Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Ships => Topic started by: asheshouse on August 25, 2020, 09:41:01 AM
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USS Omaha CL-4 - Light Cruiser
(https://i.postimg.cc/Wz2b8D9g/Capture.jpg) (https://postimg.cc/bDBhNvfw)
USS Atlanta CL-51 - Light Cruiser
(https://i.postimg.cc/y6yFc4nQ/Capture.jpg) (https://postimg.cc/t77ZGcKW)
USS Colorado BB-45 - Battleship
(https://i.postimg.cc/4dKSF3QQ/Capture.jpg) (https://postimg.cc/7Gk95wc5)
USS North Carolina BB-55 - Fast Battleship
(https://i.postimg.cc/tJ8D9wb4/il2fb-2021-07-06-11-32-02-96.jpg) (https://postimg.cc/64LC0HTk)
USS Alabama BB-60 - Fast Battleship
(https://i.postimg.cc/MTNvkX4W/Capture.jpg) (https://postimg.cc/njKHBVp5)
USS Sims DD-409 Destroyer
(https://i.postimg.cc/jStRxCGW/il2fb-2021-07-10-16-59-26-87.jpg) (https://postimg.cc/BXYrNZZs)
Download Link: https://www.mediafire.com/file/t898g2jdfpj3tfq/ShipAsheUSS_07-09-20.rar/file
Installation instructions are in the model folder.
This pack shares class files with Yorktown, Lexington 42 and Essex Long Hull models. These class files will overwrite the old ones.
v4.09 Classes. Download Link: https://www.mediafire.com/file/q1m8c0vh7def1t6/ShipAsheUSSv4.09Classes.rar/file
4.09 lacks the Hayrake Radar function. These class files have the function omitted.
Patch 1 - https://www.mediafire.com/file/ol6r3b8pfh3xafk/ShipAsheUSS_Patch_07-07-21.rar/file
Extract contents into your MODS folder. Classes in ShipAsheUSS will be overwritten. This patch not suitable for v4.09
Text editing instructions are in the ShipAsheUSS folder. Missing radar text entry, see Post 82 and 83.
Patch 2 - https://www.mediafire.com/file/8pfa5ewgx93wxje/ShipAsheUSS_Patch2_11-07-21.rar/file
Extract contents into your MODS folder. Classes in ShipAsheUSS will be overwritten. This patch not suitable for v4.09
Text editing instructions are in the ShipAsheUSS folder.
Patch 3 - Adds USS Alabama - https://www.mediafire.com/file/vba8zzujendg35e/ShipAsheUSS_Patch3_06-11-21.rar/file
Patch 3 Fix - Overwrite existing files https://www.mediafire.com/file/hnazvh4dm33payt/Alabama_Patch3Fix_07-11-21.rar/file
Latest Class Files - https://www.mediafire.com/file/fhxfo4e3pdjao7r/ShipAsheUSSClasses_06-11-21.rar/file
Installing in BAT see note in post #12 --- until such a time that they may be added to an official BAT patch.
Models extracted from World of Warships and adapted for IL-2 by Asheshouse.
The Omaha Class were built as fast fleet scout cruisers at the end of WWI. A total of ten were built and although they were nearing obselesence all ten served through WWII. Two of the class were present during the attack on Pearl Harbour, Raleigh and Detroit. Subsequently they were mainly involved in secondary theatres but saw significant action.
The Atlanta Class were state of the art fast cruisers commisioned at the start of WWII. Eight were built in total. Proving to be effective anti-aircraft ships, the last four to be built included armament changes to optimise them for this role. USS Atlanta saw action at Midway, Eastern Solomons and Guadalcanal, where she was sunk in surface action.
The USS Colorado was the lead ship of a class of three battleships commisioned in the 1920's. She was undergoing a refit at Puget Sound when the attack on Pearl Harbour took place. She went on to provide service throughout the Pacific campaign. She received another major refit before the Leyte Gulf operations. The model represents her appearance from 42 to 43.
The USS North Carolina, and her sister ship Washington, were the first of the Fast Battleship classes. They entered the conflict during the Guadalcanal Battles both as escorts to the carrier task forces and in direct defence of Henderson Field. The added AA firepower from North Carolina was a crucial factor in the Battle of the Eastern Solomons in August 42 and probably saved the carrier Enterprise from being sunk.
