Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Aircraft => Jets => Topic started by: 4S_Vega on March 19, 2017, 02:58:53 PM

Title: F-16 by Ranwers version 2.2 - 20181016
Post by: 4S_Vega on March 19, 2017, 02:58:53 PM
Version 2.2 of Ranwers F-16 Viper


V2.2 features

Quote
1) Important update in RWR and weapons logic made by western
2) Fixed aerial refuel features;
3) Fixed Java/FM for cruise speed & fuel consumption;



V2.1 features

Quote
1) Important FM fixes for all variants;
2) Deleted huge recoil for M61 cannon, now the plane can fire straight without problems;



V2.0 features

Quote
1) Switch into Gen2016 weapons by western;
2) add the variant "F-16A block 15OCU" with AGM-65
3) Change energy bleeding code;
4) deleted MER loadouts from C variants;
5) loadouts are more realistics;
6) new AN/ALQ-131 ECM pod;
7) different RWR level for each variant;
8 ) FM fixes;
9) INS/GPS System;
10) New default skins for each variant;


Wiki


Quote
F-16A/B

The F-16A (single seat) and F-16B (two seat) were initially equipped with the Westinghouse AN/APG-66 pulse-doppler radar, Pratt & Whitney F100-PW-200 turbofan, rated at 14,670 lbf (64.9 kN) and 23,830 lbf (106.0 kN) with afterburner. The USAF bought 375 F-16As and 125 F-16Bs, with delivery completed in March 1985.

(https://s23.postimg.cc/ymtf52j63/F_16_A.jpg) (https://postimg.cc/image/mxpfh3s7b/)

Early blocks (Block 1/5/10) featured relatively minor differences between each. Most were later upgraded to the Block 10 configuration in the early 1980s. There were 94 Block 1, 197 Block 5, and 312 Block 10 aircraft produced. Block 1 is the early production model with the nose cone painted black.



It was discovered that the Block 1 aircraft's black nose cone became an obvious visual identification cue at long range, so the color of the nose cone was changed to the low-visibility grey for Block 5 aircraft. During the operation of F-16 Block 1, it was discovered that rain water could accumulate in certain spots within the fuselage, so drainage holes were drilled in the forward fuselage and tail fin area for Block 5 aircraft.

The Soviet Union significantly reduced the export of titanium during the late 1970s, so the manufacturers of the F-16 used aluminum instead wherever practical. New methods were also used: the corrugated aluminum is bolted to the epoxy surface for Block 10 aircraft, replacing the old method of aluminum honeycomb being glued to the epoxy surface used in earlier aircraft.
(https://s23.postimg.cc/c0o3sc5fv/F_16_B.jpg) (https://postimg.cc/image/ug8kpqjk7/)

The first major change in the F-16, the Block 15 aircraft featured larger horizontal stabilizers, the addition of two hardpoints to the chin inlet, an improved AN/APG-66(V)2 radar, and increased capacity for the underwing hardpoints. The Block 15 also gained the Have Quick II secure UHF radio. To counter the additional weight of the new hardpoints, the horizontal stabilizers were enlarged by 30%. Block 15 is the most numerous variant of the F-16, with 983 produced. The last one was delivered in 1996 to Thailand.
(https://s23.postimg.cc/u278q4zgr/F_16_A_B15.jpg) (https://postimg.cc/image/qvcp6if0n/)

F-16C/D Block 25

The Block 25 F-16C first flew in June 1984 and entered USAF service in September. The aircraft are fitted with the Westinghouse AN/APG-68 radar and have improved precision night-attack capability. Block 25 introduced a very substantial improvement in cockpit avionics, including improved fire-control and stores management computers, an Up-Front Controls (UFC) integrated data control panel, data-transfer equipment, multifunction displays, radar altimeter, and many other changes. Block 25s were first delivered with the Pratt & Whitney F100-PW-200 engine and later upgraded to the Pratt & Whitney F100-PW-220E. With 209 Block 25 C-models and 35 D-models delivered, today the USAF's Air National Guard and Air Education and Training Command are the only remaining users of this variant. One F-16C, nicknamed the "Lethal Lady", had flown over 7,000 hours by April 2008.
(https://s23.postimg.cc/d4cti1fgr/F_16_C_B25.jpg) (https://postimg.cc/image/kx3ha0lfr/)

F-16C/D Block 30/32

 This was the first block of F-16s affected by the Alternative Fighter Engine project under which aircraft were fitted with the traditional Pratt & Whitney engines or, for the first time, the General Electric F110-GE-100. From this point on, blocks ending in "0" (e.g., Block 30) are powered by GE, and blocks ending in "2" (e.g., Block 32) are fitted with Pratt & Whitney engines.

The first Block 30 F-16 entered service in 1987. Major differences include the carriage of the AGM-45 Shrike, AGM-88 HARM, and the AIM-120 missiles, which entered service in Sept 1991. From Block 30D, aircraft were fitted with larger engine air intakes (called a Modular Common Inlet Duct) for the increased-thrust GE engine. Since the Block 32 retained the Pratt and Whitney F-100 engine, the smaller (normal shock inlet) was retained for those aircraft. A total of 733 aircraft were produced and delivered to six countries. The Block 32H/J aircraft assigned to the USAF Thunderbird flight demonstration squadron were built in 1986 and 1987 and are some of the oldest operational F-16s in the Air Force. The Air National Guard procured many upgrades for their fleet of aging block 30/32s including the addition of improved inertial guidance systems, improved electronic warfare suite (AN/ALQ-213), and upgrades to carry the Northrop Grumman LITENING targeting pod. The standard Inertial Navigation Unit (INU) was first changed to a ring laser gyro, and later upgraded again to an Embedded GPS/INS (EGI) system which combines a Global Positioning System (GPS) receiver with an Inertial navigation system (INS). The EGI provided the capability to use Joint Direct Attack Munition (JDAM) and other GPS-aided munitions (see Block 50 list below). This capability, in combination with the LITENING targeting pod, greatly enhanced the capabilities of this aircraft. The sum of these modifications to the baseline Block 30 is commonly known as the F-16C++ (pronounced "plus plus") version.

(https://s23.postimg.cc/y2izg4fbf/F_16_C_B30.jpg) (https://postimg.cc/image/9m0tlnekn/)


F-16C/D Block 40/42


Entering service in 1988, the Block 40/42 is the improved all-day/all-weather strike variant equipped with LANTIRN pod; also unofficially designated the F-16CG/DG, the night capability gave rise to the name "Night Falcons". This block features strengthened and lengthened undercarriage for LANTIRN pods, an improved radar, and a GPS receiver. From 2002, the Block 40/42 increased the weapon range available to the aircraft including JDAM, AGM-154 Joint Standoff Weapon (JSOW), Wind-Corrected Munitions Dispenser (WCMD) and the (Enhanced) EGBU-27 Paveway "bunker-buster". Also incorporated in this block was the addition of cockpit lighting systems compatible with Aviator's Night Vision Imaging System (ANVIS) equipment. The USAF's Time Compliance Technical Order (TCTO) that added the night vision (NVIS)-compatible systems was completed in 2004. A total of 615 Block 40/42 aircraft were delivered to 5 countries.

(https://s23.postimg.cc/ka4kkhojv/F_16_C_B40.jpg) (https://postimg.cc/image/qb29hkb5z/)


F-16C/D Block 50/52

The first Block 50/52 F-16 was delivered in late 1991; the aircraft are equipped with improved GPS/INS, and the aircraft can carry a further batch of advanced missiles: the AGM-88 HARM missile, JDAM, JSOW and WCMD. Block 50 aircraft are powered by the F110-GE-129 while the Block 52 jets use the F100-PW-229.
(https://s23.postimg.cc/kbeidwqdn/F_16_C_B52.jpg) (https://postimg.cc/image/778y17ybr/)



F-16I Sufa

The F-16I is a two-seat variant of the Block 52 developed for the Israeli Defense Force – Air Force (IDF/AF).Israel issued a requirement in September 1997 and selected the F-16 in preference to the F-15I in July 1999. An initial "Peace Marble V" contract was signed on 14 January 2000 with a follow-on contract signed on 19 December 2001, for a total procurement of 102 aircraft. The F-16I, which is called Sufa (Storm) by the IDF/AF, first flew on 23 December 2003, and deliveries to the IDF/AF began on 19 February 2004. The F-16I has an estimated unit cost of approximately US$70 million (2006).

One major deviation of the F-16I from the Block 52 is that approximately 50% of the avionics were replaced by Israeli-developed avionics, such as the Israeli Aerial Towed Decoy replacing the ALE-50 and autonomous aerial combat maneuvering instrumentation, which enables training exercises to be conducted without dependence on ground instrumentation. Elbit Systems produced the aircraft's helmet-mounted sight, head-up display (HUD), mission and presentation computers, and digital map display. Furthermore, the F-16I can employ Rafael's Python 5 infrared-guided air-to-air missile, and often uses Israel Aerospace Industries (IAI)'s removable conformal fuel tanks (CFT) for extended range. Key American-sourced systems include the F100-PW-229 turbofan engine, which offers commonality with the IDF/AF's F-15Is, and the APG-68(V)9 radar.
(https://s23.postimg.cc/fe0xssoej/F_16_I.jpg) (https://postimg.cc/image/olt69hvgn/)





plane
Quote
F-16A_Block10               F-16A, Block 10, 1980
F-16A_Block15OCU            F-16A, Block 15 OCU, 1986
F-16B_Block05               F-16B, Block 5, 1980
F-16C_Block25               F-16C, Block 25, 1984
F-16C_Block30               F-16C, Block 30, 1987
F-16C_Block40               F-16C, Block 40, 1989
F-16C_Block52               F-16C, Block 52, 1991
F-16I                       F-16I, Sufa, 2004

air.ini
Quote
F-16A_Block10          air.F_16A_B10 1              NOINFO   usa01 SUMMER
F-16A_Block15OCU          air.F_16A_B15OCU 1              NOINFO   usa01 SUMMER
F-16B_Block05          air.F_16B_B05 1              NOINFO   usa01 SUMMER
F-16C_Block25          air.F_16C_B25 1              NOINFO   usa01 SUMMER
F-16C_Block30          air.F_16C_B30 1              NOINFO   usa01 SUMMER
F-16C_Block40          air.F_16C_B40 1              NOINFO   usa01 SUMMER
F-16C_Block52          air.F_16C_B52 1              NOINFO   usa01 SUMMER
F-16I          air.F_16I 1              NOINFO   usa01 SUMMER


CREDITS:

Quote

1C & Team Daidalos for code

By:
CWatson
S331541
SaS~JackS
4S_Vega
Ranwers

Thanks to:
Loku, as always
SAS~Storebror
SAS~GJE52 (crew mesh)
Benitomuso for FM debug tools
steven197106
western0221



WARNING!! TO RUN THIS MOD YOU NEED:


JET ERA
http://www.sas1946.com/main/index.php/topic,15649.0.html

COMMON UTILS
http://www.sas1946.com/main/index.php?topic=40490.0

WEAPONS PACK VER. 1.3
http://www.sas1946.com/main/index.php/topic,48603.0.html

SAS Engine MOD Full-pack
http://www.sas1946.com/main/index.php/topic,52489.0.html

WESTERN WEAPONS PACK GENERATION 2016 & Jet pit common materials
http://www.sas1946.com/main/index.php/topic,53426.0.html



Download link
http://www.mediafire.com/file/dz4xdgjbf49rd4l/F-16_V2.2_20181016.rar/file
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: 4S_Vega on March 19, 2017, 02:59:12 PM
reserved
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: Seb on March 19, 2017, 03:46:08 PM
Hi Vega.
Great job.
I have a question, how GPS works ?
I use ILS and TACAN.
Regards
Seb
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: 4S_Vega on March 19, 2017, 04:08:14 PM
INS/GPS tell you the position into map
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: SAS~Bombsaway on March 19, 2017, 04:15:39 PM
60% CTD.

