Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Ships => Topic started by: asheshouse on March 25, 2019, 10:54:43 AM
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(https://i.postimg.cc/hvTg4v6N/Image21.jpg) (https://postimg.cc/N2sZpsgx)
(https://i.postimg.cc/Qd4kKPHG/il2fb-2020-04-08-09-59-10-52.png) (https://postimg.cc/68ZGDMrY)
(https://i.postimg.cc/Y2vzJ78v/Capture.jpg) (https://postimg.cc/nMtmD6yx)
(https://i.postimg.cc/nzy7898F/Capture.jpg) (https://postimages.org/)
(https://i.postimg.cc/xdmGYyN4/Capture.jpg) (https://postimg.cc/cKstB3mR)
This mod uses high res textures. All testing has been in SASModAct5.3
Prinz Eugen was the third of the Hipper Class Heavy Cruisers to be built, last to be completed and see service and only one of the three to survive the war. She was an improved version of the previous two, slightly larger and with a number of different detailed features. Her most famous sortie was on Operation Rheinübung, an attempted breakout into the Atlantic Ocean with the battleship Bismarck in May 1941. She was also one of the three major vessels involved in the Channel Dash, Operation Cereberus.
Three ships of the K Class were constructed. The Konigsberg has the distinction of being the first warship to be sunk by aircraft, Skua dive bombers of the Royal Navy operating at the limit of their range from Northern Scotland to attack the warship in harbour during the Norway Campaign. Karlsruhe did not survive much longer, being sunk by submarine on her return to Germany.
The other sister ship Koln went on to provide valuable service in the Baltic till late in the war. In 1942 Koln was used for testing of the experimental Flettner Fl 282 helicopter. A take-off and landing platform was installed on top of B turret and trials were carried out for the use of the helicopter in a submarine spotting role.
Schleswig Holstein fired the first shots of the war in the initial attack on Poland. Later continued to serve in the Baltic as convoy escort and to provide a mobile AA battery for harbour defence.
T-22 was one of 15 Type 39 Torpedo Boats completed in 1942. The Type 39 boats were employed in the Bay of Biscay, North Sea and Baltic.
The Scharnhorst class were the first capital ships built for Nazi Germany's Kriegsmarine after World War I. The class comprised two vessels: Scharnhorst and Gneisenau. Scharnhorst was launched first. Based on their armour and speed they are generally considered to be of the Battle Cruiser type. Both ships saw extensive service in the war and both were eventually destroyed, in the case of Scharnhorst in the Battle of North Cape and in the case of the Gneisenau by bombing while undergoing repair which resulted in extensive damage preventing her redeployment.
Go to post #249 for the latest files - I will update post #1 later
Download: --- https://www.mediafire.com/file/etjvp7z4qwx4awm/ShipAsheKM_080420.rar/file - excludes T-22 and Scharnhorst.
Download: --- https://www.mediafire.com/file/jrmq0j64yhajeep/T-22_Model_Files_16-04-20.rar/file - T-22 only - add to ShipAsheKM/3do/Ships folder
Download: --- https://www.mediafire.com/file/jeumto0axk0emtz/Scharnhorst_02-05-20.rar/file - Scharnhorst only - add to ShipAsheKM/3do/Ships folder
Downlaod: --- https://www.mediafire.com/file/b7o5jzin1gsomwl/Ship_Object_Viewer_12-06-20.rar/file To enable the Object Viewer extract the two files to the i18n folder.
==========================================================================================================
Classfile Pack inc T-22 and Scharnhorst https://www.mediafire.com/file/p18io8uhzzksrxf/ShipAsheKMClasses02-05-20.rar/file - overwrite the original class files
T-22 and Scharnhorst Text Entries
chief.ini 1
Scharnhorst ships.ShipAsheKM$Scharnhorst 2 icons/shipDestroyer.mat
Type39_T22 ships.ShipAsheKM$Type39_T22 2 icons/shipDestroyer.mat
chief.ini 2
[Ships.Scharnhorst]
com.maddox.il2.objects.ships.ShipAsheKM$Scharnhorst
[Ships.Type39_T22]
com.maddox.il2.objects.ships.ShipAsheKM$Type39_T22
ships.ini
//----------------------------------------------------------------------
[Type39_T22]
Description Type 39 Torpedo Boat - T22
Icon shipDestroyer
// Model
Mesh 3do/Ships/Type39_T22/Hier.him
// Motion Parameters
SliderDistance 296.25
Speed 26.39 //65.746
SoundMove models.Ship
IsAirport 1
// Vitals
[Type39_T22:Part0]
BaseChunk Hull1
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.0
damagePitch -2.0
damageRoll 3.0
damageTime 78.0
[Type39_T22:Part1]
BaseChunk Hull2
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.0
damagePitch 0.0
damageRoll 2.0
damageTime 75.0
[Type39_T22:Part2]
BaseChunk Hull3
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.0
damagePitch 2.0
damageRoll 3.0
damageTime 83.0
[Type39_T22:Part3]
BaseChunk Hull4
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.0
damagePitch 2.0
damageRoll 3.0
damageTime 83.0
// Structure
[Type39_T22:Part4]
BaseChunk SSN
strengthBasedOnThisSection strength_HullMedium
[Type39_T22:Part5]
BaseChunk SSM
strengthBasedOnThisSection strength_HullSmall
[Type39_T22:Part6]
BaseChunk SST
strengthBasedOnThisSection strength_HullMedium
[Type39_T22:Part6]
BaseChunk DeckNW
strengthBasedOnThisSection strength_HullTiny
[Type39_T22:Part7]
BaseChunk Stack1
strengthBasedOnThisSection strength_HullMedium
[Type39_T22:Part8]
BaseChunk Stack2
strengthBasedOnThisSection strength_HullMedium
[Type39_T22:Part9]
BaseChunk Mast1
strengthBasedOnThisSection strength_HullSmall
[Type39_T22:Part10]
BaseChunk Mast2
strengthBasedOnThisSection strength_HullSmall
// Armament
// 4x105mm //10.5cm SK. C/32
[Type39_T22:Part11]
BaseChunk Head1
AdditionalCollisionChunk0 Gun1
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw -110
HeadMaxYaw 110
GunHeadChunk Head1
GunBarrelChunk Gun1
GunShellStartHook ShellStart1
[Type39_T22:Part12]
BaseChunk Head2
AdditionalCollisionChunk0 Gun2
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw -135
HeadMaxYaw 135
NoFireMinYaw -45
NoFireMaxYaw 45
GunHeadChunk Head2
GunBarrelChunk Gun2
GunShellStartHook ShellStart2
[Type39_T22:Part13]
BaseChunk Head3
AdditionalCollisionChunk0 Gun3
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head3
GunBarrelChunk Gun3
GunShellStartHook ShellStart3
[Type39_T22:Part14]
BaseChunk Head4
AdditionalCollisionChunk0 Gun4
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head4
GunBarrelChunk Gun4
GunShellStartHook ShellStart4
// Twin 37mm Flak M42 //gun_SK_C30
[Type39_T22:Part15]
BaseChunk Head5
AdditionalCollisionChunk0 Gun5
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_SK_C30
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head5
GunBarrelChunk Gun5
GunShellStartHook ShellStart5
[Type39_T22:Part16]
BaseChunk Head6
AdditionalCollisionChunk0 Gun6
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_SK_C30
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head6
GunBarrelChunk Gun6
GunShellStartHook ShellStart6
// Quad 20mm Flak 38 //gun_MG_C38x4
[Type39_T22:Part17]
BaseChunk Head7_x
AdditionalCollisionChunk0 Gun7_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38x4
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head7_x
GunBarrelChunk Gun7_x
GunShellStartHook ShellStart7
// Twin 20mm Flak M43 //gun_MG_C38
[Type39_T22:Part18]
BaseChunk Head8_x
AdditionalCollisionChunk0 Gun8_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -95
HeadMaxYaw 45
GunHeadChunk Head8_x
GunBarrelChunk Gun8_x
GunShellStartHook ShellStart8
[Type39_T22:Part19]
BaseChunk Head9_x
AdditionalCollisionChunk0 Gun9_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -45
HeadMaxYaw 95
GunHeadChunk Head9_x
GunBarrelChunk Gun9_x
GunShellStartHook ShellStart9
[Type39_T22:Part20]
BaseChunk Head10_x
AdditionalCollisionChunk0 Gun10_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -60
HeadMaxYaw 45
GunHeadChunk Head10_x
GunBarrelChunk Gun10_x
GunShellStartHook ShellStart10
[Type39_T22:Part21]
BaseChunk Head11_x
AdditionalCollisionChunk0 Gun11_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -45
HeadMaxYaw 60
GunHeadChunk Head11_x
GunBarrelChunk Gun11_x
GunShellStartHook ShellStart11
// Triple 21in Torpedo Tubes //gun_torpedo
//----------------------------------------------------------------------
[Scharnhorst]
Description Scharnhorst Class Battlecruiser
Icon shipDestroyer
// Model
Mesh 3do/Ships/Scharnhorst/Hier.him
// Motion Parameters
SliderDistance 296.25
Speed 26.39 //65.746
SoundMove models.Ship
IsAirport 1
// Vitals
[Scharnhorst:Part0]
BaseChunk Hull1
strengthBasedOnThisSection strength_HullHuge
Vital
damageDepth 0.0
damagePitch -2.0
damageRoll 3.0
damageTime 78.0
[Scharnhorst:Part1]
BaseChunk Hull2
strengthBasedOnThisSection strength_HullHuge
Vital
damageDepth 0.0
damagePitch 0.0
damageRoll 2.0
damageTime 75.0
[Scharnhorst:Part2]
BaseChunk Hull3
strengthBasedOnThisSection strength_HullHuge
Vital
damageDepth 0.0
damagePitch 2.0
damageRoll 3.0
damageTime 83.0
[Scharnhorst:Part3]
BaseChunk Hull4
strengthBasedOnThisSection strength_HullHuge
Vital
damageDepth 0.0
damagePitch 2.0
damageRoll 3.0
damageTime 83.0
//Structure
[Scharnhorst:Part4]
BaseChunk SSN1
strengthBasedOnThisSection strength_HullHuge
[Scharnhorst:Part5]
BaseChunk SSN2
strengthBasedOnThisSection strength_HullHuge
[Scharnhorst:Part6]
BaseChunk SSM
strengthBasedOnThisSection strength_HullLarge
[Scharnhorst:Part7]
BaseChunk SST
strengthBasedOnThisSection strength_HullHuge
[Scharnhorst:Part8]
BaseChunk Mast1
strengthBasedOnThisSection strength_HullMedium
[Scharnhorst:Part9]
BaseChunk Mast2
strengthBasedOnThisSection strength_HullSmall
// Main Armament - 9x28cm SK C/34
[Scharnhorst:Part10]
BaseChunk Head1
AdditionalCollisionChunk0 Gun1
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_MarkVI //placeholder - actual 280mm
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head1
GunBarrelChunk Gun1
GunShellStartHook ShellStart1
FireFastTargets 0
[Scharnhorst:Part11]
BaseChunk Head2
AdditionalCollisionChunk0 Gun2
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_MarkVI //placeholder - actual 280mm
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head2
GunBarrelChunk Gun2
GunShellStartHook ShellStart2
FireFastTargets 0
[Scharnhorst:Part12]
BaseChunk Head3
AdditionalCollisionChunk0 Gun3
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_MarkVI //placeholder - actual 280mm
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head3
GunBarrelChunk Gun3
GunShellStartHook ShellStart3
FireFastTargets 0
//Secondary Armament - 12x15cm SK C/28 //gun_SK_C28
[Scharnhorst:Part13]
BaseChunk Head4
AdditionalCollisionChunk0 Gun4
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_SK_C28
HeadMinYaw 35
HeadMaxYaw 145
GunHeadChunk Head4
GunBarrelChunk Gun4
GunShellStartHook ShellStart4
FireFastTargets 0
[Scharnhorst:Part14]
BaseChunk Head5
AdditionalCollisionChunk0 Gun5
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_SK_C28
HeadMinYaw -145
HeadMaxYaw -35
GunHeadChunk Head5
GunBarrelChunk Gun5
GunShellStartHook ShellStart5
FireFastTargets 0
[Scharnhorst:Part15]
BaseChunk Head6
AdditionalCollisionChunk0 Gun6
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_SK_C28
HeadMinYaw 35
HeadMaxYaw 145
GunHeadChunk Head6
GunBarrelChunk Gun6
GunShellStartHook ShellStart6
FireFastTargets 0
[Scharnhorst:Part16]
BaseChunk Head7
AdditionalCollisionChunk0 Gun7
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_SK_C28
HeadMinYaw -145
HeadMaxYaw -35
GunHeadChunk Head7
GunBarrelChunk Gun7
GunShellStartHook ShellStart7
FireFastTargets 0
[Scharnhorst:Part17]
BaseChunk Head8
AdditionalCollisionChunk0 Gun8
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_SK_C28
HeadMinYaw -145
HeadMaxYaw -35
GunHeadChunk Head8
GunBarrelChunk Gun8
GunShellStartHook ShellStart8
FireFastTargets 0
[Scharnhorst:Part18]
BaseChunk Head9
AdditionalCollisionChunk0 Gun9
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_SK_C28
HeadMinYaw 35
HeadMaxYaw 145
GunHeadChunk Head9
GunBarrelChunk Gun9
GunShellStartHook ShellStart9
FireFastTargets 0
[Scharnhorst:Part19]
BaseChunk Head10
AdditionalCollisionChunk0 Gun10
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_SK_C28
HeadMinYaw -145
HeadMaxYaw -35
GunHeadChunk Head10
GunBarrelChunk Gun10
GunShellStartHook ShellStart10
FireFastTargets 0
[Scharnhorst:Part20]
BaseChunk Head11
AdditionalCollisionChunk0 Gun11
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_SK_C28
HeadMinYaw 35
HeadMaxYaw 145
GunHeadChunk Head11
GunBarrelChunk Gun11
GunShellStartHook ShellStart11
FireFastTargets 0
//AA - 14x10.5cm SK C/33 //gun_SK_C33
[Scharnhorst:Part21]
BaseChunk Head12
AdditionalCollisionChunk0 Gun12
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw 35
HeadMaxYaw 145
GunHeadChunk Head12
GunBarrelChunk Gun12
GunShellStartHook ShellStart12
[Scharnhorst:Part22]
BaseChunk Head13
AdditionalCollisionChunk0 Gun13
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw -145
HeadMaxYaw -35
GunHeadChunk Head13
GunBarrelChunk Gun13
GunShellStartHook ShellStart13
[Scharnhorst:Part23]
BaseChunk Head14
AdditionalCollisionChunk0 Gun14
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw 35
HeadMaxYaw 145
GunHeadChunk Head14
GunBarrelChunk Gun14
GunShellStartHook ShellStart14
[Scharnhorst:Part24]
BaseChunk Head15
AdditionalCollisionChunk0 Gun15
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw -145
HeadMaxYaw -35
GunHeadChunk Head15
GunBarrelChunk Gun15
GunShellStartHook ShellStart15
[Scharnhorst:Part25]
BaseChunk Head16
AdditionalCollisionChunk0 Gun16
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw -145
HeadMaxYaw -35
GunHeadChunk Head16
GunBarrelChunk Gun16
GunShellStartHook ShellStart16
[Scharnhorst:Part26]
BaseChunk Head17
AdditionalCollisionChunk0 Gun17
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw 35
HeadMaxYaw 145
GunHeadChunk Head17
GunBarrelChunk Gun17
GunShellStartHook ShellStart17
[Scharnhorst:Part27]
BaseChunk Head18
AdditionalCollisionChunk0 Gun18
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C33
HeadMinYaw -120
HeadMaxYaw 120
GunHeadChunk Head18
GunBarrelChunk Gun18
GunShellStartHook ShellStart18
//AA - 16x3.7cm SK C/30 // gun_SK_C30
[Scharnhorst:Part28]
BaseChunk Head19
AdditionalCollisionChunk0 Gun19
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_SK_C30
HeadMinYaw 0
HeadMaxYaw 150
GunHeadChunk Head19
GunBarrelChunk Gun19
GunShellStartHook ShellStart19
FireFastTargets 2
[Scharnhorst:Part29]
BaseChunk Head20
AdditionalCollisionChunk0 Gun20
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_SK_C30
HeadMinYaw -150
HeadMaxYaw 0
GunHeadChunk Head20
GunBarrelChunk Gun20
GunShellStartHook ShellStart20
FireFastTargets 2
[Scharnhorst:Part30]
BaseChunk Head21
AdditionalCollisionChunk0 Gun21
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_SK_C30
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head21
GunBarrelChunk Gun21
GunShellStartHook ShellStart21
FireFastTargets 2
[Scharnhorst:Part31]
BaseChunk Head22
AdditionalCollisionChunk0 Gun22
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_SK_C30
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head22
GunBarrelChunk Gun22
GunShellStartHook ShellStart22
FireFastTargets 2
[Scharnhorst:Part32]
BaseChunk Head23
AdditionalCollisionChunk0 Gun23
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_SK_C30
HeadMinYaw -135
HeadMaxYaw 45
GunHeadChunk Head23
GunBarrelChunk Gun23
GunShellStartHook ShellStart23
FireFastTargets 2
[Scharnhorst:Part33]
BaseChunk Head24
AdditionalCollisionChunk0 Gun24
