Special Aircraft Service

Battlefield - Airborne - Tactical (BAT) => BAT Downloads => Topic started by: SAS~Monty27 on January 02, 2017, 12:40:27 AM

Title: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 12:40:27 AM
(http://www.sas1946.com/images/SASMAGES/sasecs_2k15.png)

*@*/#*/$*/%*^/&** !!!!!! HAPPY NEW YEAR !!!!!! *@*/#*/$*/%*^/&**

BATTLEFIELD - AIRBORNE - TACTICAL
B A T
THE COMPLETE IL2 SUPERMOD

Here it is at last - The fully integrated, all-in-one, installer for C.U.P. up to December 2016.

(http://i.imgur.com/HbrqU2G.jpg)

B.A.T. is the new C.U.P. a complete replacement that installs in one move.  B.A.T. also has a matching Torrent. 

The new B.A.T. Installer and Torrent are now synchronised and will never disagree.

C.U.P. has become B.A.T. It is now a true patch, and as easy to install as any true patch.


The B.A.T. Manual explains this very simple premise in the first few pages and concludes in the final few pages.  Between these is a thorough breakdown, credits and links for all of the mods in B.A.T.  In other words; the B.A.T. Manual is a useful reference and answers every question you might have in the opening and closing pages.

This new approach provides an all in one total install with only 29 files + installer.  B.A.T. development continues with B.A.T. Expansion Packs - the first one is already here.  This is a change for C.U.P. - A new way of doing things that is simpler and cleaner, by a long way.

The links are inside the B.A.T. Manual, along with any other information you need to get the new B.A.T. components and install them in one easy move.  We would like potential B.A.T. users to at least see the B.A.T. Manual.  That's why, to begin with, the links are in the Manual for you to find when you download it:

B.A.T. THE MANUAL
https://www.mediafire.com/?8c8bk9517cm05am


Special thanks to SAS~Storebror for the Installer, Modact, Selector and Torrent!  Also to DPeters95 for expert assistance with map testing and to KevinHoggard for advance, download links, install and structure testing.

Assembled at Hangar-19 by SAS~Monty27, RDDR and eMeL.

2017 - Year of the B.A.T. Revolution!

Here is a Splashscreen fix for Non-Widescreen users.  Simply unZIP straight to your main Il2 install and overwrite.  You can do this at any time after the main B.A.T. install.

BATSPLASH tnewell.ZIP
https://www.mediafire.com/?97r9er72vcr9jkz


B.A.T. EXPANSION PACKS
B.A.T. will be updated, from time to time, with Expansion Packs that fit right over the top of everything else.  Once you have the main B.A.T. install up and running you can add the Expansion Packs by un-zipping them direct to your main Il2 install and overwriting the current folders.  New content, classfiles and SFS files will be delivered in this way.  Remember to do these in sequence - stating the obvious really but the ONLY rule is that each proceeds the next in number order.

With each new Expansion Pack the B.A.T. Manual is also updated.  Its the same link as above.  Each update describes additional content, references and credits for each new Expansion Pack.  In this way all of the information and credits are kept together.  Grab a new copy of the B.A.T. Manual each time you see an Expansion pack download you don't already have!

************************************
(http://i.imgur.com/OKIODut.jpg)

Blenheim Sarja I - "Talvisota"  by DreamK
http://www.sas1946.com/main/index.php/topic,28175.0.html
This magnificent Blenheim variant includes the markings fix by SAS~Epervier and the enhanced cockpit common to all B.A.T. Blenheims.

(http://i.imgur.com/BU36gjT.jpg)

Junkers W34 and F13 cockpits fixed and 3d models rationalised and working

(http://i.imgur.com/WoWLjVy.jpg)

OTHER FIXES COMPLETE:
Aero 101 for TGA fixed
Fi156 Fuel Tank fixed
Most up to date CATAPULT.INI
F-16 Dragchutes fixed
F8 Crusader control surfaces fixed
Hind Cockpit fixed (MiG9 Artifact)
Il28 Cockpit fixed (MiG9 Artifact)
Mi-8 Terminator Cockpit & Skins

Delete BATMODS JSGME Option #JTW-COCKPIT Hind as the cockpit is now permanently fixed.

For those with overloud/distorted engine sounds in Dawn of Flight (eg;DrI) please disable/delete the folder ...Il2BAT/#DOF2/Classes-Engine Sounds.

(http://i.imgur.com/L4fESs6.jpg)

Hawker Hunter
This beautiful mod is totally superb in every way!  Use your Bombsight Automation key to change Sight types.  The Inertial Sight is excellent for dive-bombing.

(http://i.imgur.com/NtDHhfO.jpg)

3D work by GJE52, Ghost129er, just champi, western0221 and
SAS~Storebror. Java, loadouts and Flight Model by SAS~Anto,
SAS~Storebror and 4S_Vega. Skins by Highlander and GJE52
SNEB100 rockets by Lisek

(http://i.imgur.com/5YTh2qr.jpg)

Skins for Mirage, Hunter, Mil-8 included.

Stationary Models Mirage and Hunters by Mission_BUG

(http://i.imgur.com/IGLbLeT.jpg)

Mirage III Family
This aircraft is really a public WIP.  The control surfaces are not yet animated and advanced avionics are not yet implemented. However, its one of the best jets to dogfight with, the cockpit is fantastic and the missiles work perfectly!

(http://i.imgur.com/WMnd65N.jpg)

Original Mirage III Mod by BlackTails Team & BT~Teacher.
Cockpit by SAS~GJE52. Skins by SAS~Malone

(http://i.imgur.com/BxoclJj.jpg)

************************************

With special thanks to vpmedia.  There are a number of the old 410 DBW1916 aircraft whose development continued for some time after I had begun the original 412 Dawn of Flight project.  Notwithstanding the complexity and uncertainty of converting old 410 mods to 412 most of them have worked very well.

These days many new WWI mods are going to straight into 412 and Dawn of Flight is becoming more widely accepted, especially as part of B.A.T., the one-stop Il2 Supermod.

(http://i.imgur.com/9TMxTE9.jpg)

This is, of course, the new SE5 cockpit by vpmedia based on the files by Kant.  There are still a number of objects, and some more aircraft, that need to be more closely scrutinised and updated to 412 B.A.T.  The work continues.

B.A.T. D.O.F. UPDATE - These files will eventually become part of the next B.A.T. Expansion Pack.  There is no particular order requirement to install these.  Anytime on top of a regular B.A.T. install.

(http://i.imgur.com/7YmUiCk.jpg)

************************************

THE LATEST B.A.T. MANUAL:
https://www.mediafire.com/?8c8bk9517cm05am



August 2018

What is the full B.A.T. Install Sequence to this point?
STEP  1 - Il2 4:12m - Install Il2 patched to 4:12m
STEP  2 - B.A.T. Install - Basic Install of B.A.T.
STEP  3 - 3.0 Checkpoint Charlie - First Expansion Set
STEP  4 - 3.1 Operation Sealion - Second Expansion Set
STEP  5 - 3.2 Angels High - Third Expansion Set
STEP  6 - 3.3 Pathfinder  - Fourth Expansion Set
STEP  7 - 3.4 Linebacker  - Fifth Expansion Set (Installer MANDATORY!)
STEP  8 - 3.5 Musketeer - Sixth Expansion Set
STEP  9 - 3.6 The Blitz - Seventh Expansion Set
STEP 10 - 3.7 Le Grand Cirque - Eighth Expansion Set
STEP 11 - 3.8 Pegasus - Ninth Expansion Set
STEP 12 - Current Patches 3.8.1 + 3.8.2

Always use the installer .exe!
Title: Re: C.U.P. becomes B.A.T.
Post by: max_thehitman on January 02, 2017, 12:48:20 AM


WOW ! AMAZING ! (http://yoursmiles.org/tsmile/want/t2824.gif) (http://yoursmiles.org/t-want.php)

Thank you very much!

Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 12:50:16 AM
Glad that's all done Max, now we can get back to fixing the hangar...
Title: Re: C.U.P. becomes B.A.T.
Post by: eMeL on January 02, 2017, 01:00:35 AM
Well it is a new year. And as always, new surprises are introduced, and we are happy to announce the birth of B.A.T. - Battlefield - Airborne - Tactical - the  sequel to C.U.P.

This is it. Get BATted guys. The install process is truly amazing with the new installer. Click and watch the magic happen, no more drag & drop.


Congrats to all involved. Job well done.

Happy BATting to all,
eMeL
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 02, 2017, 01:05:39 AM
A

HUGE

thanks to the Hangar-19 Team for bringing this wonderful modpack to life.
Might be a few gigs to grab, but it's definitely worth it.

Cheers!
Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: urmel on January 02, 2017, 01:17:45 AM
Amazing,many thanks!!!
Title: Re: C.U.P. becomes B.A.T.
Post by: spartan18a on January 02, 2017, 02:30:50 AM
Speechless! This is a great step forward. Maybe, it will make it feasible as an online supermod. Well done! :)

Sent from my XT1032 using Tapatalk

Title: Re: C.U.P. becomes B.A.T.
Post by: Flying H on January 02, 2017, 03:48:38 AM
2017 brings on great surprices! Happy New Year to the Team and all the forum compadres!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 02, 2017, 04:01:55 AM
A funny sidenote:
The first to finish the Torrent Download (>60% already, all others are still below 20%) is a banned former member of SAS, someone who doesn't tire of badmouthing us at each and every occasion, and in particular never tires of badmouthing CUP.
A big hug to our apparently biggest secret admirer :P

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: Peter Lynn on January 02, 2017, 04:35:11 AM
This is a truly great achievement. Thank you to all involved....and a happy new year too!
Title: Re: C.U.P. becomes B.A.T.
Post by: Ivan-le-Rouge on January 02, 2017, 04:43:35 AM
Download finished in 2 days and 18 hours... but I'm sure it will worth to wait. Great job to all involved.
Title: Re: C.U.P. becomes B.A.T.
Post by: whistler on January 02, 2017, 05:07:01 AM
Eternal life to CUP, you served well and will be remembered. BEHOLD BAT, THE NEW KING OF IL-2!

It will take a while to download but I can see from the manual you did a great job integrating even more optional content thus reducing the JSME options. Congratulations and many thanks for yet another quality release!
Title: Re: C.U.P. becomes B.A.T.
Post by: RDDR Hangar19 on January 02, 2017, 05:14:42 AM
 Happy New Year Everyone.
 As Emel has already said, "We want you all to get B.A.T.ted. NOW!!

 It is all there folks.
 Any questions you might have regarding install and happiness Haha!!
 are answered in that 140 page B.A.T. Manual.
 It is a fun read.
All The Best, and Happy New Year to everyone here at SAS.
 


 
Title: Re: C.U.P. becomes B.A.T.
Post by: benitomuso on January 02, 2017, 05:48:09 AM
Dear All,
                   first of all, I'm impressed by the effort put on this. Congrats to all involved.


I still don't see clearly the benefit of remixing everything what already existed. I mean: for the while I see that this is the same with a different organization.

I'm quite impressed by the ReadMe. I think that I have never in my whole life seen such a huge .pdf

It has a lot of information, but just a couple of things I saw:

The .last.quick issue was 100% solved in my last versions of the MissionProCombo. It manages it without any trouble.

The Properties saving in Full Mission Builder was addressed too.

I don't know which non-definitive versions were used.

For the while I would not download the bunch of Gigs from the .torrent, but I would like to know something that I haven't seen explained anywhere:

Are there stationary, technics, or other .ini files debuged or refined? Or are the same in use in last versions of C.U.P.?

Regards, Pablo
Title: Re: C.U.P. becomes B.A.T.
Post by: PO_MAK_249RIP on January 02, 2017, 05:57:14 AM
Blimey what a job - the readme alone is 447meg!! Will you still be offering support for CUP or is that now defunct? Sadly now I live in N Cyprus this is gonna take an age to download so If CUP is still supported I might give it a miss for now. Great work tho guys and happy 2017 to you all.

Took me 30 mins to download the readme!! ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 06:09:47 AM
Eternal life to CUP, you served well and will be remembered. BEHOLD BAT, THE NEW KING OF IL-2!

It will take a while to download but I can see from the manual you did a great job integrating even more optional content thus reducing the JSME options. Congratulations and many thanks for yet another quality release!

Thanks, Whistler.  I think B.A.T. is a much more compressed, inclusive and stable platform.  It is an easy matter to alter your Skies Program using the new Mod Folder names, which have a '2' added to them.   By treating all of the sim at once we now have a fixed initial install (and torrent) with very easy updates all in one.  ;D

Blimey what a job - the readme alone is 447meg!! Will you still be offering support for CUP or is that now defunct? Sadly now I live in N Cyprus this is gonna take an age to download so If CUP is still supported I might give it a miss for now. Great work tho guys and happy 2017 to you all.

No sympathy!  I live in South Australia and had to UPLOAD it!  That was bloody sloooow!  Future support will usually take the form: 'RTFM-Page No.**'  ;D


@Pablo:  The Lastquick issue is not your fault Pablo- The different modules, using different planelists, seem to be the key.  I think a definitive answer will be the introduction of a common aircraft to all modules, perhaps the Piper Cub, and a read-only fix based on that.

With regard to MissionProCombo it is seen as essential and is accordingly built in based on the latest version available Full Mission Builder+ v4.12.2m.
I am prepared to re-test the latest version again - including the lastquick solutions.  If the conclusions are different, or if something has been missed, we can easily update the facility with B.A.T. Expansion Pack Two.   Regardless, its the most brilliant utility for Il2, as are all of your mods, thank you!

Stationary, technics, chief, static.inis are all advanced from C.U.P.  This is because the consolidation of all material afforded the opportunity to correct many minor gripes.  The 'Mapcase' , that section dealing with maps and objects, was also greatly expanded because new maps were released as we neared completion of the second stage.  B.A.T. began as a tidy up and reduction of duplicate files but quickly evolved beyond that during the assembly.

The biggest change by far - and it has a huge impact on the simplicity of install and maintenance - is that we no longer 'pick and choose' which bits we want and which we would discard.  This piecemeal attitude is contrary to the raison d'être of C.U.P. and absolutely no part of B.A.T.  People who want to fly a more limited option have that choice elsewhere. 

B.A.T. is a wide ranging patch way beyond the traditional scope of the 'official' patches, who have nothing whatsoever to do with The Jet Age, for example, our wonderful SASEngineMOD, and the fantastic strides forward with regard to integrating a whole new generation of weapons, flight models and avionics.



Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 02, 2017, 06:10:39 AM
I still don't see clearly the benefit of remixing everything what already existed.
While we all thought that the CUP installation instructions were impossible to read wrong, reality proved us wrong.
Two users per day, sometimes many more, don't get along with installing CUP.
The boards got flooded with "I did everything right and still it goes wrong" bug reports.

BAT is this: Download BAT and run the installer. Period.

See the benefit?
Anyone who managed to install IL-2 will naturally be able to install BAT.

It's a true successor to CUP which means that it will be developed further and since actually men build the pack instead of machines, it will have issues which will have to be addressed later.
And who knows, once the ball gets rolling, BAT might even become a legit successor of the so called "official" patches.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: PO_MAK_249RIP on January 02, 2017, 06:33:50 AM
Hi guys further to my last there is no way on earth i'm gonna be able to download this beauty here in the TRNC, my days of fibreoptic are long gone it would take me an absolute age and several days - is there anyway of getting a DVD option shipped over to me? Happy to pay of course.
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 02, 2017, 06:38:10 AM
Happy New Year Simon and all on the CUP / BAT team, thank goodness I didn't see this earlier, even with an automated installer I can guarantee my warped alcohol damaged mind would have created a FUBAR.

Now I'm sober its a different matter, Mike is right in saying it should prevent 90% of posts concerning CUP which is always good. Most of those errors were totally self inflicted too which never failed to annoy me when I read how "CUP broke my install" etc.

So many thanks to all involved and off to download i go  8)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 07:06:12 AM
Hi guys further to my last there is no way on earth i'm gonna be able to download this beauty here in the TRNC, my days of fibreoptic are long gone it would take me an absolute age and several days - is there anyway of getting a DVD option shipped over to me? Happy to pay of course.

Nobody will pay for anything from this site mate!  I don't use a burner these days but of course anyone is free to burn the material and post it to you.  Another option is to stick a couple of USBs in a Jiffy Bag.  Total size of B.A.T., with the first Expansion Pack is 50Gb.  Absolutely no commercial deals or compensation - Post between friends OK - Please arrange such requests by PM.  You have put it out there and I'm sure someone can help in time.

Note:
Please re-download the B.A.T. Manual it has been recently updated and took a little while to overwrite the previous version on the same link.

B.A.T. THE MANUAL
https://www.mediafire.com/?8c8bk9517cm05am


Title: Re: C.U.P. becomes B.A.T.
Post by: DougW60 on January 02, 2017, 07:11:37 AM
Thank you very big, what a wonderful way to start the new year.
Title: Re: C.U.P. becomes B.A.T.
Post by: bomberkiller on January 02, 2017, 07:16:25 AM
Quote
Anyone who managed to install IL-2 will naturally be able to install BAT.

I want to believe that - we will see... ;)

Hello Monty and to all involved,

THANK YOU VERY MUCH!

Best regards and a happy new year, Gerhard  :)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 02, 2017, 07:17:35 AM
TRNC
As much as I'd like to help you out, Northern Cyprus is a no-go for anyone outside Turkey.
It's easier, faster, cheaper and much more reliable to send something to Australia for me (I'm living in Germany) than to Norther Cyprus.
Hell, even Antarctica would be faster and cheaper!
Actually envelopes aren't accepted at all, parcels might or might not be delivered.
German post advises to address parcels to northern cyprus to "Mersin 10, Turkey" instead... spooky.
No parcel service gives any guarantee on delivery in that case.

I'm afraid only from within Turkey this might work.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: PA-Dore on January 02, 2017, 08:05:22 AM
Many thanks for this great work!
As previously, I reported it on my IL2 1946 database (http://www.derrierloisirs.fr/il2/bdd2012/BAT.html)
Title: Re: C.U.P. becomes B.A.T.
Post by: markino on January 02, 2017, 08:07:42 AM
Wow!! That's astonishing!!! My biggest heartfelt thanks to all people involved!!  :) :) :)

A great 2017 beginning!!

Ciao!

Marco

p.s. so no more updates for C.U.P.?
Title: Re: C.U.P. becomes B.A.T.
Post by: cgagan on January 02, 2017, 11:34:25 AM
Simon. eMeL RDDR, many thanks for your colossal work! D/loading now! Looking forward to years of excitement, 8)
Title: Re: C.U.P. becomes B.A.T.
Post by: RDDR Hangar19 on January 02, 2017, 11:55:05 AM
     
    Cheers Amigo!! ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 02, 2017, 12:48:24 PM
it seems that bat04 is getting locked out by my security system it shuts down the site quick like have not had any trouble with others just bat04
Title: Re: C.U.P. becomes B.A.T.
Post by: Dimlee on January 02, 2017, 01:40:56 PM
Thanks. So many thanks. Amazing.
Developers... you exceed expectations of us humble users, again and again.
Title: Re: C.U.P. becomes B.A.T.
Post by: PO_MAK_249RIP on January 02, 2017, 01:53:38 PM
Hi mike yep i do know the pitfalls of living here but lots make up for it! Mail does get through ( hell the british tax office found me here!) but its hit and miss internets a few years behind so i guess CUP will do for me for a while
Title: Re: C.U.P. becomes B.A.T.
Post by: Forager on January 02, 2017, 02:04:57 PM
Thanks....AGAIN!

Idiot proof install, even I got it first try.  :)

It must take you guys a huge amount of time to go through all of this and make it work and your effort is really much appreciated by me, who has no clue how it all works.


Title: Re: C.U.P. becomes B.A.T.
Post by: SGT68 on January 02, 2017, 03:06:55 PM
Thank you very much to everyone involved in this. Much appreciated. The evolution of IL-2 from when I first bought it in Virgin Megastore in its pretty little box nearly 20 year ago to this new modpack never ceases to amaze me. Again thank you and happy flying and modding to everyone.
Title: Re: C.U.P. becomes B.A.T.
Post by: Sir Rod on January 02, 2017, 03:44:55 PM
Thanks  Guys   
Cant wait to  download and get started.  Well done and Kudos to the team...
Much appreciated.
Rod
Title: Re: C.U.P. becomes B.A.T.
Post by: whistler on January 02, 2017, 03:45:43 PM
Eternal life to CUP, you served well and will be remembered. BEHOLD BAT, THE NEW KING OF IL-2!

It will take a while to download but I can see from the manual you did a great job integrating even more optional content thus reducing the JSME options. Congratulations and many thanks for yet another quality release!

Thanks, Whistler.  I think B.A.T. is a much more compressed, inclusive and stable platform.  It is an easy matter to alter your Skies Program using the new Mod Folder names, which have a '2' added to them.   By treating all of the sim at once we now have a fixed initial install (and torrent) with very easy updates all in one.  ;D

I was going to wait until 4.13.3 but you leave me no choice!

Random Skies v2.1, now compatible with B.A.T. (http://www.sas1946.com/main/index.php/topic,47154.msg581818.html#msg581818)

What a lovely day this is!  :D
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 03:54:43 PM
Thanks....AGAIN!

Idiot proof install, even I got it first try.  :)

It must take you guys a huge amount of time to go through all of this and make it work and your effort is really much appreciated by me, who has no clue how it all works.

Excellent, that's the idea.  ;D

Eternal life to CUP, you served well and will be remembered. BEHOLD BAT, THE NEW KING OF IL-2!

It will take a while to download but I can see from the manual you did a great job integrating even more optional content thus reducing the JSME options. Congratulations and many thanks for yet another quality release!

Thanks, Whistler.  I think B.A.T. is a much more compressed, inclusive and stable platform.  It is an easy matter to alter your Skies Program using the new Mod Folder names, which have a '2' added to them.   By treating all of the sim at once we now have a fixed initial install (and torrent) with very easy updates all in one.  ;D

I was going to wait until 4.13.3 but you leave me no choice!

Random Skies v2.1, now compatible with B.A.T. (http://www.sas1946.com/main/index.php/topic,47154.msg581818.html#msg581818)

What a lovely day this is!  :D

YES - FANTASTIC!

 8) 8) 8) 8) 8) Thanks Whistler! 8) 8) 8) 8) 8)


Title: Re: C.U.P. becomes B.A.T.
Post by: bouma on January 02, 2017, 05:02:52 PM
sorry guys but i have an incomplete installation after following the PDF instructions.

(http://zupimages.net/up/17/01/5wor.png) (http://zupimages.net/viewer.php?id=17/01/5wor.png)

(http://zupimages.net/up/17/01/jwpk.png) (http://zupimages.net/viewer.php?id=17/01/jwpk.png)

its a shame i must be the only one !

HELP !



 
Title: Re: C.U.P. becomes B.A.T.
Post by: whistler on January 02, 2017, 05:11:33 PM
sorry guys but i have an incomplete installation after following the PDF instructions.

its a shame i must be the only one !

HELP !
Manually extract il2fb.ini from BAT27, my install went a-ok
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 05:23:49 PM
sorry guys but i have an incomplete installation after following the PDF instructions.


RTFM - Page-130 + check folder sizes Page-6

B.A.T. remains flexible enough, because of the 29 parts, to manually install any part if necessary.  Although the Installer is 99.9% effective we cannot take account for every system, what other processes you are running, copying over to portable drives and other minor things can trip you up.

Run the installer - check your file and folder sizes - the structure is so simple.
Title: Re: C.U.P. becomes B.A.T.
Post by: farang65 on January 02, 2017, 05:36:40 PM
Woowha  ;) Woowha  ;)

I really wondered what was going on with CUP Simon.

I guess I'll just have to replace my CUP install with a BAT install.

Since CUP went relatively quiet I have seen a lot of new mod content in all shapes and forms over the past while.

I hope the recent additions are included BAT

Awesome Job to everyone involved in BAT  ;D

Cheers

Kirby
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 05:39:58 PM
You are good to go over the top of the old C.U.P. Kirby.  You won't even have to change your install folder.  The new B.A.T. mod and sfs folders are separate from the old C.U.P.  You can clean them out afterwards.

RTFM - Page-18.  All covered!  8) 8) 8) 8) 8)

The B.A.T. Expansion Pack One will get you bang up to date including the F5 and Il28, (credits and discussion in the manual).

...takes about ten minutes once you have the parts...


Many thanks for this great work!
As previously, I reported it on my IL2 1946 database (http://www.derrierloisirs.fr/il2/bdd2012/BAT.html)

Many thanks PA-Dore for a great service to the wider community, much appreciated.  I think you should also add this link:

B.A.T. EXPANSION PACK ONE - BATEP01
https://www.mediafire.com/?tcfc81sdme8tcp0

The same goes for FNRennier, who handles our Portugese translation, its a privilige to work with you and anything you guys need, you are considered part of the team.
Title: Re: C.U.P. becomes B.A.T.
Post by: dagger123456 on January 02, 2017, 06:55:07 PM
But what about those flyer that arent getting any younger and are settled with CUP?  This download time can be time consuming.  And then they dont get anymore update as CUP users.  I'm just saying.......These are those things that you lose some and gain some.

Flyers that are patient and successful on getting CUP paid dearly on this one. 
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 06:56:25 PM
But what about those flyer that arent getting any younger and are settled with CUP?  This download time can be time consuming.  And then they dont get anymore update as CUP users.  I'm just saying.......These are those things that you lose some and gain some.

Flyers that are patient and successful on getting CUP paid dearly on this one.

RTFM - Page-18  All questions and such ideas are discussed thoroughly.  We work this stuff out beforehand because we don't do anything without thinking...

Nobody has been let down - Development continues and B.A.T. can easily replace an existing C.U.P. install.  The only change is a load of new material to download - Surely if we carried on with C.U.P. as it was there would still be new material to download.

For most enthusiasts this is a small gear change, nothing more.  The project got big, time for a spring clean.  This time the installer and initial patch is far more solid and our stated goal has always been to present the ultimate Il2  Supermod as a stable set - based on what we have learned from C.U.P.

 B.A.T. is the result of over five years work on this project, from TFM and earlier.  It has evolved from C.U.P. into a very simple install, with all the benefits that offers, and I make no apologies.

Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 02, 2017, 07:05:26 PM
as a matter of interest, i did speed read manual first, this can be manually installed Simon ?

I prefer not using automated installers lol, bad experience in the past  :o
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 07:15:50 PM
as a matter of interest, i did speed read manual first, this can be manually installed Simon ?

I prefer not using automated installers lol, bad experience in the past  :o

Absolutely, the installer automates and speeds up the process but of course each part goes to your main il2 install, do them in sequence and sit there with a coffee while it goes in, no worries. 

The MOD and SFS folders are named differently so this can go over the top of your C.U.P. install .  After you have installed the Il2FB.INI is changed to reflect the new B.A.T. setup and you can easily take out the old C.U.P. folders.

Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 02, 2017, 07:21:05 PM
great news, I have always liked to see what goes where. When this eventually downloads completely via torrent I'll set aside a few hours to do a manual install.

But as a note :- For those new to mod packs.... READ THE MANUAL, and use the ENCLOSED INSTALLER, Simon and others put a lot of work into making this painless for new users, please take advantage of their hard work.  8)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 07:25:43 PM
great news, I have always liked to see what goes where. When this eventually downloads completely via torrent I'll set aside a few hours to do a manual install.

But as a note :- For those new to mod packs.... READ THE MANUAL, and use the ENCLOSED INSTALLER, Simon and others put a lot of work into making this painless for new users, please take advantage of their hard work.  8)

Its so easy to clone a clean install of Il2 - The beautiful program writes nothing to the registry!  So its a simple thing to set up and install. 

Patch to 412 with the SAS Superpatch and then run the B.A.T. installer, job done!

Done it a dozen times this last month!

Title: Re: C.U.P. becomes B.A.T.
Post by: baggo on January 02, 2017, 07:27:15 PM
simon cup has gone from a fat bastard to a lovely slimline model with more there than before,this can only be THE FUTURE this is more than anyone dreamt of.what a wonderful surprise,2017 here we come.....many thanks to all involved...kev.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 07:30:00 PM
simon cup has gone from a fat bastard to a lovely slimline model with more there than before,this can only be THE FUTURE this is more than anyone dreamt of.what a wonderful surprise,2017 here we come.....many thanks to all involved...kev.

LOL  8) ;D too right mate - The original 79 downloads become 29.  50 packages recombined; duplicates and redundancies eliminated, some slimming programme...
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 02, 2017, 07:30:30 PM
Wpaw ! Seems a very simple way to do ! Thanks !

Have read the pdf file... may I suggest a mod that seems missing ? Stalingrad map is not Stalingrad without the famous grain elevator, so characteristic building... Possible to add it ? available here : http://www.sas1946.com/main/index.php/topic,50764.msg553954.html#msg553954 (http://www.sas1946.com/main/index.php/topic,50764.msg553954.html#msg553954).

Would be great ! Thanks !
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 02, 2017, 07:33:12 PM
Wpaw ! Seems a very simple way to do ! Thanks !

Have read the pdf file... may I suggest a mod that seems missing ? Stalingrad map is not Stalingrad without the famous grain elevator, so characteristic building... Possible to add it ? available here : http://www.sas1946.com/main/index.php/topic,50764.msg553954.html#msg553954 (http://www.sas1946.com/main/index.php/topic,50764.msg553954.html#msg553954).

Would be great ! Thanks !

Cool Gaston, thanks for heads up and link - Slated for B.A.T. Expansion Pack Two - Checking it out now. Once you are 'B.A.T.ted ' upgrade packages are going to be very easy to add. Most will be around 1 to 1.5 Gb and will address a number of issues across all aspects of the sim.


Title: Re: C.U.P. becomes B.A.T.
Post by: farang65 on January 02, 2017, 07:33:51 PM
Hi Simon,

Your manuals are always top notch manual productions  ;D,

with highly detailed info and you always have really interesting photos  as well ;D ;)

Going for the installer  ;)

Cheers

Kirby
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 03, 2017, 04:53:14 AM
Thanks Kirby
 
The central bulk of the B.A.T. Manual is a comprehensive breakdown of Mod Content, with reference links and full credits.  B.A.T. comprises the largest Il2 Mods credit list ever completed since the original Ultrapack. 

On either side are an introduction, a few structural notes, observations, DreamK's Torpedo Tables, other stuff about install, usage and where its all heading.  It is designed to be easy on the eye, simple to reference and to answer every question in advance.

The Manual is not intended to imply a complicated install.  Nobody need ever read it really.  The full install process from vanilla Il2 comprises 2-steps!  However, there is a lot of good reference material and practical information that has real value and will help everyone to 'grok' it properly!

With regard to your area of expertise, I'm particularly pleased with 'The Mapcase'.  ;D


Title: Re: C.U.P. becomes B.A.T.
Post by: PA-Dore on January 03, 2017, 05:26:07 AM
Many thanks PA-Dore for a great service to the wider community, much appreciated.  I think you should also add this link:
B.A.T. EXPANSION PACK ONE - BATEP01
https://www.mediafire.com/?tcfc81sdme8tcp0

Done ^^
Installation of B.A.T. ran without any issue using BAT v1.0 Setup.exe.
One request for future: Add the Catsy'triggers functions in the FMB.  :)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 03, 2017, 05:46:30 AM
Many thanks PA-Dore for a great service to the wider community, much appreciated.  I think you should also add this link:
B.A.T. EXPANSION PACK ONE - BATEP01
https://www.mediafire.com/?tcfc81sdme8tcp0

Done ^^
Installation of B.A.T. ran without any issue using BAT v1.0 Setup.exe.
One request for future: Add the Catsy'triggers functions in the FMB.  :)

Thanks for confirming another good install.  Easy isn't it?  ;D

I've never seen Catsy's Triggers Mod on its own as a download.  The 242 Sqn site is gone too.  Is there a link anywhere for the self contained mod and information on it?
Title: Re: C.U.P. becomes B.A.T.
Post by: PA-Dore on January 03, 2017, 06:12:18 AM
Here is the Triggers Mode English Manual (Translated by C6_Armand) (http://www.derrierloisirs.fr/il2/HSFX70/Triggers_EN_v1.2.pdf)
I'll send a message to Catsy, asking him to give you informations about it.
Catsy's triggers are a great addon increasing a lot the FMB efficiency.
Note that the Catsy's triggers are included in the HSFX7.03 mod (Charlie) and in the SEOW software (Mike/4Shades).
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 03, 2017, 06:37:56 AM
Many thanks for this great work!
As previously, I reported it on my IL2 1946 database (http://www.derrierloisirs.fr/il2/bdd2012/BAT.html)
Thanks a lot for mirroring all those big packs.
Where do you get all the bandwidth from?
It's truly amazing.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: gprr on January 03, 2017, 07:01:16 AM
Realy realy wow! :
Put the exe in the torrent files folder, run it-was fast 8) and it flighs...Many many kudos for this mega project, done so skillfully.
GP
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 03, 2017, 08:48:27 AM
Sorry if this is not the good thread, but, so far, I have seen 2 planes bugged...

Lancaster in WAW, and Yak-36 (both versions) in JTW. For both planes, I have the famous blue screen in armament panel (nothing...). Probably something with the Hi-Rez thing... jave tried other DLL, no go : game does not even load...

Have also the pink plane problem with F-105, but solved now : found Lo-Rez textures for it...

I hate Hi-Rez mod...
Title: Re: C.U.P. becomes B.A.T.
Post by: Korrigan on January 03, 2017, 09:36:22 AM
I hate Hi-Rez mod...
We know  :D
Title: Re: C.U.P. becomes B.A.T.
Post by: Jenato on January 03, 2017, 09:48:43 AM
A Happy New Year and... congrats to all who worked on this HUGE BAT!

Quite a few Gigs to download, but... I am certain it will be worth it.

Retrospecting when and how it all started... wondering where it will go....? Truely amazing!

Jenato

 :D
Title: Re: C.U.P. becomes B.A.T.
Post by: cgagan on January 03, 2017, 09:52:01 AM
Just to report that I have now d/loaded and installed everything up to expansion pack one. I transferred all my missions and paintschemes from CUP; All seems to be fine, the game loads pretty fast, so far I selected missions in tga and waw and all is fine! It will take some time to appreciate it in depth; from what I see though in FMB (choice of objects, stationary planes/armour, tools, etc.) you have done a truly impressive work. As for the manual, I agree with Kirby, it is the best-looking game manual I have come across...
Title: Re: C.U.P. becomes B.A.T.
Post by: hoddyman on January 03, 2017, 11:24:09 AM
I've downloaded umpteen parts with the torrent option- way more than 29, and all labeled "CUP", not "BAT". I downloaded the installer separately. My "interned security" program keeps giving me warnings about the installer, and believes that it's some kind of ransomeware. When I put all the compressed, "CUP" labeled files into the same folder for installation with the "installer", my computer said I don't have "permission" to run the installer. It was late at night, so I quit- but I'm going to try "run as administrator" when I activate the installer next time. Is this "normal"? Are the torrent-downloaded parts to this [all labeled as "CUP"] installable with the installer program, or do I have to download all 29 non-torrent parts and work with them, instead?
Title: Re: C.U.P. becomes B.A.T.
Post by: Griffon_301 on January 03, 2017, 12:07:09 PM
TERRIFIC!!!!!!
JUST STARTING TO DOWNLOAD NOW :)

thanks a lot to Simon and the whole team!!!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 03, 2017, 12:13:04 PM
I've downloaded umpteen parts with the torrent option- way more than 29, and all labeled "CUP", not "BAT". I downloaded the installer separately. My "interned security" program keeps giving me warnings about the installer, and believes that it's some kind of ransomeware. When I put all the compressed, "CUP" labeled files into the same folder for installation with the "installer", my computer said I don't have "permission" to run the installer. It was late at night, so I quit- but I'm going to try "run as administrator" when I activate the installer next time. Is this "normal"? Are the torrent-downloaded parts to this [all labeled as "CUP"] installable with the installer program, or do I have to download all 29 non-torrent parts and work with them, instead?
The Torrent files are definitely named "BAT" and not "CUP".
The Installer needs no Admin privileges.
No clue what you did there.
How did you manage to install Windows?

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 03, 2017, 12:44:53 PM
had to chuckle out loud at the last couple of posts..... someone had to do it, silly season starts all over again.....
Title: Re: C.U.P. becomes B.A.T.
Post by: hoddyman on January 03, 2017, 01:18:05 PM
I don't know what I missed, here, but the torrent link in the manual led to the download of files in seven folders, all labeled "CUP". Really. My internet security still says the installer is likely ransomware. Go figure.
Title: Re: C.U.P. becomes B.A.T.
Post by: resistor on January 03, 2017, 01:21:37 PM
Downloaded the torrent and installed right over my CUP install. Worked as described, super easy.

Thanks for the efforts!
Title: Re: C.U.P. becomes B.A.T.
Post by: Korrigan on January 03, 2017, 01:45:14 PM
A very huge thank you to the BAT team ! Downloaded, installed, it works just out of the box, it's simple as that ! I can't imagine the work behind this monster but it's a real step ahead in Il-2 history.
Cheers and best wishes to you guys (http://i650.photobucket.com/albums/uu224/phbrajon/cava.gif)
Title: Re: C.U.P. becomes B.A.T.
Post by: Danyfly on January 03, 2017, 01:48:04 PM
I hate Hi-Rez mod...
We know  :D
Hi Gaston
I fixed the Lancaster Hi-Rez issue by using tne BATDLLS 02.

Best regards
Daniel
Title: Re: C.U.P. becomes B.A.T.
Post by: Cloyd on January 03, 2017, 02:13:38 PM
I don't know what I missed, here, but the torrent link in the manual led to the download of files in seven folders, all labeled "CUP". Really. My internet security still says the installer is likely ransomware. Go figure.

Maybe you got the wrong link? Monty did do an update to the manual. See this post.

http://www.sas1946.com/main/index.php/topic,53512.msg581752.html#msg581752

This is the link in my manual, is yours the same?

www.sas1946.com/downloads/essentialsas/diverse/BAT_v1.torrent
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 03, 2017, 02:16:26 PM
did you download the right manual, the one for BAT, not the CUP one
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 03, 2017, 02:26:17 PM
I hate Hi-Rez mod...
We know  :D
Hi Gaston
I fixed the Lancaster Hi-Rez issue by using tne BATDLLS 02.

Best regards
Daniel

Thanks for the info. Unfortunately, when I use these DLLs, my game does not even start...
Title: Re: C.U.P. becomes B.A.T.
Post by: propnut27 on January 03, 2017, 02:47:02 PM
When I type in the file link addresses I'm getting an "invalid life notice" from mediafire.

Gil
Title: Re: C.U.P. becomes B.A.T.
Post by: Draken on January 03, 2017, 04:03:35 PM
Thanks for still working on iL-2 , my favourite flight sim .
I discover this new now , haven't tried B.A.T. already .
I would like to know if it can be played in online multiplayers mode without bugs, please ?...
Title: Re: C.U.P. becomes B.A.T.
Post by: Kiwi on January 03, 2017, 06:40:54 PM
B.A.T looks awesome  ;D
I would like to know if it can be played in online multiplayers mode without bugs, please ?...
works fine here
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 03, 2017, 08:51:34 PM
Simon - installed it both ways, for testing's sake, both versions work flawlessly, faster start times, seems to run a lot smoother too  8)

Not had a chance to actually play around much with it yet, but you can be sure my stick is gonna get some wear and tear tomorrow while i'm off work for a day  ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: nbc on January 03, 2017, 11:16:18 PM
Just logged for the first time for thanking you a lot for this release. I´ve messed up so many times the install...

Cheers
Title: Re: C.U.P. becomes B.A.T.
Post by: Alfie Noakes on January 04, 2017, 01:03:50 AM
Brilliant !
Absolutely brilliant ......a rather large download, however happily I have quick broadband so was not a problem  :)
Install = push install button  :D :D :D
Fine tuned Misc controls to my own taste
Worked perfectly straight out of the box  ;D
Dropped a copy of BAT on top of a CUP/TGA I had managed to completely bugger up....and voila,,,it runs a treat again   ;D
Obviously, I'm more interested in 1904 ---1939 but will give the more modern a/c a test this evening  :P

Many, many thanks to Monty & all the CUP Crew for their new development !

Cheers

Alfie
Title: Re: C.U.P. becomes B.A.T.
Post by: cgagan on January 04, 2017, 01:45:12 AM
One minor issue - and humble request. I noticed that in TGA, Dreamk's Heinkel A,B,E have the "red window bug" when using other skins, while the Ju87A Spain have the Eastern European front skin as default; Would it be possible for a possible next update to use these as default skins for Dreamk's Heinkel A-E and Ju87A Spain? Many thanks,
(https://s28.postimg.cc/wjr2tp2gd/Jan_4_2017_8_40_09_AM.jpg) (https://postimg.cc/image/cp517kn8p/)

(https://s30.postimg.cc/5ox2ru4lt/Dec_17_2016_4_59_08_PM.jpg) (https://postimg.cc/image/k847t8xql/)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 04, 2017, 02:22:19 AM
Hi Costas,

haven't played much with default skins, usually source new ones for campaigns.  If you have specific skins in mind could you please link them and we can compress them to *.../summer etc for new default skins in #TGA2.  I realise this is important as you often work with QMB where default skins are more useful.  It will be another easy drop-in, we could do these for B.A.T. Expansion Pack Two, which will be sooner than you think!  Its very hot this week and I'm staying in the cool playing with B.A.T. instead of working...  ;D

Simon

Brilliant !
Absolutely brilliant ......a rather large download, however happily I have quick broadband so was not a problem  :)
Install = push install button  :D :D :D
Fine tuned Misc controls to my own taste
Worked perfectly straight out of the box  ;D
Dropped a copy of BAT on top of a CUP/TGA I had managed to completely bugger up....and voila,,,it runs a treat again   ;D
Obviously, I'm more interested in 1914 ---1939 but will give the more modern a/c a test this evening  :P

Many, many thanks to Monty & all the CUP Crew for their new development !

Cheers

Alfie

Pleased to hear this Alfie, I think we shall considerably widen our constintuency with this one!  HUGE thanks to SAS~Storebror, who created the tools and code to make this possible.  I have bothered him a lot this Christmas... :-[  Whaddayaknow, it works!


Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 04, 2017, 02:26:02 AM
I don't know what I missed, here, but the torrent link in the manual led to the download of files in seven folders, all labeled "CUP". Really.
Maybe you got the wrong link? Monty did do an update to the manual. See this post.

http://www.sas1946.com/main/index.php/topic,53512.msg581752.html#msg581752

This is the link in my manual, is yours the same?

www.sas1946.com/downloads/essentialsas/diverse/BAT_v1.torrent

Both the "old" and the "new" version of the manual contain the same link and no, nothing's labelled "CUP" in there. Really.
Here is the screenshot:
(https://s24.postimg.cc/gg72m7m1h/2017_01_04_10_13_18_B_A_T_PDF_Adobe_Acrobat_Re.png)

My internet security still says the installer is likely ransomware. Go figure.
The installer is based on NSIS.
NSIS unfortunately causes false positives on a very small amount of Anti Virus Programs.
See the detailed report of the file here: https://virustotal.com/de/file/39470fb069fda9d86ada289e703ae9f898c356479ac434a94d1ae74ade0c883d/analysis/

...for comparison:
This is what a real virus looks like: https://www.virustotal.com/de/file/b80f6cf5fee0ea2697de7de764c18eb903fd1d2a10a960e0849253209dc2664a/analysis/
And this is something that already looks really, really bad from an AV's point of view, even though it's still just fine: https://www.virustotal.com/de/file/ac2d47dc2d33e6123da1f3ab00fea3a1659ce0f47266cc9ab004fa4b811f3b21/analysis/

You can see a list of known false positives on NSIS installers here: http://nsis.sourceforge.net/NSIS_False_Positives

Let's face it:
The AV programs detecting the false positive are:

Mc Afee GW Edition: Funny little thing. McAfee itself sees that the file is fine (scroll down a little to see it), the "GW Edition" doesn't. It's known to go crazy on many files, in particular NSIS installers. The devs are happy about it all over the place, see here for example: https://www.bleepingcomputer.com/forums/t/553515/false-positive-behaveslikewin32droppernh-non-sense-by-mcafee-gw-edition/

Bkav: The worst AV scanner ever. See a comparison of AV tools in regards to false positives here: http://blog.nirsoft.net/2015/10/18/antivirus-statistics-and-scores-according-to-false-positives-of-nirsoft-tools/
On a score from 0 to 100, Bkav got -1280.5. Go figure.

Rising: Chinese crap, partially disbanded in 2013, see here: http://www.rising-global.com/

Unfortunately there's little you can do agains the wave of false positives these days.
As soon as you create native executables, a certain percentage of virus scanners decides to go ballistic on them.
C'est la vie.
If you think we'd spread malware, you can always decide not to use it.
In that case consequently I'd avoid this site in total, because if we're that bad, we'll give you a drive-by download virus for sure 8)

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: cgagan on January 04, 2017, 02:33:41 AM
Thank you Simon. Please check mailbox
Title: Re: C.U.P. becomes B.A.T.
Post by: LuseKofte on January 04, 2017, 02:37:57 AM
I have been missing this game for a while, I am in a 6 month plan going to buy a new rig. I will clean up my old one and dedicate it to B.A.T/IL2 46 related . And fly DCS ,X-plane and BOS with the new one.
Thank you very much for this, it will for sure make my plan go smoother
Title: Re: C.U.P. becomes B.A.T.
Post by: vegetarian on January 04, 2017, 03:16:54 AM
Well that was an easy install :) Tried a couple of quick missions and no problems, load times a lot quicker than my old CUP install.
Congratulations on a fantastic job Monty, eMel and RDDR.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 04, 2017, 03:32:29 AM
Well that was an easy install :) Tried a couple of quick missions and no problems, load times a lot quicker than my old CUP install.
Congratulations on a fantastic job Monty, eMel and RDDR.

Good O Veggie!  B.A.T. IS a proper patch now isn't it?  8) 8) 8) 8) 8)

...and here's a thing, the base B.A.T. install and torrent will never have to change, or be retro-fitted, no more restore points, its a whole new day!
Title: Re: C.U.P. becomes B.A.T.
Post by: vegetarian on January 04, 2017, 03:47:51 AM
It's like in the old Batman TV series - it's BATastic  ;D ;D ;D ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: slejsa on January 04, 2017, 04:08:46 AM
Hi, I´ve got a question about installation. Is it necessary to have got each pack (f.e. BAT07) in the individualy rar folder? I put all BAT-packs to the one folder that I found inside (BAT00). Will by my instalation OK, when I start BAT v1.0 Setup? Thanks.
Title: Re: C.U.P. becomes B.A.T.
Post by: DougW60 on January 04, 2017, 05:27:29 AM
slejsa,  on page 5 of the manual, there is a setup file / link to the setup file.  Download this file and run it.  It will guide you to install all of BAT at one time.  You do want to have all of BAT base files before installing.  I noticed that files such as "selector" did not go into my IL-2 folder until later in the install process meaning that it was located in the later BAT rars. If you choose to install one BAT rar at a time, it will work but the setup execution file will do it all for you and I do not think the game will work as advertised unless you install all of the base files.
Title: Re: C.U.P. becomes B.A.T.
Post by: slejsa on January 04, 2017, 05:48:52 AM
Thank you very much Doug. Nevertheles I mean something a little bit different. Is it problem for install or not that I unpack each BAT.rar folder. I don´t save BAT.rar folder in my PC, but I save "unpacked" BATs like common folder.
PS: I´m sorry english isn´t my mother tongue and so I wrote it puzzled :)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 04, 2017, 05:54:08 AM
Thank you very much Doug. Nevertheles I mean something a little bit different. Is it problem for install or not that I unpack each BAT.rar folder. I don´t save BAT.rar folder in my PC, but I save "unpacked" BATs like common folder.
PS: I´m sorry english isn´t my mother tongue and so I wrote it puzzled :)

Not a good idea, could end up a mess.  Once you have a clean 412 install to target; put each Zip into a common folder with the Installer and run it.

I hate Hi-Rez mod...
We know  :D
Hi Gaston
I fixed the Lancaster Hi-Rez issue by using tne BATDLLS 02.

Best regards
Daniel

Thanks for the info. Unfortunately, when I use these DLLs, my game does not even start...

Been thinking about this Gaston.  The High Res/True Colour DLLs do have a couple of variations depending on systems and setups.  What DLLs did you originally use with CUP?  Those will do the trick, transfer them from your old CUP install into your new B.A.T.
Title: Re: C.U.P. becomes B.A.T.
Post by: Plowshare on January 04, 2017, 05:58:07 AM
First off let me say, as so many have said before: Great installation and easy to do.

Second: A small thing - you need to make a "MyScreenShots" folder in the rootfolder for a place to store screenshots. I took a few screenshots and couldn't find them; after the folder was made they showed up just fine. I don't remember reading this in the manual but maybe I missed a line or a thousand.

For reasons I won't go into I only used CUP for a very short while after it came out so I don't know if there was ever any fix for the FOV. I typically use 100 degrees or so and, when you jump from inside to outside the FOV defaults back to what looks like 60 degrees. Then, going back inside after zooming out, the FOV goes back to the 60 degrees.

And the static.ini file!! What a great bunch of work on that! Unfortunately, this is one file that I mess with on a regular basis adding about 2,000 more raised humans as well as custom-painted objects both on the ground and raised to various heights. Doing this will bust the fine Static_list_FMB you supplied in the era folders. Has anyone ever thought of adding another file, used similarly to the static.ini file, where an individual's custom objects could be placed so they don't screw up the static.ini?

Looking forward to using this great patch.

Bob
Title: Re: C.U.P. becomes B.A.T.
Post by: slejsa on January 04, 2017, 06:13:54 AM
OK, Monty, thank you. So the situation like on lower pictures is wrong? Mean it that I must download angain all BAT packs and save them as rar-folders?
(http://www.jpeg.cz/images/2017/01/04/6thSu.png)
(http://www.jpeg.cz/images/2017/01/04/wnmo0.png)
Title: Re: C.U.P. becomes B.A.T.
Post by: Sogriffin on January 04, 2017, 07:28:59 AM
Probably a dumb question, if I have CUP installed and working fine do I need to download BAT?  It took me 2 days to download CUP so I would rather not have to do that again if possible.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Gerax on January 04, 2017, 07:29:41 AM
many many thanks to all involved making this pack.  :)

must have been a horror to do the manual and
putting together all the credits, all the links..
not to speak of all the testing before releasing the pack.  :o

Just to test it I dled the pack from PA-Dore site,
took me ~ 10 hours with ~1.8 MB/s, install was done
in ~ half an hour. No problems at all. Great, really great.  :)
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 04, 2017, 07:35:26 AM
Probably a dumb question, if I have CUP installed and working fine do I need to download BAT?  It took me 2 days to download CUP so I would rather not have to do that again if possible.

@ Sogriffin, CUP will no longer be updated, you could try using the torrent option to increase your download speeds.

@ Slejsa - you need all the BAT.rar files at once, cannot run the installer with only one file there
Title: Re: C.U.P. becomes B.A.T.
Post by: cperleberg on January 04, 2017, 07:45:17 AM
Fantastic. Got everything downloaded and everything works, but....

My #JTW2 folder is 407 MB instead of 441, as stated in the manual. All the other folders match.

The Edwards AFB base appears to be missing. At least, I get a Data File Corrupt error whenever I try and use it. (That error message really should be changed to "Map Error", or something like that.

Title: Re: C.U.P. becomes B.A.T.
Post by: Sogriffin on January 04, 2017, 07:46:30 AM
Nyali, thanks for the response.  I guess I'll just have to pick a weekend and dedicate it to downloading.  Internet speeds are pretty slow down here in Guatemala.  ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: jpten on January 04, 2017, 07:51:28 AM
Apparently Slejsa  downloaded all the packs and extracted them into Bat00.   I think he is asking if that will work and also they have to be in rar format to install or will the installer work with extracted files.
Title: Re: C.U.P. becomes B.A.T.
Post by: cgagan on January 04, 2017, 07:55:54 AM
What I did, was, first, to create a B.A.T folder in my desktop, to contain all BAT files in zip. format, including the BAT setup.exe, then direct the BAT setup.exe to my designated game in my hard disc (in my case, a vanilla 412.2, named "Il-2 BAT), and that was all...
Title: Re: C.U.P. becomes B.A.T.
Post by: slejsa on January 04, 2017, 08:29:10 AM
Apparently Slejsa  downloaded all the packs and extracted them into Bat00.   I think he is asking if that will work and also they have to be in rar format to install or will the installer work with extracted files.
Yes, this is what I mean.  :)
Title: Re: C.U.P. becomes B.A.T.
Post by: Jarhead0331 on January 04, 2017, 09:51:57 AM
Sorry for the really stupid question, but how do I get the damn thing to run? In the past, there was the IL 2 selector.exe...I don't see that anymore and when I run the game it looks like it is unmodded. Does everything need to be enabled with JSGME?

I've read the manual and followed all the directions to the letter.

Thanks in advance.
Title: Re: C.U.P. becomes B.A.T.
Post by: SGT68 on January 04, 2017, 09:57:00 AM
Here's a little windows icon file I quickly created. It's a bit crude but it works


http://www.mediafire.com/file/3x8ien19ndd6rf6/IL2_bat.ico (http://www.mediafire.com/file/3x8ien19ndd6rf6/IL2_bat.ico)

(https://s28.postimg.cc/jj5s3j8e5/IL2_bat.png) (https://postimg.cc/image/p7c2ufcqh/)
Title: Re: C.U.P. becomes B.A.T.
Post by: KevinHoggard on January 04, 2017, 10:07:05 AM
Sorry for the really stupid question, but how do I get the damn thing to run? In the past, there was the IL 2 selector.exe...I don't see that anymore and when I run the game it looks like it is unmodded. Does everything need to be enabled with JSGME?

I've read the manual and followed all the directions to the letter.

Thanks in advance.

No you missed something, I have an IL 2 Selector....

Thanks everyone involved in this, the game loads so much faster now and many of the missing items my CUP install had, BAT has them and they work!!!!
Title: Re: C.U.P. becomes B.A.T.
Post by: Jarhead0331 on January 04, 2017, 10:13:29 AM
Sorry for the really stupid question, but how do I get the damn thing to run? In the past, there was the IL 2 selector.exe...I don't see that anymore and when I run the game it looks like it is unmodded. Does everything need to be enabled with JSGME?

I've read the manual and followed all the directions to the letter.

Thanks in advance.

No you missed something, I have an IL 2 Selector....

Thanks everyone involved in this, the game loads so much faster now and many of the missing items my CUP install had, BAT has them and they work!!!!

Thanks for the constructive response.

I have a clean install of IL 2. It is patched to 4.12.2m. I downloaded and installed the SAS mega patch to the IL 2 directory. I downloaded and installed all BAT files to the IL 2 game directory. All of the BAT folders are in the directory, but there is no selector file. What have I missed?

Thanks.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 04, 2017, 10:19:13 AM
Sorry for the really stupid question, but how do I get the damn thing to run? In the past, there was the IL 2 selector.exe...I don't see that anymore and when I run the game it looks like it is unmodded. Does everything need to be enabled with JSGME?

I've read the manual and followed all the directions to the letter.

Thanks in advance.

Despite following instructions we are still dealing with machines and variable systems.  That is why further advice is provided on manual page-130.

Download BAT27.ZIP introduces the selector and associated folders.  Therefore it has been missed or failed to decompress.  You can check for it manually and it is advised you check contents and sizes too, which are on page-6.  Nine new folders are created:  Their names and sizes should be checked to indicate you are on the right track.

If we are talking about instructions to the letter it is actually advised to:

"PUT EACH OF THE PARTS (AS A COMPLETE ZIP) INTO THE SAME DESTINATION FOLDER ANYWHERE ON YOUR SYSTEM:
RUN THE B.A.T. INSTALLER:"
- B.A.T. Manual page-4

Running the installer from the Il2 Game directory does not sound like a good idea since you are installing into the same directory.  When source and destination are the same place something is going to go wrong.  Put the BATZIPS and Installer aside into their own separate project folder, then direct the installer towards the Il2 directory when it asks you to.