WWII US Ship Links:
Iowa Class BB https://www.sas1946.com/main/index.php/topic,40698.0.html
LST https://www.sas1946.com/main/index.php/topic,63217.0.html
Sims Class DD https://www.sas1946.com/main/index.php/topic,17992.0.html
Lexington 42 CV https://www.sas1946.com/main/index.php/topic,20321.0.html
Ranger CV https://www.sas1946.com/main/index.php/topic,61134.0.html
Yorktown Class CV https://www.sas1946.com/main/index.php/topic,30299.0.html
PT Boat https://www.sas1946.com/main/index.php/topic,12024.0.html
Tennessee BB 1941 https://www.sas1946.com/main/index.php/topic,20856.0.html
Essex Class CV Long Hull https://www.sas1946.com/main/index.php/topic,36713.0.html
Colorado BB 1941 https://www.sas1946.com/main/index.php/topic,20755.0.html
T2 Class Tanker https://www.sas1946.com/main/index.php/topic,13652.0.html
Gato Class SS https://www.sas1946.com/main/index.php/topic,7079.0.html
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They look majestic! Many thanks Ashe, as I have already mentioned, you have filled the il2 seas with your beautiful creations! 8)
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Indeed. Huzzah... Thanx so much. USS Marblehead played so much of a role in the period of WWII I am most interested in. Cheers and prost. https://en.wikipedia.org/wiki/USS_Marblehead_%28CL-12%29
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Hi Ashe,
getting a 70% ctd in BAT, I'm afraid. At first I thought it was just the Atlanta, so removed those entries and tried Omaha on her own, but same issue with Omaha too.
Logfile:
[2020-08-25 16:59:51.399] dT: 0 Maximum texture size : 32768
[2020-08-25 16:59:51.399] dT: 0 Maximum simultaneous textures :4
[2020-08-25 16:59:51.399] dT: 0 MaxAnisotropic (1.0 = none) : 16.000000
[2020-08-25 16:59:51.530] dT: 0 15 Splashscreens available.
[2020-08-25 16:59:51.989] dT: 0 INTERNAL ERROR: Str2FloatClamp() - Clamped 200 -> 128 (delta = -72) to Range 0.01..128
[2020-08-25 16:59:52.584] dT: 0 INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[2020-08-25 16:59:52.585] dT: 0 WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[2020-08-25 16:59:52.585] dT: 0 INTERNAL ERROR: Texture required
[2020-08-25 16:59:52.585] dT: 0 WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[2020-08-25 16:59:56.189] dT: 0 No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta'
[2020-08-25 16:59:56.189] dT: 0 No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$Omaha'
[2020-08-25 16:59:56.710] dT: 0 No spawner for 'com.maddox.il2.objects.vehicles.planes.FireflyMKIStatic$FireflyMKI'
[2020-08-25 16:59:56.762] dT: 0 No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta'
[2020-08-25 16:59:56.762] dT: 0 No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$Omaha'
[2020-08-25 17:00:05.950] dT: 0 PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[2020-08-25 17:00:05.950] dT: 0 java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:107)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.builder.Builder.<init>(Builder.java:3172)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.gui.GUI.create(GUI.java:205)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.game.Main.exec(Main.java:405)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2020-08-25 17:00:05.951] dT: 0 Main begin: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[2020-08-25 17:00:05.951] dT: 0 java.lang.RuntimeException: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:119)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.builder.Builder.<init>(Builder.java:3172)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.gui.GUI.create(GUI.java:205)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1779)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.game.Main.exec(Main.java:405)
[2020-08-25 17:00:05.951] dT: 0 at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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Same 70% ctd loading game for me.
As cbradbury report... :(
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Maybe there is a conflict with LST22 mod released under !ShipAsheUS some time ago that I' istalled in my BAT/WAW...
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LST22 should not conflict, however class files used extend the Yorktown/Lexington42 set.
I have not tested in BAT, only SASModAct.
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try remming out the classfile starting with AFA75 in the objects.ships folder of BAT WAW module and copy the same classfile from this pack into the objects.ships folder in BAT; the rest can be installed as usual, should work, I am editing the ini files right now and will report back...
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LST22 should not conflict, however class files used extend the Yorktown/Lexington42 set.
I have not tested in BAT, only SASModAct.
Ok Ashe,
we're waiting about your BAT testing.
However I'm agree with you, there is no conflict with LST22... i've tried some modifications but 70% CTD remains.
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try remming out the classfile starting with AFA75 in the objects.ships folder of BAT WAW module and copy the same classfile from this pack into the objects.ships folder in BAT; the rest can be installed as usual, should work, I am editing the ini files right now and will report back...
That did it, Griffon, thanks. I added the classfile via a BATMODS folder rather than remmed it out for safety. Beautiful ships, ashe.
Griffon, do you still need to keep the AFA75 file in ashe's folder as well? I did. Runs fine.
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does not work for me either, but out of a different reason - the classfile AFA75B48395BF822 also comes shipped in the LongHull Essex CV class mod and as I have this in my modded install, I cannot add the new ships because of the classfile conflict...
said file is dated 29.08.2013 and is 3,91 KB in size...
could you maybe make a new master classfile for the new USN ships so that it does not conflict with other ships that users may have added themselves?