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_SK_C30
HeadMinYaw -45
HeadMaxYaw 135
GunHeadChunk Head24
GunBarrelChunk Gun24
GunShellStartHook ShellStart24
FireFastTargets 2
[Scharnhorst:Part34]
BaseChunk Head25
AdditionalCollisionChunk0 Gun25
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_SK_C30
HeadMinYaw -135
HeadMaxYaw 45
GunHeadChunk Head25
GunBarrelChunk Gun25
GunShellStartHook ShellStart25
FireFastTargets 2
[Scharnhorst:Part35]
BaseChunk Head26
AdditionalCollisionChunk0 Gun26
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_SK_C30
HeadMinYaw -45
HeadMaxYaw 135
GunHeadChunk Head26
GunBarrelChunk Gun26
GunShellStartHook ShellStart26
FireFastTargets 2
//AA - 10x2.0cm quad C/30 //gun_MG_C38x4
[Scharnhorst:Part36]
BaseChunk Head27
AdditionalCollisionChunk0 Gun27
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_MG_C38x4
HeadMinYaw 0
HeadMaxYaw 150
GunHeadChunk Head27
GunBarrelChunk Gun27
GunShellStartHook ShellStart27
FireFastTargets 2
[Scharnhorst:Part37]
BaseChunk Head28
AdditionalCollisionChunk0 Gun28
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_MG_C38x4
HeadMinYaw -150
HeadMaxYaw 0
GunHeadChunk Head28
GunBarrelChunk Gun28
GunShellStartHook ShellStart28
FireFastTargets 2
[Scharnhorst:Part38]
BaseChunk Head29
AdditionalCollisionChunk0 Gun29
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_MG_C38x4
HeadMinYaw -120
HeadMaxYaw 120
GunHeadChunk Head29
GunBarrelChunk Gun29
GunShellStartHook ShellStart29
FireFastTargets 2
[Scharnhorst:Part39]
BaseChunk Head30
AdditionalCollisionChunk0 Gun30
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_MG_C38x4
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head30
GunBarrelChunk Gun30
GunShellStartHook ShellStart30
FireFastTargets 2
[Scharnhorst:Part40]
BaseChunk Head31
AdditionalCollisionChunk0 Gun31
strengthBasedOnThisSection strength_GunTiny
gunBasedOnThisSection gun_MG_C38x4
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head31
GunBarrelChunk Gun31
GunShellStartHook ShellStart31
FireFastTargets 2
//AA - 2.0cm C/38 //gun_MG_C38
[Scharnhorst:Part41]
BaseChunk Head32_x
AdditionalCollisionChunk0 Gun32_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -10
HeadMaxYaw 150
GunHeadChunk Head32_x
GunBarrelChunk Gun32_x
GunShellStartHook ShellStart32
[Scharnhorst:Part42]
BaseChunk Head33_x
AdditionalCollisionChunk0 Gun33_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -150
HeadMaxYaw 10
GunHeadChunk Head33_x
GunBarrelChunk Gun33_x
GunShellStartHook ShellStart33
[Scharnhorst:Part43]
BaseChunk Head34_x
AdditionalCollisionChunk0 Gun34_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -75
HeadMaxYaw 105
GunHeadChunk Head34_x
GunBarrelChunk Gun34_x
GunShellStartHook ShellStart34
[Scharnhorst:Part44]
BaseChunk Head35_x
AdditionalCollisionChunk0 Gun35_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -105
HeadMaxYaw 75
GunHeadChunk Head35_x
GunBarrelChunk Gun35_x
GunShellStartHook ShellStart35
[Scharnhorst:Part45]
BaseChunk Head36_x
AdditionalCollisionChunk0 Gun36_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -55
HeadMaxYaw 65
GunHeadChunk Head36_x
GunBarrelChunk Gun36_x
GunShellStartHook ShellStart36
[Scharnhorst:Part46]
BaseChunk Head37_x
AdditionalCollisionChunk0 Gun37_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -65
HeadMaxYaw 55
GunHeadChunk Head37_x
GunBarrelChunk Gun37_x
GunShellStartHook ShellStart37
[Scharnhorst:Part47]
BaseChunk Head38_x
AdditionalCollisionChunk0 Gun38_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -105
HeadMaxYaw 35
GunHeadChunk Head38_x
GunBarrelChunk Gun38_x
GunShellStartHook ShellStart38
[Scharnhorst:Part48]
BaseChunk Head39_x
AdditionalCollisionChunk0 Gun39_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -35
HeadMaxYaw 105
GunHeadChunk Head39_x
GunBarrelChunk Gun39_x
GunShellStartHook ShellStart39
[Scharnhorst:Part49]
BaseChunk Head40_x
AdditionalCollisionChunk0 Gun40_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -105
HeadMaxYaw 105
GunHeadChunk Head40_x
GunBarrelChunk Gun40_x
GunShellStartHook ShellStart40
[Scharnhorst:Part50]
BaseChunk Head41_x
AdditionalCollisionChunk0 Gun41_x
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_MG_C38
HeadMinYaw -105
HeadMaxYaw 105
GunHeadChunk Head41_x
GunBarrelChunk Gun41_x
GunShellStartHook ShellStart41
//Torpedo Tubes //gun_torpedo
//----------------------------------------------------------------------
// EOF
Fix for Prinz Eugen floatplane https://www.mediafire.com/file/yxq3h3eb34aplm5/Ar196.msh/file
Overwrite hier him Ar196 entries with the following text
[Ar196]
Mesh Ar196
Parent _ROOT_
Attaching 1 0 0 0 1 0 0 0 1 -6.927181 -0.000000 15.012345
CollisionObject ca100
Installation Instructions:
Tested in SASModAct5.3. Text entries required are provided in the model folder in the download.
Extract the ShipAsheKM folder into your #SAS folder (or wherever your Mods reside).
Credits: Karlsruhe and Schleswig Holstien, 3d Modelling, Java coding and import - Asheshouse. Final textures - vpmedia
Scharnhorst, Prinz Eugen and T-22, 3d Modelling from WoWS, extracted by Maxromash, adapted for IL2 by Asheshouse
Additional gun classes are required for the 4.09 version https://www.sas1946.com/main/index.php?action=dlattach;topic=56915.0;attach=12717
If attempting to install in BAT v3.8 then rename the ShipAsheKM folder to 00_ShipAsheKM. This ensures that new class files are loaded in place of the existing ones in BAT. Do not duplicate the text entries for Schleswig and Karlsruhe because these are already in the ini files. For later versions of BAT check what is already included.
Kriegsmarine Links
Tirpitz - Stock
Bismarck https://www.sas1946.com/main/index.php/topic,6898.0.html
Graf Zeppelin https://www.sas1946.com/main/index.php/topic,12429.0.html (reskin of Illustrious)
Kriegsmarine Transport https://www.sas1946.com/main/index.php/topic,17993.0.html
Kriegsmarine Destroyer Pack https://www.sas1946.com/main/index.php/topic,15307.0.html
Destroyer Class Z5 - Z16 https://www.sas1946.com/main/index.php/topic,14821.0.html
Escorts https://www.sas1946.com/main/index.php/topic,18113.0.html
Armed Trawler https://www.sas1946.com/main/index.php/topic,28884.0.html
Small Armed Trawler https://www.sas1946.com/main/index.php/topic,13180.0.html
U Boats Type VIIB and Type IXB https://www.sas1946.com/main/index.php/topic,35516.0.html
U Boats Type II and Type VII https://www.sas1946.com/main/index.php/topic,7108.0.html
U Boat Type VIIC and Type IIB - Stock
Niobe - AAA Cruiser - Stock
M Boat - Stock
Marinefährprahm (MFP) Type I - Stock
Marinefährprahm (MFP) Type II - Stock
S Boat - Stock
For the IJN Pack (WIP) see here https://www.sas1946.com/main/index.php/topic,63132.0.html Fuso BB, Mogami CA, Fubuki DD
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Your request has been sent. You'll be notified when access to this file has been granted by the owner.
Sorry, the download is not possible.
Best regards, Gerhard
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Another Asheshouse masterpiece(s). Thanks a lot.
DL now. :D :D
P.S.= just the Skua Mk-II file is downloadable. K-cruiser type is a personal file, no access for now. Needs a password. :o
P.S.2= working now, thx mate. :D :D
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:D :D :D :P :P :P
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Can't access download file says its set to private access only. :( :( :(
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Sorry - My mistake - File should now be acccessible.
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Many thanks for sharing, Master of the Seas! 8)
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Hello Ashe,
got it, thank you so much!
Best regards, Gerhard :)
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Many THX for this masterpiece of yours, Ashehouse ...! ;)
I swear I'll provide her with enough escort and air protection so that she'll survive the war ...! :P
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Working fine on CUP 4.12.2 WAW. :D
Thx Ashe.
(https://i.postimg.cc/L8Y55vHJ/2.jpg) (https://postimages.org/)
(https://i.postimg.cc/8Cgp5SKY/3.jpg) (https://postimages.org/)
(https://i.postimg.cc/59KfzvKL/4.jpg) (https://postimages.org/)
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Thank you very much for K and the new version of Schleswig Holstein ! :) :) :)
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Thank you very much asheshouse 8) 8) 8)
(https://i.postimg.cc/zB9CsVhh/2019-03-25-21-32-52.jpg) (https://postimg.cc/DJP4sfBf)
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For Rebels 4.09 !
If you have a problem with Schleswig-Holstein it may be because you are missing a Class for some of the ship's weapons.
Make sure you have the following lines at the beginning of your "ships.ini" file:
// Schleswig-Holstein
[gun_Flak18_88mm]
Gun CannonFlak18_88mm
AttackMaxDistance 5000.0
AttackMaxRadius 5000.0
AttackMaxHeight 10600.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -5.0
GunMaxPitch +85.0
HeadMaxYawSpeed 10.0
GunMaxPitchSpeed 4.0
ChainfireTime 0.0
DelayAfterShoot 3.0
In that case, check out this post https://www.sas1946.com/main/index.php/topic,56915.msg629606.html#msg629606 !
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Hi Ashe i have the schleswig holstein already installed in CUP will this version just overwrite the old one or will i have to edit any .ini's??
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If you have the old one installed then you will end up with two versions. There should be no conflict.
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Cheers! Beautiful ships as always ]thumbsup[
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Thanks Ashe - incredible work as usual and what great history to these ships
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Thanx, this game is desperately short of cruisers.
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Hello Ashe,
it runs flawlessly in my 4.10.1 & #DBW & UV3.
Thank you very much!
Best regards, Gerhard :)
(https://i.ibb.co/4jmFr7X/AsheShip.jpg)
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For 4.09 Rebels
The Karlsruhe has similar guns to Tirpitz. If Tirpitz works then so should Karlsruhe, I would think?
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For 4.09 Rebels
The Karlsruhe has similar guns to Tirpitz. If Tirpitz works then so should Karlsruhe, I would think?
Yes ! Thanks !
For gun_SK_C30 ?
This gun are included in Tirpitz, Bismarck, Littorio, ...
I have these ships and Karlsruhe work fine !
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Excellent work as always, thank you very much, really appreciated. 8)
Wishing you all the very best, Pete. ;D
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For 4.09 Rebels
The Karlsruhe has similar guns to Tirpitz. If Tirpitz works then so should Karlsruhe, I would think?
Yes, no problems in a 409 install. Thank you very much for these ships, 1st class work as always.
]thumleft[ ]cheers[ ]thumright[
Bwf.
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It working at the B.A.T WAW flawlessly, it works everytime until the Next B,A,T 3.6 is Released.
Best Regards KT503
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Simply beautiful !
CONGRATULATIONS on your art!
Thank you very much
(https://media.giphy.com/media/srg19CG0cKMuI/giphy.gif)
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Hi Ashe my download has an extra 'karlsruhe' zip file attached - is it ok to delete or should I keep it?
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Thanks, I hope it makes it into the next BAT update.
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Thank you again, asheshouse.
Both the K-class and Schleswig-Holstein look beautiful - and the Skua is also superb. Excellent craftsmanship.
Cheers,
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Hi Ashe my download has an extra 'karlsruhe' zip file attached - is it ok to delete or should I keep it?
Delete it. I guess its an obsolete version.
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I've downloaded the file several times, but I can't seen to pry it open with a 7Z. I get a "can't open because it's an archive file." Do I just dump it into a game unopened? That doesn't seem right, and I don't want to screw anything up with a wrong move now?
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... are you using a prog to open it ...?
If still zipped, the game won't see it ... ;)
https://www.7-zip.org/
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I agree with Mick.
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Ashe, not "Holstien" should mean "Holstein" . . . ;D
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Ashe, not "Holstien" should mean "Holstein" . . .
fixed in title ! ;)
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Got the same problem as propnut.
7Z won't open the file.
7Z has never failed me before??
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Right click the file and select 7zip>Extract. That's the only way I could extract a rar. I dont have the winrar software installed, just a 7zip.
I'm using Win7 and tried the 'set file association' feature, but there's no rar extension in the list. I also tried via 'Total Commander' but it did not work either. Hence double clicking a rar file brings up just an error message. I googled "cant associate rar file win7" and found these:
https://www.sevenforums.com/general-discussion/234680-windows-7-wont-let-me-change-rar-file-association.html
https://answers.microsoft.com/en-us/windows/forum/windows_7-files/file-association-problem/895ffa08-e901-4bcd-a016-9ea7ab9e037f
Cheers
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Right click the file and select 7zip>Extract. That's the only way I could extract a rar. I dont have the winrar software installed, just a 7zip.
I'm using Win7 and tried the 'set file association' feature, but there's no rar extension in the list. I also tried via 'Total Commander' but it did not work either. Hence double clicking a rar file brings up just an error message. I googled "cant associate rar file win7" and found these:
It's really very strange! o_O
I've had 7z for a very, very long time (Windows 95) and I've never had to do as you say!
"rar" is included in the "Options/System" menu (in 3rd position) ! All you have to do is associate it.
My current version is: 18.06 (x64) 2018-12-30
(https://www.mediafire.com/?z5fqs2ufl9phyfb)
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I will soon be uploading a zip version. Link will be on the first page, in about 5min.
The rar is described as version 5, but other than that there is nothing unusual about it.
7-Zip 9.20 supports RAR 2/3/4 formats only and doesn't support RAR5 archives. But latest versions of 7-Zip should support RAR5 archives.
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"File set to private"
Can't access the zip-file!
Seems someone won't let me play with these ;D
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7z:
https://ulozto.net/!vJlxgqaoGQ05/shipashekm-7z
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:-[ I'm a little confused ... it seemed like the SKUA model was available but then I can't find it anywhere, maybe I misunderstood it .. ?? :(
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Skua has been withdrawn, temporarily.