As discussed earlier in the thread; this can also be done entirely manually, but must be done in sequence, and will be a fair bit slower too.

That should do the trick!  8)



Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 04, 2017, 10:40:07 AM
First off let me say, as so many have said before: Great installation and easy to do.

Second: A small thing - you need to make a "MyScreenShots" folder in the rootfolder for a place to store screenshots. I took a few screenshots and couldn't find them; after the folder was made they showed up just fine. I don't remember reading this in the manual but maybe I missed a line or a thousand.

For reasons I won't go into I only used CUP for a very short while after it came out so I don't know if there was ever any fix for the FOV. I typically use 100 degrees or so and, when you jump from inside to outside the FOV defaults back to what looks like 60 degrees. Then, going back inside after zooming out, the FOV goes back to the 60 degrees.

And the static.ini file!! What a great bunch of work on that! Unfortunately, this is one file that I mess with on a regular basis adding about 2,000 more raised humans as well as custom-painted objects both on the ground and raised to various heights. Doing this will bust the fine Static_list_FMB you supplied in the era folders. Has anyone ever thought of adding another file, used similarly to the static.ini file, where an individual's custom objects could be placed so they don't screw up the static.ini?

Looking forward to using this great patch.

Bob

Hi Bob

Static_list_FMB is easy to generate and re-generate.  Its one of the functions on static.ini checker and takes only a few seconds to update.  Feel free to send me your static.ini though, sounds brilliant! 

There are loads of FOV mods now, you should be able to drop in whatever you like.  We haven't done anything to FOV beyond default becuase its always a matter of personal preference.

Simon
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 04, 2017, 10:48:32 AM
I know you guys probably shutter each time I post something here, since it most always means I have screwed something up.  Well, I am happy to report - not this time.  I did as instructed.  Read the manual 'til I was "blue in the face" (as was expected I did not understand some of it), downloaded all the parts, ran the installer after patching my original game with the mega patch, and it all worked well.  Only funny thing that happened, my load screen kept showing "V4.12.2m with CUP (WAW Module" and I did not have a full screen.  I remembered, however, that lately someone else asked about the full screen deal but for CUP.  Well, I looked it up and it said something about DPI settings being the problem (I don't have the slightest idea what DPI is or what it does), but that didn't fix anything.  Then I remembered you said to copy over my missions, paintschemes, user folders and CONF.ini from CUP.  Now it all works as it is supposed to. :)  The short of it is - if even I can do it, then everyone can.  Just need to read the directions.  My thanks to all those concerned that made this happen. 
Title: Re: C.U.P. becomes B.A.T.
Post by: GEORGES44 on January 04, 2017, 10:49:19 AM
Thanks for this lovely retirement present :D :D :D

A bit early though, I will retire only on october 31st (yes, Halloween day).
But then I will have a goal for the years to come: master all the aircrafts and fly all the maps featured on your piece of art.
It will keep me busy a veryyyyyyyyyy long time.

Best wishes to all for 2017
Title: Re: C.U.P. becomes B.A.T.
Post by: DougW60 on January 04, 2017, 10:51:04 AM
SGT68 - thanks for the icon
Title: Re: C.U.P. becomes B.A.T.
Post by: Jarhead0331 on January 04, 2017, 10:51:28 AM
Sorry for the really stupid question, but how do I get the damn thing to run? In the past, there was the IL 2 selector.exe...I don't see that anymore and when I run the game it looks like it is unmodded. Does everything need to be enabled with JSGME?

I've read the manual and followed all the directions to the letter.

Thanks in advance.

Despite following instructions we are still dealing with machines and variable systems.  That is why further advice is provided on manual page-130.

Download BAT27.ZIP introduces the selector and associated folders.  Therefore it has been missed or failed to decompress.  You can check for it manually and it is advised you check contents and sizes too, which are on page-6.  Nine new folders are created:  Their names and sizes should be checked to indicate you are on the right track.

If we are talking about instructions to the letter it is actually advised to:

"PUT EACH OF THE PARTS (AS A COMPLETE ZIP) INTO THE SAME DESTINATION FOLDER ANYWHERE ON YOUR SYSTEM:
RUN THE B.A.T. INSTALLER:"
- B.A.T. Manual page-4

Running the installer from the Il2 Game directory does not sound like a good idea since you are installing into the same directory.  When source and destination are the same place something is going to go wrong.  Put the BATZIPS and Installer aside into their own separate project folder, then direct the installer towards the Il2 directory when it asks you to.

As discussed earlier in the thread; this can also be done entirely manually, but must be done in sequence, and will be a fair bit slower too.

That should do the trick!  8)

I may have traced the problem to a corrupt download. Some of the parts appear to have failed to pass CRC. There is no obvious error message and I had to watch the details during install to determine this.

Stay tuned and thanks.
Title: Re: C.U.P. becomes B.A.T.
Post by: sakai on January 04, 2017, 11:29:32 AM
BAT is on its way via torrent.... thanks for it
Title: Re: C.U.P. becomes B.A.T.
Post by: Chupacabras84 on January 04, 2017, 11:29:58 AM
Not sure whether it corrupt download but "BAT v1.0 Setup.exe" failed to extract some archives and because of that I am missing jsgme, patched il2fb.exe and some other files.

"BAT v1.0 Setup.exe" did not gave me any errors so I am checking folders by hand to see where is problem.
Title: Re: C.U.P. becomes B.A.T.
Post by: tnewell on January 04, 2017, 11:44:15 AM
Thanks to all involved, super easy install. My only problem is the new loading screens in JSGME do not activate. Everything else inside is complete and BAT related. I remember the same happened to CUP and their was a separate download to add the new CUP loading screens. Any information would be greatly appreciated. Again thank-you.
Title: Re: C.U.P. becomes B.A.T.
Post by: tartenmuche on January 04, 2017, 12:25:03 PM
First my best wishes for 2017 and congratulations to the fathers and mothers (if any) of BAT.
I would like to transfer my campaigns from CUP to BAT, but I would also like to keep the position where I was inside CUP for instance mission 12 of campaign so and so.
Is it possible?
Best regards.
Tart
1 day later: I got it with the reply of Ol'Navy. Thank you Junior.
Tart
Title: Re: C.U.P. becomes B.A.T.
Post by: Darth_Dooboss on January 04, 2017, 12:26:46 PM
Superb work mates!!!!

I have finished the install and all perfect ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: Dimlee on January 04, 2017, 12:38:02 PM
Question to forum admin team:
will separate "BAT" section be introduced?
or BAT related discussions will remain in "Community Universal Patch (C.U.P.)" forum section?

Thanks.
Title: Re: C.U.P. becomes B.A.T.
Post by: cperleberg on January 04, 2017, 01:29:03 PM
Not sure whether it corrupt download but "BAT v1.0 Setup.exe" failed to extract some archives and because of that I am missing jsgme, patched il2fb.exe and some other files.

"BAT v1.0 Setup.exe" did not gave me any errors so I am checking folders by hand to see where is problem.

I think that's what happened to me, which is why the #JTW2 folder is too small. I also noticed I seem to be missing Ewdards AFB and the skins for the F-84.

Check when I get home.
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 04, 2017, 01:40:07 PM
@ Ol' Navy - great news, always makes me smile when I see you have succeeded  :D
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 04, 2017, 01:56:14 PM
Solved problem with Lancaster... without DLLs no 2 : simply took it from my 4.10 DBW install, and put it inside (without classfiles, of course...). Tested using some skins : perfect !
Title: Re: C.U.P. becomes B.A.T.
Post by: Chupacabras84 on January 04, 2017, 02:03:20 PM
I think that's what happened to me
My downloads weren't corrupt but installer program still did not unpack everything, wonder if avast blocking it somehow without telling me.
Later I will have to sit and unpack everything by hand or set up 3d party unpacker.

Another guess, I noticed parts 25-28 are heavier compressed than all others, I wonder if compression algorithm used is somehow incompatible with unpacker utility or "BAT v1.0 Setup.exe" tries to reference some instruction for windows 7+ which is not available on old stuff like XP S3 which is why it cant unpack some stuff.
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 04, 2017, 02:38:46 PM
@ Ol' Navy - great news, always makes me smile when I see you have succeeded  :D

Thanks.  Makes me smile also in that my success is relatively rare.  Maybe you can answer a question?  I was playing a DCG campaign when this "changeover" occurred.  What will happen to DCG stuff now?  Reckon they are compatible?  I had a devil of a time getting this one to work, and that was in CUP.
Title: Re: C.U.P. becomes B.A.T.
Post by: Gwalch on January 04, 2017, 02:40:36 PM
Big thank you.
I had kept going with cup but admit I was beginning to loose track a bit.
Anyway downloaded BAT and ran it. Easy as that. Put it over old CUP install and did one fresh. All great.
Title: Re: C.U.P. becomes B.A.T.
Post by: Flying H on January 04, 2017, 02:47:11 PM
@ Storebror, Panda Global security sadly also reports the .exe as virus! It was easy though to make the Panda understand it is a "legal" program but it gave me a light chill down my backbone!  ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 04, 2017, 03:47:05 PM
@ Ol' Navy - if it was me , i'd finish that campaign in the CUP install and then see about DCG stuff for BAT afterwards
Title: Re: C.U.P. becomes B.A.T.
Post by: Spinnetti on January 04, 2017, 04:06:54 PM
Thanks for keeping the IL2 Dream alive and current! I DL'd but got a corrupt file arrrrrg! time to try again....
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 04, 2017, 04:28:56 PM
Thanks to all involved, super easy install. My only problem is the new loading screens in JSGME do not activate. Everything else inside is complete and BAT related. I remember the same happened to CUP and their was a separate download to add the new CUP loading screens. Any information would be greatly appreciated. Again thank-you.

Yes, this is something to do with screenres and the naming convention of the screens etc.  Post your screenres details and we can mess about with a few sets to find out what works for you.

Question to forum admin team:
will separate "BAT" section be introduced?
or BAT related discussions will remain in "Community Universal Patch (C.U.P.)" forum section?

Thanks.

I guess that depends on the success of this modest experiment.  My focus is fully B.A.T. these days, and I tend to commit fully to whatever I'm pointed at.  I would say yes, let's move forward...

I know you guys probably shutter each time I post something here, since it most always means I have screwed something up.  Well, I am happy to report - not this time.  I did as instructed.  Read the manual 'til I was "blue in the face" (as was expected I did not understand some of it), downloaded all the parts, ran the installer after patching my original game with the mega patch, and it all worked well.  Only funny thing that happened, my load screen kept showing "V4.12.2m with CUP (WAW Module" and I did not have a full screen.  I remembered, however, that lately someone else asked about the full screen deal but for CUP.  Well, I looked it up and it said something about DPI settings being the problem (I don't have the slightest idea what DPI is or what it does), but that didn't fix anything.  Then I remembered you said to copy over my missions, paintschemes, user folders and CONF.ini from CUP.  Now it all works as it is supposed to. :)  The short of it is - if even I can do it, then everyone can.  Just need to read the directions.  My thanks to all those concerned that made this happen.

 8) 8) 8) 8) 8) 8) 8) HOLY SHIT!  Now I know we did something right!!!!!!!  8) 8) 8) 8) 8) 8) 8)

The load screen lettering does report "412 C.U.P. with #WAW Module" etc... after all, B.A.T. is derived from C.U.P. and this was seen as a minor detail to be addressed later.  I expect we will phase in a new B.A.T. loading message in a future Expansion Pack...


Title: Re: C.U.P. becomes B.A.T.
Post by: tnewell on January 04, 2017, 04:52:30 PM
Monty, thanks for replying. What is showing in il2 setup is: 1024x768 32 bit, open GL and full screen. If you need something more just let me know, kind of new at this. Thanks! It is also this way in config.ini.
Title: Re: C.U.P. becomes B.A.T.
Post by: cperleberg on January 04, 2017, 05:03:10 PM
Thanks for keeping the IL2 Dream alive and current! I DL'd but got a corrupt file arrrrrg! time to try again....

Are you sure you just didn't specify a map file when you started in QMB? That's what happened to me.
Title: Re: C.U.P. becomes B.A.T.
Post by: cperleberg on January 04, 2017, 05:07:52 PM
Not sure whether it corrupt download but "BAT v1.0 Setup.exe" failed to extract some archives and because of that I am missing jsgme, patched il2fb.exe and some other files.

"BAT v1.0 Setup.exe" did not gave me any errors so I am checking folders by hand to see where is problem.

I think that's what happened to me, which is why the #JTW2 folder is too small. I also noticed I seem to be missing Ewdards AFB and the skins for the F-84.

Check when I get home.

Nope. When I just extract the base #JTW2 files, I get 371 MB, which is what the manual says. When I add BATEP01.zip, though, I wind up with 407 when the manual says I should have 441. Anybody else see this?

As for the Edwards AFB problem, I have no idea. Is the map currently in CUP where I can copy it over?

Chris P.
 
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 04, 2017, 05:44:01 PM
@ Ol' Navy - if it was me , i'd finish that campaign in the CUP install and then see about DCG stuff for BAT afterwards

Good idea.  Thanks for your help.  I will do it.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 04, 2017, 05:59:42 PM
Not sure whether it corrupt download but "BAT v1.0 Setup.exe" failed to extract some archives and because of that I am missing jsgme, patched il2fb.exe and some other files.

"BAT v1.0 Setup.exe" did not gave me any errors so I am checking folders by hand to see where is problem.

I think that's what happened to me, which is why the #JTW2 folder is too small. I also noticed I seem to be missing Ewdards AFB and the skins for the F-84.

Check when I get home.

Nope. When I just extract the base #JTW2 files, I get 371 MB, which is what the manual says. When I add BATEP01.zip, though, I wind up with 407 when the manual says I should have 441. Anybody else see this?

As for the Edwards AFB problem, I have no idea. Is the map currently in CUP where I can copy it over?

Chris P.

Sounds like an incomplte download:

With regard to QMB Please RTFM page 14/15  8)

Use of the word 'Map' around discussions on QMB Missions is a common mis-understanding.  I have tried to explain the difference in form and function between QMB and FMB across pages 13 to 17.  B.A.T. is largely a set of tools for mission builders.  QMB missions can be edited directly from QMB to FMB, so there is really no such thing as a 'broken' QMB mission for B.A.T., only an incomplete one or mission in need of further tweaking...



Title: Re: C.U.P. becomes B.A.T.
Post by: baggo on January 04, 2017, 06:21:42 PM
simon everything ive checked so far in bat is perfect it works fine and faster,the only slight difference I noticed and no big deal really was water=4 seems less choppy in open sea,i copied over a Tirpitz mission I had in cup,the water in that had white caps and deeper troughs between waves when run on cup,these disappeared on the bat install to a bit smoother sea without whitecaps,my conf ini settings are the same copied them over,just wondered did you notice this change,or could it be my install,like I say no big deal and what an achievement,thanks again to all involved.kev
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 04, 2017, 06:29:33 PM
simon everything ive checked so far in bat is perfect it works fine and faster,the only slight difference I noticed and no big deal really was water=4 seems less choppy in open sea,i copied over a Tirpitz mission I had in cup,the water in that had white caps and deeper troughs between waves when run on cup,these disappeared on the bat install to a bit smoother sea without whitecaps,my conf ini settings are the same copied them over,just wondered did you notice this change,or could it be my install,like I say no big deal and what an achievement,thanks again to all involved.kev

We didn't, so far, get around to hardcoding Carsmaster's water into B.A.T.  It will be safe to experiment with Carsmaster's water loaded high in #WAW2, or any B.A.T. mod folder.  We will get around to looking at water=4 again.   I also liked those whitcaps, he called them sheeps...
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 04, 2017, 06:31:33 PM
hi Simon - after applying the update1 and testing i checked file sizes, in the RTFM it says #waw2 should be 431mb , i have 440mb ?

everything appears fine, original file totals/sizes after initial install were correct
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 04, 2017, 06:49:22 PM
Not sure whether it corrupt download but "BAT v1.0 Setup.exe" failed to extract some archives and because of that I am missing jsgme, patched il2fb.exe and some other files.

"BAT v1.0 Setup.exe" did not gave me any errors so I am checking folders by hand to see where is problem.

I think that's what happened to me, which is why the #JTW2 folder is too small. I also noticed I seem to be missing Ewdards AFB and the skins for the F-84.

Check when I get home.

Nope. When I just extract the base #JTW2 files, I get 371 MB, which is what the manual says. When I add BATEP01.zip, though, I wind up with 407 when the manual says I should have 441. Anybody else see this?

As for the Edwards AFB problem, I have no idea. Is the map currently in CUP where I can copy it over?

Chris P.

The #JTW2 folder should definitely be 441 MB with the first expansion installed.  If you don't have that size, something is certainly wrong.  Also, if there is a map problem you can jump up and down on me for that because I personally tested every single map in the BAT install.  They should all now be loading correctly.  There were several from the CUP install that did not work but those errors should be gone.  I just tested the QMB Edwards file and everything looks good.  I would not recommend trying to copy a map over from CUP.  If you have a size problem with #JTW2, that is what you need to fix first.  The Edwards QMB folder is in BAT28.zip (484,660,562 bytes).  I would start checking sizes there.  The sizes are shown on page 133 of the manual in the far right column.  If the size is not the same, re-download the zip file and unzip to your BAT install and overwrite.

Dennis
Title: Re: C.U.P. becomes B.A.T.
Post by: Chupacabras84 on January 04, 2017, 06:54:42 PM
Sounds like an incomplte download
I haven't tried to unpack it manually yet but those missing jsgme and patched il2fb.exe are inside part 27, its just when I use "BAT v1.0 Setup.exe" for some reason they are not extracting, in previous post I theorised.
Another guess, I noticed parts 25-28 are heavier compressed than all others, I wonder if compression algorithm used is somehow incompatible with unpacker utility or "BAT v1.0 Setup.exe" tries to reference some instruction for windows 7+ which is not available on old stuff like XP S3 which is why it cant unpack some stuff.
So its something you can check "BAT v1.0 Setup.exe" for, I wonder if this utility unpacks for other people correctly or their game just run because they patched over CUP which already had lost files.
In any case, later I'll try unpack by hand and I suspect it will unpack normally, I'll also check sizes but archives passed crc test so its not like I have damages archives or something.
In any case, I'll try to unpack manually maybe later and I think it will work and if not then back to the thread, cheers.
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 04, 2017, 06:55:33 PM
Here's a little windows icon file I quickly created. It's a bit crude but it works


http://www.mediafire.com/file/3x8ien19ndd6rf6/IL2_bat.ico (http://www.mediafire.com/file/3x8ien19ndd6rf6/IL2_bat.ico)

(https://s28.postimg.cc/jj5s3j8e5/IL2_bat.png) (https://postimg.cc/image/p7c2ufcqh/)

SGT68, nice icon!  Just in case you didn't see them, there should be 3 BAT icons already in your root folder that came with the first expansion. 

Dennis
Title: Re: C.U.P. becomes B.A.T.
Post by: btasm on January 04, 2017, 07:49:20 PM

Two questions:

1. Should there be a JSGME folder in BAT?
2. Is there a way to reset the somewhat narrow default cockpit FOV after changing views?

Thanks for everything.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 04, 2017, 08:05:01 PM
Sounds like an incomplte download
I haven't tried to unpack it manually yet but those missing jsgme and patched il2fb.exe are inside part 27, its just when I use "BAT v1.0 Setup.exe" for some reason they are not extracting, in previous post I theorised.
Another guess, I noticed parts 25-28 are heavier compressed than all others, I wonder if compression algorithm used is somehow incompatible with unpacker utility or "BAT v1.0 Setup.exe" tries to reference some instruction for windows 7+ which is not available on old stuff like XP S3 which is why it cant unpack some stuff.
So its something you can check "BAT v1.0 Setup.exe" for, I wonder if this utility unpacks for other people correctly or their game just run because they patched over CUP which already had lost files.
In any case, later I'll try unpack by hand and I suspect it will unpack normally, I'll also check sizes but archives passed crc test so its not like I have damages archives or something.
In any case, I'll try to unpack manually maybe later and I think it will work and if not then back to the thread, cheers.

Not Possible - (RTFM) - The B.A.T. SFS Folders and Mod folders are physically different to all C.U.P. folders.  SFS is in BAT00/BAT01/BAT02/BAT03/BAT04 and Mod folders are called #DOF2/#TGA2/#WAW2/#JTW2.  B.A.T. can install over a working C.U.P. install but does not actually touch it except for the new selector.  C.U.P. folders can then be safely removed aftwerwards.

The best option is to install B.A.T. into a clean Il2 412.  There are many systems out there and most of us can run the installer with no issue it seems.  However, in cases where you can't, the manual process is very simple, just a bit longer.  UnZIP each BATZIP, in sequence, to your Il2 directory and overwrite.

Title: Re: C.U.P. becomes B.A.T.
Post by: cperleberg on January 04, 2017, 09:21:23 PM
The #JTW2 folder should definitely be 441 MB with the first expansion installed.  If you don't have that size, something is certainly wrong.  Also, if there is a map problem you can jump up and down on me for that because I personally tested every single map in the BAT install.  They should all now be loading correctly.  There were several from the CUP install that did not work but those errors should be gone.  I just tested the QMB Edwards file and everything looks good.  I would not recommend trying to copy a map over from CUP.  If you have a size problem with #JTW2, that is what you need to fix first.  The Edwards QMB folder is in BAT28.zip (484,660,562 bytes).  I would start checking sizes there.  The sizes are shown on page 133 of the manual in the far right column.  If the size is not the same, re-download the zip file and unzip to your BAT install and overwrite.

Dennis

I found the #JTW2.zip stuff in zip26 & zip29. Nothing in zip28. When I extract the stuff from those files, I get the right size folder (371). Something must be wrong with the expansion file. I get a file of 587 MB. Is that right?

All the other files are the right size, except the WAW2 folder, which is 432 when the manual says 431. Don't know if that means anything.

Also, the message I get when I try to open the Edwards files is "Data File Corrupt," which in the past means that I didn't select the map file.

Chris P.


Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 04, 2017, 09:42:54 PM
#WAW2 is fine at 432Mb, and the BATEP01.ZIP is 587, so it looks like all your files are good now.

QMB 'Data File Corrupt' really is a non issue.  QMB is edited by FMB.  Check out the Manual page 14/15 and you will see that QMB is nothing to worry about and tells you nothing about the rest of the sim.

FMB is the beating heart of Il2 where everything that happens is designed.

The Edwards QMB is only for the JTW flightline, mostly RED and most of them work already.  The others are being edited and fixed up.  Everything is included because players are invited to get involved and start editing the QMB missions, adding scenery, effects etc.  Somebody should make an Edwards QMB for WAW, its easy enough.

I have been editing this set recently and will post a QMBPro Quick Mission update shortly, with many more options.  I'm sure you understand that I have been a bit busy lately and the next QMBPro mission set is a little delayed.

I could explain a lot more but I put it all in the manual to avoid repetition.

***********************

@tnewell

Here is a Splashscreen fix for Non-Widescreen users.  Simply unZIP straight to your main Il2 install and overwrite.  You can do this at any time after the main B.A.T. install.

BATSPLASH tnewell.ZIP
https://www.mediafire.com/?97r9er72vcr9jkz


Title: Re: C.U.P. becomes B.A.T.
Post by: OberstDanjeje on January 05, 2017, 12:11:45 AM
I have just finished to install CUP but hey, we are on BAT now ;)
It's amazing how much time and effort you put on CUP before and BAT now.
Just the manual is amazing.
Thank you for all
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 05, 2017, 12:43:26 AM
I have just finished to install CUP but hey, we are on BAT now ;)
It's amazing how much time and effort you put on CUP before and BAT now.
Just the manual is amazing.
Thank you for all

Evolution is subtle and ongoing.  The great advantage is we didn't start again, we progressed.  B.A.T. will install much more quickly too. 

In evolutionary terms B.A.T. is at the top of the food-chain now!  There will not be any changes to the install components.  Just a continuation with more Expansion Packs.  No more restore points either... ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: pilotpimpf on January 05, 2017, 02:48:10 AM
First off thanks for you and your teams amazing compilation but most of all the ease of installation.
Im a numpty at modding and found I was doing less and less flying with CUP.
I was for ever fiddling and trying to get it to work and in the end gave up going back to DBW.

BAT loaded straight away and now all that remains is to try all those planes and maps instead off modding ...thank you.
Whether I will live long enough to try out all the above remains to be seen but its great to be back at just flying .
Title: Re: C.U.P. becomes B.A.T.
Post by: OberstDanjeje on January 05, 2017, 03:31:38 AM
I have just finished to install CUP but hey, we are on BAT now ;)
It's amazing how much time and effort you put on CUP before and BAT now.
Just the manual is amazing.
Thank you for all

Evolution is subtle and ongoing.  The great advantage is we didn't start again, we progressed.  B.A.T. will install much more quickly too. 

In evolutionary terms B.A.T. is at the top of the food-chain now!  There will not be any changes to the install components.  Just a continuation with more Expansion Packs.  No more restore points either... ;D

Very good
I'm not a newcomer here but I must say CUP at first was a bit difficult to install so this change will make many guys very happy here.
By the way we love progress and evolution :D
Title: Re: C.U.P. becomes B.A.T.
Post by: printenduevel on January 05, 2017, 04:54:12 AM
I am very glad that I have some free days at the moment, so I can download and install this huge pack. It sounds very good.
Now I hope, that we will get some Servers like the good old "Warbirds of Prey" and "AoE/AotP" for B.A.T, where we can fly together.
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 05, 2017, 06:03:06 AM
Here's a little windows icon file I quickly created. It's a bit crude but it works


http://www.mediafire.com/file/3x8ien19ndd6rf6/IL2_bat.ico (http://www.mediafire.com/file/3x8ien19ndd6rf6/IL2_bat.ico)

(https://s28.postimg.cc/jj5s3j8e5/IL2_bat.png) (https://postimg.cc/image/p7c2ufcqh/)

SGT68, nice icon!  Just in case you didn't see them, there should be 3 BAT icons already in your root folder that came with the first expansion. 

Dennis


From someone definitely not as smart as you guys are, what am I to do with the icon download?  Can't unzip it, or anything else I am kinda familiar with.  Any help if greatly appreciated as usual.
Title: Re: C.U.P. becomes B.A.T.
Post by: Chupacabras84 on January 05, 2017, 06:12:32 AM
Ol' Navy is extremely reliable Navi, he never fails to fail when it comes to technology :P
Just put it wherever you want (IL2 folder for neatness points) then, select your IL2 launcher icon/link on the desktop and select properties, then select customization tab (or something that might do the same, my OS is in different language than english) and click on change icon button.
After that navigate to that icon and set it as a new icon for your IL2 launcher.
Title: Re: C.U.P. becomes B.A.T.
Post by: tnewell on January 05, 2017, 06:49:48 AM
Monty27, Thank-you for the new loading screens. Worked like a charm! Thank-you again.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 05, 2017, 08:05:17 AM
Monty27, Thank-you for the new loading screens. Worked like a charm! Thank-you again.

Excellent!  That's a little 'non-widescreen' patch.  I fixed up the extra screenpacks in JSGME options too, be sure to check them out...  8)

***************************

B.A.T. THE MANUAL
https://www.mediafire.com/?8c8bk9517cm05am


B.A.T. EXPANSION PACKS
B.A.T. will be updated, from time to time, with Expansion Packs that fit right over the top of everything else.  Once you have the main B.A.T. install up and running you can add the Expansion Packs by un-zipping them direct to your main Il2 install and overwriting the current folders.  New content, classfiles and SFS files will be delivered in this way.  Remember to do these in sequence - stating the obvious really but the ONLY rule is that each proceeds the next in number order.

With each new Expansion Pack the B.A.T. Manual is also updated.  Its the same link as above.  Each update describes additional content, references and credits for each new Expansion Pack.  In this way all of the information and credits are kept together.  Grab a new copy of the B.A.T. Manual each time you see an Expansion pack download you don't already have!

B.A.T. Expansion Pack One - BATEP01.ZIP
https://www.mediafire.com/?tcfc81sdme8tcp0

B.A.T. Expansion Pack Two - BATEP02.ZIP
https://www.mediafire.com/?b434qknv4z436j6
Title: Re: C.U.P. becomes B.A.T.
Post by: Forager on January 05, 2017, 08:12:33 AM
baggo,
Have you checked your weather settings?

I get no whitecaps in the first two settings and whitecaps in the rest of them with water=4.
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 05, 2017, 08:21:26 AM
Hi Monty,

Don't want to start a "can I have this, can I have that" mod in B.A.T. but for some reason, the Essex Long Hulls were never included in C.U.P. or B.A.T.

http://www.sas1946.com/main/index.php/topic,36713.0.html

I got them working fine in TFM412, C.U.P. and now B.A.T. ( see my reply #54 on this topic) and wondered if you could find the time to see if they are worth inclusion in a future expansion.

Needless to say, everything else installed just fine, straight off the bat, you might say.

Regards,

Bergkamp
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 05, 2017, 08:25:31 AM
Hi Monty,

Don't want to start a "can I have this, can I have that" mod in B.A.T. but for some reason, the Essex Long Hulls were never included in C.U.P. or B.A.T.

http://www.sas1946.com/main/index.php/topic,36713.0.html

I got them working fine in TFM412, C.U.P. and now B.A.T. ( see my reply #54 on this topic) and wondered if you could find the time to see if they are worth inclusion in a future expansion.

Needless to say, everything else installed just fine, straight off the bat, you might say.

Regards,

Bergkamp

An excellent candidate for B.A.T. Expansion Pack Three, which is currently catching up with a lot of previous ship omissions.  Gio's Corvettes, several trawlers, supply ships and destroyers too...  ;D


Title: Re: C.U.P. becomes B.A.T.
Post by: cperleberg on January 05, 2017, 08:38:24 AM
#WAW2 is fine at 432Mb, and the BATEP01.ZIP is 587, so it looks like all your files are good now.

Yeah, all the file sizes seem right, but I still only have 407 MB in #JTW2 after installing the first expansion. Before I add the expansion, the size is correct (371 MB). Weird. Everything appears to work, so I'll let it go for now.

Chris P.


Title: Re: C.U.P. becomes B.A.T.
Post by: cperleberg on January 05, 2017, 08:47:36 AM
Hey, is that a typo one page 148 of the new manual?

"B.A.T. Expansion Pack One (BATEP02.ZIP) folder sizes on install:"

should read:

"B.A.T. Expansion Pack Two (BATEP02.ZIP) folder sizes on install:"

Right?

Chris P.


Title: Re: C.U.P. becomes B.A.T.
Post by: cperleberg on January 05, 2017, 08:51:20 AM
Also, might I suggest that the "BAT.txt" file in the expansion be named something like "BATP02.txt" so that you can keep a record of the contents of each expansion.

Chris P.
Title: Re: C.U.P. becomes B.A.T.
Post by: SGT68 on January 05, 2017, 09:17:40 AM
Here's a little windows icon file I quickly created. It's a bit crude but it works


http://www.mediafire.com/file/3x8ien19ndd6rf6/IL2_bat.ico (http://www.mediafire.com/file/3x8ien19ndd6rf6/IL2_bat.ico)

(https://s28.postimg.cc/jj5s3j8e5/IL2_bat.png) (https://postimg.cc/image/p7c2ufcqh/)

SGT68, nice icon!  Just in case you didn't see them, there should be 3 BAT icons already in your root folder that came with the first expansion. 

Dennis


From someone definitely not as smart as you guys are, what am I to do with the icon download?  Can't unzip it, or anything else I am kinda familiar with.  Any help if greatly appreciated as usual.

I created this icon before i discovered the much nicer icons in the first expansion pack. But if you want to use this one i created then it downloads as an .ico not a zip.
Title: Re: C.U.P. becomes B.A.T.
Post by: Sakura_Matou on January 05, 2017, 09:24:20 AM
Just a heads up BAT 4 sets off my anti Virus and Malware bytes Payware and wont let me download. No way am I turning them off for a site like mediafire. But it only happens with file 4 think we can get a fix?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 05, 2017, 09:51:57 AM
BAT part 4 only contains SFS archives and a bat.txt file so the content cannot trigger any false positive from AV software.
What can happen is that the mediafire server where part 4 is hosted ships certain malware files from other origin and the "clever" AV software therefore treats the whole server as infected.
That's silly, but it's beyond our control.
In such cases it's best to try mirrors.
PA-Dore generously provides such a mirror.

Go to
http://www.derrierloisirs.fr/il2/bdd2012/
Choose BAT in the left navigation panel and grab the parts your AV doesn't let you get from Mediafire.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: colocam on January 05, 2017, 10:27:35 AM
Just coming back after a 2-year hiatus as a missionary and pleasantly surprised to come back to this! The CUP install seemed a bit daunting but glad to see BAT on the horizon. Snowy day out here in Colorado, so looks perfect!
Title: Re: C.U.P. becomes B.A.T.
Post by: tnewell on January 05, 2017, 10:56:37 AM
Monty, just installed expansion pack 2. When I loaded Jet War module game crashed to desktop with this message: "IL-2 6DOF/TIR Enabled Executable for modded IL-2 Sturmovik 1946 has stopped working". Tested all other modules and they worked perfectly. The new expansion pack was correct size and installed with overwrite of files as you said it would. Thanks.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 05, 2017, 11:08:16 AM
Can't confirm.
Just installed BAT once more on top of a fresh 4.12.2m copy, then Expansion Pack 1, then Expansion Pack 2.
All modules run perfectly fine.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: Sakura_Matou on January 05, 2017, 11:51:34 AM
BAT part 4 only contains SFS archives and a bat.txt file so the content cannot trigger any false positive from AV software.
What can happen is that the mediafire server where part 4 is hosted ships certain malware files from other origin and the "clever" AV software therefore treats the whole server as infected.
That's silly, but it's beyond our control.
In such cases it's best to try mirrors.
PA-Dore generously provides such a mirror.

Go to
http://www.derrierloisirs.fr/il2/bdd2012/
Choose BAT in the left navigation panel and grab the parts your AV doesn't let you get from Mediafire.

Best regards - Mike


Wonderful! Thanks a bunch!
Title: Re: C.U.P. becomes B.A.T.
Post by: Dimlee on January 05, 2017, 12:16:58 PM


An excellent candidate for B.A.T. Expansion Pack Three, which is currently catching up with a lot of previous ship omissions.  Gio's Corvettes, several trawlers, supply ships and destroyers too...  ;D

As new pack(packs?) are underway, I hope that this wishlist will be used for further BAT development:
http://www.sas1946.com/main/index.php/topic,45237.0.html
I know that many suggestions were incorporated in CUP/BAT already, but we just can't stop to update the list. Please bear with us ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: Plowshare on January 05, 2017, 12:21:47 PM

There are loads of FOV mods now, you should be able to drop in whatever you like.  We haven't done anything to FOV beyond default becuase its always a matter of personal preference.

Simon


On the FOV: I have one in my heavily modded 4.12.2 that works fine but doesn't have any effect in this one. I found another one in DBW called "DefaultFOV" that also requires a line in the conf.ini - it crashes the game.

I've searched using "FOV" but have only found references to mods but not the mods themselves. Maybe someone from CUP has an answer?

Bob
Title: Re: C.U.P. becomes B.A.T.
Post by: RDDR Hangar19 on January 05, 2017, 12:36:26 PM
Hey Mike,
It really now is a piece of cake.
Thanks very much  for your help and assistance my friend.
Its all Rock and Roll.
Cheers
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 05, 2017, 01:01:44 PM
Monty, just installed expansion pack 2. When I loaded Jet War module game crashed to desktop with this message: "IL-2 6DOF/TIR Enabled Executable for modded IL-2 Sturmovik 1946 has stopped working". Tested all other modules and they worked perfectly. The new expansion pack was correct size and installed with overwrite of files as you said it would. Thanks.

This is exactly one of those situations where you need the logfile.  All guesswork removed and easy solution lit up in neon lights.  Without it, we are stumbling around in the dark.  There are always a number of fixes, tweaks and answers to anything in the modded game.  It may be something we can add, it may be something you can do, please turn on the light!
Title: Re: C.U.P. becomes B.A.T.
Post by: hoddyman on January 05, 2017, 01:17:43 PM
Thanks to all. I got this working last night. Originally, I had the wrong torrent download link, and spent an afternoon downloading all the CUP files, instead of the BAT files, and the installation executable didn't know what to do with them, questioning if I had "permission" to run the thing. Somebody put me straight, though, and I downloaded the correct BAT stuff. It installed perfectly over my CUP installation, and it seems to run- though I haven't had time to actually fly anything, yet. Neat!
Title: Re: C.U.P. becomes B.A.T.
Post by: btasm on January 05, 2017, 03:23:38 PM
Bit confused here. Quoting from the Manual:

The new BATMODS JSGME Option folder has been streamlined and
tidied up. Essentials like PALsMissionProCombo, PAL’s HUDMOD
and PAL’s MAPMOD are now built-in. There is no longer any
need to activate them through JSGME.

Perhaps I am missing something here, but in my install, which seems to work fine, I needed to run the JSMGE.exe and activate PALSMissionProCombo and the HUDMOD (and some others, of course). On the other hand, I don't actually have a JSGME folder. Is the setup wrong?

Thanks.
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 05, 2017, 03:42:43 PM
btasm,
The folder is now called, "BATMODS".  There are 49 total add-on mods in that folder and none of them are PALsMissionProCombo or PAL's HUDMOD.  If you were able to activate them using JSGME, there is a problem with the BAT install.
Title: Re: C.U.P. becomes B.A.T.
Post by: btasm on January 05, 2017, 04:42:29 PM
dpeters95:

Sorry. I stand corrected. Thanks for your help. That clears things up.
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 05, 2017, 04:53:57 PM
dpeters95:

Sorry. I stand corrected. Thanks for your help. That clears things up.

No problem.  Hope all works out for you.
Title: Re: C.U.P. becomes B.A.T.
Post by: cperleberg on January 05, 2017, 04:55:34 PM
#WAW2 is fine at 432Mb, and the BATEP01.ZIP is 587, so it looks like all your files are good now.

Yeah, all the file sizes seem right, but I still only have 407 MB in #JTW2 after installing the first expansion. Before I add the expansion, the size is correct (371 MB). Weird. Everything appears to work, so I'll let it go for now.

Chris P.


Now, this is still weird. After I load the 2nd expansion, the folder size is correct for the second expansion even though it was not correct for the first!

Everything seems to be fine. Ignore any messages from me in the future. Keep up the good work!

Chris P.
Title: Re: C.U.P. becomes B.A.T.
Post by: Hairog on January 05, 2017, 05:24:18 PM
If we are up to date with our mod before BAT, do we need to update again? 

Sorry if this has been asked before but my search seems to be messed up.
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 05, 2017, 05:46:16 PM
Hairog , your mod before BAT I assume was CUP...

CUP is no longer supported as such, there will be no more updates for it, CUP has become BAT, this means you can stay with your copy of CUP and add any further mods you wish to it, or.......

Download and install BAT, made by Monty, the same Monty that made CUP, BAT is the evolution of CUP, its bigger , better , faster running and easier to install.

So what you need to ask yourself is...... do I evolve or do I hope Darwin was wrong ?  ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: Taxman on January 05, 2017, 06:44:57 PM
I just read page 18 of the BAT manual.  It states that you can install over the the top of your CUP install, just install the BAT files and delete the CUP files.  I'm not sure if I will go that route or not because I believe after getting BAT up and you can just move your mission and other folders over.  Still down loading via uTorrent, and as I am on a wireless net work, I seem to get shut down after an hours worth and it's a hassle to get up and going again >:(.  If can not stay connected with uTorrent then I will go with mediafire 2 or 3 files at a time. :-|
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 05, 2017, 07:03:54 PM
I just read page 18 of the BAT manual.  It states that you can install over the the top of your CUP install, just install the BAT files and delete the CUP files.  I'm not sure if I will go that route or not because I believe after getting BAT up and you can just move your mission and other folders over.  Still down loading via uTorrent, and as I am on a wireless net work, I seem to get shut down after an hours worth and it's a hassle to get up and going again >:(.  If can not stay connected with uTorrent then I will go with mediafire 2 or 3 files at a time. :-|

Its great to hear of more people reading the B.A.T. Manual.  Thank you.  It is useful isn't it?

Obviously you won't have to move anything if you install into an already working directory.  I think it is worth the effort to start with a clean install if possible because I like to keep it all tidy. 

I feel for you on wireless broadband, me too.  Uploading most parts of BAT took around 4 hours each, when it worked.  Getting all of them uploaded took many weeks and several of the packages were changed in testing and had to be re-uploaded.

The value of torrents is that they keep going in the background whenever you are online.  I became aware of the power of torrents when I got my first copy of Ultrapack.  That torrent had been working away quietly for several days and then suddenly announced that it was here.
Title: Re: C.U.P. becomes B.A.T.
Post by: Hairog on January 05, 2017, 07:05:10 PM
Hairog , your mod before BAT I assume was CUP...

CUP is no longer supported as such, there will be no more updates for it, CUP has become BAT, this means you can stay with your copy of CUP and add any further mods you wish to it, or.......

Download and install BAT, made by Monty, the same Monty that made CUP, BAT is the evolution of CUP, its bigger , better , faster running and easier to install.

So what you need to ask yourself is...... do I evolve or do I hope Darwin was wrong ?  ;)

Thanks nyali!  I'll start the process....again. ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: robert31178 on January 05, 2017, 07:30:28 PM
Quick question - In HSFX there is a 500pt object that you can put in and if the object it is set inside of is destroyed you get that 500pts. Has this been included into this modpack? It was not included in VP, not sure if CUP had it or not.

~S
Title: Re: C.U.P. becomes B.A.T.
Post by: Hairog on January 05, 2017, 07:54:02 PM
Don't know what it is between my three computers and downloads from this site...anyway three downloads from three different computers and three tries at unzipping and all say corrupt file for link to BAT manual.

Anyone else having problems?
Title: Re: C.U.P. becomes B.A.T.
Post by: Sikshoota on January 05, 2017, 08:31:48 PM
To MontySimon & the SAS Modder Team who contributed to IL-2 BAT...
THANKS HEAPS for this newest 2017 gift to us humbled users.

•   Downloaded via torrent.
•   Read the BATpdf
•   Installed over an earlier copy of CUP like it was easy peasy. 
•   Installed BATEP01 & 02 straight into the main folder. 
•   Testing atm & happy to report all systems are flying & fully functional.

Looking AWESOME TYVM...Now I know what Batfink meant when he said "my wings are like a shield of steel!"

Just a small thing for any others...

The installer didn’t show up in the torrent download (nor in any folders within).
I simply downloaded the installer via Simons link in the manual & viola!
Bob’s your Uncle & Fanny’s your Aunt.

Hey Simon, why don’t you pop into the Elizabeth Fire Stn, ask for ‘Cliffy’ (B Shift) & I’ll give you a ride in the big red truck :D...not to mention the um several 6 packs we all owe you & the team eh.

Cheers
Sik
Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 05, 2017, 11:19:07 PM
Dear Monty,

            Thank-you for all your efforts! I was wondering if there is any way to disable the new stuff you integrated eg: PAL MISSON PRO and GUI font, and also my hud gauges are now oblong unless
I activate visual mod through JSGME, but then the walk around feature(F2) makes want to have a upset stomach. Any suggestions? Thank-you for all your hard work and help.
Title: Re: C.U.P. becomes B.A.T.
Post by: sakai on January 06, 2017, 02:25:01 AM
Works perfectly ! Thanks to all the one who are invovled in this supermod
I was surprised that there is not that much stuff to activate via JGSME.... it's really one of the easiest pack to install... thanks
Title: Re: C.U.P. becomes B.A.T.
Post by: Zoran395 on January 06, 2017, 02:28:50 AM
Just to report that I am a happy BATman now (fair enough I was a happy Cupper before).
This may get me to finally try Jets, pre-war and WWI, who knows!


All the best

Zoran
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 02:38:50 AM
To MontySimon & the SAS Modder Team who contributed to IL-2 BAT...
THANKS HEAPS for this newest 2017 gift to us humbled users.

•   Downloaded via torrent.
•   Read the BATpdf
•   Installed over an earlier copy of CUP like it was easy peasy. 
•   Installed BATEP01 & 02 straight into the main folder. 
•   Testing atm & happy to report all systems are flying & fully functional.

Looking AWESOME TYVM...Now I know what Batfink meant when he said "my wings are like a shield of steel!"

Just a small thing for any others...

The installer didn’t show up in the torrent download (nor in any folders within).
I simply downloaded the installer via Simons link in the manual & viola!
Bob’s your Uncle & Fanny’s your Aunt.

Hey Simon, why don’t you pop into the Elizabeth Fire Stn, ask for ‘Cliffy’ (B Shift) & I’ll give you a ride in the big red truck :D...not to mention the um several 6 packs we all owe you & the team eh.

Cheers
Sik

I expect you are pretty busy this time of year, but yes I will look in on you guys, maybe when its a few degrees cooler!

Dear Monty,

            Thank-you for all your efforts! I was wondering if there is any way to disable the new stuff you integrated eg: PAL MISSON PRO and GUI font, and also my hud gauges are now oblong unless
I activate visual mod through JSGME, but then the walk around feature(F2) makes want to have a upset stomach. Any suggestions? Thank-you for all your hard work and help.

Yes, all of the PAL utilities are important and we should look at ways of configuring your setup to use them properly.  However, if you wanna kill 'em now the classfiles that activate them are inside the 'Classes-Activator' folders in each Mod folder.  It should be safe enough to minus them out temporarily.  If any unexpected effect is thrown up, it shouldn't be, look to your logfile to see what's going on.  It will be fine, turn off that folder to disable PAL's utilities, although I couldn't live without them!

Works perfectly ! Thanks to all the one who are invovled in this supermod
I was surprised that there is not that much stuff to activate via JGSME.... it's really one of the easiest pack to install... thanks

Just to report that I am a happy BATman now (fair enough I was a happy Cupper before).
This may get me to finally try Jets, pre-war and WWI, who knows!


All the best

Zoran

What's going on?  B.A.T. is easy but this is a particularly sharp run of smart people!  Must be Australians... ;D

Title: Re: C.U.P. becomes B.A.T.
Post by: nbc on January 06, 2017, 03:27:43 AM
Hi there, i just wanna report some issues from the JTW, IDK if it´s just me or a global issue, but i reinstalled 3 times and still getting the same issues:

Su-25 textures are broken (pink aircraft).

F-16s are unflyable (cockpit doesn´t load, you get the grey world screen, so seems like an AI controls your plane. Same with the F-18s and the Harrier.

It happens actually only to me?

Cheers
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 06, 2017, 03:29:30 AM
No log, no help.
Title: Re: C.U.P. becomes B.A.T.
Post by: nbc on January 06, 2017, 04:33:36 AM
Oh, sorry for asking for help so inmediately, as i´m a newbie, i´ve managed to find that the first set of DLLs were causing the trouble. Just used the second set instead of it and now everything works fine.

Cheers
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 06, 2017, 05:00:54 AM
Cool, good to know you got it sorted and thanks for sharing your solution with others.
That's what this is all about: Share your knowledge :)
And nothing's better than having solved a problem yourself 8)

Cheers!
Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Tom2 on January 06, 2017, 05:36:17 AM
Congrats Simon and team! :) :D :P

..my Best Regards  :P
 :D :)
Thorsten
Title: Re: C.U.P. becomes B.A.T.
Post by: Rastmahatta on January 06, 2017, 07:17:01 AM
Hi guys, first of all as a newcomer I wanna say thanks to all the hardworking people that created such a magnificent content. B.A.T. is truly a new era for Il-2!

I am proud to say my seedbox is pushing B.A.T. upload 24/7  8) 8)

Currently it has uploaded 2.43 TiB of B.A.T. awesomeness

Cheers!  ;)



Title: Re: C.U.P. becomes B.A.T.
Post by: bomberkiller on January 06, 2017, 07:40:15 AM
Standard download (not Torrent), B.A.T. install (Ext.1 & 2, QuickQMBProBAT_02 included) and some testings done without any problems in less than ten hours!   ;D

Wonderful works!  8)

Many thanks to you all.  :-*

Simon, when are you sleeping?  ;)

Best regards, Gerhard  :)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 06, 2017, 07:45:47 AM
Thanks a lot for seeding the Torrent!

Let's take a look at the stats from our tracker.
The transferred data on the BAT torrent so far sums up to - TADA! - 226.9TB.
No typo. It's really about to be ¼ Petabyte soon!

As always, half of this is uploads and half is downloads, but imagine:
The Torrent alone has been downloaded more than 2000 (!) times already.
That doesn't count the Mediafire Downloads.
I didn't even expect that there are still so many IL-2 players left.

This truly entitles BAT to be the de facto patch of "IL-2 as it should be".

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: bomberkiller on January 06, 2017, 08:06:09 AM
Quote
This truly entitles BAT to be the de facto patch of "IL-2 as it should be".

...oh yes!!!  ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 06, 2017, 08:57:25 AM
Ran into a problem in #JTW2 after unpacking BATEP02.

Everything was fine up to BATEP01 where I was testing a mission in FMB using the F9F4 Panther. After installing BATEP02, my mission loaded up to 100% and froze, then CTD.

Logfile;
Code: [Select]
'wagen'...
*DiffFM 'flightmodels/jeep.fmd' being loaded from: 'wagen'...
*DiffFM 'flightmodels/jeep50.fmd' being loaded from: 'wagen'...
null
java.lang.ClassNotFoundException
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.gui.GUIBriefingGeneric._enter(GUIBriefingGeneric.java:1317)
at com.maddox.il2.gui.GUIBriefing._enter(GUIBriefing.java:200)
at com.maddox.il2.gui.GUIBriefingGeneric.enterPush(GUIBriefingGeneric.java:912)
at com.maddox.il2.gui.GUIBriefing.enterPush(GUIBriefing.java:183)
at com.maddox.il2.gui.GUISingleBriefing.enterPush(GUISingleBriefing.java:22)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
at com.maddox.il2.builder.PlMission.playMission(PlMission.java:2693)
at com.maddox.il2.builder.PlMission.access$5300(PlMission.java:53)
at com.maddox.il2.builder.PlMission$58.execute(PlMission.java:2548)
at com.maddox.gwindow.GWindowMenu.execute(GWindowMenu.java:119)
at com.maddox.gwindow.GWindowMenu.doExecute(GWindowMenu.java:125)
at com.maddox.gwindow.GWindowMenuItem.mouseButton(GWindowMenuItem.java:38)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
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)
Loading mission Single/test1.mis...
Month = 6 , Hour = 12
Temperature -     0m = 13.0 .
Temperature -  1000m = 6.51001 .
Temperature -  2000m = 0.019989014 .
Temperature -  3000m = -6.470001 .
Temperature -  4000m = -12.959991 .
Temperature -  5000m = -19.449997 .
Temperature -  6000m = -25.940002 .
Temperature -  7000m = -32.429993 .
Temperature -  8000m = -38.92 .
Temperature -  9000m = -45.410004 .
Temperature - 10000m = -51.899994 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
*DiffFM 'flightmodels/f9f4.fmd' being loaded from: 'f9f'...
*DiffFM 'flightmodels/allisonf9f.emd' being loaded from: 'f9f'...
Flight Model File FlightModels/F9F4.fmd:F9F contains no Mach Drag Parameters.
*DiffFM 'flightmodels/f9f4.fmd' being loaded from: 'f9f'...
1>mp_dotrange FRIENDLY DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 8.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.01 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Mission: Single/test1.mis is Playing
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.CockpitF9F2.reflectWorldToInstruments(CockpitF9F2.java:196)
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:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
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)

I tested a couple of other jets at random, which were ok, then a similar thing happened with the AV-8B

Logfile:
Code: [Select]
Temperature -  1000m = 6.51001 .
Temperature -  2000m = 0.019989014 .
Temperature -  3000m = -6.470001 .
Temperature -  4000m = -12.959991 .
Temperature -  5000m = -19.449997 .
Temperature -  6000m = -25.940002 .
Temperature -  7000m = -32.429993 .
Temperature -  8000m = -38.92 .
Temperature -  9000m = -45.410004 .
Temperature - 10000m = -51.899994 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
WARNING: object '3DO/Plane/AV-8B/damage1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/AV-8B/Gloss1D1o.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/AV-8B/Gloss1D2o.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'Gloss1D2o.mat'
Mission error, ID_04: java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Gloss1D2o.mat'

java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Gloss1D2o.mat'

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.objects.air.Aircraft._setMesh(Aircraft.java:3690)
at com.maddox.il2.objects.air.Aircraft.<init>(Aircraft.java:2204)
at com.maddox.il2.objects.air.AircraftLH.<init>(AircraftLH.java:49)
at com.maddox.il2.objects.air.Scheme1.<init>(Scheme1.java:25)
at com.maddox.il2.objects.air.AV_8.<init>(AV_8.java:70)
at com.maddox.il2.objects.air.AV_8A.<init>(AV_8A.java:53)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1645)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
1>mp_dotrange FRIENDLY DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 8.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.01 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
null
java.lang.NullPointerException
at com.maddox.il2.objects.air.AV_8A.checkAsDrone(AV_8A.java:834)
at com.maddox.il2.objects.air.AV_8A.missionStarting(AV_8A.java:827)
at com.maddox.il2.game.Mission.doMissionStarting(Mission.java:2582)
at com.maddox.il2.game.Mission.doBegin(Mission.java:2641)
at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission.java:83)
at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
at com.maddox.il2.gui.GUIMission$4.doAction(GUIMission.java:106)
at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Mission: Single/test1.mis is Playing

I couldn't see a similar problem in the other 3 modules and on the face of it, appears to be missing or corrupted texture files in the BATEP02 zip.

Also, just now noticed, if I replace the Panther with the F84G Thunderjet, the mission loads with a Piper trainer. Nobody else has reported any anomalies in JTW, so I hope it's just not me.

Bergkamp

Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 06, 2017, 09:06:41 AM
Thanks for the bug report bergkamp.
Concerning F9F2, it seems like the CTO mod is not part of the Jet Age Module currently, that causes the error you've been seeing.
Nothing to do from your side, this needs a bugfix.

The AV-8A definitely needs a codefix.
The error is caused by this line of code:
Code: [Select]
      if (this.FM.AP.way.curr().getTarget() == null)It needs additional "null" checks and/or should be sorrounded by a try/catch block.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 06, 2017, 09:38:33 AM
Ok. Thanks for that, Mike. Just to reiterate, I did not have a problem with the Panthers after installing expansion pack1. I was testing a mission with the Essex Long Hulls and those jets showed up in game just fine and cat launched perfectly.

Regards,

Bergkamp
Title: Re: C.U.P. becomes B.A.T.
Post by: greybeard307 on January 06, 2017, 10:21:33 AM
Thanks to everyone involved in giving us this magnificent update to good old IL2
Downloads took about 15 mins each
Exe file worked like a dream. Had some issues with arming screens not working on JTW missions copied from CUP, but the dll version 2 files cured that.
It is great not having to keep track of which updates had been applied for which module.
Would it be possible to add something to the loading splash screen that says which update has been applied,ie BAT Update02 in one corner somewhere ? Just a thought.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 06, 2017, 10:26:53 AM
Would it be possible to add something to the loading splash screen that says which update has been applied,ie BAT Update02 in one corner somewhere ? Just a thought.
Already done, will be part of the next update me thinks.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: greybeard307 on January 06, 2017, 10:32:13 AM
Thanks for the very prompt reply Mike, you are a gentleman, glad to see that wasn't a daft idea.
Title: Re: C.U.P. becomes B.A.T.
Post by: jpten on January 06, 2017, 10:49:29 AM
Just FYI, as I posted in the C.U.P. lounge section and wonderfully assisted by VpMedia:
     For BAT_WAW QMB-Pro missions, there are some mission folders that have incorrectly named missions in them and the maps are not available in the QMB-Pro.  These are folders BAT_Channel40, Bat_Channel40A, BAT_Channel40W, BAT_Channel43, Bat_Channel43W and BAT_CircusRaids_S, BATCircusRaids_W.  The Channel maps use the larger full size channel maps (as opposed to the fantastic but smaller scale Canon's map) while the circus raids use (if I am correct) an modified stock map by DRK.
    I just edited the names to match the folder.  For most missions just make everything before 'Red' or 'Blue' in the name match the folder.  The winter version missions also seemed to use a small 'w' instead of a capital 'W' which seemed to make a difference and the circus raids each have a 'CaenStart' mission which will not show since it is not Red or Blue specific.