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theoretically as long as you have only the same classfile in different folders, it works; if you have different ones with the same "name", the game will crash...
this is more pronounced with ships than with aircraft ....
the real conflict starts as posted already when you want to add the LongHull Essex CVs to your game as well, then AFA75B48395BF822 will become a problem...
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The conflicting class files in BAT are obsolete. You need to ensure that the new class file set is loaded first, that should sort your problem.
Easy way to do this is to rename the ShipAsheUSS folder to !ShipAsheUSS, so as to move it above the Classes folders in the folder list.
Nothing needs to be deleted. All works fine in my BAT WaW installation.
The sharing of the java classes with Yorktown is pointed out in the installation notes.
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good to know, I was just unsure if it is safe to copy over the classfiles over the old ones, both seem to be the same with just different date timestamps;
this solves the problem for stock WAW3 from BAT, but what about the problem I mentioned with the LongHull Essex CVs?
those are not compatible anymore with the new AFA75.... classfile from this download and therefor cannot work alongside each other in a custom modded install...
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The conflicting class files in BAT are obsolete. You need to ensure that the new class file set is loaded first, that should sort your problem.
Easy way to do this, probably, is to rename the ShipAsheUSS folder to !ShipAsheUSS, so as to move it above the Classes folders in the folder list.
Nothing needs to be deleted.
Ok, in this way the Atlanta and Omaha ships works... but it's impossible to see LST22 in FMB...
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The USN Pack does not share any classes with the LST22. This was in a stand-alone java class set ShipAsheUS, not ShipAsheUSS. Check your text entries maybe?
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OK, for me it works in this way:
I entered the LST22 classfiles (two) in the new ! ShipAsheUSS folder.
I added also LST folder in 3do ->Ships folder.
And i have all the ships working in BAT.
Why is everything so messed up all the time? ;D
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There is a conflict with the LongHull Essex CVs which I had forgotten also shared classes wit the Yorktown. I need to fix this. New classes will be required.
Better no to copy over the old class files, just ensure that the mod folder is above the classes folders in the Mods list.
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Ok, Ashe.
Waiting for your news.
Thanks as always ;)
Wonderful work anyway!
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poiana, the LST22 works alongside the Omaha and the Atlanta; just tried them all in a mission together and all show up and do what they are asked to do - prowl along the seas wherever you send them :)
as said, adding ships is tricky sometimes, the more you add, the more tricky it gets sometimes;
@asheshouse: I remmed out the old classfiles in the objects.ships and left them that way; I also remmed out the LongHull Essex entries in chief.ini and of course the folder, containing the files;
adding the entries and the files from this new pack (above objects.ships) then works and the two cruisers are showing up in FMB and in missions - beautiful ships! will be interesting to see the barrage the Atlanta is capable of putting up :)
so I am waiting for a new set of classfiles to enable the LongHull Essex CVs to set sail along the beautiful new cruisers... thanks a lot for your continued work and support :)
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New class files https://www.mediafire.com/file/zebos2buxq8nogl/ShipAsheUSSClasses_25-08-20.rar/file
Includes the Long Hull Essex Class
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Thanks, ashe.
renaming the folder to !ShipAsheUSS and the new classfiles makes the new ships and the longhull run fine in BAT.
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Each a beauty in her own way ;D
Many, many thanks Ashe. Really great work ]salut[
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I dont get the issue here? I did these as a seperate install just swap out the classfiles you need from ashes update, I have the LST as a seperate mod. Job done
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The issue was not with the LST but with the Long Hull Essex CVs...
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Thank you very much! Perfect job as always.
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Thanks Ashe, all things work fine now!
;)
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Excellent work as always asheshouse, thank you very much for these superb models, really appreciated. 8)
Take care and be safe.
Wishing you all the very best, Pete. ;D
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I recall attacking an atlanta class in another game(dont remember which) and the sheer number of AA guns on the thing was incredible it could put up as much flak as the Bremen bomber defenses by itself
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Did a bombing run against Atlanta with 4 B7A Ryusei, couldn't even touch her.
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New class files https://www.mediafire.com/file/zebos2buxq8nogl/ShipAsheUSSClasses_25-08-20.rar/file
Includes the Long Hull Essex Class
The two CL's are working fine in my BAT install, but where exactly do these new classes go? Classes-ObjectsShip?? or elsewhere?
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asheshouse:
In the initial set I forgot to include the Long Hull Essex Class Carriers. Overwrite the ones in the main pack with these.
Those files are replacements for the original files in the USN pack.
]cheers[
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asheshouse:
In the initial set I forgot to include the Long Hull Essex Class Carriers. Overwrite the ones in the main pack with these.
Those files are replacements for the original files in the USN pack.
]cheers[
Thanks ]salut[
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New download in post #1.
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Another great work,thanks for the new Colorado.
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I have added a link to download v4.09 class files. I am not able to test these. Can a 4.09 rebel confirm that they work.
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Colorado looking good. Thanks, ashe.