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:) Thanks for the reply ! I will wait for the next release with trepidation! ;)
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Looks really nice. I'm on V.12 and every time I load this (or any ship for that matter) I get the 70% crash. Anyone got any ideas?
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When did you start getting 70% crashes. Just after installing this? -- or before this?
Post the logfile. This will likely provide a clue to the problem.
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Quick - thanks!
As soon as I load and copy everything on to the files, the game crashes next time I load up. Many years ago I did the ship pack 2 OK and a pack of Colossus class carriers once as well, I also manage successfully with aircraft.
Removing the file doesn't bring the game back, but I have to go into the ini files and delete the changes. Restoring "Chief" and "Stationary" seems to do the trick.
Have to confess - I've only learned what I have to on computers!
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You need to post the logfile.
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Bless you Asheshouse, I don't know what a logfile is! Good of you to ask.
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Bless you Asheshouse, I don't know what a logfile is! Good of you to ask.
Read how to get the log here (https://www.sas1946.com/main/index.php/topic,13457.0.html), and the instant log here (https://www.sas1946.com/main/index.php/topic,19308.0.html).
When you want to post only the relevant parts from the log
read here (https://www.sas1946.com/main/index.php?topic=39780.0) how to do this. (code option!)
If you want to post all lines of the logfile we suggest to use https://pastebin.com/
to paste your log and then paste the link here which you got from them.
Read and see here (https://www.sas1946.com/main/index.php/topic,39780.msg627220.html#msg627220) how to do this.
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Finally!
These ships are real beauties :P
Happiness is a war(m)ship.
Especially if they are made by asheshouse - thanks my friend
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Thanks Asheshouse. I find that the Log and LogTime was set to zero, so the Log is disabled? Does that scupper the whole thing?
I made the recommended changes and loaded the mod again to get the 70% crash but no change.
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Falconidae, follow these steps to show the Log:
1- open the conf.ini file (e.g. with notepad)
2- scroll down until you find the section [game]
3- type these lines : eventlog=eventlog.lst
eventlogkeep=0
4- scroll down to [console]
5- type :
LOG=1
LOGTIME=1
LOGFILE=log.lst
LOGKEEP=0
6- launch game and after another crash open the log file and copy paste the last 2 dozens lines here.
P.S. (1)= the 70% crash troubleshooter:
a Much rarer crash, but more tricky to pin down.
70% cdt indicates a conflict between one of your ini files (static.ini, technic.ini or chiefs.ini ) and actual new objects in your mod files
To fix it you need to find out which line in any of those .ini's points to a worngly installed or missing object. Best thing is to revrt to backup and start over.
P.S. (2)= Read this : https://www.sas1946.com/main/index.php/topic,22.0.html ( The 5 - 60 -70% troubleshooter )
Cheers.
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Which version of the game are you installing the models in?
If you have Tirpitz working then there should be no problem with the gun operation, since they are the same type.
Minimum entries to make it work are:
1: Complete the ships.ini text entries.
2. Complete the chief.ini entries ---- required in two separate locations -- as per instructions.
Then check it works. If not then post the logfile ouput.
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Life has prevented me from doing the important stuff today just about t o have a go.
Interesting you mention Tirpitz. She vanished some years ago. I made a post but no one seemed to have an answer for her disappearance. Missions that I had run for many years loaded up, but when I reached the anchorage - no Tirpitz!
Could be related?
Its version 12 , modact 5.10 by the way.
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Ok Loaded up as you say, all I could find on the event log after the crash was :
[Apr 14, 2019 5:25:30 PM] Mission: Records/Intro 04 Ed.trk is Playing
06:00:00 Mission BEGIN
06:00:49 Mission END
That was clearly yesterday's entry when I loaded the game again but did not play it, so the log did not record anything from tonight's crash?. I removed the files loaded up the game - ran a quick mission and the log was :
[Apr 15, 2019 7:48:09 PM] Mission: Quick/Normandy1/Normandy1RedNoneA00.mis is Playing
06:00:00 Mission BEGIN
06:00:00 r01000(0) seat occupied by Player at 57383.1 52269.47
06:00:00 r01000 loaded weapons '4x500lbsG.P' fuel 100%
06:00:00 r01000 in flight at 57433.555 52235.996
06:01:41 r01000(1) was killed at 59044.51 45639.48
06:01:41 r01000(0) was wounded at 59044.51 45639.48
06:01:41 r01000(0) was killed at 59044.51 45639.48
06:01:41 r01000 crashed at 59044.51 45639.48
[Apr 15, 2019 7:49:12 PM] Mission: FAILED
06:01:43 Mission END
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Logfile not event log. Read this https://www.sas1946.com/main/index.php/topic,13457.0.html
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Oh Lordy Lordy, that'll be the file called "log" then. You are remarkably patient.
The text does not look like the example but teh last few lines are:
at com.maddox.il2.game.Main.exec(Main.java:430)
[11:48:07 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:48:07 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$HMSTribal
[11:48:07 AM] Bigship: Not enough strength data in 'Novorossiysk:Part31'
[11:48:07 AM] Can't register Bigship object
[11:48:07 AM] java.lang.RuntimeException: Can't register Bigship object
[11:48:07 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4620)
[11:48:07 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[11:48:07 AM] at com.maddox.il2.objects.ships.Novoross.<clinit>(Novoross.java:28)
[11:48:07 AM] at java.lang.Class.forName0(Native Method)
[11:48:07 AM] at java.lang.Class.forName(Unknown Source)
[11:48:07 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[11:48:07 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[11:48:07 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:241)
[11:48:07 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1734)
[11:48:07 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1669)
[11:48:07 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:48:07 AM] at com.maddox.il2.game.Main.exec(Main.java:430)
[11:48:07 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:48:07 AM] Problem in spawn: com.maddox.il2.objects.ships.Novoross$Novorossiysk
[11:48:10 AM] FM called 'FlightModels/Ar-196T.fmd:Ar-196T_FM' is being loaded from File: 'ar-196t_fm'
[11:48:10 AM] FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
[11:48:10 AM] FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
[11:48:10 AM] FM called 'FlightModels/Ju-88A-1.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88A-5.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88A-6.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88C-1.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88A-5.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88A-4Late.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88P-1.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88G-6.fmd:JU88G6' is being loaded from File: 'ju88g6'
[11:48:10 AM] FM called 'FlightModels/Cuda.fmd:Cuda_FM' is being loaded from File: 'cuda_fm'
[11:48:10 AM] FM called 'FlightModels/Hudson_MkI.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
[11:48:10 AM] FM called 'FlightModels/Hudson_MkIII.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
[11:48:10 AM] FM called 'FlightModels/Mosquito-B_HB.fmd:MOSQUITOHB' is being loaded from File: 'mosquitohb'
[11:48:10 AM] FM called 'FlightModels/Mosquito-NFMkXII.fmd:NF1213MRL23NO2' is being loaded from File: 'nf1213mrl23no2'
[11:48:10 AM] FM called 'FlightModels/Mosquito-NFMkXVII.fmd:NF17MRL23' is being loaded from File: 'nf17mrl23'
[11:48:10 AM] FM called 'FlightModels/Mosquito-NFMkXVII.fmd:NF17MRL23' is being loaded from File: 'nf17mrl23'
[11:48:10 AM] FM called 'FlightModels/Mosquito-NFMkXIX.fmd:NF19MRL25' is being loaded from File: 'nf19mrl25'
[11:48:10 AM] FM called 'FlightModels/Mosquito-NFMkXIX.fmd:NF19MRL25' is being loaded from File: 'nf19mrl25'
[11:48:10 AM] SectFile load failed: null
[11:48:10 AM] java.io.FileNotFoundException
[11:48:10 AM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[11:48:10 AM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[11:48:10 AM] at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
[11:48:10 AM] at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
[11:48:10 AM] at com.maddox.rts.SectFile.<init>(SectFile.java:126)
[11:48:10 AM] at com.maddox.rts.SectFile.<init>(SectFile.java:95)
[11:48:10 AM] at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:646)
[11:48:10 AM] at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:613)
[11:48:10 AM] at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1069)
[11:48:10 AM] at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1841)
[11:48:10 AM] at com.maddox.il2.gui.GUI.create(GUI.java:160)
[11:48:10 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1981)
[11:48:10 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1669)
[11:48:10 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:48:10 AM] at com.maddox.il2.game.Main.exec(Main.java:430)
[11:48:10 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:48:10 AM] FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/SeafireXV.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:10 AM] FM called 'FlightModels/SeafireXVII.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:10 AM] FM called 'FlightModels/Seafire45.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:10 AM] FM called 'FlightModels/Seafire46.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:10 AM] FM called 'FlightModels/Seafire47.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:10 AM] FM called 'FlightModels/TempestMkV11.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/Typhoon1B.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/Typhoon1BLate.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/Typhoon1BLate4.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/TempestMkII.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/VampireGio.fmd:VampireGio_FM' is being loaded from File: 'vampiregio_fm'
[11:48:10 AM] FM called 'FlightModels/VampireGio2.fmd:VampireGio_FM' is being loaded from File: 'vampiregio_fm'
[11:48:10 AM] FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
[11:48:10 AM] FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
[11:48:10 AM] FM called 'FlightModels/whirlwind.fmd:whirlwind_FM' is being loaded from File: 'whirlwind_fm'
[11:48:10 AM] FM called 'FlightModels/A-20B3S.fmd:BostonSFM' is being loaded from File: 'bostonsfm'
[11:48:10 AM] FM called 'FlightModels/Ar-196T.fmd:Ar-196T_FM' is being loaded from File: 'ar-196t_fm'
[11:48:10 AM] FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
[11:48:10 AM] FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
[11:48:10 AM] FM called 'FlightModels/Ju-88A-1.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88A-5.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88A-6.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88C-1.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88A-5.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88A-4Late.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88P-1.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:10 AM] FM called 'FlightModels/Ju-88G-6.fmd:JU88G6' is being loaded from File: 'ju88g6'
[11:48:10 AM] FM called 'FlightModels/Cuda.fmd:Cuda_FM' is being loaded from File: 'cuda_fm'
[11:48:10 AM] FM called 'FlightModels/Hudson_MkI.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
[11:48:10 AM] FM called 'FlightModels/Hudson_MkIII.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
[11:48:10 AM] FM called 'FlightModels/Mosquito-B_HB.fmd:MOSQUITOHB' is being loaded from File: 'mosquitohb'
[11:48:10 AM] FM called 'FlightModels/Mosquito-NFMkXII.fmd:NF1213MRL23NO2' is being loaded from File: 'nf1213mrl23no2'
[11:48:10 AM] FM called 'FlightModels/Mosquito-NFMkXVII.fmd:NF17MRL23' is being loaded from File: 'nf17mrl23'
[11:48:10 AM] FM called 'FlightModels/Mosquito-NFMkXVII.fmd:NF17MRL23' is being loaded from File: 'nf17mrl23'
[11:48:10 AM] FM called 'FlightModels/Mosquito-NFMkXIX.fmd:NF19MRL25' is being loaded from File: 'nf19mrl25'
[11:48:10 AM] FM called 'FlightModels/Mosquito-NFMkXIX.fmd:NF19MRL25' is being loaded from File: 'nf19mrl25'
[11:48:10 AM] FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/SeafireXV.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:10 AM] FM called 'FlightModels/SeafireXVII.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:10 AM] FM called 'FlightModels/Seafire45.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:10 AM] FM called 'FlightModels/Seafire46.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:10 AM] FM called 'FlightModels/Seafire47.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:10 AM] FM called 'FlightModels/TempestMkV11.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/Typhoon1B.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/Typhoon1BLate.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/Typhoon1BLate4.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/TempestMkII.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:10 AM] FM called 'FlightModels/VampireGio.fmd:VampireGio_FM' is being loaded from File: 'vampiregio_fm'
[11:48:10 AM] FM called 'FlightModels/VampireGio2.fmd:VampireGio_FM' is being loaded from File: 'vampiregio_fm'
[11:48:10 AM] FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
[11:48:10 AM] FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
[11:48:10 AM] FM called 'FlightModels/whirlwind.fmd:whirlwind_FM' is being loaded from File: 'whirlwind_fm'
[11:48:11 AM] FM called 'FlightModels/A-20B3S.fmd:BostonSFM' is being loaded from File: 'bostonsfm'
[11:48:11 AM] FM called 'FlightModels/Ar-196T.fmd:Ar-196T_FM' is being loaded from File: 'ar-196t_fm'
[11:48:11 AM] FM called 'FlightModels/He-177A-3.fmd:He177_FM' is being loaded from File: 'he177_fm'
[11:48:11 AM] FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
[11:48:11 AM] FM called 'FlightModels/Ju-88A-1.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:11 AM] FM called 'FlightModels/Ju-88A-5.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:11 AM] FM called 'FlightModels/Ju-88A-6.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:11 AM] FM called 'FlightModels/Ju-88C-1.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:11 AM] FM called 'FlightModels/Ju-88A-5.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:11 AM] FM called 'FlightModels/Ju-88A-4Late.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:11 AM] FM called 'FlightModels/Ju-88P-1.fmd:Ju-88A-4Late' is being loaded from File: 'ju-88a-4late'
[11:48:11 AM] FM called 'FlightModels/Ju-88G-6.fmd:JU88G6' is being loaded from File: 'ju88g6'
[11:48:11 AM] FM called 'FlightModels/Cuda.fmd:Cuda_FM' is being loaded from File: 'cuda_fm'
[11:48:11 AM] FM called 'FlightModels/Hudson_MkI.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
[11:48:11 AM] FM called 'FlightModels/Hudson_MkIII.fmd:Hudsons_FM' is being loaded from File: 'hudsons_fm'
[11:48:11 AM] FM called 'FlightModels/Mosquito-B_HB.fmd:MOSQUITOHB' is being loaded from File: 'mosquitohb'
[11:48:11 AM] FM called 'FlightModels/Mosquito-NFMkXII.fmd:NF1213MRL23NO2' is being loaded from File: 'nf1213mrl23no2'
[11:48:11 AM] FM called 'FlightModels/Mosquito-NFMkXVII.fmd:NF17MRL23' is being loaded from File: 'nf17mrl23'
[11:48:11 AM] FM called 'FlightModels/Mosquito-NFMkXVII.fmd:NF17MRL23' is being loaded from File: 'nf17mrl23'
[11:48:11 AM] FM called 'FlightModels/Mosquito-NFMkXIX.fmd:NF19MRL25' is being loaded from File: 'nf19mrl25'
[11:48:11 AM] FM called 'FlightModels/Mosquito-NFMkXIX.fmd:NF19MRL25' is being loaded from File: 'nf19mrl25'
[11:48:11 AM] FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:11 AM] FM called 'FlightModels/SeafireXV.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:11 AM] FM called 'FlightModels/SeafireXVII.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:11 AM] FM called 'FlightModels/Seafire45.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:11 AM] FM called 'FlightModels/Seafire46.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:11 AM] FM called 'FlightModels/Seafire47.fmd:SeafireLate_FM' is being loaded from File: 'seafirelate_fm'
[11:48:11 AM] FM called 'FlightModels/TempestMkV11.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:11 AM] FM called 'FlightModels/Typhoon1B.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:11 AM] FM called 'FlightModels/Typhoon1BLate.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:11 AM] FM called 'FlightModels/Typhoon1BLate4.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:11 AM] FM called 'FlightModels/TempestMkII.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:11 AM] FM called 'FlightModels/SeaFuryMkI.fmd:TYPHOON_FM' is being loaded from File: 'typhoon_fm'
[11:48:11 AM] FM called 'FlightModels/VampireGio.fmd:VampireGio_FM' is being loaded from File: 'vampiregio_fm'
[11:48:11 AM] FM called 'FlightModels/VampireGio2.fmd:VampireGio_FM' is being loaded from File: 'vampiregio_fm'
[11:48:11 AM] FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
[11:48:11 AM] FM called 'FlightModels/Whitleybombers.fmd:Whitley_FM' is being loaded from File: 'whitley_fm'
[11:48:11 AM] FM called 'FlightModels/whirlwind.fmd:whirlwind_FM' is being loaded from File: 'whirlwind_fm'
[11:48:11 AM] FM called 'FlightModels/A-20B3S.fmd:BostonSFM' is being loaded from File: 'bostonsfm'
[11:48:11 AM] PlMisChief: class 'com.maddox.il2.objects.ships.ShipAsheKM$SchleswigHolstein' not found.