    I do not know about the other moduels but you may wish to compare the mission folders for QMB-Pro to your list of available maps in the QMB-Pro.  More maps = More fun in my opinion.
Title: Re: C.U.P. becomes B.A.T.
Post by: ildifa on January 06, 2017, 12:22:47 PM
Hi there, i just wanna report some issues from the JTW, IDK if it´s just me or a global issue, but i reinstalled 3 times and still getting the same issues:

Su-25 textures are broken (pink aircraft).

F-16s are unflyable (cockpit doesn´t load, you get the grey world screen, so seems like an AI controls your plane. Same with the F-18s and the Harrier.

It happens actually only to me?
_________________________

Cheers

Oh, sorry for asking for help so inmediately, as i´m a newbie, i´ve managed to find that the first set of DLLs were causing the trouble. Just used the second set instead of it and now everything works fine.

Cheers

I wanted to say that I was having problems with pink planes too, and that using the second set of DLLs solved the issue.
Thank you very much for sharing your experience  :)

And, of course, I also wanted to give an enourmous thank you to the team of great people working on BAT! ;)
Never has there been an easier install, with NO confusion... The manual was absolutely perfect!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 12:29:39 PM
Ok. Thanks for that, Mike. Just to reiterate, I did not have a problem with the Panthers after installing expansion pack1. I was testing a mission with the Essex Long Hulls and those jets showed up in game just fine and cat launched perfectly.

Regards,

Bergkamp

@Bergcamp - Sorry to put you through that mate - We know the cause and the corrected classfiles are included with BATEP03.

If you look at the structure of the B.A.T. mod folders we have ZERO conflicting or duplicate classfiles despite thousands of mods.  We were able to swiftly track and solve the CTO Fix issue.  Some mods are a lot older than others and, especially with the jets, full running requirements vary and are not always clearly (crystal clear) understood.

B.A.T. is helping to de-mystify many such issues.  BATEP03 will be with you very shortly, along with the Long Hull carriers, BTW!

Hi there, i just wanna report some issues from the JTW, IDK if it´s just me or a global issue, but i reinstalled 3 times and still getting the same issues:

Su-25 textures are broken (pink aircraft).

F-16s are unflyable (cockpit doesn´t load, you get the grey world screen, so seems like an AI controls your plane. Same with the F-18s and the Harrier.

It happens actually only to me?
_________________________

Cheers

Oh, sorry for asking for help so inmediately, as i´m a newbie, i´ve managed to find that the first set of DLLs were causing the trouble. Just used the second set instead of it and now everything works fine.

Cheers

I wanted to say that I was having problems with pink planes too, and that using the second set of DLLs solved the issue.
Thank you very much for sharing your experience  :)

And, of course, I also wanted to give an enourmous thank you to the team of great people working on BAT! ;)
Never has there been an easier install, with NO confusion... The manual was absolutely perfect!

Good to see people enjoying the B.A.T. Manual and finding the informaton they need. 

Of course we did not start this project yesterday - Anyone wanting to assemble something resembling the mighty B.A.T. would need a couple of years at least.  We have been working towards this result for even longer than that.  I'm sure SAS~CirX will remember how annoyingly I went on about bloody steam cats almost a decade ago! 

The reason for this patch is to consolidate mods towards a common platform, for mission builders, modders and newbies too.  There are still many exiting developments in the pipeline and I believe that those players with B.A.T. are best placed to be ready for them.

Just FYI, as I posted in the C.U.P. lounge section and wonderfully assisted by VpMedia:
     For BAT_WAW QMB-Pro missions, there are some mission folders that have incorrectly named missions in them and the maps are not available in the QMB-Pro.  These are folders BAT_Channel40, Bat_Channel40A, BAT_Channel40W, BAT_Channel43, Bat_Channel43W and BAT_CircusRaids_S, BATCircusRaids_W.  The Channel maps use the larger full size channel maps (as opposed to the fantastic but smaller scale Canon's map) while the circus raids use (if I am correct) an modified stock map by DRK.
    I just edited the names to match the folder.  For most missions just make everything before 'Red' or 'Blue' in the name match the folder.  The winter version missions also seemed to use a small 'w' instead of a capital 'W' which seemed to make a difference and the circus raids each have a 'CaenStart' mission which will not show since it is not Red or Blue specific.

    I do not know about the other moduels but you may wish to compare the mission folders for QMB-Pro to your list of available maps in the QMB-Pro.  More maps = More fun in my opinion.

Good stuff jpten, QMBPRO missions are a work in progress and will continue to grow.  May I request that as you correct and expand the available QMBs you collate the material and post a link for the rest of us?  No need for someone else to do the work twice.  ;D  B.A.T. has got to where it is because everyone gets involved and we can draw on a vast pool of talent from across the Il2 community.  8)

Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 06, 2017, 12:49:23 PM
while playing the jet war notice the 18 does not start all the other jets do and weapons work but the 18 is the only one that does not start and fly. does anyone else have this issue
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 12:58:40 PM
while playing the jet war notice the 18 does not start all the other jets do and weapons work but the 18 is the only one that does not start and fly. does anyone else have this issue

Sounds like B.A.T. Manual Page-6 to me...
Title: Re: C.U.P. becomes B.A.T.
Post by: jpten on January 06, 2017, 01:18:11 PM
Good stuff jpten, QMBPRO missions are a work in progress and will continue to grow.  May I request that as you correct and expand the available QMBs you collate the material and post a link for the rest of us?  No need for someone else to do the work twice.  ;D  B.A.T. has got to where it is because everyone gets involved and we can draw on a vast pool of talent from across the Il2 community.  8)

  Sure thing.  Happy to help.
Title: Re: C.U.P. becomes B.A.T.
Post by: printenduevel on January 06, 2017, 01:37:38 PM
Well, now I have finished the download and also the installation. I put it at first on an external HD as a backup.
I saw the actual complete installation is round about 60 GB, that is very large for me. On my internal HD for games there is a rest of 78 GB, I need this for some other games.

For my personal taste I only need the WAW stuff, and I'm not interested in the other options. Is it possible to delete the folders #DOF, #JTW2, #TGA2, BAT01, BAT02, BAT04 and also the folders with content for DOF, TGA, JTW in the BADMOS-folder or have this a bad influence on the game?

Is it possible for you to make a setup, where the users can choose the options they wish to install?

Thx
Printe

Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 06, 2017, 02:08:35 PM
@ Printenduevel - yes, its called CUP  :D
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 06, 2017, 02:15:46 PM
Ok. Thanks for that, Mike. Just to reiterate, I did not have a problem with the Panthers after installing expansion pack1. I was testing a mission with the Essex Long Hulls and those jets showed up in game just fine and cat launched perfectly.

Regards,

Bergkamp

@Bergcamp - Sorry to put you through that mate - We know the cause and the corrected classfiles are included with BATEP03.

If you look at the structure of the B.A.T. mod folders we have ZERO conflicting or duplicate classfiles despite thousands of mods.  We were able to swiftly track and solve the CTO Fix issue.  Some mods are a lot older than others and, especially with the jets, full running requirements vary and are not always clearly (crystal clear) understood.

B.A.T. is helping to de-mystify many such issues.  BATEP03 will be with you very shortly, along with the Long Hull carriers, BTW!
[quote ]

Thanks for that, Monty. Looking forward to the Long Hulls already!

Regards,

Bergkamp

Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 06, 2017, 02:16:09 PM
while playing the jet war notice the 18 does not start all the other jets do and weapons work but the 18 is the only one that does not start and fly. does anyone else have this issue

Sounds like B.A.T. Manual Page-6 to me...
nope
tried the dill-01 first still had pink then went to dill-02 no pink. now when I set up a flight with ether types of 18 scramble just stay on runway nothing Then when already in air just stay in one spot. nothing is working on the 18 c/d chocks/air brake. all other jets are working and the helo's are working also just the 18 c/d. the log shows nothing and that includes the last 15 lines of the log. have used a number of maps and even tried the cup training mission same
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 02:27:58 PM
Well, now I have finished the download and also the installation. I put it at first on an external HD as a backup.
I saw the actual complete installation is round about 60 GB, that is very large for me. On my internal HD for games there is a rest of 78 GB, I need this for some other games.

For my personal taste I only need the WAW stuff, and I'm not interested in the other options. Is it possible to delete the folders #DOF, #JTW2, #TGA2, BAT01, BAT02, BAT04 and also the folders with content for DOF, TGA, JTW in the BADMOS-folder or have this a bad influence on the game?

Is it possible for you to make a setup, where the users can choose the options they wish to install?

Thx
Printe

B.A.T. is a large and complete treatment of Il2 Mods.  I can't advise honestly on how best to cut it up and what to throw away.  For those who only want to do WWII it is perhaps not the best option.

You are free to fly the vanilla game or add your own mods of course.  There is also the excellent VP Modpack, which focusses on the WWII era.

http://www.sas1946.com/main/index.php/topic,50919.0.html

The VP Modpack adds a huge amount of content, mods and texture improvements alongside maps and missions, DGen content and more.
Title: Re: C.U.P. becomes B.A.T.
Post by: printenduevel on January 06, 2017, 02:38:47 PM
Dear Monty,

thank you for your quick answer. Then I will wait with the installation on my Games HD until I have buy a larger one.
After that, I will try the complete BAT and then I also will install UP to fly on the SAS Server.

Best regards
Printe
Title: Re: C.U.P. becomes B.A.T.
Post by: Dimlee on January 06, 2017, 03:17:41 PM
Thanks a lot for seeding the Torrent!

Let's take a look at the stats from our tracker.
The transferred data on the BAT torrent so far sums up to - TADA! - 226.9TB.
No typo. It's really about to be ¼ Petabyte soon!

As always, half of this is uploads and half is downloads, but imagine:
The Torrent alone has been downloaded more than 2000 (!) times already.
That doesn't count the Mediafire Downloads.
I didn't even expect that there are still so many IL-2 players left.

This truly entitles BAT to be the de facto patch of "IL-2 as it should be".

Best regards - Mike

227 TB. Holly... BAT.
My modest upload is around 5GB now. Assume I'm not the best/worst one and this is average and download/upload traffic is 50/50... Over 20,000 users?
Rock and roll is dead, but not the IL-2 in SAS reincarnation.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 03:33:46 PM
while playing the jet war notice the 18 does not start all the other jets do and weapons work but the 18 is the only one that does not start and fly. does anyone else have this issue

Sounds like B.A.T. Manual Page-6 to me...
nope
tried the dill-01 first still had pink then went to dill-02 no pink. now when I set up a flight with ether types of 18 scramble just stay on runway nothing Then when already in air just stay in one spot. nothing is working on the 18 c/d chocks/air brake. all other jets are working and the helo's are working also just the 18 c/d. the log shows nothing and that includes the last 15 lines of the log. have used a number of maps and even tried the cup training mission same

OK, let's dust of the old Hornet; starting from the Edwards Shakedown mission and then onto some of my training missions from Pensacola.

(http://i.imgur.com/mzb2OE3.jpg)

Question:  Have you read the F/A18 C/D Manual, supplied with B.A.T.?  Do you know how to operate this aircraft?  It needs to be fully spooled up to supply power to the flight systems and the airbrake will not extend on the ground unless rolling at taxi speed.

(http://i.imgur.com/veBuEi9.jpg)

You have one thing right.  My training mission set from Pensacola is an excellent way to learn how to fly and fight with the F/A18!  A Hornet fully loaded for bear is a real handful.  The takeoff roll is brutally fast and must be flown with finesse.  This aircraft is normally shot off the front of a boat but first you must learn how to fly it from the ground.

(http://i.imgur.com/kp6zVRe.jpg)

(http://i.imgur.com/ABUEhCf.jpg)

Light up the radar and head out clear of local traffic.  Scan for bogies and lock up the drones as described in the mission notes.  Aim120's are SAHR, so you need to maintain lock to keep them guiding.

(http://i.imgur.com/cX8KeV5.jpg)

Keep the steering dot in the circle and a few seconds later, boom!  Take out the remaining drones and RTB.  The range area is limited and wrestling the Hornet around the bay is like flying a Formula One car.  Its going to take a lot of practice to get smooth and comfortable with this wild machine.

(http://i.imgur.com/EIf8pfd.jpg)

(http://i.imgur.com/TEFqTl5.jpg)

Tested flight model, avionics, weapon systems, ATC, ILS, - the B.A.T. F/A18C/D Hornet, by SAS~S3, maintained and developed nowadays by Western0221, is nothing short of brilliant!

For your issues with the aircraft I strongly suspect pilot error at this point.  The logfile really will pick up function problems and record unexpected behaviour and faults.  It shows nothing because there is nothing wrong.  Otherwise? - Install problem?  I would go back to basics before blaming the wider install or mod, nothing to see here...
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 03:47:42 PM
Dear Monty,

thank you for your quick answer. Then I will wait with the installation on my Games HD until I have buy a larger one.
After that, I will try the complete BAT and then I also will install UP to fly on the SAS Server.

Best regards
Printe

That's a good strategy, you won't be disappointed!


Thanks a lot for seeding the Torrent!

Let's take a look at the stats from our tracker.
The transferred data on the BAT torrent so far sums up to - TADA! - 226.9TB.
No typo. It's really about to be ¼ Petabyte soon!

As always, half of this is uploads and half is downloads, but imagine:
The Torrent alone has been downloaded more than 2000 (!) times already.
That doesn't count the Mediafire Downloads.
I didn't even expect that there are still so many IL-2 players left.

This truly entitles BAT to be the de facto patch of "IL-2 as it should be".

Best regards - Mike

227 TB. Holly... BAT.
My modest upload is around 5GB now. Assume I'm not the best/worst one and this is average and download/upload traffic is 50/50... Over 20,000 users?
Rock and roll is dead, but not the IL-2 in SAS reincarnation.

What have we created... ;D ;D ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 06, 2017, 03:49:25 PM
I would go back to basics before blaming the wider install or mod, nothing to see here...

was not blaming the install at all do not put words in that was not said in cup and 412.2m the 18 engines spooled up almost as soon as I hit the I to start. the install went right because everything worked the first time. Plus this is not my first RODEO
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 03:59:16 PM
I would go back to basics before blaming the wider install or mod, nothing to see here...

was not blaming the install at all do not put words in that was not said in cup and 412.2m the 18 engines spooled up almost as soon as I hit the I to start. the install went right because everything worked the first time. Plus this is not my first RODEO

I didn't imply anything, simply looking at the various options open to solve the issue.  IMHO we have no evidence for a core program/install problem beyond your individual setup.  If we do it is my direct responsibility to upload a fix or take the downloads and torrents offline. - A responsibility I take very seriously.

I hope this is helpful then.  The Hornet is a handful, true, but it works well on my fresh install. Why would there be a difference from C.U.P. to B.A.T.  Did you use the old install folder or make a fresh one?  Is it possible some of your base settings have changed or need tuning?
Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 06, 2017, 04:13:06 PM
I would go back to basics before blaming the wider install or mod, nothing to see here...

was not blaming the install at all do not put words in that was not said in cup and 412.2m the 18 engines spooled up almost as soon as I hit the I to start. the install went right because everything worked the first time. Plus this is not my first RODEO

I didn't imply anything, simply looking at the various options open to solve the issue.  IMHO we have no evidence for a core program/install problem beyond your individual setup.  If we do it is my direct responsibility to upload a fix or take the downloads and torrents offline. - A responsibility I take very seriously.

Fair enough, I hope this is helpful then.  The Hornet is a handful, true, but it works well on my fresh install. Why would there be a difference from C.U.P. to B.A.T.  Did you use the old install folder or make a fresh one?  Is it possible some of your base settings have changed or need tuning?

used the a virgin install 408 to 412.2m then the mega patch then step by step according to manual then the rest as per say steps hard to say. plus my controls are the same as I used in cup and 412.2m set ups I have no bloody idea why the 18 is acting this way
 
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 04:31:40 PM
...and you have tried my missions too, from the Single Missions Menu?
Title: Re: C.U.P. becomes B.A.T.
Post by: Flying H on January 06, 2017, 04:36:43 PM
I got a few hick-ups with BAT, testing tht "Reaping the Whirlwind" went OK until mission 3, sweep into France in not so good weather. Getting to the WP for turning home thera are a few trains and vehicles to attack. CTD when I tried to padlock a train, log tells me
Code: [Select]
ERROR !mp3 stream error samples/Music/Radio/BBC/BO_Gene Krupa & His Orchestra - There'll Be Some Changes Made.wav

ERROR !mp3 stream error samples/Music/Radio/BBC/BO_Gene Krupa & His Orchestra - There'll Be Some Changes Made.wav
ERROR !mp3 stream error samples/Music/Radio/BBC/BO_Gene Krupa & His Orchestra - There'll Be Some Changes Made.wav

java.lang.NoSuchMethodError
at com.maddox.il2.objects.trains.Platform4.targetGun(Platform4.java:311)
at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:198)
at com.maddox.il2.objects.trains.Platform4.place(Platform4.java:182)
at com.maddox.il2.objects.trains.Train.placeTrain(Train.java:463)
at com.maddox.il2.objects.trains.Train.moveTrain(Train.java:680)
at com.maddox.il2.objects.trains.Train.access$100(Train.java:22)
at com.maddox.il2.objects.trains.Train$Move.tick(Train.java:244)
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)
I guess the "NoSuchMethodError" is the culprit. Is the problem a missing "objects.trains.Platform4.targetGun"?
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 06, 2017, 04:37:42 PM
while playing the jet war notice the 18 does not start all the other jets do and weapons work but the 18 is the only one that does not start and fly. does anyone else have this issue

Just for information...  My F18 works correctly also...
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 04:42:08 PM
while playing the jet war notice the 18 does not start all the other jets do and weapons work but the 18 is the only one that does not start and fly. does anyone else have this issue

Just for information...  My F18 works correctly also...

Thanks Dennis, appreciate your confirmation.  It may well be a mission problem rather than any specific mod.  I think its ineviatable that a lot of earlier missions and campaigns are going to run into obstacles because they were made on earlier versions of the sim.  I have no time for nostalgia.  Open 'em up and fix 'em, or chuck 'em out, that's the choice.

I have recently been going through every one of my WWI - Dawn of Flight and The Golden Age - Spanish Civil War campaigns in order to correct old objects, place new ones and generally upgrade the sets.  WWII is next and they will all be better than ever.

Can we expect some stability with B.A.T. and the install components? - Yes.  I promise you they will not change and we will never again allow another game patch to undermine or destroy our work.  B.A.T. is designed to last.

I got a few hick-ups with BAT, testing tht "Reaping the Whirlwind" went OK until mission 3, sweep into France in not so good weather. Getting to the WP for turning home thera are a few trains and vehicles to attack. CTD when I tried to padlock a train, log tells me
Code: [Select]
ERROR !mp3 stream error samples/Music/Radio/BBC/BO_Gene Krupa & His Orchestra - There'll Be Some Changes Made.wav

ERROR !mp3 stream error samples/Music/Radio/BBC/BO_Gene Krupa & His Orchestra - There'll Be Some Changes Made.wav
ERROR !mp3 stream error samples/Music/Radio/BBC/BO_Gene Krupa & His Orchestra - There'll Be Some Changes Made.wav

java.lang.NoSuchMethodError
at com.maddox.il2.objects.trains.Platform4.targetGun(Platform4.java:311)
at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:198)
at com.maddox.il2.objects.trains.Platform4.place(Platform4.java:182)
at com.maddox.il2.objects.trains.Train.placeTrain(Train.java:463)
at com.maddox.il2.objects.trains.Train.moveTrain(Train.java:680)
at com.maddox.il2.objects.trains.Train.access$100(Train.java:22)
at com.maddox.il2.objects.trains.Train$Move.tick(Train.java:244)
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)
I guess the "NoSuchMethodError" is the culprit. Is the problem a missing "objects.trains.Platform4.targetGun"?

B.A.T. features extensively modified trains from Trains from:

4.13.1 v1.01 SAS~Epervier
http://www.sas1946.com/main/index.php/topic,51115.0.html

NEW TRAIN MOD v1.1 for IL-2 v.4.09 and above wcat
http://www.sas1946.com/main/index.php/topic,40779.0.html

What we have here is a clear mission incompatibility.  The campaign was made before these mods were available.  This will need to be corrected using FMB.  There is no reason that should'nt be pretty easy to do.  8)
Title: Re: C.U.P. becomes B.A.T.
Post by: Kiwi on January 06, 2017, 04:55:18 PM
i seem to have a problem with DOF the game gets stuck at 60% loading
Code: [Select]
FM called 'FlightModels/Berg_DI.fmd:Berg_FM' is being loaded from File: 'berg_fm'
FM called 'FlightModels/Berg_DI.fmd:Berg_FM' is being loaded from Alternative File: 'berg_fm'
FM called 'FlightModels/Hansa_Brandenburg_DI.fmd:Brandenburg_FM' is being loaded from File: 'brandenburg_fm'
FM called 'FlightModels/Hansa_Brandenburg_DI.fmd:Brandenburg_FM' is being loaded from Alternative File: 'brandenburg_fm'
FM called 'FlightModels/Phonix_DI.fmd:Phonix_FM' is being loaded from File: 'phonix_fm'
FM called 'FlightModels/Phonix_DI.fmd:Phonix_FM' is being loaded from Alternative File: 'phonix_fm'
FM called 'FlightModels/SiemensSchuckertD1.fmd:SSD1_FM' is being loaded from File: 'ssd1_fm'
FM called 'FlightModels/SiemensSchuckertD1.fmd:SSD1_FM' is being loaded from Alternative File: 'ssd1_fm'
FM called 'FlightModels/FokkerDr1.fmd:FOKKER' is being loaded from File: 'fokker'
FM called 'FlightModels/FokkerDr1.fmd:FOKKER' is being loaded from Alternative File: 'fokker'
FM called 'FlightModels/FokkerDVI.fmd:FokkerDVI' is being loaded from File: 'fokkerdvi'
Warning A, the 'fokkerdvi' File Doesn't Exist! Check your Configuration.
FM called 'FlightModels/Bf-109F-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/CK_FokkerDVII_Mercedes.fmd:CK2009' is being loaded from File: 'ck2009'
FM called 'FlightModels/CK_FokkerDVII_Mercedes.fmd:CK2009' is being loaded from Alternative File: 'ck2009'
FM called 'FlightModels/CK_FokkerDVII_BMW.fmd:CK2009' is being loaded from File: 'ck2009'
FM called 'FlightModels/CK_FokkerDVII_BMW.fmd:CK2009' is being loaded from Alternative File: 'ck2009'
FM called 'FlightModels/FokkerDVIII.fmd:FokkerDVIII' is being loaded from File: 'fokkerdviii'
FM called 'FlightModels/FokkerDVIII.fmd:FokkerDVIII' is being loaded from Alternative File: 'fokkerdviii'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/LVG_BI.fmd:LVG_BI_FM' is being loaded from File: 'lvg_bi_fm'
FM called 'FlightModels/LVG_BI.fmd:LVG_BI_FM' is being loaded from Alternative File: 'lvg_bi_fm'
FM called 'FlightModels/Roland_CII.fmd:Roland_CII_FM' is being loaded from File: 'roland_cii_fm'
FM called 'FlightModels/Roland_CII.fmd:Roland_CII_FM' is being loaded from Alternative File: 'roland_cii_fm'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from File: 'aegciv'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from Alternative File: 'aegciv'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from File: 'aegciv'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from Alternative File: 'aegciv'
Title: Re: C.U.P. becomes B.A.T.
Post by: crazywolf on January 06, 2017, 04:58:40 PM
I seem to have had no problems installing up to this point. I've recently encountered two issues though. The first a minor nuisance, the other not so much.

The first was in the WaW module. Fly By sound effects do not seem to work (though every other sound does).

The 2nd was with Jet War and the F-5E. I would get a CTD after a couple minutes of flight

Please forgive me as I'm totally new to posting log files. Hopefully this is the correct format:

Code: [Select]

[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro1'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro2'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact2'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact1'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControl'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControlRange'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Locked'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OverG'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust1'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust2'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust3'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust4'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust5'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'SlatL_D0'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'SlatR_D0'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'SlatL_Out'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'SlatR_Out'
[11:32:14 PM] warning: no files : music/inflight
[11:32:57 PM] java.lang.NoSuchMethodError
[11:32:57 PM] at com.maddox.il2.fm.Gear.drawEffects(Gear.java:1475)
[11:32:57 PM] at com.maddox.il2.fm.Gear.ground(Gear.java:599)
[11:32:57 PM] at com.maddox.il2.fm.Gear.ground(Gear.java:348)
[11:32:57 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:1124)
[11:32:57 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:467)
[11:32:57 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
[11:32:57 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[11:32:57 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[11:32:57 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[11:32:57 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[11:32:57 PM] at com.maddox.rts.Message._send(Message.java:1217)
[11:32:57 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:32:57 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[11:32:57 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:32:57 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[11:32:57 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:32:57 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[11:32:57 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[11:32:57 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


Tested the F-4J and F-16A but neither caused the same issue. I'm running a stock BAT with both current expansions and DLL2
Title: Re: C.U.P. becomes B.A.T.
Post by: Flying H on January 06, 2017, 05:06:09 PM
Ok Monty, I´ll go on testing the missions from the campaign and try to make them work. If I manage (meaning there aren´t too many issues along the way) to fix the problems I´ll be back with the updated campaign if it will be OK with the author, Poltava.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 05:06:17 PM
i seem to have a problem with DOF the game gets stuck at 60% loading
Code: [Select]
FM called 'FlightModels/Berg_DI.fmd:Berg_FM' is being loaded from File: 'berg_fm'
FM called 'FlightModels/Berg_DI.fmd:Berg_FM' is being loaded from Alternative File: 'berg_fm'
FM called 'FlightModels/Hansa_Brandenburg_DI.fmd:Brandenburg_FM' is being loaded from File: 'brandenburg_fm'
FM called 'FlightModels/Hansa_Brandenburg_DI.fmd:Brandenburg_FM' is being loaded from Alternative File: 'brandenburg_fm'
FM called 'FlightModels/Phonix_DI.fmd:Phonix_FM' is being loaded from File: 'phonix_fm'
FM called 'FlightModels/Phonix_DI.fmd:Phonix_FM' is being loaded from Alternative File: 'phonix_fm'
FM called 'FlightModels/SiemensSchuckertD1.fmd:SSD1_FM' is being loaded from File: 'ssd1_fm'
FM called 'FlightModels/SiemensSchuckertD1.fmd:SSD1_FM' is being loaded from Alternative File: 'ssd1_fm'
FM called 'FlightModels/FokkerDr1.fmd:FOKKER' is being loaded from File: 'fokker'
FM called 'FlightModels/FokkerDr1.fmd:FOKKER' is being loaded from Alternative File: 'fokker'
FM called 'FlightModels/FokkerDVI.fmd:FokkerDVI' is being loaded from File: 'fokkerdvi'
Warning A, the 'fokkerdvi' File Doesn't Exist! Check your Configuration.
FM called 'FlightModels/Bf-109F-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/CK_FokkerDVII_Mercedes.fmd:CK2009' is being loaded from File: 'ck2009'
FM called 'FlightModels/CK_FokkerDVII_Mercedes.fmd:CK2009' is being loaded from Alternative File: 'ck2009'
FM called 'FlightModels/CK_FokkerDVII_BMW.fmd:CK2009' is being loaded from File: 'ck2009'
FM called 'FlightModels/CK_FokkerDVII_BMW.fmd:CK2009' is being loaded from Alternative File: 'ck2009'
FM called 'FlightModels/FokkerDVIII.fmd:FokkerDVIII' is being loaded from File: 'fokkerdviii'
FM called 'FlightModels/FokkerDVIII.fmd:FokkerDVIII' is being loaded from Alternative File: 'fokkerdviii'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/LVG_BI.fmd:LVG_BI_FM' is being loaded from File: 'lvg_bi_fm'
FM called 'FlightModels/LVG_BI.fmd:LVG_BI_FM' is being loaded from Alternative File: 'lvg_bi_fm'
FM called 'FlightModels/Roland_CII.fmd:Roland_CII_FM' is being loaded from File: 'roland_cii_fm'
FM called 'FlightModels/Roland_CII.fmd:Roland_CII_FM' is being loaded from Alternative File: 'roland_cii_fm'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from File: 'aegciv'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from Alternative File: 'aegciv'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from File: 'aegciv'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from Alternative File: 'aegciv'

We all know that Dawn of Flight can take a little longer to load than the other modules, up to One Minute on some systems.  Bear in mind, even a minute is a long time to stare at a loading screen and its easy to lose patience long before then.

My clean new B.A.T. install didn't like being put onto a notebook or a portable drive.  The DOF loading time extended to a ridiculous amount of time until I put B.A.T. onto a local hard drive.  Now all loading times are well below 30 seconds, barely enough time to admire the splash screen.

Ok Monty, I´ll go on testing the missions from the campaign and try to make them work. If I manage (meaning there aren´t too many issues along the way) to fix the problems I´ll be back with the updated campaign if it will be OK with the author, Poltava.

Obviously its polite to keep people informed and please do fire Poltava a PM.  In my opinion he is one of the best campaign makers in il2 and well aware of all of these update issues.  B.A.T. will not be complete without Poltava's body of work and I sincerely hope that this new layout and install method will tempt the man himself to finally join us.  Meanwhile, Poltava has never offered any objection to upgrading his earlier work for practical reasons.  For the record, neither do I for my campaigns, although I am getting around to them.  ;D

I seem to have had no problems installing up to this point. I've recently encountered two issues though. The first a minor nuisance, the other not so much.

The first was in the WaW module. Fly By sound effects do not seem to work (though every other sound does).

The 2nd was with Jet War and the F-5E. I would get a CTD after a couple minutes of flight

Please forgive me as I'm totally new to posting log files. Hopefully this is the correct format:

Code: [Select]

[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro1'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro2'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact2'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact1'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControl'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControlRange'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Locked'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_OverG'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust1'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust2'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust3'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust4'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Exhaust5'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'SlatL_D0'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'SlatR_D0'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'SlatL_Out'
[11:32:13 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'SlatR_Out'
[11:32:14 PM] warning: no files : music/inflight
[11:32:57 PM] java.lang.NoSuchMethodError
[11:32:57 PM] at com.maddox.il2.fm.Gear.drawEffects(Gear.java:1475)
[11:32:57 PM] at com.maddox.il2.fm.Gear.ground(Gear.java:599)
[11:32:57 PM] at com.maddox.il2.fm.Gear.ground(Gear.java:348)
[11:32:57 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:1124)
[11:32:57 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:467)
[11:32:57 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
[11:32:57 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[11:32:57 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[11:32:57 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[11:32:57 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[11:32:57 PM] at com.maddox.rts.Message._send(Message.java:1217)
[11:32:57 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:32:57 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[11:32:57 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:32:57 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[11:32:57 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:32:57 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[11:32:57 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[11:32:57 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


Tested the F-4J and F-16A but neither caused the same issue. I'm running a stock BAT with both current expansions and DLL2

With regard to flybys they are sensitive to specific CONF.ini entries.  The wrong setttings prevent them showing up.  The big sounds of WAW really do set it apart from anything else and the flybys now work across a much wider range of aircraft than Tiger33 originally provided.

Code: [Select]
[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=1
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

You also need this entry under MODS:
[Mods]
Flyby=1
FlybyFov=60.0
...

Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 06, 2017, 05:48:26 PM
...and you have tried my missions too, from the Single Missions Menu?

a few the harrier works great kept those But the ones for the 18 the same just sits there and sits traded out to other jets worked fine went thru the files for the 18 in bat one at a time all seems fine. hard to say what the bloody hell is acting up I could say gremlins are doing it. Maybe later will make a copy of my cup and install over and see if that is it worth a shot.
Funny thru all planes work in all the jtw/waw/tga/dof but the 18 is the only one acting up makes you want to put a blindfold on the puter tie the cord behind the monitor and glue a lit fag on the monitor then hit it with a 240jhp :D
Title: Re: C.U.P. becomes B.A.T.
Post by: Chupacabras84 on January 06, 2017, 05:58:14 PM
Fly By sound effects do not seem to work (though every other sound does).
I'll add to what Monty said, I noticed that for me flybys will not work with water set to 0, it must be water 2.
And obviously perfect landscape GL thing.
Title: Re: C.U.P. becomes B.A.T.
Post by: tnewell on January 06, 2017, 06:14:29 PM
Monty, tried the F18's in your training missions and both start up, taxi to takeoff and fly correctly. All other aircraft working well in the Jet Age. And by the way the new music is quite an improvement. Thank-you!
Title: Re: C.U.P. becomes B.A.T.
Post by: slejsa on January 06, 2017, 06:37:10 PM
Hi, I´ve got a strange problem. I installed a vanilla Il-2: 1946, than Megapatch 4.12.2m and at the las I started BAT setup. All install proces was OK. Nevertheles the TGA and DOF are working only. I can´t run the WAW and JTW. So I tryed to check their size and contnet... The TGA and DOF are all right, but WAW2 has got 1,43MB only. The JTW2 is similar - 1,42 MB only. What is the wrong? Could you help me, please?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 07:24:07 PM
Hi, I´ve got a strange problem. I installed a vanilla Il-2: 1946, than Megapatch 4.12.2m and at the las I started BAT setup. All install proces was OK. Nevertheles the TGA and DOF are working only. I can´t run the WAW and JTW. So I tryed to check their size and contnet... The TGA and DOF are all right, but WAW2 has got 1,43MB only. The JTW2 is similar - 1,42 MB only. What is the wrong? Could you help me, please?

Failure to unzip correctly - redo install or unzip manually from BAT24.
Title: Re: C.U.P. becomes B.A.T.
Post by: 361st_Hoss on January 06, 2017, 08:00:42 PM
A-26B Invader still not in WoW..............  with expansion pack II...

Hoss
Title: Re: C.U.P. becomes B.A.T.
Post by: Dastardly on January 06, 2017, 08:06:21 PM
Thumbs up! All for anything that makes this bigger and better.
One mother of a download, installed manually (never had problems with CUP), and so far looking good.
First off the Hurri sound problem seems to be cured! and slightly better FPS, which on my old rig is very much appreciated. The JSGME cleanup makes life easier. :)
couple of points:
The Project85 (excellent mod by the way!) entries in the catapult.ini are missing, at least its not hidden in the engine mod folder anymore!
It looks like some spits have been withdrawn; MkVb12lbs,MkVb16lbs,MkVbM4616lbs, didn't fit?, any chance of seeing them again?
And I still need the ME262HG gunsight fix?
And something I noticed already in CUP JTW there's a displaced cockpit glass and front gear cover on the B29!

Having problems keeping up with the updates; was going to suggest the DXXIII but its already in!

To all involved my greatest thanks



P.S. O.K. quick test in QMB with the 18D getting CTD's! on mission load, and phantom too!
JTW not working... something with the last patch. can't post code...here's one error report:


INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
*DiffFM 'flightmodels/f-18d.fmd' being loaded from: 'f18_fm'...
*DiffFM 'flightmodels/generalelectric.emd' being loaded from: 'f18_fm'...
*DiffFM 'flightmodels/generalelectric.emd' being loaded from: 'f18_fm'...
Flight Model File FlightModels/F-18D.fmd:F18_FM contains no Mach Drag Parameters.
*DiffFM 'flightmodels/f-18d.fmd' being loaded from: 'f18_fm'...
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
...
WARNING: ****( Unexpected txr reload (tfMipmap,tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Cockpit/F-18/Canopy.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
...
1>mp_dotrange FRIENDLY   DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE  DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Mission: QuickQMBPro/Atlantic_BayOfBiscay/Atlantic_BayOfBiscayRedNoneA00.mis is Playing
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
Time overflow (0): speed 0.88495576
warning: no files : music/inflight
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
...
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
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
java.lang.NoSuchMethodError
   maddox.il2.fm.Gear.drawEffects(Gear.java:1475)
   maddox.il2.fm.Gear.ground(Gear.java:599)
   maddox.il2.fm.Gear.ground(Gear.java:348)
   maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:1124)
   maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
   maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
   maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
   maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
   maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
   maddox.rts.Message._send(Message.java:1217)
   maddox.rts.Message.sendToObject(Message.java:1191)
   maddox.rts.Message.sendTo(Message.java:1134)
   maddox.rts.Message.trySend(Message.java:1115)
   maddox.rts.Time.loopMessages(Time.java:252)
   maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
   maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
   maddox.il2.game.Main.exec(Main.java:449)
   maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 08:13:30 PM
A-26B Invader still not in WoW..............  with expansion pack II...

Hoss

Hello Hoss - It IS in BATEP03.  Its ready and beautiful and entire package is 764Mb.  Uploading now, will be ready to download in a few hours.  ;D

(as if I don't listen to everything you suggest - sheesh!)
Its there mate...   8) 8) 8)

******************************

Hi Dastardly, there are a few fixes in BATEP03, the B29 is one of them.  Thanks for the heads up on Project 85 Cats, will take another look too.

The Jet Age issues sound like a DLL set Manual - Page-6.


Title: Re: C.U.P. becomes B.A.T.
Post by: gdr4 on January 06, 2017, 08:33:18 PM
After installing, only Dawn of Flight and The Golden Age work correctly. WAW loads but crashes when I click on the mission editor. The Jet Age sometimes loads to the first screen but always quickly crashes with not error message. I installed by unzipping my BAT files into one folder, then copying them over to the il2 1946 directory. What did I do wrong? 

This happened to me with cup as well.
Title: Re: C.U.P. becomes B.A.T.
Post by: Dastardly on January 06, 2017, 08:36:23 PM
Quote
The Jet Age issues sound like a DLL set Manual - Page-6.

Had no probs before patch2, and all other modules run fine, will test...
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 08:56:07 PM
Dastardly, hold until BATEP03 please.  We encountered a faulty classfile (CTO fix issue) which would have been introduced in BATEP02.  We fixed it and all is good, but we cannot help you further until you have that in place.  It will be uploaded later today and I will post the link asap.  Very confident that BATEP03 fixes all of these issues.  Obviously its a small local local difficulty, and doesn't effect modules other than JTW, which is why its easily fixed.
Title: Re: C.U.P. becomes B.A.T.
Post by: kirk66 on January 06, 2017, 09:31:02 PM
Hi guys - installed the BAT files over a fresh 4.12.2m (same that I installed CUP on earlier this year, sucessfully) but when I check the files (which all match the size/files on page 6 of the BAT manual), I don't see a JSGME or Selector icon.

Am I supposed to install JSGME (or ModAct 5.30)? - I have reread the manual (RTFM- yeah I did my 20) but it did not indicate that was required.  Or is that assumed to be part of the full up 4.12.2m clean load?

Cheers,

Vulture
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 06, 2017, 09:37:12 PM
Hi guys - installed the BAT files over a fresh 4.12.2m (same that I installed CUP on earlier this year, sucessfully) but when I check the files (which all match the size/files on page 6 of the BAT manual), I don't see a JSGME or Selector icon.

Am I supposed to install JSGME (or ModAct 5.30)? - I have reread the manual (RTFM- yeah I did my 20) but it did not indicate that was required.  Or is that assumed to be part of the full up 4.12.2m clean load?

Cheers,

Vulture

The JSGME.EXE should be inside your Main Il2 directory.  If not manually unzip from BAT27.ZIP
Title: Re: C.U.P. becomes B.A.T.
Post by: Taxman on January 06, 2017, 09:48:48 PM
Hi kirk66, did you also install SAS Il-2 4.12.2m Mega Patch?, page 3 of the manual.

BTW I am still down loading 3 days now, but I have had many interruptions do to the fact that I am on a wireless net work, and I get kicked off different at times just very frustrating >:(

Friday the 13th my hard wiring will be installed :) maybe.  You know waiting on the phone/cable installers  window of time and with snow predicted it might be "2 weeks"  :D
Title: Re: C.U.P. becomes B.A.T.
Post by: Kiwi on January 06, 2017, 09:57:43 PM
My clean new B.A.T. install didn't like being put onto a notebook or a portable drive.  The DOF loading time extended to a ridiculous amount of time until I put B.A.T. onto a local hard drive.  Now all loading times are well below 30 seconds, barely enough time to admire the splash screen.
WAW takes less than a minute to load for me but it has more planes?  o_O
also it appears that my logfile is repeating itself every 300 lines or so is this normal or is it stuck in a loop of some kind?
Title: Re: C.U.P. becomes B.A.T.
Post by: kirk66 on January 06, 2017, 10:30:30 PM
Wow, you guys don't sleep much do you!  Thanks for the responses, reloading BAT27 to hopefully get the JGSME files loaded..

Funny, I do this for a living working for a large aircraft company on fighter simulators - Spent today reloading some new software into a sim and checking some AIM-9X behavior (they still didn't work...), so you would think I would know how to do this shit!

l'll let you know if I manage to fix the problem.

Cheers,

Vulture
Title: Re: C.U.P. becomes B.A.T.
Post by: vegetarian on January 07, 2017, 12:33:29 AM
All my Spitfire Vc variants have the missing left cockpit frame bug and also a missing cockpit door - makes it a bit windy at high altitude  :)

From memory the missing frame bug was solved in CUP #WAW pack 20, so I opened WAW70.SFS file in pack 20 and saw a number of Spit Vc mesh files, but of course I don't have a clue what to do with them! The door issue I have never come across before.

Anybody else have this problem? Is there a fix around, or does it mean I possibly have a corrupted download file somewhere?

Cheers
Title: Re: C.U.P. becomes B.A.T.
Post by: serezhq on January 07, 2017, 02:03:35 AM
Lancaster is empty!
It was not selected in a quick editor.
Unfortunately I was not able to attach a picture.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 02:41:13 AM
@ serezhq Possible HD Issue RTFM Page-6

All my Spitfire Vc variants have the missing left cockpit frame bug and also a missing cockpit door - makes it a bit windy at high altitude  :)

From memory the missing frame bug was solved in CUP #WAW pack 20, so I opened WAW70.SFS file in pack 20 and saw a number of Spit Vc mesh files, but of course I don't have a clue what to do with them! The door issue I have never come across before.

Anybody else have this problem? Is there a fix around, or does it mean I possibly have a corrupted download file somewhere?

Cheers

Fixing the Spit VCs is top of the next list.  We will crack it I'm sure.  BATEP04 is some time away but we will release a special Spit VC fix as a preview to that.   B.A.T. is a big machine to tune up sometimes...

******************************************************
B.A.T. MODULES NO LONGER SUFFER FROM THE TD LASTQUICK BUG!
******************************************************


ITS UP - THE BIG ONE!

B.A.T. Expansion Pack Three is the big one!  BATEP03 completes the second phase of the B.A.T. project introducing a large number of additional ships to several modules, along with a few minor fixes, and featuring the new B.A.T. Loading Message at the startup screen.  Looks great doesn't it?

Grab yourself the latest update of the B.A.T. Manual too.

B.A.T. Expansion Pack Three - BATEP03.ZIP
https://www.mediafire.com/?ui1nd62zuwab7ak

B.A.T. THE MANUAL
https://www.mediafire.com/?8c8bk9517cm05am


(http://i.imgur.com/RoYlewE.jpg)

(http://i.imgur.com/p39bRfA.jpg)

(http://i.imgur.com/TG1xI6p.jpg)

(http://i.imgur.com/eCEybvE.jpg)

(http://i.imgur.com/Y2EeyKY.jpg)

(http://i.imgur.com/oukY45m.jpg)

(http://i.imgur.com/jRa4Lyp.jpg)

(http://i.imgur.com/QrJe4v6.jpg)

(http://i.imgur.com/5KUK9qu.jpg)

(http://i.imgur.com/n5EANRQ.jpg)

(http://i.imgur.com/SaGwMPe.jpg)

(http://i.imgur.com/o8Du5BY.jpg)

(http://i.imgur.com/4gqP12T.jpg)

(http://i.imgur.com/wjRud4P.jpg)

(http://i.imgur.com/i2ZpRgV.jpg)


Title: Re: C.U.P. becomes B.A.T.
Post by: vegetarian on January 07, 2017, 03:08:20 AM
 Thanks for the reply Monty. I tried that but unfortunately using the  #WAW_COCKPIT SPIT Vb Trop fixes the cockpit frame /door  issue, but gives me the "frying pan" over the rear view mirror issue. I think the 'frying pan' was the problem solved in WAW70.SFS, but I'm not sure, from memory I think henkypenky might have been involved?

Anyway, thank you for the latest expansion pack - that will keep me busy for a while.

PS: watching the Big Bash on TV last night, and I see SA having another heatwave - I wouldn't live there for quids !

Title: Re: C.U.P. becomes B.A.T.
Post by: thypoon on January 07, 2017, 04:07:56 AM
Hi everbody
i have just a couple of question:
1. the most important about campaigns. i can not see any campaign included whit the last big download from bat. I mean there are only the default game 4.12.2 campaigns but nothing about DOF or WAW campaigns. In the big BAT manual released was written about more then 40 campaigns or for WAW low countries campaigns and other, but i can not see anyone of these. So it is normal, or i have to download these from other previous cup dedicated links?
2. for the skins the same as above so i have to catch that for other sources?

thanks in advance
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 05:01:37 AM
Hi everbody
i have just a couple of question:
1. the most important about campaigns. i can not see any campaign included whit the last big download from bat. I mean there are only the default game 4.12.2 campaigns but nothing about DOF or WAW campaigns. In the big BAT manual released was written about more then 40 campaigns or for WAW low countries campaigns and other, but i can not see anyone of these. So it is normal, or i have to download these from other previous cup dedicated links?
2. for the skins the same as above so i have to catch that for other sources?

thanks in advance

 B.A.T. is derived from C.U.P.  C.U.P. campaigns are safe.  Here are some of the campaign threads.  These are currently being B.A.T. enhanced to be presented as B.A.T. Campaigns in the near future...

http://www.sas1946.com/main/index.php/topic,48076.0.html

http://www.sas1946.com/main/index.php/topic,51175.0.html


Thanks for the reply Monty. I tried that but unfortunately using the  #WAW_COCKPIT SPIT Vb Trop fixes the cockpit frame /door  issue, but gives me the "frying pan" over the rear view mirror issue. I think the 'frying pan' was the problem solved in WAW70.SFS, but I'm not sure, from memory I think henkypenky might have been involved?

Anyway, thank you for the latest expansion pack - that will keep me busy for a while.

PS: watching the Big Bash on TV last night, and I see SA having another heatwave - I wouldn't live there for quids !

B.A.T. Expansion Pack Four - BATEP04.ZIP (Preview)
https://www.mediafire.com/?d5nj93y76rur7n7


WAW78.SFS Tidied up a bit.  This version will be included in the full BATEP04.ZIP when it is ready.  Meanwhile, its not really critical, just a bit of a tidy up.

Grab it if you want to tidy up your Spit Vb and Spit Vc's now.


Title: Re: C.U.P. becomes B.A.T.
Post by: crazywolf on January 07, 2017, 08:56:20 AM
Got the sound issue with the Fly Bys fixed, and Expansion Pack 3 seems to have cleared up the CTD problems with the F-5! Thank you very much for the assistance! BAT runs beautifully now!
Title: Re: C.U.P. becomes B.A.T.
Post by: bomberkiller on January 07, 2017, 08:57:42 AM
Quote
Friday the 13th my hard wiring will be installed...

Good luck!  ;)

Best regards, Gerhard  :)
Title: Re: C.U.P. becomes B.A.T.
Post by: whistler on January 07, 2017, 09:28:25 AM
Hi everbody
i have just a couple of question:

2. for the skins the same as above so i have to catch that for other sources?

thanks in advance

Give a try to the B.A.T. Skin Collection (http://www.sas1946.com/main/index.php/topic,53403.0.html), several thousand skins from all eras/theaters conveniently packed in 3 zips ready for B.A.T.

Note that the collection is neither official nor endorsed by the B.A.T. Team.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 10:15:28 AM
Got the sound issue with the Fly Bys fixed, and Expansion Pack 3 seems to have cleared up the CTD problems with the F-5! Thank you very much for the assistance! BAT runs beautifully now!

Yep, Expansion Pack Three adds a fair amount of new material and a stabilising influence!  Despite the fact that its an easy install so far, the initial download and follow ups take this set well beyond the point we had reached with C.U.P., and that was huge!  If anyone is modding on top of this backup the entire mod folder first.

Hi everbody
i have just a couple of question:

2. for the skins the same as above so i have to catch that for other sources?

thanks in advance

Give a try to the B.A.T. Skin Collection (http://www.sas1946.com/main/index.php/topic,53403.0.html), several thousand skins from all eras/theaters conveniently packed in 3 zips ready for B.A.T.

Note that the collection is neither official nor endorsed by the B.A.T. Team.

ENDORSED!  ;D Thanks whistler, this is a wonderful resource and an essential link for B.A.T. enthusiasts!

Thanks for putting this stuff together in one place.  Now I know what first time B.A.T.ters feel like!

Far more than simply skins, you have Azura's DGen referenced, Poltava's campaigns, WOW!

Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 07, 2017, 10:43:23 AM
while playing the jet war notice the 18 does not start all the other jets do and weapons work but the 18 is the only one that does not start and fly. does anyone else have this issue

Just for information...  My F18 works correctly also...

Thanks Dennis, appreciate your confirmation.  It may well be a mission problem rather than any specific mod.
I'm afraid I have to confirm that this is a plane issue.
Can't fly any F-18 on any Map either.
Tested with BAT Expansion Pack 2 and now EP 4 (Preview).
Error log is this:
Code: [Select]
[5:31:34 PM] java.lang.ArrayIndexOutOfBoundsException
[5:31:34 PM] at com.maddox.il2.objects.air.F_18.getMachForAlt(F_18.java:1535)
[5:31:34 PM] at com.maddox.il2.objects.air.F_18.soundbarier(F_18.java:1548)
[5:31:34 PM] at com.maddox.il2.objects.air.F_18.update(F_18.java:1681)
[5:31:34 PM] at com.maddox.il2.objects.air.F_18C.update(F_18C.java:290)
[5:31:34 PM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1164)
[5:31:34 PM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[5:31:34 PM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
[5:31:34 PM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1196)
[5:31:34 PM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[5:31:34 PM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
[5:31:34 PM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[5:31:34 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[5:31:34 PM] at com.maddox.rts.Message._send(Message.java:1217)
[5:31:34 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[5:31:34 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[5:31:34 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[5:31:34 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[5:31:34 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[5:31:34 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[5:31:34 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[5:31:34 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

It's a bit scary.
Yes, the code has a certain glitch there, but this basically should never happen, except for when the altitude is above ... yes... 3.4028235E+38 meters. Read: Out of our solar system.
Nevertheless, whatever mission, whatever spawn type, whatever F-18 type, whatever loadout I select:
The Cockpit comes up for one frame and then the screen cycles between black and grey.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 07, 2017, 11:11:20 AM
*bump*
Quite scary.
Further investigation shows that the parameter handed to the F-18's function "public float getMachForAlt(float f)" is "NaN" - not a number.
After 6 or 7 frames.
Before it's alright.
This should never happen. NEVER.
The parameter is "FM.getAltitude()" - if the current altitude is not a number anymore, then something seriously went bazinga here.

Furthermore, this error happens only when BATDLLs type "2" are loaded.
With BATDLLs type "1" the plane cannot load in QMB, so for testing purpose I've applied an SD default skin and see, a different error occurs at spawn time.
No cockpit shows and this is in the log:
Code: [Select]
[6:06:42 PM] java.lang.NullPointerException
[6:06:42 PM] at com.maddox.il2.objects.air.F_18C.checkAsDrone(F_18C.java:362)
[6:06:42 PM] at com.maddox.il2.objects.air.F_18C.missionStarting(F_18C.java:355)
[6:06:42 PM] at com.maddox.il2.game.Mission.doMissionStarting(Mission.java:2582)
[6:06:42 PM] at com.maddox.il2.game.Mission.doBegin(Mission.java:2641)
[6:06:42 PM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission.java:83)
[6:06:42 PM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[6:06:42 PM] at com.maddox.il2.gui.GUIMission$4.doAction(GUIMission.java:106)
[6:06:42 PM] at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
[6:06:42 PM] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[6:06:42 PM] at com.maddox.rts.Message._send(Message.java:1217)
[6:06:42 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[6:06:42 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[6:06:42 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[6:06:42 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[6:06:42 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[6:06:42 PM] at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
[6:06:42 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
[6:06:42 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[6:06:42 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[6:06:42 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

No, sorry, the F-18 is seriously wrong.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 11:17:46 AM
Well you can certainly divide the house into two sides on this one!  There are plenty who have no such issue and others who are definately not getting what they should.

Here's mine a few minutes ago + AI, all fine. - BATDLLs type "1", the ones that are built in.

We shall launch a testing effort on this issue to solve the mystery of the FA18.  Starting with the HD True Colour MOD, the F/A18 itself, loaded high and see if we can resolve one set of DLLs to use for everyone.

(http://i.imgur.com/3vSh02q.jpg)

(http://i.imgur.com/tfeqTlq.jpg)

(http://i.imgur.com/9w9ZxS3.jpg)

(http://i.imgur.com/Lq0IeS7.jpg)

(http://i.imgur.com/uh4nqTo.jpg)
Title: Re: C.U.P. becomes B.A.T.
Post by: eMeL on January 07, 2017, 11:22:24 AM
I did testing too, runs smoothly here too... Both QMB and FMB tested - scramble and airstart with random loadouts selected.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 11:23:55 AM
I did testing too, runs smoothly here too... Both QMB and FMB tested - scramble and airstart with random loadouts selected.

Now that IS interesting Marcus.  As I recall you are on BATDLLs type "2", is that right?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 07, 2017, 11:28:22 AM
I know I've had previous versions of the F-18 flying in my Modact 5 + Jetwar installation as well.
The "not a number" thing points to a memory issue, something overwriting parts of the memory inside the Java VM.
This in turn points towards the high res DLLs, but it still doesn't explain why neither of the DLLs does the trick here for me.

This issues are definitely scary and I'd like to stress that the F-18 so far is the only plane where I could spot this kind of issue.
MiGs, F-4, F-5, AV-8, all flying fine.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: Blaubaer on January 07, 2017, 11:38:11 AM
Where can I find the BAT v1.0 Setup.exe?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 11:42:27 AM
Where can I find the BAT v1.0 Setup.exe?

Page 5 of the B.A.T. Manual.
Title: Re: C.U.P. becomes B.A.T.
Post by: Blaubaer on January 07, 2017, 11:47:25 AM
Thanks. I downloaded it via torrent and oberlooked this link.

Regards
Michael, der Blaubär
Title: Re: C.U.P. becomes B.A.T.
Post by: eMeL on January 07, 2017, 11:49:51 AM
Now that IS interesting Marcus.  As I recall you are on BATDLLs type "2", is that right?

BATDLLs type "2" Yes.

Couple of grabs of my F-18s taken few moments ago:

(http://i.imgur.com/8fv9MOc.jpg)

(http://i.imgur.com/dJdPQfF.jpg)

(http://i.imgur.com/vKpHPAV.jpg)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 11:56:00 AM
Chris is also on BATDLLs 2 - I am on BATDLLs 1 - We all have very different setups and use the threeway comparison to arrive at a common setup.
Title: Re: C.U.P. becomes B.A.T.
Post by: thypoon on January 07, 2017, 12:20:19 PM
Grat momnty. Understood
let's wait future campaigns and stuff...
ciao
Title: Re: C.U.P. becomes B.A.T.
Post by: Chupacabras84 on January 07, 2017, 12:42:57 PM
Furthermore, this error happens only when BATDLLs type "2" are loaded.
With BATDLLs type "1" the plane cannot load in QMB, so for testing purpose I've applied an SD default skin and see, a different error occurs at spawn time.
I have stock BAT 29 parts, no expansion packs, haven't installed any DLL's so whatever I have is stock.
Selected F18 in QMB, flew normally, crashed in the mountains as intended  :-X

I wonder and that's a stretch but, could the issue be DLL / OS / 32/64 bit specific.
Windows XP 32bit here.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 12:47:37 PM
Thanks mate, good test!