Code: [Select]
[10:12:50 PM] Error loading FM called 'flightmodels/f-16a_b15ocu.fmd'!
[10:12:50 PM] It Cannot be Loaded from 'f16_fm' File
[10:12:50 PM] *** This was the Reason of your 60% or 70% CTD ***
[10:12:50 PM] FM Loading General Exception!
[10:12:50 PM] Warning, the "FlightModels/F-16A_B15OCU.fmd:f16_fm" cannot be loaded from "f16_fm" File
[10:12:50 PM] null
[10:12:50 PM] java.lang.NullPointerException
[10:12:50 PM] at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:627)
[10:12:50 PM] at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:595)
[10:12:50 PM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2813)
[10:12:50 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
[10:12:50 PM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[10:12:50 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
[10:12:50 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[10:12:50 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[10:12:50 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[10:12:50 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[10:12:52 PM] Error loading FM called 'flightmodels/f-16a_b15ocu.fmd'!
[10:12:52 PM] It Cannot be Loaded from 'f16_fm' File
[10:12:52 PM] *** This was the Reason of your 60% or 70% CTD ***
[10:12:52 PM] Main begin: null
[10:12:52 PM] java.lang.NullPointerException
[10:12:52 PM] at com.maddox.il2.gui.GUIQuick$ItemAir.<init>(GUIQuick.java:872)
[10:12:52 PM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2809)
[10:12:52 PM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
[10:12:52 PM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[10:12:52 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
[10:12:52 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[10:12:52 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[10:12:52 PM] at com.maddox.il2.game.Main.exec(Main.java:432)
[10:12:52 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Mar 19, 2017 10:12:52 PM] -------------- END log session -------------
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: 4S_Vega on March 19, 2017, 04:57:33 PM
You had to delete old F-16 folder!
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: SAS~Bombsaway on March 19, 2017, 05:09:11 PM
Sorry. I tried to install it in BAT.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: 4S_Vega on March 19, 2017, 05:12:57 PM
I've not BAT installed in my game, but i think you can install it changing name to the folder moving it on the top of the list
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: SAS~Bombsaway on March 19, 2017, 05:15:56 PM
Thank you. I will try that next but should I also rename the wepons folders so they install above the F-16 folder like they do now?
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: 4S_Vega on March 19, 2017, 05:31:28 PM
I don't think that rename weapons folder is needed.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: SAS~Bombsaway on March 19, 2017, 05:43:51 PM
Ok. Thank you.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: MADMICK71 on March 19, 2017, 05:56:00 PM
Working Fine in 4.12 Modact 5.3. followed instructions at post 1, reminder you need the latest update of the Weapons 2016 patch. So many weapons and load outs including nukes!!!. THANKS Guys for this.



 
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: PhantomII on March 19, 2017, 10:11:05 PM
Hi Vega, I finally got the F-4 mod to load. Can't remember what I did but it works. Tried to load this mod and got the same 70% CTD.Then I noticed that the air.ini and the plane from the first post do not match and the air.ini in the readme and the one in the first post do not match either. At first I used the air.ini from the readme but it didn't work and then I tried the one in the first post and it loaded right up.
Thanks for all your hard work on these mods.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: KingTiger503 on March 20, 2017, 12:33:36 AM
Check your Logs Phantom II
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: PhantomII on March 20, 2017, 10:35:26 AM
Hi Vega, I am running a 4.12.2 Modact 5.3 game and with this new F-16 my game now loads but when I play QMB it ctd at 30% loading aircraft. But if I load another aircraft first then quit the mission and load the F-16 it will load the mission.
Any idea why this happens? I have tried to delete last quick before playing and then load the F-16 first, it still ctd at 30% mission loading.

My log is incomplete or I would post it. Thanks in advance.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: western0221 on March 20, 2017, 10:44:38 AM
Those unstable buggy behavior can occur by mistaken coding, but determining its true reason and fixing need the error log.

My game doesn't show those CTDs and cannot get the error log.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: PhantomII on March 20, 2017, 11:01:54 AM
This is all my log shows:

Code: [Select]
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) 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
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Can't open file '3DO/Effects/GunFireDay/TEXTURES/GunFlare12.mat'
WARNING: object '3DO/Effects/GunFireDay/TEXTURES/GunFlare12.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/GunFireDay/TEXTURES/GunFlare20mm.mat'
WARNING: object '3DO/Effects/GunFireDay/TEXTURES/GunFlare20mm.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/GunFireDay/TEXTURES/GunFlareBig.mat'
WARNING: object '3DO/Effects/GunFireDay/TEXTURES/GunFlareBig.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/GunFireDay/Textures/WhiteSmoke.mat'
WARNING: object '3DO/Effects/GunFireDay/Textures/WhiteSmoke.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/GunFireDay/TEXTURES/GunFlareBig.mat'
WARNING: object '3DO/Effects/GunFireDay/TEXTURES/GunFlareBig.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/GunFireDay/TEXTURES/GunFlare12.mat'
WARNING: object '3DO/Effects/GunFireDay/TEXTURES/GunFlare12.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Str2FloatClamp() - Clamped 320 -> 128 (delta = -192) to Range 0.01..128
F-86J loading DiffFM Flight Model
Flight Model loaded for the SAS Hurricane IIc Malta Field Mod: IL-2 4.11 or later.
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
Ship: Value of [HMSNelson]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:223)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:419)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:775)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:241)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSNelson
Ship: Value of [Ship0]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:223)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:419)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:775)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:975)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0
Ship: Value of [Ship1]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:223)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:419)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:775)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:976)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship1
Ship: Value of [Ship2]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:223)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:419)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:775)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:977)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship2
Ship: Value of [Ship3]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:223)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:419)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:775)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:978)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship3
Ship: Value of [Ship4]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:223)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:419)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:775)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:979)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship4
Ship: Value of [Carrier0]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:223)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:419)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:775)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:987)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Carrier0
Ship: Value of [HMSTribal]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:223)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:419)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:775)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:992)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$HMSTribal
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$BF_109K4C3'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$F_18C'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$F_18D'
**Plane FM will be loaded from placeholder: "FlightModels/Bf-109F-2.fmd"! Not from the expected one.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16
Cannot open audio file samples/infinite 1

Loading mission QuickQMBPro/Ag_Cartagena/Ag_CartagenaRedNone00.mis...
Month = 7 , Hour = 12
Temperature -     0m = 27.0 .
Temperature -  1000m = 20.51001 .
Temperature -  2000m = 14.019989 .
Temperature -  3000m = 7.529999 .
Temperature -  4000m = 1.0400085 .
Temperature -  5000m = -5.450012 .
Temperature -  6000m = -11.940002 .
Temperature -  7000m = -18.429993 .
Temperature -  8000m = -24.919998 .
Temperature -  9000m = -31.410004 .
Temperature - 10000m = -37.899994 .
Temperature - 11000m = -44.39 .
Temperature - 12000m = -50.880005 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 12

Created a 256x256 RenderTexture with BPP(8, 8
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: tarakanz on March 20, 2017, 11:37:10 AM
Explodes at the airport, after loading  :(

Code: [Select]
*** IL-2 Selector 3.1.4.2 Build 15062901 loaded ***
SAS Common Utils Game Version = 4.122
Mission error, ID_04: java.lang.RuntimeException: Weapon set '4xAIM-9' not registered in air.F_16A_B10
java.lang.RuntimeException: Weapon set '4xAIM-9' not registered in air.F_16A_B10
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3060)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2702)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
at com.maddox.il2.game.Mission._load(Mission.java:838)
at com.maddox.il2.game.Mission.access$600(Mission.java:121)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
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)
ERROR file: File users/0/Icons not found
Mission: Quick/Crimea/CrimeaRedScramble00.mis is Playing
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: HierMesh: Can't find chunk 'L_MC'
INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
-------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash
[20.03.2017 17:33:10] -------------- END log session
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: western0221 on March 20, 2017, 11:48:07 AM
Explodes at the airport, after loading  :(

*** IL-2 Selector 3.1.4.2 Build 15062901 loaded ***
SAS Common Utils Game Version = 4.122
Mission error, ID_04: java.lang.RuntimeException: Weapon set '4xAIM-9' not registered in air.F_16A_B10
java.lang.RuntimeException: Weapon set '4xAIM-9' not registered in air.F_16A_B10
   at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3060)

Isn't the mission you load made some days / weeks ago and using old version F-16 ?

Vega's new F-16 changes almost all the loadout index names and not compatible missions made with old F-16.
New loadout name is "Fighter: 4xAim9" about F-16A Block10.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: tarakanz on March 20, 2017, 12:55:42 PM
Thanks, now it works. You can still add the F-16N ?
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: PhantomII on March 22, 2017, 08:48:52 PM
Sorry to keep complaining but now i am getting a 100% mission loading ctd. I am pretty sure I have a mod conflict somewhere but I just can't seem to find it. I ran the classcheck and the only mods it shows in conflict with the F-16 is the engine mod and the !00_WeaponsPack.

Here is my log. any help is appreciated.

Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.Cockpit$HookOnlyOrient.computePos(Cockpit.java:30)
at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
at com.maddox.il2.engine.ActorPosMove.resetAsBase(ActorPosMove.java:643)
at com.maddox.il2.objects.air.CockpitPilot.doFocusEnter(CockpitPilot.java:88)
at com.maddox.il2.objects.air.CockpitF_16A_B10.doFocusEnter(CockpitF_16A_B10.java:85)
at com.maddox.il2.objects.air.Cockpit.focusEnter(Cockpit.java:331)
at com.maddox.il2.game.Main3D.setViewInside(Main3D.java:1518)
at com.maddox.il2.game.AircraftHotKeys$65.begin(AircraftHotKeys.java:4667)
at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
at com.maddox.rts.HotKeyCmd.exec(HotKeyCmd.java:211)
at com.maddox.rts.HotKeyCmd.exec(HotKeyCmd.java:174)
at com.maddox.il2.gui.GUIMission$4.doAction(GUIMission.java:107)
at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D$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)
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: western0221 on March 23, 2017, 01:04:19 AM
Sorry to keep complaining but now i am getting a 100% mission loading ctd. I am pretty sure I have a mod conflict somewhere but I just can't seem to find it. I ran the classcheck and the only mods it shows in conflict with the F-16 is the engine mod and the !00_WeaponsPack.

Here is my log. any help is appreciated.

Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.Cockpit$HookOnlyOrient.computePos(Cockpit.java:30)
at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
at com.maddox.il2.engine.ActorPosMove.resetAsBase(ActorPosMove.java:643)
at com.maddox.il2.objects.air.CockpitPilot.doFocusEnter(CockpitPilot.java:88)
at com.maddox.il2.objects.air.CockpitF_16A_B10.doFocusEnter(CockpitF_16A_B10.java:85)
at com.maddox.il2.objects.air.Cockpit.focusEnter(Cockpit.java:331)

In looking into Cockpit.class Java source of Engine MOD 2.7.3w ,
"HookOnlyOrient.computePos(Cockpit.java:30)" is here.

Quote
25 |    public static class HookOnlyOrient extends Hook
26 |    {
27 |
28 |        public void computePos(Actor actor, Loc loc, Loc loc1)
29 |        {
30 |            loc1.set(Cockpit.nullP, loc.getOrient());
31 |        }
32 |
33 |        public HookOnlyOrient()
34 |       {
35 |        }
36 |    }

"Loc.set(*,*)" and "Loc.getOrient()" are stock basic methods, "Not Found" is impossible situation.