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I have added a link to download v4.09 class files. I am not able to test these. Can a 4.09 rebel confirm that they work.
Work fine in 4.09 ! Thank you very much !
Information for the Rebels!
Class 409 concerns the following ships:
- Atlanta
- Colorado
- Omaha
- USSBoxerCV21_48
- USSBoxerCV21_51
- USSEnterpriseCV6_42
- USSEnterpriseCV6_44
- USSHornetCV8_42
- USSHornetCV8_42D
- USSKearsargeCV33_46
- USSLexingtonCV2_42
- USSTarawaCV40_47
- USSValleyForgeCV45_50
- USSYorktownCV5_42
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I have added a link to download v4.09 class files. I am not able to test these. Can a 4.09 rebel confirm that they work.
Thanks Very Much Ashe, Greatly Appreciated ]thumright[
]cheers[
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Can't ask for more. I try to keep my ship list to the minimum, but Ashe's ship packs (along with Ship pack 3) are the must have.
(https://i.postimg.cc/05Mq2D45/Hornet-TG.jpg) (https://postimg.cc/SjhPg2qH)
My Hornet task group, consisting of:
USS Hornet CV-12 (from Plowshare's USN fleet carriers)
USS Belleau Wood CVL-24, Hornet's trusted companion throughout most of late 1944-early 1945 (Ship pack 3)
USS Nicholas DD-449 (Ship pack 3)
USS Kidd DD-661 (stock)
USS Dent DD-116 (stock)
USS Oakland CL-95 (represented by Ashe's Atlanta class CL)
USS Colorado BB-45 (Ashes' USN pack)
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Thanks for the Colorado - seeing her in all her glory - a welcome addition
]salut[
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Added the latest update to my install yesterday, excellent work as always, 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 just got them working in BAT-PEGASUS. I can see one of the CLs being used in an Operation Dragoon campaign, and as a generic AA Cruiser. Thanks for making them.
cheers
David
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Be good to see them being used in missions.
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I'm thinking of a Peleliu campaign for the US pilot featured in the campaign I set defending Darwin. And an Op Dragoon one featuring the French Naval pilot. Both are some time away. Meanwhile, Argus is cruising off British Somalilans, with HMS Nelson.
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;D Ciao a tutti gli amici di SAS ! I have a combat livery for battleship Colorado! Great nice model offered to us by Asheshouse!
It is the mimetic adopted in 1944 after the modernization works.
As usual I have included a series of low resolution skins for those who need them and the complete set of skins for those who intend to return to the original skins.
Enjoy yourselves !
Link : https://www.mediafire.com/file/lnvopq2hgi0h7p2/USS_Battleship_COLORADO.rar/file
(https://i.imgur.com/xmAlDCe.jpg)
(https://i.imgur.com/I7ZpWOp.jpg)
(https://i.imgur.com/wUGw6OJ.jpg)
(https://i.imgur.com/lXnpW8a.jpg)
(https://i.imgur.com/kWEoJq9.jpg)
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Beautiful skin, Stany ...! 8)
Many THX for sharing with us ...! :P
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Fully agree Mick, thank you stanislao... your work is breathtaking!
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Cosa dire? Hai lavorato di nuovo duro, le stanislao. Grazie.
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We are grateful! 8)
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Thank you stanislao, tops.
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Big Thanks for this skin Stan', was hoping to see this scheme for the Colorado ]thumbsup[
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:D How about this version 1942/43 of the magnificent Atlanta cruiser?
(https://i.imgur.com/9zRMrJP.jpg)
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Definitely looks like its infected with something.
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:D How about this version 1942/43 of the magnificent Atlanta cruiser?
That would be great Stan' ]thumleft[
(https://www.mediafire.com/file/iebkb51nk84yv3l/atlanta.JPG/file)
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:D Ola guys, Is there anyone interested in this camouflage version used in 1942/43 of the magnificent / sublime Light Cruiser CL-51 Atlanta? Of course I also attached the lighter files for those who encounter loading problems! Now you can safely roam all over the Pacific without fear of being discovered by the Japanese navy !
Link : https://www.mediafire.com/file/ckonstc0c4khj1q/US_Cruiser_Atlanta.rar/file
(https://i.imgur.com/rYZn9iZ.jpg)
(https://i.imgur.com/KmddHFk.jpg)
(https://i.imgur.com/JXXWELK.jpg)
(https://i.imgur.com/uP9KtcU.jpg)
(https://i.imgur.com/914uaHk.jpg)
(https://i.imgur.com/OrhnN4S.jpg)
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Mille Grazie stanislao! Another superb skin!
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Grazie Mille Stan, another masterpiece of yours ...! 8)
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It looks very good, many thanks for sharing.