I think the HD DLLs could be at issue here.  We are testing other sets and combos.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 07, 2017, 12:55:11 PM
Actually I'm glad that this is happening to me, at least I have the tools to dive deeper into this issue.
But not for today anymore ;)

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 01:03:01 PM
No worries Mike.  There could not be anyone better looking into this (as time allows of course). 
Title: Re: C.U.P. becomes B.A.T.
Post by: Chupacabras84 on January 07, 2017, 01:06:03 PM
I still cant play because I dont really have time to sit and set up everything, connect all my throttle quadrants, joystick and freetrack but from what I seen flying F18 right now, thats some top tier stuff.
I havent tried aviation systems and I expect them to lag a bit behind even dinosaur like LOFC but the physics feels more lively and better than LOFC IMO.
I also noticed velocity vector thing working on hud and I think it works correctly, back in the days I remember modmakers in MSFS9 had issues implementing it properly so I am really surprised to see it work in aviation grandpa IL2.
Also I think you did something to the cockpit view, I remember default view was stiff in place but now whenever I do a roll it jiggles a bit, freacking awesome, adds to fluidity and just feels awesome.

Cant wait till I have more time to just sit and jet over the sky and under the bridges.
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 07, 2017, 01:14:37 PM
I've just run a test on the F-18s, BAT with all current updates, #3 was last install. Original dlls. Windows XP 32bit also.

Ran like a dream, no issues at all
(https://s29.postimg.cc/e4jc6h7uv/2017_01_07_19_58_18.jpg) (https://postimg.cc/image/bzyz5e683/)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 01:30:28 PM
Us too mate, I suspect that there is a greater variation of results with different systems.  Its a specific setup, or mod issue though, not a wider problem.  Therefore we should be able to offer a solution as an addon option later on.
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 07, 2017, 01:42:45 PM
Chris is also on BATDLLs 2 - I am on BATDLLs 1 - We all have very different setups and use the threeway comparison to arrive at a common setup.

I am using the default BATSLLs 1 without a problem.  I am not using any JSGME mods btw.  Strange situation!
Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 07, 2017, 04:04:01 PM
Dear Monty;

   Would it be possible to make PAL’S MISSION PRO COMBO, PAL’S HUD CONFIG MOD, and PAL’S MINIMAP MOD optional again? I would really appreciate it. No matter what I
try for some reason my HUD gauges are weird size and are oval like. Thank-you for time and outstanding patience and help!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 04:45:55 PM
Dear Monty;

   Would it be possible to make PAL’S MISSION PRO COMBO, PAL’S HUD CONFIG MOD, and PAL’S MINIMAP MOD optional again? I would really appreciate it. No matter what I
try for some reason my HUD gauges are weird size and are oval like. Thank-you for time and outstanding patience and help!
What is your screenres?
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 07, 2017, 04:46:06 PM
Thanks for all the works done !

On my side, my problem with Yak-36 and Lancaster (for example, due to Hi-Rez) is now solved : I just have installed in the mod folders the original mods, with tga reduced to Lo-Rez normal condition, and have deleted the rest of these planes (msh, classfiles, etc).

Now, I just installed expansion 2, 3 et 4.

Woaw ! Thanks a lot !

I have just seen that the old Junkers W.34 (available here : http://www.sas1946.com/main/index.php/topic,10335.0.html (http://www.sas1946.com/main/index.php/topic,10335.0.html) has disappeared... it has been replaced by one of the early versions of the Junkers F.13 available here : http://www.sas1946.com/main/index.php/topic,50393.0.html (http://www.sas1946.com/main/index.php/topic,50393.0.html).

I think it would be good to have both mods, F.13 and W.34. If we replace the F.13 version present in BAT by the last available, there will not be conflict between both planes (which was the case with first version of the F.13). What do you think ? Would be good to have this one too :

(https://s23.postimg.cc/mv4o9atqz/w34.jpg) (https://postimg.cc/image/3q1ezjf2v/)

I have installed both mods manually in TGA and WAW, works fine ! Only problem is that when selecting W.34, it comes with F.13 default skin. But I made a new default tga-tgb skin, and it is OK now !
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 07, 2017, 05:19:24 PM
As a matter of interest I seem to recall a JSGME option in CUP for unlimited ammo but not the rockets and bombs, is that likely to make it into BAT too ?
Title: Re: C.U.P. becomes B.A.T.
Post by: PhantomII on January 07, 2017, 05:47:29 PM
Hello everyone I am new to Il-2. I downloaded B.A.T and install went smooth. I too was having problems with the F-18 until I disabled the chocks mod then it started working. I still have problems with some of the QMB missions not loading. Great mod btw and thanks to everyone involved.
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 07, 2017, 05:57:40 PM
@ Phantom read back a few pages in this thread , there are a couple of posts about this and how to fix it
Title: Re: C.U.P. becomes B.A.T.
Post by: PhantomII on January 07, 2017, 06:11:50 PM
I am also having the same problem with the F-4, AV-8, & F-5. I just tested them with the chocks mod enabled on singapore scramble red QMB and it loads to 100% then ctd. When I disable the chocks mod in jsgme it loads and I can fly them.
Title: Re: C.U.P. becomes B.A.T.
Post by: PhantomII on January 07, 2017, 06:21:31 PM
ok. thanks nyali
Title: Re: C.U.P. becomes B.A.T.
Post by: PhantomII on January 07, 2017, 07:01:25 PM
@jt189 on my setup I had to bind keys to each engine on the F-18 and start them individually using the I key.

@Kiwi I also have the 60% loading problem in DOF. I have found that if I minus out the instant log folder it will load faster and I can still keep my logfile turned on in config ini.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 07, 2017, 07:51:03 PM
...I think it would be good to have both mods, F.13 and W.34. If we replace the F.13 version present in BAT by the last available, there will not be conflict between both planes (which was the case with first version of the F.13). What do you think ? Would be good to have this one too...

Gaston, that is brilliant!  Thank you for the link and to Mission_BUG and gio963tto for the F13.  Consider it done.  BAT Expansion Pack Four...
Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 07, 2017, 09:15:12 PM
Dear Monty,

         Thanks for your reply! I am running 1680 x 1050, highest res I can run without distortion. Thanks!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 08, 2017, 02:07:46 AM
For the F-18 thing I've started a new thread here: https://www.sas1946.com/main/index.php/topic,53577.0.html
Please let's discuss it over there to keep this thread free of such chatter, thanks ;)

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: vegetarian on January 08, 2017, 03:38:20 AM
Thanks Monty, B.A.T. Expansion Pack Four - BATEP04.ZIP (Preview) fixed the Spit V cockpit frame and missing door bug. Wish my ISP was as responsive!

Cheers

Title: Re: C.U.P. becomes B.A.T.
Post by: shardana on January 08, 2017, 05:06:00 AM
Hi all, great upgrade of il-2 here, thanks to all but I must admit that after having installed everithing i'm having this problems:
1) fly by volume very low..... how can i solve it?
2) don't seem I can manage to change video settings, actually i get a three/fourth screen even if I try to change resolution, but when I do and go with the apply button the sistem crashes
3) every time I set new controls keys when I restart the game i get the standard controls keys not what I had changed,,,,,,,,
Title: Re: C.U.P. becomes B.A.T.
Post by: GEORGES44 on January 08, 2017, 05:47:20 AM
Hi all, great upgrade of il-2 here, thanks to all but I must admit that after having installed everithing i'm having this problems:
1) fly by volume very low..... how can i solve it?
2) don't seem I can manage to change video settings, actually i get a three/fourth screen even if I try to change resolution, but when I do and go with the apply button the sistem crashes
3) every time I set new controls keys when I restart the game i get the standard controls keys not what I had changed,,,,,,,,

For the 3), have you set conf.ini on "read-only" (right-click on conf.ini, then check properties)"?
Title: Re: C.U.P. becomes B.A.T.
Post by: spad42 on January 08, 2017, 06:39:56 AM
When i discovered BAT, I was like a baby in front of the christmas tree despite I'm 74 years old. Before, I enjoy TFM, NTFM, CUP but BAT is a must.Many thanks to you Monty and your team of modders.
I will help you by donate some euros to SAS if is possible without Pay Pal
I'm not a computer expert and BAT is all I need. For exemple, when I download all the BAT folders, I forgett the number 17 and the game don't work. I'm happy to learn in BAT manual the size of each folder and so I can fix my handling mistake.
This manual is very clear and crucial.

I have 3 small questions. First one : the screen WAW appear instead of that of DOF, JTW, and JTW 70 in TGA is OK. Why ?
Second one : I can't fly with map on my screen in the Monty's missions DOF and SCW (I don't try WAW and JTW missions). Is it because PAL mission pro combo is included in BAT ? My habit is to fly whith map from time to time. Can you resolve my problem?
Third one : Can i modify somes items like screen resolution, intro etc in conf.ini without breaking the game ? If somebody can send me a link to a conf.ini BAT compatible, I will be happy.
Spad 42
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 08, 2017, 08:14:29 AM
Hot damn!  Spad42 is as old as I am.  I didn't think that too many of us were still around, at least on this forum.  Spad, I can't answer any of your questions unfortunately but I'm just glad you are here.             
Title: Re: C.U.P. becomes B.A.T.
Post by: cgagan on January 08, 2017, 08:18:52 AM
Spad24, here's my conf.ini , based on a 1920x 1080 configuration

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=en

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
disableNetStatStatistics=0
showPilotNumber=0
showPilotPing=0
showPilotName=0
showPilotScore=0
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=0
showPilotACDesignation=0
showPilotACType=0
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.66875017
mapPadY=-0.047222223
viewSet=59
Intro=0
NoSubTitles=1
NoChatter=0
NoHudLog=1
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=1
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=1
noKillInfoHud=1
BlockMorseChat=1
SmallMapWPLabels=0
ShowMorseAsText=0
IconUnits=0
mapPadMode=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.39
LeanS=0.39
Raise=0.2
RubberBand=0.5

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=14
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=2
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=0
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Mods]
RandomSplash=1
netCallsign=
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 08, 2017, 08:43:27 AM
Hi Monty.

Firstly, ta very much for the Essex Long Hulls in BATEP03. Problem. None of the carriers in #JTW2 now have any catapult power to launch any jet, be it the Long Hulls or the Essex angle decks. The planes will jump to the cat, then just roll off the end of the carriers. Testing the same scenario in C.U.P. I do not have the same problem. The only variable I can define, is PAL'S Catapult Gear and Chocks Mod. http://www.sas1946.com/main/index.php?topic=48462.0

1. In C.U.P. I do not have the PAL catapult gear and chocks mod installed and the cat power functions normally.

2. I do not have the chocks mod enabled in the #JTW2 option in JSGME for B.A.T. However, it appears that the Cat Gear and Chocks mod came embedded in the BATEP03 download and I cannot disable it. Looking at your screenies of the F9F's taking off from a carrier, it does not appear that you have the chocks and gear mod enabled and are getting a normal launch.

I know you have enough on your plate at the moment, so when you find time, will appreciate it if you can take a look at this.

Regards,

Bergkamp


Title: Re: C.U.P. becomes B.A.T.
Post by: kalsonic12 on January 08, 2017, 09:01:01 AM
Does this work well with 4.13.2?

Edit: Nevermind. I've just finished downloading the PDF. Doesn't work with 4.13.2.
Title: Re: C.U.P. becomes B.A.T.
Post by: btasm on January 08, 2017, 09:19:10 AM
I’ve avoided posting in the hope that someone else would mention this issue and perhaps an answer would be forthcoming. Also wanted to see if I could work it out on my own. However, I am at a loss.

I’ve experienced a problem somewhat similar to the F-18 issue mentioned above and which seems to be aircraft related, to wit:

There are a number of aircraft when selected in QMBPro that, when the mission starts, results in the dreaded no cockpit/blue sky screen. Doesn’t matter what map or mission. It’s not a function of switching eras nor of switching sides (Red/Blue). So far, I’ve seen it in WAW and JTW (haven’t tested other eras). The aircraft include: all Beaufighters; Blenheim MkIVF; DH98 Mosquito, 1942; Lancaster; some, but not all, of the P-38s; all F-18s and F-16s in JTW, etc. This is only a partial list and, as you can see, rather random. There are others. Oddly, I haven’t yet located a German, Russian, or Japanese aircraft that causes this problem, but quite honestly, I grew tired of testing.

This occurs in BAT through BATEP03 and a “clean” install of BAT (no expansion packs). It doesn’t matter what JSGME mods I have chosen or whether any were chosen. I had been using CUP from the get-go and did not experience any issues. Windows 8.1.

PS: Sorry. Now see that I failed to shorten log file.

Here’s the tail end of the Log File. (Beaufighter Mk1C, 1941, BAT_Besserabia, RedNone00. I hope I copied it correctly. Thanks for any help and all of your work.

PPS: I've edited this entry to the point where the internal errors appear. I've tried to use the code tag option, but can't seem to get it to work.

Also, I failed to note that when these aircraft are selected, in the view mode, the a/c either don't appear or are pink.




Code: [Select]
[4:10:57 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[4:10:57 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[4:10:57 PM] FM called 'FlightModels/BeaufighterMk1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:10:57 PM] FM called 'FlightModels/Bristol-Hercules.emd' is being loaded from Alternative File: 'gui/game/buttons'
[4:10:57 PM] Motor resolveFromFile starter = 0
[4:10:57 PM] Motor resolveFromFile starter = 0
[4:10:57 PM] FM called 'FlightModels/Bristol-Hercules.emd' is being loaded from Alternative File: 'gui/game/buttons'
[4:10:57 PM] Motor resolveFromFile starter = 0
[4:10:57 PM] Motor resolveFromFile starter = 0
[4:10:57 PM] Flight Model File FlightModels/BeaufighterMk1.fmd contains no Mach Drag Parameters.
[4:10:57 PM] FM called 'FlightModels/BeaufighterMk1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:10:58 PM] INTERNAL ERROR: Can't open file '3DO/Cockpit/G4M1-11-TGun/BeaufighterMk10.him'
[4:10:58 PM] WARNING: object '3DO/Cockpit/G4M1-11-TGun/BeaufighterMk10.him' of class 'HIM' not loaded
[4:10:58 PM] INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/G4M1-11-TGun/BeaufighterMk10.him
[4:10:58 PM] INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/G4M1-11-TGun/BeaufighterMk10.him
[4:10:58 PM]
[4:10:58 PM] java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/G4M1-11-TGun/BeaufighterMk10.him
[4:10:58 PM]
[4:10:58 PM] at com.maddox.il2.engine.HierMesh.Load(Native Method)
[4:10:58 PM] at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
[4:10:58 PM] at com.maddox.il2.objects.air.Cockpit.<init>(Cockpit.java:882)
[4:10:58 PM] at com.maddox.il2.objects.air.CockpitGunner.<init>(Unknown Source)
[4:10:58 PM] at com.maddox.il2.objects.air.CockpitBEAU10Gun.<init>(CockpitBEAU10Gun.java:96)
[4:10:58 PM] at java.lang.Class.newInstance0(Native Method)
[4:10:58 PM] at java.lang.Class.newInstance(Unknown Source)
[4:10:58 PM] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3545)
[4:10:59 PM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2858)
[4:10:59 PM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1665)
[4:10:59 PM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[4:10:59 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1343)
[4:10:59 PM] at com.maddox.il2.game.Mission._load(Mission.java:761)
[4:10:59 PM] at com.maddox.il2.game.Mission.access$6(Mission.java:732)
[4:10:59 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
[4:10:59 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[4:10:59 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[4:10:59 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[4:10:59 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[4:10:59 PM] java.io.FileNotFoundException
[4:10:59 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[4:10:59 PM] at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
[4:10:59 PM] at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
[4:10:59 PM] at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
[4:10:59 PM] at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1398)
[4:10:59 PM] at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1369)
[4:10:59 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1356)
[4:10:59 PM] at com.maddox.il2.game.Mission._load(Mission.java:761)
[4:10:59 PM] at com.maddox.il2.game.Mission.access$6(Mission.java:732)
[4:10:59 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
[4:10:59 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[4:10:59 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[4:10:59 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[4:10:59 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[4:10:59 PM] INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/BeaufighterMkI/SR-I-15Bis_SCW_Rep_CA137 (3).bmp'
[4:10:59 PM] INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/BeaufighterMkI/SR-I-15Bis_SCW_Rep_CA137 (3).bmp' size: 0 != 512 | 1024
[4:10:59 PM] fps:2 avg:432 max:1000 min:1 #fr:10236
[4:10:59 PM] cannot open file for reading
[4:10:59 PM] Cannot open audio file samples/null.wav
[4:10:59 PM]
[4:10:59 PM] ObjState.finalize: Object of com.maddox.il2.objects.air.CockpitBEAU10Gun NOT destroyed
[4:10:59 PM] ERROR file: File users/doe/Icons not found
[4:10:59 PM] Mission: QuickQMBPro/BAT_Bessarabia/BAT_Bessarabiarednone00.mis is Playing
[4:10:59 PM] warning: no files : music/inflight
[4:11:04 PM] fps:660 avg:474 max:1000 min:1 #fr:13487
[4:11:09 PM] fps:680 avg:504 max:1000 min:1 #fr:16876
[4:11:14 PM] fps:680 avg:527 max:1000 min:1 #fr:20275
[4:11:19 PM] fps:680 avg:544 max:1000 min:1 #fr:23660
[Jan 8, 2017 4:11:24 PM] -------------- END log session -------------

Title: Re: C.U.P. becomes B.A.T.
Post by: SGT68 on January 08, 2017, 09:23:17 AM
pls use the insert code tag to post a log. Dont cut and paste direct.
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 08, 2017, 09:29:33 AM
I can confirm Bergcamp's findings with catapult launches, there is next to no power in the cats, changing the date to increase cat power has no effect.  ::(
Title: Re: C.U.P. becomes B.A.T.
Post by: DougW60 on January 08, 2017, 09:33:02 AM
Quote
Does this work well with 4.13.2?

Kalsonic - first, welcome to the forum.  You will find a lot of information regarding all the mods here and a lot of people will help you but you are encouraged to read the posts regarding the mod you have a question about.  You may find some not-so-friendly replies to this question because it shows that you have not read the mod forum posts or read the new members guide.  I recommend you read the posts before asking a question. You will learn much.

in short - No, BAT will not work with 4.13.2
Title: Re: C.U.P. becomes B.A.T.
Post by: kalsonic12 on January 08, 2017, 09:46:20 AM
Quote
Does this work well with 4.13.2?

Kalsonic - first, welcome to the forum.  You will find a lot of information regarding all the mods here and a lot of people will help you but you are encouraged to read the posts regarding the mod you have a question about.  You may find some not-so-friendly replies to this question because it shows that you have not read the mod forum posts or read the new members guide.  I recommend you read the posts before asking a question. You will learn much.

in short - No, BAT will not work with 4.13.2

Considering it wasn't mentioned in the first post of this thread and that my download speeds are having issues right now, I thought a simple question of whether it would work or not with a particular version of IL-2 wouldn't hurt. Didn't realised it was so easy to offend people here, if that's what you're implying.

I've actually asked this similar question before regarding CUP, so I was wondering if there were any updates to see if it works now with 4.13.2.
Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 08, 2017, 09:57:33 AM
@jt189 on my setup I had to bind keys to each engine on the F-18 and start them individually using the I key.

@Kiwi I also have the 60% loading problem in DOF. I have found that if I minus out the instant log folder it will load faster and I can still keep my logfile turned on in config ini.

PhantomII
already tried it before I even posted the problem with the bird.
Title: Re: C.U.P. becomes B.A.T.
Post by: spad42 on January 08, 2017, 10:04:02 AM
Hot damn!  Spad42 is as old as I am.  I didn't think that too many of us were still around, at least on this forum.  Spad, I can't answer any of your questions unfortunately but I'm just glad you are here.           

In french we say : c'est dans les vieux pots que l'on fait la meilleure soupe. In my poor english : that is in olds pots we make the best soup.
We have chance to live today for flying  so much interesting campaign.
I resolve my problem of map but thank you for you response.
Title: Re: C.U.P. becomes B.A.T.
Post by: spad42 on January 08, 2017, 10:11:52 AM
Thank you C gagnan for your conf.ini, i try it for my config
Title: Re: C.U.P. becomes B.A.T.
Post by: DougW60 on January 08, 2017, 10:42:34 AM
Kalsonic:

Quote
I've actually asked this similar question before regarding CUP, so I was wondering if there were any updates to see if it works now with 4.13.2.

I believe you just made my point.  Consider this, if you were to put together similar to what these guys did, then wrote a comprehensive guide, that when read, will preclude a question like this, but then to have someone ask such a question - what does that tell you?

I'm mentioning this so you will have a more enjoyable experience interacting with members of this forum.
Title: Re: C.U.P. becomes B.A.T.
Post by: PhantomII on January 08, 2017, 10:46:08 AM
jt189

ok. No problem  :)
Title: Re: C.U.P. becomes B.A.T.
Post by: hoddyman on January 08, 2017, 10:55:05 AM
I installed BAT over a stock IL2 installation from the original DVD upgraded to 4.12.2 , and it worked wonderfully. I then attempted to install the #3 upgrade package, and I got a 60% crash on startup with WAW and with JTW, but not with TGA, or DOF. I restored my backups of the previous BAT files for WAW and JTW, and things worked again, but I've noticed that two of my Japanese planes in WAW are now pink- the A7M and the Yokosuka R2Y1. I did everything according to instructions, and I hadn't even engaged any JSGME mods or anything- so what's up with that?
Title: Re: C.U.P. becomes B.A.T.
Post by: Taxman on January 08, 2017, 11:12:59 AM
Hot damn!  Spad42 is as old as I am.  I didn't think that too many of us were still around, at least on this forum.  Spad, I can't answer any of your questions unfortunately but I'm just glad you are here.           

Hi ol' Navy and Spad42,  at 74 here and turning 75 on March 24th.  I have been around a long time in the WWII CFS community.  If have a problem is when I would post and get the right answers. that is specially true here at sas1946.  I also try to RTFM before but you both know about brain frats, I know I get them :D
Title: Re: C.U.P. becomes B.A.T.
Post by: spad42 on January 08, 2017, 11:33:01 AM
Hello, on my post #287 I ask 3 questions. I find how to see map in flight it was a mis handling. No response necessary. For the third one i have a response fromC gagnan  post #289 .The third is for modders only i suppose.
Thank you for the community. I'm french and some post are difficult to reply for me.
Title: Re: C.U.P. becomes B.A.T.
Post by: pilotpimpf on January 08, 2017, 11:39:47 AM
Hmmmm , 72 here and I read and continue to read the manual and so far no glitches as yet.
To be honest I gave up with CUP but this installs so easily if you RTFM , and as yet I have to explore all of BAT as theres so much of it.
Thank goodness Im on permenant holiday (retirement ) so have an abundance of time to explore this and VP's mod pack, both of which have there place.

And does his install over 4.13 ?.......................... :D :D :D ( just in case I'm joshing )
Title: Re: C.U.P. becomes B.A.T.
Post by: rkalhorn109 on January 08, 2017, 12:20:12 PM
This is a wonderful new development in the IL-2 modding world! My thanks to the Hangar-19 Team.  ;D  I had given up on updating CUP after WAW Part 22.  Still love CUP, though.

For a while I had a problem with BAT 1-29 downloads being corrupted (I suspect my Kaspersky antivirus might be the culprit), but now that's straightened out and I'm exploring the vast number of maps available even in QMB.
Title: Re: C.U.P. becomes B.A.T.
Post by: Darth_Dooboss on January 08, 2017, 12:54:39 PM
Hi all mates.

I have detected a problem with the compass heading on Me 262A2.The course is always wrong.

The BAT is superb and awesome!!!

Thanks to all people involved in this beauty ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: 361st_Hoss on January 08, 2017, 12:56:34 PM
Thanks Simon, it's looking better than CUP for me with the selecter.exe constantly disappearing when I switch eras. Just once in awhile now...... Freakin Bit Defender.... Never bothers HSFX, BoS/BoM, DCS installs..... Just CUP/BAT

Hoss
Title: Re: C.U.P. becomes B.A.T.
Post by: PARALLAX on January 08, 2017, 01:38:25 PM
not sure if i did this right:

1) copied a fresh 4.12.2m steam install to a separate directory
2) applied the mega patch linked in the manual
3) ran the the installer

when i start the game with DOF selected, and try to start a new campaign, i notice that all the original il2 campaigns for ww2 are there, and i cant find any ww1 campaigns, although it looks like some of the country names changed. Similar results with the other eras. The splash screens show up, and it looks like some new planes and maps have been added; seems like the special effects and graphics mods are working. Are the campaigns and mission packs supposed to be downloaded separately?

in particular, i am interested in playing montys's dawn of flight campaigns; in the instructions it is noted that these settings must be applied, but they do not show up for me:

Quote
IMPORTANT SETTINGS:
JSGME ENABLE - #CUP_Forgotten Countries - Make sure this is ON or aircraft selection may be broken.
JSGME DISABLE - #CUP_MissionProCombo-v4122 - Make sure this is OFF or aircraft selection may be broken

are there any other components that i need to install to run those campaigns?

Title: Re: C.U.P. becomes B.A.T.
Post by: cgagan on January 08, 2017, 02:20:24 PM
Parallax, take the time and read the B.A.T manual; you'll find that Mission ProCombo by BenitoMusso and other mods previously activated through JSGME are now incorporated in the actual game
Title: Re: C.U.P. becomes B.A.T.
Post by: johnpaulgeorgeandringo on January 08, 2017, 02:40:16 PM
Hi Spad42 .
Thanks for asking the 3 questions .
I have exactly the same things going on in my BAT install .
I'm 66 years old so I guess its you me and old navy representing the seniors :)
Yours sincerely johnpaulgeorgeandringo

P.S. A BIG THANKYOU to Monty & ALL the modders out there for all the wonderful work
Title: Re: C.U.P. becomes B.A.T.
Post by: mikojan3 on January 08, 2017, 03:00:52 PM
good evening to everyone. i wish knows the class file of merge effect in contrasting with the classfile of engine mod 2.7 of b.a.t, because if install the merge effect  he work good just 2 minutes ,and the sim go in crash, if i delete the classfile of merge effect, worked fine but much effect for exsample the tipically ballon fire in mid air if i shot down a aircraft enemy is missing ,anyone know because this problem . i have resolved with the engine mod of western but with this mod the beautifull flyby for but is missing i want this because  i love this effect ufff anyone can help me and sorry for my bad english
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 08, 2017, 03:23:08 PM
@ Parallax - search for the CUP campaigns by Monty and manually download then install them. They are NOT included in the BAT downloads
Title: Re: C.U.P. becomes B.A.T.
Post by: RDDR Hangar19 on January 08, 2017, 03:47:23 PM
Hi Guys,
Just reading some of the posts on the thread here and hope everyone is doing well. There are always going to be
a few glitches here and there, but it seems like most folks have everything under control. B.A.T is solid
The manual will be your saving grace for sure.
Monty spent a great amount of time working on it. The answers are in that manual. I think of it as a book!!
Lots more on the way. Getting our Hangar up and back online is a real priority. Hopefully very soon.
All The Best to Everyone,

RDDR Hangar19

 
Title: Re: C.U.P. becomes B.A.T.
Post by: ohasha on January 08, 2017, 04:47:56 PM
Hi Guys, funnily enough iv'e been dormant regarding IL2 for a good year or two and came back just after this was released. Seems to be mainly good but a few glitches errors I've encountered are the Sands of Time map (default 4.12.2) does work/load correctly when using the WAW package but works fine using stock game (Haven't checked other packages), the F-18s are missing their objects/actual aircraft in the Jet Age Package although their titles are still choose-able, the F-16s are there and can be chosen but there is no cockpit view and you cannot actually control it and the MI-24 Hind has a default skin of bright pink  ;D Have I installed wrong or are these just some minor bugs?

Cheers
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 08, 2017, 05:31:25 PM
Hi Spad42 .
Thanks for asking the 3 questions .
I have exactly the same things going on in my BAT install .
I'm 66 years old so I guess its you me and old navy representing the seniors :)
Yours sincerely johnpaulgeorgeandringo

P.S. A BIG THANKYOU to Monty & ALL the modders out there for all the wonderful work

Over the years I have been known to "represent" a few things, but according to my bride of the past 53 years, I ain't done some of them so well (even though I have always thought I was doing a super job).  Yep, it is up to us few to fly the dubious banner for getting old.  Just gotta keep asking those stupid questions here, and use the age excuse for stupidity.  And to hope these young, smart guys keep helping us out. 
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 08, 2017, 05:51:02 PM
Hi Guys, funnily enough iv'e been dormant regarding IL2 for a good year or two and came back just after this was released. Seems to be mainly good but a few glitches errors I've encountered are the Sands of Time map (default 4.12.2) does work/load correctly when using the WAW package but works fine using stock game (Haven't checked other packages), the F-18s are missing their objects/actual aircraft in the Jet Age Package although their titles are still choose-able, the F-16s are there and can be chosen but there is no cockpit view and you cannot actually control it and the MI-24 Hind has a default skin of bright pink  ;D Have I installed wrong or are these just some minor bugs?

Cheers

This all describes BATDLLs - There is a choice of 2 sets because of the requirements for the HD Mod. All types of setup are catered for - Its astonishing that you have taken the time to post all of this but have not got as far as reading Page-6 of the Manual, why bother?

(http://i.imgur.com/uforCxg.jpg)

Title: Re: C.U.P. becomes B.A.T.
Post by: ohasha on January 08, 2017, 06:39:48 PM
My bad I read that part of the manual but had no idea what Bat dlls were. Cheers for the clarification
Title: Re: C.U.P. becomes B.A.T.
Post by: Forager on January 08, 2017, 06:58:17 PM
SAS~Monty27,
Thank you for bothering.
The Manual is amazing and well....amazing.
 
Your patience is too, in your shoes I would be sorely tempted to reply in much harsher terms than you have done when people cannot  use available information to at least try to sort out issues, usually self inflicted.

The fact that BAT works for most, in a world of infinite computer setups, is a testament to the time and effort you and all others involved have put forth for all of us and given freely.

The world is full of idiots, there are bound to be a few of us here, do not let us get through to you.

Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 08, 2017, 07:10:13 PM
My bad I read that part of the manual but had no idea what Bat dlls were. Cheers for the clarification

Fair enough;  most of the manual is credits and links.  Everything is carefully accounted for.  For the player the first ten pages and the last, before the Expansion pack descriptos, are actually pretty useful and answer a lot of questions.  Anyway most of us are idiots some of the time, just ask my wife...
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 08, 2017, 07:25:06 PM
only some of the time, your joking, according to mine its ALL of the time lol  :P

seriously though, apart from my questions about alternate installs [ already answered ] ; the JSGME option for unlimited ammo [ bombs limited ] which used to be in CUP. Just about EVERYTHING a user [ie. ME ] could need to find out IS IN THE MANUAL.

I KNOW BECAUSE I LOOKED   :-|

but on a serious note - because of all the 'its broke' , ' i cant find' questions and comments on here, I've certainly used more planes and maps than I ever did with CUP while checking for myself.

Post war Catapults i can confirm are an issue though, no power since last patch #3
Title: Re: C.U.P. becomes B.A.T.
Post by: baggo on January 08, 2017, 07:42:51 PM
never mind simon it will all work out,ive done a bat download by the book,....it works,ive put bat over a cup install....it works,what I did do before all this was RTFM.sure there will be some glitches when something this involved is attempted,but cmon guys read a bit before complaining.and weve got the easiest install of il 2,and all its works weve ever had,a natural follow on from cup.....I for one say thanks guys to all involved,yeah lets sort out the bugs and glitches,but remember the great amount of work involved in this venture and be thankfull it really can only get better.kev.
Title: Re: C.U.P. becomes B.A.T.
Post by: Venator77 on January 08, 2017, 07:46:19 PM
Wow i'm late to the party. But holy crap this is amazing! It might even solve the problems I was having with CUP. Can't wait to try it out.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 08, 2017, 07:51:32 PM
Hi all, great upgrade of il-2 here, thanks to all but I must admit that after having installed everithing i'm having this problems:
1) fly by volume very low..... how can i solve it?
2) don't seem I can manage to change video settings, actually i get a three/fourth screen even if I try to change resolution, but when I do and go with the apply button the sistem crashes
3) every time I set new controls keys when I restart the game i get the standard controls keys not what I had changed,,,,,,,,

Hello shardana, long time! 

These are all issues around installing vanilla Il2 on a new machine where the hardware sort of has to be 'tuned down' to talk to it properly;

Specifically:
1) fly by volume very low..... how can i solve it?
PC Speaker Configuration Sound Manager - Nothing to do with the game, check for simple stereo, avoid digital and 7.1 speaker etc.

2) don't seem I can manage to change video settings, actually i get a three/fourth screen even if I try to change resolution, but when I do and go with the apply button the sistem crashes
Changed manually here in Conf.INI

[window]
//width=1360
//height=768
width=1440
height=900

3) every time I set new controls keys when I restart the game i get the standard controls keys not what I had changed,,,,,,,,
Import 'Users' folder is the quickest way.  Otherwise make sure Conf.INI is not set to readonly.





Title: Re: C.U.P. becomes B.A.T.
Post by: Dastardly on January 08, 2017, 08:18:40 PM
Thanx Monty
especially appreciate your (seemingly infinite) patience!! :)
fully updated. The JTW problem appears to be PALS chockmod. Repeated test: Reset QMB default settings, F5e (air start, level off, eject, CTD before the plane hits the ground! No chocks no probs, dont no if this has something to do with mikes issue?
This is the update I meant for the Me 262 HG.IV: mediafire.com/file/bohy083s08uwuht/hierHGIV.him, but there might be a more up-to-date cockpit fix in the thread.

All in all in awe, looking forward to BAT's development
(XP, selector RAM allocated 768MB)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 08, 2017, 08:27:57 PM
Thanx Monty
especially appreciate your (seemingly infinite) patience!! :)
fully updated. The JTW problem appears to be PALS chockmod. Repeated test: Reset QMB default settings, F5e (air start, level off, eject, CTD before the plane hits the ground! No chocks no probs, dont no if this has something to do with mikes issue?
This is the update I meant for the Me 262 HG.IV: mediafire.com/file/bohy083s08uwuht/hierHGIV.him, but there might be a more up-to-date cockpit fix in the thread.

All in all in awe, looking forward to BAT's development
(XP, selector RAM allocated 768MB)

This is why we left Chocks mod as a JSGME option.  Nobody's fault, just difficult sometimes to install the individual efforts of so many modders.  Thanks for your patience too.  Without a little faith, a little trust even, the project is dead from the start.  Instead, so many of us have rolled up our sleeves and got to work together on something we love.  The monster behometh Il2 Supermod - B.A.T. - We love it!  8) 8) 8) 8) 8)

I thought we already had Radge's Cockpit update in the HGIV.  Will check again to see if its all working as advertised...  :)

only some of the time, your joking, according to mine its ALL of the time lol  :P

seriously though, apart from my questions about alternate installs [ already answered ] ; the JSGME option for unlimited ammo [ bombs limited ] which used to be in CUP. Just about EVERYTHING a user [ie. ME ] could need to find out IS IN THE MANUAL.

I KNOW BECAUSE I LOOKED   :-|

but on a serious note - because of all the 'its broke' , ' i cant find' questions and comments on here, I've certainly used more planes and maps than I ever did with CUP while checking for myself.

Post war Catapults i can confirm are an issue though, no power since last patch #3

Hi nyali

Catapults.ini is inside each STD.../,,,Objects alongside Static.ini etc.

Here's how it works; this is a typical entry in catapults.ini.

[USSIntrepidCV11_1970] - The ship name can be found inside chief.ini, so you can easily add other carriers if any are missing.
dCatapultOffsetX 6.9       - Coordinate for T-Bar, you can change these and observe result or copy settings from a similar ship.
dCatapultOffsetY -41       - Coordinate for T-Bar, you can change these and observe result or copy settings from a similar ship.
dCatapultYaw   -1.6          - Coordinate for T-Bar, you can change these and observe result or copy settings from a similar ship.
dCatapultOffsetX2 24.6      - Coordinate for T-Bar, you can change these and observe result or copy settings from a similar ship.
dCatapultOffsetY2 -45        - Coordinate for T-Bar, you can change these and observe result or copy settings from a similar ship.
dCatapultYaw2   -1.6     - Coordinate for T-Bar, you can change these and observe result or copy settings from a similar ship.
catapultPower     22             - These are the critical numbers, too high will tear your aircraft apart on launch.
catapultPowerJets  35        - ...too low will fail to launch it with enough energy.
bSteamCatapult 1              - Special effect for some ships

Prior to launch, consider your payload and onboard fuel.

Looking at the impressive new loadouts for the Phantom II we might well require a touch more power on the cat.  You get to be your own 'shooter', once you know your way around the files.

Let's try this -

[USSOriskanyCV34_1970]
dCatapultOffsetX 6.9
dCatapultOffsetY -41
dCatapultYaw   -1.6
dCatapultOffsetX2 24.2
dCatapultOffsetY2 -43.6
dCatapultYaw2   -1.6
catapultPower     22
catapultPowerJets  45 - Stepped up the power here, let's look at the result.
bSteamCatapult 1

I will step up the settings, for some of the later carriers,  for BATEP04.  But you can also adjust them anytime.

(http://i.imgur.com/M4KFszE.jpg)

When we get into the Middle East and Vietnam Campaigns that are coming, mission builders should note CAT-Power used and know where it is.  This is just another example of the extreme flexibility of B.A.T. putting power and control of the sim in the hands of the user.

NOTAMS:
B.A.T. has moved Catapults.ini to its current home inside the STD folder.  Adding your own engineMOD versions will reinstate another, higher priority catapults.ini and negate the B.A.T. version.



Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 08, 2017, 08:46:17 PM
Hi Guys, funnily enough iv'e been dormant regarding IL2 for a good year or two and came back just after this was released. Seems to be mainly good but a few glitches errors I've encountered are the Sands of Time map (default 4.12.2) does work/load correctly when using the WAW package but works fine using stock game (Haven't checked other packages), the F-18s are missing their objects/actual aircraft in the Jet Age Package although their titles are still choose-able, the F-16s are there and can be chosen but there is no cockpit view and you cannot actually control it and the MI-24 Hind has a default skin of bright pink  ;D Have I installed wrong or are these just some minor bugs?

Cheers

This all describes BATDLLs - There is a choice of 2 sets because of the requirements for the HD Mod. All types of setup are catered for - Its astonishing that you have taken the time to post all of this but have not got as far as reading Page-6 of the Manual, why bother?

Yes sir, Monty!  Both versions of Sands of Time (1C/Maddox & Redko) were tested   ;)

ohasha, if you still have problems with the map just let me know...

Dennis
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 08, 2017, 08:49:05 PM
I know that, because it works.  Always fun working with you mate...  ;D

When i discovered BAT, I was like a baby in front of the christmas tree despite I'm 74 years old. Before, I enjoy TFM, NTFM, CUP but BAT is a must.Many thanks to you Monty and your team of modders.
I will help you by donate some euros to SAS if is possible without Pay Pal
I'm not a computer expert and BAT is all I need. For exemple, when I download all the BAT folders, I forgett the number 17 and the game don't work. I'm happy to learn in BAT manual the size of each folder and so I can fix my handling mistake.
This manual is very clear and crucial.

I have 3 small questions. First one : the screen WAW appear instead of that of DOF, JTW, and JTW 70 in TGA is OK. Why ?
Second one : I can't fly with map on my screen in the Monty's missions DOF and SCW (I don't try WAW and JTW missions). Is it because PAL mission pro combo is included in BAT ? My habit is to fly whith map from time to time. Can you resolve my problem?
Third one : Can i modify somes items like screen resolution, intro etc in conf.ini without breaking the game ? If somebody can send me a link to a conf.ini BAT compatible, I will be happy.
Spad 42

First one : the screen WAW appear instead of that of DOF, JTW, and JTW 70 in TGA is OK. Why ?
I don't understand this question, can you clarify please?

Second one : I can't fly with map on my screen in the Monty's missions DOF and SCW (I don't try WAW and JTW missions). Is it because PAL mission pro combo is included in BAT ? My habit is to fly whith map from time to time. Can you resolve my problem?
This is an issue for a small number of players, none of the Hangar19 team have ever had problems with the in-flight map or HUDMOD.  I will make a special Retro-Fit, for people who want it, that will make the HUDMODs into JSGME options again.  Meanwhile, you can easily de-activate the folder Classes_Activators by putting a minus in front of it (rename).

Third one : Can i modify somes items like screen resolution, intro etc in conf.ini without breaking the game ? If somebody can send me a link to a conf.ini BAT compatible,

Yes, always edit conf.ini direct, never in game.  Check out this thread.

http://www.sas1946.com/main/index.php?topic=9756.0
Title: Re: C.U.P. becomes B.A.T.
Post by: UberDemon on January 08, 2017, 08:58:26 PM
Monty,

Long time no see.  Been way busy with work, so I decided to drop by to see how IL-2 is coming along, and I see this.  Wow.  Well done mate.

UD/DZZ
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 08, 2017, 09:15:53 PM
Happy new year mate, hope its all going well with you...
Title: Re: C.U.P. becomes B.A.T.
Post by: hoddyman on January 08, 2017, 09:38:33 PM
I got it all sorted out- I just had to add the expansion mods sequentially, and install the alternate set of DLL's! Yahoo. It works!
Title: Re: C.U.P. becomes B.A.T.
Post by: UberDemon on January 08, 2017, 10:01:43 PM
Happy new year mate, hope its all going well with you...

Happy new year to you as well.  My resolution for this year is more beer.
Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 08, 2017, 11:25:48 PM
Dear Monty,

 I got everything to work! Thanks for everything. I was wondering if PAL QMB PRO could interfere with static campaigns, and if would be possible to make it optional also. In some campaigns after hitting apply and the new mission loads, a notice pops-up saying I don't have enough rank to fly in assigned position?
Also when loading a single mission or campaign, it will get stuck loading at 100%,( am using DLL 02, so I could fly F-18!), and what "fixed" it was playing a track first then loading the campaign/single mission. Never seen this before. Happens in all modules from time to time. Thank-you for all your time, effort, and help!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 08, 2017, 11:44:08 PM
Dear Monty,

 I got everything to work! Thanks for everything. I was wondering if PAL QMB PRO could interfere with static campaigns, and if would be possible to make it optional also. In some campaigns after hitting apply and the new mission loads, a notice pops-up saying I don't have enough rank to fly in assigned position?
Also when loading a single mission or campaign, it will get stuck loading at 100%,( am using DLL 02, so I could fly F-18!), and what "fixed" it was playing a track first then loading the campaign/single mission. Never seen this before. Happens in all modules from time to time. Thank-you for all your time, effort, and help!

This is solved by starting the campaign at the highest rank, a common workaround for FMB Scripted campaigns.  Another method I like to use, which does allow for any rank, is to ensure the player is setup in FMB as distinctly different from the AI; ie, different squadron, even nationality.  There are many variations that ensure the player has only one place to start from when the mission loads.  If you leave it too 'open' the MissionPRO does tend to get in there and interfere.  I used to favour turning it off but didn't think that anyone else agreed with that.

Title: Re: C.U.P. becomes B.A.T.
Post by: ohasha on January 09, 2017, 12:06:26 AM
Hi Monty cheers for the help before however I now have another issue  :-[ although I believe I had this issue back in the 4.101 DBW 1.71 days so it may be something wrong with the actual object. Anyway i'm talking about object 713 RadarTower_Transmiter1 and the objects that look similar to it. The object appears in the preview window thingy in the fmb but when placed on the map it doesn't appear.

Any suggestions?
Cheers
Title: Re: C.U.P. becomes B.A.T.
Post by: Sakura_Matou on January 09, 2017, 03:37:24 AM
Hey monty can we have an option to restore default sounds? I'm having issues with some of the Ai Aircraft nor having engine sound and gunfire can be very quiet and nearly silent. Thanks!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 09, 2017, 03:51:29 AM
Hey monty can we have an option to restore default sounds? I'm having issues with some of the Ai Aircraft nor having engine sound and gunfire can be very quiet and nearly silent. Thanks!

...too vague, no understand, WAW module, gotta be JTW, maybe TGA, DOF sounds???????????????????????????????????...

Please consider: Vagueness kills moderators...

Despite this I know the sounds to be superb throughout B.A.T.  This is most likely a hardware issue, already discussed earlier, (on the previous page in fact) whereby your sound software is set beyond Il2's limits.  Seen it, and heard it, again and again this week...
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 09, 2017, 04:08:50 AM
Hi Monty.

Don't know if you saw my reply @ #290. I saw your earlier reply to nyali and have tried altering the catapult value in the ini file to no avail. Still no power in the cats. I will extract the files in BAT04/JTW45 as that is where the change in cat power happened. I will let you know what I find.

Regards,

Bergkamp
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 09, 2017, 04:15:27 AM
Catapult.ini is in #JTW2/STD/......./objects/catapult.ini

As of BATEP03 these entries are near the top

Code: [Select]
[USSBoxerCV21_48]
dCatapultOffsetX 9
dCatapultOffsetY -126
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -137.5
catapultPower   16
catapultPowerJets 22

[USSBoxerCV21_51]
dCatapultOffsetX 9
dCatapultOffsetY -126
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -137.5
catapultPower   16
catapultPowerJets 22

[USSKearsargeCV33_46]
dCatapultOffsetX 9
dCatapultOffsetY -126
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -137.5
catapultPower   16
catapultPowerJets 22

[USSTarawaCV40_47]
dCatapultOffsetX 9
dCatapultOffsetY -126
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -137.5
catapultPower   16
catapultPowerJets 22

[USSValleyForgeCV45_50]
dCatapultOffsetX 9
dCatapultOffsetY -126
dCatapultOffsetX2 27.6
dCatapultOffsetY2 -137.5
catapultPower   16
catapultPowerJets 22

These entries have a direct effect in game unless you have another catapult.ini somewhere loading higher, not from me.  I recommend a quick search for a an extra catapults.ini in your mod folder.

The *.inis are never compressed and will not be in any SFS file where you can't instantly get at them.  The carriers themselves have a single relevant parameter; they are defined as carriers (airports).  All the cat action is down to SASEngineMOD and the Catapult.ini entries.  These should have worked for you right away unless something else was blocking them.

Activating '#JTW_00_PAL-ChocksMOD' gives me a 6dof error on launch for the F6F4's.  Despite assurances to the contrary I have never seen the ChocksMOD working in a Navy setting and compatibility with the latest SASEngineMOD and Western's patches continues to prove elusive.  I have disabled #JTW_00_PAL-ChocksMOD. Its no use for Navy flying and on my delete list right now...

Thanks to Asheshouse for these beautiful ships:

(http://i.imgur.com/qcdSuB8.jpg)

Note the position of the T-Bar start.  I moved it around a little until it was just right.

(http://i.imgur.com/bMHgbuu.jpg)

Even fully loaded Panthers have no trouble.  You don't want to set the power too high though or they launch like balsa wood rockets!

(http://i.imgur.com/oGZbQZE.jpg)





Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 09, 2017, 05:04:51 AM
Hi Monty cheers for the help before however I now have another issue  :-[ although I believe I had this issue back in the 4.101 DBW 1.71 days so it may be something wrong with the actual object. Anyway i'm talking about object 713 RadarTower_Transmiter1 and the objects that look similar to it. The object appears in the preview window thingy in the fmb but when placed on the map it doesn't appear.

Any suggestions?
Cheers

Yep, sounds like the old Canon UK objects.  Famously they only work with Perfect settings in your conf.ini, and therefore not in DirectX at all.  There is a workaround, discovered many years ago, if you can't get all of your Open GL settings maxxed out.  Put a campfire object inside a nearby building and they will show up fine.   :)

Thanx Monty
especially appreciate your (seemingly infinite) patience!! :)
fully updated. The JTW problem appears to be PALS chockmod. Repeated test: Reset QMB default settings, F5e (air start, level off, eject, CTD before the plane hits the ground! No chocks no probs, dont no if this has something to do with mikes issue?
This is the update I meant for the Me 262 HG.IV: mediafire.com/file/bohy083s08uwuht/hierHGIV.him, but there might be a more up-to-date cockpit fix in the thread.

All in all in awe, looking forward to BAT's development
(XP, selector RAM allocated 768MB)

Brilliant!  Thank you Dastardly, its in the next update, out shortly...

(http://i.imgur.com/BlpSbbh.jpg)

Title: Re: C.U.P. becomes B.A.T.
Post by: Sakura_Matou on January 09, 2017, 05:47:41 AM

Hey Monty I checked the earlier post about the speaker settings it is NOT my speakers, I have it set on stereo and non digital output, and is not on 7.1 or surround setting.. The engine sounds are working fine over all but often drown out the the .50cal sound effects on certain planes such as the P 61 black widow. When I snap to ai view on certain Russian aircraft ((such as I-16)) I get no engine sound, this also occurs with the B-29. I can send a log file if you wish. I tried DoF as well, it seems to work. Have not tried TGA or JTW. So the sound errors come from WaW only so far . This also happened in CuP when using CuP sounds #2.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 09, 2017, 06:21:15 AM
Do you have B.A.T. Expansion Pack Three installed?  From that point we addressed the WAW sounds based on the old C.U.P. WAW Soundpack-3.
Title: Re: C.U.P. becomes B.A.T.
Post by: Sakura_Matou on January 09, 2017, 06:42:38 AM
Do you have B.A.T. Expansion Pack Three installed?  From that point we addressed the WAW sounds based on the old C.U.P. WAW Soundpack-3.

Yes I have xpac 3 installed for BAT but not xpac 4 preview. Is there a way to enable default sounds? I'm going to just send a log file here soon to see if we can figure out what is wrong on my end. :)

Thank you for your time.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 09, 2017, 06:53:13 AM
Do you have B.A.T. Expansion Pack Three installed?  From that point we addressed the WAW sounds based on the old C.U.P. WAW Soundpack-3.

Yes I have xpac 3 installed for BAT but not xpac 4 preview. Is there a way to enable default sounds? I'm going to just send a log file here soon to see if we can figure out what is wrong on my end. :)

Thank you for your time.

Sure, I just disabled (-Classes-Sound) for no ill effect, except that I lost Tiger's Flybys.  They are glorious and the internal sounds of B.A.T. are way better too, much louder cannons on the I-16, for example.

Even so, all of these things are subjective and if you minus out (-Classes-Sound) that will set you back to default.  However, any mods that introduce their own unique sounds will also lose those, so results are not fully predictable.


Title: Re: C.U.P. becomes B.A.T.
Post by: Sakura_Matou on January 09, 2017, 07:08:45 AM
Alright thanks I'll do that as a last resort after I send the log file.
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 09, 2017, 08:17:40 AM
Hi Monty.

Re your reply @ #339. I am ok with the parameters in the catapult ini file but I have to apologise as I now think the problem lies within BATEP02 (not BATEP03). I did a complete reinstall up to BATEP01 and SFS JTW43. The catapult launch was working as normal. See screenies:


(https://s27.postimg.cc/janleo7lv/No_Chocks.jpg) (https://postimg.cc/image/ixw78hpbz/)


(https://s28.postimg.cc/ons72a231/No_Chocks1.jpg) (https://postimg.cc/image/vr02hw7ih/)

(https://s28.postimg.cc/crlvuuw25/No_Chocks2.jpg) (https://postimg.cc/image/ts4s3j93d/)


Note that I do not have the chocks mod enabled via JSGME

I now install BATEP02 and run the same test scenario, again I do not have the chocks mod enabled.


(https://s28.postimg.cc/ay2uoymp9/Chocks1.jpg) (https://postimg.cc/image/5mny490mh/)


(https://s28.postimg.cc/xw0judvhp/Chocks2.jpg) (https://postimg.cc/image/yljc6qw15/)


(https://s28.postimg.cc/walyw032l/Chocks3.jpg) (https://postimg.cc/image/walyw032h/)

I ran this test with no JSGME options enabled. Somehow, the chocks mod appears to be embedded in SFS file JTW44 in the BATEP02 download. I downloaded the zip again, to make sure, and get the same result.

Sorry to be a pain.

Regards,

Bergkamp
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 09, 2017, 09:51:53 AM
Bergkamp, I just tested my setup and I never see any chocks at the launch line.  I have no JSGME Mods activated and all but the preview BATEP04 installed.  Something else is not right for you to be seeing those chocks other than the BATEP02 install.  It may be triggering something else on your install but the chocks mod is not part of that expansion pack.  I can't imagine what would be causing this for you.

First of all, I would recommend checking the file sizes of each and every BAT download.  If they look good you could always experiment a little if you feel comfortable doing it.

Remove the BATEP02 and then just add parts of it and re-test to see when the chocks re-appear.  For example, add just the #JTW2 folder (with overwrite) from the expansion pack and see if the chocks are there, and then try another folder, etc...  Then when you find the folder that causes your problem repeat the process with each of the folders inside that folder.  Be SURE to keep a GOOD BACKUP of your BAT install because once you find what is triggering the chocks, you won't want to keep that test version as your main install because it might be causing other problems elsewhere.  This is only for testing to try and narrow down exactly what is causing your problem.

This may take some time and hopefully BAT will load and let you run just this one mission without having all the files in place.  I would think it would since it is an expansion and not part of the core files needed for the game to run.

Dennis
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 09, 2017, 09:52:39 AM
I agree with dpeters95 and eMeL and RDDR and many others who see the same thing.  We don't have any CAT problems and cannot replicate your errors so far.  We have been able to determine that the cause of at least some of the problems, reported with the F/A18, for example was down to Conf.ini entries, specifically:

[Mods]
PALDebugFM=1

EDIT:
Oh boy, was this wrong! We dug deep and found Cat interference, illegal in most states and bloody dangerous too!  SASEngineMOD updates introduced the conflicts which were difficult to spot at first, which is why we didn't!

Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 09, 2017, 10:15:05 AM
Ok. Thanks Dennis and Monty. Definitely no duplicated catapult ini, so I will go the process of elimination route.

Thanks again for the help and suggestions.

Regards,

Bergkamp
Title: Re: C.U.P. becomes B.A.T.
Post by: spad42 on January 09, 2017, 10:38:43 AM
Hello Monty,
Thank you for your response. I resolve the problem of map (question 2) I made à mishandling when I configure the key !
I will try to give a better explain for the first question.
When I choose to play with DOF or JTW, the JPG screen is always those of WAW serie. For TGA the JPG sreen is good the aircrafts are those of this age.
Again, many thanks for all
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 09, 2017, 10:49:46 AM
Hi Simon - thanks for tracking down the cats issue, I can't say it caused an issue for me as of yet, but I was able to duplicate Bergkamp's problem. Rather than run a temp fix I will wait for your patch.
Title: Re: C.U.P. becomes B.A.T.
Post by: lizard on January 09, 2017, 02:47:11 PM
Simply astonishing. I have been through the manual and am downloading the files. Preparing a vanilla 4.12.2.

The manual is a superb bit of work, re-engineered from the ground up and specifically for this release.*

I can hardly believe that you guys have topped CUP, but you have. What I REALLY like is that you have obviously been taking careful note of feedback and (rather than blaming the end-user) have adapted your approach accordingly. I was one of those troublesome people who found the CUP approach rather unwieldy.

Incredible. Exemplary!

Thank you.



* You'll be aware of the Airfix kit covers you have been using (e.g. Lancaster, p.49). What's the copyright situation with these?