[11:48:11 AM] java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheKM$SchleswigHolstein
[11:48:11 AM] at com.maddox.rts.LDR.loadClass(LDR.java:27)
[11:48:11 AM] at java.lang.ClassLoader.loadClass(Unknown Source)
[11:48:11 AM] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[11:48:11 AM] at java.lang.Class.forName0(Native Method)
[11:48:11 AM] at java.lang.Class.forName(Unknown Source)
[11:48:11 AM] at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:34)
[11:48:11 AM] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:84)
[11:48:11 AM] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[11:48:11 AM] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[11:48:11 AM] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[11:48:11 AM] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[11:48:11 AM] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[11:48:11 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1981)
[11:48:11 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1669)
[11:48:11 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:48:11 AM] at com.maddox.il2.game.Main.exec(Main.java:430)
[11:48:11 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:48:11 AM] Failure
[11:48:11 AM] java.lang.RuntimeException: Failure
[11:48:11 AM] at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:38)
[11:48:11 AM] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:84)
[11:48:11 AM] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[11:48:11 AM] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[11:48:11 AM] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[11:48:11 AM] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[11:48:11 AM] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[11:48:11 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1981)
[11:48:11 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1669)
[11:48:11 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:48:11 AM] at com.maddox.il2.game.Main.exec(Main.java:430)
[11:48:11 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:48:11 AM] Main begin: java.lang.RuntimeException: Failure
[11:48:11 AM] java.lang.RuntimeException: java.lang.RuntimeException: Failure
[11:48:11 AM] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:96)
[11:48:11 AM] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[11:48:11 AM] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[11:48:11 AM] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[11:48:11 AM] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[11:48:11 AM] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[11:48:11 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1981)
[11:48:11 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1669)
[11:48:11 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:48:11 AM] at com.maddox.il2.game.Main.exec(Main.java:430)
[11:48:11 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 16, 2019 11:48:11 AM] -------------- END log session -------------
Edited by SAS~Epervier
Obviously you didn't read my previous message....
Be careful if you have to provide another Log!
-
Check you have the correct folder structure in #SAS folder.
Open chief.ini and remove all entries for Schleswig Holstein. Leave the Karlsruhe entries in place.
Try starting and see if Karlsruhe appears.
-
No joy - the 70% crash still rules! The Karlshrue file is entered directly under the SAS file - along with all of the other mods (that have worked).
-
And what does the logfile say now? --- only post the last bit, that maybe mentions Karlsruhe.
I am also interested in your earllier comment about Tirpitz. Is this still missing from your installation?
That would be very odd, since it is a stock model.
Are the Tirpitz text entries missing from ships.ini? If so then the Tirpitz weapon entries may also be missing? That could be your problem.
How and when did you remove Tirpitz?
Do you have gun text entries in the top section of ships.ini for all of the following:
gun_SK_C28
gun_SK_C33
gun_SK_C30
gun_MG_C38
-
Tirpitz vanished many years ago - I did ask on the forum, but no one had any ideas as to what had happened to her.
I am not aware of doing anything to remove her. I looked up Tirpitz in all of teh Objects files Tirpitz is in back-quotes and appears as 'Tirpitz', that wouldn't scupper it would it?
I had made a number of missions around her. Turned up one day - no Tirpitz!
Tirpitz is in Ships ini entitled "Very Very Big KickAss Boat" with a load of lines under armament, including SK lines.
Karlsruhe was mentioned 4 times in the log:
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheKM$Karlsruhe ): com.maddox.il2.objects.ships.ShipAsheKM
[3:35:45 PM] java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheKM
[3:35:45 PM
Then:
Spawn.get_WithSoftClass( com.maddox.il2.objects.ships.ShipAsheKM$Karlsruhe ): com.maddox.il2.objects.ships.ShipAsheKM
[3:35:45 PM]
Finally:
ShipAsheKM$Karlsruhe' not found.
[3:35:49 PM] java.lang.ClassNotFoundException:
and:
ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheKM$Karlsruhe
[3:35:49 PM]
Lots of other stuff after that, a little over 3000 characters.
-
Since Tirpitz is a stock model and is missing it is evident that your core game is corrupted. Are you aware of anything else missing? I would suggest that you need to remove any Karlsruhe or Schleswig Holstein entries from chief.ini, then check your game starts ok, then get Tirpitz fixed before doing anything else. I guess there are no entries for Tirpitz in chief.ini?
-
Thanks again
Every time I've removed the mod the game starts again. Tirpitz is in Chief ini, in a similar way to ther objects:
Tirpitz ships.Ship$Tirpitz 2 icons/shipDestroyer.mat
Later:
[Ships.Tirpitz]
com.maddox.il2.objects.ships.Ship$Tirpitz
Every other entry for Tirpitz is in line with all the other objects - apart from the back quotes.
-
But Tirpitz does not appear in missions. I guess it does appear in FMB in objects? Just not when you Play the mission?
Have you got these entries in ships.ini
// Tirpitz
[gun_SK_C34]
Gun CannonSK_C34
AttackMaxDistance 36520.0
AttackMaxRadius 36520.0
AttackMaxHeight 14608.0
HeadMinYaw -145.0
HeadMaxYaw 145.0
GunMinPitch -5.5
GunMaxPitch +30.0
HeadMaxYawSpeed 5.0
GunMaxPitchSpeed 6.0
ChainfireTime 0.0
DelayAfterShoot 20.0
FireFastTargets 0
[gun_SK_C30]
Gun MachineGunSK_C30
AttackMaxDistance 8500.0
AttackMaxRadius 8500.0
AttackMaxHeight 6800.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -10.0
GunMaxPitch +85.0
HeadMaxYawSpeed 16.0
GunMaxPitchSpeed 12.0
ChainfireTime 0.0
DelayAfterShoot 2.0
// Other German
[gun_MarkVI]
Gun CannonMarkVI_254mm
AttackMaxDistance 13530.0
AttackMaxRadius 13530.0
AttackMaxHeight 6000.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -3.0
GunMaxPitch +13.5
HeadMaxYawSpeed 3.2 // unknown
GunMaxPitchSpeed 5.0 // unknown
ChainfireTime 0.0
DelayAfterShoot 20.0
FireFastTargets 0
[gun_SK_C28]
Gun CannonSK_C28
AttackMaxDistance 23000.0
AttackMaxRadius 23000.0
AttackMaxHeight 9200.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -10.0
GunMaxPitch +40.0
HeadMaxYawSpeed 9.0
GunMaxPitchSpeed 8.0
ChainfireTime 0.0
DelayAfterShoot 7.5
FireFastTargets 0
[gun_MG_C38]
Gun MachineGunFlak38_20mm
AttackMaxDistance 2450.0
AttackMaxRadius 2450.0
AttackMaxHeight 2450.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -11.0
GunMaxPitch +85.0
HeadMaxYawSpeed 30.0
GunMaxPitchSpeed 30.0
ChainfireTime 2.5
DelayAfterShoot 2.95
[gun_MG_C38x4]
Gun MachineGunFlak38x4_20mm
AttackMaxDistance 2450.0
AttackMaxRadius 2450.0
AttackMaxHeight 2450.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -10.0
GunMaxPitch +89.5
HeadMaxYawSpeed 30.0
GunMaxPitchSpeed 30.0
ChainfireTime 2.5
DelayAfterShoot 2.95
[gun_MG_C30]
Gun MachineGunFlak30_20mm
AttackMaxDistance 2450.0
AttackMaxRadius 2450.0
AttackMaxHeight 2450.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -11.0
GunMaxPitch +85.0
HeadMaxYawSpeed 30.0
GunMaxPitchSpeed 30.0
ChainfireTime 2.15
DelayAfterShoot 2.85
FireFastTargets 0
[gun_SK_C35]
Gun CannonSK_C35
AttackMaxDistance 9000.0
AttackMaxRadius 9000.0
AttackMaxHeight 9000.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -10.0
GunMaxPitch +30.0
HeadMaxYawSpeed 8.5
GunMaxPitchSpeed 4.0
ChainfireTime 0.0
DelayAfterShoot 4.0
[gun_SK_C33_sub]
Gun CannonSK_C33
AttackMaxDistance 11000.0
AttackMaxRadius 11000.0
AttackMaxHeight 9000.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -10.0
GunMaxPitch +35.0
HeadMaxYawSpeed 8.5
GunMaxPitchSpeed 12.0
ChainfireTime 0.0
DelayAfterShoot 4.0
-
Hi Not sure what FMB is, but under "objects" in the IL2 SAS file Tirpitz is there as other ships are. I've lookes at teh .MIS files - she's there but not in teh game when Iload it.
I noticed that under "technics" about twenty of so ships (including Tirpitz) are entered twice on the file. Could that be a problem?
I made up a test mission swapping different ships and found some did not appear - some did though. Will tr a more thorough study later.
-
FMB is Full Mission Builder. If you load one of your missions containing Tirpitz into Full Mission Builder does it appear?
There should be no reference to Tirpitz in technics.ini
There will be a reference to Tirpitz in technics.properties
You need to quote full filenames to avoid misunderstanding.
Sounds to me that a full reinstall is probably your best option to sort out the multiple problems you seem to have.
-
Tirpitz etc. appears in FMB but not once I'm in the game.
Reinstall - I was beginning to think the same thing myself - hoping it was something trivial but perhaps a reinstall will give the game a good "clean". Think I can handle that.
So - from one Raptor to another, thank you for your time and patience.
-
What you describe is typically due to errors or missing entries in the gun sections.
See #63. Confirm those entries are present, or not.
-
Dear Ashehouse, after four attempts reloaded to V 4.09 and loaded the two vessels. For what it's worth - as a moderately serious builder of models of this period, you've really captured her - thank you :)
-
Glad you got it working. The next warship for the Kriegsmarine Pack is now progressing, in WIP.
-
Can't wait!
Guessing you know that some original plans are available to view at :- http://www.dreadnoughtproject.org/tfs/index.php/Category:Ship_Plans
-
May have spoken too soon! Schleswig Holstein appears on the map in FMB but run the game and she's not there. Don't think they had cloaking devices in the KM :)
When I substitute for other ships they appear, even the vaunted Tirpitz and your own Karlshrue - very nice.
I cant see what I've done differently between Schleswig Holstein and Karlshrue!
-
May have spoken too soon! Schleswig Holstein appears on the map in FMB but run the game and she's not there. Don't think they had cloaking devices in the KM
When I substitute for other ships they appear, even the vaunted Tirpitz and your own Karlshrue - very nice.
I cant see what I've done differently between Schleswig Holstein and Karlshrue!
o_O
I have a friend who has the same problem as you! With a 409/ModAct! :-X
I tried... impossible to fix this problem!
While the same Mod works very well in my 409/UP2.01 !
-
As I have said many times before to you
Post the logfile. This will likely provide a clue to the problem.
-
... I am the one Epervier is speaking about, and in spite of his help (based on my logs) and multiple attempts with class changes, I never was able to get the Schleswig Holstein sail on a map ...! o_O
I could put waypoints on a map in the FMB, save and exit, but once the mission was launched, no trace of the ship on the sea, vanished ...! o_O
So I gave up ... :(
Hopefully, the Karlsruhe works OK ...! ;)
-
While setting up new ships for the first time it is very common for me to have a situation where the ship appears in FMB but will not load in the mission. I think I have always discovered it to be due to something missing in ships.ini. Often weapon entries missing from the top section in ships.ini and occasionally in the Hull Durability section.
In this section
// User-defined sections with strength parameters
// Gun Durability
[strength_GunTiny]
MinShotCaliber 0.00762
NumShots 30
MinHitExplTNT 2
NumHitExpl 4
MinNearExplTNT 4
NumNearExpl 4
[strength_GunSmall]
MinShotCaliber 0.0127
NumShots 40
MinHitExplTNT 4
NumHitExpl 4
MinNearExplTNT 8
NumNearExpl 4
[strength_GunMedium]
MinShotCaliber 0.02
NumShots 50
MinHitExplTNT 6
NumHitExpl 6
MinNearExplTNT 12
NumNearExpl 6
[strength_GunLarge]
MinShotCaliber 0.037
NumShots 82
MinHitExplTNT 8
NumHitExpl 8
MinNearExplTNT 16
NumNearExpl 8
[strength_GunHuge]
MinShotCaliber 0.045
NumShots 90
MinHitExplTNT 12
NumHitExpl 12
MinNearExplTNT 24
NumNearExpl 12
// Hull Durability
[strength_HullTiny]
MinShotCaliber 0.00762
NumShots 80
MinHitExplTNT 2
NumHitExpl 5
MinNearExplTNT 4
NumNearExpl 5
[strength_HullSmall]
MinShotCaliber 0.02
NumShots 84
MinHitExplTNT 4
NumHitExpl 12
MinNearExplTNT 8
NumNearExpl 12
//[strength_HullMedium]
//MinShotCaliber 0.030
//NumShots 106
//MinHitExplTNT 10
//NumHitExpl 12
//MinNearExplTNT 20
//NumNearExpl 12
[strength_HullMedium]
MinShotCaliber 0.0127 //0.037
NumShots 680 //106
MinHitExplTNT 13.8 //10
NumHitExpl 13.8 //11.2
MinNearExplTNT 20 //49
NumNearExpl 5 //16
[strength_HullSub]
MinShotCaliber 0.030
NumShots 106
MinHitExplTNT 10
NumHitExpl 12
MinNearExplTNT 20
NumNearExpl 12
//[strength_HullLarge]
//MinShotCaliber 0.05
//NumShots 118
//MinHitExplTNT 12
//NumHitExpl 25
//MinNearExplTNT 24
//NumNearExpl 25
[strength_HullLarge]
MinShotCaliber 0.0127 //0.05
NumShots 1000 //118
MinHitExplTNT 16 //10
NumHitExpl 16 //18
MinNearExplTNT 30 //70
NumNearExpl 8 //18
[strength_HullHuge]
MinShotCaliber 0.1
NumShots 92
MinHitExplTNT 20
NumHitExpl 25
MinNearExplTNT 40
NumNearExpl 25
[strength_HullEnorm]
MinShotCaliber 0.203
NumShots 148
MinHitExplTNT 40
NumHitExpl 25
MinNearExplTNT 80
NumNearExpl 25
[strength_Invulnerable]
MinShotCaliber 0.203
NumShots 1000
MinHitExplTNT 1000
NumHitExpl 1000
MinNearExplTNT 1000
NumNearExpl 1000
[strength_HullBang]
MinShotCaliber 0.00762
NumShots 2
MinHitExplTNT 4
NumHitExpl 4
MinNearExplTNT 1
NumNearExpl 10
//----------------------------------------------------------------------
// User-defined sections with gun parameters
[gun_torpedo] // Torp.Launcher
Gun BombGun5339
AttackMaxDistance 2500.0
AttackMaxRadius 2500.0
AttackMaxHeight 30.0
HeadMinYaw -45.0
HeadMaxYaw +45.0
GunMinPitch -5.0
GunMaxPitch +5.0
HeadMaxYawSpeed 20.0
GunMaxPitchSpeed 30.0
ChainfireTime 0.0
DelayAfterShoot 30.0
FireFastTargets
-
... many THX, asheshouse, I'll check these lines asap ... ;)
EDIT:
... just checked and I have each and every single line ... ;)
-
Hmm.I couldn't find the lines here word searched "Gun Durability" for instance an got nothing. Pasted those lines under "Main Armament - still no Pre Dreadnought.
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Pasting text into random parts of the ships.ini file is not a good way to proceed.