When your game has lots lots of mods with many many classfiles, they may flow over Java limit and whole game will become unstable.
It will make strange errors at no error places.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: PhantomII on March 23, 2017, 08:54:19 AM
Thanks Vega, I think that is what's happening. I deleted some mods and now it works.
Thanks for your help.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: 4S_Vega on March 23, 2017, 09:50:55 AM
You had to say thanks  western, he help you!
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: PhantomII on March 23, 2017, 10:39:22 AM
My apologies western, I appreciate your help. I was looking at one name and wrote the other.😳
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: western0221 on March 23, 2017, 10:45:59 AM
My apologies western, I appreciate your help. I was looking at one name and wrote the other.😳

Don't worry.  :)

Good news you've solved your problem.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: bigans on April 02, 2017, 11:06:42 AM
Grande Vega, aggiornamento fenomenale! Grazie
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: Seb on April 09, 2017, 01:59:02 PM
Hi Vega.
I have a question whether you have done anything that could have caused the latest F-16 version that some skins are showing up wrong.
I made two batches of skins for F-16:
Up to version F-16C block 40 works without problem:

http://www.sas1946.com/main/index.php/topic,49645.0.html

On the other hand, the F-16C block 52 happens to be a strange thing and is displayed incorrectly:

http://www.sas1946.com/main/index.php/topic,52007.0.html

The problem I discovered accidentally today.
Thank you for your advice on what to do about it.
Regards
Seb
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: 4S_Vega on April 09, 2017, 02:08:17 PM
Grande Vega, aggiornamento fenomenale! Grazie

 :)
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: 4S_Vega on April 09, 2017, 02:10:52 PM
Hi Vega.
I have a question whether you have done anything that could have caused the latest F-16 version that some skins are showing up wrong.
I made two batches of skins for F-16:
Up to version F-16C block 40 works without problem:

http://www.sas1946.com/main/index.php/topic,49645.0.html

On the other hand, the F-16C block 52 happens to be a strange thing and is displayed incorrectly:

http://www.sas1946.com/main/index.php/topic,52007.0.html

The problem I discovered accidentally today.
Thank you for your advice on what to do about it.
Regards
Seb

Hi Seb, i ve not experiences with skinning, so i can give wrong answers.

The only thing changed from the first version is that now every variant have his default skin.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: Seb on April 09, 2017, 02:21:41 PM
This is so strange that some of the skins are working properly, and some are not, and it's not just my skins.
And did you pluck up skins made by me?
I'm curious if you have this problem.
Regards
Seb
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: Seb on April 09, 2017, 02:43:32 PM
I checked the old version and in the new version there must be some error that makes some of the skins do not work properly.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: Seb on April 10, 2017, 03:05:54 AM
Hi Vega
Problem solved.
Some skins are in 1024x1024 format and these do not work, but after reformatting them to 2048x2048 everything is ok.
I can reformat all skins.
Regards
Seb
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: dagger123456 on April 10, 2017, 04:16:12 PM
Hello Seb.  I have the same issue with the F-16 skin.  How do you convert it to 2048x2048?  I only have Paint.  Thanks in advance.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: Seb on April 11, 2017, 09:07:10 AM
Hello Seb.  I have the same issue with the F-16 skin.  How do you convert it to 2048x2048?  I only have Paint.  Thanks in advance.


Hey.
I am used to create skins and convert them to GIMP.
As for the F-16 skins, I will consult all the need and let go.
Regards
Seb
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: western0221 on April 20, 2017, 07:04:05 AM
1st post's install information .... air.ini section missed F-16I entry.
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: 4S_Vega on April 20, 2017, 08:52:40 AM
Fixed!

Tnx for report!
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: Seb on April 22, 2017, 10:43:57 AM
I send skins to the F-16 in the size of 2048x2048.
Skins are different authors.
Regards
Seb

http://www.mediafire.com/file/40ngb38nevyd2qu/F-16+Skin+Pack.rar
Title: Re: F-16 by Ranwers version 2.0 - 20170319
Post by: dagger123456 on April 23, 2017, 01:26:12 PM
Thanks a bunch Seb.
Title: Re: F-16 by Ranwers version 2.1 - 20170712
Post by: 4S_Vega on July 12, 2017, 05:15:56 AM
Update 2.1 at first post

1) Important FM fixes for all variants;
2) Deleted huge recoil for M61 cannon, now the plane can fire straight without problems;
Title: Re: F-16 by Ranwers version 2.1 - 20170712
Post by: glibble on July 15, 2017, 02:35:10 PM
First of all, thanks for this awesome mod!

Is the F-16A Block 15 OCU supposed to have larger horizontal stabilizers?

In game it still has the smaller stabilizers of the earlier F-16A models. Interesting though, the shadow they cast resemble the "C" model.

(http://i.imgur.com/v0jgxMT.jpg)

I'm using BAT Expansion Pack 12.
S!
Title: Re: F-16 by Ranwers version 2.1 - 20170712
Post by: urmel on July 16, 2017, 02:47:30 AM
Thanks for your work 4S_Vega!
Title: Re: F-16 by Ranwers version 2.1 - 20170712
Post by: Fly! on July 19, 2017, 12:10:58 PM
F-16 Block 40 and Block 52 show no cockpit.
Code: [Select]
INTERNAL ERROR: Can't open file '3DO/Cockpit/AV8FLIR/AV8FLIR.him'
WARNING: object '3DO/Cockpit/AV8FLIR/AV8FLIR.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/AV8FLIR/AV8FLIR.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/AV8FLIR/AV8FLIR.him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/AV8FLIR/AV8FLIR.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:909)
at com.maddox.il2.objects.air.CockpitGunner.<init>(CockpitGunner.java:303)
at com.maddox.il2.objects.air.CockpitF16FLIR.<init>(CockpitF16FLIR.java:410)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3339)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2705)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
at com.maddox.il2.game.Mission._load(Mission.java:838)
at com.maddox.il2.game.Mission.access$600(Mission.java:121)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
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)
Title: Re: F-16 by Ranwers version 2.1 - 20170712
Post by: 4S_Vega on July 19, 2017, 02:15:24 PM
you need the Jet pit common material mod

you can find it at the same link of the western  weapons pack
Title: Re: F-16 by Ranwers version 2.1 - 20170712
Post by: Fly! on July 19, 2017, 04:25:20 PM
I have it already.
Western wrote this about it: "Laser designator cockpit 3D has been moved to a part of US pit materials to compress disk use space getting rid of duplication. Each aircrafts Laser cockpit classfiles have to be reworked for it.

That is not a full solution.
Laser guided weapons in Weapon pack Generation 2016-ii are also changed its working codes from TypeLaserSpotter style into TypeLaserDesignator style.
Without carrier jets' classfiles TypeLaserDesignator methods, Laser cockpit won't work to guide weapons."

I'm baffled why those 2 don't work for me.
Title: Re: F-16 by Ranwers version 2.1 - 20170712
Post by: 4S_Vega on July 19, 2017, 05:48:59 PM
Ah....i had to look into it.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: 4S_Vega on July 20, 2017, 04:09:25 AM
At first post you can download the hotfix for FLIR cockpit!
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: Fly! on July 21, 2017, 09:07:33 AM
Thanks Vega. A-OK :)
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: western0221 on September 12, 2017, 08:19:37 PM
Hello, Vega.

I've found that old classes TypeSemiRadar and TypeGroundRadar have serious compatibility problems on multi jets single missions with AI or multi-player online missions.

To fix them, once clean-up those class codes and build a new classe structures from ZERO.
I have a plan to release new TypeSemiRadar.class and TypeGroundRadar.class on 29th/Sep.
It means the aircrafts "implement TypeSemiRadar.class and TypeGroundRadar.class" will become to crash after that new version.

So, once please delete those implement codes (and related methods insides) from ALL user aircrafts (not only F-16) in giving classfiles patch.
New code sample to enable semi active radar and ground radar will be provided in October as F/A-18 main codes.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: bigans on September 17, 2017, 05:14:58 PM
Thank you, as usual good work!
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: 4S_Vega on September 17, 2017, 05:38:14 PM
Copy

Tell me when these classes will be ready, i will delete old strings
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: bigans on September 18, 2017, 09:43:11 AM
The old version worked, but when I installed the upgrade, all F-16 did not go ahead, like an Harrier, it was static in the air...while other AI fought.  :(

All the other jet work.

Where I have to put the hotfix file?
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: GAC44 on September 29, 2017, 06:10:56 AM
Hello. I have a problem. The F-16 does not have a cockpit, but the plane and its weapons are in game (I do not know how to attach a screenshot to the post).
All the necessary mods are used and installed correctly. Still not working A-10 (not loaded) and F / A-18 (just missing the game itself the aircraft). Sorry for my bad english.

Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: 4S_Vega on September 29, 2017, 03:26:27 PM
Post the log pls
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: bigans on September 29, 2017, 04:36:05 PM
Thank you, now it works.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: GAC44 on September 30, 2017, 02:40:54 AM
Here this log? I can not allowed to post external links so leave it like this.