 
Title: Re: C.U.P. becomes B.A.T.
Post by: Dastardly on January 09, 2017, 03:43:01 PM
Brilliant!  Thank you Dastardly, its in the next update, out shortly...
glad to be of assistance, credits go to (AFAIK) nadvgia & SAS~Storebror
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 09, 2017, 04:39:12 PM

* You'll be aware of the Airfix kit covers you have been using (e.g. Lancaster, p.49). What's the copyright situation with these?

Hello lizard, welcome aboard.

There is no 'copyright situation' for artwork of that age, used for educational/hobby purposes, in a non-commercial context. 

I am a commercial illustrator who has had plenty of work stolen over the years!  ;D  I am only 52 but actually know many of the Airfix artists personally, such as Terry Harrison, who were boyhood heroes and then became colleagues and friends.  I work in commercial motorsport and tourism in South Australia.
 
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 09, 2017, 04:52:25 PM
Hi Monty.

Re your reply @ #339. I am ok with the parameters in the catapult ini file but I have to apologise as I now think the problem lies within BATEP02 (not BATEP03). I did a complete reinstall up to BATEP01 and SFS JTW43. The catapult launch was working as normal...

...I ran this test with no JSGME options enabled. Somehow, the chocks mod appears to be embedded in SFS file JTW44 in the BATEP02 download. I downloaded the zip again, to make sure, and get the same result.

Sorry to be a pain.

Regards,

Bergkamp

The Chocks MOD files, that have so screwed us up, are inside the SASEngineMOD of #JTW2

We have prepared BATEngineMOD_RETRO.ZIP.  You can then change it out in #JTW2 and be assured of problem free catapults.

We recommend everyone do this, all of the cats working again and NO gremlins.

People who download and install the B.A.T. Expansion Packs after today will not have the problem and can ignore this.

THE JET AGE SAS ENGINE MOD RETROFIT SPECIAL


This fix replaces a single folder.  It takes just a few seconds to do and has a profound impact on the stability and function of The Jet Age.

Based on extensive testing data and reports from Bergkamp, nyali, jt189 (I think this fixes you too) and SAS~Storebror.  Followed by spanners and welding gear by RDDR, eMeL and SAS~Monty27.

(http://i.imgur.com/DrTg6Zt.jpg)

Users, please check the readme.  Remember you have to DELETE the existing folder in #JTW2 called; Classes-!SAS-EngineMod_2.7.1W first and then REPLACE it with the one from here:  Full explanation in manual.

BATEngineMOD_RETRO
https://www.mediafire.com/?s65honswev9gc2v



Title: Re: C.U.P. becomes B.A.T.
Post by: RDDR Hangar19 on January 09, 2017, 07:32:40 PM
 Simon and I have  been testing this fix.  There were definately some issues with regard to ChocksMOD classes conflicting with the Steam Cats.  We chucked a load of aircraft into the drink.  Ran the patch and now its working like a charm.

(http://i.imgur.com/Tp9xUfO.jpg)
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 10, 2017, 03:11:05 AM
Many thanks for the good work again Simon, glad to have helped in any minor way even if it was to only break a few planes lol
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 10, 2017, 03:34:33 AM
Confirmed, the Retro brings back working catapults for fast and heavy jets.
Thanks for the fix :)

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 10, 2017, 05:04:13 AM
Yaaaaay!!. All good, now. Thanks for your patience guys.

Regards,

Beregkamp
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 10, 2017, 05:18:11 AM
Thanks guys, phew struggling in the heat today, trying to upload before my PC melts.

Here are the latest links.  Soon the updated manual will be there too.

B.A.T. EXPANSION PACK - BATEP01.ZIP
https://www.mediafire.com/?tcfc81sdme8tcp0

B.A.T. EXPANSION PACK - BATEP02.ZIP
https://www.mediafire.com/?b434qknv4z436j6

B.A.T. EXPANSION PACK - BATEP03.ZIP
https://www.mediafire.com/?ui1nd62zuwab7ak

B.A.T. EXPANSION PACK - BATEP04.ZIP
https://www.mediafire.com/?d2og6qe3frrdd6h

BATEngineMOD_RETRO.ZIP
https://www.mediafire.com/?s65honswev9gc2v


This last BATEngineMOD_RETRO can be done anytime after BATEP02. 

BATEP03 and BATEP04 do not effect it and are not effected by it.

Updated manual to follow, please grab, when you see the link here, and stay current...

B.A.T.ZIP
https://www.mediafire.com/?8c8bk9517cm05am



Title: Re: C.U.P. becomes B.A.T.
Post by: greybeard307 on January 10, 2017, 05:28:49 AM
Just tried building a carrier test mission, but I get a "wait for clear deck" message when trying to spawn. I seem to remember this was something to do with QMB Pro, which is now not de-selectable, any suggestions or ideas ?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 10, 2017, 05:35:41 AM
QMBPRO is indespensable where it is.  Because of this we have no more Lastquick errors, totally cured.

Code: [Select]
[MAIN]
  MAP Vietnam_online/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1960
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  na0100
[na0100]
  Planes 4
  Skill 1
  Class air.F_4B
  Fuel 100
  weapons GAttack2: 10xM117+4xAIM7E+1xDT
[na0100_Way]
  TAKEOFF 135885.08 233438.33 0 0 0_Static 0 &0
  NORMFLY 131570.86 233800.36 500.00 320.00 &0
  NORMFLY 129326.98 231313.17 500.00 320.00 &0
  NORMFLY 144331.26 228812.45 500.00 320.00 &0
  NORMFLY 144385.33 232245.87 500.00 320.00 &0
  LANDING 135885.08 233438.33 0 0 0_Static 0 &0
[NStationary]
  0_Static ships.ShipEssexs$USSOriskanyCV34_1970 2 135817.41 233444.33 540.00 0.0 0 2 1.0
[Buildings]
[Bridge]
[House]

Code: [Select]
[MAIN]
  MAP CoralSea/Atlantic_winter_CKY_load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  player UN_NN00
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  UN_NN00
[UN_NN00]
  Planes 4
  Skill 1
  numberOn0 0
  numberOn1 0
  numberOn2 0
  numberOn3 0
  Class air.F9F4
  Fuel 100
  weapons 8x M57 250lbs
[UN_NN00_Way]
  TAKEOFF -620635.01 -665165.25 0 0 0_Chief 0 &0
  NORMFLY -616955.98 -663115.79 500.00 300.00 &0
  NORMFLY -617690.53 -662237.21 500.00 300.00 &0
  NORMFLY -624301.46 -666068.38 500.00 300.00 &0
  NORMFLY -623883.78 -666601.29 500.00 300.00 &0
  LANDING -620617.53 -665161.79 0 0 0_Chief 0 &0
[Chiefs]
  0_Chief Ships.USSTarawaCV40_47 1 0 2 1.0
[0_Chief_Road]
  -620527.81 -665107.00 120.00 0 864 7.716667175292969
  -620179.00 -664911.13 120.00
  -619830.25 -664715.25 120.00
  -619481.44 -664519.38 120.00
  -619132.69 -664323.50 120.00
  -618783.88 -664127.63 120.00
  -618435.13 -663931.75 120.00
  -618086.31 -663735.81 120.00
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[NStationary]
[Buildings]
[Bridge]
[House]
Title: Re: C.U.P. becomes B.A.T.
Post by: Mission_bug on January 10, 2017, 05:55:51 AM
Hello Simon, I have been downloading the mediafire links to this new install for nearly a week now and I am almost there, however, you mention above a new manual so does this mean those original 29 downloads will change or can I at least go ahead with setting the new install up with those or should I now wait?

Sorry to be a pain but each link takes me two hours or so and I just hope all that time has not been wasted and I will have to start over. :(

Wishing you all the very best, Pete. ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 10, 2017, 06:11:01 AM
Hello Simon, I have been downloading the mediafire links to this new install for nearly a week now and I am almost there, however, you mention above a new manual so does this mean those original 29 downloads will change or can I at least go ahead with setting the new install up with those or should I now wait?

Sorry to be a pain but each link takes me two hours or so and I just hope all that time has not been wasted and I will have to start over. :(

Wishing you all the very best, Pete. ;D

Oh no my friend: 

SAS~Storebror and I worked for several weeks on the uploads and torrent in order to ensure that the first 29 links of the initial B.A.T. Install are totally reliable and fixed.

THEY WILL NEVER CHANGE


The initial B.A.T. install is big and rock solid. - We call it an alternative follow up patch to 4:12:2m.  Many others are starting to see why.

The follow up Expansion Packs are also designed to be fixed into place.

Anyone installing today or later does not need the SASEngineMOD Retro fix either, that issue is no longer there.

The current manual update, about 20 minutes away, should be pretty much it until Expansion Pack 5 comes along.

All of the current downloads, 29 initially, plus four Expansion Packs, are fixed and will never be revised, changed or replaced.

So good to have you aboard Pete, after all, you did actually create a great deal of the B.A.T. content!  8)



Title: Re: C.U.P. becomes B.A.T.
Post by: Mission_bug on January 10, 2017, 06:32:11 AM
Okay Simon, thank you very much for the clarification. 8)

I have been trying to follow this thread off and on while I download and seeing some of the issues and extra downloads I thought when you mentioned a new manual things had needed to be altered for all the pack. ;)

Hopefully I should be able to install the first 29 by the end of the day so I am playing catch up as usual. :-[

I have taken a quick look through the manual and most of it appeared to be as per CUP, once I have all my parts I will take a closer look just to make sure I understand it all, or not as the case may be. :D

Wishing you all the very best, Pete. ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 10, 2017, 07:09:07 AM
well talk about different style install styles and how they act last night I installed bat with the 4 updates in my cup version no new dills and everything worked right out of the box all birds including the 18 all of the tga/dof/jtw/waw modules was working the catapults worked in all setups sent all birds up no problem.
   A far cry from a virgin install to 412.2m/mega patch for which I had a small hiccup which is being repaired as we speak
Title: Re: C.U.P. becomes B.A.T.
Post by: greybeard307 on January 10, 2017, 07:25:04 AM
Sorry Monty I wasn't impugning the inclusion of QMB Pro, just asking if there was a workaround. Your quick reply (thank you) however exceeds the reach of my understanding.
Title: Re: C.U.P. becomes B.A.T.
Post by: edc1 on January 10, 2017, 10:19:40 AM
Hi Monty,
Great upgrade just fine tuning a TGA campaign for BAT hope to release soon.
Just thought I would mention a small problem in DOF that has now been sorted
by Dreamk in The SAS Files WIP Re: AEG C IV & AEG C IVN.
 I have downloaded and install the file that sorts out the unable to take off problem (not enough speed)
Thought you might like to know so an update can be included in the
next BAT EXpansnsion 6.
Cheers edc1 (stan)
Title: Re: C.U.P. becomes B.A.T.
Post by: lizard on January 10, 2017, 10:57:17 AM

* You'll be aware of the Airfix kit covers you have been using (e.g. Lancaster, p.49). What's the copyright situation with these?

Hello lizard, welcome aboard.

There is no 'copyright situation' for artwork of that age, used for educational/hobby purposes, in a non-commercial context. 

I am a commercial illustrator who has had plenty of work stolen over the years!  ;D  I am only 52 but actually know many of the Airfix artists personally, such as Terry Harrison, who were boyhood heroes and then became colleagues and friends.  I work in commercial motorsport and tourism in South Australia.

Thanks Monty,

That's good (and very interesting) to hear. Some of those Airfix covers were real classics. Regards.
Title: Re: C.U.P. becomes B.A.T.
Post by: Griffon_301 on January 10, 2017, 02:31:06 PM
Hello Simon!

I have downloaded the complete package and will be installing everything hopefully tomorrow...does your "Anyone installing today or later does not need the SASEngineMOD Retro fix either, that issue is no longer there." mean I have to redownload everything or is the fix hidden in the expansion packs?
may sound like a stupid question but even sitting on a 100mbit line downloading the whole torrent again might take some time... :)

cheers from freezing Austria
phil
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 10, 2017, 02:42:36 PM
Sorry Monty I wasn't impugning the inclusion of QMB Pro, just asking if there was a workaround. Your quick reply (thank you) however exceeds the reach of my understanding.

These are actual carrier missions that I use for testing.  Copy a *.Mis file with notepad and then copy/paste these over the top.  All FMB missions are easily edited, copied, pasted, with notepad.

Hi Monty,
Great upgrade just fine tuning a TGA campaign for BAT hope to release soon.
Just thought I would mention a small problem in DOF that has now been sorted
by Dreamk in The SAS Files WIP Re: AEG C IV & AEG C IVN.
 I have downloaded and install the file that sorts out the unable to take off problem (not enough speed)
Thought you might like to know so an update can be included in the
next BAT EXpansnsion 6.
Cheers edc1 (stan)

Thank you Stan, will make sure the update is included.
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 10, 2017, 02:46:38 PM
Hi Griffon.

No need to download everything again. Once you have everything installed, delete the engine mod folder from your #JTW2 folder and replace it with the engine mod folder in the retro.zip. Note: only do this for the #JTW2" folder.

Code: [Select]
The Chocks MOD files, that have so screwed us up, are inside the SASEngineMOD of #JTW2. 

We have prepared BATEngineMOD_RETRO.ZIP.  You can then change it out in #JTW2 and be assured of problem free catapults.

We recommend everyone do this, all of the cats working again and NO gremlins.

People who download and install the B.A.T. Expansion Packs after today will not have the problem and can ignore this.

THE JET AGE SAS ENGINE MOD RETROFIT SPECIAL

This fix replaces a single folder.  It takes just a few seconds to do and has a profound impact on the stability and function of The Jet Age.

Regards,

Bergkamp

Title: Re: C.U.P. becomes B.A.T.
Post by: Griffon_301 on January 10, 2017, 02:48:12 PM
Hello Bergkamp!

thanks a lot for the tip :)
I have read that the EngineMod has caused troubles in JetWar - well i can live with that, as the jet era (maybe with the exception of Korea) does not hold much interest for me - it is either DCS or Strike Fighters 2 if I feel the need for some jet fighting .... :)

I am very curious now how this thingie will look once installed...
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 10, 2017, 02:50:04 PM
Hello Simon!

I have downloaded the complete package and will be installing everything hopefully tomorrow...does your "Anyone installing today or later does not need the SASEngineMOD Retro fix either, that issue is no longer there." mean I have to redownload everything or is the fix hidden in the expansion packs?
may sound like a stupid question but even sitting on a 100mbit line downloading the whole torrent again might take some time... :)

cheers from freezing Austria
phil

Hello Phil

The fix was changing out the EngineMOD 'Upgrades' from BATEP02 - These have now been removed from BATEP02 so it is no longer necessary.  I re-uploaded BATEP02 yesterday.  The order for the EngineMOD fix doesn't matter at all, so pop into JTW_Navy Trials and test your cats.  Its likely all will be OK, job done.  If you flop off the deck like a wounded duck, do the EngineMOD fix!

BTW IMHO B.A.T. The Jet Age has already matched and exceeded SFP2 and, as you know, the upcoming developments are set to blow it away altogether!

Keep warm my friend!
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 10, 2017, 02:57:06 PM
I hear ya Phil!  It's cold and snowing here in Pennsylvania, USA.  Good excuse to keep playing BAT IL2 till spring!  :P
Title: Re: C.U.P. becomes B.A.T.
Post by: Mission_bug on January 10, 2017, 03:16:43 PM
Hello Guys, okay it is official I declare BAT install idiot proof, I managed it without breaking anything, at least nothing I noticed. :o


Thank you very much to all involved, really appreciated. 8)


Wishing you all the very best, Pete. ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 10, 2017, 03:41:12 PM
Thanks for your efforts, Monty !

Now, Junkers W34 is OK in WAW. But still not in TGA. No problem for me : I just installed an old version of it...
Title: Re: C.U.P. becomes B.A.T.
Post by: greybeard307 on January 10, 2017, 03:49:19 PM
Thanks again Monty, I will give that a go, so far I have only ever used FMB in its entirety and wasn't up to using text files in this way though I was aware it was possible.
Title: Re: C.U.P. becomes B.A.T.
Post by: Mono27 on January 10, 2017, 04:17:35 PM
Thanks for this great and huge mod!!
Now I have CUP, but before installing BAT I would like to know if some of the bugs from CUP are solved.
For example:
- Does the visual and walking pilot mod works fine? In CUP the game CTD after a few bail outs (specially multicrew planes)
- Does La Chute map works ok? Many people had problems with that map in CUP (me too).

If these things are corrected I will go for it.
Title: Re: C.U.P. becomes B.A.T.
Post by: Sonny Tucson on January 10, 2017, 06:01:31 PM
Hello Mr. MONTY

Hi to all of you SAS-CUP and B.A.T. modders.

I am back on the saddle after a 2, mostly 3 years hiatus...just because I am exactly the user you describe in the B.A.T. Manuel, page 9, point 3 ! I mean I quit during CUP evolution. ( I am blushing from the shame ...!) and also because I never managed to get the game running on my wide screen ( It always stayed 4/3)

I am now 66 and I have been with Il-2 since I bought the CD when I was young....and I grew older with it...still being astonished by how far the game has reached and by the tremendous work of the modders . Thanks to all of you , you made my dream came true.

This said, on the first of January I installed B.A.T ( that I had been secretly waiting since I left CUP ) downloaded from mediafire.

I am know ready to install Exp.Pack 2.

Before installing Exp.Pack 1 I had all my folders checked for size, number of files and I Classchecked everything that I could.
My game was running beautifully ( but I still had to add atioglxx.dll in the main install being an ATI User.)

This done, I installed the Exp.Pack 1 and went to check my folders size. They were all ok except for #WAW2 that weighted 432MB instead of 431 as per the manual.
I Classchecked it but the " doublons file" was empty.

Not knowing what to do I decided to wait and ask for help before proceeding to install Exp.Pack 2.

I also would like to mention that although B.A.T is based on 4.12, I still can not run it in full wide screen just as in the past.
I checked my il2fb.exe properties-compatibility and checked the option "Disable display scaling on high DPI settings".
My in game video setting is on 1920X1080 and my Conf.ini is
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0 // 1 
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=en.

I also tried with Pal Visual Mod enabled through JSGME , but no avail ...
I also tried with the dll Set 2, but no avail....

These are my two main concerns.


I would be so grateful to you and you all if you could help me.

Sorry for my bad English.

Sonny

P.S. My GPU is ATI RADEON 6970 Twin Frozz 2Gb and my CPU is i7-2600k 3.4Gh. My screen is a 3D Samsung SyncMaster SA950_LS27"A950 (DVI) 1920 x 1080 at 120Hz recommended.
Title: Re: C.U.P. becomes B.A.T.
Post by: Emton on January 10, 2017, 06:20:59 PM
Plz forgive my noob question but do I need to use the SAS Mega Patch if I already have a game install that's at version 4.12.2m? Can I just skip that part?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 10, 2017, 06:30:19 PM
...- Does the visual and walking pilot mod works fine? In CUP the game CTD after a few bail outs (specially multicrew planes)
- Does La Chute map works ok? Many people had problems with that map in CUP (me too)...

RTFM Page-13
RTFM Page-8/9
RTFM Page 95/96



...I Classchecked it but the " doublons file" was empty...

...I also tried with Pal Visual Mod enabled through JSGME , but no avail ...
I also tried with the dll Set 2, but no avail....

These are my two main concerns.


I would be so grateful to you and you all if you could help me.


SOLVED! (I think you will find)

doublons file is supposed to be empty! - This indicates that you have NO classfile conflicts or duplicates slowing down or corrupting your mod folders.  Run Classcheck in other mod folders, or when you drop a new mod in, the results will surprise you.

This setting will restore Full Screen (Widescreen)
SaveAspect=1 This jumps out it should be:
SaveAspect=0
Title: Re: C.U.P. becomes B.A.T.
Post by: Aioros on January 10, 2017, 09:01:10 PM
Quote from: Emton
Plz forgive my noob question but do I need to use the SAS Mega Patch if I already have a game install that's at version 4.12.2m? Can I just skip that part?

Yes you can!...

Quote from: DougW60
1. Yes, the mega patch consolidated all of the mini-patches to bring any early version of Il-2 to 4.12.2m standard. It allows you to do a one time upgrade which in turns reduces the risk of corrupt upgrades.

Check this post:

http://www.sas1946.com/main/index.php/topic,51077.msg557179.html#msg557179


Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 11, 2017, 12:52:55 AM
Also - ONE INSTALL for all of the B.A.T. Modules.  This is another area that was widely misunderstood with C.U.P. and solved with B.A.T.  No more module pick and choosing.  B.A.T. patches the whole sim and opens up the timelimes through the new selector...  ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: ianp on January 11, 2017, 01:20:21 AM
B.A.T running as sweet as a pea, thanks to everyone involved  “Too much of a good thing can be wonderful!”  Mae West. 
Title: Re: C.U.P. becomes B.A.T.
Post by: Griffon_301 on January 11, 2017, 08:27:16 AM
...and another happy camper checking in...installation went smooth as silk and no problems so far...

Simon, maybe check the filesizes in the manual...mine were different after unzipping....(the manual also speaks of 26 parts while in reality it is 29 excluding the expansion packs...)
Title: Re: C.U.P. becomes B.A.T.
Post by: Sonny Tucson on January 11, 2017, 08:37:15 AM




...I Classchecked it but the " doublons file" was empty...

...I also tried with Pal Visual Mod enabled through JSGME , but no avail ...
I also tried with the dll Set 2, but no avail....

These are my two main concerns.


I would be so grateful to you and you all if you could help me.


SOLVED! (I think you will find)

doublons file is supposed to be empty! - This indicates that you have NO classfile conflicts or duplicates slowing down or corrupting your mod folders.  Run Classcheck in other mod folders, or when you drop a new mod in, the results will surprise you.

This setting will restore Full Screen (Widescreen)
SaveAspect=1 This jumps out it should be:
SaveAspect=0

Hi Mr MONTY

So I have to be very very grateful to you !
The " SaveAspect=1" was a typo of mine but in my Conf.ini I had "SaveAspect=0 // 1".
After your answer I run the game again but with no avail , still had the 4/3.
So, I went back to my conf.ini and in a "last chance move before suicide", I deleted the  // 1. Put my conf.ini back on "Read only".
I ran the game and miracle...full screen !. So You saved me from hanging myself !

THANKS for that indeed.

Now for the Classcheck I knew that the "doublons" can be safely deleted. The point is that I had neither "doublons" or " Potentially etc..." in #WAW2. after application of Exp.Pack 1.

So my question is Can I safely proceed to Exp.Pack 2 while my #WAW2 is still 1MB bigger than specified in the Exp.Pack1 instructions (431MB) ?

Now just in case I run into some " potentially conflicting classes " after ClassCheck, what am I supposed to do with these ? Keep or Delete them as for "Doublons" ?

Thank you for your patience and dedication.
Sorry to be a pain for you.

Sonny Tucson :-[
Title: Re: C.U.P. becomes B.A.T.
Post by: Griffon_301 on January 11, 2017, 08:54:23 AM
Simon...just found something I fear...

In the objects viewer, several vehicles show the same problem as we had already when CUP was introduced...just check the Maultier, the Kurogane or the Kubelwagen for that matter...
I can remember that it had something to do with the wrong settings in one of the ini files (dunno which though...)
maybe something that can be solved in a future expansion pack?
Title: Re: C.U.P. becomes B.A.T.
Post by: btasm on January 11, 2017, 10:07:47 AM
Perhaps I'm the only one having issues but here goes.

I re-downloaded and reinstalled BAT since I was getting the dreaded "blue sky" screen when selecteing QMB missions with certain aircraft.  So, I figured that my download may have been corrupted. I made certain during this download and reinstall to go slowly. (Although I always do.) The base install loaded fine. BAT expansion packs 1 through 3 loaded fine. Each time I made sure to run some quick missions. Everything seemed in order. Great.

After installing BAT expansion pack 4, I did the same thing. This time, it crashed at 60 percent. Tried to run several times. Same result. I also noticed that when the loading screen briefly appeared that (1) it still referenced CUP in the lower left corner (instead of "Battlefield-Airborne-Tactical") and (2) although I set it to run WAW, the JTW screen appeared in the background.

I've posted the log file below. I hope it came out in the right format. I have trouble with that.

Any help would be great.






Code: [Select]
III.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/Seafire-F-MkIII.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/SeafireXV.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[4:47:24 PM] FM called 'FlightModels/SeafireXV.fmd:SeafireLate_FM' is being loaded from Alternative File: 'seafirelate_fm'
[4:47:24 PM] FM called 'FlightModels/SeafireXVII.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[4:47:24 PM] FM called 'FlightModels/SeafireXVII.fmd:SeafireLate_FM' is being loaded from Alternative File: 'seafirelate_fm'
[4:47:24 PM] FM called 'FlightModels/Seafire45.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[4:47:24 PM] FM called 'FlightModels/Seafire45.fmd:SeafireLate_FM' is being loaded from Alternative File: 'seafirelate_fm'
[4:47:24 PM] FM called 'FlightModels/Seafire46.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[4:47:24 PM] FM called 'FlightModels/Seafire46.fmd:SeafireLate_FM' is being loaded from Alternative File: 'seafirelate_fm'
[4:47:24 PM] FM called 'FlightModels/Seafire47.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[4:47:24 PM] FM called 'FlightModels/Seafire47.fmd:SeafireLate_FM' is being loaded from Alternative File: 'seafirelate_fm'
[4:47:24 PM] FM called 'FlightModels/Seafang.fmd:Seafang_FM' is being loaded from File: 'seafang_fm'
[4:47:24 PM] FM called 'FlightModels/Seafang.fmd:Seafang_FM' is being loaded from Alternative File: 'seafang_fm'
[4:47:24 PM] FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[4:47:24 PM] FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from Alternative File: 'typhoon_fm'
[4:47:24 PM] FM called 'FlightModels/VildebeestL.fmd:VildebeestL_FM' is being loaded from File: 'vildebeestl_fm'
[4:47:24 PM] FM called 'FlightModels/VildebeestL.fmd:VildebeestL_FM' is being loaded from Alternative File: 'vildebeestl_fm'
[4:47:24 PM] FM called 'FlightModels/VildebeestLIII.fmd:VildebeestLIII_FM' is being loaded from File: 'vildebeestliii_fm'
[4:47:24 PM] FM called 'FlightModels/VildebeestLIII.fmd:VildebeestLIII_FM' is being loaded from Alternative File: 'vildebeestliii_fm'
[4:47:24 PM] FM called 'FlightModels/VildebeestLIV.fmd:VildebeestLIV_FM' is being loaded from File: 'vildebeestliv_fm'
[4:47:24 PM] FM called 'FlightModels/VildebeestLIV.fmd:VildebeestLIV_FM' is being loaded from Alternative File: 'vildebeestliv_fm'
[4:47:24 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-26.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/F6C4Hawk.fmd:F6C4Hawk_FM' is being loaded from File: 'f6c4hawk_fm'
[4:47:24 PM] FM called 'FlightModels/F6C4Hawk.fmd:F6C4Hawk_FM' is being loaded from Alternative File: 'f6c4hawk_fm'
[4:47:24 PM] FM called 'FlightModels/Hawk3.fmd:Hawk3_FM' is being loaded from File: 'hawk3_fm'
[4:47:24 PM] FM called 'FlightModels/Hawk3.fmd:Hawk3_FM' is being loaded from Alternative File: 'hawk3_fm'
[4:47:24 PM] FM called 'FlightModels/F2A-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-36A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-36A-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-36A-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-36A-4-87.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38E.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38F-1-LO.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38G-5-LO.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38G-10-LO.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38G-15-LO.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38H-5-LO.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38J-10-LO.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38J-15-LO.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38J-25-LO.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38L-5-LO.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38J.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38L.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38LLate.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38DroopSnoot.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-38LLate.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-400.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-400.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-39D.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-39N.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-39Q-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-39Q-10.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-63C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-40C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-40B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-40C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-40E.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-40E-M-105.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-40M.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-40F.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-40K.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-40F.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-40N.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-35.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-35.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47B1.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47B1.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47B15.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47B15.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47B15.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47B15.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47C-5.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47C-5.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47D-10.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-47D-22.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-47D-22.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47D-22.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47D-27.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-47D-27.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47D-27.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47D-27_late.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47M.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47M.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47N-15.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-47N-15.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[4:47:24 PM] FM called 'FlightModels/P-51A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51CM.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51B-5NA.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51B-10NA.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51B-10NA.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51D-20Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51D-20.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51D-20.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51D-20NT.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51D-25.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51D-30.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-51D-30.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/P-61A.fmd:P61_FM' is being loaded from File: 'p61_fm'
[4:47:24 PM] FM called 'FlightModels/P-61A.fmd:P61_FM' is being loaded from Alternative File: 'p61_fm'
[4:47:24 PM] FM called 'FlightModels/P-61B.fmd:P61_FM' is being loaded from File: 'p61_fm'
[4:47:24 PM] FM called 'FlightModels/P-61B.fmd:P61_FM' is being loaded from Alternative File: 'p61_fm'
[4:47:24 PM] FM called 'FlightModels/P-80A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/A-20C.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/A-20G.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[4:47:24 PM] FM called 'FlightModels/A25Shrike.fmd:HelldiversEarly_FM' is being loaded from File: 'helldiversearly_fm'
[4:47:24 PM] FM called 'FlightModels/A25Shrike.fmd:HelldiversEarly_FM' is being loaded from Alternative File: 'helldiversearly_fm'
[4:47:24 PM] Main begin: PlMisAir(GUIQuick): class 'air.A_26B' not found
[4:47:24 PM] java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.A_26B' not found
[4:47:24 PM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)
[4:47:24 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
[4:47:24 PM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[4:47:24 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
[4:47:24 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[4:47:24 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[4:47:24 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[4:47:24 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jan 11, 2017 4:47:24 PM] -------------- END log session -------------
Title: Re: C.U.P. becomes B.A.T.
Post by: Flying H on January 11, 2017, 11:01:00 AM
First you need to change the game to WAW through the selector, (and do some settings there maybe) I guess you´ve changed your loding preferences through JGSM. That should make your day!
Title: Re: C.U.P. becomes B.A.T.
Post by: btasm on January 11, 2017, 11:40:17 AM
I had changed my loading preferences to WAW and, until EP4, it worked. I haven't even touched the JSGME.exe yet. My point is that something seemed amiss, when after installing Part 4, I got a 60% crash, the wrong splash screen, etc.
Title: Re: C.U.P. becomes B.A.T.
Post by: Emton on January 11, 2017, 11:58:12 AM
Could someone post a screenshot (list view) or a list of all the files supposed to be in the main game directory after installing B.A.T and all 4 expansion modules?
Title: Re: C.U.P. becomes B.A.T.
Post by: Griffon_301 on January 11, 2017, 12:33:52 PM
btasm you crash at 60% because according to the log you have posted you are missing the class for the A-26B...either you have installed EP04 wrong or there is something else going wrong inside your game...
I suggest you unzip EP01 through to EP04 again (I got the updated EP02 as well just to make sure) and copy the whole extracted files over your existing game directory...this should in theory help....
Title: Re: C.U.P. becomes B.A.T.
Post by: Dastardly on January 11, 2017, 12:35:37 PM
@ Emton: All folders installed by BAT are listed in the manual... If your missing something I'd reinstall, if you have something extra you can probably ignore it.

@ btasm: your error log says you dont have air.A_26B installed, I don't know off hand if this is a bad install or a faulty mission file, check your air.ini.
griffon ninja'd me!
Title: Re: C.U.P. becomes B.A.T.
Post by: Emton on January 11, 2017, 12:50:24 PM
@ Emton: All folders installed by BAT are listed in the manual... If your missing something I'd reinstall, if you have something extra you can probably ignore it.

I want to know that all the files got moved to the right place cause I got a bunch of sfs files in the main directory, I want to see what it's supposed to look like.
Title: Re: C.U.P. becomes B.A.T.
Post by: Dastardly on January 11, 2017, 01:14:17 PM
@ Emton: I have 63 fb_....sfs files and 1 files.sfs from the original game, also a sas_basic_50.sfs, anything else I presume is a wrong install, I would suggest a reinstall, and check the manual, hope this helps
Title: Re: C.U.P. becomes B.A.T.
Post by: henkypenky on January 11, 2017, 01:21:37 PM
Hi Monty and team, thanks for this great update of our game; hats off for all of you. Checking the Spitfires I noticed that two lines are missing from the air.ini file, and also the planes.ru (?). These are:

Air:
SpitfireMkVb12lbs       air.SPITFIRE5B12LBS 1           NOINFO  gb01  SUMMER
SpitfireMkVbM4616lbs  air.SPITFIRE5BM4616LBS 1     NOINFO  gb01  SUMMER

Plane:
SpitfireMkVb12lbs    Spitfire F Mk Vb 1942
SpitfireMkVbM4616lbs Spitfire F Mk Vb M46 1942

A small wonder that these are the only ones missing; says something about the team's accuracy TOP!

PS I'm up to BATEPO4. EPO??  ;) ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: Dastardly on January 11, 2017, 02:00:33 PM
@henkypenky: are the planes still in game (3Do's etc...)? Is that the same with the SpitfireMkVb16lbs?

Good news, all problems so far are solved, looking good :)
A couple of new ones have crept up though

F-16 drag chute problem, it deploys vertically! this seems to be the cause:
ERROR: Can't open file '3do/plane/ChuteF16/mono.sim'WARNING: object '3do/plane/ChuteF16/mono.sim' of class 'SIM'
not loadedINTERNAL ERROR: MeshObj: Can't load SIM 3do/plane/ChuteF16/mono.sim
com.maddox.il2.engine.GObjException: Mesh 3do/plane/ChuteF16/mono.sim not created
Code: [Select]
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_16B_B05.update(F_16B_B05.java:198)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
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_16B_B05.update(F_16B_B05.java:198)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
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_16B_B05.update(F_16B_B05.java:198)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
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_16B_B05.update(F_16B_B05.java:198)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
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_16B_B05.update(F_16B_B05.java:198)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
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_16B_B05.update(F_16B_B05.java:198)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
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_16B_B05.update(F_16B_B05.java:198)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1072)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:550)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1102)
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:2163)
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:2163)
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:2163)
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)
[Jan 11, 2017 2:00:54 AM] -------------- END log session -------------

thunderjets have no gunsight and a faulty airbrake ani -I just read a new one is in dev, any news? or should I just
be patient...

time compression mod shows 1/4 2times? planes also don't move (hang in the air) after second 1/4 (in JTW)

This one baffles me, I've seen a couple of comments but not quite like this, engine sounds are maxed out,
distortion, no stereo effect like left and right are playing both channels, channels are doubled!? in all modules
EXCEPT WAW (WAW seems to work fine) and not all planes are affected, in DOF the Fokker Dr.1, but the Nieuport 17b is
fine (will test more planes given time), most notably in JTW, Quick test; piper, cockpit view, turn left, engine
sound louder on the right and vice versa. in WAW yes, in JTW no, Mig15 is ok though (QMB default settings).
Has anyone else noticed something like this?

P.S. like the change in music
Title: Re: C.U.P. becomes B.A.T.
Post by: Dastardly on January 11, 2017, 05:15:16 PM
Quote
all problems so far are solved
Slight correction: BATEP04 contains an outdated catapult.ini, last updated version is in BATEP03 (JTW)
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 11, 2017, 05:46:04 PM
i may have found another small issue, all 3 F-8 Crusader aircraft seem to have their control surface and gear axis mixed up, ie rudder rotates around the axis of the plane instead of moving left to right, gear rotates within the fuselage and never contacts ground etc....

Only noticed on these 3 aircraft, not sure if this is since expansion 4 or not as hadn't noticed before
Title: Re: C.U.P. becomes B.A.T.
Post by: Mono27 on January 11, 2017, 05:47:54 PM
Ok. I downloaded using torrent all the 29 files.
Now, should I unzip them in il-2 4.12 main folder?
Or do I need the exe file?
Thanks
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 11, 2017, 05:52:34 PM
@ Dastardly - i can confirm the problem with the F-16 drag chute, as soon as it deploys it is vertically above the aircraft and the plane stops dead lol
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 11, 2017, 06:02:57 PM
This is probably trivial to you guys, but I am having a problem starting one of the QMB missions - I enjoy playing the missions on maps where I used to  salvage dive during my Navy days.  Tried Rabual in BAT this afternoon and everything seemed fine until I hit "fly".  Then "mission loading failed:Landscape Rabaul_1944/load.ini loading error" came on the screen.  This was on BAT obviously, and when I tried it in CUP today,  as I had done in the past, it worked fine.  Just for the heck of it, I went into FMB (still in BAT) and selected Rabaul and I crashed instantly to my desktop.  Just wondering what I had done incorrectly.  Probably forgot something.  Thanks for any help/advice.
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 11, 2017, 06:24:29 PM
further to my post concerning F-8 Crusader issues

ailerons rotating around wrong axis
(https://s27.postimg.cc/o9huxgjsj/2017_01_12_01_14_29.jpg) (https://postimg.cc/image/kd4j1gysv/)

rudder
(https://s30.postimg.cc/u5d66kt8x/2017_01_12_01_14_50.jpg) (https://postimg.cc/image/t32zo1afh/)

gear
(https://s29.postimg.cc/agpdz5907/2017_01_12_01_15_22.jpg) (https://postimg.cc/image/bizkhortf/)

air brake
(https://s30.postimg.cc/3n7dup9f5/2017_01_12_01_16_01.jpg) (https://postimg.cc/image/mfj8ya5t9/)

Finally @ Ol'Navy - sorry to break it to you , but these images taken over Rabual , not sure what happened to your install, may be a simple fix
Title: Re: C.U.P. becomes B.A.T.
Post by: mechanic on January 11, 2017, 07:22:42 PM
My carrier crew has jumped ship! Luckily the gunners remain on duty. I completed a full BAT installation and my rig required the batdlls.02 to display the HD aircraft. I patched through to BATEP04 with the post Jan 10 BATEP02. But no matter what I do the carrier deck crew does not appear. I also noticed that I could chocks in and chocks away (with or without the BAT-official PAL-Chocks mod inserted through JSGME) but the chocks animations were gone. As an experiment I deleted #JTW2 PAL-Chocks mod inserted through JSGME, and manually copied over from CUP my previous ! 00_PAL-ChocksMOD and ordered it in ahead of !0000_Aircraft_Options (notwithstanding all the RTFM instructions to the contrary). The result - full chocks animation, and on land the ground crew running off to the side. Removing ! 00_PAL-ChocksMOD or placing it after !0000_Aircraft_Options reverted to chocks in and away but no animations. I ran the class check exe in #JTW2 and not unexpectedly the doublons.txt  (see below) showed a number of "potential class conflicts with the ! 00_PAL-ChocksMOD"  - although the catapult works and I haven't uncovered any results from these conflicts (yet) . Same approach in #WAW2 with same results regarding animation. No CTD's and everything seems to be flying fine. I also tried this with and without the BATengineMod_RETRO patch.

The deck crew, obviously unimpressed with any of this remained AWOL.

The questions I have are:

1. will my experiment break BAT or better yet, what is the proper protocol to activate the chocks animations?

2. how is the carrier crew enabled? I note from the BAT Manual that Ranwers v5 carrier crew is in BAT - I just can't seem to call them on to the deck.

Any advice and assistance appreciated.

and thanks to all the BAT Team - a truly impressive piece of work and of art.


Code: [Select]
doublons.txt report:

#######################################
List of potentially conflicting classes
#######################################
0CB3F1BCB9DB0050 exists with :
CRC 6d9deb30 : .\Classes-!SAS-EngineMod_2.7.1W\0CB3F1BCB9DB0050

CRC -377eac9a : .\! 00_PAL-ChocksMOD\0CB3F1BCB9DB0050

9EE807369FED1864 exists with :
CRC 4ec7dca4 : .\Classes-!SAS-EngineMod_2.7.1W\9EE807369FED1864

CRC 4ee94935 : .\! 00_PAL-ChocksMOD\9EE807369FED1864

6308D03222F6229C exists with :
CRC 7c6cee7a : .\Classes-!SAS-EngineMod_2.7.1W\6308D03222F6229C

CRC 7e32388d : .\! 00_PAL-ChocksMOD\6308D03222F6229C

24A9459A668293DE exists with :
CRC -60ab790b : .\Classes-!SAS-EngineMod_2.7.1W\24A9459A668293DE

CRC 38028696 : .\! 00_PAL-ChocksMOD\24A9459A668293DE

2A0BC4B8216AA6A4 exists with :
CRC -29596f9f : .\Classes-!SAS-EngineMod_2.7.1W\2A0BC4B8216AA6A4

CRC -78bd70b5 : .\! 00_PAL-ChocksMOD\2A0BC4B8216AA6A4

D8F0937C5601DAE4 exists with :
CRC -26a3c3d5 : .\! 00_PAL-ChocksMOD\D8F0937C5601DAE4

CRC 2a386d05 : .\Classes-!SAS-EngineMod_2.7.1W\D8F0937C5601DAE4
Title: Re: C.U.P. becomes B.A.T.
Post by: Dastardly on January 11, 2017, 07:40:52 PM
@nyali: same here with the F8s, ground starts don't look good either! didn't find anything in the mod thread so it's possibly a BAT thing

@ol' Navy: there is no BAT_Rabaul in my QMB, Pacific_Rabaul_beta didn't load at all, CUP_Rabaul loaded with a plane error, tested in JTW. Mission RedNone loaded in WAW without problems. the map Rabaul 1944-bee loads fine. It hasn't been updated for BAT, so maybe some of the planes/objects don't fit. Mission problems are usually easy to fix. Maybe try to see which planes/objects are causing problems. I find it best to check the air.ini calls of the .mis files in notepad and see if they fit with air.ini (objects are in the other files). Often it's just a case of copy/pasting the correct name. I also suspect there will be QMB updates in the future. If the map doesn't load in FMB than it might be RAM or your installation...
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 11, 2017, 10:59:58 PM
My carrier crew has jumped ship! Luckily the gunners remain on duty. I completed a full BAT installation and my rig required the batdlls.02 to display the HD aircraft. I patched through to BATEP04 with the post Jan 10 BATEP02. But no matter what I do the carrier deck crew does not appear. I also noticed that I could chocks in and chocks away (with or without the BAT-official PAL-Chocks mod inserted through JSGME) but the chocks animations were gone. As an experiment I deleted #JTW2 PAL-Chocks mod inserted through JSGME, and manually copied over from CUP my previous ! 00_PAL-ChocksMOD and ordered it in ahead of !0000_Aircraft_Options (notwithstanding all the RTFM instructions to the contrary). The result - full chocks animation, and on land the ground crew running off to the side. Removing ! 00_PAL-ChocksMOD or placing it after !0000_Aircraft_Options reverted to chocks in and away but no animations. I ran the class check exe in #JTW2 and not unexpectedly the doublons.txt  (see below) showed a number of "potential class conflicts with the ! 00_PAL-ChocksMOD"  - although the catapult works and I haven't uncovered any results from these conflicts (yet) . Same approach in #WAW2 with same results regarding animation. No CTD's and everything seems to be flying fine. I also tried this with and without the BATengineMod_RETRO patch.

The deck crew, obviously unimpressed with any of this remained AWOL.

The questions I have are:

1. will my experiment break BAT or better yet, what is the proper protocol to activate the chocks animations?

2. how is the carrier crew enabled? I note from the BAT Manual that Ranwers v5 carrier crew is in BAT - I just can't seem to call them on to the deck.

Any advice and assistance appreciated.

and thanks to all the BAT Team - a truly impressive piece of work and of art.


Code: [Select]
doublons.txt report:

#######################################
List of potentially conflicting classes
#######################################
0CB3F1BCB9DB0050 exists with :
CRC 6d9deb30 : .\Classes-!SAS-EngineMod_2.7.1W\0CB3F1BCB9DB0050

CRC -377eac9a : .\! 00_PAL-ChocksMOD\0CB3F1BCB9DB0050

9EE807369FED1864 exists with :
CRC 4ec7dca4 : .\Classes-!SAS-EngineMod_2.7.1W\9EE807369FED1864

CRC 4ee94935 : .\! 00_PAL-ChocksMOD\9EE807369FED1864

6308D03222F6229C exists with :
CRC 7c6cee7a : .\Classes-!SAS-EngineMod_2.7.1W\6308D03222F6229C

CRC 7e32388d : .\! 00_PAL-ChocksMOD\6308D03222F6229C

24A9459A668293DE exists with :
CRC -60ab790b : .\Classes-!SAS-EngineMod_2.7.1W\24A9459A668293DE

CRC 38028696 : .\! 00_PAL-ChocksMOD\24A9459A668293DE

2A0BC4B8216AA6A4 exists with :
CRC -29596f9f : .\Classes-!SAS-EngineMod_2.7.1W\2A0BC4B8216AA6A4

CRC -78bd70b5 : .\! 00_PAL-ChocksMOD\2A0BC4B8216AA6A4

D8F0937C5601DAE4 exists with :
CRC -26a3c3d5 : .\! 00_PAL-ChocksMOD\D8F0937C5601DAE4

CRC 2a386d05 : .\Classes-!SAS-EngineMod_2.7.1W\D8F0937C5601DAE4

The deck crews are Ranwers v5 carrier crew.  B.A.T. started as a supercompressed C.U.P.  These odd things happen when load orders are changed and material consolidated.  Deck Crew will have to re-checked and re-loaded as necessary in the next Expansion Pack.  B.A.T. Maintenance has been notified.

Good that you have the old ChocksMOD running for you.  As a JSGME addon it works for most people in its current form.  Personally its been a bit unpredictable and I would just delete the bloody thing if it gives you trouble.

This shows how useful Classcheck is, keep an eye on it.  As a reference note anyone installing after yesterday does not need to do the BAT EngineMOD Retrofit.  However, for your purposes the Retrofit does contain a full replacement backup of SASEngineMOD.







...I Classchecked it but the " doublons file" was empty...

...I also tried with Pal Visual Mod enabled through JSGME , but no avail ...
I also tried with the dll Set 2, but no avail....

These are my two main concerns.


I would be so grateful to you and you all if you could help me.


SOLVED! (I think you will find)

doublons file is supposed to be empty! - This indicates that you have NO classfile conflicts or duplicates slowing down or corrupting your mod folders.  Run Classcheck in other mod folders, or when you drop a new mod in, the results will surprise you.

This setting will restore Full Screen (Widescreen)
SaveAspect=1 This jumps out it should be:
SaveAspect=0

Hi Mr MONTY

So I have to be very very grateful to you !
The " SaveAspect=1" was a typo of mine but in my Conf.ini I had "SaveAspect=0 // 1".
After your answer I run the game again but with no avail , still had the 4/3.
So, I went back to my conf.ini and in a "last chance move before suicide", I deleted the  // 1. Put my conf.ini back on "Read only".
I ran the game and miracle...full screen !. So You saved me from hanging myself !

THANKS for that indeed.

Now for the Classcheck I knew that the "doublons" can be safely deleted. The point is that I had neither "doublons" or " Potentially etc..." in #WAW2. after application of Exp.Pack 1.

So my question is Can I safely proceed to Exp.Pack 2 while my #WAW2 is still 1MB bigger than specified in the Exp.Pack1 instructions (431MB) ?

Now just in case I run into some " potentially conflicting classes " after ClassCheck, what am I supposed to do with these ? Keep or Delete them as for "Doublons" ?

Thank you for your patience and dedication.
Sorry to be a pain for you.

Sonny Tucson :-[

Looking good - safe to proceed.  The B.A.T. expansions go over the top of your install allow overwrite  BATEP02 - BATEP03 - BATEP04!  ;D

All B.A.T. Expansion Packs have been pre-cleaned of duplicates and conflicts.  You can check for your own peace of mind and will always get a clean bill of health.  We offer the utility for anyone who then wishes to add further mods to their B.A.T. install. - See B.A.T. Manual Page-11.

(http://i.imgur.com/auZcnX8.jpg)

(http://i.imgur.com/BtQbF8M.jpg)
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 12, 2017, 12:05:53 AM
Many thanks Simon, although I tried to describe the issue earlier, pictures said far more lol
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 12, 2017, 12:09:04 AM
Many thanks Simon, although I tried to describe the issue earlier, pictures said far more lol

Absolutely right mate.  I am also a 'pictures' man as you know! - can hardly string two wossnames together in fact, sheesh...

Despite the fact that we are approaching our FIFTH B.A.T. Expansion Pack I should like to remind everyone that the initial B.A.T. install represents around 80 equivalent downloads to C.U.P.  Therefore you have a huge boost to start with.  The Expansion Packs have, usefully, carried a few fixes along with a lot of all new material never seen in C.U.P. 

With 10 new maps, the F4 upgrade, F5, Beagle, new Fokker, long hull carriers,  etc etc... we have been icing the cake ever since!
Title: Re: C.U.P. becomes B.A.T.
Post by: barber on January 12, 2017, 02:25:43 AM
Hi Mr. Monty

First of all thank you very much for this enormous work you and the team have done and do constantly!
I have two wishes you could fix: First the Fi 156 tank nearer the rack in proper place.It is already fixed by Epervier
in december but not taken to B.A.T.
The other wish is to get Blenheim Sarja I "Talvisota" plane to this fine and easy working B.A.T.
Thank you.

Cheers
Barber
(https://s29.postimg.cc/kccjou4rr/2017_01_11_17_23_55.jpg) (https://postimg.cc/image/af1ivrx5v/)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 12, 2017, 03:02:12 AM
Thanks Barber, B.A.T. maintenance have it, Expansion Pack Five...
Title: Re: C.U.P. becomes B.A.T.
Post by: henkypenky on January 12, 2017, 04:37:01 AM
@dastardly Sorry for delay, its only missing lines planes are stil there.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 12, 2017, 05:15:04 AM
This is probably trivial to you guys, but I am having a problem starting one of the QMB missions - I enjoy playing the missions on maps where I used to  salvage dive during my Navy days.  Tried Rabual in BAT this afternoon and everything seemed fine until I hit "fly".  Then "mission loading failed:Landscape Rabaul_1944/load.ini loading error" came on the screen.  This was on BAT obviously, and when I tried it in CUP today,  as I had done in the past, it worked fine.  Just for the heck of it, I went into FMB (still in BAT) and selected Rabaul and I crashed instantly to my desktop.  Just wondering what I had done incorrectly.  Probably forgot something.  Thanks for any help/advice.

Which Module? - This is critical as the wrong module planelist could easily crash the QMB mission.  New QMB missions for any module and map are easily made.  Make a list if you can't do it yourself and some of the FMB Meisters will surely knock them up!

B.A.T. MAINTENANCE

Rogue Classfiles again:  I am sure you all appreciate that B.A.T. is BIG and updating the Jet Age, in particular, is a slippery business sometimes.  Each little flaw that slips through is not because we are stupid, its just down to the complexity of the classfiles and their sheer number.  However, clear reports allow us to prioritise the offending group and solve the issue fast.  Load order fixing was always my speciality.

(http://i.imgur.com/V75iOdl.jpg)

(http://i.imgur.com/NoXuPFV.jpg)

Therefore, B.A.T. Expansion Pack Five will contain these, tiny but significant, updates and all the reported bugs will be fixed.

Here's what we have so far for BATEP05:

Two new aircraft under test for inclusion (no details released yet)

Fi156 Fuel Tank fixed

Blenheim Sarja I - "Talvisota"

Night Fighter version Blenheim 1F

Most up to date CATAPULT.INI

F-16 Dragchutes fixed

F8 Crusader control surfaces fixed

New Jet Age training and dogfight missions

QUICK-QMBPRO Updates

********************************

Sound issues:  Soundsets are confined to Classes_Sound and may therefore be developed separately.  Soundset updates are down to sourcing the prs files and samples and trying them out.  Its a subjective business and anyone can do it.  We will offer some updates but really anyone can get in there if they back it up properly or experiment with a sound folder loaded to a higher priority.  Pretty easy stuff guys...

********************************
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 12, 2017, 06:01:30 AM
It's the WAW module.  If it's a problem, don't worry.  There is plenty of others to participate in.  I just have an affinity for all those little Pacific islands.  Thanks for your response.  I know you guys are real busy.  Appreciate all the help you always provide.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 12, 2017, 06:16:41 AM
It's the WAW module.  If it's a problem, don't worry.  There is plenty of others to participate in.  I just have an affinity for all those little Pacific islands.  Thanks for your response.  I know you guys are real busy.  Appreciate all the help you always provide.

No worries mate, QMBPRO is always a WIP, and designed to be directly edited.  Stand by for incoming updates!
Title: Re: C.U.P. becomes B.A.T.
Post by: Griffon_301 on January 12, 2017, 06:19:16 AM
Simon, while you are at it...pls check some of the objects as well; as reported already, vehicles like the Kubelwagen, the Kurogame and others look very weird in the object viewer..I remember this problem from back when CUP was released and it is fixable with using the full correct ini entries for those vehicles...
I have done just that in my own modded CUP....
Title: Re: C.U.P. becomes B.A.T.
Post by: ianp on January 12, 2017, 06:33:08 AM
It's the WAW module.  If it's a problem, don't worry.  There is plenty of others to participate in.  I just have an affinity for all those little Pacific islands.  Thanks for your response.  I know you guys are real busy.  Appreciate all the help you always provide.


ol'Navy i had the same issue as you when i tried to load map Rabaul 1944-bee the screen stayed empty and pale blue, exited FMB, back in to FMB and tried the same map again and crashed to desktop, this happened repeatedly,  fixed it by using  BATDLLS-02, the map now loads just fine,  the link and instructions are on page 6 of the manual. 

PS: Thanks for pointing this out as it alerted me to an action i had to take at some point along the way. (after i read the manual)

Title: Re: C.U.P. becomes B.A.T.
Post by: gianluca on January 12, 2017, 07:16:06 AM
Hi Monty, installed BAT and running! Thks a lot so far! Just have an issue with F-18 and Harrier 3do: they don't show in QMB or whatever... may I ask in which sfs files are they in? A corrupted one from my side most probably. Would like to download again the right ones only, if possible! Thks a lot in advance.

Best regards,

Gianluca

PS: just found out the Thuds show off in pink dress! Same question here!
Title: Re: C.U.P. becomes B.A.T.
Post by: superbee426ci on January 12, 2017, 07:18:43 AM
First Off THE B.A.T is amazing!!!!  Thanks for all the hard work!  I have noticed 3 little bugs that may have been reported but I'm going to mention them anyway.  1) The Lancaster appears in my aircraft list but the 3d model is missing. 2) The AU-1 in JTW only has 3 loadouts in WAW it has about 20. 3) The P-38G models wheelie, if you apply full throttle at appx 40mph they rotate and drag the tail booms then by about 70mph the nose comes back down.  Once in flight, it feels like the GC is to far to the rear (very pitch sensitive).  My game is a clean install from the torrent with all the expansion packs installed.
Title: Re: C.U.P. becomes B.A.T.
Post by: barber on January 12, 2017, 07:46:20 AM

(https://s23.postimg.cc/vewlyo86z/2017_01_12_16_09_12.jpg) (https://postimg.cc/image/hl899mflj/)

Hi B.A.T. maintenance

To your attention:
In TGA the cockpit of W34 looks like this, outside is the F.13 by goi96otto and no loadouts.
In WAW W34 has no cockpit,outside ok, no loadouts. the cargo models of F13 have bombs etc.
They are obviously a little bit mixed! But Expansion Pack sure will fix all those at the time.
Thanks.

Cheers
Barber
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 12, 2017, 08:46:03 AM
Thanks Barber.  All Junkers are perfect in The Golden Age.  In World at War we had 4 classfiles go astray again.  All nailed down again and also perfect now.

Note:  This is classfiles did this, not 3D or SFS, just those tiny files, often duplicated, that define so much.  If we simply loaded all folders, and ignored duplication and conflicts in favour of load order, then this would not occur.  In fact, that's how the old TFM was built, with multiple folders stacked one upon the other, load order critical.

The trouble is the Mod folders get huge!  Considering the level of content the B.A.T. Mod folders are extremely small and neat.

This is because B.A.T. uniquely, keeps the 3d to one side, safely in SFS, and actually eliminates ALL conflicting and duplicate classfiles.  This provides much of the performance boost but leaves ZERO margin for error.  Hence, the odd trip up like this that looks so odd but is the result of such fine tuning with no margins.