If you have inserted // Gun Durability text into the // Main Armament section of the Schleswig Holstein entries then that is completely wrong.
Delete what you have added.
The // Gun Durability section in ships.ini is right at the top, around about line 12 in the file.
If you don't see this section then your game is completely porked and nothing I say or do is likely to get you out of the pickle you have got yourself into.
Randomly inserting or deleting text without making backups is guaranteed to result in an unholy mess.
Your best bet is to make a completely fresh install.
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Ah Ha - found it! That text was on the separate files needed for v4.09. I'd put them in first time and when it didnt work stripped every thing out and tried again - forgot to put that bit back!
I have a Deutschland Class ship now - thanks to you brother.
-
(https://i.postimg.cc/kg2NPsgn/il2fb-2020-04-08-09-59-41-14.png) (https://postimg.cc/3kH0ggG6)
Now added to the first post - Prinz Eugen. - Complete model, including shadow and damage meshes. Very highly detailed.
No substitute parts. All model details are authentically modelled. Original meshes have been combined and optimised to suit model limits in IL2 whilst retaining the authentic appearance of the model.
This model is not mine. It is sourced from WoWS, extracted by Maxromash. My work is limited to converting it to IL2. The original model when used in WoWS has much greater functionality including detailed modelling of the armour arrangement. Unfortunately this cannot be replicated in IL2 - at present.
Will benefit from the addition of damage textures, if anyone is interested in tackling this. Meshes are already included.
The size of this model may result in problems for those with lower spec PC's -- also uses 2048x2048 main textures
(https://i.postimg.cc/kgTkrN9c/Capture.jpg) (https://postimg.cc/sMZn7hMQ)
(https://i.postimg.cc/hGpyQKh1/Capture.jpg) (https://postimg.cc/VS0B3QqJ)
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Great work! Many thanks to all involved.
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Many THX for sharing, Asheshouse, what a beauty she is ...! ;)
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Many thanks Asheshouse, a truly great addition! Superb model and great adaptation to our game, 8)
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Very nice. Thank you.
(https://i.postimg.cc/Y2NL0YM7/2020-04-08-at-15-33-18.jpg) (https://postimg.cc/hhjt3JXZ)
(https://i.postimg.cc/nc0sYxXw/2020-04-08-at-15-33-54.jpg) (https://postimg.cc/9rwFCvtG)
(https://i.postimg.cc/QxX9TCdT/2020-04-08-at-15-34-32.jpg) (https://postimg.cc/G95m0cYL)
(https://i.postimg.cc/qM7TChWS/2020-04-08-at-18-14-45.jpg) (https://postimg.cc/fk1FGLzf)
(https://i.postimg.cc/SNtpLQhs/2020-04-08-at-18-15-18.jpg) (https://postimg.cc/zVWM8r3Z)
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Wanted for so long. This is amazing. Thank you, asheshouse! :) If I could make a small suggestion it would be the skins of Operation "Rheinübung" for the "Prinz" as well. ;) Just adding the "Prinz" to BAT with it's entries (cos the other ships are there already) gives me a 70% CTD on first Loadingscreen. Just saying - no complaining. Gonna try in DBW as well.- Does not show up in FMB when selected.
-
Probably a class file conflict? Did you add the new class files? Logfile may provide a clue.
Operation Rheinubung skin would be nice.
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:) The model is fantastic! The only thing missing is the stationary.ini and the technics.properties of the PrinzEugen ! For the rest, everything works perfectly. Thanks ! ;)
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I suspect you have added the mod folder AFTER the Classes-ObjectsShip folder?
for people who want to add the Prinz Eugen to their fleet in BAT you need to do the following steps:
1) make sure to be patched up to 3.8.2.
2) make a copy of your STD folder AND a copy of the Classes-ObjectsShip folder
3) you can delete the 3do folder of the Schleswig Holstein and the Karlsruhe - those ships are integrated into BAT already on 3.8.2. level
4) now comes the maybe tricky part for some: if you want to keep the contents of the Classes-ObjectsShip folder as it is, go into it nevertheless and rem out (put a - in front of) the
following classfile: 4764BCE0376A23CC
If you are bold, just copy all the classfiles of this install folder into the Classes-ObjectsShip and have them overwrite older and smaller files - this step is important as the said classfile
is a sort of master class for these three ships and the older version that is included in the folder already just holds info for the Karlsruhe and the Schleswig Holstein;
5) if you have remmed out that one classfile, just copy this whole install folder (including the classfiles but minus the 3do for the Karlsruhe and SWH) over into your module and add the ini
entries;
5a) if you have overwritten the classfiles in the ObjectsShip folder, you can just copy over the 3do folder containing the Prinz Eugen files and add ini entries
that should be it...
btw, I noticed there is a classfiles relating to the Hipper as well...are there plans to add the Hipper too with its own repaint?
ps.: for stationary.ini I use this: PrinzEugen ships.ShipAsheKM$PrinzEugen 2
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Beautifully made, Thank you asheshouse 8).
-
@Griffon: Thx so much for your clear instructions. PM follow up. ;) She's afloat now in my BAT. :) I am not ashamed to say that if it is possible I would like to see many more ships of that quality (Bismarck, Tirpitz, HMS Hood, Scharnhorst, Gneisenau, Admiral Graf Spee,how about those "Super BB's" of Japan and Germany, etc. pp.) cos gents let's be honest, THAT is really sth. else. 8) Just had the "Prinz" sailing with the "Bismarck" (how could they send her off during "Rheinübung", but that's another sad thing) and even though I have an overhauled version of "Bismarck" she still looks "cheap" compared to asheshouse latest so fine detailed masterstrike. You Sir are officially promoted to "Master-Jedi of Ships". The "Yoda of Shipbuilding". Thanks... :)
-
I my CUP i just added the Prinz Eugen stuff into .ini's (created my own stationary.ini entry as there wasnt one?) and let the files overwrite in my existing Karlsruhe/SH folder - all good here. Great addition asheshouse!!
-
If someone gets the "Prinz" to run in DBW as well I would be very thankful for a hint. I tried a lot, but so far the ship does not show up in FMB. Thx. :)
-
Had to reduce her skin size to 1024x1024 and it still killed FPS.
-
This model is large and will not work well in lower spec PCs.
In my system I have FPS 50-60. Thats in a SASModAct 5.3 installation.
What are your pc specs?
-
I get the "Prinz" to run in DBW
the ship show up in FMB.
(https://i.postimg.cc/Hx6DfkM0/10-04-2020-7-38-00.jpg) (https://postimg.cc/DJ4MGFBm)
1) just copy folder ShipAsheKM to your game in the folder #DBW
2) add lines from chief.ini-1.txt & chief.ini-2.txt to --> #DBW\STD\com\maddox\il2\objects\Chief.ini
3) add lines from ships.ini.txt to --> #DBW\STD\com\maddox\il2\objects\Ships.ini
Hans-Joachim Marseille --> PM me if you want more help
big thanks to Asheshouse 8)
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Thanks for the Prinz Eugen and updated KM pack! ]thumbsup[ ]thumbsup[
Tested in a 409 ModAct after converting the 'Prinz' 2048 tga's
to 1024 and no problems.
1024 tga's for Prinz Eugen if anyone wants them:
https://www.mediafire.com/file/swbb1ixmmwyas4s/1024_textures_for_PrinzEugen.rar/file
]cheers[
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This model is large and will not work well in lower spec PCs.
In my system I have FPS 50-60. Thats in a SASModAct 5.3 installation.
What are your pc specs?
I play from a laptop, as I travel quite a bit for my work. So I'm SOL.
-
I now knitted ("Knit Grandma, knit!") together a standalone-version for "Prinz Charming" working in DBW. The HD skins don't work for me there even though activated, o_O so this is the 1024-version (special thx to Bwf.), you may wanna try if HD version does it for you. Thx so much to all guys who worked on further compability. :)
https://www.mediafire.com/file/mvqxeepwo9jdxms/Prinz_Eugen.7z/file
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:) :) To honor the two beautiful German cruisers prepared by Asheshouse, I thought of preparing two camouflage liveries used in 1942 by Kriegsmarine. I added in an attached folder the original files for those who decide to retrace their steps ... Good naval battles in the North Sea!
Link PrinzEugen : https://www.mediafire.com/file/hwiazqvxjlpiyeo/German_Cruiser_PrinzEugen-1942.rar/file
Link Karlsruhe : https://www.mediafire.com/file/uz6ia5j2ymc4kfb/German_Light-Cruiser_Karlsruhe-1942.rar/file
(https://i.imgur.com/4bibFg3.jpg)
(https://i.imgur.com/05Km2bU.jpg)
(https://i.imgur.com/GM7FC2l.jpg)
(https://i.imgur.com/HIvguYY.jpg)
(https://i.imgur.com/7WwlIOD.jpg)
(https://i.imgur.com/zEcvacD.jpg)
(https://i.imgur.com/mCtSxnZ.jpg)
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Great job, as always. Thank you,stanislao 8).
-
... another consequence of the covid19 lockdown, Stanislao in now even doing German ships repaints ...! :P
Many THX, amigo ! 8)
-
Thank you Stanislao. These look very good.
-
Thanks again Stanislao, beautiful camuflage! ]thumright[
Can I ask you which kind of ship is the one before Karlsruhe in your sixth screenshot?
It's quite new to me...
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Just awesome! Thx! And I second the question for that ship in the third pic! Never seen that one before!? o_O Plus may I kindly ask for non HD-skins as well as they would not work in my DBW otherwise!? :)
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Fix for Prinz Eugen floatplane added to first post. This corrects the over bright appearance of the floatplane texture.
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:)Yes, in fact I took the opportunity to advertise the German destroyer Hermelin that will soon be included in the ships section of Air Combact, a true jewel of accuracy in the details I have only taken care of the camouflage livery, ... I hope Asheshouse do not scold me for this! ;)
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Ahhh...ok!
Another great addition for the future IL-2 ship/pack!!! ;D
Have you some project for WWII british and italian light cruiser?
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:) I know that a very detailed version of the cruiser Zara is in the pipeline, the previous one was not the Zara but the Trento, and then a version of the Scharnhorst, interesting ... in the fracture, I satisfy Marseille and all those who wish to add the light version of the textures of Tirpiz, Bismarck, Karlsruhe and PrinzEugen ..
Link : https://www.mediafire.com/file/9qn6dy09qt9csan/Textures_1024_for_Tirpiz-Bismarck_PrinzEugen_Karlsruhe.rar/file
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What kind of music I hear Stanislao... :mexican_dancing_banana:
Yes the Scharnhorst would be an interesting addiction (then with Panzershchiffe as Admiral Graf Spee the ring will close about German battleship)... we are all anxiously waiting for your great works .. ;)
Thanks again!
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@stanislao,
Thank you very much for the '42 skins for Prinz Eugen and Karlsruhe ]thumbsup[ ]thumbsup[
You are right about the Zara that was released, it's actually the Trento:
Trento Class
(https://www.mediafire.com/file/ycw0o8syuu8mpqt/Trento_Class_Cruiser.jpg/file)
Zara Class
(https://www.mediafire.com/file/e1gpau7bhbkrr9w/Zara_Class_Cruiser.jpg/file)
There is a significant difference in layout between the two class types.
]cheers[
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I have plans to work on the Scharnhorst once I have finished with the T-22. Model is complete in Max. Model is sourced from WoWS, exported by Maxromash.
The Scharnhorst is currently higher poly count than Prinz Eugen so may need a little optimisation before convering to IL-2.
I have no plans at present to work on Graf Spee. The Lutzow would be of more interest, and probably more useful for mission building.
(https://i.postimg.cc/PqJWYxVm/Capture.jpg) (https://postimg.cc/5HcQMxV0)
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No full quote please. It clutters up the thread
Please ashehouse, please, a little while this news ... my heart can't hold ...
What a great new!
]headbang[
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I have plans to work on the Scharnhorst once I have finished with the T-22.
"Salmon and Gluckstein"...The Darlings of the Kriegsmarine. Thanks Ashe! 8)
]cheers[
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I have plans to work on the Scharnhorst once I have finished with the T-22. Model is complete in Max. Model is sourced from WoWS, exported by Maxromash.
The Scharnhorst is currently higher poly count than Prinz Eugen so may need a little optimisation before convering to IL-2.
I have no plans at present to work on Graf Spee. The Lutzow would be of more interest, and probably more useful for mission building.
With your Skua, Prinz Eugen as Hipper class cruiser and your nice Ark Royal it is possible recreate disastrous FAA attack on Scharnhorst after Glorious was sunk. Not sure if we have Trondheim on some map, but it is possible use some substitute map. Thanks ashe
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I’ll look forward to trying that out if you recreate the mission.
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My idea is about online event. Where minimum things are scripted and all other depends on pilots
I have prepared one, Operation Menace on Dakar map. Well we havent got Richelieu, so I altered it with Price of Wales with french cocards paited on 356mm cannon towers. Cruisers needed substitute too. Most pilots ussualy does not know how ships exaclty looks so it is ok. Ark Royal with your Warspite and with Swordfishes and Skuas is there of course too. Cannon duel between french and british ships is presented too. I am waiting for right time to fly it with friends.
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This is all awesome news. But as a sailor's son I do also say: Don't we all also miss the mighty "HMS Hood" ever since!? :( I really would put that ship in the top 5 of my "alltime wishlist of ships". I even think that the "Bismarck and Tirpitz" that we have ingame (even the modded ones) look ridiculous and "cheap" compared to those so fine detailed ones that come to our virtual sea lately. :-[ Those new ones are HQ-models with so much to look at and when you grew up building many of them as model-kits it makes your heart go "boom" even more. ;) This is just amazing what us Naval fans witness here... :)
-
Download link for T-22 Torpedo Boat added to first post.
-
Many thanks asheshouse, your splendid line of ships is going stronger and stronger... 8)
-
Download link for T-22 Torpedo Boat added to first post.
Dear Ashehouse,
thanks for this creature (great details in)... :P
Any stationary/technics ini files ?
-
Resolved...
as Griffon_301 wrote about Prinz Eugen, I apply the same pattern for stationary:
Type39_T22 ships.ShipAsheKM$Type39_T22 2
It works!
-
Yes. The format for the other entries is pretty simple if you compare other entries.
Pleased to hear that you got it working.
-
Yes. The format for the other entries is pretty simple if you compare other entries.
Pleased to hear that you got it working.
Roger!
]thumbsup[
-
Thanks Ashe for another fine ship ]thumbsup[
-
Thank you very much for the latest ship, really appreciated. 8)
This is turning into a very nice collection of those German vessels. ;)
Take care and be safe.
Wishing you all the very best, Pete. ;D
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:) To say that this torpedo boat is spectacular is to say the least ...! Perhaps the most beautiful ship I have ever seen in Il 2 .. Thanks for this work, we are now on another planet than in the past!
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sorry for reporting troubles, but that T22 does not work in BAT
PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheKM$Type39_T22
[2020-04-18 08:40:04.169] dT: 0 java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheKM$Type39_T22
[2020-04-18 08:40:04.169] dT: 0 at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:107)
[2020-04-18 08:40:04.169] dT: 0 at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
[2020-04-18 08:40:04.169] dT: 0 at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[2020-04-18 08:40:04.169] dT: 0 at com.maddox.il2.builder.Builder.<init>(Builder.java:3168)
[2020-04-18 08:40:04.169] dT: 0 at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[2020-04-18 08:40:04.170] dT: 0 at com.maddox.il2.gui.GUI.create(GUI.java:166)
[2020-04-18 08:40:04.170] dT: 0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
[2020-04-18 08:40:04.170] dT: 0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[2020-04-18 08:40:04.170] dT: 0 at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[2020-04-18 08:40:04.170] dT: 0 at com.maddox.il2.game.Main.exec(Main.java:405)
[2020-04-18 08:40:04.170] dT: 0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2020-04-18 08:40:04.170] dT: 0 Main begin: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheKM$Type39_T22
[2020-04-18 08:40:04.170] dT: 0 java.lang.RuntimeException: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheKM$Type39_T22
[2020-04-18 08:40:04.170]
Crash at 70%
I should add, tried on BAT 3.8.3. - classfiles all went to objects.ships folder and have overwritten their respective predecessors (even if it would not have been necessary for most of them) and the Ship-folder itself to the 3do of the other new KM ships...
same procedure worked for every KM ship till the T22 now...