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:D ;D Thank you guys ! Now the superlative cruiser Omaha is coming too! Long live Asheshouse! ;)
(https://i.imgur.com/U1GvRKS.jpg)
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Thanks for the new Atlanta skin 8) The new Omaha skin looks spiffy as well ;D
]cheers[
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;D OK! I've completed a battle livery of the ineffable Omaha cruiser that our benefactor Asheshouse reworked for all of us. Actually this is the camouflage of the sister cruiser USS Cincinnati (CL-6) as I have not found sufficiently detailed images of Omaha! As usual I also inserted a folder with low resolution skins. Enjoy yourselves !
Link : https://www.mediafire.com/file/4uaavjvesevmh6y/US_Cruiser_Omaha.rar/file
(https://i.imgur.com/SwneNo9.jpg)
(https://i.imgur.com/ckyR9Sp.jpg)
(https://i.imgur.com/6MagOQY.jpg)
(https://i.imgur.com/Pnu1ZNG.jpg)
(https://i.imgur.com/BM5VKXC.jpg)
(https://i.imgur.com/U1GvRKS.jpg)
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Thanks again stanislao.
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Hello Asheshouse
Apollogies if this is not the place to post this if you want this post to be placed at WIP i will however i have some questions
1) Is there a possibility of the USN pack to have a aircraft carrier like with your RN pack?
2) If there is a likelihood probably after the MN pack for french navy or some other pack; what kind of carriers are you thinking about? like the USS Wasp CV-7 which is maybe the most likely to be possible or like cv-1 USS langley however if you are looking for something challenging maybe the USS Midway CV-41 as built when lauched in march 1945 but maybe not possible for her refit during the vietnam war mainly her 1970s refit.
That is all, thankyou for this pack and your other packs they're just amazing.
And tell me what you think about the questions and like i said before if you want me to move my post to the wip section of this pack i will. But aside that have a good day.
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I presume that you are hoping for a more detailed model than the Yorktown Class which i completed a while ago? I have no plans to work on any post wwii carriers like the USSMidway. Wasp, maybe later. At present i am focussed onthe Med.
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Obviously, being Italian, I undoubtedly approve the choice of Asheshouse! 80% of my flights take place in the Mediterranean theater ... but I find Epicgamer's proposal interesting, in practice the beautiful ships that Asheshouse is giving us are beautiful to fly over or to admire during the construction of the scenarios but from a point of practical sight unfortunately remain marginal during flights ... The aircraft carriers are an exception, they are real environments that, like the airport runways, have a close visual impact and therefore are able to multiply the perception of realism and immersion in the game! I have noticed it several times, already some time ago with the beautiful aircraft carriers like the Ark Royal and the Furious .. now with the Hermes the pleasure is further amplified so much so that taking off from the decks of the old American or Japanese aircraft carriers has lost all its appeal !
Yes ! I approve of Epicgamer's proposal, obviously this is just an opinion and I underline it is absolutely not a request! ;)
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At present i am focussed on the Med.
... :-* :-* :-* :-* :-* :-* ... ;)
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Well -- of couse USS Wasp had an important role in resupplying Malta, so fits well into the Med scenarios.
And there is a moderately detailed model existing in War Thunder. Not as detailed as many other but maybe a start?
(https://i.postimg.cc/L516jHgd/Capture.jpg) (https://postimg.cc/QKj33ZqS)
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:) I took a look at the Wasp in War Thunder ... you're right the level of detail is comparable to that of Oleg's ships.
The Lexinton and Enterprise aircraft carriers but also the Japanese Kaga and Ryujo from War of Warships would be much, much more detailed!
(https://i.imgur.com/e3F38zk.jpg)
(https://i.imgur.com/ux6yvY8.jpg)
(https://i.imgur.com/ynaWvNI.jpg)
(https://i.imgur.com/8k8gwZW.jpg)
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Hi guys
sorry but I don't understand what is happening to me.I have scrupulously followed the installation instructions. I overwrote the classfiles by the classfiles for 4.09 because my game run with 4.09UP2.01. But after several tests, I get still a CTD at 70%
this is my log
[11.11.2020 16:18:01] ------------ BEGIN log session -------------
[16:18:03] INTERNAL ERROR: Can't open file 'Effects/TEXTURES/burnfire0.mat'
[16:18:03] WARNING: object 'Effects/TEXTURES/burnfire0.mat' of class 'TMaterial' not loaded
[16:18:29] No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta'
[16:18:29] No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$Omaha'
[16:18:29] No spawner for 'com.maddox.il2.objects.ships.ShipAsheUSS$Colorado'
----------------------------------
[16:18:46] PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[16:18:46] java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[16:18:46] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:87)
[16:18:46] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[16:18:46] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:146)
[16:18:46] at com.maddox.il2.builder.Builder.<init>(Builder.java:1978)
[16:18:46] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[16:18:46] at com.maddox.il2.gui.GUI.create(GUI.java:164)
[16:18:46] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:689)
[16:18:46] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[16:18:46] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[16:18:46] at com.maddox.il2.game.Main.exec(Main.java:419)
[16:18:46] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:18:46] Main begin: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[16:18:46] java.lang.RuntimeException: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[16:18:46] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:96)
[16:18:46] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[16:18:46] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:146)
[16:18:46] at com.maddox.il2.builder.Builder.<init>(Builder.java:1978)
[16:18:46] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
[16:18:46] at com.maddox.il2.gui.GUI.create(GUI.java:164)
[16:18:46] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:689)
[16:18:46] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:352)
[16:18:46] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
[16:18:46] at com.maddox.il2.game.Main.exec(Main.java:419)
[16:18:46] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11.11.2020 16:18:46] -------------- END log session -------------
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I dont have UP2.01 installed, so I am guessing.
