.

I think Engine mod 2.8.20's RWR utility has had enough scalability for coming mods and no need to change about it.
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: Koty on November 03, 2020, 05:17:40 PM
Ah, you maybe updated it between current version and one I built it on?

In RadarWarningReceiverUtils this line around 1057 ( radarLockWarning() ) was giving me issues (I actually changed it to 50 km, not 150...):
Code: [Select]
if ((j == 0) && (localActor1.getArmy() != this.rwrOwner.getArmy()) && (distanceBetween(localActor1, this.rwrOwner) < 50000.0D))(EDIT3: no, this was an irrelevant change by me^ )
Also type of actor used, original code did not accept stationary objects in recordRadarLocked and recordRadarSearched. It would filter out StationaryGeneric and not process.

I will look into latest build.


EDIT:
Ok, new build works, but only for search. Lock has same problem as originally and gives me no warning for the S-75.

EDIT2: found the problem:
in recordRadarLocked, the second if has to be changed to also include StationaryGeneric, it's on line 1204-1206. No need for .getHasRadar() for it.
then everything will work :)
http://www.mediafire.com/file/0wm7a6vokj1lhk7/RWR_update.rar/file (http://www.mediafire.com/file/0wm7a6vokj1lhk7/RWR_update.rar/file)
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: western0221 on November 26, 2020, 06:59:38 AM
OK.

I understand to be adding StationaryGeneric.class treatment in RWR utils.
I'll edit StationaryGeneric.class to have a flag value and getter method for Radars written in technics.ini called from RWR utils.

And I find similar radar decision is needed in BigshipGeneric.class also in RWR utils.
I have to integrate BigshipGeneric.class for radars and RWR.
I'll release a newer Engine mod in one or three weeks.
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: Koty on November 28, 2020, 01:30:14 PM
Hi, good idea but..
Quote
I'll edit StationaryGeneric.class to have a flag value and getter method for Radars written in technics.ini called from RWR utils.
this is better handled in special code for every object, so we can make AI turn radar on and off, or trigger RWR in some area only. Also for example - search radar acts different from tracking radar for big SAM site.
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: whistler on December 19, 2020, 02:40:12 AM
And I find similar radar decision is needed in BigshipGeneric.class also in RWR utils.
I have to integrate BigshipGeneric.class for radars and RWR.
I'll release a newer Engine mod in one or three weeks.

BigShipGeneric.class isn't part of EngineMod yet. A good BigShipGeneric.class can be found here: https://www.sas1946.com/main/index.php/topic,65121.msg715035.html#msg715035
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: throttle_control on February 09, 2021, 03:14:25 AM
 Do I need a degree to get through the clutter on these forums so I can figure out how to install this version of the engine mod? Do I install it in my main directory? in jsgmemods folder? do I need to open the first folder and extract the two file folders into what directory ?


 I deleted my sas engine folder and install the latest folder from this release now game crashes at 5% load. Now I've spent the last two hours going through the forums trying to find the version of engine mod that worked with the mig 21pl. sigh.
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: SAS~Storebror on February 09, 2021, 03:34:09 AM
Not cross-posting the same question and reading replies to your first one would be a good starting point, trust me.
Then if you could reconsider on calling what's to be found here "clutter", you should be all set.

]cheers[
Mike
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: SAS~vampire_pilot on May 15, 2021, 12:26:01 AM
Patch  20210515  by SAS~Storebror

https://www.mediafire.com/file/q3cmhant4j7j90q/SAS_Engine_fix_20210515.zip/file

Quote
updated version of the "Motor" class
The code contained a severe bug which would render all compressor steps on any piston engine aircraft useless.
The bug affected the "forcePropAOA" method.

hotfix for the "LandAux" class.
In it's current state in EngineMod, it causes log flooding once chocks are released and ground crew runs away from aircraft.
Reason is that per default, the human crew's meshes are scaled in Java, but scaling meshes with hardware shadows is prohibited in IL-2.
The workaround is to tell the game to ignore the shadow data


this will also be added to the first post
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: Consul on May 20, 2021, 05:14:37 AM
Code: [Select]
[11:12:00 AM] Mission: samtest.mis is Playing
[11:12:00 AM] warning: no files : music/inflight
[11:12:35 AM] java.lang.NoSuchMethodError
[11:12:35 AM] at com.maddox.il2.objects.weapons.Missile.startEngineDone(Missile.java:1631)
[11:12:35 AM] at com.maddox.il2.objects.weapons.Missile.doStart(Missile.java:780)
[11:12:35 AM] at com.maddox.il2.objects.weapons.Missile.start(Missile.java:1563)
[11:12:35 AM] at com.maddox.il2.objects.weapons.RocketGun.interpolateStep(RocketGun.java:184)
[11:12:35 AM] at com.maddox.il2.objects.weapons.RocketGun.tick(RocketGun.java:206)
[11:12:35 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[11:12:35 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[11:12:35 AM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[11:12:35 AM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[11:12:35 AM] at com.maddox.rts.Message._send(Message.java:1217)
[11:12:35 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:12:35 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[11:12:35 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:12:35 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[11:12:35 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:12:35 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[11:12:35 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[11:12:35 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Assistance needed.
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: SAS~Storebror on May 20, 2021, 11:23:41 AM
The "Guided Missiles" part of Engine Mod 2.8.20w is installed, but the Engine Mod itself isn't.

]cheers[
Mike
Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: shashadra on July 19, 2021, 09:43:58 AM
I accidentally enabled stab4all in JGSME, now the option to assign left and right toe brakes under the HOTAS control is missing.
Can anyone help me?

Title: Re: SAS Engine MOD 2.8.20 western & JC's Merge Effect (Beta) Full-pack 25/Jul/2020 [4.12]
Post by: Modifly1 on September 04, 2021, 05:46:33 PM
I don't know if anyone is looking at this lately but this fault keeps happening. I launch any missile from the jet war and the missiles just crash the game dead. So what do I do? I checked for any old conflicts, none. The missile files are the single ones that are found in the guided missiles folder. So why do my jets keep crashing the game with this thing?