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:) I don't use BAT, but they tell me that if you just resize the texture of the File "gsd004_t22_1945_a" from 6140 bringing it to 1024 to load it in BAT .. try it to believe it .. ;)
-
success, well, sort of: resizing in Photoshop helped but the ship does not show up now; I guess I made a mistake while resizing;
whats the correct procedure for that using PS CS6? a simple resizing from 2048x1024 to 1024x512 did not do the trick (ship does not show up) but the game loads now at least...
-
... may be try my downsizing ... ;)
https://www.mediafire.com/file/ixwwkajwa8qr4c9/gsd004_t22_1945_a.tga/file
-
Hey Mick!
thanks a lot!
but it seems it was a bit of user error from my side:
I did copy all the new classfiles into the objects.ships folder letting them overwrite older ones, the cut all these classfiles out and pasted them in my AsheKM folder, where the 3do files reside from the ships;
my last mistake was copying the Glass.tga out from the Textures folder and into the Type39 folder...
that was responsible for the ship not showing up properly...
now everything works, even with the original large size tga file...although I gladly take your smaller one too :)
thanks a lot for the help offered :)
-
Griffon_301 - Glad you got it working. I admit that the instructions I have included are rather sparse and do not specifically address how to get it working in BAT. Just laziness on my part.
-
no problem - kudos to you for a great job on those ships!
at least we can confirm they do work in BAT - and I expected nothing else...its just a little bit of fiddling around sometimes :)
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;D I prepared two camouflage textures for the beautiful model of the T22 torpedo boat proposed by Asheshouse, two different periods in the battles of the North Atlantic. I have also included a light version for those who need to insert it in other mods. OK, enjoy waiting for the Scharnhorst!
Link : https://www.mediafire.com/file/2x0mdpbfkk6paqr/T-22_Torpedo_Boat-Skins.rar/file
(https://i.imgur.com/bAY6tHK.jpg)
(https://i.imgur.com/u3w6IOs.jpg)
(https://i.imgur.com/eUVM2Lt.jpg)
(https://i.imgur.com/Wp2094k.jpg)
(https://i.imgur.com/sbMqkJz.jpg)
(https://i.imgur.com/IhPAOGG.jpg)
(https://i.imgur.com/AWkG5e6.jpg)
(https://i.imgur.com/qvZqGE5.jpg)
-
Very nice. Grazie, Stanislao! ;)
-
Yes. Nice work.
-
It looks very good!!!
-
Now.. I already have the Pre Dreadnought and the K Class. Do I need to just add the relevant text to the ini files or overwrite the whole thing?
-
Overwrite the existing class files with the new ones first. Then add the text lines for the new ship.
-
The class files download link has been updated. Overwrite the existing class files in folder ShipAsheKM to be ready to install the Scharnhorst.
The model files for the Scharnhorst have now also been added to the first post.
-
A beautiful job again!
And so many details ...
Thank you!
]cheers[
-
Thanks Ashe - really remarkable work ;D
-
Thank you - but 70% CTD here. :(
https://pastebin.com/FhrtRWvG
-
Need to paste your logfile.
Have you installed the Type 22 or just the Scharnhorst?
-
https://pastebin.com/FhrtRWvG
I made fresh install of your KM-shippack and just added the Scharnhorst with it's entries, before that I overwrote the classfiles in your folder. I also tried the solution Griffon had made and added the Scharnhorst there but also 70% CTD. Thx for further advise, Ashe! :)
-
I guess that you may have the T-22 entries in chief.ini. Remove those if you have not installed the T-22.
What type of modded installation are you installing it in?
-
Did you remember to add the new classfiles??
-
@Ashe: In BAT #WAW 3.82 and I installed the whole package incl. T22. And I overwrote the classfiles before adding the Scharnhorst.
-
same here:
PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheKM$Scharnhorst
[2020-05-03 08:52:46.493] dT: 0 java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheKM$Scharnhorst
[2020-05-03 08:52:46.493]
little update: as expected, it is not the earlier ships´ classfiles, which I have also overwritten as per instruction, its defo the Scharnhorst thats problematic;
after crashing at 70% I just remmed out the Scharnhorst in the chief.ini with all over entries and files in place and the game loads... WAW 3.8.3
-
Sorry. I am not able to help at present. All my work is in SASModAct.
-
I have an idea for a very dirty workaround... I think though the problem lies in the masterclass file...
-
;D :D First of all, a huge thank you Asheshouse for this additional precious gift you gave us! Then if it can be useful to someone, I also had a crasch at 70% of the load, then I read the instructions better, the T22 class files are obviously not enough for the Scharnhorst, when I downloaded the Class files inserted on the first page of the post and I overwrote the previous ones in the KM Pack folder everything went well and the game loads which is a wonder, if you create the Stationary file by taking the string from chief.ini 1 then the static also works wonders. ;)
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I have an idea for a very dirty workaround... I think though the problem lies in the masterclass file...
Ok _ I have it installed in BAT WaW and working ok. No dirty workarounds required.
Step by Step
1. Copied the ShipAsheKM from my SASModAct MODs folder to the WaW Mods folder. --- including the new classes in the folder.
2. Renamed folder to 00_ShipAsheKM -- to ensure that the new classes are loaded in preference to the existing ones in the Classes_Object Ships folder.
3. Added ships.ini text entries for Prinz Eugen, T-22 and Scharnhorst -- not Karlsruhe and Schleswig Holstein, cause these are already in BAT.
4. Added chief.ini text entries for Prinz Eugen, T-22 and Scharnhorst -- not Karlsruhe and Schleswig Holstein, cause these are already in BAT.
All loads ok and mission can be created.
Stationary.ini and technics text entries can then be created in the usual way.
It is essential that the new class files, dated 02-05-20, are installed, overwriting any existing Kreigsmarine Pack classes.
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alright .. redownloaded the classfiles pack from the first page; problem is, I have those classfiles in the game already;
can you confirm that the date for the new Scharnhorst files is 17.04.2020, the one from the T22 is from 12.04.2020 and the rest of the files show a date of 02.02.2020; if those are not the latest ones, than we would need a new download I guess...
and just to confirm classfiles: there are basically two new classfiles compared to what we needed up to the T22;
one is the 6757F3BADE9223A6 which relates to the Scharnhorst itself and 4764BCE0376A23CC which is the masterclass for all of your KM ships in the new pack... both have a date of 17.04.2020; the rest is the old files necessary for the other ships...
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The Scharnhorst truly is one awesome vessel, thank you very much for the latest updates for the pack asheshouse, really appreciated. 8)
Take care and be safe.
Wishing you all the very best, Pete. ;D
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The only class files you require are the ones listed as the last download item on post 1. The *.rar files containing the classes is named ShipAsheKMClasses02-05-20
The class files within the *.rar have a variety of dates. This doesnt matter. Just overwrite all the existing ones with all of these.
Basically if you are updating from an existing working install with the T22, then only two of the classes will be changed.
But no need to complicate things. Just overwrite all of the classes.
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I just wanted to confirm what you did because thats exactly what I did too; the install is working with the T22 in, I overwrite all the classfiles with the new ones, getting the two mentioned new and copy in the 3do for the Scharnhorst into its place...boom the game crashes at 70% for me..
I will need to further investigate...
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Class files are proved to be ok - by others successful use.
Provided the ships.ini entries are correctly inserted i cant think what could stop it working.
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i am at loss for ideas bar the dirty workaround using the Hipper classfile;
I tried on my modded WAW AND the stock WAW module and both crash at 70% with the speed error quoted already;
could you maybe upload your folder without the 3do part? and just to make sure, the Scharnhorst ship folder goes into the 3do/ships folder...
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Folder structure in BAT WaW as image below
(https://i.postimg.cc/0jmk2hVK/Capture.jpg) (https://postimages.org/)
Ensure that the Scharnhorst folder is extracted into 00_ShipAsheKM/3do/Ships and not just into 00_ShipAsheKM
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success - but after something like a really interesting try: I placed ALL SEVEN classfiles into the objects.ships folder instead of the KM Ashe ship folder I had previously, thus seperating the classfiles from the 3do files and now the game loads and the Scharnhorst shows.... :D
it seems that adding ships is more and more the kings game within the game :D
edit: after the game fired up with the classfiles in the objects.ships folder, I removed them from the folder and put them into the dedicated Ashe KM folder in my game and now the game loads fine as well... thats really strange, but it works :D
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Unless you had renamed the ShipAsheKM folder, as my instructions, any class files in there would not be used since the Classes-ObjectShip folder comes first.
By copying the classes into the Classes-ObjectShip folder you have succesfully overwritten the existing files - as per instructions :)
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@ Griffon: Good for you. :) And did you add the mighty "Scharnhorst" to your creation of "Ashes ships" folder from before or did you make a new install now called "ShipsKM..." !? Gonna give this a try then. Or maybe I might even get a PM by someone special... ;)
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i should clarify... I got the Scharnhorst to swim in my modded WAW module...
I have a lot of ships added in there, I guess nearly every ship that I could find here so I had the correct folder structure before AND none of your new classfiles in the objects.ships folder anyhow...
I have no idea why it works now because besides copying the classfiles into the objects.ships folder and then moving them out again, I did nothing that i had not done before...
well, bottom line - it works now :)
@HJM .. my whole folder is over 200MB now, so uploading them might take some time;
I guess its best you try first for yourself... make sure to maybe copy the new set of classfiles into the objects.ship folder, have everything overwrite if required at all and then immediately delete those seven files again;
copy the new set of classfiles into the ship folder again then where you have the 3do of the KM ships, it does not matter how you name it, just make sure it loads before the objects.ships...
mine is still called 00_SHIPS_(whateveryoulikehere)...
btw, dont forget to add stationary.ini and technics.properties as well, just to have the whole monty up...
its a crazy ride to get those ships going, but the Scharnhorst looks really great I have to say;
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Does not work for me so far, still 70% CTD, but will try again. Could you pls name the entries for Stationary and Technics, sure others would like that. Thx.
Edit: Tried again, copied the classfiles as described etc. - no joy. :(
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Follow the instructions given here https://www.sas1946.com/main/index.php/topic,60969.msg704337.html#msg704337
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;D
Copy the following string into the Stationary.ini folder: Scharnhorst ships.ShipAsheKM$Scharnhorst 2
For the Technics.properties: Scharnhorst Ger. Battle cruiser Scharnhorst, 1939
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Thanks asheshouse for another fantastic ship!!!
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What a beaut! Too bad it's really killing my FPS now, it's producing some interesting lag effects when I tried to make a bomb run in my trusty P-47.
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What are your PC Specs. Its useful for others to know what hardware is required for this to run ok.
My own specs are Processor: Intel Core i7 7700 @ 3.60GHz; Ram: 16.0GB; Graphics: 2.0GB NVIDIA GeForce GTX 650.
A common problem with the larger ships is the FPS drop caused by all the AA opening up at the same time. You can tone this down in the mission builder.
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... may be also, downsizing (50%) the 2 big textures could help ...?
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What are your PC Specs. Its useful for others to know what hardware is required for this to run ok.
As I stated before, I normally play from my laptop away from home. Intel Core i5 CPU, 460 @ 2.53GHz, 4.0 GB RAM.
Downsizing texture files helped A LOT with Prinz Eugene, its AAA battery did not present any problem.
But with Scharnhorst it really started to lag once its comes into view, even without AAA firing. Tried downsizing texture files, but it showed no noticeable change.
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I have sweated, cursed, whined (a bit) and struggled (hard), welded and knitted and finally succeeded today in making a Standalone for the mighty "Scharnhorst" - and funfact - this works as it is, in both DBW and BAT #WAW. Just drop into #WAW and #DBW make all entries incl. If I could make small suggestions for the overall amazing ship (special thx to Ashe once more) it would be a Boardplane if possible. And maybe a skin for the Icesea-operations. And for "Prinz Eugen" skin for "Operation Rheinübung". :)
https://www.mediafire.com/file/j86121sr1gmimlr/00_ShipAsheKM_2.7z/file
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Curious. I have had the K Class and the Pre Dreadnought fro soem time but have overwritten with the Prinz Eugen folder, edited the text (twice, sure I've got it right). But when I look for her in FMB, the title is there but the View box is greyed out, and she wont appear. Didn't want to try the Scharnhorst before I got this sorted.
Any thoughts?
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Text entries in ships.ini ?
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Curious. I have had the K Class and the Pre Dreadnought fro soem time but have overwritten with the Prinz Eugen folder, edited the text (twice, sure I've got it right). But when I look for her in FMB, the title is there but the View box is greyed out, and she wont appear. Didn't want to try the Scharnhorst before I got this sorted.
Any thoughts?
I had the same problem, it may be due to the textures being '2048' if you check 'reply 96' from Bwf there is a link to some 1024 tga textures. Worked for me in 4.12 HSFX 7.02
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Cheers all :)
I copied the entire text for all three ships. The other two appeared straight away but no heavy cruiser.
I had a similar issue with the Hampden aircraft. I'll have a look at the textures. Once I find out what a Bwf is. (That's the level of my computer literacy!)
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Your logfile should say what the problem is.
https://www.sas1946.com/main/index.php/topic,13457.0.html
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Cheers all :)
I copied the entire text for all three ships. The other two appeared straight away but no heavy cruiser.
Count yourself lucky. I can't even get the Prinz Eugen to load in BAT, let alone any of the other ships - 70% crash every time. And yes, I have followed all the instructions, and I am reasonably experienced at playing with the files (e.g. no problem with the recent Japanese battleships) - still no joy. Just hope they all come in the next BAT update.
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Cheers all :)
I copied the entire text for all three ships. The other two appeared straight away but no heavy cruiser.
I had a similar issue with the Hampden aircraft. I'll have a look at the textures. Once I find out what a Bwf is. (That's the level of my computer literacy!)
LoL..Go to page 9 of this thread, first post is by Bwf, the link to the textures is there.... ;D
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Wasn't too sure what to do with the textures file - insert in MODS? Made no difference but the log file said:
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 12582912 Bytes!
[19:46:01] WARNING: object '3do/Ships/PrinzEugen/gsc013_prinz_eugen_1945_a.tga' of class 'TTexture2D' not loaded
[19:46:01] INTERNAL ERROR: Texture required
[19:46:01] WARNING: object '3do/Ships/PrinzEugen/GSC013_Prinz_Eugen_1945_151.mat' of class 'TMaterial' not loaded
[19:46:01] INTERNAL ERROR: Material: Can't load 'GSC013_Prinz_Eugen_1945_151.mat'
[19:46:01] java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'GSC013_Prinz_Eugen_1945_151.mat'
[19:46:01]
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I suspect that is also my problem with the Eugen 70% CTD, Falconidae.
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@ Falconidae
... the smaller, downsized textures found at page 9 of this thread must replace the big ones, bearing the same name, in the ships folder ... ;)
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If skinners out there are in the mood I wanna suggest new camo for both the Scharnhorst and Prinz Eugen (Op."Rheinübung"). :)
https://www.wdross.com/ships/scharnhorst/scharnhorst.html
http://www.kbismarck.org/forum/viewtopic.php?t=470
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Hello ashe,
thank you so much! :)
The Scharnhorst runs perfectly in my 4.10 & #DBW!
(https://i.ibb.co/3rv6ttY/Tirpitz-Scharnh-Schl-Hol-Karlsr-Bism-bk.jpg]https://i.ibb.co/3rv6ttY/Tirpitz-Scharnh-Schl-Hol-Karlsr-Bism-bk.jpg)
(https://i.ibb.co/2dYkJ46/Tirpitz-Scharnh-Schl-Hol-Karlsr-Bism-bk-b.jpg)
Best regards,
Gerhard (https://i.ibb.co/khTPgtX/Haegar-Hauwegden-Humpen.png)
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To Mick
There she is - and doesn't she look great.