Did you previously have Yorktown or Lexington42 in the game? If so there may be a class file conflict.
If so then resolution likely to be simililar to installing in BAT.
Follow the notes in post #12 https://www.sas1946.com/main/index.php/topic,64756.msg711604.html#msg711604
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I've already installed the yorktown pack and it still doesn't work
the bug seems to come from atlanta ship
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Rename the Mod folder to !ShipAsheUSS -- so that the new class files load first.
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ok it's done and it woks now. Waouh....... spendid!
thank your for you help ;)
don't you have plans by chance to remake the German destroyers Z7 and Z29?
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Glad you got it working. No plans for z7 or z29 soon, but maybe in the future.
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I'm happy with Ashe's current CV lineup, so I wouldn't bother him with more carriers. OTOH, I do hope he could carry through with his Evarts class DE proposal.
(https://upload.wikimedia.org/wikipedia/commons/thumb/1/11/USS_Evarts_%28DE-5%29_underway_on_19_August_1944_%28NH_107099%29.jpg/1200px-USS_Evarts_%28DE-5%29_underway_on_19_August_1944_%28NH_107099%29.jpg)
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Thank you, asheshouse! It`s work in vp modpack 4.12.2.
Merry Christmas and Happy 2021(without pandemic) !
wolf44
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Patch 1 added in the first post.
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A delight for our eyes ... Thank you.
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:) :D ;D Another gem for Asheshouse's incredible fleet Thank you and thank you again!
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Hi ashe, not working for me in BAT 4.13, I'm afraid. Already had the other USN ships running. Added NC, overwrote the class files. Game loads, NC shows up with waypoints in FMB, but not visible when the mission runs.
Relevant log:
Ship creation failure:
null
java.lang.NullPointerException
at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:3096)
at com.maddox.il2.objects.ships.ShipAsheUSS$NorthCarolina.<init>(ShipAsheUSS.java:223)
at java.lang.reflect.Constructor.newInstance(Native Method)
at com.maddox.il2.game.Mission.loadChiefs(Mission.java:1855)
at com.maddox.il2.game.Mission.loadChiefs(Mission.java:1745)
at com.maddox.il2.game.Mission._load(Mission.java:717)
at com.maddox.il2.game.Mission.access$000(Mission.java:45)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:54)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Mission: Can't create chief '0_Chief' [class:ships.ShipAsheUSS$NorthCarolina]
ERROR file: File users/props/Icons not found
Mission: Single/usn.mis is Playing
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If 3D appears ok in FMB, but not when you run the mission then problem likely to be in ships.ini
Cant access desktop at present but I think I forgot an instruction in text entries. Look at radar type in the last Part of the ship. Now look for similar radar entry in User Weapons, at the top of ships.ini. Need to make a new radar entry there to match the North Carolina radar.
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That was it! Wasn't sure what to put, but as you suggested I found a similar entry for a radar in the gun parameters section, so nicked the syntax from that, just changed the radar name, and it works. Entry I added:
[radar_plus24deg]
NowRadar
HeadMaxYawSpeed 90.0
Nice BB, thank you.
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That entry controls the speed of rotation of the search radar. Change HeadMaxYawSpeed to 24 to get the correct speed. (24 deg/sec).
Instructions in the download file have been amended.
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That entry controls the speed of rotation of the search radar. Change HeadMaxYawSpeed to 24 to get the correct speed. (24 deg/sec).
Instructions in the download file have been amended.
Done. Thanks.
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the North Carolina works great!
just a minor thingie here on my side: in FMB, the NorthCarolina still shows up as "NorthCarolina" and not as USS North Carolina BB-55 as it should, according to the technics.properties;
same is true for the Repulse ... I have copy-pasted the entry like 10 times each now but have not achieved the desired result, manually typing also does not help...
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There may be several technics.properties files in the i18n directory for different languages. Make sure you add entries to the correct file for your language version.
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I only have one and all the other ships work except the Repulse and the North Carolina...it's just a minor nitpick but I wanted to ask how to maybe fix it...
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Weird. These are simple entries and it's hard to make a mistake there. Especially since the other ships have the correct names.