Code: [Select]
[30.09.2017 8:27:21] ------------ BEGIN log session -------------
[8:27:21] OpenGL provider: dx8wrap.dll
[8:27:22] OpenGL library:
[8:27:22]   Vendor: 1C.Multimedia.Dev/Maddox.
[8:27:22]   Render: DirectX8.
[8:27:22]   Version: 1.1
[8:27:22]   Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[8:27:22] Size: 1366x768
[8:27:22] ColorBits: 32
[8:27:22] DepthBits: 24
[8:27:22] StencilBits: 8
[8:27:22] isDoubleBuffered: true
[8:27:22] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[8:27:22]
[8:27:22] *** Looking for Advanced CPU Instructions...
[8:27:22] [x] PentiumPro
[8:27:22] [x] Multimedia (MMX)
[8:27:22] [x] 3D (SSE)
[8:27:22] [x] 3D (SSE2)
[8:27:22] [-] 3D (3DNow)
[8:27:22] ColourBits 32, ABits 0, ZBits 24
[8:27:22]
[8:27:22] *** Looking for Render API Extensions ...
[8:27:22] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[8:27:22] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[8:27:22] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[8:27:22] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[8:27:22] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[8:27:22] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[8:27:22] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[8:27:22] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[8:27:22] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[8:27:22] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[8:27:22] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[8:27:22] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[8:27:22] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[8:27:22]
[8:27:22] Maximum texture size : 16384
[8:27:22] Maximum simultaneous textures :8
[8:27:22] MaxAnisotropic (1.0 = none) : 1.000000
[8:27:22] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[8:27:22] WARNING: 'Perfect' Mode required pixels shaders
[8:27:22] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[8:27:22] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[8:27:23] ...using "light" Splash Screens...
[8:27:23] 15 Splashscreens available.
[8:27:24] AutoMounting SFS files from folder SFS_AUTO now...
[8:27:24] Trying to AutoMount SFS_AUTO\sasamt_jetwar_01.sfs... mounted successfully!
[8:27:24] Trying to AutoMount SFS_AUTO\sasamt_jetwar_02.sfs... mounted successfully!
[8:27:24] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[8:27:24] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[8:27:24] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[8:27:24] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[8:27:24] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[8:27:24] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[8:27:24] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.sfs... mounted successfully!
[8:27:24] AutoMounting SFS files from folder SFS_AUTO finished.
[8:27:24] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[8:27:24] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[8:27:24] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[8:27:25] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[8:27:25] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[8:27:25] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[8:27:25] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[8:27:25] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[8:27:27] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[8:27:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[8:27:27] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[8:27:27] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[8:27:27] INTERNAL ERROR: Texture required
[8:27:27] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[8:27:58] Initializing DirectSound playback device...
[8:27:58] Primary buffer created.
[8:27:58] Playback format is set : sampling rate = 44100, num channels = 2.
[8:27:58] Not enought hardware buffers (0), hardware disabled
[8:27:58] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[8:27:58] Default speaker config is : 1310724.
[8:27:58] Direct sound audio device initialized successfully :
[8:27:58] DX Version : 7
[8:27:58] Hardware    - disabled [buffers : 0]
[8:27:58] Extensions  - enabled :
[8:27:58]   EAX ver. 1 [ ]  - disabled
[8:27:58]   EAX ver. 2 [ ]  - disabled
[8:27:58]   EAX ver. 3 [ ]  - disabled
[8:27:58]   I3D ver. 2 [ ]  - disabled
[8:27:58]   ZoomFX     [ ]  - disabled
[8:27:58]   MacroFX    [ ]  - disabled
[8:27:58] SIMD render [X]
[8:27:58] num channels 32
[8:27:58]
[8:28:26] Loading mission single/us/YP-80/????.mis...
[8:28:26] Month = 6 , Hour = 12
[8:28:26] Temperature -     0m = 23.0 .
[8:28:26] Temperature -  1000m = 16.51001 .
[8:28:26] Temperature -  2000m = 10.019989 .
[8:28:26] Temperature -  3000m = 3.5299988 .
[8:28:26] Temperature -  4000m = -2.9599915 .
[8:28:26] Temperature -  5000m = -9.450012 .
[8:28:26] Temperature -  6000m = -15.940002 .
[8:28:26] Temperature -  7000m = -22.429993 .
[8:28:26] Temperature -  8000m = -28.919998 .
[8:28:26] Temperature -  9000m = -35.410004 .
[8:28:26] Temperature - 10000m = -41.899994 .
[8:28:26] Temperature - 11000m = -48.39 .
[8:28:26] Temperature - 12000m = -54.880005 .
[8:28:26] Loading map.ini defined airfields:
[8:28:31] Load bridges
[8:28:31] Load static objects
[8:28:33] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[8:28:33] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[8:28:41] INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
[8:28:41] WARNING: object '3DO/Cockpit/F16ViperII/pit1.tga' of class 'TTexture2D' not loaded
[8:28:41] INTERNAL ERROR: Texture required
[8:28:41] WARNING: object '3DO/Cockpit/F16ViperII/Pit1.mat' of class 'TMaterial' not loaded
[8:28:41] INTERNAL ERROR: Material: Can't load 'Pit1.mat'
[8:28:41] INTERNAL ERROR: Material: Can't load 'Pit1.mat'
[8:28:41]
[8:28:41] ObjState.finalize: Object of com.maddox.il2.objects.air.CockpitF_16C_B52 NOT destroyed
[8:28:41] java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Pit1.mat'
[8:28:41]
[8:28:41] at com.maddox.il2.engine.HierMesh.Load(Native Method)
[8:28:41] at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
[8:28:41] at com.maddox.il2.objects.air.Cockpit.<init>(Cockpit.java:909)
[8:28:41] at com.maddox.il2.objects.air.CockpitPilot.<init>(CockpitPilot.java:366)
[8:28:41] at com.maddox.il2.objects.air.CockpitF_16C_B52.<init>(CockpitF_16C_B52.java:242)
[8:28:41] at java.lang.Class.newInstance0(Native Method)
[8:28:41] at java.lang.Class.newInstance(Unknown Source)
[8:28:41] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3339)
[8:28:41] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2705)
[8:28:41] at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
[8:28:41] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[8:28:41] at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
[8:28:41] at com.maddox.il2.game.Mission._load(Mission.java:838)
[8:28:41] at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[8:28:41] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
[8:28:41] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[8:28:41] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[8:28:41] at com.maddox.il2.game.Main.exec(Main.java:449)
[8:28:41] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[8:28:42] 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
[8:28:42] 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
[8:28:42] Mission: single/us/YP-80/????.mis is Playing
[8:28:42] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
[8:28:44] warning: no files : music/takeoff
[30.09.2017 8:30:48] -------------- END log session -------------
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: SkyeX on September 30, 2017, 04:08:05 PM
For what i can understand is that the texture buffer from pit1.tga is too big.
Limit is 4 mb if i unterstand it correctly.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: vpmedia on September 30, 2017, 11:10:21 PM
Find this pit1.tga and resize it to 512 or use OpenGL with HD True Color textures mod.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: 4S_Vega on October 17, 2017, 01:29:55 AM
at first post, link for fast installation of last version into BAT
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: Delliardo on November 03, 2017, 05:01:10 PM
So I'm getting the F-16 just floating in the air bug as well.  Log File link (https://pastebin.com/dfzwWGty)

I did install the hotfix, and I'm pretty sure I have the listed mods installed properly, unless there's something in jsgme that needs installed.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: Delliardo on November 04, 2017, 04:08:24 PM
The old version worked, but when I installed the upgrade, all F-16 did not go ahead, like an Harrier, it was static in the air...while other AI fought.  :(

All the other jet work.

Where I have to put the hotfix file?


Sorry for double post, but no one has come to my aid.  Bigans, how did you fix this?  You never said!  I swear I installed the hotfix in the right location.  I drag the 784B2CB254A4B4B6 file into the F-16 Pack folder, right?
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: SkyeX on November 23, 2017, 10:31:43 AM
Same problems for me as well  ::(
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: jaimexandres on December 08, 2017, 05:34:10 AM
I also have problems of the aircraft being static
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: MADMICK71 on December 11, 2017, 01:03:42 PM
Hi,

Thanks for this mod however with the new version of Engine mod 2.8.1 Radar fails to lock on to targets in both air to air and air to ground modes.
see posts:https://www.sas1946.com/main/index.php/topic,52489.216.html.

Regards

Mick

Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: gRicher3798 on December 17, 2017, 10:56:02 PM
After installation, the game does not start at all. Installed all that is required: jet era, common utils, weapons pack 1.3, SAS Engine MOD 2.7.3 western Full-pack, WESTERN WEAPONS PACK GENERATION 2016. Game version 4.10.1. Log file:
Code: [Select]
MaxAnisotropic (1.0 = none): 16.000000
INTERNAL ERROR: Str2FloatClamp () - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp () - Clamped 120 -> 60 (delta = -60) to Range 0..60
FM is called 'FlightModels / F-16A_B10.fmd: f16_fm' is being loaded from File: 'f16_fm'
FM is called 'FlightModels / F-16A_B15OCU.fmd: f16_fm' is being loaded from File: 'f16_fm'
FM is called 'FlightModels / F-16B_B05.fmd: f16_fm' is being loaded from File: 'f16_fm'
FM is called 'FlightModels / F-16C_B25.fmd: f16_fm' is being loaded from File: 'f16_fm'
FM is called 'FlightModels / F-16C_B30.fmd: f16_fm' is being loaded from File: 'f16_fm'
FM is called 'FlightModels / F-16C_B30.fmd: f16_fm' is being loaded from File: 'f16_fm'
FM called 'FlightModels / F-16C_B52.f

________________________________________
Classchecker's list: https://pastebin.com/rntRPLyV
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: western0221 on December 17, 2017, 11:13:04 PM
After installation, the game does not start at all. Installed all that is required: jet era, common utils, weapons pack 1.3, SAS Engine MOD 2.7.3 western Full-pack, WESTERN WEAPONS PACK GENERATION 2016. Game version 4.10.1. Log file:

"Game version 4.10.1."
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: gRicher3798 on December 18, 2017, 04:31:07 AM
?
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: Koty on December 18, 2017, 07:33:42 AM
This mod is built for 4.12.x patches.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: MasterK on January 02, 2018, 09:17:51 AM
Could someone tell me why can't I fly a single F-16? The game loads up fine and all, but when ever I make a mission with a F-16, the game just shows something more in the 'distance', the scenery is brown and only the sky is available.. but when I switch to third person.. the F-16 is stuck in air and doesn't even do anything, letting my AI Wing man stall to death.

Any assistance would be great!
                                              Thanks.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: 4S_Vega on January 02, 2018, 09:33:03 AM
which game version you have?

and what log says?
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: MasterK on January 02, 2018, 09:50:05 AM
My game version is 4.12.2 running SAS Modact 5.3 with the latest Engine mod too, 2.8.1 ...?

Also, I don't really know what the log's name is.. I've never done that before, could you please tell me what's the name of the log must be?

Thanks.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: MasterK on January 02, 2018, 09:54:00 AM
I've looked on the SAS forums where the LOG.TXT must be.. but, all I can find is nothing.

https://gyazo.com/df2b6e66c49687b5ea0b429b3c8e0aae

I saw that there should be one between JSGME.ini and manual.pdf.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: Flying H on January 02, 2018, 11:40:54 AM
Take a look here:https://www.sas1946.com/main/index.php/topic,13457.0.html (https://www.sas1946.com/main/index.php/topic,13457.0.html) and here:https://www.sas1946.com/main/index.php/topic,39780.0.html (https://www.sas1946.com/main/index.php/topic,39780.0.html) red on how to!
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: MasterK on January 02, 2018, 01:22:55 PM
Thank you!

Here's my log, this will probably tell you on the time when I launched a mission with the F-16.

https://pastebin.com/Xkdrxdvw
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: strykov69 on January 13, 2018, 09:52:06 AM
So...did you ever solve that issue of the aircraft just being completely stationary in mid air with no play ability whatsoever?
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: phoenixtunes on January 16, 2018, 10:55:46 AM
I've ran into an issue where as soon as I spawn with the F-16, the plane will not move. It's just stuck there. Flaps do not respond either however the elevators and ailerons work. Anyone know what's up? ;)
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: TheGhostofTheEuropeanSky on January 18, 2018, 03:11:04 AM
Nice jet to fly, but i cannot use radar, once i activate radar mode 0, it CTDS. My Log is here:

Code: [Select]
[10:02:22 AM] ERROR [com.maddox.sound.Sample@1642f0] cannot load sample: null
[10:02:22 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[10:02:30 AM] ERROR file: File users/0/Icons not found
[10:02:30 AM] Mission: Quick/Kuban/KubanRedScramble02.mis is Playing
[10:02:30 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'L_MC'
[10:02:31 AM] Time overflow (0): speed 0.6779661
[10:02:31 AM] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
[10:02:32 AM] warning: no files : music/takeoff
[10:02:41 AM] Time overflow (425): speed 0.9259259
[10:02:42 AM] Time overflow (597): speed 0.48701298
[10:02:42 AM] Time overflow (617): speed 0.91463417
[10:02:42 AM] Time overflow (637): speed 0.9493671
[10:02:42 AM] Time overflow (657): speed 0.91463417
[10:02:42 AM] Time overflow (677): speed 0.9259259
[10:02:42 AM] Time overflow (697): speed 0.89285713
[10:02:42 AM] Time overflow (717): speed 0.9375
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:02:55 AM] WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
[10:02:55 AM] Too many vertexes or faces per shadow hier mesh!
[10:03:07 AM] java.lang.NoSuchFieldError: target
[10:03:07 AM] at com.maddox.il2.objects.air.CockpitF_16C_B52.radarboresight(CockpitF_16C_B52.java:1222)
[10:03:07 AM] at com.maddox.il2.objects.air.CockpitF_16C_B52.radarclutter(CockpitF_16C_B52.java:646)
[10:03:07 AM] at com.maddox.il2.objects.air.CockpitF_16C_B52.reflectWorldToInstruments(CockpitF_16C_B52.java:341)
[10:03:07 AM] at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:105)
[10:03:07 AM] at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:690)
[10:03:07 AM] at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:676)
[10:03:07 AM] at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)
[10:03:07 AM] at com.maddox.il2.engine.Renders.paint(Renders.java:253)
[10:03:07 AM] at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[10:03:07 AM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[10:03:07 AM] at com.maddox.rts.Message._send(Message.java:1217)
[10:03:07 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[10:03:07 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[10:03:07 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[10:03:07 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[10:03:07 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[10:03:07 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[10:03:07 AM] at com.maddox.il2.game.Main.exec(Main.java:422)
[10:03:07 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: gRicher3798 on January 21, 2018, 10:03:52 PM
I have a problem with the cockpit:
Code: [Select]
*** IL-2 Selector N/A loaded ***
SAS Common Utils Game Version = 4.122
INTERNAL ERROR: Can't open file '3DO/Cockpit/US_Common_FLIR/AV8FLIR.him'
WARNING: object '3DO/Cockpit/US_Common_FLIR/AV8FLIR.him' of class 'HIM' not loaded
INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/US_Common_FLIR/AV8FLIR.him
INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/US_Common_FLIR/AV8FLIR.him

java.lang.RuntimeException: INTERNAL ERROR: HierMeshObj: Can't load HIM 3DO/Cockpit/US_Common_FLIR/AV8FLIR.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:909)
at com.maddox.il2.objects.air.CockpitGunner.<init>(CockpitGunner.java:303)
at com.maddox.il2.objects.air.CockpitF16FLIR.<init>(CockpitF16FLIR.java:410)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3339)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2705)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
at com.maddox.il2.game.Mission._load(Mission.java:838)
at com.maddox.il2.game.Mission.access$600(Mission.java:121)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
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/F-16I/RKKA_1920.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/F-16I/RKKA_1920.bmp' size: 0 != 512 | 1024
cannot open file for reading
Cannot open audio file samples/Altitude.wav

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: Quick/Crimea/CrimeaRedNoneA00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
warning: no files : music/inflight
-------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash
java.lang.NullPointerException
at com.maddox.il2.objects.air.Aircraft.deleteCockpits(Aircraft.java:3361)
at com.maddox.il2.objects.air.Aircraft.destroy(Aircraft.java:2169)
at com.maddox.il2.objects.air.AircraftLH.destroy(AircraftLH.java:63)
at com.maddox.rts.MsgDestroy.invokeListener(MsgDestroy.java:75)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
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: HierMesh: Can't find chunk 'Prop1_D0'
[22.01.2018 4:58:21] -------------- END log session -------------

I have a hotfix where there is only one class of 784B2CB254A4B4B6. Nothing else. I don't understand where is hotfix with FLIR.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: PhantomII on January 21, 2018, 10:34:56 PM
Hi gRicher3798, it looks like you may need the Jet cockpit common materials mod from here: https://www.sas1946.com/main/index.php/topic,53426.msg580777.html#msg580777 http://www.mediafire.com/file/9z5u8upz3gysdp1/US_JetCockpitCommonMaterials_20170919.7z
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: fw190 on January 25, 2018, 02:36:15 PM
I've ran into an issue where as soon as I spawn with the F-16, the plane will not move. It's just stuck there. Flaps do not respond either however the elevators and ailerons work. Anyone know what's up? ;)
I think have the same problem i spawn and cant move only elevator and ailerons, but if i take on the autopilot the plane flyes if i took off stops.  :(
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: ljmagnum on February 05, 2018, 08:38:32 AM
Exuse me Gents

I hope it is allowed to post a link about a good Explanation to the Cockpit of F16 Falcon and a lot another Cockpit's
maybe it is exist here in the Forum but i am do nothing find.

    http://meriweather.com/flightdeck/16/16-layout.html

if is forbidden to post links ur can delete them

cheers
(https://s9.postimg.cc/846mfg2nj/layout.jpg) (https://postimages.org/)
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: Stefan SG on February 23, 2018, 04:34:03 PM
Please try this. It may help.

http://www.mediafire.com/file/b69l9nzllu4avls/%21fix_F-16.zip

I've ran into an issue where as soon as I spawn with the F-16, the plane will not move. It's just stuck there. Flaps do not respond either however the elevators and ailerons work. Anyone know what's up? ;)
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: fw190 on February 24, 2018, 09:06:00 AM
Yes it works now many thx  :)
(https://s9.postimg.cc/5p13ty3dr/2018.02.24_15-58-22.jpg) (https://postimg.cc/image/it6o6mvff/)
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: Stefan SG on March 03, 2018, 12:32:38 PM
I faced a problem using the excellent F-16 mod. AI can take off normally with two or four AIM-9 without Droptanks.
But they brake gears if they take off with droptanks, bombs etc.

Let me propose a fix if somebody faced the same problem:

http://www.mediafire.com/file/55yr24wvm3t0khw/F-16_takeoff_fix.zip
revised: http://www.mediafire.com/file/akfoswhdw3xxf9x/F-16_FM_TakeoffFix_revised.zip

Before
(https://s17.postimg.cc/q4rqpocgf/2018.03.03_19-18-35.jpg) (https://postimages.org/)

After
(https://s17.postimg.cc/s9c3qrtin/2018.03.03_19-22-54.jpg) (https://postimages.org/)

Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: western0221 on April 09, 2018, 02:47:31 AM
Only Block30 mod ?
Default skin texture mapping looks mismatched to Conformal fuel tanks.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: The grumman-man サミュエル on June 19, 2018, 07:03:36 PM
 Okay i installed all, everything was perfect, Air.ini and Plane in their respective places. But i can't even fly an F 16, when I choose one this is what I get https://s19.postimg.cc/xxlrg9uer/il2fb_2018-06-19_20-49-29-02.jpg

I can't control the plane, and it will just keep flying straight forever. Here are some screenshots https://s19.postimg.cc/cb6qz9b9v/il2fb_2018-06-19_20-49-46-11.jpg  https://s19.postimg.cc/my0k4obpf/il2fb_2018-06-19_20-50-05-23.jpg

What could be causing this ? please, help !!
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: ecf111 on June 19, 2018, 08:35:48 PM
Hi The grumman-man サミュエル,

I'm not very technical, but I imagine someone will need a lot more information before they can help with your various issues.

They will most certainly need this:
https://www.sas1946.com/main/index.php/topic,13457.0.html

and other information such as your specific IL-2 setup(BAT, what version-4.12.., etc.) and other things. The screenshots don't really show anything but a picture and your hud info.

Good luck!
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: TheGhostofTheEuropeanSky on July 13, 2018, 03:42:23 AM
I just recently reinstalled il2, now once I installed the f-16, when I load, it constantly flashes to not responding, here is part of my log

Code: [Select]
[9:37:17 AM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
[9:37:17 AM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
[9:37:17 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[9:37:17 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:17 AM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[9:37:17 AM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[9:37:17 AM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[9:37:17 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[9:37:17 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:17 AM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[9:37:17 AM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[9:37:17 AM] at com.maddox.rts.Message._send(Message.java:1217)
[9:37:17 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:37:17 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:37:17 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:37:17 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:37:17 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:37:17 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:37:17 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[9:37:17 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:37:17 AM] java.lang.NullPointerException
[9:37:17 AM] at com.maddox.il2.objects.air.F_16.playRWRWarning(F_16.java:542)
[9:37:17 AM] at com.maddox.il2.objects.air.F_16.RWRWarning(F_16.java:455)
[9:37:17 AM] at com.maddox.il2.objects.air.F_16.update(F_16.java:1707)
[9:37:17 AM] at com.maddox.il2.objects.air.F_16A_B10.update(F_16A_B10.java:241)
[9:37:17 AM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
[9:37:17 AM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[9:37:17 AM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
[9:37:17 AM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
[9:37:18 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[9:37:18 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[9:37:18 AM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[9:37:18 AM] at com.maddox.rts.Message._send(Message.java:1217)
[9:37:18 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:37:18 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:37:18 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:37:18 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:37:18 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:37:18 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:37:18 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[9:37:18 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:37:18 AM] java.lang.NullPointerException
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.playRWRWarning(F_16.java:542)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.RWRWarning(F_16.java:455)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.update(F_16.java:1707)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16A_B10.update(F_16A_B10.java:241)
[9:37:18 AM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
[9:37:18 AM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[9:37:18 AM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
[9:37:18 AM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
[9:37:18 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[9:37:18 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[9:37:18 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[9:37:18 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[9:37:18 AM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[9:37:18 AM] at com.maddox.rts.Message._send(Message.java:1217)
[9:37:18 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:37:18 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:37:18 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:37:18 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:37:18 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:37:18 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:37:18 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[9:37:18 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:37:18 AM] java.lang.NullPointerException
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.playRWRWarning(F_16.java:542)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.RWRWarning(F_16.java:455)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.update(F_16.java:1707)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16A_B10.update(F_16A_B10.java:241)
[9:37:18 AM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
[9:37:18 AM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[9:37:18 AM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
[9:37:18 AM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
[9:37:18 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[9:37:18 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[9:37:18 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[9:37:18 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[9:37:18 AM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[9:37:18 AM] at com.maddox.rts.Message._send(Message.java:1217)
[9:37:18 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:37:18 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:37:18 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:37:18 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:37:18 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:37:18 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:37:18 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[9:37:18 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:37:18 AM] java.lang.NullPointerException
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.playRWRWarning(F_16.java:542)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.RWRWarning(F_16.java:455)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.update(F_16.java:1707)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16A_B10.update(F_16A_B10.java:241)
[9:37:18 AM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
[9:37:18 AM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[9:37:18 AM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
[9:37:18 AM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
[9:37:18 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[9:37:18 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[9:37:18 AM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[9:37:18 AM] at com.maddox.rts.Message._send(Message.java:1217)
[9:37:18 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:37:18 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:37:18 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:37:18 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:37:18 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:37:18 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:37:18 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[9:37:18 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:37:18 AM] java.lang.NullPointerException
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.playRWRWarning(F_16.java:542)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.RWRWarning(F_16.java:455)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.update(F_16.java:1707)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16A_B10.update(F_16A_B10.java:241)
[9:37:18 AM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
[9:37:18 AM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[9:37:18 AM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
[9:37:18 AM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
[9:37:18 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[9:37:18 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[9:37:18 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[9:37:18 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[9:37:18 AM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[9:37:18 AM] at com.maddox.rts.Message._send(Message.java:1217)
[9:37:18 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:37:18 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:37:18 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:37:18 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:37:18 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:37:18 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:37:18 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[9:37:18 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[9:37:18 AM] java.lang.NullPointerException
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.playRWRWarning(F_16.java:542)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.RWRWarning(F_16.java:455)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16.update(F_16.java:1707)
[9:37:18 AM] at com.maddox.il2.objects.air.F_16A_B10.update(F_16A_B10.java:241)
[9:37:18 AM] at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1215)
[9:37:18 AM] at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:558)
[9:37:18 AM] at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:558)
[9:37:18 AM] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1247)
[9:37:18 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[9:37:18 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
[9:37:18 AM] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
[9:37:18 AM] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
[9:37:18 AM] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[9:37:18 AM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[9:37:18 AM] at com.maddox.rts.Message._send(Message.java:1217)
[9:37:18 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[9:37:18 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[9:37:18 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[9:37:18 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[9:37:18 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[9:37:18 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[9:37:18 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[9:37:18 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: tarakanz on July 28, 2018, 05:30:36 AM
When I load the f-16 the sound is there but the image does not move. I tested it without mods it still won't work    o_O
With SAS Engine MOD 2.7.x everything worked.
Log:
Code: [Select]
[quote]
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:86)
at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:77)
at com.maddox.sound.SoundPreset.get(SoundPreset.java:107)
at com.maddox.sound.SoundFX.<init>(SoundFX.java:47)
at com.maddox.il2.engine.Actor.newSound(Actor.java:637)
at com.maddox.il2.objects.air.CockpitF_16A_B10.<init>(CockpitF_16A_B10.java:269)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:2610)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2135)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1288)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
at com.maddox.il2.game.Mission._load(Mission.java:653)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Cannot load sound preset aircraft.Pullup (java.lang.Exception: Invalid preset format)