Thank you. :)
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Falconidae,
You did it, congratulations.
Best regards, Gerhard :)
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...and with Prinz Eugen.
Thank you very much ashe! :)
(https://i.ibb.co/ScNcQDJ/Tirp-Scharnh-Schl-Holst-Karlsr-Bisma-Pr-Eugen-bk.jpg)
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To Mick
There she is - and doesn't she look great.
Thank you. :)
Glad to see you got it to show up, these ships are tooooo good to miss... :)
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Hey bombkiller since you post those images of Bismark, Tirpitz, Scharnhorst, Schleswig Holstein, Prinz Eugen, Konigsberg, and T-22.
Here is the perfect music for the high seas fleet in il2 1946. Gruß an Kiel (Greetings to Kiel) link below. even though i was going to suggest Der mächtigste König im Luftrevier however since Schleswig Holstein is a pre-dreadnought i think Gruß an Kiel would go better with it. And awesome job Asheshouse.
https://www.youtube.com/watch?v=CwuhOoSOUDw
p.s if link doesn't work just copy and paste it.
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Hello epicgamer,
thank you for this link. My problem with this link?
I belong to the rare group "crazy audiophilist".
You can get ear cancer from this distorted march. :D
With greetings from Cologne/ Germany,
Gerhard (https://i.ibb.co/khTPgtX/Haegar-Hauwegden-Humpen.png)
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You can get ear cancer from this distorted march. :D
That isn't a march, it's a Polka and it does hurt the ears ;D
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Hello Bwf.,
You're right, it's a Polka.
Best regards,
Gerhard :)
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;D Here, I have finally completed two liveries for the magnificent Asheshouse Battle Cruiser. You can choose between the two options, if you intend to switch from one to the other you should overwrite all the files of the "original files" folder and then overwrite that choice again. I have also added a "light" version for the two options that should solve the crash problems for those who do not use the HD version of Carsmaster. Good hunt against British convoys in the North Sea! ;)
Link : https://www.mediafire.com/file/ssk47kzdu2vkug0/Battle_cruiser_Scharnhorst.rar/file
(https://i.imgur.com/egE1HpH.jpg)
(https://i.imgur.com/q6Wg8oF.jpg)
(https://i.imgur.com/wLhTQwM.jpg)
(https://i.imgur.com/CD1JNL0.jpg)
(https://i.imgur.com/WdH6pM9.jpg)
(https://i.imgur.com/tmLUewu.jpg)
(https://i.imgur.com/6TbEf99.jpg)
(https://i.imgur.com/V3NKWoS.jpg)
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I'm not ashamed to say "awesome" and "thx" once more. :)
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Great job! Thanks a lot!
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Very nice. Thanks.
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... many THX for all theses new historical textures ...! ;)
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great job stanislao, many thanks!!!! 8)
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Since I am working on "Operation Cerberus"
Excellent. I was rather hoping that someone would do this.
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Not sure if slowly I am learning a lot more but it seems and - tada - here's the fake "Gneisenau" - with different skin from Stanislao she looks indeed different to the "Scharnhorst". I would only ask if maybe someone could pls create "her" bow emblem so the illusion would be more efficient. Haven't tried her in DBW yet but should also work there. Which she does. :)
But unfortunately there is a prob: It does not use a different skin even though I have replaced and renamed them. :( My guess is that it must be the classfiles that need to be edited as well. :-| I had just tried adding the ships entries as well (renamed Gneisenau, all 51 names) but the skin does still not show. I would be helpful for some assist there if it is the classfiles which is my guess but I have never edited those before. Thx!
Link removed due to updates etc. :)
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I was able to replace the Scharnhorst bow emblem with a Gneisenau badge on the existing Scharnhorst skin - to see if that it is what you were looking for - but like you, the Gneisenau skins do not show in game, so while I have put the emblem in your Gneienau .tga file (gsb003_gneisenau_1939_a.tga) I can't run the that ship to check placement, size or resolution (and I'm teaching myself as I go :-|).
0.5 MB 2020.05.08 18-05-05.jpg Check Error
(https://i.postimg.cc/0QTFKmtw/2020-05-08-18-05-05.jpg) (https://postimg.cc/BLCMd8fS)
0.4 MB 2020.05.08 18-04-04.jpg Check Error
(https://i.postimg.cc/qRhW7QGr/2020-05-08-18-04-04.jpg) (https://postimg.cc/FdvTWyqC)
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If you want to create a Gneisenau Out of what you have you need to take the Hipper slot that is still unused...
Create a Hipper directory, copy in all the Scharnhorst files into that folder, and add all the ini entries. In the ships in, take the Scharnhorst entries but rename them to Hipper:part01 etc...
Finally in the technics.properties you can create something like Hipper Gneisenau BB
Very dirty but works...
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Very dirty indeed - but it works
0.3 MB 2020.05.08 21-09-29.jpg Check Error
(https://i.postimg.cc/25Xsd3jC/2020-05-08-21-09-29.jpg) (https://postimg.cc/sB7HsjZL)
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Updated and repacked with a new default skin by Stanislao
------------------------------------------------------------------
"Ersatz" KMS Gneisenau_v2 using the Hipper slot in Ashe's KM pack(02-05-20).
Credits:
Asheshouse - KMS Scharnhorst
Stanislao - '1941 Operation Berlin' skin for Gneisenau
Griffon_301 - for idea to use the open Hipper slot in Ashe's KM pack
Bwf. - Ersatz-Gneisenau
------------------------------------------------------------------------------------------------------
Drop the 3do folder into your 'ShipAsheKM_02-05-20' folder and allow the overwrites.
you will now have a "stand in" Gneisenau.
*************************************************************************
WARNNING!!
When Ashe does release the Hipper, you will have to delete the "stand in" Gneisenau + all
the entries for it before you add Ashes Hipper to your game.
*************************************************************************
*All required entries are in the Install instructions that come with the file.
https://www.mediafire.com/file/jtivzitcf3kh9s9/Ersatz-Gneisenau_v2_Bwf.rar/file
- Bwf.
(https://www.mediafire.com/file/77k7qsyuuu8fnrc/Ersatz-Gneisenau_01.JPG/file)
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For a Gneisenau ship emblem to replace the Scharnhorst shield, unzip and drop the 3do folder into your 'ShipAsheKM_02-05-20' folder AFTER you have applied the Bwf Ersatz_Gneisenau files, and allow the single overwrite (after you back-up the file to be replaced - in case you don't like this badge). I just edited Ashe's original gsb003_gneisenau_1939_a.tga file by applying a new layer with the Gneisenau image over the blue shield and then holding my breath.
https://www.mediafire.com/file/d5ggl8rixtqvboy/3do.rar/file (ftp://www.mediafire.com/file/d5ggl8rixtqvboy/3do.rar/file)
I too would like to thank Ashe for the new ships, Stanislao for the new skins, Hans-Joachim Marseille for leveraging the Scharnhorst, Griffon_301 for the Hipper substitute idea and Bwf for the execution of the idea.
(https://i.postimg.cc/c1mbfXxd/2020-05-08-23-11-20.jpg) (https://postimages.org/)
(https://i.postimg.cc/50j3cdY3/2020-05-08-23-11-24.jpg) (https://postimg.cc/MM2RRLYM)
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@ all: Thx a lot for further assistance and work. :) I think this is a good thing and for mission-makers alike - there were quite a few tasks that those ships went out for and now we can create almost all of them. I will soon release first part of "Cerberus" and ask in advance for mission-professionals to improve it since I am not the very best maker - I'm more the "Idea and suggestions-guy". ;)
And now here she is - the "Fake-Gneisenau" made by Bwf. and Griffon_301 (special thx. to those guys, also again Stanislao for the skins) also now incl. her own emblem added today by me. :)
https://www.mediafire.com/file/qphc7w6ag2u1uxs/00_ShipAsheKM_3.7z/file
NEW LINK due to the update Stanislao has made on the skins (15cm guns). ;)
(https://i.ibb.co/8P2w7Z1/2020-05-11-08-08-49.jpg) (https://ibb.co/NWpqyBc)
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And now here she is - the "Fake-Gneisenau"
Your welcome
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:( I humbly apologize to the friends of SAS, I entered an incorrect file by mistake in which the upper part of the 150mm secondary fire towers had the white top part of a web photo that I had misinterpreted .. then I corrected the error on my game but I forgot to correct it in the folder that I had already prepared for you! I realized it by looking at the images published by Marseille ... A really bad figure! Now I have corrected the folder and replaced it in the previous link! Forgive me if you can .... :-[
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:( I humbly apologize to the friends of SAS, I entered an incorrect file by mistake in which the upper part of the 150mm secondary fire towers had the white top part of a web photo that I had misinterpreted .. then I corrected the error on my game but I forgot to correct it in the folder that I had already prepared for you! I realized it by looking at the images published by Marseille ... A really bad figure! Now I have corrected the folder and replaced it in the previous link! Forgive me if you can .... :-[
Stanislao...only those who do nothing are not wrong... ;)
A lot of thanks to you, Marseille, Bwf and Griffon for this jewel!
]thumbsup[
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Stanislao..nothing to be forgiven about, you are probably the only one who noticed the "glitch" ;D
]cheers[
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;D Hello to all of you, to make up for the mistake on the Scharnhorst skin I prepared two versions of the Gneisenau livery, the first refers to the period in which he had participated in the Berlin operation ... I also included the lightened files to be overwritten in the folder chosen for a better rendering of the frames .. it started as usual if you want to change livery, first overwrite the folder with the original files and then overwrite again with the files of the alternative livery!
I wish you a lot of sinking along the routes to Murmansk ... ;)
Link : https://www.mediafire.com/file/td83wjqicpk1rj7/Heavy_cruiser_Gneisenau-%2528Hipper%2529.rar/file
(https://i.imgur.com/MxRfmHE.jpg)
(https://i.imgur.com/IOoEVMf.jpg)
(https://i.imgur.com/N5dvUOL.jpg)
(https://i.imgur.com/pztkIsE.jpg)
(https://i.imgur.com/kdzG2fr.jpg)
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Next masterpieces! Thx so much, Stanislao! #KingOfSkins :)
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Finally! After a lot of blood, sweat, and tears (mostly tears), plus a lot of help from this thread, I have almost all of these ships running in BAT!
Thank you so much, asheshouse, for your continuing brilliant work.
Only issue I have is with the T-22. No ctd with files or anything, but when I try to load the ship in FMB (i.e. ctrl+click) - nothing. The vessel image does not show in the 'object' menu either. Does anyone know what the problem is here?
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Need to post your logfile.
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No need thanks, Asheshouse - user error - I forgot to paste the 'textures' folder as well first time round. All good now - thanks again for your amazing work.
I hate to ask as you are already so busy - but any chance of a Conte di Cavour in the future?
Yours,
Clive
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For anyone (like me) who experienced some initial problems getting the KM ships installed into BAT, I have prepared an install package with all relevant files and full instructions available here:
https://www.mediafire.com/file/huewtstu3on8brr/Ashe_KM_BAT.7z/file (https://www.mediafire.com/file/huewtstu3on8brr/Ashe_KM_BAT.7z/file)
Stanislao's fantastic repaints are also included.
-
- but any chance of a Conte di Cavour in the future?
There is always a chance. --- but the Littorio Class would also be nice.
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I hate to ask as you are already so busy - but any chance of a Conte di Cavour in the future?
I suppose we all have our wish list, but isn't the County Class Cruiser (Kent, Norfolk or London Classes) long overdue in IL2.
Of any cruiser class in WW2, these must surely have been involved in the most theatres and campaigns.
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Yes, would be very useful in many areas. I have for a while had thoughts of working on some models for the April 1942 Indian Ocean Raid by the IJN. Essential additions would be a County Class Cruiser and HMS Hermes Light Carrier. https://en.wikipedia.org/wiki/Indian_Ocean_raid
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Very beautiful ships! Bravo !
In the versions I tested of the Scharnhorst, T-22 and Spica I see that these ships cannot be damaged or sunk.
Are you going to take them back to finish them off?
Tks !
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Looks like its sinking to me ;D
(https://i.postimg.cc/43Zt2C1f/Capture.jpg) (https://postimages.org/)
--- however, there are no damage meshes, so all you get is a bit of smoke and fire and the guns are disabled. You do not see any visible damage.
All guns have collision boxes so can be knocked out.
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I agree that we are desperately short of RN cruisers.
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I've just recently gotten interested in coastal scenarios and increasing the # of ships in my IL-2 install.
Would it be a good idea for Ash to sticky a thread at the top of the "Ships" section on the site and update it to post his most recent classfiles there from time to time?
I'm trying to come to grips w the whole challenge of figuring which of Ash's classfile sets is the most recent and how to avoid over-writing a more recent set with an obsolete set...
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Do you mean like this?
Classfile Pack inc T-22 and Scharnhorst https://www.mediafire.com/file/p18io8uhzzksrxf/ShipAsheKMClasses02-05-20.rar/file - overwrite the original class files
As listed in the first post. ;)
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Do you mean like this?
Classfile Pack inc T-22 and Scharnhorst https://www.mediafire.com/file/p18io8uhzzksrxf/ShipAsheKMClasses02-05-20.rar/file - overwrite the original class files
As listed in the first post. ;)
Err..... yes. I'll just slip out the back door now. :)
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Yes, would be very useful in many areas. I have for a while had thoughts of working on some models for the April 1942 Indian Ocean Raid by the IJN. Essential additions would be a County Class Cruiser and HMS Hermes Light Carrier. https://en.wikipedia.org/wiki/Indian_Ocean_raid
Exactly; that's why I built the Ceylon map
https://www.sas1946.com/main/index.php/topic,52963.msg576313.html#msg576313
8)
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Great map Squashman. I have been using it for some time now.
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Great map Squashman. I have been using it for some time now.
Glad you like it - still need some work but perfectly playable - Must update it soon - Not sure if the Racecourse airfield in Colombo is correct
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Hello, Anyone could help me, I have installed the ships from cbradbury's BAT package but i have only the Gneisenau showing up in the full mission editor, all other ships like Scharnhorst or Hipper (Prinz Eugen) do appear in the dropdown list but no way to get them on the map...
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Hello, Anyone could help me, I have installed the ships from cbradbury's BAT package but i have only the Gneisenau showing up in the full mission editor, all other ships like Scharnhorst or Hipper (Prinz Eugen) do appear in the dropdown list but no way to get them on the map...
Hi Ansons,
I've just checked the install pack on my system (following my own instructions!), and all the ships load fine. Could you post your logfile?
Yours,
Clive
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Hello cbradbury, I checked the log file and I have found that some .tga textures could not be not loaded. It appears that their sizes were too big, I downsized them using Irfanview and now everything is OK, now in the mission editor I can put the ships on the map and save the mission.
Thanks for your kind support.
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You are welcome, ansons, glad you got everything working.
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:D I prepared this further livery of the 1941 Prinz Eugen version, which Thorsten had asked me for, I added as usual also lightened files and the two light versions with the towers with the red top and the gray top, as suggested by Thorsten. It seems right to share it with those interested .. Happy hunting against the Reich Navy! ;)
Link : https://www.mediafire.com/file/7m2o56zuan1l3jr/Cruiser_Prinz-Eugen-of-Savoy.rar/file
(https://i.imgur.com/b5iefHs.jpg)
(https://i.imgur.com/a7H91XN.jpg)
(https://i.imgur.com/dOUN8TI.jpg)
(https://i.imgur.com/K5eigwJ.jpg)
(https://i.imgur.com/0cwBkBx.jpg)
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That is awesome. :) Thx again, Stanislao! And how that makes me wish once more for a new BISMARCK and TIRPITZ as well. And the other famous ship of the RN, but another story often told... ;)
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It looks very good many thanks for sharing.
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Very beautiful ships! Bravo !