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Ehm...read a few replies above yours....the solution is there...
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Weird. These are simple entries and it's hard to make a mistake there. Especially since the other ships have the correct names.
I am thinking the same...I will check if I have a backup of an older properties folder loaded before maybe that could prevent the modified one from loading...and as said, this is just a minor thing, not an issue at all...
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Which version of the game are you using SASMod, BAT WaW or some other.
You say "all the other ships work" Are any of these mods you have individually installed?
If so then which technics.properties file did you use for them?
All the technics files are in ...........\#SAS\STD\i18n ---- or the equivalent location in your installation.
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I know I know...
Version of the game is BAT 4.1.3 highly modded...
What I meant is that the technics.properties entries work for all the other USN, RN, MN, KM and RM ships from you, only on the Repulse and the North Carolina, the defined names from the technics.properties do not show up on the ships in the FMB...
I know how to add ships and have nearly all that are available in my game, this problem has happened for the first time so I asked if anyone has any ideas why this could have happened...
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The stupid thing par excellence!
I once had the case... I searched all day... until I realised that a letter had been added "all by itself" to the name of the Class in ini file! :-X
I had checked the lines at least 20 times... :D
My two cents!
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I will recheck tomorrow when I am back from Nightshift...I am really curious what causes my problem...
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alright, update from my side: I have found the bugger!
I am running a full NG Hud 3.6.1. atop of my game (which I introduced only recently to my game) and as this features the properties files as well and loads before the STD folder, of course the changes in the STD folder to the properties files got overruled; all fine here now, names show as they should...
should have checked for double files before :D
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Thanks for the feedback.
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Latest update downloaded and installed with no issues, thank you very much, really appreciated. 8)
Take care and be safe.
Wishing you all the very best, Pete. ;D
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Patch 2, USS Sims, added to first post.
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Nice. Thanks, ashe. Running fine in BAT 4.13.
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asheshouse - do you know what the sights on the main artillery turrets were for? For shooting at air targets maybe?
As always - a beautiful ship and a great job - thank you very much!
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Iron ring sights, for both surface and AA fire. Similar sights fixed on the top of the gun barrel when there were no turret shields.
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Will you be making the USS Texas at some point? Gotta be my favorite ship. ;D
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Unlikely, but i would never rule anything out completely. It does have an interesting WWII record, with involvement in Torch, Overlord and Dragoon landings.
The primary purpose of ships in IL-2 is to enable campaign and mission builders to create realistic background scenery for mission building. So far the ships released do not appear to be attracting much interest from mission builders, or maybe I am just missing the posts.
(https://i.postimg.cc/wTkcVLDH/Capture.jpg) (https://postimg.cc/Lnn14qy0)
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To me, ship classes are the most eye-catching type of scenery, especially when they're actually getting in on the action with their guns and AA. Back in the days of unmodded Pacific Fighters, the fact that the Pearl Harbor missions (and really any mission featuring battleships) were populated with nothing but a bunch of the same generic battleship really bothered me.
Maybe I'm in a minority where this is concerned, but... eh. I dunno.
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So far the ships released do not appear to be attracting much interest from mission builders, or maybe I am just missing the posts.
Agreed. It would be nice to see campaigns with the new ships, or older ones upgraded. However, don't ignore the 'dark web' of mission building, ashe! I fly primarily maritime missions, and use your ships personally all the time. But I'm far too lazy to write briefings and playtest everything, so don't really consider making them more widely available (I know I should).
Also, I use tobias's radar upgraded aircraft (Avengers, Swordfish, B-17, Hudson, Catalina), some of which are still WIP and would need to be installed manually by any potential user of my missions.
I suspect that there are many others like me - so please keep the ships coming!
Yours,
Clive
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Ashe, your ships have contributed greatly to the sense of visual engagement with the game. Your contribution is such that the simulator would be lacking in the sense of the history and authenticity that your labours have brought us all.
Peter
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Unlikely, but i would never rule anything out completely. It does have an interesting WWII record, with involvement in Torch, Overlord and Dragoon landings.
The primary purpose of ships in IL-2 is to enable campaign and mission builders to create realistic background scenery for mission building. So far the ships released do not appear to be attracting much interest from mission builders, or maybe I am just missing the posts.
.....
A mission without the masterpieces of our ship builders to fill our waves is like trying to have a good dinner with empty dishes....simply IMPOSSIBLE!!!
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I presume your installation is BAT 4.1.3 (not 4.13)?
Sinks normally in a genuine (clean) BAT installation.
Tested in SASModAct 5.3 and BAT.
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Patch 2, USS Sims, added to first post.
Gloups ! :-X
Sorry, I just noticed that you added these ships!
Thank you! :)
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;D Here is a painted version of the American battleship North Carolina BB-55 during operations in the Gilbert Islands in november 1943. As usual, I inserted a package of lightened files and the original textures for any afterthought. Enjoy yourselves !