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:86)
at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:77)
at com.maddox.sound.SoundPreset.get(SoundPreset.java:107)
at com.maddox.sound.SoundFX.<init>(SoundFX.java:47)
at com.maddox.il2.engine.Actor.newSound(Actor.java:637)
at com.maddox.il2.objects.air.CockpitF_16A_B10.<init>(CockpitF_16A_B10.java:269)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:2610)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2135)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1288)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
at com.maddox.il2.game.Mission._load(Mission.java:653)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Cannot load sound preset aircraft.Pullup (java.lang.Exception: Invalid preset format)
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:86)
at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:77)
at com.maddox.sound.SoundPreset.get(SoundPreset.java:107)
at com.maddox.sound.SoundFX.<init>(SoundFX.java:47)
at com.maddox.il2.engine.Actor.newSound(Actor.java:637)
at com.maddox.il2.objects.air.CockpitF_16A_B10.<init>(CockpitF_16A_B10.java:270)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:2610)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2135)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1288)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
at com.maddox.il2.game.Mission._load(Mission.java:653)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Cannot load sound preset aircraft.Altitude (java.lang.Exception: Invalid preset format)
ERROR file: File users/0/Icons not found
Mission: Quick/Crimea/CrimeaRedArmor00.mis is Playing
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: HierMesh: Can't find chunk 'L_MC'
***( GL error: 1280 (render3d0)
INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
java.lang.NullPointerException
at com.maddox.il2.objects.air.F_16.playRWRWarning(F_16.java:542)
at com.maddox.il2.objects.air.F_16.RWRWarning(F_16.java:455)
at com.maddox.il2.objects.air.F_16.update(F_16.java:1707)
at com.maddox.il2.objects.air.F_16A_B10.update(F_16A_B10.java:241)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1144)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:476)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:507)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1169)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:371)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
[/quote]
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: tarakanz on July 29, 2018, 02:50:56 AM
Please try this. It may help.

http://www.mediafire.com/file/b69l9nzllu4avls/%21fix_F-16.zip

I've ran into an issue where as soon as I spawn with the F-16, the plane will not move. It's just stuck there. Flaps do not respond either however the elevators and ailerons work. Anyone know what's up? ;)
thank you very much!!! ;)
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: BT~wasted on August 03, 2018, 11:31:03 PM
Hello everyone!

Thank you guys for this amazing mod! It’s a true masterpiece!

I have a question regarding avionics usage: there are loadouts with AGM-65 but with no FLIR pod. I can fire them and the missile can actually hit targets, but can anyone please explain how can I choose the target precisely without FLIR?

Maybe there is some kind of a manual regarding all the advanced avionics?
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: Koty on August 04, 2018, 04:44:31 AM
some AGM-65 should be TV/IR guided, and so not needing a FLIR you have to point it at target and launch
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: BT~wasted on August 04, 2018, 10:58:20 AM
Thanks for the reply  :) I am acknowledged that some AGM-65 are radar guided. But I don't see any indication on the ground radar screen.

Can someone confirm either the ground radar is working with AGM-65 or not?
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: western0221 on August 04, 2018, 11:35:13 AM
I am acknowledged that some AGM-65 are radar guided.

In historical, any variants of AGM-65 family has not been radar guided about each missile's seeker head.

Seeker Homing types:
1. Electro-optical TV camera (only visible light; daytime only)
A,B

2. CCD TV camera (almost only visible light; daytime and morning / early evening)
H,J,K

3. Imaging infrared (in the other words, TV camera using IR; day and night workable, but impossible in too heat summer or desert)
D,F,G

4. Semi Active Laser (a Laser Designator is needed on the carrier aircraft or the buddy aircraft, ground JTAC)
E

So, all variants use some types or Ray (Visible ray, Infrared ray, Laser) and cannot lock-on the ground targets behind clouds.
But ground radar is not needed on carrier jets to operate AGM-65 variants.

(EDIT)
And FLIR is necessary only about E subtype. Others not.
Searching ground enemies will become easier with FLIR for D,F,G variants, though.


Besides Seeker types of missiles' their own; cooperation between AGM-65's seeker cameras and carrier's ground radar might be implemented on some modern jets and Fire Control Systems.
I'm not sure correct information what jets' what subtypes have such integrated systems (perhaps night attack variants of F/A-18D/F + some modernized C/E , night attack and CCIP variants of F-16 , F-15E), but they might have those functions like....
- Searching ground targets by its radar in ground search mode and after found .... lock-on it.
- FCS tells its radar locked Azimuth and Angle to AGM-65's seeker. AGM-65's seeker follows given data.
- Now AGM-65's seeker TV camera may capture the same ground object carrier's radar locked.
- Easy to lock-on operation about AGM-65's own seeker.

Such integrated implementation is not done on any mods in IL-2 1946.
But some spare interfaces are added in Engine mod 2.8.x for future expansion.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: western0221 on August 04, 2018, 11:48:20 AM
+1; To avoid confusing.

FLIR = "forward looking infra-red" doesn't means that it has the function of Laser Designator.
Its strict function is only "Forward looking" in dark night time using Infra-Red.
No Laser meanings inside.

Early era Laser Designator pods didn't have FLIR functions and workable only daytime.

In the other hand, pure FLIR pods were operated like A-7E's. They didn't have Laser Designator function.

In 1990s , one pod can compose both FLIR function and Laser Designator function like AN/AAQ-14 or AN/AAQ-28.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: Koty on August 04, 2018, 05:22:06 PM
Quote
3. Imaging infrared (in the other words, TV camera using IR; day and night workable, but impossible in too heat summer or desert)
D,F,G

Actually western, you would be surprised.


Desert sand gets extremely cold at night, which creates better contrast than you get in "normal" terrain at night.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: western0221 on August 04, 2018, 05:43:25 PM
Quote
3. Imaging infrared (in the other words, TV camera using IR; day and night workable, but impossible in too heat summer or desert)
D,F,G

Actually western, you would be surprised.


Desert sand gets extremely cold at night, which creates better contrast than you get in "normal" terrain at night.

I mean Daytime use of IR Mavericks.

USAF's (and perhaps also Navy's) one squadron might operate only one subtype of Mavericks in Operation Desert Storm time , instead of keeping another spare subtype one --- for simple supply , logistics and operation.
D/F/G 's IR TV camera was thought as all time / all season working , and USAF / USN did NOT distinguish subtypes like .... ah .... ah .... like "Daytime mission = AGM-65B ; Nighttime mission = AGM-65D/F/G".
So, IR Mavericks were tried to use in Daytime desert and .....  :-|
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: BT~wasted on August 05, 2018, 01:17:22 AM
Very interesting information. I am no that good at western type avionics, so now I have a better understanding. Thanks for the clarification.

But my question is still there: in IL-2 modding environment how can I choose the specific ground target for Maverick when flying F-16C without any pods in a selected loadout?
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: mandrill on August 27, 2018, 10:44:02 AM
Please try this. It may help.

http://www.mediafire.com/file/b69l9nzllu4avls/%21fix_F-16.zip

I've ran into an issue where as soon as I spawn with the F-16, the plane will not move. It's just stuck there. Flaps do not respond either however the elevators and ailerons work. Anyone know what's up? ;)

Stefan, thanks for the help. I had the same problem and your advice solved my issue!!!

But I also have the same issue with the Mirage - i.e. being immobile and non-flyable. Can you tell me how you figured out the solution to the F-16 bug? Maybe I can use your logic to solve the Mirage issue as well.
Title: Re: F-16 by Ranwers version 2.1 - 20170712 +hotfix 20170720
Post by: Pierravion on September 03, 2018, 01:01:44 PM
Hi guys !
I've a problem with the F-16: I can install it correctly, it appears on my aricraft list, I can load a mission correctly (no error message anywhere), but then I can't control the plane, it's stuck, I can't start engine, I can't use the flaps/airbreaks... I have no control on the plane.
But the AIs can fly it, even the autopilot can fly it but when I want to tak the control back the plane is stuck...
Can you help me?  :o
Title: Re: F-16 by Ranwers version 2.2 - 20181013
Post by: 4S_Vega on October 13, 2018, 09:28:59 AM
Version 2.2 at first post
Title: Re: F-16 by Ranwers version 2.2 - 20181013
Post by: TeamFlyingAce162 on October 14, 2018, 01:17:31 PM
Not sure if I should post it here or in the B-52 topic;

Code: [Select]
com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NullPointerException
at com.maddox.il2.objects.air.B_52.playRWRWarning(B_52.java:2286)
at com.maddox.il2.objects.air.B_52.RWRWarning(B_52.java:2198)
at com.maddox.il2.objects.air.B_52.update(B_52.java:328)
at com.maddox.il2.objects.air.B_52fuelReceiver.update(B_52fuelReceiver.java:37)
at com.maddox.il2.objects.air.B_52D.update(B_52D.java:52)
at com.maddox.il2.fm.FlightModelMain.update(FlightModelMain.java:1147)
at com.maddox.il2.fm.FlightModel.FMupdate(FlightModel.java:476)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:507)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1172)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)

But Ver 2.2 causes in-flight freeze with the B-52 cockpit in my game.

Otherwise update is an all-around improvement.
Title: Re: F-16 by Ranwers version 2.2 - 20181013
Post by: MADMICK71 on October 15, 2018, 02:07:39 PM

Hi Vega,

Thanks for the update. The F16A's and B fail to connect to the Boom of the KC97, The rest of the family connect and work well.
Using 4.12, Modact 5.3 non bat, JTW 1.5 Enginemod 2.8.11, Dreamk Weapons pack.

F-16A_Block10
F-16A_Block15OCU
F-16B_Block05

Regards

Mick.
Title: Re: F-16 by Ranwers version 2.2 - 20181013
Post by: 4S_Vega on October 15, 2018, 02:25:29 PM
Tnx for report, will investigate
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: 4S_Vega on October 16, 2018, 05:08:32 AM
ok, Fixed

New link at first post
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: glibble on October 18, 2018, 08:34:10 PM
"The first major change in the F-16, the Block 15 aircraft featured larger horizontal stabilizers"

Could we get the larger horizontal stabilizers for the F-16A Block15 OCU, please?

Below shows a comparison between the Block 30 with large tails vs the Block 15 with small tails.
(http://i.imgur.com/v0jgxMT.jpg)

Thank you!

Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: Mopat on October 29, 2018, 01:34:03 PM
Guys, an interesting bug to me:

Code: [Select]
NoSuchFieldError: target
at com.maddox.il2.objects.air.CockpitF_16C_B40.radarboresight(CockpitF_16C_B40.java:1222)
at com.maddox.il2.objects.air.CockpitF_16C_B40.radarclutter(CockpitF_16C_B40.java:646)
at com.maddox.il2.objects.air.CockpitF_16C_B40.reflectWorldToInstruments(CockpitF_16C_B40.java:341)
at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:105)
at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:690)
at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:676)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)
at com.maddox.il2.engine.Renders.paint(Renders.java:253)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

When i changed radar mode function, this "old" logouat bug returns...I have latest 2.8.11 engine mod, and i have F/A-18 working my 4.12. Modact game...also, found the 1BA17EC2269DE08A classfile in the last F-16 pack. This old classfile, according to Western, may have cause conflicts...Remove it, but i still no sucess. Maybe another classfile conflict, i will check it...
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: zsoltquack on January 24, 2019, 05:38:06 AM
When loaded F-16, there is no cockpit and can not be controlled!