In the versions I tested of the Scharnhorst, T-22 and Spica I see that these ships cannot be damaged or sunk.
Are you going to take them back to finish them off?
Looks like its sinking to me
I think I misspoke! :-[ Sorry !
So I recharged your ships and I checked!
The Scharnhorst (only) has no "CollisionObject caxx" lines in the hier.him!
So I can't sink her despite four torpedoes in the "ventre" !
Tks !
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Thanks. I need to correct that.
But despite the missing entries in the hier.him the torpedoes still explode and sink the ship.
I just re-tested it.
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But despite the missing entries in the hier.him the torpedoes still explode and sink the ship.
I just re-tested it.
::(
I just retested it and it took me five torpedoes to sink it (Scharnhorst) !
Initially I only tested with four torpedoes!
Those must have been the kiddie torpedoes I tested!
I'm really sorry! :(
I'm enclosing the patch where I added the Ar.196!
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I omitted the AR-196 on purpose, because the aircraft would be stored out of sight in the hanger.
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Whereas I prefer to see them on the catapults. 8)
I add planes whenever I can.
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Thanks for the Arado,Epervier!
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Can someone pls post a pic of the Arado showing up!? It does not work for me. Great idea nevertheless.
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(https://i.postimg.cc/SsN4QSR4/2020-06-06-10-16-25.jpg) (https://postimages.org/)
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Now got it working on the "Gneisenau" - not working with "Scharnhorst". o_O
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Files to enable the Object Viewer added to the first post. The in-game object viewer is not very good but some may find this useful.
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Another SH version.
(https://i.postimg.cc/MZCmJj5C/SHHP.jpg)
Un saludo.
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Hi Ashe, would you be so kind as to update/consolidate the installation note for your KM pack (incl. stationary.properties and stationary.properties), so one doesn't have to search for pieces of information here and there.
Thanks in advance.
BTW, for some miracle (not trying anything new) everything works fine for me now. Doesn't change the outcome though, I still get shot down.
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I dont have time at present to update post #1, so for any one who is interested here is a complete update of the KM Pack.
https://www.mediafire.com/file/rq6v8w0ojr76gwy/ShipAsheKM_Patch1_11-10-20.rar/file
This adds the M Class Escort. Installation instructions are in the folder.
Take care to notice that there is a new gun class included, so some text to add in the weapons section at the top of ships.ini
Rename the folder if you are intending to install this in BAT, as described in post #1.
(https://i.postimg.cc/xdmGYyN4/Capture.jpg) (https://postimg.cc/cKstB3mR)
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Many thanks Asheshouse! 8)
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Great addition!Thanks for your excellent work.
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Running fine in BAT. Thanks, Ashe.
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... many THX again for this very useful addition ... ;)
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Great addition of a very under-represented class
Many thanks
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:D Bravissimo ! Davvero un piccolo gioiello inestimabile ! Many Thanks !
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I have an error when opening the file using 7zip? 'escort_typem1943_c_camo_oxidrot.tga' looks to be missing or corrupt? And the M Class wont appear in my FMB preview screen?
Just redownloading to recheck.
UPDATED
Redownload ok! I notice theres a 3do folder for the 'Hipper' but no .ini entries? are these to follow?
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Redownload ok! --- does that mean that you now have it working.
Delete the Hipper folder. Nothing of interest there.
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Yep first download must of corrupted somehow? Cheers asheshouse
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;D Thanks to the providential help of Mick, always super informed at a documentary level, I was able to develop this camouflage livery used by the Kriegsmarine in the English Channel area. As usual I also inserted a folder with low resolution skins. Have fun with this spectacular jewel, at naval level Asheshouse is accustoming us to a shocking realism! ;)
Link : https://www.mediafire.com/file/v6mwuj3s30ia6xe/Kriegsmarine_Minesweeper_Class_M.rar/file
(https://i.imgur.com/lFNEShJ.jpg)
(https://i.imgur.com/vxTQ0f9.jpg)
(https://i.imgur.com/iOJCLgd.jpg)
(https://i.imgur.com/RoUx4Un.jpg)
(https://i.imgur.com/uGxT55x.jpg)
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Very nice textures for very nice ship !
Thank you very much, Ashe & Stan !
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... wow ...! ... you surpassed yourself Stan ...! 8)
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Out of topic and out of curiosity, what is that rod sticking up at the bow of the ship?
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... very good question, but I have no clue ... :-[
I found several other German Minensuchboot pictures, with the same kind of "mast", some of them dating back 1910, and it looks like this "mast" is articulated at the basis, so that the tip could be carrying some sort of device over the water or even under the water ... o_O
http://www.lars-koehler.de/schiffmodellbau/minensuchboot-1940-1100/
(https://i.postimg.cc/NjnLTs5n/M-85.jpg) (https://postimages.org/)
(https://i.postimg.cc/prPdxy6m/minensuchboot-1916.jpg) (https://postimages.org/)
(https://i.postimg.cc/sfJXm9M7/Photo-WW1-22ms-Ger-M48-1-PS.jpg) (https://postimages.org/)
Since I could only find mine sweepers with this "mast", I suppose it has to do with mines detection or triggering ... :-X
EDIT:
Maybe an explanation here:
"The earliest sweeping system, devised to clear anchored contact mines, consisted of two ships steaming across a minefield towing a wire rope between them; mine mooring lines were cut by sawlike projections on the sweep wire or by cutting jaws."
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Its part of the gear for deploying the mine sweeps.
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... many THX, Ashes, now we need a mod to render this mine sweep deploying gear active in the game, since we already have a naval mines mod ...! :D
https://www.sas1946.com/main/index.php/topic,46588.0.html
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Added the M Class Escort to the existing pack, all okay, thank you very much, really appreciated. 8)
Take care and be safe.
Wishing you all the very best, Pete. ;D
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I cannot find the "weapons section" for the life of me -- Did you mean "armament" section instead? Where exactly does this file live in ships.ini?
Ships.ini - Weapons Section
[gun_MG_C38x2]
Gun MachineGunFlak38x2_20mm
AttackMaxDistance 2450.0
AttackMaxRadius 2450.0
AttackMaxHeight 2450.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -11.0
GunMaxPitch +85.0
HeadMaxYawSpeed 30.0
GunMaxPitchSpeed 30.0
ChainfireTime 2.5
DelayAfterShoot 2.95
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SOLVED - you must have meant section: "User-defined sections with gun parameters" where I found similar C38 mgs....but for the love of God, Please just just call the section by its name in the mod installation notes -- not all of us are master modders!
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....but for the love of God, Please just just call the section by its name in the mod installation notes -- not all of us are master modders!
:D :D :D
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In response to a question by RobotSpark -
The correct entry in stationary.ini for the Scharnhorst is
Scharnhorst ships.ShipAsheKM$Scharnhorst 2
First ensure that the chief.ini text entries are correct and that the moving ship version works correctly.
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I tried that, and it still isn't working - it works perfectly as a moving ship, but not as a stationary ship. Is there anything I'm missing? I'll post the log here again for others to see:
[11:29:03 AM] null
[11:29:03 AM] java.lang.NullPointerException
[11:29:03 AM] at com.maddox.il2.ai.AirportCarrier.<init>(AirportCarrier.java:124)
[11:29:03 AM] at com.maddox.il2.objects.ships.BigshipGeneric.createAirport(BigshipGeneric.java:5758)
[11:29:03 AM] at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2121)
[11:29:03 AM] at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2008)
[11:29:03 AM] at com.maddox.il2.objects.ships.ShipAsheKM$Scharnhorst.<init>(ShipAsheKM.java:92)
[11:29:03 AM] at java.lang.Class.newInstance0(Native Method)
[11:29:03 AM] at java.lang.Class.newInstance(Unknown Source)
[11:29:03 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.actorSpawn(BigshipGeneric.java:4977)
[11:29:03 AM] at com.maddox.il2.builder.PlMisStatic.insert(PlMisStatic.java:556)
[11:29:03 AM] at com.maddox.il2.builder.PlMisStatic.insert(PlMisStatic.java:617)
[11:29:03 AM] at com.maddox.il2.builder.Plugin.doInsert(Plugin.java:211)
[11:29:03 AM] at com.maddox.il2.builder.Builder.insert(Builder.java:2483)
[11:29:03 AM] at com.maddox.il2.builder.Builder.access$14(Builder.java:2465)
[11:29:03 AM] at com.maddox.il2.builder.Builder$17.begin(Builder.java:1833)
[11:29:03 AM] at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
[11:29:03 AM] at com.maddox.rts.HotKeyEnv.startCmd(HotKeyEnv.java:247)
[11:29:03 AM] at com.maddox.rts.HotKeyEnv.keyPress(HotKeyEnv.java:271)
[11:29:03 AM] at com.maddox.rts.HotKey.msgMouseButton(HotKey.java:108)
[11:29:03 AM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[11:29:03 AM] at com.maddox.rts.Message._send(Message.java:1217)
[11:29:03 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:29:03 AM] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[11:29:03 AM] at com.maddox.rts.Message.sendTo(Message.java:1128)
[11:29:03 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:29:03 AM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[11:29:03 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:29:03 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[11:29:03 AM] at com.maddox.il2.game.Main.exec(Main.java:479)
[11:29:03 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:29:03 AM] SPAWN: Can't create Ship object [class:com.maddox.il2.objects.ships.ShipAsheKM$Scharnhorst]
[11:29:03 AM] null
[11:29:03 AM] java.lang.NullPointerException
[11:29:03 AM] at com.maddox.il2.builder.Builder.align(Builder.java:622)
[11:29:03 AM] at com.maddox.il2.builder.PlMisStatic.insert(PlMisStatic.java:576)
[11:29:03 AM] at com.maddox.il2.builder.PlMisStatic.insert(PlMisStatic.java:617)
[11:29:03 AM] at com.maddox.il2.builder.Plugin.doInsert(Plugin.java:211)
[11:29:03 AM] at com.maddox.il2.builder.Builder.insert(Builder.java:2483)
[11:29:03 AM] at com.maddox.il2.builder.Builder.access$14(Builder.java:2465)
[11:29:03 AM] at com.maddox.il2.builder.Builder$17.begin(Builder.java:1833)
[11:29:03 AM] at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
[11:29:03 AM] at com.maddox.rts.HotKeyEnv.startCmd(HotKeyEnv.java:247)
[11:29:03 AM] at com.maddox.rts.HotKeyEnv.keyPress(HotKeyEnv.java:271)
[11:29:03 AM] at com.maddox.rts.HotKey.msgMouseButton(HotKey.java:108)
[11:29:03 AM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[11:29:03 AM] at com.maddox.rts.Message._send(Message.java:1217)
[11:29:03 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:29:03 AM] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[11:29:03 AM] at com.maddox.rts.Message.sendTo(Message.java:1128)
[11:29:03 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:29:03 AM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[11:29:03 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:29:03 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[11:29:03 AM] at com.maddox.il2.game.Main.exec(Main.java:479)
[11:29:03 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Feb 2, 2022 11:30:05 AM] -------------- END log session -------------
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I tried that, and it still isn't working - it works perfectly as a moving ship, but not as a stationary ship.
Please try this :
In the ships.ini file, disable the line : IsAirport 1
[Scharnhorst]
Description Scharnhorst Class Battlecruiser
Icon shipDestroyer
// Model
Mesh 3do/Ships/Scharnhorst/Hier.him
// Motion Parameters
SliderDistance 296.25
Speed 26.39 //65.746
SoundMove models.Ship
//IsAirport 1
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Interesting.
Not seen the problem before.
The IsAirport function is just added to enable you to view the models up close.
Do others have the same problem?
Is it related to memory allocation?
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... well, when I discovered the IsAirport function a while back, I was so enthused that I added it to nearly all of my ships (even the non aircraft carriers) ...
The big advantage being you can see your own Stationary Ships, or the enemy ones, when using the CTRL+F2 to scroll from one enemy AC to the other ... ;)
But, the drawback is, when you don't need to see the Stationary Ships, well you just can't skip them, and going from the first ship to the last one can be extremely long ... :-X
So I deleted the function, except for the aircraft carriers (I think this function was made for them) ... ;)
Maybe the Scharnhorst has the IsAirport function because she had two catapults and carried 4 Arado Ar 196A ... ;)
(https://i.postimg.cc/BQNgVf0c/Scharnhorst-ONI.jpg) (https://postimg.cc/qzhyNYgz)
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Interesting.
Not seen the problem before.
The IsAirport function is just added to enable you to view the models up close.
Do others have the same problem?
Is it related to memory allocation?
In my UP2.01 I have no problem with this function... but I only reserve it for CV/BB/CA/CL!
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In the ships.ini file, disable the line : IsAirport 1
THANK YOU!!! I could've sworn I confirmed that this works, but it did the trick and now it works exactly as I want it to!
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In the ships.ini file, disable the line : IsAirport 1
THANK YOU!!! I could've sworn I confirmed that this works, but it did the trick and now it works exactly as I want it to!
Please, what is the version of your game... which pack do you use?
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Hi just wondering if all these new ships will make it into a BAT update soon?
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Hi just wondering if all these new ships will make it into a BAT update soon?
The only one not in is the M-class Escort, the rest are already included in BAT.
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Please, what is the version of your game... which pack do you use?
Using Ypack 1.2.3, 4.13.4m
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Hi just wondering if all these new ships will make it into a BAT update soon?
The only one not in is the M-class Escort, the rest are already included in BAT.
I meant tbe whole lot of new ones not just on this topic sorry
RN, USN........etc
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Hi just wondering if all these new ships will make it into a BAT update soon?
The only one not in is the M-class Escort, the rest are already included in BAT.
I meant tbe whole lot of new ones not just on this topic sorry
RN, USN........etc
Should be. Andy usually lets me know when a major update is planned and I start to put a pack together then. Asheshouse's shipyard has a high production rate at it is hard to keep up at times :).
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Please, what is the version of your game... which pack do you use?
Using Ypack 1.2.3, 4.13.4m
I understand better... 4.13... ]puke[
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Hi just wondering if all these new ships will make it into a BAT update soon?
The only one not in is the M-class Escort, the rest are already included in BAT.
I meant tbe whole lot of new ones not just on this topic sorry
RN, USN........etc
Should be. Andy usually lets me know when a major update is planned and I start to put a pack together then. Asheshouse's shipyard has a high production rate at it is hard to keep up at times :).
2 weeks!! 😀
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Had this sitting on my hard drive for a while and finally installed. Everything works correctly (After an hour of messing with it...I realized I needed the high res texture mod...Do'H!) except for the "M Class escort".
No CTD or anything, I just cannot place it in the mission builder, can't preview it in the Show Objects window in FMB, etc. Not sure if there is another file I need to enable that? But not a real big loss with all the other fun new ships to play with!
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So all works ok apart from the M Class?
Have you pasted the new Weapon into the weapons section of ships.ini
[gun_MG_C38x2]
Gun MachineGunFlak38x2_20mm
AttackMaxDistance 2450.0
AttackMaxRadius 2450.0
AttackMaxHeight 2450.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -11.0
GunMaxPitch +85.0
HeadMaxYawSpeed 30.0
GunMaxPitchSpeed 30.0
ChainfireTime 2.5
DelayAfterShoot 2.95
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So all works ok apart from the M Class?
Have you pasted the new Weapon into the weapons section of ships.ini
[gun_MG_C38x2]
Gun MachineGunFlak38x2_20mm
AttackMaxDistance 2450.0
AttackMaxRadius 2450.0
AttackMaxHeight 2450.0
HeadMinYaw 0
HeadMaxYaw 360
GunMinPitch -11.0
GunMaxPitch +85.0
HeadMaxYawSpeed 30.0
GunMaxPitchSpeed 30.0
ChainfireTime 2.5
DelayAfterShoot 2.95
I just checked and yes I have it in there. Hmmm...I will go back through all the other files and re-check for entry errors, but the loss of the M class is of not concern to me really! The other ships are huge additions!!
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need to post the contents of your logfile. That may help to work our what is wrong.
https://www.sas1946.com/main/index.php/topic,42857.0.html