(http://i.imgur.com/WoWLjVy.jpg)

Here's what we have so far for BATEP05:

Two new aircraft under test for inclusion:
Fi156 Fuel Tank fixed
Junkers F13 & W34 for WAW fixed
Blenheim Sarja I - "Talvisota"
Night Fighter version Blenheim 1F
Most up to date CATAPULT.INI
F-16 Dragchutes fixed
F8 Crusader control surfaces fixed
New Jet Age training and dogfight missions
QUICK-QMBPRO Updates

Simon, while you are at it...pls check some of the objects as well; as reported already, vehicles like the Kubelwagen, the Kurogame and others look very weird in the object viewer..I remember this problem from back when CUP was released and it is fixable with using the full correct ini entries for those vehicles...
I have done just that in my own modded CUP....

Don't use object viewer or have those entries.  Can you help by posting your corrections?
Title: Re: C.U.P. becomes B.A.T.
Post by: Sonny Tucson on January 12, 2017, 09:35:24 AM
Hi Mr. MONTY

Everything running smoothly. All BAT Exp.Packs installed.

Thank You

Sonny Tucson.  ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: Griffon_301 on January 12, 2017, 09:54:42 AM
Hello Simon!

well, if the problem is only limited to the object viewer...who cares...I have not checked though if the vehicles that look weird in OV also look the same in the game...
if that would be the case, then it would be sort of problem me thinks...

I can send you my ini files, I do not remember which entries those were..need to check the history in the CUP release thread..somewhere within the first 200 replies IIRC...
Title: Re: C.U.P. becomes B.A.T.
Post by: EHood on January 12, 2017, 11:16:44 AM
Completed my BAT installation, up to Expansion Pack 4, yesterday. Haven't had a chance to test everything yet, but what I've tried so far works wonderfully well. The loading time actually seems to be faster; at the risk of speaking too soon (I haven't tried any especially busy missions yet), even  my frame rate for WAW seems to have improved.

So far I've noticed only one somewhat disconcerting change. This is NOT intended as a complaint; it's merely an observation. Over the past decade or more of flying Il-2, I've become accustomed to seeing the map as a replica of a kneepad map, quite separate from cockpit and exterior views. The "hem" had gone missing, so now the edge(s) of the map tend to merge with the overall picture. I'll get used to it.

Apart from that trivial quirk, BAT has already exceeded my expectations. One happy camper here, and I'll be looking forward to future expansions.

 ;D  ;D  ;D  ;D  ;D  ;D  ;D

Once again, MANY thanks to Monty, the crew at Hangar 19, and everyone else who's contributed to what one friend of mine has referred to as "the ultimate mod."
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 12, 2017, 02:05:27 PM
Erwin, the enhanced in-flight map actually does have a proper kneeboard now.  The flight briefing and notes are now displayed in there.

Try right clicking on the in-flight map and choosing one of the alternative views from the drop down menu, in flight!  PAL's new HUD Mode also displays, nav map, relative position and radar views.  With a campaign like my Screaming Eagles Over Korea, for the Panther, the mission briefings were written to fit the in-flight kneeboard.  You could call up flight details, target, formations etc, from the in-flight kneeboard.

Simon

(http://i.imgur.com/7QhJEtc.jpg)

BTW, as a MAD enthusaist and an Australian, I thought it was:  “It’s crackers to slip a rozzer the dropsy in snide.”  (It's silly to bribe a policeman with counterfeit money.)  Good advice on many levels!

Title: Re: C.U.P. becomes B.A.T.
Post by: gianluca on January 12, 2017, 02:13:58 PM
.....did try with original 3do of all the planes (f-18, AV-8 and Thud) and did not work Monty and this puzzles me: usually it should work! tipps are welcome!

Best regards

Gianluca
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 12, 2017, 02:18:36 PM
Hello Simon!

I have downloaded the complete package and will be installing everything hopefully tomorrow...does your "Anyone installing today or later does not need the SASEngineMOD Retro fix either, that issue is no longer there." mean I have to redownload everything or is the fix hidden in the expansion packs?
may sound like a stupid question but even sitting on a 100mbit line downloading the whole torrent again might take some time... :)

cheers from freezing Austria
phil

Hello Phil

The fix was changing out the EngineMOD 'Upgrades' from BATEP02 - These have now been removed from BATEP02 so it is no longer necessary.  I re-uploaded BATEP02 yesterday.  The order for the EngineMOD fix doesn't matter at all, so pop into JTW_Navy Trials and test your cats.  Its likely all will be OK, job done.  If you flop off the deck like a wounded duck, do the EngineMOD fix!

BTW IMHO B.A.T. The Jet Age has already matched and exceeded SFP2 and, as you know, the upcoming developments are set to blow it away altogether!

Keep warm my friend!

Simon... I have a questiion (maybe because sometimes, I have difficulties with English...).

If I download the new BATEPO02, do I need the BATEngineMOD_RETRO ?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 12, 2017, 02:27:53 PM
Hello Simon!

I have downloaded the complete package and will be installing everything hopefully tomorrow...does your "Anyone installing today or later does not need the SASEngineMOD Retro fix either, that issue is no longer there." mean I have to redownload everything or is the fix hidden in the expansion packs?
may sound like a stupid question but even sitting on a 100mbit line downloading the whole torrent again might take some time... :)

cheers from freezing Austria
phil

Hello Phil

The fix was changing out the EngineMOD 'Upgrades' from BATEP02 - These have now been removed from BATEP02 so it is no longer necessary.  I re-uploaded BATEP02 yesterday.  The order for the EngineMOD fix doesn't matter at all, so pop into JTW_Navy Trials and test your cats.  Its likely all will be OK, job done.  If you flop off the deck like a wounded duck, do the EngineMOD fix!

BTW IMHO B.A.T. The Jet Age has already matched and exceeded SFP2 and, as you know, the upcoming developments are set to blow it away altogether!

Keep warm my friend!

Simon... I have a questiion (maybe because sometimes, I have difficulties with English...).

If I download the new BATEPO02, do I need the BATEngineMOD_RETRO ?

hi Gaston - NON ;D

Easy check:  Size ...Il2BAT/#JTW2/Classes-!SAS-EngineMod_2.7.1W is -  11.3Mb
Title: Re: C.U.P. becomes B.A.T.
Post by: TheOligopolist on January 12, 2017, 02:34:49 PM
Thanks to everyone who worked on this. I came here to detail some cockpit issues I found but they've all been fixed as of patch 4.
Really having fun with this.
Title: Re: C.U.P. becomes B.A.T.
Post by: EHood on January 12, 2017, 02:37:03 PM
Erwin, the enhanced in-flight map actually does have a proper kneeboard now.  The flight briefing and notes are actually displayed in there.

Try right clicking on the in-flight map and choosing one of the alternative views from the drop down menu, in flight!  PAL's new HUD Mode also displays, nav map, relative position and radar views.  With a campaign like my Screaming Eagles Over Korea, for the panther, the mission briefings were written to fit the in-flight kneeboard.  You could call up flight details, target, formations etc, from the in-flight kneeboard.

Simon


BTW, as a MAD enthusaist and an Australian, I thought it was:  “It’s crackers to slip a rozzer the dropsy in snide.”  (It's silly to bribe a policeman with counterfeit money.)  Good advice on many levels!


Many thanks for the advice re the map; I shall have a look at the new features.

As for the signature, this is a memory from 1967 or '68. Your translation is as I recall it, but my memory very likely did substitute "dolly" for "dropsy."

 8)
Title: Re: C.U.P. becomes B.A.T.
Post by: Maki3006 on January 12, 2017, 02:52:51 PM
Hi Simon, I have noticed that some machine gun and cannon sounds are not working at all in WAW, they work fine in DOF. Have not tried JTW yet.
Title: Re: C.U.P. becomes B.A.T.
Post by: Sakura_Matou on January 12, 2017, 03:09:48 PM
Hi Simon, I have noticed that some machine gun and cannon sounds are not working at all in WAW, they work fine in DOF. Have not tried JTW yet.

Yeah I had the same thing but they were there just super quiet :P

He told me I can disable them and restore default sounds by renaming the Classes-Sound folder in the #WAW2 folder to "-Classes-Sound".

It will give you all the default sounds so you will hear gunfire again and I'm sure he will have a fix soon.
Title: Re: C.U.P. becomes B.A.T.
Post by: Maki3006 on January 12, 2017, 03:22:40 PM
Hi Simon, I have noticed that some machine gun and cannon sounds are not working at all in WAW, they work fine in DOF. Have not tried JTW yet.

Yeah I had the same thing but they were there just super quiet :P

He told me I can disable them and restore default sounds by renaming the Classes-Sound folder in the #WAW2 folder to "-Classes-Sound".

It will give you all the default sounds so you will hear gunfire again and I'm sure he will have a fix soon.

Thanks!  ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: Kiwi on January 12, 2017, 03:33:45 PM
(http://i.imgur.com/EUzOW14.png)
using expansion 4
this plane doesnt seem to work
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 12, 2017, 03:56:43 PM
It's the WAW module.  If it's a problem, don't worry.  There is plenty of others to participate in.  I just have an affinity for all those little Pacific islands.  Thanks for your response.  I know you guys are real busy.  Appreciate all the help you always provide.


ol'Navy i had the same issue as you when i tried to load map Rabaul 1944-bee the screen stayed empty and pale blue, exited FMB, back in to FMB and tried the same map again and crashed to desktop, this happened repeatedly,  fixed it by using  BATDLLS-02, the map now loads just fine,  the link and instructions are on page 6 of the manual. 

PS: Thanks for pointing this out as it alerted me to an action i had to take at some point along the way. (after i read the manual)



Didn't work for me.  Still same results as before.  From what Monty says, QMB fixes/adjustments are on the way.  But I just wonder whether if what they do will fix FMB (I never have understood FMB so consequently don't use it just went into it to see whether map would load).  Thanks very much for your response.  Your reply gave me hope,  but now I just gotta wait.  Thanks again.
Title: Re: C.U.P. becomes B.A.T.
Post by: Dastardly on January 12, 2017, 04:06:33 PM
referring to the sound issue I posted previously. I've looked into the sound files (by the way LO0.wav in #JTW2...VC should be re-sampled if possible) and experimented a little. If I compare the DR.1 in DOF QMB in the last CUP and BAT, in BAT it's much louder and distorted. completely removing the Classes-Sound folder made no difference, conf.ini is the same, is there something else that controls the sound (individually for each module)? Has something changed since CUP in that respect?

looking forward with anticipation to the next update...
Title: Re: C.U.P. becomes B.A.T.
Post by: killerbee759 on January 12, 2017, 05:40:31 PM



Dear Kiwi, i resolved this problem downloading Aero_A101 from sas1946 . I copy two files named Aero_A101_EM and Aero_A101_FM to folder #TGA2/Classes-FMs
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 12, 2017, 06:05:12 PM
Ol' Navy is extremely reliable Navi, he never fails to fail when it comes to technology :P
Just put it wherever you want (IL2 folder for neatness points) then, select your IL2 launcher icon/link on the desktop and select properties, then select customization tab (or something that might do the same, my OS is in different language than english) and click on change icon button.
After that navigate to that icon and set it as a new icon for your IL2 launcher.

OK, I readily admit I am not as smart as most of you guys here in this forum, but I tried to do as you said above, and when I go to the IL2 Selector Icon properties, I only have four choices - Compatibility, Security, Details, Previous Versions.  Not one of those give me the opportunity to change the icon, at least that I can see.  I do have the three "alternate" icons in my install, but I don't know how to get one to replace the original IL2 one. Could this be a Windows 10 issue, or merely at "Holmes" issue?  Would that have changed the choices I am able to make?  I am truly sorry for my ignorance, but when you don't know, you gotta ask.  I know this is a pretty insignificant issue for most of you here and is easily accomplished.  Just not so for me.  Thanks.
Title: Re: C.U.P. becomes B.A.T.
Post by: jpten on January 12, 2017, 06:53:24 PM
It reads as if you are not reading the properties of a 'shortcut'.  Your IL2 Selector Icon has to on your desktop as a 'Shortcut' to get the option to 'Change icon' when you read the properties.  If you read the properties from inside the main directory you only get the choices you have listed. To make a shortcut, You 'send' the selector icon to the desktop as a shortcut by right clicking on it and selecting 'SEND TO'  and then picking 'Desktop (create shortcut)'. 
Title: Re: C.U.P. becomes B.A.T.
Post by: PhantomII on January 12, 2017, 07:41:53 PM
Thanks jpten for clarifying that, it works. :)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 12, 2017, 10:35:12 PM
.....did try with original 3do of all the planes (f-18, AV-8 and Thud) and did not work Monty and this puzzles me: usually it should work! tipps are welcome!
Use BATDLLS-02.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: kalsonic12 on January 13, 2017, 12:37:45 AM
Just wanna say thank you to the community for making B.A.T. I never thought I would enjoy so much flying the Dougas Skyraider doing ground attack missions.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 12:49:50 AM
The B.A.T. World at War Soundset is unique and based on Tiger33's sounds with additional tuning by Hangar-19.  Provided your hardware is configured properly then the Conf.ini settings are critical.

Here is mine:  Remember to fill in your own resolution under [Window] and take out my entries.

This is sound and graphics maxxed...

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[HotKey Console]
Shift Tab=Activate

[Console]
HISTORY=128
HISTORYCMD=128
LOGFILE=log.txt
LOG=1
LOGKEEP=0
LOGTIME=0

[HotKey gui]
Escape=activate

[window]
//width=1360
//height=768
//width=1440
//height=900
width=1920
height=1080

ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=1
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=5
UIDetail=0
UIBackground=rnd

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
TypeClouds=1
Arcade=0
HighGore=1
mapPadX=0.8025002
mapPadY=0.052222222
viewSet=57
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=0
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=0
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
mapPadMode=1

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.2
LeanS=0.2
Raise=0.089999996
RubberBand=0.04

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30
Ctrl C=copy
Ctrl X=cut
Ctrl V=paste
Ctrl Q=incHeight
Ctrl A=DecHeight

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=1
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=14
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=1
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

[Mods]
Flyby=1
FlybyFov=60.0
ToggleMusic=1
RandomSplash=1
PALHUDMode=1
SpeedbarTAS=1
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
netCallsign=

For those with overloud/distorted engine sounds in Dawn of Flight (eg;DrI) please disable/delete ...Il2 BAT/#DOF2/Classes-Engine Sounds.
Title: Re: C.U.P. becomes B.A.T.
Post by: gianluca on January 13, 2017, 04:27:52 AM

Use BATDLLS-02.

Best regards - Mike

Thks Mike it worked!
Title: Re: C.U.P. becomes B.A.T.
Post by: Maki3006 on January 13, 2017, 04:33:08 AM
Thank you Simon, that fixed the issue! 8)
Title: Re: C.U.P. becomes B.A.T.
Post by: Sakura_Matou on January 13, 2017, 05:02:54 AM
The B.A.T. World at War Soundset is unique and based on Tiger33's sounds with additional tuning by Hangar-19.  Provided your hardware is configured properly then the Conf.ini settings are critical.

Here is mine:  Remember to fill in your own resolution under [Window] and take out my entries.

This is sound and graphics maxxed...

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[HotKey Console]
Shift Tab=Activate

[Console]
HISTORY=128
HISTORYCMD=128
LOGFILE=log.txt
LOG=1
LOGKEEP=0
LOGTIME=0

[HotKey gui]
Escape=activate

[window]
//width=1360
//height=768
//width=1440
//height=900
width=1920
height=1080

ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=1
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=5
UIDetail=0
UIBackground=rnd

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
TypeClouds=1
Arcade=0
HighGore=1
mapPadX=0.8025002
mapPadY=0.052222222
viewSet=57
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=0
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=0
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
mapPadMode=1

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.2
LeanS=0.2
Raise=0.089999996
RubberBand=0.04

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30
Ctrl C=copy
Ctrl X=cut
Ctrl V=paste
Ctrl Q=incHeight
Ctrl A=DecHeight

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=5
SoundMode=1
SamplingRate=1
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=14
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=1
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

[Mods]
Flyby=1
FlybyFov=60.0
ToggleMusic=1
RandomSplash=1
PALHUDMode=1
SpeedbarTAS=1
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
netCallsign=

For those with overloud/distorted engine sounds in Dawn of Flight (eg;DrI) please disable/delete ...Il2 BAT/#DOF2/Classes-Engine Sounds.

Nice settings Monty I think it fixed my issues with gun fire sounds too!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 06:03:07 AM
There you go, Il2 never looked as good and never sounded as good as this!  I guess we should put this conf.ini in the next B.A.T. Manual update.

(http://i.imgur.com/OKIODut.jpg)

Blenheim Sarja I - "Talvisota"  by DreamK
http://www.sas1946.com/main/index.php/topic,28175.0.html
This magnificent Blenheim variant includes the markings fix by SAS~Epervier and the enhanced cockpit common to all B.A.T. Blenheims.

(http://i.imgur.com/BU36gjT.jpg)

Junkers W34 and F13 cockpits fixed and 3d models rationalised and working

(http://i.imgur.com/WoWLjVy.jpg)

OTHER FIXES COMPLETE:
Aero 101 for TGA fixed
Fi156 Fuel Tank fixed
Most up to date CATAPULT.INI
F-16 Dragchutes fixed
F8 Crusader control surfaces fixed
Hind Cockpit fixed (MiG9 Artifact)
Il28 Cockpit fixed (MiG9 Artifact)
Mi-8 Terminator Cockpit & Skins

Delete BATMODS JSGME Option #JTW-COCKPIT Hind as the cockpit is now permanently fixed.

For those with overloud/distorted engine sounds in Dawn of Flight (eg;DrI) please disable/delete the folder ...Il2BAT/#DOF2/Classes-Engine Sounds.

(http://i.imgur.com/L4fESs6.jpg)

Hawker Hunter
This beautiful mod is totally superb in every way!  Use your Bombsight Automation key to change Sight types.  The Inertial Sight is excellent for dive-bombing.

(http://i.imgur.com/NtDHhfO.jpg)

3D work by GJE52, Ghost129er, just champi, western0221 and
SAS~Storebror. Java, loadouts and Flight Model by SAS~Anto,
SAS~Storebror and 4S_Vega. Skins by Highlander and GJE52
SNEB100 rockets by Lisek

(http://i.imgur.com/5YTh2qr.jpg)

Skins for Mirage, Hunter, Mil-8 included.

Stationary Models Mirage and Hunters by Mission_BUG

(http://i.imgur.com/IGLbLeT.jpg)

Mirage III Family
This aircraft is really a public WIP.  The control surfaces are not yet animated and advanced avionics are not yet implemented. However, its one of the best jets to dogfight with, the cockpit is fantastic and the missiles work perfectly!

(http://i.imgur.com/WMnd65N.jpg)

Original Mirage III Mod by BlackTails Team & BT~Teacher.
Cockpit by SAS~GJE52. Skins by SAS~Malone

(http://i.imgur.com/BxoclJj.jpg)

THE LATEST B.A.T. MANUAL:
https://www.mediafire.com/?8c8bk9517cm05am

B.A.T. EXPANSION PACK - BATEP05.ZIP
https://www.mediafire.com/?veq90d97l3pnsrn


Title: Re: C.U.P. becomes B.A.T.
Post by: urmel on January 13, 2017, 06:48:16 AM
Thanks Guys,fantastic Work!
Title: Re: C.U.P. becomes B.A.T.
Post by: eMeL on January 13, 2017, 07:10:58 AM
Outstanding! Very nice looking models for the Mirage and Hunter  ;D ;D ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: jeanba on January 13, 2017, 07:28:14 AM
Great for the Mirage, but the armement is wrong (only 2 IRM missiles)
Title: Re: C.U.P. becomes B.A.T.
Post by: urmel on January 13, 2017, 07:43:15 AM
I get a crash at 70% in all games,any idea?
Title: Re: C.U.P. becomes B.A.T.
Post by: superbee426ci on January 13, 2017, 07:46:55 AM
I've got another bug to add to my earlier report (P-38G wheelie).  The "Birds" & "Seagulls" in the animated object section of the FMB can not be placed.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 07:54:42 AM
I get a crash at 70% in all games,any idea?

Yeah, I got a great idea, show us your LOGFILE


Great for the Mirage, but the armement is wrong (only 2 IRM missiles)
**************************
author=SAS~Monty27 link=topic=53512.msg583476#msg583476 date=1484312587]
Mirage III Family
This aircraft is really a public WIP.

Yes I agree, it is nice to see the Mirage family out at last, very positive!  Still a WIP so all are invited to get to work on the model.  Any modder who needs the base 3D and classfiles is welcome to PM me for the raw material.

I've got another bug to add to my earlier report (P-38G wheelie).  The "Birds" & "Seagulls" in the animated object section of the FMB can not be placed.

You pressin' the right buttons?

(http://i.imgur.com/fg5gpk3.jpg)


Title: Re: C.U.P. becomes B.A.T.
Post by: cgagan on January 13, 2017, 08:15:11 AM
I have to report a 70% CTD with the jet age (haven't tested with dof or tga). Here's the last part of my logfile, I hope this is the right one.. EDIT: I get a 70%CTD also with dof and tga... I guess with waw too

FM called 'FlightModels/Wagen.fmd:WAGEN' is being loaded from File: 'wagen'
FM called 'FlightModels/Wagen.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
FM called 'FlightModels/Jeep.fmd:WAGEN' is being loaded from File: 'wagen'
FM called 'FlightModels/Jeep.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
FM called 'FlightModels/Jeep50.fmd:WAGEN' is being loaded from File: 'wagen'
FM called 'FlightModels/Jeep50.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
Main begin: PlMisStatic: class 'vehicles.stationary.Spawn$SpawnUnit' not found
java.lang.RuntimeException: PlMisStatic: class 'vehicles.stationary.Spawn$SpawnUnit' not found
   at com.maddox.il2.builder.PlMisStatic.configure(PlMisStatic.java:700)
   at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
   at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
   at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
   at com.maddox.il2.gui.GUI.create(GUI.java:166)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
   at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
   at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
   at com.maddox.il2.game.Main.exec(Main.java:432)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jan 13, 2017 3:11:34 PM] -------------- END log session
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 08:24:03 AM
Thanks for the log Costas.  It looks like you have an old test download of BATEP05.  This missing classfile was fixed 24 hours ago.  Perhaps mediafire has not updated the link properly.  We have seen this before.  The only solution I know is to take the link down and build a totally new link without an overwrite.  What a pain!  Better get on with it...

OK, the link is down.

Here is a quick patch for everyone who has the incomplete download:
BATEP05 PATCH
https://www.mediafire.com/?hdpahw4bfol6bbc


New link going up now...

Title: Re: C.U.P. becomes B.A.T.
Post by: cgagan on January 13, 2017, 08:31:43 AM
Hi Simon, if I understand you correctly, I must re d/load BATEP05 and add it to my BAT game without overwriting?
Title: Re: C.U.P. becomes B.A.T.
Post by: GEORGES44 on January 13, 2017, 08:32:11 AM
Mirage III :o :o :o
I just keep pinching me to try to wake me up! It must be a dream!
Title: Re: C.U.P. becomes B.A.T.
Post by: superbee426ci on January 13, 2017, 08:38:39 AM


I've got another bug to add to my earlier report (P-38G wheelie).  The "Birds" & "Seagulls" in the animated object section of the FMB can not be placed.

You pressin' the right buttons?

(http://i.imgur.com/fg5gpk3.jpg)



Very Very strange I tried it on multiple maps and I had it working in CUPS. I'll do some more testing.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 08:39:21 AM
Hi Simon, if I understand you correctly, I must re d/load BATEP05 and add it to my BAT game without overwriting?

No, if you have already done BATEP05 then grab this part

BATEP05 PATCH
https://www.mediafire.com/?hdpahw4bfol6bbc

and unzip direct to your Il2 directory.  This repairs the download and you will be all OK again.  Please confirm when you have done this.

Meanwhile the proper complete version is going up again.  I already did this but the old link was not overwritten.

Title: Re: C.U.P. becomes B.A.T.
Post by: cgagan on January 13, 2017, 08:40:55 AM
You are a magician Simon, the patch worked (with all versions)!!!! many thanks for the immediate response!!!!
Title: Re: lancaster disappeared after update
Post by: thypoon on January 13, 2017, 08:42:15 AM
hey after update the lanc disappeared? how can i fix it
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 08:45:16 AM
You are a magician Simon, the patch worked (with all versions)!!!! many thanks for the immediate response!!!!

Naaaaah, its bloody Mediafire, we fixed this yesterday in testing before releasing the link.  The trouble is the change is so small its hard to check.
 
Anyway I'm not a magician, at Hangar-19 my proper rank is wizard!  ;D

hey after update the lanc disappeared? how can i fix it

You could look for it properly, perhaps under Bomber Command.  :)

Lancaster         air.LANCASTER 1               NOINFO  gb01  SUMMER

Mirage III :o :o :o
I just keep pinching me to try to wake me up! It must be a dream!

It is a beautiful model and the cockpit is good too.  Mission_BUG made us the static models.  Even while there is some more work to do on the model there is nothing to stop the mission builders from getting to work on new 70's era jet campaigns.  The Middle East, Angola, etc etc...  8)


Title: Re: C.U.P. becomes B.A.T.
Post by: Maki3006 on January 13, 2017, 08:51:00 AM
I am crashing at 60% in DOF, where do I find my logfile?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 08:54:37 AM
I am crashing at 60% in DOF, where do I find my logfile?

Wait for new link or add this:

BATEP05 PATCH
https://www.mediafire.com/?hdpahw4bfol6bbc

We know the answer to this so the solution is already underway.  However, why post a question on a thread about logfile when you could just as easily type the word into the searchbar?  It is worth understanding Logfile.  In this case I take responsibility and your install is in no danger.  in order to start modding on your own though, you really have to understand logfile or you are working blind.

http://www.sas1946.com/main/index.php/topic,13457.msg141587.html#msg141587

Title: Re: C.U.P. becomes B.A.T.
Post by: Maki3006 on January 13, 2017, 08:58:44 AM
It's still crashing, forgot to tell you that I did not download that last update you put up. It was crashing before that. The crashing started when you gave me that fix for the sound, it works fine in WAW.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 13, 2017, 09:02:54 AM
where do I find my logfile?
Read how to get the log here (http://www.sas1946.com/main/index.php/topic,13457.0.html), and the instant log here (http://www.sas1946.com/main/index.php/topic,19308.0.html).

Important: read here (http://www.sas1946.com/main/index.php?topic=39780.0) which part(s) from the log to post
and how to post it. (code option!)

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: Maki3006 on January 13, 2017, 09:17:15 AM
Sorry if I posted the wrong section.  :-[

Code: [Select]
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
Ship: Value of [Steamboat]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipYardSteam.<clinit>(ShipYardSteam.java:115)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipYardSteam$Steamboat
Ship: Value of [HMSCossack]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:118)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSCossack
Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:119)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJupiter
Ship: Value of [HMSMatabele]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:120)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSMatabele
Ship: Value of [HMSNubian]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:121)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSNubian
Ship: Value of [HMSTartar]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:122)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSTartar
Ship: Value of [Petropavlovsk]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.RusNavy.<clinit>(RusNavy.java:110)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.RusNavy$Petropavlovsk
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke24'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke25'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke26'
Plane: Parameter [MoraneSaulnier_I]:<Class> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:1117)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:1143)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:1192)
at com.maddox.il2.objects.vehicles.planes.PlaneMoraneSaulnier.<clinit>(PlaneMoraneSaulnier.java:174)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.vehicles.planes.PlaneMoraneSaulnier$MoraneSaulnier_I
Plane: Parameter [MoraneSaulnier_L_Pearly]:<Class> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:1117)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:1143)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:1192)
at com.maddox.il2.objects.vehicles.planes.PlaneMoraneSaulnier.<clinit>(PlaneMoraneSaulnier.java:181)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.vehicles.planes.PlaneMoraneSaulnier$MoraneSaulnier_L_Pearly
Plane: Parameter [MoraneSaulnier_L_Plate]:<Class> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:1117)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:1143)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:1192)
at com.maddox.il2.objects.vehicles.planes.PlaneMoraneSaulnier.<clinit>(PlaneMoraneSaulnier.java:182)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.vehicles.planes.PlaneMoraneSaulnier$MoraneSaulnier_L_Plate
Plane: Parameter [NieuportN17]:<Class> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.getS(PlaneGeneric.java:1117)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.LoadPlaneProperties(PlaneGeneric.java:1143)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.<init>(PlaneGeneric.java:1192)
at com.maddox.il2.objects.vehicles.planes.PlaneWWINieu.<clinit>(PlaneWWINieu.java:56)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 13, 2017, 09:25:21 AM
That's an incomplete installation depicted there in your log.
Title: Re: C.U.P. becomes B.A.T.
Post by: Maki3006 on January 13, 2017, 09:29:21 AM
That's an incomplete installation depicted there in your log.

Ah, ok. The crash only happens when I load DOF, should I reinstall it all?
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 13, 2017, 09:38:07 AM
It reads as if you are not reading the properties of a 'shortcut'.  Your IL2 Selector Icon has to on your desktop as a 'Shortcut' to get the option to 'Change icon' when you read the properties.  If you read the properties from inside the main directory you only get the choices you have listed. To make a shortcut, You 'send' the selector icon to the desktop as a shortcut by right clicking on it and selecting 'SEND TO'  and then picking 'Desktop (create shortcut)'. 

Thank you  for the explanation.  I sure didn't know that.   Gonna try it
Title: Re: C.U.P. becomes B.A.T.
Post by: ol' Navy on January 13, 2017, 10:07:15 AM
Thank you jpten.  It worked.  Learned something new, now if I can just remember it.  More and more difficult these days.
Title: Re: C.U.P. becomes B.A.T.
Post by: Mono27 on January 13, 2017, 10:11:54 AM
Thanks for this BIG mod!! I installed it and it works fine. An easy installation, but one question:

In my older CUP installation I had a "skinmod" folder where I put my customized default skins for some planes. How can I make this work in BAT?
I copied the folder in WAW2 and no effect. For example, I would like to have a silver skin for the B-17G for SUMMER scenarios.

PD: I know how to make default skins, I did it in CUP. But this doesnt work in BAT. I don't know why.
Title: Re: C.U.P. becomes B.A.T.
Post by: Forager on January 13, 2017, 10:14:10 AM
Quote from: thypoon on Today at 09:42:15 AM
hey after update the lanc disappeared? how can i fix it

Monty reply:
You could look for it properly, perhaps under Bomber Command.  :)

Lancaster         air.LANCASTER 1               NOINFO  gb01  SUMMER

SAS~Monty27,I have no idea how you keep on top of all this but, Thanks.

I checked with all the patch 5 installed and I too have a missing Lancaster.
In QMB page the plane is listed but the select loadout button just clicks.

I select the plane under the Lanc in QMB and can go to the loadout page and the Lanc is listed there but when selected the screen is blank, no plane.
The plane is listed in WAW2 STD air ini and the i18n file.

This may be the proper log section:

at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
WARNING: object '3DO/Plane/Lancaster/damage1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/Lancaster/Gloss1D1o.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
WARNING: object '3DO/Plane/Lancaster/damage2o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/Lancaster/gloss1D2o.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'gloss1D2o.mat'
INTERNAL ERROR: Material: Can't load 'gloss1D2o.mat'

java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'gloss1D2o.mat'





Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 13, 2017, 10:21:15 AM
Use BATDLLS-02.
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 13, 2017, 10:37:56 AM
WHAAAAAAAAAAAAT ? Mirage and Hunter in exp05 ?

My underwear is all wet, now !

THANKS !

We have almost complete Swiss Air Force, now ! Vampire, Venom, Hunter, Mirage, F-5E Tiger, F-18... Great !
Title: Re: C.U.P. becomes B.A.T.
Post by: Forager on January 13, 2017, 10:41:07 AM
SAS~Storebror,
Thank You! That worked.

I did reread the manual and saw nothing addressing the issue, did I miss something?
Title: Re: C.U.P. becomes B.A.T.
Post by: thypoon on January 13, 2017, 10:44:40 AM
Quote from: thypoon on Today at 09:42:15 AM
hey after update the lanc disappeared? how can i fix it

Monty reply:
You could look for it properly, perhaps under Bomber Command.  :)

Lancaster         air.LANCASTER 1               NOINFO  gb01  SUMMER

SAS~Monty27,I have no idea how you keep on top of all this but, Thanks.

I checked with all the patch 5 installed and I too have a missing Lancaster.
In QMB page the plane is listed but the select loadout button just clicks.

I select the plane under the Lanc in QMB and can go to the loadout page and the Lanc is listed there but when selected the screen is blank, no plane.
The plane is listed in WAW2 STD air ini and the i18n file.

This may be the proper log section:

at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
WARNING: object '3DO/Plane/Lancaster/damage1o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/Lancaster/Gloss1D1o.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
WARNING: object '3DO/Plane/Lancaster/damage2o.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Plane/Lancaster/gloss1D2o.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'gloss1D2o.mat'
INTERNAL ERROR: Material: Can't load 'gloss1D2o.mat'

java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'gloss1D2o.mat'


I have exactly the same situation
Title: Re: C.U.P. becomes B.A.T.
Post by: Forager on January 13, 2017, 10:47:11 AM
thypoon, read 3 posts up.

It is always a good idea to read all posts on a topic and add a bit of information to a request for help.
Title: Re: C.U.P. becomes B.A.T.
Post by: thypoon on January 13, 2017, 10:52:45 AM
thypoon, read 3 posts up.

It is always a good idea to read all posts on a topic and add a bit of information to a request for help.


Well forager i can tell you that now i'm free to bomb again whith the old good lanc.
issue solved
thanks everybody
Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 13, 2017, 10:52:57 AM
Simon
Well a gold star or Brownie points you can have a bloody good job you'll have done on bat all works great except the 18 in my virgin install. the install over the cup all birds including the 18 work as should.
tried all the fixes for the 18 in the virgin install still same but hit the autopilot key it works after in air turn off the autopilot key freezes.
so i am using my cup install with bat to make a campaign for the 18 and other's in sand country
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 13, 2017, 11:02:46 AM
I did reread the manual and saw nothing addressing the issue, did I miss something?
Page 6 says
Quote
The first set BATDLLS-01 is installed by default.
The second set BATDLLS-02 will resolve issues for systems that do not get on with the first set:
Simply UnZIP to your main Il2 Install and over-write.
BATDLLS-01 https://www.mediafire.com/?awq89quxr68ze9o
BATDLLS-02 https://www.mediafire.com/?T7gmf17wc0dvv55

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: crazydog on January 13, 2017, 11:39:16 AM
hi SAS~Monty27, would you please send a torrent for these pack? have difficult download from mediafire
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 13, 2017, 12:16:48 PM
The BAT main files are available from Torrent, the Expansion packs not (yet).
But if mediafire gives problems, you always get the files here with a very brief delay:
http://www.derrierloisirs.fr/il2/bdd2012/BAT.html

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: crazydog on January 13, 2017, 12:23:45 PM
Thank you very much!
The BAT main files are available from Torrent, the Expansion packs not (yet).
But if mediafire gives problems, you always get the files here with a very brief delay:
http://www.derrierloisirs.fr/il2/bdd2012/BAT.html

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 12:54:01 PM
Thanks for this BIG mod!! I installed it and it works fine. An easy installation, but one question:

In my older CUP installation I had a "skinmod" folder where I put my customized default skins for some planes. How can I make this work in BAT?
I copied the folder in WAW2 and no effect. For example, I would like to have a silver skin for the B-17G for SUMMER scenarios.

PD: I know how to make default skins, I did it in CUP. But this doesnt work in BAT. I don't know why.

Nearly always the answer is 'something missing'.  Where is the complete mod, there are certain to be classfiles associated with it, do you have a link?

SAS~Storebror,
Thank You! That worked.

I did reread the manual and saw nothing addressing the issue, did I miss something?

Page-6 - More detailed now:
ADDENDUM:We have experienced different results with regard to the High-Res True Colour mod Dll’s, necessary for many of the newer mod features.  The wrong DLLs effect the FA18 generally, the F16 cockpit, the Hind external pink body and the Lancaster. 

Simon
Well a gold star or Brownie points you can have a bloody good job you'll have done on bat all works great except the 18 in my virgin install. the install over the cup all birds including the 18 work as should.
tried all the fixes for the 18 in the virgin install still same but hit the autopilot key it works after in air turn off the autopilot key freezes.
so i am using my cup install with bat to make a campaign for the 18 and other's in sand country

jt189, please confirm:  Have you definately done this one:

BATEngineMOD_RETRO.ZIP
https://www.mediafire.com/?s65honswev9gc2v


...and is your ...Il2/#JTW2/Classes-!SAS-EngineMod_2.7.1W - 11.3Mb in size?


**************************************

OK, link fixed

B.A.T. EXPANSION PACK - BATEP05.ZIP
https://www.mediafire.com/?veq90d97l3pnsrn




Title: Re: C.U.P. becomes B.A.T.
Post by: Kiwi on January 13, 2017, 02:47:40 PM
looks like mediafire just put direct links behind a paywall
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 13, 2017, 02:53:01 PM
looks like mediafire just put direct links behind a paywall

What???
I'm downloading it right now using the latest link from Simon.  And it's still free!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 03:05:35 PM
With special thanks to vpmedia.  There are a number of the old 410 DBW1916 aircraft whose development continued for some time after I had begun the original 412 Dawn of Flight project.  Notwithstanding the complexity and uncertainty of converting old 410 mods to 412 most of them have worked very well.

These days many new WWI mods are going to straight into 412 and Dawn of Flight is becoming more widely accepted, especially as part of B.A.T., the one-stop Il2 Supermod.

(http://i.imgur.com/9TMxTE9.jpg)

This is, of course, the new SE5 cockpit by vpmedia based on the files by Kant.  There are still a number of objects, and some more aircraft, that need to be more closely scrutinised and updated to 412 B.A.T.  The work continues.

These files will eventually become part of the next B.A.T. Expansion Pack.  There is no particular order requirement to install these.  Anytime on top of a regular B.A.T. install.

B.A.T. D.O.F. UPDATE
https://www.mediafire.com/?a62xr01ia2g5i8a


(http://i.imgur.com/7YmUiCk.jpg)
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 13, 2017, 03:08:08 PM
I think it is because there is a little difference between both links... one is :

https://www.mediafire.com/?veq90d97l3pnsrn    and the other is :

https://www.mediafire.com/?veq90d97l3pnsrny

Do you see ?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 03:15:19 PM
I think it is because there is a little difference between both links... one is :

https://www.mediafire.com/?veq90d97l3pnsrn    and the other is :

https://www.mediafire.com/?veq90d97l3pnsrny

Do you see ?

The link I put up is the right one:

B.A.T. EXPANSION PACK - BATEP05.ZIP
https://www.mediafire.com/?veq90d97l3pnsrn


Title: Re: C.U.P. becomes B.A.T.
Post by: Emton on January 13, 2017, 03:17:23 PM
The link for the 05 expansion in the original post leads to nothing, just letting you know.
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 13, 2017, 03:18:51 PM
Anyway... downloading now ! And hoping Hunter and Mirage are not Hi-Rez...
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 03:19:10 PM
FU@#$%g TYPO!

B.A.T. EXPANSION PACK - BATEP05.ZIP
https://www.mediafire.com/?veq90d97l3pnsrn


Non Gaston - They are not the hated Hi-rez!  ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: fabo28 on January 13, 2017, 03:20:50 PM
Just want to say thank you to Monty and all that made BAT possible, esy to install and this time I didnt mess anything up, yet !Also thanks for posting your conf.ini, now I can hear the fly-by sounds ,
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 13, 2017, 03:27:55 PM
FU@#$%g TYPO!

B.A.T. EXPANSION PACK - BATEP05.ZIP
https://www.mediafire.com/?veq90d97l3pnsrn


Non Gaston - They are not the hated Hi-rez!  ;D

No problem with TYPO... anyone can do mistakes ! ;)

Thanks for no HiRez !
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 13, 2017, 04:05:06 PM
Have been watching Junkers W.34.

In WAW, it seems to be OK.

In TGA, it is not OK. Still coming with F.13 3d...
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 04:11:50 PM
For me they are all perfect in TGA and WAW.  Let's get some more feedback.  If its you, Gaston, you may need to re-install from BATEP03/BATEP04/BATEP05.  No problem and very quick when you have the files.

If your observation persists for many others then I have something extra that we have to get into TGA.  Again, not a problem, it may require a further update but we don't have enough data yet...  ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 13, 2017, 05:14:32 PM
I have reinstalled from BAREP01. Will look with more attention tomorrow... late here now !
Title: Re: C.U.P. becomes B.A.T.
Post by: laugust5 on January 13, 2017, 05:20:38 PM
I downloaded & added expansion pack 05 from what I thought was the "corrected mediafire link" the link from SAS~Monty (post 493)....I'm getting a CTD 60%.

Here's my logfile:

Code: [Select]
FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from Alternative File: 'ju188a2_fm'
FM called 'FlightModels/JU_388K.fmd:JU_388K_FM' is being loaded from File: 'ju_388k_fm'
FM called 'FlightModels/JU_388K.fmd:JU_388K_FM' is being loaded from Alternative File: 'ju_388k_fm'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MS500.fmd:MS500' is being loaded from File: 'ms500'

FM called 'FlightModels/MS500.fmd:MS500' is being loaded from Alternative File: 'ms500'

FM called'FlightModels/Fi-156B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'

FM called 'FlightModels/Fi-156B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'

FM called 'FlightModels/Bv141.fmd:Bv141_FM' is being loaded from File: 'bv141_fm'

FM called 'FlightModels/Bv141.fmd:Bv141_FM' is being loaded from Alternative File: 'bv141_fm'

FM called 'FlightModels/Fw-189A-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'

Main begin: PlMisAir(GUIQuick): class 'air.Junkers_F13' not found

java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.Junkers_F13' not found

at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)

at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)

at com.maddox.il2.gui.GUI.create(GUI.java:160)

at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)

at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)

at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)

at com.maddox.il2.game.Main.exec(Main.java:432)

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

[Jan 13, 2017 11:55:40 PM] -------------- END log session -------------




Note: this expansion pack 5 was done on top of the SAS Engine Mod retrofit special, which I did on the 10th. The game was launching fine before adding expansion pack 5, although I have posted a few small issues. This sim worked.

What are my options to fix?

Many thanks.

laen
Title: Re: C.U.P. becomes B.A.T.
Post by: 361st_Hoss on January 13, 2017, 05:29:09 PM
Did the latest IL-28 update 1/11/17 get included?.

With the Mirage and Hunter released I can finally finish up my Kheil Ha'Avir campaign without the place holder aircraft.  wasn't really sure if this campaign would see the light of day.  20 missions spanning from the last days of the War of Independence, Suez Operation Kadesh to the Six Day War......

Guess I will have to shut up now and go to work.  Does anyone know if there are any Israeli skins for the F9F Cougar?.... I have them for the Panther.... Mystere and Oregan

Cheers

Hoss
Title: Re: C.U.P. becomes B.A.T.
Post by: ildifa on January 13, 2017, 05:47:33 PM
Hi guys!
Sorry to bother you, but I seem to have a problem with the drag chute in the F-18... As soon as I deploy it, my plane explodes!
I tried both on the runway, during landing or takeoff, and in the air, with the same result. The only time the plane doesn't explode is when I try to deploy the chute from a complete standstill.
By the way, the chute seems to work fine on other planes, like the F-16.
Anybody else has the same problem/any ideas?

I'm attaching the last part of the logfile, just in case it helps...
Code: [Select]
[12:38:04 AM] Temperature - 12000m = -56.5 .
[12:38:04 AM] Loading map.ini defined airfields:
[12:38:04 AM] WARNING: ObjectVACache_Clear()
[12:38:04 AM] WARNING: * Buf0 : Obj: 62,  Vert 1724,  Ind 7572
[12:38:04 AM] WARNING: * Buf1 : Obj: 605,  Vert 82327,  Ind 225924
[12:38:04 AM] WARNING: * Buf2 : Obj: 39,  Vert 41074,  Ind 96780
[12:38:04 AM] Load bridges
[12:38:04 AM] Load static objects
[12:38:09 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[12:38:09 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[12:38:10 AM] FM called 'FlightModels/F-18C.fmd:F18_FM' is being loaded from File: 'f18_fm'
[12:38:10 AM] FM called 'FlightModels/F-18C.fmd:F18_FM' is being loaded from Alternative File: 'f18_fm'
[12:38:10 AM] FM called 'FlightModels/GeneralElectric:F18_FM.emd' is being loaded from File: 'f18_fm'
[12:38:10 AM] FM called 'FlightModels/GeneralElectric:F18_FM.emd' is being loaded from Alternative File: 'f18_fm'
[12:38:10 AM] FM called 'FlightModels/GeneralElectric:F18_FM.emd' is being loaded from File: 'f18_fm'
[12:38:10 AM] FM called 'FlightModels/GeneralElectric:F18_FM.emd' is being loaded from Alternative File: 'f18_fm'
[12:38:10 AM] Flight Model File FlightModels/F-18C.fmd:F18_FM contains no Mach Drag Parameters.
[12:38:10 AM] FM called 'FlightModels/F-18C.fmd:F18_FM' is being loaded from File: 'f18_fm'
[12:38:10 AM] FM called 'FlightModels/F-18C.fmd:F18_FM' is being loaded from Alternative File: 'f18_fm'
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:10 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] WARNING: ****( Unexpected txr reload (tfMipmap,tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Cockpit/F-18/Canopy.tga'
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:11 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:11 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:11 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:11 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:11 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:11 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] Flight Model File FlightModels/3MD.fmd:3MD contains no Mach Drag Parameters.
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL6_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR4_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR6_D0'
[12:38:12 AM] Hook '_MGUN07' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN08' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN09' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN11' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN12' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] Flight Model File FlightModels/3MD.fmd:3MD contains no Mach Drag Parameters.
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL6_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR4_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR6_D0'
[12:38:12 AM] Hook '_MGUN07' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN08' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN09' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN11' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN12' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] Flight Model File FlightModels/3MD.fmd:3MD contains no Mach Drag Parameters.
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL6_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR4_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR6_D0'
[12:38:12 AM] Hook '_MGUN07' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN08' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN09' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN11' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN12' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] Flight Model File FlightModels/3MD.fmd:3MD contains no Mach Drag Parameters.
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL6_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR4_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0'
[12:38:12 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR6_D0'
[12:38:12 AM] Hook '_MGUN07' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN08' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN09' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN11' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] Hook '_MGUN12' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:12 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] Flight Model File FlightModels/3MD.fmd:3MD contains no Mach Drag Parameters.
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL6_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR4_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR6_D0'
[12:38:13 AM] Hook '_MGUN07' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN08' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN09' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN11' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN12' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] Flight Model File FlightModels/3MD.fmd:3MD contains no Mach Drag Parameters.
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL6_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR4_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR6_D0'
[12:38:13 AM] Hook '_MGUN07' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN08' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN09' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN11' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN12' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] Flight Model File FlightModels/3MD.fmd:3MD contains no Mach Drag Parameters.
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL6_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR4_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR6_D0'
[12:38:13 AM] Hook '_MGUN07' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN08' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN09' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN11' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN12' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD:3MD.emd' is being loaded from Alternative File: '3md'
[12:38:13 AM] Flight Model File FlightModels/3MD.fmd:3MD contains no Mach Drag Parameters.
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from File: '3md'
[12:38:13 AM] FM called 'FlightModels/3MD.fmd:3MD' is being loaded from Alternative File: '3md'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL6_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR4_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR5_D0'
[12:38:13 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR6_D0'
[12:38:13 AM] Hook '_MGUN07' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN08' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN09' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN11' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:13 AM] Hook '_MGUN12' NOT found in mesh of class com.maddox.il2.objects.air.TRI_MD
[12:38:14 AM] ERROR file: File users/0/Icons not found
[12:38:14 AM] Mission: QuickQMBPro/JTW-Crete/JTW-Cretebluenone00.mis is Playing
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water1_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water2_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water3_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water4_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water5_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water6_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water7_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water8_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water9_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water10_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water11_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water12_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water13_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr1_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr2_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr3_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr4_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr5_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr6_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr7_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr8_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr9_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr10_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr11_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr12_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr13_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water1_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water2_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water3_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water4_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water5_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water6_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water7_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water8_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water9_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water10_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water11_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water12_D0'
[12:38:14 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Water13_D0'
[...]
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr1_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr2_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr3_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr4_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr5_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr6_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr7_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr8_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr9_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr10_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr11_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr12_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Waterr13_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot6_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'HMask6_D0'
[12:38:16 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'HMask6_D0'
[12:38:16 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:38:17 AM] Time overflow (4): speed 0.21953897
[12:38:17 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'HMask6_D0'
[12:38:17 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'HMask6_D0'
[12:38:17 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot6_D0'
[12:38:17 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'HMask6_D0'
[12:38:17 AM] warning: no files : music/inflight
[12:38:17 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot6_D0'
[12:38:17 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'HMask6_D0'
[12:38:17 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Pilot6_D0'
[12:38:17 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'HMask6_D0'
[12:38:20 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Body_D0'
[12:38:20 AM] -------------------------------- MISSION FAILED ---------------------
[12:38:20 AM] warning: no files : music/crash
[Jan 14, 2017 12:38:30 AM] -------------- END log session -------------
Title: Re: C.U.P. becomes B.A.T.
Post by: johnpaulgeorgeandringo on January 13, 2017, 05:55:50 PM
Hi Monty .

Added update 05 .TGW & WAW CTD at 70 %. JTW is fine .
minused  ( - ) TGW & WAW folders , installed TGW & WAW folders from back up files ( up to update 04 ) both worked fine .

DOF loads really slow , sometimes works but usually freezes

Havn't quite figured out how to post my log file yet  ( sorry )

I'm a bit like " old navy " in a lot of respects but I try to the best of my understanding .
Hope this helps .
Once again THANK YOU FOR ALL YOU AND THE OTHER MODDERS HAVE ACHIEVED  .


Title: Re: C.U.P. becomes B.A.T.
Post by: tnewell on January 13, 2017, 05:58:32 PM
I downloaded & added expansion pack 05 from what I thought was the "corrected mediafire link" the link from SAS~Monty (post 493)....I'm getting a CTD 60%.

Here's my logfile:

Code: [Select]
FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from Alternative File: 'ju188a2_fm'
FM called 'FlightModels/JU_388K.fmd:JU_388K_FM' is being loaded from File: 'ju_388k_fm'
FM called 'FlightModels/JU_388K.fmd:JU_388K_FM' is being loaded from Alternative File: 'ju_388k_fm'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MS500.fmd:MS500' is being loaded from File: 'ms500'

FM called 'FlightModels/MS500.fmd:MS500' is being loaded from Alternative File: 'ms500'

FM called'FlightModels/Fi-156B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'

FM called 'FlightModels/Fi-156B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'

FM called 'FlightModels/Bv141.fmd:Bv141_FM' is being loaded from File: 'bv141_fm'

FM called 'FlightModels/Bv141.fmd:Bv141_FM' is being loaded from Alternative File: 'bv141_fm'

FM called 'FlightModels/Fw-189A-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'

Main begin: PlMisAir(GUIQuick): class 'air.Junkers_F13' not found

java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.Junkers_F13' not found

at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)

at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)

at com.maddox.il2.gui.GUI.create(GUI.java:160)

at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)

at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)

at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)

at com.maddox.il2.game.Main.exec(Main.java:432)

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

[Jan 13, 2017 11:55:40 PM] -------------- END log session -------------




Note: this expansion pack 5 was done on top of the SAS Engine Mod retrofit special, which I did on the 10th. The game was launching fine before adding expansion pack 5, although I have posted a few small issues. This sim worked.

What are my options to fix?

Many thanks.

laen
[/quote    Installed expansion pack 5 and now WAW and TGA CTD at 60%. DOF and JTW load fine and run perfectly. Reinstalled expansion packs 1 thru 5 same results. My install with expansion pack 4 works fine, all modules. Reinstalled BAT with expansion pack 4 and ran expansion pack 5 with WAW and TGA CTD at 60% again. Thanks in advance for any advice.
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 13, 2017, 06:07:10 PM
@ tnewell - the reason for quoting the entire post ?

Title: Re: C.U.P. becomes B.A.T.
Post by: Emton on January 13, 2017, 06:13:38 PM
Hey I tried the Fokker D.VII and whenever I nose down some the plane jumps real crazy like (tried both dll types). I tried the Fokker D.VI and it didn't have this (but the engine audio has a lot of pops, hard to listen to) Fokker D.VIII didn't have any trouble nosing down either.
Title: Re: C.U.P. becomes B.A.T.
Post by: tnewell on January 13, 2017, 06:26:17 PM
Nyali, sorry, didn't preview first. My mistake.
Title: Re: C.U.P. becomes B.A.T.
Post by: laugust5 on January 13, 2017, 06:38:14 PM
Just to clarify my issue report with Expansion Pack 5.

DOF & JTW load up fine, however TGA & WAW are CTD 60% with the logfile & previous post below"

Code: [Select]

I downloaded & added expansion pack 05 from what I thought was the "corrected mediafire link" the link from SAS~Monty (post 493)....I'm getting a CTD 60%.

Here's my logfile:

Code: [Select]
FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from Alternative File: 'ju188a2_fm'
FM called 'FlightModels/JU_388K.fmd:JU_388K_FM' is being loaded from File: 'ju_388k_fm'
FM called 'FlightModels/JU_388K.fmd:JU_388K_FM' is being loaded from Alternative File: 'ju_388k_fm'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MS500.fmd:MS500' is being loaded from File: 'ms500'

FM called 'FlightModels/MS500.fmd:MS500' is being loaded from Alternative File: 'ms500'

FM called'FlightModels/Fi-156B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'

FM called 'FlightModels/Fi-156B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'

FM called 'FlightModels/Bv141.fmd:Bv141_FM' is being loaded from File: 'bv141_fm'

FM called 'FlightModels/Bv141.fmd:Bv141_FM' is being loaded from Alternative File: 'bv141_fm'

FM called 'FlightModels/Fw-189A-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'

Main begin: PlMisAir(GUIQuick): class 'air.Junkers_F13' not found

java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.Junkers_F13' not found

at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)

at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)

at com.maddox.il2.gui.GUI.create(GUI.java:160)

at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)

at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)

at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)

at com.maddox.il2.game.Main.exec(Main.java:432)

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

[Jan 13, 2017 11:55:40 PM] -------------- END log session -------------




Note: this expansion pack 5 was done on top of the SAS Engine Mod retrofit special, which I did on the 10th. The game was launching fine before adding expansion pack 5, although I have posted a few small issues. This sim worked.

What are my options to fix?

Many thanks.

laen
[/quote    Installed expansion pack 5 and now WAW and TGA CTD at 60%. DOF and JTW load fine and run perfectly. Reinstalled expansion packs 1 thru 5 same results. My install with expansion pack 4 works fine, all modules. Reinstalled BAT with expansion pack 4 and ran expansion pack 5 with WAW and TGA CTD at 60% again. Thanks in advance for any advice.



Really appreciate any help.

Laen
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 07:07:55 PM
Hey I tried the Fokker D.VII and whenever I nose down some the plane jumps real crazy like (tried both dll types). I tried the Fokker D.VI and it didn't have this (but the engine audio has a lot of pops, hard to listen to) Fokker D.VIII didn't have any trouble nosing down either.

This is mod issue, not a B.A.T. thing - go look there

http://www.sas1946.com/main/index.php/topic,37923.0.html
Title: Re: C.U.P. becomes B.A.T.
Post by: PhantomII on January 13, 2017, 08:09:07 PM
Thanks Monty and everyone involved for the great update. Really loving the Mirage and the Hunter. Everything working fine.
Title: Re: C.U.P. becomes B.A.T.
Post by: Sikshoota on January 13, 2017, 08:30:58 PM
Sik SITREP...

Happy to report all BAT modules with expn packs 1-4 working 100% in my Operational BAT install.

However...
 