Any idea?
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: SAS~Gerax on January 25, 2019, 06:01:01 AM
Quote
Any idea?

No.

zsoltquack, again: no help without a log.
And again: provide more infos.

Building your own Jetwar based on Modact is a really hard thing to do.
No mistakes allowed. And you really should know what you are doing.
You would have to read (and understand) all the stuff by western, vega etc.
You always have to keep it up-to-date and deal with older mods you have then.

This whole Jetwar thing is an ongoing WIP adventure.
The code is miles away from the games engine as it was intended.
So there always will be some kind of troubles wich will be fixed then,
what causes new troubles, and this play goes on and on.

Are you ready for this?

I did my own Jetwar thing for years on 4.12 Modact.
Then I startd to play another game (KCD) for a year
and stopped maintaining my JW, now when I got back to it
I realized what amount of work I would have to do
to bring it up-to-date .. I'm with BAT Jetwar now.  ;D

 ;)
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: zsoltquack on January 25, 2019, 09:15:13 AM
Yes! I know!

And I use 4.12 Modact

Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: SAS~Gerax on January 25, 2019, 01:56:38 PM
Yes! I know!
And I use 4.12 Modact

Where is 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!)

When you want to post all lines of the logfile use pastebin, read here how to do this:
https://www.sas1946.com/main/index.php/topic,39780.msg627220.html#msg627220






Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: gdbar on January 25, 2019, 01:57:01 PM
I've installed F-16 to be able to fly F-4.

F-4 mod runs without any problems but F-16 crashes while loading the mission.(at 30% loading the aircraft)

Any ideas and help?

Code: [Select]
[Jan 25, 2019 11:49:34 PM] ------------ BEGIN log session -------------
[11:49:34 PM] OpenGL provider: Opengl32.dll
[11:49:35 PM] OpenGL library:
[11:49:35 PM]   Vendor: NVIDIA Corporation
[11:49:35 PM]   Render: GeForce GTX 280/PCIe/SSE2
[11:49:35 PM]   Version: 3.3.0
[11:49:35 PM]   Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[11:49:35 PM] Size: 1680x1050
[11:49:35 PM] ColorBits: 32
[11:49:35 PM] DepthBits: 24
[11:49:35 PM] StencilBits: 8
[11:49:35 PM] isDoubleBuffered: true
[11:49:35 PM]
[11:49:35 PM] *** Looking for Advanced CPU Instructions...
[11:49:35 PM] [x] PentiumPro
[11:49:35 PM] [x] Multimedia (MMX)
[11:49:35 PM] [x] 3D (SSE2)
[11:49:35 PM] [x] 3D (SSE2)
[11:49:35 PM] [-] 3D (3DNow)
[11:49:35 PM] ColourBits 32, ABits 0, ZBits 24
[11:49:35 PM]
[11:49:35 PM] *** Looking for Render API Extensions ...
[11:49:35 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[11:49:35 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[11:49:35 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[11:49:35 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[11:49:35 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[11:49:35 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[11:49:35 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[11:49:35 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[11:49:35 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[11:49:35 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[11:49:35 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[11:49:35 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[11:49:35 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[11:49:35 PM]
[11:49:35 PM] Maximum texture size : 8192
[11:49:35 PM] Maximum simultaneous textures :4
[11:49:35 PM] MaxAnisotropic (1.0 = none) : 16.000000
[11:49:35 PM] 15 Splashscreens available.
[11:49:35 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[11:49:35 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[11:49:36 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 320 -> 128 (delta = -192) to Range 0.01..128
[11:49:43 PM] Ship: Value of [USSLexingtonCV2_42]:<Mesh> not foundCan't set property
[11:49:43 PM] java.lang.RuntimeException: Can't set property
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[11:49:43 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:193)
[11:49:43 PM] at java.lang.Class.forName0(Native Method)
[11:49:43 PM] at java.lang.Class.forName(Unknown Source)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[11:49:43 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[11:49:43 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:49:43 PM] at com.maddox.il2.game.Main.exec(Main.java:405)
[11:49:43 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:49:43 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSLexingtonCV2_42
[11:49:43 PM] Ship: Value of [USSYorktownCV5_42]:<Mesh> not foundCan't set property
[11:49:43 PM] java.lang.RuntimeException: Can't set property
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[11:49:43 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:194)
[11:49:43 PM] at java.lang.Class.forName0(Native Method)
[11:49:43 PM] at java.lang.Class.forName(Unknown Source)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[11:49:43 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[11:49:43 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:49:43 PM] at com.maddox.il2.game.Main.exec(Main.java:405)
[11:49:43 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:49:43 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSYorktownCV5_42
[11:49:43 PM] Ship: Value of [USSHornetCV8_42]:<Mesh> not foundCan't set property
[11:49:43 PM] java.lang.RuntimeException: Can't set property
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[11:49:43 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:195)
[11:49:43 PM] at java.lang.Class.forName0(Native Method)
[11:49:43 PM] at java.lang.Class.forName(Unknown Source)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[11:49:43 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[11:49:43 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:49:43 PM] at com.maddox.il2.game.Main.exec(Main.java:405)
[11:49:43 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:49:43 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSHornetCV8_42
[11:49:43 PM] Ship: Value of [USSHornetCV8_42D]:<Mesh> not foundCan't set property
[11:49:43 PM] java.lang.RuntimeException: Can't set property
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[11:49:43 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:196)
[11:49:43 PM] at java.lang.Class.forName0(Native Method)
[11:49:43 PM] at java.lang.Class.forName(Unknown Source)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[11:49:43 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[11:49:43 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:49:43 PM] at com.maddox.il2.game.Main.exec(Main.java:405)
[11:49:43 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:49:43 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSHornetCV8_42D
[11:49:43 PM] Ship: Value of [USSEnterpriseCV6_42]:<Mesh> not foundCan't set property
[11:49:43 PM] java.lang.RuntimeException: Can't set property
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[11:49:43 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:197)
[11:49:43 PM] at java.lang.Class.forName0(Native Method)
[11:49:43 PM] at java.lang.Class.forName(Unknown Source)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[11:49:43 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[11:49:43 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:49:43 PM] at com.maddox.il2.game.Main.exec(Main.java:405)
[11:49:43 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:49:43 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_42
[11:49:43 PM] Ship: Value of [USSEnterpriseCV6_44]:<Mesh> not foundCan't set property
[11:49:43 PM] java.lang.RuntimeException: Can't set property
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
[11:49:43 PM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
[11:49:43 PM] at com.maddox.il2.objects.ships.ShipAsheUSS.<clinit>(ShipAsheUSS.java:198)
[11:49:43 PM] at java.lang.Class.forName0(Native Method)
[11:49:43 PM] at java.lang.Class.forName(Unknown Source)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[11:49:43 PM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[11:49:43 PM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
[11:49:43 PM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[11:49:43 PM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:49:43 PM] at com.maddox.il2.game.Main.exec(Main.java:405)
[11:49:43 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:49:43 PM] Problem in spawn: com.maddox.il2.objects.ships.ShipAsheUSS$USSEnterpriseCV6_44
[11:49:49 PM] Initializing DirectSound playback device...
[11:49:49 PM] Primary buffer created.
[11:49:49 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[11:49:49 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[11:49:49 PM] Default speaker config is : 6.
[11:49:49 PM] Direct sound audio device initialized successfully :
[11:49:49 PM] DX Version : 7
[11:49:49 PM] Hardware    - enabled [buffers : 32]
[11:49:49 PM] Extensions  - enabled :
[11:49:49 PM]   EAX ver. 1 [X]  - enabled
[11:49:49 PM]   EAX ver. 2 [X]  - enabled
[11:49:49 PM]   EAX ver. 3 [ ]  - disabled
[11:49:49 PM]   I3D ver. 2 [X]  - enabled
[11:49:49 PM]   ZoomFX     [ ]  - disabled
[11:49:49 PM]   MacroFX    [ ]  - disabled
[11:49:49 PM] SIMD render [X]
[11:49:49 PM] num channels 0
[11:49:49 PM]
[11:50:00 PM] Loading mission Quick/Crimea/CrimeaRedNoneN00.mis...
[11:50:00 PM] Y=1940 / M=7 / H= 12 , Temperature - 0m = 24.0 .
[11:50:00 PM] Loading map.ini defined airfields:
[11:50:00 PM] Detected Vertex Shaders 3.0.
[11:50:00 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[11:50:00 PM] Vertex texture units: 32
[11:50:00 PM]
[11:50:03 PM] PBuffer: suitable formats: 6
[11:50:03 PM]
[11:50:03 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[11:50:03 PM] Depth = 24, stencil = 8
[11:50:03 PM] PBuffer: suitable formats: 6
[11:50:03 PM]
[11:50:03 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[11:50:03 PM] Depth = 24, stencil = 8
[11:50:04 PM] Loading vertex/fragment programs: *141569672*
[11:50:04 PM] *** Loading: [vpFogFar2Tex2D]
[11:50:04 PM] *** Loading: [vpFog2Tex2DBlend]
[11:50:04 PM] *** Loading: [vpFogFar4Tex2D]
[11:50:04 PM] *** Loading: [vpFogFar8Tex2D]
[11:50:04 PM] *** Loading: [vpFogNoTex]
[11:50:04 PM] *** Loading: [vpFog4Tex2D]
[11:50:04 PM] *** Loading: [vpFog4Tex2D_UV2]
[11:50:04 PM] *** Loading: [vp4Tex2D]
[11:50:04 PM] *** Loading: [vp6Tex2D]
[11:50:04 PM] *** Loading: [vpTexUVTex2D]
[11:50:04 PM] *** Loading: [vpWaterGrid_NV]
[11:50:04 PM] *** Loading: [vpWaterSunLight_NV]
[11:50:04 PM] *** Loading: [vpWaterSunLight_ATI]
[11:50:04 PM] *** Loading: [vpWaterSunLight_FP]
[11:50:04 PM] *** Loading: [vpTreeSprite]
[11:50:04 PM] *** Loading: [vpTreeTrunk]
[11:50:04 PM] *** Loading: [vpVAObjectsN]
[11:50:04 PM] *** Loading: [vpVAObjectsL0]
[11:50:04 PM] *** Loading: [vpSprites]
[11:50:04 PM] *** Loading: [vpSimpleGL]
[11:50:04 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpSimpleGL]
[11:50:04 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpRiverCoastAA]
[11:50:04 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[11:50:04 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[11:50:04 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[11:50:04 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[11:50:04 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[11:50:04 PM] *** Loading: [vpWaterDM_CPU]
[11:50:04 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[11:50:04 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[11:50:04 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[11:50:04 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[11:50:04 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[11:50:04 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[11:50:04 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[11:50:04 PM] *** Loading: [fpWaterLFogDM]
[11:50:04 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[11:50:04 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[11:50:05 PM] Load bridges
[11:50:05 PM] Load static objects
[11:50:05 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[11:50:05 PM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[11:50:06 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[11:50:10 PM] *** IL-2 Selector N/A loaded ***
[11:50:10 PM] SAS Common Utils Game Version = 4.122
[11:50:10 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:50:11 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:50:11 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:50:11 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:50:11 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:50:11 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:50:11 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:50:11 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:50:11 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[11:50:15 PM] ERROR file: File users/doe/Icons not found
[11:50:15 PM] Mission: Quick/Crimea/CrimeaRedNoneN00.mis is Playing
[11:50:16 PM] Time overflow (0): speed 0.7490637
[11:50:16 PM] warning: no files : music/inflight
[11:51:07 PM] Loading mission Quick/Crimea/CrimeaRedNoneN00.mis...
[11:51:07 PM] Y=1940 / M=7 / H= 12 , Temperature - 0m = 24.0 .
[11:51:07 PM] Loading map.ini defined airfields:
[11:51:07 PM] WARNING: ObjectVACache_Clear()
[11:51:07 PM] WARNING: * Buf0 : Obj: 2,  Vert 51,  Ind 249
[11:51:07 PM] WARNING: * Buf1 : Obj: 285,  Vert 87131,  Ind 194973
[11:51:07 PM] WARNING: * Buf2 : Obj: 0,  Vert 0,  Ind 0
[11:51:07 PM] Load bridges
[11:51:08 PM] Load static objects
[11:51:10 PM] java.lang.NoSuchMethodError
[11:51:10 PM] at com.maddox.il2.engine.Actor.<init>(Actor.java:858)
[11:51:10 PM] at com.maddox.il2.engine.ActorMesh.<init>(ActorMesh.java:56)
[11:51:10 PM] at com.maddox.il2.objects.weapons.Rocket.<init>(Rocket.java:267)
[11:51:10 PM] at com.maddox.il2.objects.weapons.Missile.<init>(Missile.java:198)
[11:51:10 PM] at com.maddox.il2.objects.weapons.MissileAIM9L_gn16.<init>(MissileAIM9L_gn16.java:89)
[11:51:10 PM] at java.lang.Class.newInstance0(Native Method)
[11:51:10 PM] at java.lang.Class.newInstance(Unknown Source)
[11:51:10 PM] at com.maddox.il2.objects.weapons.RocketGun.newRocket(RocketGun.java:212)
[11:51:10 PM] at com.maddox.il2.objects.weapons.RocketGun.set(RocketGun.java:278)
[11:51:10 PM] at com.maddox.il2.objects.weapons.RocketGun.set(RocketGun.java:251)
[11:51:10 PM] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2443)
[11:51:10 PM] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2416)
[11:51:10 PM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2133)
[11:51:10 PM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1288)
[11:51:10 PM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[11:51:10 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
[11:51:10 PM] at com.maddox.il2.game.Mission._load(Mission.java:653)
[11:51:10 PM] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[11:51:10 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[11:51:10 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[11:51:10 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:51:10 PM] at com.maddox.il2.game.Main.exec(Main.java:422)
[11:51:10 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: zsoltquack on January 25, 2019, 11:47:22 PM
Here the log file:

Code: [Select]
[2019.01.26. 6:35:42] ------------ BEGIN log session -------------
[6:35:42] OpenGL provider: Opengl32.dll
[6:35:42] OpenGL library:
[6:35:42]   Vendor: ATI Technologies Inc.
[6:35:42]   Render: Radeon RX 570 Series
[6:35:42]   Version: 4.6.13543 Compatibility Profile Context 25.20.15002.58
[6:35:42]   Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int16 GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_occlusion_query_event GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_sparse_texture_pool GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[6:35:42] Size: 1920x1080
[6:35:42] ColorBits: 32
[6:35:42] DepthBits: 24
[6:35:42] StencilBits: 8
[6:35:42] isDoubleBuffered: true
[6:35:42]
[6:35:42] *** Looking for Advanced CPU Instructions...
[6:35:42] [x] PentiumPro
[6:35:42] [x] Multimedia (MMX)
[6:35:42] [x] 3D (SSE)
[6:35:42] [x] 3D (SSE2)
[6:35:42] [-] 3D (3DNow)
[6:35:42] ColourBits 32, ABits 8, ZBits 24
[6:35:42]
[4:30:31] WARNING: object '3DO/Cockpit/F16ViperII/pit1.tga' of class 'TTexture2D' not loaded
[4:30:31] INTERNAL ERROR: Texture required
[4:30:31] WARNING: object '3DO/Cockpit/F16ViperII/Pit1.mat' of class 'TMaterial' not loaded
[4:30:31] INTERNAL ERROR: Material: Can't load 'Pit1.mat'
[4:30:31] INTERNAL ERROR: Material: Can't load 'Pit1.mat'
[4:30:31]
[4:30:31] java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Pit1.mat'
[4:30:31]
[4:30:31] at com.maddox.il2.engine.HierMesh.Load(Native Method)
[4:30:31] at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
[4:30:31] at com.maddox.il2.objects.air.Cockpit.<init>(Cockpit.java:751)
[4:30:31] at com.maddox.il2.objects.air.CockpitPilot.<init>(CockpitPilot.java:392)
[4:30:31] at com.maddox.il2.objects.air.CockpitF_16C_B2530.<init>(CockpitF_16C_B2530.java:274)
[4:30:31] at java.lang.Class.newInstance0(Native Method)
[4:30:31] at java.lang.Class.newInstance(Unknown Source)
[4:30:31] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:2610)
[4:30:31] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2135)
[4:30:31] at com.maddox.il2.game.Mission.loadAir(Mission.java:1288)
[4:30:31] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[4:30:31] at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
[4:30:31] at com.maddox.il2.game.Mission._load(Mission.java:653)
[4:30:31] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[4:30:31] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[4:30:31] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[4:30:31] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[4:30:31] at com.maddox.il2.game.Main.exec(Main.java:422)
[4:30:31] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[4:30:34] ERROR file: File users/0/Icons not found
[4:30:34] Mission: QuickQMBPro/Slovakia_'55/Slovakia_'55redairbase00.mis is Playing
[4:30:34] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop1_D0'
[4:30:35] warning: no files : music/inflight
[2019.01.28. 4:30:42] -------------- END log session -------------

Thank you!
Zsolt
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: Stefan SG on February 05, 2019, 04:08:37 PM
I have game freezing and then STD when I try to use Toggle Radar Mode with F-16.
SAS Engine Mod 2.8.11w.

Here there is my log file:

Code: [Select]
java.lang.NoSuchFieldError: target
at com.maddox.il2.objects.air.CockpitF_16C_B2530.radarboresight(CockpitF_16C_B2530.java:1224)
at com.maddox.il2.objects.air.CockpitF_16C_B2530.radarclutter(CockpitF_16C_B2530.java:648)
at com.maddox.il2.objects.air.CockpitF_16C_B2530.reflectWorldToInstruments(CockpitF_16C_B2530.java:343)
at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:105)
at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:690)
at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:676)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)
at com.maddox.il2.engine.Renders.paint(Renders.java:253)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Similar situation has already been described here:

https://www.sas1946.com/main/index.php/topic,52489.msg633669.html#msg633669

Let me propose a temporary fix if anybody faced the same problem.

http://www.mediafire.com/file/mcn7aqsf5wg057k/%21_%21_%21F-16_Toggle_Radar_Mode_temporary_fix.zip
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: OverDhill on February 05, 2019, 05:02:38 PM
I have a dumb question. Is this MOD included in the BAT Jet Era or is it a stand alone?
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: SAS~vampire_pilot on February 05, 2019, 10:04:46 PM
both
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: Mopat on February 17, 2019, 06:22:05 AM
THX, Stephan!
As I mentioned a few post before, the vesion 2.2 F-16 and the version 2.8.11 engine mod are still dont like each other...
("Radar mode" conflict. F/A-18 and other jets are working fine!) So, i will try your fix! :)
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: EliseTheWulf on May 28, 2019, 04:26:58 AM
hi is it normal for the Plane doing an Aileron Roll Mid flight Automatically? if so how can one Stop this?
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: mandrill on May 29, 2019, 04:31:32 PM
hi is it normal for the Plane doing an Aileron Roll Mid flight Automatically? if so how can one Stop this?


Good question?

When I fly the F-16, I get this all the time.
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: Lovinator on June 11, 2019, 07:21:18 AM

Let me propose a temporary fix if anybody faced the same problem.


I had the same issue as described above, thanks for the temporary fix man!

Using BAT 3.6.2 btw.
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: <Gunny> on July 06, 2019, 12:35:36 PM


All Good NOW..
(https://i.postimg.cc/Wpy0wB4q/2019-07-07-04-10-39.jpg)
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: SAS~vampire_pilot on July 06, 2019, 12:59:12 PM
no you have not. You are missing classes from the F-16 pack.
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: HOFFY1138 on October 18, 2019, 10:40:39 AM
I have a little problem.
(https://i.postimg.cc/NMpFyHMT/2019-10-18-at-16-32-58.jpg) (https://postimg.cc/0MKPFr72)

(https://i.postimg.cc/YStt1CTx/2019-10-18-at-16-33-19.jpg) (https://postimg.cc/fVg4sDz3)
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: SAS~vampire_pilot on October 18, 2019, 11:17:44 AM
you are trying a 1024^2 skin on an install of the F-16 that requires a 2048^2 skin

I believe the stand alone mod is HD-only.
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: Koty on January 14, 2020, 01:02:55 PM
This release is not compatible with the latest engine mod's "typeSemiRadar". Radar locking will result in a crash.

((F_16)aircraft()).target.set(pointOrtho); is not defined for the latest version, ((F_16)aircraft()).setSemiActiveRadarLockedActor(actor); is used for the purpose.
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: SAS~Storebror on January 14, 2020, 11:32:20 PM
Eww...
Rule no.1 in programming APIs: Never ever just remove a public method.
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: Koty on January 15, 2020, 04:08:46 AM
Well, at least the new variant of typeSemiRadar actually works and looks like final...

...I'll fix that, there is also something going on with the flight model while taking off or landing (high-speed taxi) with the aircraft just swinging left and right and being overall weird. I'll try looking into that as well and maybe release a patch by weekend, if all goes well.

Title: Re: F-16 by Ranwers version 2.3 - 2020-01-27
Post by: Koty on January 27, 2020, 08:40:43 AM
Patch 2.3 for everyone. Just class files, extract and paste into your current F-16 mod folder, overwrite everything.

Includes fixed radar code compatibility and a new FM (fixes take-off behaviour).

http://www.mediafire.com/file/cwj8dp4igjdwfbx/F-16_Pack.zip/file (http://www.mediafire.com/file/cwj8dp4igjdwfbx/F-16_Pack.zip/file)


I believe there was also an issue with air-to-air refueling, I could look into it as well.
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: MADMICK71 on January 29, 2020, 01:25:33 AM

Great job. Working in 4.12 modact 5.3 engine mod full effects version 2.8.17.


(https://i.postimg.cc/L8m6h8Px/F16lockon.jpg) (https://postimg.cc/BXwGVsMF)

(Air to air refuel 'BOOM" for A10)

Thank you.
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: Koty on January 29, 2020, 03:45:12 AM
oh, that reminds me, I'll have to do something about the controls, the acq. symbol does not move properly
Title: Re: F-16 by Ranwers version 2.2 - 20181016
Post by: tbourdil on June 12, 2020, 02:07:49 PM
Hello guys,
running 4.12.2 + modact, as you can see, all is OK  ;D
F16 (from F16 Pack) are OK, I can use AIM9 and 7
but when I engage a Mig23 firing a missile, the game freeze !! game over !! no problem with mig15,17 and others !! I can't check on M21 I have a trouble in install with it, not fonctionning  :(
Thanks for a solution  ;D
Thierry
(https://i.postimg.cc/mDz449TN/il2-jetera-sas-folder.jpg) (https://postimages.org/)