In my Experimental BAT install, I installed the initial* BATEP05 [Reply #447]. 
This includes an 'over the top of the initial*' install of the latest BATEP05 [Reply #493].
Since the initial* BATEP05 & following the subsequent latest BATEP05, I'm now experiencing 60% CTD.

I'll continue enjoying my Operational BAT & I hope the included info with logs are of some help.

BTW MontySimon, I hope you're enjoying some of this nice cool weather we're having atm...with all of us enthusiastic junkies reporting in on BAT perhaps some coolness is needed eh!  Keep on keeping on & don't go Batty on us  o_O

S' Sik  :)


Module Status:

DOF loads 100% AOK
TGA Loads 60% CTD 
WAW Loads 60% CTD
JTW Loads 60% CTD


TGA Log;

Code: [Select]
com.maddox.il2.objects.air.R_XIIID
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.R_XIIID
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.R_XIIITer
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.R_XIIITer
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

com.maddox.il2.objects.air.Junkers_F13
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Junkers_F13
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.Junkers_F13Ski
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Junkers_F13Ski
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.Junkers_F13_Utility
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Junkers_F13_Utility
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.Junkers_F13Ski_Utility
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Junkers_F13Ski_Utility
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.Junkers_F13B
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Junkers_F13B
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.Junkers_F13B_Ski
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Junkers_F13B_Ski
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

com.maddox.il2.objects.air.Junkers_F13Float
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Junkers_F13Float
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.Junkers_F13Float_Utility
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Junkers_F13Float_Utility
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

com.maddox.il2.objects.air.R_XIIITerh
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.R_XIIITerh
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Main begin: PlMisAir(GUIQuick): class 'air.R_XIIID' not found
java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.R_XIIID' not found
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jan 14, 2017 2:49:08 AM] -------------- END log session -------------


WAW Log;

Code: [Select]
d from File:
com.maddox.il2.objects.air.ME_209_II
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.ME_209_II
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:566)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:545)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

com.maddox.il2.objects.air.MIG_7
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.MIG_7
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:566)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:545)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.MIG_11
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.MIG_11
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:566)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:545)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Main begin: PlMisAir(GUIQuick): class 'air.Junkers_F13' not found
java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.Junkers_F13' not found
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jan 14, 2017 2:00:29 AM] -------------- END log session -------------


JTW Log;

Code: [Select]
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/TSPD_ins_Smoke.tga'
WARNING: object '3DO/Effects/TEXTURES/TSPD_ins_Smoke.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/TEXTURES/Raymatch_Shader.mat' of class 'TMaterial' not loaded
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
Spawn.get( com.maddox.il2.objects.air.Sea_Venom2 ): com.maddox.il2.objects.air.Sea_Venom2
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Sea_Venom2
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F_5A ): com.maddox.il2.objects.air.F_5A
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_5A
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.F_5E ): com.maddox.il2.objects.air.F_5E
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_5E
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.IL_28 ): com.maddox.il2.objects.air.IL_28
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.IL_28
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.YAK_9P ): com.maddox.il2.objects.air.YAK_9P
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.YAK_9P
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get( com.maddox.il2.objects.air.YAK_55 ): com.maddox.il2.objects.air.YAK_55
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.YAK_55
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassNotFoundException: com.maddox.il2.objects.weapons.BallisticTable_FAB5000
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.objects.weapons.BombJetManNuke.<clinit>(BombJetManNuke.java:24)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.objects.weapons.BombGunJetManNuke.<clinit>(BombGunJetManNuke.java:17)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.ObjIO.classForName(ObjIO.java:133)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:212)
at com.maddox.il2.objects.air.Jetman.<clinit>(Jetman.java:236)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheUSS$USSBoxerCV21_48 ): com.maddox.il2.objects.ships.ShipAsheUSS
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheUSS$USSBoxerCV21_51 ): com.maddox.il2.objects.ships.ShipAsheUSS
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheUSS$USSKearsargeCV33_46 ): com.maddox.il2.objects.ships.ShipAsheUSS
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheUSS$USSTarawaCV40_47 ): com.maddox.il2.objects.ships.ShipAsheUSS
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheUSS$USSValleyForgeCV45_50 ): com.maddox.il2.objects.ships.ShipAsheUSS
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke24'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke25'
No spawner for 'com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke26'
Stationary: Parameter [Gogol]:<PanzerSubtype> not found
Can't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric$SPAWN.getF(StationaryGeneric.java:678)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric$SPAWN.LoadStationaryProperties(StationaryGeneric.java:717)
at com.maddox.il2.objects.vehicles.stationary.StationaryGeneric$SPAWN.<init>(StationaryGeneric.java:793)
at com.maddox.il2.objects.vehicles.stationary.AviaskinsProjectsStationary.<clinit>(AviaskinsProjectsStationary.java:148)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.vehicles.stationary.AviaskinsProjectsStationary$Gogol
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.planes.DH_VenomStatic$DH_Venom ): com.maddox.il2.objects.vehicles.planes.DH_VenomStatic
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.planes.DH_VenomStatic
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.planes.Sea_VenomStatic$Sea_Venom ): com.maddox.il2.objects.vehicles.planes.Sea_VenomStatic
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.planes.Sea_VenomStatic
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.planes.Sea_Venom2Static$Sea_Venom2 ): com.maddox.il2.objects.vehicles.planes.Sea_Venom2Static
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.planes.Sea_Venom2Static
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.planes.SeaHawkStatic$SeaHawk ): com.maddox.il2.objects.vehicles.planes.SeaHawkStatic
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.planes.SeaHawkStatic
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.planes.F_5AStatic$F_5A ): com.maddox.il2.objects.vehicles.planes.F_5AStatic
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.planes.F_5AStatic
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.planes.F_5EStatic$F_5E ): com.maddox.il2.objects.vehicles.planes.F_5EStatic
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.planes.F_5EStatic
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.vehicles.planes.IL_28Static$IL_28 ): com.maddox.il2.objects.vehicles.planes.IL_28Static
java.lang.ClassNotFoundException: com.maddox.il2.objects.vehicles.planes.IL_28Static
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
*** Plane: class 'air.TyphoonMk1a' not found
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheUSS$USSBoxerCV21_48 ): com.maddox.il2.objects.ships.ShipAsheUSS
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheUSS$USSBoxerCV21_51 ): com.maddox.il2.objects.ships.ShipAsheUSS
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheUSS$USSKearsargeCV33_46 ): com.maddox.il2.objects.ships.ShipAsheUSS
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheUSS$USSTarawaCV40_47 ): com.maddox.il2.objects.ships.ShipAsheUSS
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheUSS$USSValleyForgeCV45_50 ): com.maddox.il2.objects.ships.ShipAsheUSS
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:257)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1650)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

com.maddox.il2.objects.air.Sea_Venom2
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.Sea_Venom2
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

com.maddox.il2.objects.air.F_5A
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_5A
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
com.maddox.il2.objects.air.F_5E
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.F_5E
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

com.maddox.il2.objects.air.IL_28
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.IL_28
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

java.lang.ClassNotFoundException: com.maddox.il2.objects.air.YAK_9P
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

com.maddox.il2.objects.air.YAK_55
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.YAK_55
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:616)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:95)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:632)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Main begin: PlMisAir(GUIQuick): class 'air.Sea_Venom2' not found
java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.Sea_Venom2' not found
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jan 14, 2017 3:02:59 AM] -------------- END log session -------------

Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 08:37:46 PM
thanks mate - light at the end of the tunnel then!

This has to relate to incomplete transfer of BATEP05, some of the files didn't make it.  Certainly something is missing from your install.  Are you certain that the Experimental BAT install is complete to that point?

The answer has to be a re-upload of BATEP05 - This time I shall include all classfiles, the SFS appears to be OK, so it will be a little larger again.

What cool weather?  What's your 20?
Title: Re: C.U.P. becomes B.A.T.
Post by: Mono27 on January 13, 2017, 08:38:12 PM
Thanks for answer Monty.
In CUP I created a folder called "skinmod". And inside I created my customized default skins for some planes like the A-26 (that has no default skin) and other planes too.

Example:
WAW2/skinmod/B-17G(USA)/summer ...and
WAW2/skinmod/B-17G(Multi1)/summer

It worked in CUP but not in BAT.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 08:41:34 PM
Thanks for answer Monty.
In CUP I created a folder called "skinmod". And inside I created my customized default skins for some planes like the A-26 (that has no default skin) and other planes too.

Example:
WAW2/skinmod/B-17G(USA)/summer ...and
WAW2/skinmod/B-17G(Multi1)/summer

It worked in CUP but not in BAT.

Sounds good but there are almost certainly some classfiles associated with it as well.  We need to find them...
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Gerax on January 13, 2017, 10:13:41 PM
Example:
WAW2/skinmod/B-17G(USA)/summer

This will not work. Nowhere.

It always has to be:

WAW2/skinmod/3do/plane/B-17G(USA)/summer/....

Read more here (http://www.sas1946.com/main/index.php/topic,13.0.html). ;)


Title: Re: C.U.P. becomes B.A.T.
Post by: Sikshoota on January 13, 2017, 10:20:42 PM
Are you certain that the Experimental BAT install is complete to that point?

I've been religiously (IIRC) installing firstly into Exp Bat & when alls good with that I then install into Opn BAT.

With that said though, & as added insurance, your question makes me want to remove all upgraded folders, initiate my backup DOF-TGA-WAW-JTW folders, TEST basic BAT...if OK...reinstall BAT00-BAT04, BATEP01-04 & BATDLL's back into Exp, see if it works, then load up BATEP05 again & see what happens?  It should either confirm one of two things viz I mucked up or otherwise?

If that sounds like a plan...I'll get back shortly.

btw, temps only around 24deg here in Gawler  :)

Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 13, 2017, 10:29:28 PM
Simon
The answer is yes to all everything is done and all sizes match and all downloads has passes muster none corrupt.
The one thing I could do is redo the virgin all over by starting at 407 to see if I might have missed something
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 13, 2017, 10:38:48 PM
Simon
The answer is yes to all everything is done and all sizes match and all downloads has passes muster none corrupt.
The one thing I could do is redo the virgin all over by starting at 407 to see if I might have missed something

Not yet!  Please try this:

This is basically the rest of my master install, everything else I have in there...

B.A.T. Expansion Pack Five - Part Two

Fixes potential 'missing classfiles' from BATEP05

Designed to catch any small files that fall through the cracks - this is a comprehensive Classfile environment upgrade for all B.A.T. modules.  UnZip directly to your main Il2/BAT install and allow overwrite.

B.A.T. Expansion Pack Five - Part Two
https://www.mediafire.com/?x6dxfzv6lu6anz0


Its not a patch, its Part Two!

(http://i.imgur.com/hFQPnJe.jpg)

Title: Re: C.U.P. becomes B.A.T.
Post by: Sikshoota on January 14, 2017, 01:14:16 AM

Are you certain that the Experimental BAT install is complete to that point?

It should either confirm one of two things viz I mucked up or otherwise?

Hmmm...my apologies Monty...I DID muck up, sorry indeed to have lead you up the garden path! :-[

After going through the pre-mentioned re-install all modules work fine up to & including BATEP05 pt b. 

All systems AOK TYVM  :)

S' Sik
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 02:26:10 AM
That's good mate.  BATEP05 - PART TWO is still useful to all and part of the install.  8)

Example:
WAW2/skinmod/B-17G(USA)/summer

This will not work. Nowhere.

It always has to be:

WAW2/skinmod/3do/plane/B-17G(USA)/summer/....

Read more here (http://www.sas1946.com/main/index.php/topic,13.0.html). ;)

LOL Well spotted Gerhard, wrong pathway...
Title: Re: C.U.P. becomes B.A.T.
Post by: Mono27 on January 14, 2017, 04:14:05 AM
Aaah!! That is true! I am sorry, I didn't make the correct pathway.  :P
Thank you, Gerax and Monty!
Title: Re: C.U.P. becomes B.A.T.
Post by: Alfie Noakes on January 14, 2017, 04:23:04 AM

Excellent work Monty...nice to see the Se5/a getting some love  :)
After dreamk fixed the AEG C IV / N http://www.sas1946.com/main/index.php/topic,53593.0.html , I've been enjoying flying German ground attack a/c again.
Struck me that we appear to have a distinct lack of Hansa's  in DOF   :D

BrandenburgC1s26   
BrandenburgC1s26Mod   
BrandenburgC1s27   
BrandenburgC1s29   
BrandenburgC1s61   
BrandenburgC1s64   
BrandenburgC1s169   
BrandenburgC1s329   
BrandenburgC1s369   
BrandenburgC1s429   
BrandenburgC1s429Sturm   
+
Voisin's could be a little more bombed up

Also whist enjoying the nether regions of BAT ,I discovered the CSS-13...lovely a/c with engine that sounds just like a lawn mower ...perfect for some of the vintage a/c like the Bleriot & Farman 4

These are all suggestions only ...and you're a very busy man  :D

Cheers

Alfie
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 04:43:19 AM
Hi Alfie

These are VERY tough conversions from early version mods, ie; old 410.  The Voisin pack, made by Kant who is no longer around it seems, was made for 410.  That's 410 classfiles, loadouts and flight models. 

Obviously nobody in their right mind would fly 410 missions after flying all the extra features in 412 but you can't, usually, just take an old 410 airplane and port it into 412.  There are a million ways to fail.

We have experimented with similar classfiles, new FM's, 412 weapon classfiles and dozens of other compromises.  Some of the old 410 planes work in 412 without too much trouble.  Others have been extensively worked over and actually converted to 412 versions through the Dawn of Flight project.

Occasionally we go one better than before, like when I fixed the planeshine on the old Siemens Schuckert  D1:

(http://i.imgur.com/ERhy5Qj.jpg)

We finally managed to fix that Nieuport 11 cockpit too!

(http://i.imgur.com/fGDaHwL.jpg)

The fact that we have so much of this material working in 412 Dawn of Flight is already a minor miracle really.  As people begin to enjoy WWI in the 412 environment, and the modders also take it into account, we are seeing the whole game advance.

Meanwhile; I will look at anything you suggest, especially links (thank you) and we will take it further each time.  Your enthusiasm and assistance, and help from brilliant modders like DreamK, gio963tto and Mission_BUG is getting us there.

These Brandenburgs are great!  New AEGCIV FM also added.  The next Expansion is taking shape now...

(http://i.imgur.com/CVCQCh1.jpg)
Title: Re: C.U.P. becomes B.A.T.
Post by: Chupacabras84 on January 14, 2017, 05:31:45 AM
Out of curiosity, how many mods from earlier version of IL2 you have to convert to work with 4.12 and how many work with 4.12 without tampering and are just a copy-paste process?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 05:46:23 AM
Out of curiosity, how many mods from earlier version of IL2 you have to convert to work with 4.12 and how many work with 4.12 without tampering and are just a copy-paste process?

NONE are simple copy/paste because of the compatability issues.  Anyone can add a single mod to a lightly modded game.  The content of B.A.T. is much more complex and one thing always effects several other things.  We catch most of it and have a good enough knowledge of the structure to fix anything we missed or didn't anticipate.

This is why we gave everybody the 'CLASSCHECK' facility with B.A.T.  If you install any mod yourself and then run 'Classcheck.exe', you are guaranteed to find duplications and conflicts.
Title: Re: C.U.P. becomes B.A.T.
Post by: Chupacabras84 on January 14, 2017, 06:21:57 AM
What I am more interested is how many mods from 4.08 and later IL2 versions made it into 4.12 simply because there is B.A.T.
You know, B.A.T as preservation project that gives a second chance to mods that otherwise would be left behind and forgotten by anyone but die hard 4.09 rebels :)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 06:40:27 AM
That's partly why we have a 150 page manual, its all in there, titles, threads, dates, links...
Title: Re: C.U.P. becomes B.A.T.
Post by: Chupacabras84 on January 14, 2017, 06:54:15 AM
I read that, it lists aircraft and links to their development threads on forum but unless you know exactly which aircraft was updated regularly and which stayed on old version of IL2 there is no way to tell how many mods actually god a second life.

I was just curious on how it looks and thought I ask directly from the source.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 07:24:41 AM
I read that, it lists aircraft and links to their development threads on forum but unless you know exactly which aircraft was updated regularly and which stayed on old version of IL2 there is no way to tell how many mods actually god a second life.

I was just curious on how it looks and thought I ask directly from the source.

The links work, that part of the manual is really a springboard to the threads.  Reading through the threads themselves provides more information with regard to 412 compatibility.  I don't keep any more detailed records of exact mod history.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 08:25:32 AM
B.A.T. MAINTENANCE

NOTAMS:
For everyone installed past BATEP03.ZIP there is a small maintenance task.  From this post BATEP03.ZIP has been corrected and replaced.

Please delete these folders:

...Il2BAT/#TGA2/3DO-Fixes/3do/Plane/Ju_F13(Multi1)
...Il2BAT/#TGA2/3DO-Fixes/3do/Plane/Ju_F13B

The replacement BATEP03.ZIP has now been uploaded and the issue with the Junkers W34 is cleared.
Title: Re: C.U.P. becomes B.A.T.
Post by: Peachy9 on January 14, 2017, 08:35:22 AM
I think there may be an issue with Zuni loadouts in #JTW2

First I think with any Zuni loadout on the Skyhawk you get the issue in this image


Also when using Zunis in Corsair and Skyhawk I use the "select missile/rocket" key but the Zunis are never available and I cant use them using any of my weapon fire buttons
P9
(https://s27.postimg.cc/jj1ox1zoj/2017_01_14_at_15_07_00.jpg) (https://postimg.cc/image/b0s8spt5r/)
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 14, 2017, 09:09:57 AM
Dumb question time Simon, do i just need to delete the folders and I'm done or do i need to download BATEP03 again as well ?

Bit of a head cold and not thinking too straight lol
Title: Re: C.U.P. becomes B.A.T.
Post by: Hunter on January 14, 2017, 09:36:03 AM
B.A.T. MAINTENANCE

NOTAMS:
For everyone installed past BATEP03.ZIP there is a small maintenance task.  From this post BATEP03.ZIP has been corrected and replaced.

Please delete these folders:

...Il2BAT/#TGA2/3DO-Fixes/Plane/Ju_F13(Multi1)
...Il2BAT/#TGA2/3DO-Fixes/Plane/Ju_F13B

The replacement BATEP03.ZIP has now been uploaded and the issue with the Junkers W34 is cleared.

Sure this is the right path ? Becouse i have another folder .....Il2BAT/#TGA2/3DO-Fixes/3Do/Plane/Ju_F13
Title: Re: C.U.P. becomes B.A.T.
Post by: Peachy9 on January 14, 2017, 09:38:11 AM
Do not want to appear ungrateful in any way but in the interests of trying to help - I have noticed that the ability to set fuzes for delay or instant on UK medium bombers and other UK bomb loadouts seems to have gone - it existed in CUP as I was playing my low level mossie missions but now not possible due to bombs either not exploding or exploding instantaneously.

Thanks for such a great pack
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 14, 2017, 11:35:52 AM
Downloaded new BATEP03. Now, no more problems with Ju W.34 !

Thanks !

But I see (in JTW) that Su-26 still has undercarriage bug when starting mission on ground. No problem if starting in flight, landing and taking off again.
Title: Re: C.U.P. becomes B.A.T.
Post by: tnewell on January 14, 2017, 11:46:48 AM
Gaston, after you installed new BATEP03 did you reinstall BATEPO4,5 and 5part 2? Thanks!
Title: Re: C.U.P. becomes B.A.T.
Post by: Gaston on January 14, 2017, 11:49:38 AM
Yes. Made all the chain.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 12:12:21 PM
@Peachy - discussed in the B.A.T. MANUAL Page-127 - ALL Skyhawk weapons and hooks have been fixed but that is for a future release...
@ nyali - just delete the indicated folders
@ Hunter - thanks, that's what I meant
@ Gaston - There is no fix for the Su-26, try the Yak-55 instead

Fuzes do work and the choices are there.  Many are available, but not for every modded bomb type.

(http://i.imgur.com/U0azLCI.jpg)
Title: Re: C.U.P. becomes B.A.T.
Post by: tartenmuche on January 14, 2017, 12:19:45 PM
Dear all,
I encounter a strange behaviour of the clouds? There is a scintillation inside them and when I look at them from the cockpit, they don't move smoothly, they jerk.
I use WAW2, effects=1
Regards.
Tart
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 12:22:53 PM
Dear all,
I encounter a strange behaviour of the clouds? There is a scintillation inside them and when I look at them from the cockpit, they don't move smoothly, they jerk.
I use WAW2, effects=1
Regards.
Tart

Look inside Il2BAT/BAT00/...

The previous cloud mod - SAS Big Clouds by Manysh.sfs - is included.  Maybe you don't like it?  Delete it.
Title: Re: C.U.P. becomes B.A.T.
Post by: DavidMk7 on January 14, 2017, 12:32:20 PM
Now that it’s an integral part of the game, could someone please explain what configuration options are available for PAL’S HUD CONFIG MOD and whether it’s possible to disable it, as I don’t like the default settings.  I’ve tried searching for this information, but have not been able to find what I need.

Thanks
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 01:04:09 PM
http://www.sas1946.com/main/index.php/topic,36726.0.html

Don't understand what you are referring to, what you want or mean.  Can you post some screenshots?

Minimap is called up by the map key.  Its fully moveable in-game can look like default map or offer other options.  The Bombsight assist mod is only visible when in a bombsight.  The 'Speedbar' is likewise called up in-game with an assigned key, I use Z, and toggles between several units plus OFF.  All items are based on the default display and enhanced with more text and colours.  All items can be turned off in game or never even seen if you don't want to use them.

(http://i.imgur.com/6FUd2bw.jpg)

(http://i.imgur.com/H3U3QV2.jpg)
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 14, 2017, 01:34:35 PM
thanks for clarification Simon
Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 14, 2017, 02:26:47 PM
Dear Monty,

Thanks-you for all your help, efforts and patience! The tip about removing the cloud-sfs file was a huge help, I thought it was my graphic settings or the DLLS. Just a observation/question, #WAW FOLDER
with NO MODS enabled through JSGME and run Class-checker, there is no conflicting files as you said. When I activate MODS like Engine-mod, PAL Visual Mod, or Engine Smoke and Flames and run Class-checker, it does report conflicting files. Should that be of concern and will it hurt performance?  Thanks for all your help!
Title: Re: C.U.P. becomes B.A.T.
Post by: Peachy9 on January 14, 2017, 02:29:59 PM
Thanks Monty, I missed that in the manual.  I see the fuses in the lanc but sadly not in the mossie or Hudson or Boston.
I guess I will wait for DreamK to do his uk ordnance pack
Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 14, 2017, 02:44:43 PM
To All,

Just some "fixes" I noted from posts with problems.

Using the built in Bat Sound, some posted they could not hear other airplanes or sounds. Make sure in game set-up in Sound, Play-Back channels are set to 32. Mine was set to 16 and thats why I could not hear other airplanes or sounds.

CTD when trains open up with flak, there is a patch for 4.12.2 to fix this,  link: http://www.sas1946.com/main/index.php/topic,40779.0.html, at bottom.

Just a note, SAS EngineMOD 2.7.2 Full is available, this fixed some very weird AI with BAT Engine Mod in WAW. when I replaced Classes-!SAS-EngineMod with this.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 02:44:58 PM
Thanks Monty, I missed that in the manual.  I see the fuses in the lanc but sadly not in the mossie or Hudson or Boston.
I guess I will wait for DreamK to do his uk ordnance pack

Yep, we will keep a look out for that one.  The facility is in place.  8) 

The Skyhawk really is fixed too, I helped to test it.  We have to wait for the official release because there are a number of other upgrades and improvements being made to the model.  That one is sorted I assure you.

The work modders like Western0221 and 4S_Vega have done, often to little acclaim, is quite amazing.  The new jets, for example, feature an entirely new set of ordnance.  Previously new bombs and missiles hung all over the place depending on the mod.  Great strides have been made to unify the settings, hooks and measurements used so that the new weapons fit all of the new generation aircraft and hang in the right place.

This approach treats the flightline as a group of related aircraft, rather than having just one odd airplane standing alone and working alongside nothing else.  There's no point in that...

...CTD when trains open up with flak, there is a patch for 4.12.2 to fix this,  link: http://www.sas1946.com/main/index.php/topic,40779.0.html...

...Just a note, SAS EngineMOD 2.7.2 Full is available, this fixed some very weird AI with BAT Engine Mod in WAW. when I replaced Classes-!SAS-EngineMod with this...


Thanks for the Trains MOD heads up - It would be prudent to include the flak fix in the next Expansion Pack, once thoroughly tested.

*****************************

The old Classes-!SAS-EngineMod enables catapults for battleships and is based on the original for 4;12;2.  The newer EngineMOD improves the AI but for World at War this is provided and should be loaded through JSGME - Otherwise you will lose the ability to return to your battleship catapults.

Altering EngineMOD is done at your own risk but not something I would recommend at all. 

****************************

While we are on the subject; altering, updating EngineMOD for the Jet Age, just because you see a higher version number, will also generally prove disastrous and, in my experience, break more things than it solves.  Leave it alone, or at least backup your folders.
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 14, 2017, 02:47:27 PM
Dear Monty,

Thanks-you for all your help, efforts and patience! The tip about removing the cloud-sfs file was a huge help, I thought it was my graphic settings or the DLLS. Just a observation/question, #WAW FOLDER
with NO MODS enabled through JSGME and run Class-checker, there is no conflicting files as you said. When I activate MODS like Engine-mod, PAL Visual Mod, or Engine Smoke and Flames and run Class-checker, it does report conflicting files. Should that be of concern and will it hurt performance?  Thanks for all your help!

From the manual on page 11

You have been provided with the Classcheck Utility - A small
batch file that resides in each of your 4 main mod folders:
#DOF2, #TGA2, #WAW2 and #JTW2. Run each one now and they
will generate a 'Doublon.TXT' relevant to each target. Open it
with a text editor. Check it out. Clean as a whistle!
When you install any mod - run Classcheck again. The chances
are high that you will see duplicated and/or conflicting
classfiles.
Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 14, 2017, 03:07:33 PM
dear dpeter95,

 I know this, I was asking if this would hurt performance, like stuttering or fps hit. Only because for example, the #WAW_00_EngineMod + Western's Patch documentation states this:
 
"ENABLE FOR BEST AI AND TO SEE LEOPOLD ARTILLERY.
DISABLE TO LAUNCH SEAPLANES OFF BATTLESHIPS.
This latest version will disable the catapults on the Iowa Class vessels.  However, this is best version for the best AI behaviour.  So if you have light AI, and want to launch off the Iowa battleships, stay as you are, its fine.  For pretty much every other situation, you need this option enabled."

And when I enable it, I get class-file conflicts, which brings me back to my original question, I was asking if this would hurt performance, like stuttering or fps hit!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 03:25:04 PM
dear dpeter95,

 I know this, I was asking if this would hurt performance, like stuttering or fps hit. Only because for example, the #WAW_00_EngineMod + Western's Patch documentation states this:
 
"ENABLE FOR BEST AI AND TO SEE LEOPOLD ARTILLERY.
DISABLE TO LAUNCH SEAPLANES OFF BATTLESHIPS.
This latest version will disable the catapults on the Iowa Class vessels.  However, this is best version for the best AI behaviour.  So if you have light AI, and want to launch off the Iowa battleships, stay as you are, its fine.  For pretty much every other situation, you need this option enabled."

And when I enable it, I get class-file conflicts, which brings me back to my original question, I was asking if this would hurt performance, like stuttering or fps hit!

ashton, of course you will, JSGME is loading the option using a higher priority folder while retaining the original classfiles at a lower priority.  This is allowed for when considering JSGME options and is one reason we have integrated more and reduced these options.  The current setup options produce no discernable performance hit.

However, what I am referring to in the manual is what happens when people add further mods themselves.  Pretty quickly you can end up with thousands of unwanted duplicates and potential conflicts.  Most people would not even be aware of this.

Many times in the past I have been asked a support question based, not on the mods I compiled, but about something totally different concocted by a stranger and containing tons of material I knew nothing about.  We are a bit more savvy these days in pointing out your own responsibility when you add mods that we didn't.




Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 14, 2017, 03:33:17 PM
Dear Monty,

This class file conflict report is not from any mods I included, but from the JSGME Mods that came with BAT. I am running a vanilla BAT install.

Doublon report.

Code: [Select]
#######################################
List of potentially conflicting classes
#######################################
8008BA5230D4763A exists with :
CRC 56091d7b : .\00_PAL-VisualMOD9-v4122\8008BA5230D4763A

CRC 4eb63044 : .\Classes-Activator\8008BA5230D4763A

1131AD9CD18D295A exists with :
CRC 563c5d58 : .\Classes-ObjectsAir\1131AD9CD18D295A

CRC -c55b466 : .\00_PAL-VisualMOD9-v4122\1131AD9CD18D295A

EDC3802C2BB30080 exists with :
CRC 6bce2b08 : .\00_PAL-VisualMOD9-v4122\EDC3802C2BB30080

CRC 35f30a40 : .\Classes-Activator\EDC3802C2BB30080

C4729E4272E98944 exists with :
CRC -76377a36 : .\00_PAL-VisualMOD9-v4122\C4729E4272E98944

CRC 54e31997 : .\Classes-Activator\C4729E4272E98944

11549748F0FEBE5A exists with :
CRC -454082a3 : .\00_PAL-VisualMOD9-v4122\11549748F0FEBE5A

CRC 3ba2d5b6 : .\Classes-ObjectsAir\11549748F0FEBE5A

4BE115E08920884E exists with :
CRC -1f1c28c4 : .\00_PAL-VisualMOD9-v4122\4BE115E08920884E

CRC 70bd12d7 : .\Classes-Activator\4BE115E08920884E

0B2B7F9A5EC964B8 exists with :
CRC -1d6350b0 : .\00_PAL-VisualMOD9-v4122\0B2B7F9A5EC964B8

CRC 22218dde : .\Classes-Activator\0B2B7F9A5EC964B8

F316DFE6A6BC04F2 exists with :
CRC -622c44e8 : .\Classes-Activator\F316DFE6A6BC04F2

CRC 62e5cb05 : .\00_PAL-VisualMOD9-v4122\F316DFE6A6BC04F2

1023996C305D481E exists with :
CRC 2d4ba555 : .\00_PAL-VisualMOD9-v4122\1023996C305D481E

CRC -6980d96a : .\Classes-Activator\1023996C305D481E

D2BF26D6926C92FE exists with :
CRC -5cae9070 : .\Classes-Activator\D2BF26D6926C92FE

CRC  7496dba : .\00_PAL-VisualMOD9-v4122\D2BF26D6926C92FE

1AF0123A885F9B36 exists with :
CRC 41685e5c : .\00_PAL-VisualMOD9-v4122\1AF0123A885F9B36

CRC 1cc39377 : .\Classes-Activator\1AF0123A885F9B36

9147012A04461808 exists with :
CRC -5e96ce23 : .\Classes-!SAS-EngineMod\9147012A04461808

CRC 67658a15 : .\Classes-Activator\9147012A04461808

86CC26E04BD78102 exists with :
CRC -78e9d0d0 : .\00_PAL-VisualMOD9-v4122\86CC26E04BD78102

CRC -67ec5de6 : .\Classes-Activator\86CC26E04BD78102

BC5A83445CD7A718 exists with :
CRC 1343c823 : .\Classes-Activator\BC5A83445CD7A718

CRC -11f4da55 : .\00_PAL-VisualMOD9-v4122\BC5A83445CD7A718

E2E5FE3C0713E2AA exists with :
CRC -687f1ee5 : .\00_PAL-VisualMOD9-v4122\E2E5FE3C0713E2AA

CRC -f3798b2 : .\Classes-Activator\E2E5FE3C0713E2AA

9782E66223D1856A exists with :
CRC -3768e246 : .\Classes-Activator\9782E66223D1856A

CRC -49b9cde2 : .\00_PAL-VisualMOD9-v4122\9782E66223D1856A

81EF27C4A17D0030 exists with :
CRC -7428ba6f : .\00_PAL-VisualMOD9-v4122\81EF27C4A17D0030

CRC -538b93df : .\Classes-Activator\81EF27C4A17D0030

C1175F8CD8B28230 exists with :
CRC  16becd4 : .\Classes-Activator\C1175F8CD8B28230

CRC -73051e13 : .\Classes-!SAS-EngineMod\C1175F8CD8B28230

B4A7914E5209D3EE exists with :
CRC -2c3ad543 : .\00_PAL-VisualMOD9-v4122\B4A7914E5209D3EE

CRC 52f855b7 : .\Classes-Activator\B4A7914E5209D3EE

27DC3BB001752070 exists with :
CRC 3cc9ede2 : .\Classes-!SAS-CommonUtils\27DC3BB001752070

CRC -57c819ba : .\Classes-!SAS-EngineMod\27DC3BB001752070

0A535B74072406CC exists with :
CRC 647fade9 : .\00_PAL-VisualMOD9-v4122\0A535B74072406CC

CRC 1a4bcfd4 : .\Classes-Activator\0A535B74072406CC

5D18E55E5DF1D418 exists with :
CRC -2bc3604e : .\00_PAL-VisualMOD9-v4122\5D18E55E5DF1D418

CRC -45776e76 : .\Classes-Activator\5D18E55E5DF1D418

90153174317E4FD4 exists with :
CRC 593fb202 : .\Classes-Activator\90153174317E4FD4

CRC 7273052e : .\00_PAL-VisualMOD9-v4122\90153174317E4FD4

A34F669C3B363AAC exists with :
CRC 557e283c : .\Classes-Activator\A34F669C3B363AAC

CRC -75dcca51 : .\00_PAL-VisualMOD9-v4122\A34F669C3B363AAC

0C5160C69A9B53AA exists with :
CRC -17d2ad7f : .\Classes-Activator\0C5160C69A9B53AA

CRC 1105a1d4 : .\00_PAL-VisualMOD9-v4122\0C5160C69A9B53AA

###############################################################
List of simple doublon : classes with the same name and content
###############################################################

Title: Re: C.U.P. becomes B.A.T.
Post by: laugust5 on January 14, 2017, 03:52:28 PM
Quote from: ashton1972 on Today at 02:44:43 PM
Code: [Select]
Using the built in Bat Sound, some posted they could not hear other airplanes or sounds. Make sure in game set-up in Sound, Play-Back channels are set to 32. Mine was set to 16 and that's why I could not hear other airplanes or sounds.

Thanks for this tip: I already had my setup Playback Channels set with 32, so that wasn't a factor in my case.. Unfortunately, as I'm still testing various copied FMB mission in BAT, I keep encountering various aircraft with NO external or flyby engine sounds.

Hopefully this can be addressed with future updates.

Thanks

laen
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 14, 2017, 04:23:41 PM
dear dpeter95,

 I know this, I was asking if this would hurt performance, like stuttering or fps hit. Only because for example, the #WAW_00_EngineMod + Western's Patch documentation states this:
 
"ENABLE FOR BEST AI AND TO SEE LEOPOLD ARTILLERY.
DISABLE TO LAUNCH SEAPLANES OFF BATTLESHIPS.
This latest version will disable the catapults on the Iowa Class vessels.  However, this is best version for the best AI behaviour.  So if you have light AI, and want to launch off the Iowa battleships, stay as you are, its fine.  For pretty much every other situation, you need this option enabled."

And when I enable it, I get class-file conflicts, which brings me back to my original question, I was asking if this would hurt performance, like stuttering or fps hit!

ashton, of course you will, JSGME is loading the option using a higher priority folder while retaining the original classfiles at a lower priority.  This is allowed for when considering JSGME options and is one reason we have integrated more and reduced these options.  The current setup options produce no discernable performance hit.

However, what I am referring to in the manual is what happens when people add further mods themselves.  Pretty quickly you can end up with thousands of unwanted duplicates and potential conflicts.  Most people would not even be aware of this.

Many times in the past I have been asked a support question based, not on the mods I compiled, but about something totally different concocted by a stranger and containing tons of material I knew nothing about.  We are a bit more savvy these days in pointing out your own responsibility when you add mods that we didn't.

Oh, I assumed you were including the JSGME mods Simon.  When I added JSGME mods and then ran classcheck.exe, I got the same result as ashton1972.  There are duplicate classfiles listed.

Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 14, 2017, 04:27:41 PM
Dear Monty,
 
             Thank-you for your replies. It is good to know about !Engine-Mod and such.
        I am trying to play CUP campaign Operation Váli, which was posted to be fully BAT comp. When you get to mission #7 and 8?, the AI acts strangely, not following taxi line and crashing into objects, your flight forming up on F-189, (the place your escorting), and not you, and when you command your flight to attack fighters or bombers, the your flight RTB. Also, this is how I found Train CTD and experimented with Engine-MOD 2.7.2.
    I AM NOW RUNNNING VANILLA BAT #WAW, with JSGME Options Enabled
          #WAW_00-PALsVisualMOD9-v4122,
          #WAW_00_EngineMOD_2.7,
          #WAW_00_EngSMOKE&FLAMES

The campaign read-me states "   Recommended settings: \n\n- Start the campaign in the rank of Oberst (Mandatory).\n\n- Turn off the "No Instant Success" option (Optional, as every mission has very specific objectives for the player. If it is turned off, the campaign advances regardless of the result.)   * Disable PAL's MissionPRO Combo*  , for this campaign and its associated Missions set.
 
          Could it be the built in PAL's MissionPRO Combo, or EngineMOD causing these problems?

If this is so, can you recommend any campaigns to run with BAT?

Again thank-you! Really appreciate your time and help!
Please do not take this as complaining, but just trying to help in any small way possible!

                                              With Regards,
                                                          Ashton1972
Title: Re: C.U.P. becomes B.A.T.
Post by: flightdok74 on January 14, 2017, 06:10:13 PM
Hi all, great job to all involved with Bat!  I have a problem with Bat/DOf. loading.  I know I've seen a report on this somewhere here and i'm sure there's a quick fix if I remember, but I can't find it.  When I go to load Module BAT/DOF., it freezes at 60% and I get a message "Il2 6 Dof/Tir enabled executable has stopped working".  Could someone lead me the right direction on this please.  It only happens with BAT/DOF. loading?  Thankyou......... ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 14, 2017, 06:49:23 PM
Hi all, great job to all involved with Bat!  I have a problem with Bat/DOf. loading.  I know I've seen a report on this somewhere here and i'm sure there's a quick fix if I remember, but I can't find it.  When I go to load Module BAT/DOF., it freezes at 60% and I get a message "Il2 6 Dof/Tir enabled executable has stopped working".  Could someone lead me the right direction on this please.  It only happens with BAT/DOF. loading?  Thankyou......... ;)

No clue without the log

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

Important: read here (http://www.sas1946.com/main/index.php?topic=39780.0) which part(s) from the log to post
and how to post it. (code option!)
Title: Re: C.U.P. becomes B.A.T.
Post by: ohasha on January 14, 2017, 09:41:35 PM
(https://s27.postimg.cc/4u8tyw7lf/Screenshot_8.png) (https://postimg.cc/image/inx6ny06n/)

Sorry SAS lads for another issue post but I've been playing Monty's fab TFM-412 Battle of Britain campaign in BAT and for the most it's working allgood but occasionally when a mission loads or during a mission these errors pop up. Is this a compatibility issue with the campaign or a game issue? I updated to the latest c++ but to no avail. Otherwise BAT is blimmin great   ;)

Cheers
Title: Re: C.U.P. becomes B.A.T.
Post by: Aioros on January 14, 2017, 09:53:37 PM
Quote from: ashton1972
Dear Monty,
 
             Thank-you for your replies. It is good to know about !Engine-Mod and such.
        I am trying to play CUP campaign Operation Váli, which was posted to be fully BAT comp. When you get to mission #7 and 8?, the AI acts strangely, not following taxi line and crashing into objects, your flight forming up on F-189, (the place your escorting), and not you, and when you command your flight to attack fighters or bombers, the your flight RTB. Also, this is how I found Train CTD and experimented with Engine-MOD 2.7.2. ......

Hi ashton1972 please check the Edits number 4,5 and 6 in the first message of the following post, maybe these tips can help you, I don't think that your problem has anything to do with B.A.T its components or with the campaign.

http://www.sas1946.com/main/index.php?topic=52388.msg570048#msg570048
Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 14, 2017, 10:28:01 PM
Dear Aioros,,

  Thanks for the tips and links!  I was following those tips to the T! It is correct, the first 1-6 missions work flawlessly, it isn't until the later missions that the weird AI starts. For example, you are a lone
plane taking-off in your flight, last to taxi after two other AI planes take-off, then players plane taxi's into parked V1 rockets that are off to side. I was hoping to find a campaign somebody had played all
the way through with BAT so I can test if my installation is good. Thanks for everybody's help!
Title: Re: C.U.P. becomes B.A.T.
Post by: Aioros on January 14, 2017, 10:56:15 PM
Quote from: ashton1972
...then players plane taxi's into parked V1 rockets that are off to side.

Now I understand you my friend... the key here is that you are enabling the autopilot on the ground, to let the A.I control your plane on the ground, don't do that you are missing the fun!, try to taxi your plane manually in all missions, I designed the campaign to let the player enjoy the taxiing phase of the flight.

In any case do not worry your B.A.T installation is probably working Just fine.
Title: Re: C.U.P. becomes B.A.T.
Post by: lennygo on January 15, 2017, 03:34:54 AM
Wait so wheres the Torrent ?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 15, 2017, 03:50:08 AM
Wait so wheres the Torrent ?
Manual?
Title: Re: C.U.P. becomes B.A.T.
Post by: lennygo on January 15, 2017, 03:57:20 AM
:/ it dosent show the manual for me It just opens a picture and it says it cant open it
Title: Re: C.U.P. becomes B.A.T.
Post by: SpongeBob on January 15, 2017, 06:08:09 AM
¡Hello!
Thank you very much for the new BAT mod!
I've spent several days downloading and installing it: not to blame the procedure, it is just my fault, I have little free time.
Finally I got to Expansion number 5 and 5 part 2, and DOF expansion.

Monty, in your post reply #522 you said that at last Nieuport 11 cockpit has been fixed. Is it already available for the public or will be it included in future expansions? I said this because in my install, the cockpit remains the same as always has been.

By the way, I've spent most time with IL2 working in a conversion of your DOF Eastern Front campaign to adapt it to the Nieuport 10. It is being longer and harder than expected, because N10 has a much worse performance than N11, so many changes have to be done in order to make the missions playable. I was also preparing a little manual with everything I am learning flying the Nieuport 10.

If the Nieuport 11 is fixed, my rework is a bit nonsensical, but I can recycle all the work done into a new campaign for the Nieuport 10. I've got used to that plane and almost fell in love with her, so it will be worth the effort. As I told you, I am a little short of time, but finishing this is one of my priorities in IL2. Best regards.

Can anyone confirm the issue with the Nieuport 11 cockpit?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 15, 2017, 06:14:01 AM
:/ it dosent show the manual for me It just opens a picture and it says it cant open it
Download again please ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 15, 2017, 06:24:24 AM
¡Hello!
Thank you very much for the new BAT mod!
I've spent several days downloading and installing it: not to blame the procedure, it is just my fault, I have little free time.
Finally I got to Expansion number 5 and 5 part 2, and DOF expansion.

Monty, in your post reply #522 you said that at last Nieuport 11 cockpit has been fixed. Is it already available for the public or will be it included in future expansions? I said this because in my install, the cockpit remains the same as always has been.

By the way, I've spent most time with IL2 working in a conversion of your DOF Eastern Front campaign to adapt it to the Nieuport 10. It is being longer and harder than expected, because N10 has a much worse performance than N11, so many changes have to be done in order to make the missions playable. I was also preparing a little manual with everything I am learning flying the Nieuport 10.

If the Nieuport 11 is fixed, my rework is a bit nonsensical, but I can recycle all the work done into a new campaign for the Nieuport 10. I've got used to that plane and almost fell in love with her, so it will be worth the effort. As I told you, I am a little short of time, but finishing this is one of my priorities in IL2. Best regards.

Can anyone confirm the issue with the Nieuport 11 cockpit?

Yes mate, the Nieuport 11 cockpit IS fixed, along with a ton of other stuff for Dawn of Flight that will all be appearing in B.A.T. Expansion Pack Six.  Its not out yet but, as the pictures show, it is fixed now.  I have been testing some more DOF gear this weekend and writing up my campaigns,  Quite a pleasant day...
Title: Re: C.U.P. becomes B.A.T.
Post by: PhantomII on January 15, 2017, 10:26:22 AM

(https://s30.postimg.cc/dw3h6f9up/2017_01_15_17_11_36.jpg) (https://postimg.cc/image/ntehzhhgd/)
Has anyone else had this problem with the Fw-190D9 late 1945 in WAW? the message says the gear is down but the gear are not moving.
Title: Re: C.U.P. becomes B.A.T.
Post by: PhantomII on January 15, 2017, 10:33:49 AM
Here is my log

Code: [Select]
Land2DText load failed: null
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.engine.Land2DText.load(Land2DText.java:128)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1090)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
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)
Load bridges
Load static objects
##### House without collision (3do/Tree/Tree2.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
FM called 'FlightModels/Fw-190D-9Late.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Jumo213.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 5
Motor resolveFromFile starter = 5
FM called 'FlightModels/Fw-190D-9Late.fmd' is being loaded from Alternative File: 'gui/game/buttons'
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:362)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:73)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1581)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1398)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1369)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1356)
at com.maddox.il2.game.Mission._load(Mission.java:761)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
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)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/Fw-190D-9_Late/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/Fw-190D-9_Late/Default' size: 0 != 512 | 1024
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/BAT_Singapore/BAT_Singaporerednone00.mis is Playing
warning: no files : music/inflight
[Jan 15, 2017 5:15:22 PM] -------------- END log session -------------
Title: Re: C.U.P. becomes B.A.T.
Post by: SpongeBob on January 15, 2017, 11:54:19 AM
Hi Monty,
thank you for your quick reply.

Things in BAT move much faster than I can handle. It is wonderful how such an old game as IL2 keeps young and growing.

Thanks for all your efforts.
Title: Re: C.U.P. becomes B.A.T.
Post by: DavidMk7 on January 15, 2017, 12:02:33 PM
http://www.sas1946.com/main/index.php/topic,36726.0.html

Don't understand what you are referring to, what you want or mean.

My apologies for not explaining myself properly Monty.  I am aware of the enhanced map functions (although, admittedly, I did happen upon them by accident when trying to move the map) and have no problem with this.  In fact, if the only feature of the entire mod was to remove that damn map surround, it would worth keeping.  My issue is with the Speed Bar only.

The original Speed Bar retains it’s previous setting, whereas the ‘enhanced’ one always defaults to Kilometres at the start of each mission.  Also it adds Kilometres in brackets after the Knots and Miles readouts (although I do understand why this is).  Whilst these are tiny issues, both irritate me ever so slightly.

My search showed that the mod could be reconfigured through entries in the conf.ini [Mods] section, although I couldn’t find a complete list of options, or an explanation of the workings of some of them.  It seemed reasonable to me that there could be options for setting the default unit, disabling the bracketed data and, perhaps, disabling the updated Speed Bar completely, whilst retaining the expanded map option.  In fact, I had even hoped for an option to have the units automatically displayed in whatever was appropriate for the aircraft being flown and, perhaps, the facility to have the display’s colour change from red to blue, to match the side the player is on (I know this sounds daft, but at my age, it’s the sort of thing you can forget!).
Title: Re: C.U.P. becomes B.A.T.
Post by: ashton1972 on January 15, 2017, 01:52:05 PM
Dear Monty and Aioros,

  Just wanted to send out thanks and regards for all your patience and help! Aioros, excellent campaign! The immersion and variety of missions are outstanding! Monty, the MOD pack is outstanding and
thanks for your help and support with us users, just another indication of your generosity and patience! I do not get help and support like this from products that I buy! So again, my respects.

                                                With Regards,
                                                            Ashton1972
                                                             
Title: Re: C.U.P. becomes B.A.T.
Post by: EHood on January 15, 2017, 02:13:33 PM
¡Hello!
Thank you very much for the new BAT mod!
I've spent several days downloading and installing it: not to blame the procedure, it is just my fault, I have little free time.
Finally I got to Expansion number 5 and 5 part 2, and DOF expansion.

Monty, in your post reply #522 you said that at last Nieuport 11 cockpit has been fixed. Is it already available for the public or will be it included in future expansions? I said this because in my install, the cockpit remains the same as always has been.

By the way, I've spent most time with IL2 working in a conversion of your DOF Eastern Front campaign to adapt it to the Nieuport 10. It is being longer and harder than expected, because N10 has a much worse performance than N11, so many changes have to be done in order to make the missions playable. I was also preparing a little manual with everything I am learning flying the Nieuport 10.

If the Nieuport 11 is fixed, my rework is a bit nonsensical, but I can recycle all the work done into a new campaign for the Nieuport 10. I've got used to that plane and almost fell in love with her, so it will be worth the effort. As I told you, I am a little short of time, but finishing this is one of my priorities in IL2. Best regards.

Can anyone confirm the issue with the Nieuport 11 cockpit?

Yes mate, the Nieuport 11 cockpit IS fixed, along with a ton of other stuff for Dawn of Flight that will all be appearing in B.A.T. Expansion Pack Six.  Its not out yet but, as the pictures show, it is fixed now.  I have been testing some more DOF gear this weekend and writing up my campaigns,  Quite a pleasant day...

Good to hear that! Like SpongeBob, I'm upgraded to both parts of Expansion Pack 5 and the DOF upgrade. Unfortunately, also like SpongeBob, my Nieuport 11 cockpit view is as it was in my CUP installation, with the two tandem upper wings, extra cabane struts, variable cutout in the lower wing, and partially dissolved wing wires. It'll be good to have that cockpit corrected.

On the other hand, the S.E. 5a cockpit looks very good now - just in time for KHoggard's new campaign.  ;D

BTW, since my previous post I have had time to try TGA and JTW. All modules are working well. Indeed, a problem I reported in the old CUP Tech Help category, something to do with the JTW version of the B-29, no longer exists.

Once again, with many thanks!
Title: Re: C.U.P. becomes B.A.T.
Post by: KevinHoggard on January 15, 2017, 02:37:29 PM
¡Hello!
Thank you very much for the new BAT mod!
I've spent several days downloading and installing it: not to blame the procedure, it is just my fault, I have little free time.
Finally I got to Expansion number 5 and 5 part 2, and DOF expansion.

Monty, in your post reply #522 you said that at last Nieuport 11 cockpit has been fixed. Is it already available for the public or will be it included in future expansions? I said this because in my install, the cockpit remains the same as always has been.

By the way, I've spent most time with IL2 working in a conversion of your DOF Eastern Front campaign to adapt it to the Nieuport 10. It is being longer and harder than expected, because N10 has a much worse performance than N11, so many changes have to be done in order to make the missions playable. I was also preparing a little manual with everything I am learning flying the Nieuport 10.

If the Nieuport 11 is fixed, my rework is a bit nonsensical, but I can recycle all the work done into a new campaign for the Nieuport 10. I've got used to that plane and almost fell in love with her, so it will be worth the effort. As I told you, I am a little short of time, but finishing this is one of my priorities in IL2. Best regards.

Can anyone confirm the issue with the Nieuport 11 cockpit?

Yes mate, the Nieuport 11 cockpit IS fixed, along with a ton of other stuff for Dawn of Flight that will all be appearing in B.A.T. Expansion Pack Six.  Its not out yet but, as the pictures show, it is fixed now.  I have been testing some more DOF gear this weekend and writing up my campaigns,  Quite a pleasant day...

Good to hear that! Like SpongeBob, I'm upgraded to both parts of Expansion Pack 5 and the DOF upgrade. Unfortunately, also like SpongeBob, my Nieuport 11 cockpit view is as it was in my CUP installation, with the two tandem upper wings, extra cabane struts, variable cutout in the lower wing, and partially dissolved wing wires. It'll be good to have that cockpit corrected.

On the other hand, the S.E. 5a cockpit looks very good now - just in time for KHoggard's new campaign.  ;D

BTW, since my previous post I have had time to try TGA and JTW. All modules are working well. Indeed, a problem I reported in the old CUP Tech Help category, something to do with the JTW version of the B-29, no longer exists.

Once again, with many thanks!

Can't wait, however the SE5a is having a problem taking off. With the new update, something with the FM is askew as all the planes go full power for takeoff and barely moves.... will have to wait until a new update fixes it.
Title: Re: C.U.P. becomes B.A.T.
Post by: Groovy Greensnack on January 15, 2017, 03:58:32 PM
the installer isn't working
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 15, 2017, 04:53:49 PM
Great first post - No background, no detail, no specifics.  Best advice - Read a bit more, read a lot more, before you post again.

They say "you never get a second chance to make a first impression".  Fortunately we are really nice people here!  You get another go.
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 15, 2017, 05:09:28 PM
the installer isn't working

RTFM !!!!
Title: Re: C.U.P. becomes B.A.T.
Post by: laugust5 on January 15, 2017, 06:09:46 PM
Perhaps one of the pro's here could read my last three posts & offer some advice about this BAT issue. I think I've isolated the source of my No flyby/external engine sound for certain aircraft, but need some guidance.

http://www.sas1946.com/main/index.php/topic,53599.12.html

Many thanks for all the previous & future help. I'm learning tons

laen
Title: Re: C.U.P. becomes B.A.T.
Post by: ianp on January 15, 2017, 08:46:36 PM
Code: [Select]
44 avg:13 max:70 min:0 #fr:3574
fps:30 avg:13 max:70 min:0 #fr:3753
java.lang.NoSuchMethodError
at com.maddox.il2.objects.trains.Platform4.targetGun(Platform4.java:311)
at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:198)
at com.maddox.il2.objects.trains.Platform4.place(Platform4.java:182)
at com.maddox.il2.objects.trains.Train.placeTrain(Train.java:463)
at com.maddox.il2.objects.trains.Train.moveTrain(Train.java:680)
at com.maddox.il2.objects.trains.Train.access$100(Train.java:22)
at com.maddox.il2.objects.trains.Train$Move.tick(Train.java:244)
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)

I am getting game freezing then i have to exit with windows task manager playing #Waw2 during the Lenningrad 1943 campaign, mission three, during the bombing run to destroy a train flying the La-5 1942. 
Tried with nothing enabled in JSMGE, same result.  I have not added anything to B.A.T. at all. i ran the classcheck.exe in the #Waw2 folder the results of which are the exact same as ashton1972 in an earlier post  so i will leave that well alone. Please help.

P.S. There is also no engine sound from the flyby in that campaign flying that plane.
Title: Re: C.U.P. becomes B.A.T.
Post by: jpten on January 15, 2017, 08:53:33 PM

Can't wait, however the SE5a is having a problem taking off. With the new update, something with the FM is askew as all the planes go full power for takeoff and barely moves.... will have to wait until a new update fixes it.

  Might be the airfield on that map.  Some fields seem to have extra friction issues.  It has been a problem for AI A/C before.  Is it on all airfields and maps?
Title: Re: C.U.P. becomes B.A.T.
Post by: KevinHoggard on January 15, 2017, 08:58:45 PM

Can't wait, however the SE5a is having a problem taking off. With the new update, something with the FM is askew as all the planes go full power for takeoff and barely moves.... will have to wait until a new update fixes it.

  Might be the airfield on that map.  Some fields seem to have extra friction issues.  It has been a problem for AI A/C before.  Is it on all airfields and maps?

Yes, I even laid down a grass runway on top... tried other airfields, all the same. The player's plane does the same if you do not manually raise the tail.
Title: Re: C.U.P. becomes B.A.T.
Post by: vpmedia on January 15, 2017, 11:11:25 PM
Code: [Select]
44 avg:13 max:70 min:0 #fr:3574
fps:30 avg:13 max:70 min:0 #fr:3753
java.lang.NoSuchMethodError
at com.maddox.il2.objects.trains.Platform4.targetGun(Platform4.java:311)

fix at the bottom of 1st post: http://www.sas1946.com/main/index.php/topic,40779.0.html
Title: Re: C.U.P. becomes B.A.T.
Post by: vpmedia on January 15, 2017, 11:17:44 PM

Can't wait, however the SE5a is having a problem taking off. With the new update, something with the FM is askew as all the planes go full power for takeoff and barely moves.... will have to wait until a new update fixes it.

  Might be the airfield on that map.  Some fields seem to have extra friction issues.  It has been a problem for AI A/C before.  Is it on all airfields and maps?

Yes, I even laid down a grass runway on top... tried other airfields, all the same. The player's plane does the same if you do not manually raise the tail.

Iirc this was fixed ~3 years ago, but its possible that the fix is only in DBW-1916 if the coder sent it directly to me. I did not consider my task to update other peoples mods, but I always updated DBW-1916. But for me this is an old story and hard to remember the details of every fix and update. If you want to play it safe you get the mods from DBW and simply discard whats not working, much easier than trying to get Gios old frankenplane based (no offense) stuff working.
Title: Re: C.U.P. becomes B.A.T.
Post by: Groovy Greensnack on January 16, 2017, 03:13:34 AM
Great first post - No background, no detail, no specifics.  Best advice - Read a bit more, read a lot more, before you post again.

They say "you never get a second chance to make a first impression".  Fortunately we are really nice people here!  You get another go.

I installed over the Il-2 directory in steamapps/common/Il-2 sturmovik 1946 and the it remained the same
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 16, 2017, 03:37:04 AM

Can't wait, however the SE5a is having a problem taking off. With the new update, something with the FM is askew as all the planes go full power for takeoff and barely moves.... will have to wait until a new update fixes it.

  Might be the airfield on that map.  Some fields seem to have extra friction issues.  It has been a problem for AI A/C before.  Is it on all airfields and maps?

Yes, I even laid down a grass runway on top... tried other airfields, all the same. The player's plane does the same if you do not manually raise the tail.

Iirc this was fixed ~3 years ago, but its possible that the fix is only in DBW-1916 if the coder sent it directly to me. I did not consider my task to update other peoples mods, but I always updated DBW-1916. But for me this is an old story and hard to remember the details of every fix and update. If you want to play it safe you get the mods from DBW and simply discard whats not working, much easier than trying to get Gios old frankenplane based (no offense) stuff working.

It has indeed been an enormous task to convert WWI to 412.  For the record there are 2 frankenplane based models I choose to retain out of a flightline of 180 aircraft compared to the current flightline of 139 aircraft for DBW1916.  With over 40 more purpose built NEW aircraft and Command and Control 412, for artillery spotting, live crew-members, aimpoint bombing, super flak, barrage and weather effects, its fair to say that the Dawn of Flight project is making its own way now and moving well beyond previous, old 410 based, DBW1916 mods.

I'm not at all propriatorial but have already explained that user added mods to B.A.T. are best loaded high and clear of the rest of the content.  Mess with it at your own risk!  Better still, don't mess with it, talk to us.

Conversion of old 410 material to the 412 format is not always an easy affair.  But we are getting there, looking forward, and successfully integrated with the more modern and functional version of Il2.

All flight models are better in the 412+B.A.T. environment and some are ONLY possible there.  When aircraft are a bit quirky or trickier than a simple video game, I like that!

From the detailed mission briefing notes:
 
1917 - ALLENBY'S BOYS

FLYING THE SE5a:

This model has a built in joystick brake.  As you build revs after startup hold the stick fully back and the aircraft will hold station as engine revs increase.  When you are ready to roll ease off on the revs and gradually release back pressure.

Accelerate gently and the SE5a will accelerate smartly and takeoff in a short distance.  If you ignore this procedure, you are more likely to groundloop the aircraft.  Built around the 150 hp (112 kW) Hispano-Suiza 8a V8, the SE5a enjoys a smooth throttle response with less precessional torque than the radial engined Camel.

The B.A.T. Dawn of Flight SE5a lifts off and flys just beautifully.

(http://i.imgur.com/FStq6fr.jpg)

(http://i.imgur.com/Gl9Rofl.jpg)

(http://i.imgur.com/UXbFXDD.jpg)

(http://i.imgur.com/5EZraIj.jpg)

Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 16, 2017, 04:49:50 AM
Okay gentlemen, may I ask you for a small favour?

This is supposed to be the BAT Release Thread, not the "oh yeah, after 10 years of playing I can dump all my IL-2 issues" thread.
We're on page 49 and counting.
Nobody can expect anyone to see through the overwhelming bunch of false bug reports and nobody can expect anyone else to pick out the few serious ones either.

Does it have to be like this?
No, for sure not.

We have a BAT Tech Help (http://www.sas1946.com/main/index.php/board,266.0.html) section which is perfectly suitable for any kind of bug report, be it a real one, a "user error" one or just a fake one.

So...
Please, for heaven's sake, instead of spamming this thread with an endless rope of mangled "impossible to follow" repeated reports of things you think of being wrong, please go to the BAT Tech Help (http://www.sas1946.com/main/index.php/board,266.0.html) section and describe your issues there.
You can earn extra points by checking first whether someone else reported the issue already, and if so, reading that thread to check whether you can contribute any news to it.

Thanks for your attention.

Best regards - Mike

P.S.: Don't be surprised if - in case you ignore or just skip this post - your further "bug" reports in this thread just vanish without further notice.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 16, 2017, 04:58:00 AM
Code: [Select]
44 avg:13 max:70 min:0 #fr:3574
fps:30 avg:13 max:70 min:0 #fr:3753
java.lang.NoSuchMethodError
at com.maddox.il2.objects.trains.Platform4.targetGun(Platform4.java:311)
at com.maddox.il2.ai.ground.Aim.tick_(Aim.java:198)
at com.maddox.il2.objects.trains.Platform4.place(Platform4.java:182)
at com.maddox.il2.objects.trains.Train.placeTrain(Train.java:463)
at com.maddox.il2.objects.trains.Train.moveTrain(Train.java:680)
at com.maddox.il2.objects.trains.Train.access$100(Train.java:22)
at com.maddox.il2.objects.trains.Train$Move.tick(Train.java:244)
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)

I am getting game freezing then i have to exit with windows task manager playing #Waw2 during the Lenningrad 1943 campaign, mission three, during the bombing run to destroy a train flying the La-5 1942. 
Tried with nothing enabled in JSMGE, same result.  I have not added anything to B.A.T. at all. i ran the classcheck.exe in the #Waw2 folder the results of which are the exact same as ashton1972 in an earlier post  so i will leave that well alone. Please help.

P.S. There is also no engine sound from the flyby in that campaign flying that plane.

It really isn't fair, or sensible, to fly some OLD mission then 'report' here when it doesn't work!  B.A.T. is a vastly upgraded sim environment for Il2.  Many missions are going to have to be upgraded to stay with it.  We have said this so often before...

We got new trains.  Whether B.A.T. provided the mod or whether anyone independantly upgraded their trains they would quickly discover 2 things:

1] The trains are way better!
2] Old trains will have to be replaced.

So a mission locks up?

1] That's a mission problem NOT B.A.T.
2] FMB is right there at your fingertips, fix it why don't you?
3] Tiger flybys absence over Leningrad is a 6 year old issue!

There are fixes, which involve altering the water animation for a frozen map.  Or better still, just fly without them over the frozen map, no big deal.

http://www.sas1946.com/main/index.php/topic,3258.0.html

http://www.sas1946.com/main/index.php/topic,27302.0.html
Title: Re: C.U.P. becomes B.A.T.
Post by: ianp on January 16, 2017, 05:25:43 AM
Monty i was not complaining merely focusing on a solution to a problem i could not solve.  Thanks to vpmedia for pointing me to that solution, the problem is gone.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 16, 2017, 05:35:03 AM
Please understand that it can be tiresome to repeat answering the same questions over and over again.
That's one more reason why it's so much better to use the BAT Tech Help (http://www.sas1946.com/main/index.php/board,266.0.html) section than to just drop your issues here.

It's all been there already:
http://www.sas1946.com/main/index.php/topic,53630.0.html

...and...
Any missions or campaigns made in C.U.P. will be compatible with B.A.T. with the exception of those that add trains.  The trains have improved.  In any case here we go again, opening up old missions and writing new ones.  The difference this time is that B.A.T. feels complete, taut, easy to install, more popular than ever.

But here nobody can keep trace of it.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 16, 2017, 07:50:57 AM
Hi Monty.

Seem to have a problem with the hier.him loading on the SE5A. Get the blue sky screen of death on loading "fly" in FMB and QMB. Downloaded and installed everything up to BATEP05 - Pt2, plus D.O.F. update, and tested on two different installs. Looks like I may have a file corruption in one of the downloads.

Code: [Select]
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 48,  Vert 296,  Ind 756
WARNING: * Buf1 : Obj: 99,  Vert 9029,  Ind 34569
WARNING: * Buf2 : Obj: 58,  Vert 75985,  Ind 122622
Load bridges
Load static objects
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
FM called 'FlightModels/SE5A.fmd:SE5_FM' is being loaded from File: 'se5_fm'
FM called 'FlightModels/SE5A.fmd:SE5_FM' is being loaded from Alternative File: 'se5_fm'
FM called 'FlightModels/SE5:SE5_FM.emd' is being loaded from File: 'se5_fm'
FM called 'FlightModels/SE5:SE5_FM.emd' is being loaded from Alternative File: 'se5_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
Flight Model File FlightModels/SE5A.fmd:SE5_FM contains no Mach Drag Parameters.
FM called 'FlightModels/SE5A.fmd:SE5_FM' is being loaded from File: 'se5_fm'
FM called 'FlightModels/SE5A.fmd:SE5_FM' is being loaded from Alternative File: 'se5_fm'
INTERNAL ERROR: Can't open file '3do/cockpit/SE5A/hier.him'
WARNING: object '3do/cockpit/SE5A/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/cockpit/SE5A/hier.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/cockpit/SE5A/hier.him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3do/cockpit/SE5A/hier.him

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.objects.air.Cockpit.<init>(Cockpit.java:907)
at com.maddox.il2.objects.air.CockpitPilot.<init>(CockpitPilot.java:366)
at com.maddox.il2.objects.air.CockpitSE5A.<init>(CockpitSE5A.java:78)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3320)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2690)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1666)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
cannot open file for reading
Cannot open audio file samples/wind_rear_02m.wav

1>mp_dotrange FRIENDLY DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 8.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.01 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Mission: Single/test1.mis is Playing
ObjState.finalize: Object of com.maddox.il2.objects.air.CockpitSE5A NOT destroyed

Nobody else reporting this, so probably just my d/l.

Regards,

Bergkamp
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 16, 2017, 08:03:29 AM
I smell ignorance.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 16, 2017, 08:56:24 AM
Hi Bergkamp

We now have a whole new forum for B.A.T.  Including a new tech help section which includes an SE5 thread which includes a fix...  ;)
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 16, 2017, 10:05:18 AM
Now I smell a broad hint 8)
Title: Re: C.U.P. becomes B.A.T.
Post by: pilotpimpf on January 16, 2017, 10:12:40 AM
Love your sarcasm Mike, its time I thanked you for all your hard work on BAT and of course the forum  :)
Title: Re: C.U.P. becomes B.A.T.
Post by: bergkamp on January 16, 2017, 10:39:09 AM
Suitably admonished :-[

Smack arse, straight to bed, no supper. Plus 100 lines in the morning "I must pay more attention to Mike when he takes the time to put up a new forum sub section"
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 16, 2017, 11:32:40 AM
99 will do. Let's stay friends 8)
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 16, 2017, 11:46:02 AM
@ Mike - After a shitty day in work you have just brought the first genuine smile of the day to my face  ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 16, 2017, 03:17:27 PM
What a team!  The communication across so many countires, climates and timezones is great!
Title: Re: C.U.P. becomes B.A.T.
Post by: Groovy Greensnack on January 16, 2017, 04:11:42 PM
so I got it installed but I was wondering if there was a mod that readded the the 16/32 flight qmb ?
I don't see it in jsgme
Title: Re: C.U.P. becomes B.A.T.
Post by: vpmedia on January 16, 2017, 09:51:55 PM
so I got it installed but I was wondering if there was a mod that readded the the 16/32 flight qmb ?
I don't see it in jsgme

It should be in your jsgme/#SAS_MissionPro Combo by P.A.L folder, since its part of SAS modact 5.3. If its not there you can download it here: http://www.sas1946.com/main/index.php/topic,42499.0.html
Title: Re: C.U.P. becomes B.A.T.
Post by: Sharkzz on January 17, 2017, 06:28:10 AM
WOWZERS and thrice WOWZERS  :-* have I died and gorn to heaven (if such a place exists ?)
hmmm should I delete my beloved CUP altogether ? or keep it like a well fitted old boot ?, nah, Move Onward and Upward  toehoe toehoe ! as the Valkyries say, good bye friend CUp and hellooo sexy BB Brat ( :D being such a newborn it still indeed a brat LOL) , OK Ok BAT... thank you to so many, and really looking forward to this years fun n flying.. now with so much more. . just like a can of fully loaded chunky chillibeef and vegies soup.
I prostrate myself in humble gratitude and at the greatness of those who have provided. THANKYOU !
SHarkzz
Title: Re: C.U.P. becomes B.A.T.
Post by: Whiskey_Sierra_972 on January 17, 2017, 10:48:54 AM
B.A.T. MAINTENANCE

NOTAMS:
For everyone installed past BATEP03.ZIP there is a small maintenance task.  From this post BATEP03.ZIP has been corrected and replaced.

Please delete these folders:

...Il2BAT/#TGA2/3DO-Fixes/3do/Plane/Ju_F13(Multi1)
...Il2BAT/#TGA2/3DO-Fixes/3do/Plane/Ju_F13B

The replacement BATEP03.ZIP has now been uploaded and the issue with the Junkers W34 is cleared.

Gaston, after you installed new BATEP03 did you reinstall BATEPO4,5 and 5part 2? Thanks!

Just a little question....

I have just done this but the F13 have a lot of variants (sky - utility - B and so on) that don't show in QMB , the only showing correctly is the F.13.

Moreover:

- The F.13 in TGA have an artifact of an engine and propeller above the cockpit and the left aileron is misplaced;

- The W34 in WAW have am artifact of an engine and propeller above the cockpit.

Here is the log of the F13:

Code: [Select]
Loading mission QuickQMBPro/JTW-Edwards_AFB/JTW-Edwards_AFBbluescramble00.mis...
Month = 6 , Hour = 12
Temperature -     0m = 39.0 .
Temperature -  1000m = 32.51001 .
Temperature -  2000m = 26.019989 .
Temperature -  3000m = 19.529999 .
Temperature -  4000m = 13.040009 .
Temperature -  5000m = 6.549988 .
Temperature -  6000m = 0.05999756 .
Temperature -  7000m = -6.4299927 .
Temperature -  8000m = -12.920013 .
Temperature -  9000m = -19.410004 .
Temperature - 10000m = -25.899994 .
Temperature - 11000m = -32.39 .
Temperature - 12000m = -38.880005 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *704327304*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Land2DText load failed: null
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.engine.Land2DText.load(Land2DText.java:128)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1090)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
Load bridges
Load static objects
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse08/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse10/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse11/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse06/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
INTERNAL ERROR: Can't open file '3DO/Plane/Junkers_F13(Multi1)/hier.him'
WARNING: object '3DO/Plane/Junkers_F13(Multi1)/hier.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Plane/Junkers_F13(Multi1)/hier.him
Mission error, ID_04: java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Plane/Junkers_F13(Multi1)/hier.him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Plane/Junkers_F13(Multi1)/hier.him

at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.objects.air.Aircraft._setMesh(Aircraft.java:3670)
at com.maddox.il2.objects.air.Aircraft.<init>(Aircraft.java:2193)
at com.maddox.il2.objects.air.AircraftLH.<init>(AircraftLH.java:49)
at com.maddox.il2.objects.air.Scheme1.<init>(Scheme1.java:25)
at com.maddox.il2.objects.air.Junkers_F13.<init>(Junkers_F13.java:32)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1645)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
##### House without collision (3DO/Buildings/numbers/White/Zero/mono.sim)
##### House without collision (3DO/Buildings/numbers/White/Four/mono.sim)
##### House without collision (3DO/Buildings/numbers/White/L/mono.sim)
##### House without collision (3DO/Buildings/numbers/White/R/mono.sim)
##### House without collision (3DO/Buildings/numbers/White/Two/mono.sim)
##### House without collision (3do/Buildings/JettyNWE/Jetty6NWE/live.sim)
Mission: actor '0_Static' alredy exist
Mission: actor '1_Static' alredy exist
Mission: actor '2_Static' alredy exist
Mission: actor '3_Static' alredy exist
Mission: actor '4_Static' alredy exist
Mission: actor '5_Static' alredy exist
null
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$Sikorsky_SH34.<init>(Plane.java:2477)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
at com.maddox.il2.game.Mission._load(Mission.java:782)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$Sikorsky_SH34]
null
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$C_54.<init>(Plane.java:5319)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
at com.maddox.il2.game.Mission._load(Mission.java:782)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$C_54]
null
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$C_54.<init>(Plane.java:5319)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
at com.maddox.il2.game.Mission._load(Mission.java:782)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$C_54]
null
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$C_54.<init>(Plane.java:5319)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
at com.maddox.il2.game.Mission._load(Mission.java:782)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$C_54]
Mission: class 'vehicles.planes.C_130AStatic$C_130A' not found
Mission: class 'vehicles.planes.C_130AStatic$C_130A' not found
null
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$BELL_47.<init>(Plane.java:5511)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
at com.maddox.il2.game.Mission._load(Mission.java:782)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$BELL_47]
Mission: class 'vehicles.planes.PlaneBeoHuey_D$Huey_D' not found
null
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$F9F8.<init>(Plane.java:4874)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
at com.maddox.il2.game.Mission._load(Mission.java:782)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$F9F8]
null
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$F9F8.<init>(Plane.java:4874)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
at com.maddox.il2.game.Mission._load(Mission.java:782)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$F9F8]
null
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$F9F8.<init>(Plane.java:4874)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
at com.maddox.il2.game.Mission._load(Mission.java:782)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$F9F8]
null
java.lang.NullPointerException
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$F9F8.<init>(Plane.java:4874)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
at com.maddox.il2.game.Mission._load(Mission.java:782)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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)
SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$F9F8]
ERROR file: File users/doe/Icons not found
null
java.lang.NullPointerException
at com.maddox.il2.objects.air.Aircraft.missionStarting(Aircraft.java:3192)
at com.maddox.il2.game.Mission.doMissionStarting(Mission.java:2582)
at com.maddox.il2.game.Mission.doBegin(Mission.java:2641)
at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission.java:83)
at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
at com.maddox.il2.gui.GUIMission$4.doAction(GUIMission.java:106)
at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Mission: QuickQMBPro/JTW-Edwards_AFB/JTW-Edwards_AFBbluescramble00.mis is Playing
ObjState.finalize: Object of com.maddox.il2.objects.air.Junkers_F13 NOT destroyed
[Jan 17, 2017 5:47:40 PM] -------------- END log session -------------

Title: Re: C.U.P. becomes B.A.T.
Post by: edc1 on January 17, 2017, 12:17:48 PM
Hi Whiskey Sierra_972,
Just flown all Ju-13's and the W34 both in QMB
FMB ,WAW and TGA using BAT with latest installed down loads.(BATEPO5 and part2)
Have found no problems with engine and propeller above cockpit or misplaced  aileron,
suggest you have a corrupt files or you have
added something extra to bat to cause your problems
Cheers edc1
Title: Re: C.U.P. becomes B.A.T.
Post by: loftyc on January 17, 2017, 02:52:00 PM
i seem to have a problem with DOF the game gets stuck at 60% loading
Code: [Select]
FM called 'FlightModels/Berg_DI.fmd:Berg_FM' is being loaded from File: 'berg_fm'
FM called 'FlightModels/Berg_DI.fmd:Berg_FM' is being loaded from Alternative File: 'berg_fm'
FM called 'FlightModels/Hansa_Brandenburg_DI.fmd:Brandenburg_FM' is being loaded from File: 'brandenburg_fm'
FM called 'FlightModels/Hansa_Brandenburg_DI.fmd:Brandenburg_FM' is being loaded from Alternative File: 'brandenburg_fm'
FM called 'FlightModels/Phonix_DI.fmd:Phonix_FM' is being loaded from File: 'phonix_fm'
FM called 'FlightModels/Phonix_DI.fmd:Phonix_FM' is being loaded from Alternative File: 'phonix_fm'
FM called 'FlightModels/SiemensSchuckertD1.fmd:SSD1_FM' is being loaded from File: 'ssd1_fm'
FM called 'FlightModels/SiemensSchuckertD1.fmd:SSD1_FM' is being loaded from Alternative File: 'ssd1_fm'
FM called 'FlightModels/FokkerDr1.fmd:FOKKER' is being loaded from File: 'fokker'
FM called 'FlightModels/FokkerDr1.fmd:FOKKER' is being loaded from Alternative File: 'fokker'
FM called 'FlightModels/FokkerDVI.fmd:FokkerDVI' is being loaded from File: 'fokkerdvi'
Warning A, the 'fokkerdvi' File Doesn't Exist! Check your Configuration.
FM called 'FlightModels/Bf-109F-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/CK_FokkerDVII_Mercedes.fmd:CK2009' is being loaded from File: 'ck2009'
FM called 'FlightModels/CK_FokkerDVII_Mercedes.fmd:CK2009' is being loaded from Alternative File: 'ck2009'
FM called 'FlightModels/CK_FokkerDVII_BMW.fmd:CK2009' is being loaded from File: 'ck2009'
FM called 'FlightModels/CK_FokkerDVII_BMW.fmd:CK2009' is being loaded from Alternative File: 'ck2009'
FM called 'FlightModels/FokkerDVIII.fmd:FokkerDVIII' is being loaded from File: 'fokkerdviii'
FM called 'FlightModels/FokkerDVIII.fmd:FokkerDVIII' is being loaded from Alternative File: 'fokkerdviii'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/LVG_BI.fmd:LVG_BI_FM' is being loaded from File: 'lvg_bi_fm'
FM called 'FlightModels/LVG_BI.fmd:LVG_BI_FM' is being loaded from Alternative File: 'lvg_bi_fm'
FM called 'FlightModels/Roland_CII.fmd:Roland_CII_FM' is being loaded from File: 'roland_cii_fm'
FM called 'FlightModels/Roland_CII.fmd:Roland_CII_FM' is being loaded from Alternative File: 'roland_cii_fm'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from File: 'aegciv'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from Alternative File: 'aegciv'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from File: 'aegciv'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from Alternative File: 'aegciv'

We all know that Dawn of Flight can take a little longer to load than the other modules, up to One Minute on some systems.  Bear in mind, even a minute is a long time to stare at a loading screen and its easy to lose patience long before then.

My clean new B.A.T. install didn't like being put onto a notebook or a portable drive.  The DOF loading time extended to a ridiculous amount of time until I put B.A.T. onto a local hard drive.  Now all loading times are well below 30 seconds, barely enough time to admire the splash screen.

Hi Monty,

1st of course is tremendous thanks to all involved with the project.  My issue is with the darned DOF loading time, in my case on the order of 5-7 minute, due as has been noted to the FM's be reloaded over and over.  can anything be done?  I have my install on a local hard drive, and I'm running an i5, o/'dc to 4.1 Ghz.   the other modules load fine.  I've attached part of the logfile , even though You know about the issue; the whole file was 28 Mb!

Code: [Select]
[Jan 16, 2017 10:11:32 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 660 Ti/PCIe/SSE2
  Version: 4.5.0 NVIDIA 375.95
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted


2VSLBs21b.fmd:U2scout2_1B_FM' is being loaded from Alternative File: 'u2scout2_1b_fm'
FM called 'FlightModels/Niu17.fmd:Niu17_FM' is being loaded from File: 'niu17_fm'
FM called 'FlightModels/Niu17.fmd:Niu17_FM' is being loaded from Alternative File: 'niu17_fm'
FM called 'FlightModels/Niu17.fmd:Niu17_FM' is being loaded from File: 'niu17_fm'
FM called 'FlightModels/Niu17.fmd:Niu17_FM' is being loaded from Alternative File: 'niu17_fm'
FM called 'FlightModels/Niu17.fmd:Niu17_FM' is being loaded from File: 'niu17_fm'
FM called 'FlightModels/Niu17.fmd:Niu17_FM' is being loaded from Alternative File: 'niu17_fm'
FM called 'FlightModels/Niu23.fmd:Niu23_FM' is being loaded from File: 'niu23_fm'
FM called 'FlightModels/Niu23.fmd:Niu23_FM' is being loaded from Alternative File: 'niu23_fm'
FM called 'FlightModels/Niu23.fmd:Niu23_FM' is being loaded from File: 'niu23_fm'
FM called 'FlightModels/Niu23.fmd:Niu23_FM' is being loaded from Alternative File: 'niu23_fm'
FM called 'FlightModels/Niu23.fmd:Niu23_FM' is being loaded from File: 'niu23_fm'
FM called 'FlightModels/Niu23.fmd:Niu23_FM' is being loaded from Alternative File: 'niu23_fm'
FM called 'FlightModels/Niu23.fmd:Niu23_FM' is being loaded from File: 'niu23_fm'
FM called 'FlightModels/Niu23.fmd:Niu23_FM' is being loaded from Alternative File: 'niu23_fm'
FM called 'FlightModels/N24.fmd:N24_FM' is being loaded from File: 'n24_fm'
FM called 'FlightModels/N24.fmd:N24_FM' is being loaded from Alternative File: 'n24_fm'
FM called 'FlightModels/N24.fmd:N24_FM' is being loaded from File: 'n24_fm'
FM called 'FlightModels/N24.fmd:N24_FM' is being loaded from Alternative File: 'n24_fm'
FM called 'FlightModels/N24.fmd:N24_FM' is being loaded from File: 'n24_fm'
FM called 'FlightModels/N24.fmd:N24_FM' is being loaded from Alternative File: 'n24_fm'
FM called 'FlightModels/N24.fmd:N24_FM' is being loaded from File: 'n24_fm'
FM called 'FlightModels/N24.fmd:N24_FM' is being loaded from Alternative File: 'n24_fm'
FM called 'FlightModels/NIE28.fmd:NIE28C1' is being loaded from File: 'nie28c1'
FM called 'FlightModels/NIE28.fmd:NIE28C1' is being loaded from Alternative File: 'nie28c1'
FM called 'FlightModels/U-2VSLBs21b2.fmd:U2scout2_1B2_FM' is being loaded from File: 'u2scout2_1b2_fm'
FM called 'FlightModels/U-2VSLBs21b2.fmd:U2scout2_1B2_FM' is being loaded from Alternative File: 'u2scout2_1b2_fm'
FM called 'FlightModels/Sopwith_Strutter1B1.fmd:STRUTTER_FM' is being loaded from File: 'strutter_fm'
FM called 'FlightModels/Sopwith_Strutter1B1.fmd:STRUTTER_FM' is being loaded from Alternative File: 'strutter_fm'
FM called 'FlightModels/Sopwith_Strutter9700.fmd:STRUTTER_FM' is being loaded from File: 'strutter_fm'
FM called 'FlightModels/Sopwith_Strutter9700.fmd:STRUTTER_FM' is being loaded from Alternative File: 'strutter_fm'
FM called 'FlightModels/Sopwith_Strutter9700L.fmd:STRUTTER_FM' is being loaded from File: 'strutter_fm'
FM called 'FlightModels/Sopwith_Strutter9700L.fmd:STRUTTER_FM' is being loaded from Alternative File: 'strutter_fm'
FM called 'FlightModels/Sopwith_Strutter9700S.fmd:STRUTTER_FM' is being loaded from File: 'strutter_fm'
FM called 'FlightModels/Sopwith_Strutter9700S.fmd:STRUTTER_FM' is being loaded from Alternative File: 'strutter_fm'
FM called 'FlightModels/Sopwith_Pup.fmd:PUP_FM' is being loaded from File: 'pup_fm'
FM called 'FlightModels/Sopwith_Pup.fmd:PUP_FM' is being loaded from Alternative File: 'pup_fm'
FM called 'FlightModels/Sopwith_Pup.fmd:PUP_FM' is being loaded from File: 'pup_fm'
FM called 'FlightModels/Sopwith_Pup.fmd:PUP_FM' is being loaded from Alternative File: 'pup_fm'
FM called 'FlightModels/Sopwith_Triplane.fmd:TRIPLANE_FM' is being loaded from File: 'triplane_fm'
FM called 'FlightModels/Sopwith_Triplane.fmd:TRIPLANE_FM' is being loaded from Alternative File: 'triplane_fm'
FM called 'FlightModels/Sopwith_Triplane.fmd:TRIPLANE_FM' is being loaded from File: 'triplane_fm'
FM called 'FlightModels/Sopwith_Triplane.fmd:TRIPLANE_FM' is being loaded from Alternative File: 'triplane_fm'
FM called 'FlightModels/Camel.fmd:SOPWITH' is being loaded from File: 'sopwith'
FM called 'FlightModels/Camel.fmd:SOPWITH' is being loaded from Alternative File: 'sopwith'
FM called 'FlightModels/Snipe.fmd:SNIPE' is being loaded from File: 'snipe'
FM called 'FlightModels/Snipe.fmd:SNIPE' is being loaded from Alternative File: 'snipe'
FM called 'FlightModels/Camel.fmd:SOPWITH' is being loaded from File: 'sopwith'
FM called 'FlightModels/Camel.fmd:SOPWITH' is being loaded from Alternative File: 'sopwith'
FM called 'FlightModels/Hanriot_HD1_France.fmd:Hanriot_HD_FM' is being loaded from File: 'hanriot_hd_fm'
FM called 'FlightModels/Hanriot_HD1_France.fmd:Hanriot_HD_FM' is being loaded from Alternative File: 'hanriot_hd_fm'
FM called 'FlightModels/Hanriot_HD1_Italy.fmd:Hanriot_HD_FM' is being loaded from File: 'hanriot_hd_fm'
FM called 'FlightModels/Hanriot_HD1_Italy.fmd:Hanriot_HD_FM' is being loaded from Alternative File: 'hanriot_hd_fm'
FM called 'FlightModels/SPAD7.fmd:SPAD7_FM' is being loaded from File: 'spad7_fm'



FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from File: 'aegciv'
FM called 'FlightModels/AEGCIV.fmd:AEGCIV' is being loaded from Alternative File: 'aegciv'
FM called 'FlightModels/AEGJI.fmd:AEGJ' is being loaded from File: 'aegj'
FM called 'FlightModels/AEGJI.fmd:AEGJ' is being loaded from Alternative File: 'aegj'
FM called 'FlightModels/AEGJI.fmd:AEGJ' is being loaded from File: 'aegj'
FM called 'FlightModels/AEGJI.fmd:AEGJ' is being loaded from Alternative File: 'aegj'
FM called 'FlightModels/AEGJII.fmd:AEGJ' is being loaded from File: 'aegj'
FM called 'FlightModels/AEGJII.fmd:AEGJ' is being loaded from Alternative File: 'aegj'
FM called 'FlightModels/Oeffag_CII.fmd:Oeffag_FM' is being loaded from File: 'oeffag_fm'
FM called 'FlightModels/Oeffag_CII.fmd:Oeffag_FM' is being loaded from Alternative File: 'oeffag_fm'
FM called 'FlightModels/Oeffag_CII.fmd:Oeffag_FM' is being loaded from File: 'oeffag_fm'
FM called 'FlightModels/Oeffag_CII.fmd:Oeffag_FM' is being loaded from Alternative File: 'oeffag_fm'
FM called 'FlightModels/HB_CI.fmd:HB_CI_FM' is being loaded from File: 'hb_ci_fm'
FM called 'FlightModels/HB_CI.fmd:HB_CI_FM' is being loaded from Alternative File: 'hb_ci_fm'
FM called 'FlightModels/HB_CI.fmd:HB_CI_FM' is being loaded from File: 'hb_ci_fm'
FM called 'FlightModels/HB_CI.fmd:HB_CI_FM' is being loaded from Alternative File: 'hb_ci_fm'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/AEG_GIV.fmd:AEG_GIV_FM' is being loaded from File: 'aeg_giv_fm'
FM called 'FlightModels/AEG_GIV.fmd:AEG_GIV_FM' is being loaded from Alternative File: 'aeg_giv_fm'
FM called 'FlightModels/Gotha_GIV.fmd:Gotha_GIV_FM' is being loaded from File: 'gotha_giv_fm'
FM called 'FlightModels/Gotha_GIV.fmd:Gotha_GIV_FM' is being loaded from Alternative File: 'gotha_giv_fm'
FM called 'FlightModels/Gotha_GIV.fmd:Gotha_GIV_FM' is being loaded from File: 'gotha_giv_fm'
FM called 'FlightModels/Gotha_GIV.fmd:Gotha_GIV_FM' is being loaded from Alternative File: 'gotha_giv_fm'
FM called 'FlightModels/Gotha_GIV.fmd:Gotha_GIV_FM' is being loaded from File: 'gotha_giv_fm'
FM called 'FlightModels/Gotha_GIV.fmd:Gotha_GIV_FM' is being loaded from Alternative File: 'gotha_giv_fm'
FM called 'FlightModels/SM_S55m.fmd:SM_S55m4101FM' is being loaded from File: 'sm_s55m4101fm'
FM called 'FlightModels/SM_S55m.fmd:SM_S55m4101FM' is being loaded from Alternative File: 'sm_s55m4101fm'
FM called 'FlightModels/IliaMG3.fmd:IliaMG3_FM' is being loaded from File: 'iliamg3_fm'
FM called 'FlightModels/IliaMG3.fmd:IliaMG3_FM' is being loaded from Alternative File: 'iliamg3_fm'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/U-2VS.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MoraneSaulnier_H.fmd:MoraneSaulnier_H_FM' is being loaded from File: 'moranesaulnier_h_fm'
FM called 'FlightModels/MoraneSaulnier_H.fmd:MoraneSaulnier_H_FM' is being loaded from Alternative File: 'moranesaulnier_h_fm'
FM called 'FlightModels/MoraneSaulnier_Ht.fmd:MoraneSaulnier_Ht_FM' is being loaded from File: 'moranesaulnier_ht_fm'
FM called 'FlightModels/MoraneSaulnier_Ht.fmd:MoraneSaulnier_Ht_FM' is being loaded from Alternative File: 'moranesaulnier_ht_fm'
FM called 'FlightModels/MoraneSaulnier_H.fmd:MoraneSaulnier_H_FM' is being loaded from File: 'moranesaulnier_h_fm'
FM called 'FlightModels/MoraneSaulnier_H.fmd:MoraneSaulnier_H_FM' is being loaded from Alternative File: 'moranesaulnier_h_fm'
FM called 'FlightModels/MoraneSaulnier_N.fmd:MoraneSaulnier_N_FM' is being loaded from File: 'moranesaulnier_n_fm'
FM called 'FlightModels/MoraneSaulnier_N.fmd:MoraneSaulnier_N_FM' is being loaded from Alternative File: 'moranesaulnier_n_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from Alternative File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from Alternative File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_Ls.fmd:MoraneSaulnier_Ls_FM' is being loaded from File: 'moranesaulnier_ls_fm'
FM called 'FlightModels/MoraneSaulnier_Ls.fmd:MoraneSaulnier_Ls_FM' is being loaded from Alternative File: 'moranesaulnier_ls_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from Alternative File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from Alternative File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from Alternative File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from Alternative File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_L.fmd:MoraneSaulnier_L_FM' is being loaded from Alternative File: 'moranesaulnier_l_fm'
FM called 'FlightModels/MoraneSaulnier_N.fmd:MoraneSaulnier_N_FM' is being loaded from File: 'moranesaulnier_n_fm'
FM called 'FlightModels/MoraneSaulnier_N.fmd:MoraneSaulnier_N_FM' is being loaded from Alternative File: 'moranesaulnier_n_fm'
FM called 'FlightModels/MoraneSaulnier_Ls.fmd:MoraneSaulnier_Ls_FM' is being loaded from File: 'moranesaulnier_ls_fm'
FM called 'FlightModels/MoraneSaulnier_Ls.fmd:MoraneSaulnier_Ls_FM' is being loaded from Alternative File: 'moranesaulnier_ls_fm'
FM called 'FlightModels/DH2.fmd:DH2_FM' is being loaded from File: 'dh2_fm'
FM called 'FlightModels/DH2.fmd:DH2_FM' is being loaded from Alternative File: 'dh2_fm'
FM called 'FlightModels/VickersFB19MkI.fmd:VickersFB19_FM' is being loaded from File: 'vickersfb19_fm'
FM called 'FlightModels/VickersFB19MkI.fmd:VickersFB19_FM' is being loaded from Alternative File: 'vickersfb19_fm'
FM called 'FlightModels/VickersFB19MkII.fmd:VickersFB19_FM' is being loaded from File: 'vickersfb19_fm'
FM called 'FlightModels/VickersFB19MkII.fmd:VickersFB19_FM' is being loaded from Alternative File: 'vickersfb19_fm'
FM called 'FlightModels/VickersFB19MkIIw.fmd:VickersFB19_FM' is being loaded from File: 'vickersfb19_fm'
FM called 'FlightModels/VickersFB19MkIIw.fmd:VickersFB19_FM' is being loaded from Alternative File: 'vickersfb19_fm'
FM called 'FlightModels/Niu4.fmd:Niu4_FM' is being loaded from File: 'niu4_fm'
FM called 'FlightModels/Niu4.fmd:Niu4_FM' is being loaded from Alternative File: 'niu4_fm'
FM called 'FlightModels/Niu4.fmd:Niu4_FM' is being loaded from File: 'niu4_fm'
FM called 'FlightModels/Niu4.fmd:Niu4_FM' is being loaded from Alternative File: 'niu4_fm'
Title: Re: C.U.P. becomes B.A.T.
Post by: darky1958 on January 17, 2017, 03:02:49 PM
Hello !

Really Opus Magnum ! Great Job !

Thank you !

Darky

PS. Waiting for the bugs elimination
Title: Re: C.U.P. becomes B.A.T.
Post by: tnewell on January 17, 2017, 03:47:00 PM
Whiskey_Sierra_972, I had the same problem. I re-downloaded all Expansion Packs and extracted them to my BAT install. That did the trick for me, have all variations of F-13 and W34. Hope this helps. Wishing you the best.
Title: Re: C.U.P. becomes B.A.T.
Post by: baggo on January 17, 2017, 04:58:20 PM
simon,i reported a reduced effect with water=4 in open sea no whitecaps shallower troughs between waves in open sea compered to cup install,and now ive come across another reduced effect,when straffing german fuel trucks they explode has before in cup,then instead of flames and billowing smoke each destroyed vehicle is covered by a small white cloud not much bigger than the vehicle itself.all the other effects are as before in cup,in fact the bat install itself is faster more stable and since I put it on my internal ssd as quick as lightning to load,definatley the way to go,just wondered could these effects be tweaked or a jsgme effects cure do it.by the way not a complaint I'm well pleased with bat and thank everyone involved....kev.
Title: Re: C.U.P. becomes B.A.T.
Post by: flightdok74 on January 17, 2017, 06:59:37 PM
Hi Simon, ty. for all your hard work on BAT.  I first reported a problem with BAT, DOF. freezing at 60%. I discovered my mistake.  I was unzipping the expansion packs first to my computer then copying and pasting to my game.  This was causing my problem.  I reloaded the game and unzipped the expansion packs directly to my game and wow!, all now works great.  Just thought this may help others with the BAT. DOF. freezing at 60% problem.  Happy flying......:)
Title: Re: C.U.P. becomes B.A.T.
Post by: PhantomII on January 17, 2017, 07:19:42 PM
Don't know if this is the correct way or not but disabling the instant log class files works for me in DOF.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 17, 2017, 10:41:23 PM
simon,i reported a reduced effect with water=4 in open sea no whitecaps shallower troughs between waves in open sea compered to cup install,and now ive come across another reduced effect,when straffing german fuel trucks they explode has before in cup,then instead of flames and billowing smoke each destroyed vehicle is covered by a small white cloud not much bigger than the vehicle itself.all the other effects are as before in cup,in fact the bat install itself is faster more stable and since I put it on my internal ssd as quick as lightning to load,definatley the way to go,just wondered could these effects be tweaked or a jsgme effects cure do it.by the way not a complaint I'm well pleased with bat and thank everyone involved....kev.

Manual Page-12 - Bigger effects packages can be added later, user choice.

Don't know if this is the correct way or not but disabling the instant log class files works for me in DOF.

That's a good point, stop it logging all of the time will speed it up.  However, in future these comments really belong in Tech Help...
Title: Re: C.U.P. becomes B.A.T.
Post by: Groovy Greensnack on January 18, 2017, 04:15:39 AM
It should be in your jsgme/#SAS_MissionPro Combo by P.A.L folder, since its part of SAS modact 5.3. If its not there you can download it here:
oh no :P I installed just bat because I thought fresh install meant no mods at all so is it possible to install sas modact over bat?
Title: Re: C.U.P. becomes B.A.T.
Post by: baggo on January 18, 2017, 04:21:30 AM
Sorry Simon,read the first manual didn't spot the update of user choice effects,still well pleased with bat and again thanks to all involved...Kev.
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 18, 2017, 10:48:04 AM
@ Groovy Greensnack - just to clarify, you didnt install sas modact first ? so this means you didnt even get as far as downloading and reading the manual ?

now you want to ask for help and then you stick a bloody  :P on the post ?

No help from me..... no way
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 18, 2017, 10:52:42 AM
Hold on guys.
You don't need Modact for BAT. Period.

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: FNRennier on January 18, 2017, 11:31:35 AM


Many thanks for this great work!
As previously, I reported it on my IL2 1946 database (http://www.derrierloisirs.fr/il2/bdd2012/BAT.html)

Many thanks PA-Dore for a great service to the wider community, much appreciated.  I think you should also add this link:

B.A.T. EXPANSION PACK ONE - BATEP01
https://www.mediafire.com/?tcfc81sdme8tcp0

The same goes for FNRennier, who handles our Portugese translation, its a privilige to work with you and anything you guys need, you are considered part of the team.

It's a pleasure to help!
I am very grateful to you and everyone involved in the development of BAT
 ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 18, 2017, 03:55:23 PM
i'll retract my comment from earlier and apologise, just got fed up of reading the same nonsense over and over.... but that stupid bleeding  :P added into the post , just pissed me off.....
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 18, 2017, 06:06:27 PM
i'll retract my comment from earlier and apologise, just got fed up of reading the same nonsense over and over.... but that stupid bleeding  :P added into the post , just pissed me off.....

Completely understand - There are a number of different systems for anyone, and other local variations, that mean not everyone sees the same thing right away.  However, all of this is explained clearly.  I still believe that the first 14 pages of the B.A.T. Manual answer practically every question on this thread.

MODACT is not needed for B.A.T., again Manual Page-3

'All you need is a new clean Il2/1946 install patched to 4:12:2m with the SAS Mega-Patch:'

B.A.T. is completely self contained.

People may want to run Modact as well, or Modact related stuff. - that's a different question.  B.A.T. is about B.A.T.  The QMBPRO is unique to B.A.T. and most PAL's Utilities are already Built In. - Also in the Manual Page-6/10/13/14.

B.A.T. should be done as its own install and doesn't give a hoot about other approaches, its a big project and provides the widest possible selection, an entire History of Flight.


Title: Re: C.U.P. becomes B.A.T.
Post by: David Prosser on January 19, 2017, 04:21:47 AM
Excellent work guys, but the link for #23 seems to be dead.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 19, 2017, 04:28:44 AM
Excellent work guys, but the link for #23 seems to be dead.

Alive and well, probably busy though! 

BAT23.ZIP
https://www.mediafire.com/?o6x598t3vndj6bz


This is one of the bigger ones and 1.9Gb...

The torrent is a good way to get it all too...

THE BAT TORRENT FILE:
http://www.sas1946.com/downloads/essentialsas/diverse/BAT_v1.torrent


Title: Re: C.U.P. becomes B.A.T.
Post by: Whiskey_Sierra_972 on January 19, 2017, 10:37:36 AM
Hi to all!

Sorry to bother again!

I have just reinstalled BAT and the F13 still have my previously mentioned issue....

So I track the TGA from installer to last pack 5 part 2....

This is what I discover:

The TGA in stock BAT (without any expansion) haven't the F13

Adding the expansions the F13 is added with expansion pack 3 (in TGA folder and in BAT02 with a sfs file) but only in version F13 and F13B (with a dorsal gun) and here it have the cockpit bug....

No other expansion pack add F13 related files to TGA until pack 5 part 2 which add the air.ini entries for the F13 variants and the F13B variants....but as there is no addition of 3do files nor new sfs files I believe that something is missing from the origin at this point....

Any clue about from developers?
Title: Re: C.U.P. becomes B.A.T.
Post by: David Prosser on January 20, 2017, 12:21:21 AM
Well, wouldn't you know it? I just d/l ed # 1 and 23 which were corrupted again. I got them from the mirror site. Now the #23 d/l is working on Mediafire again. Great work all around guys. I can't wait to try it.
Title: Re: C.U.P. becomes B.A.T.
Post by: TeamFlyingAce162 on January 20, 2017, 05:57:05 PM
I am already impressed; and I've only flipped through the JTF module for less than 5 minutes :)

Anyway, I have a preschool-level question: Is it possible somehow to "combine" the content from modules so I can have them all at once; or am I just stuck with what's in each separate module? I only ask because most of my missions are "Final Countdown-ish" alternate history with both WWII and modern-era aircraft. Back in the days of CUP I'd just install the standalone jets/ships/grndobjects over WAW; but this time around I'm trying to avoid making such a complicated barely running beast. :)

As always, keep up the mission of keeping IL-2 relevant in the sim world!

Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 21, 2017, 12:51:26 AM
I am already impressed; and I've only flipped through the JTF module for less than 5 minutes :)

Anyway, I have a preschool-level question: Is it possible somehow to "combine" the content from modules so I can have them all at once; or am I just stuck with what's in each separate module? I only ask because most of my missions are "Final Countdown-ish" alternate history with both WWII and modern-era aircraft. Back in the days of CUP I'd just install the standalone jets/ships/grndobjects over WAW; but this time around I'm trying to avoid making such a complicated barely running beast. :)

As always, keep up the mission of keeping IL-2 relevant in the sim world!

The JAVA Wall my friend! - The whole point of separating content into Eras is, amongst other things, to reduce the planelists!  The early jets are good with the current game engine too.  The later jets have a whole new weapon system, avionics, autopilot function, in-flight refuel - in short - they have become too specialist for the mainstream sim and so 'The Jet Age' was created as the ideal environment for them.

Final Countdown, Alternative History, SWOTL belongs in 'World at War' anyway.  A history where the early jet programs were not bombed out of existance before they got going, or developed better materials technology alongside, or didn't run out of resources, are interesting and, according to the latest quantum theory, probably DID happen along one decision node or another!

Alternative history is great and the early jets might have flown sooner and worked more effectively.  But the F4, Hornet, the MiG-21, the F-16, they are the product of our present timeline, what we would call 'real'.  They don't belong mixed in with the SWOTLs IMHO.  ;D

Title: Re: C.U.P. becomes B.A.T.
Post by: dagger123456 on January 21, 2017, 08:59:45 AM
Looks like that i am going to end up getting the BAT.  Before starting the process,  i just wanna make sure that i am not confused between SAS Megapatch 4.12.2 between SAS Modact + 4.12.2.  Are they the same?  I have 4.12.2 saved in my 2nd drive as back up.  Do i just add the BAT or the SAS Modact 1st?  Again the SAS Megapatch term is throwing me off.  Thanks. 
Title: Re: C.U.P. becomes B.A.T.
Post by: dpeters95 on January 21, 2017, 09:11:34 AM
Looks like that i am going to end up getting the BAT.  Before starting the process,  i just wanna make sure that i am not confused between SAS Megapatch 4.12.2 between SAS Modact + 4.12.2.  Are they the same?  I have 4.12.2 saved in my 2nd drive as back up.  Do i just add the BAT or the SAS Modact 1st?  Again the SAS Megapatch term is throwing me off.  Thanks.

BAT Manual, page 4...
Title: Re: C.U.P. becomes B.A.T.
Post by: TeamFlyingAce162 on January 21, 2017, 01:22:39 PM
Quote
The JAVA Wall my friend! - The whole point of separating content into Eras is, amongst other things, to reduce the planelists!  The early jets are good with the current game engine too.  The later jets have a whole new weapon system, avionics, autopilot function, in-flight refuel - in short - they have become too specialist for the mainstream sim and so 'The Jet Age' was created as the ideal environment for them.

Alternative history is great and the early jets might have flown sooner and worked more effectively.  But the F4, Hornet, the MiG-21, the F-16, they are the product of our present timeline, what we would call 'real'.  They don't belong mixed in with the SWOTLs IMHO.  ;D

Such is the sadness of the overcomplication of technology. :( Still; excellent work organizing the cluster of mods across the internet into a semi-comprehensible package. I can't even organize my own room properly... :)
Title: Re: C.U.P. becomes B.A.T.
Post by: cperleberg on January 22, 2017, 08:14:25 AM
But what's the reason for the odd vehicles at the end of the plane list?

Chris P.
Title: Re: C.U.P. becomes B.A.T.
Post by: jpten on January 22, 2017, 02:13:30 PM
The game does not understand player driven vehicles so they have to be set up as aircraft.  Pick them and a scramble mission and you can drive around the map in a vehicle.
Title: Re: C.U.P. becomes B.A.T.
Post by: EHood on January 22, 2017, 05:01:02 PM
But what's the reason for the odd vehicles at the end of the plane list?

Chris P.


jpten, in Reply #626(!), is of course correct. I first noticed these in the Objects window, where they look hilarious. It was some time before I figured out that you can't really fly the things. LOL.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Storebror on January 24, 2017, 12:44:35 AM
As the saying goes, "better late than never".

Yesterday we've held our "Naked Editor's Meeting" (NEM, Insiders have it marked on their calendar already) at King's Cross, and after the seventh glass of "something" (eww... don't ask me what, it still bites my *beep* inside) we've decided to decorate BAT with the "Editor's Choice Award".

Despite yesterday's detailed circumstances, let me express with a sober mind and sound logic that we're really proud to have the Hangar 19 Team with us and we're fortunate to see our beloved matured game to be carried forward in such a professional way like we saw with CUP and now see with BAT.

A big thanks to the Hangar 19 Team!
You're now official IL-2 Legends 8)

Best regards - Mike
Title: Re: C.U.P. becomes B.A.T.
Post by: spartan18a on January 24, 2017, 01:20:42 AM
Well deserved no doubt. Cheers to that!  :D
Title: Re: C.U.P. becomes B.A.T.
Post by: Alfie Noakes on January 24, 2017, 06:17:18 AM
+1
Quality work from all concerned...... :-*
Many, many thanks

Cheers

Alfie
Title: Re: C.U.P. becomes B.A.T.
Post by: nyali on January 24, 2017, 11:03:31 AM
fantastic news...but we always knew they were legends
Title: Re: C.U.P. becomes B.A.T.
Post by: RDDR Hangar19 on January 24, 2017, 03:18:58 PM
 
  Hey guys,
  I'm the quiet guy who doesn't post that much, however after reading these posts I am feeling a little red in the face.
  Simon and I and Emel have had a on going friendship for almost 6 years.
  From The Full Monty to CUP, and now B.A.T. it has been quite a ride.
  Hundreds of hours, some frustrations, but a lot of fun. Many late nights on Skype and a great deal of friendship and laughter.

  I have to say that Simon is unstopable when it comes to finding solutions.
  We have had help along the way. Some of the best minds in SAS who offered us help and advice. For this
  we are all very thankful.
  When I first downloaded Olegs teaser mission just before IL2's release I could have never realized where we all would
  be today.
  A special thanks to our good buddy Mike Storebror who always encouraged us along the way.

  Cheers RDDR Hangar19
 
 
 
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 25, 2017, 12:29:13 AM
Thanks to all.

We really do nothing special beyond setting up a good game and figuring out how to share it.  So many mods collide and jostle for position with classfile conflicts and unforseen effects.  We have become very familiar with the setup, to the point that we know individual files, their location and effects.  We share and test and upload what we learn.  We also have a pretty good record for responding to feedback and really do care that everyone else can achieve the same results.

Even so, there would be nothing without the marvelous community of modders who make the material in the first place.  We try our best to credit everyone fairly and appreciate their imagination, expertise and creativity.  We do feel strongly that B.A.T. helps more people to benefit from mods and we have a lot of help and direct contact with the modders. 

I often feel a bit like a drummer; the guy with the sticks who is allowed to hang around with the real musicians!  ;D

This time around Storebror's installer and torrent have made the new B.A.T. widely accessible to everyone.  For me that's the difference.  This easy install is a revolution!   :-*

Title: Re: C.U.P. becomes B.A.T.
Post by: Airbourne on January 25, 2017, 10:02:36 AM
Hullo ianp, reply 577 regarding the game freezing.

I too experienced this game freezing problem and some research proved that he German command staff train freezes the game as soon as an aircraft comes near it. Other trains may have the same effect, I don't know, but not all of them. The German military train for instance, seems to be fine. So the answer to your problem seems to be to change the train in FMB.
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 25, 2017, 11:54:03 AM
Hullo ianp, reply 577 regarding the game freezing.

I too experienced this game freezing problem and some research proved that he German command staff train freezes the game as soon as an aircraft comes near it. Other trains may have the same effect, I don't know, but not all of them. The German military train for instance, seems to be fine. So the answer to your problem seems to be to change the train in FMB.

1] This should be in tech help really.
2] Of course if we improve the trains then missions with old trains will need to be updated!  ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: crazydog on January 25, 2017, 12:02:48 PM
F-16\F-18\AV-8B and Yak36 series can't fly, Su-25 and FFR-41 are pink. Am I the only one who have these problems?
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 25, 2017, 12:30:27 PM
F-16\F-18\AV-8B and Yak36 series can't fly, Su-25 and FFR-41 are pink. Am I the only one who have these problems?

No - Neither are you the only one who didn't even get as far as Page-6 in the Manual or even read the whole post here:  ;)

http://www.sas1946.com/main/index.php/topic,53691.0.html

Nor are you the first to post, inappropriately, on the release thread when we have a Tech help section here:

http://www.sas1946.com/main/index.php/board,266.0.html

Other than that, I have no idea...

(http://i.imgur.com/W9SjAwO.jpg)
Title: Re: C.U.P. becomes B.A.T.
Post by: jt189 on January 25, 2017, 02:15:51 PM
Simon
by the last post crazydog is not going to the local billybong with you for a wet
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 25, 2017, 03:38:33 PM
Simon
by the last post crazydog is not going to the local billybong with you for a wet

Nah, he'll be right - never any harm in pointing out the facts but we are all friends here!  ;D 

Today I would also like to wish all fellow citizens:

HAPPY AUSTRALIA DAY!

Its beautiful out this morning and we have a heavy schedule of serious historic reflection, great social gatherigs and riotous boozing!  ;D
Title: Re: C.U.P. becomes B.A.T.
Post by: RDDR Hangar19 on January 25, 2017, 06:54:56 PM
Rock and Roli l!!!!
Title: Re: C.U.P. becomes B.A.T.
Post by: SAS~Monty27 on January 25, 2017, 08:10:10 PM
Rock and Roli l!!!!

Catch you tomorrow mate, loud and live - you may have to remind me of a few things...  o_O
Title: Re: C.U.P. becomes B.A.T.
Post by: RDDR Hangar19 on January 26, 2017, 07:30:30 AM
I dont think so.
Title: Re: C.U.P. becomes B.A.T.
Post by: crazydog on January 26, 2017, 12:01:16 PM
F-16\F-18\AV-8B and Yak36 series can't fly, Su-25 and FFR-41 are pink. Am I the only one who have these problems?
No - Neither are you the only one who didn't even get as far as Page-6 in the Manual or even read the whole post here:  ;)
http://www.sas1946.com/main/index.php/topic,53691.0.html
Nor are you the first to post, inappropriately, on the release thread when we have a Tech help section here:
http://www.sas1946.com/main/index.php/board,266.0.html
Other than that, I have no idea...