Link : https://www.mediafire.com/file/usss1nydrwvch0n/USS_Battleship_North_Carolina.rar/file
(https://i.imgur.com/AbMjnBv.jpg)
(https://i.imgur.com/psf2ALY.jpg)
(https://i.imgur.com/0s3W8Jf.jpg)
(https://i.imgur.com/fOWrSRE.jpg)
(https://i.imgur.com/FXrwXtb.jpg)
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Thank you very much!
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;D I am completing a livery for the Sims destroyer DD-409 as well should be ready in two to three days ...
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A very interesting add!
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;D ;D I prepared a livery used in the Pacific during May 1942 by the American destroyer Sims DD 409 given to us by Asheshouse. I also added the original files and a group of low resolution files as usual.
And now the Link : https://www.mediafire.com/file/he9fv3w5tjpix14/USS_Sims_DD-409.rar/file
(https://i.imgur.com/EXtMd1Q.jpg)
(https://i.imgur.com/9oX2k8w.jpg)
(https://i.imgur.com/viH7Yjh.jpg)
(https://i.imgur.com/yQmdrHa.jpg)
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Those screenshots of the Sims would look magnificent if framed and graced a recipient wall, Stan! Superb....Thank you. :)
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;D And now maybe a nice PT -109 speedboat will arrive ... maybe the one commanded by J.F. Kennedy .....(it's just my hope ..)
(https://i.imgur.com/b34ntwx.jpg)
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I prepared a livery used in the Pacific during May 1942 by the American destroyer Sims DD 409 given to us by Asheshouse. I also added the original files and a group of low resolution files as usual.
Thank you very much ! :) :)
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Great skin for the Sims!
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:D Since the DD-409 destroyer was short-lived, sinking during a Japanese air attack in 1942, I thought of creating this livery for another torpedo boat of the same class, the DD-411 Anderson, which came to the end of the conflict (it was later used as a target ship for the atomic bomb on the Bikini Atoll ..).
So here are the edit files to superimpose on the mimetic Sims. (save my original files to be able to recover them later, or copy the whole "Sims" folder, in short, do as you please. I also added a folder with the lightened files, as usual.
Link : https://www.mediafire.com/file/zc04z5kp6dcscse/USS_Destroyer_Anderson__DD_411-Sims_class.rar/file
(https://i.imgur.com/4kFH1sM.jpg)
(https://i.imgur.com/wdIqEVc.jpg)
(https://i.imgur.com/srzFdYr.jpg)
(https://i.imgur.com/7CG3Hzf.jpg)
(https://i.imgur.com/1ZDyOkJ.jpg)
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These ships looks absolutely fantastic! Thank you so much Asheshouse!
I'm curious though, does anyone else get pretty big FPS hits with these ships in a mission? I figure it might just be their complexity - they must be 10x as detailed as stock ship models.
Thanks again!
CY6.
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There is a lot of detail, some may even think excessive. However there is a large drop in the number of meshes beyong 300m range. What I have not done is to reduce the tga size for lods 1 and 2. If you do this it may help. Only small number of tga are still active in lods 1 and 2. With normal formation spacing only one ship should be on screen at lod 0 detail at any instant.
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I'll give it a try, thanks!
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Patch 3 added to first post. Install the latest Class files first.
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Many thanks Ashes!!!! 8)
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All good in Flashpoint. Thanks, ashe.
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This ship looks absolutely fantastic!Many thanks Asheshouse!
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Many thanks asheshouse!
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Hi asheshouse,
Thank you very much for this new boat !! :D
... but I end up with this(In my 4.12.2 with SAS Modact 5.30):
[17:32:57] ERROR: CARSLPFG: Too many facess (3500)
[17:32:57] java.lang.RuntimeException: ERROR: CARSLPFG: Too many facess (3500)
[17:32:57]
[17:32:57] at com.maddox.il2.engine.HierMesh.Render(Native Method)
[17:32:57] at com.maddox.il2.engine.HierMesh.render(HierMesh.java:39)
[17:32:57] at com.maddox.il2.engine.ActorMeshDraw.render(ActorMeshDraw.java:58)
[17:32:57] at com.maddox.il2.builder.WSelect$_Render3D.render(WSelect.java:51)
[17:32:57] at com.maddox.il2.engine.GUIRenders$WinRenders.doRender(GUIRenders.java:195)
[17:32:57] at com.maddox.il2.engine.GUIRenders.render(GUIRenders.java:116)
[17:32:57] at com.maddox.gwindow.GWindow.doRender(GWindow.java:767)
[17:32:57] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[17:32:57] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[17:32:57] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[17:32:57] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[17:32:57] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[17:32:57] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[17:32:57] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[17:32:57] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[17:32:57] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[17:32:57] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[17:32:57] at com.maddox.gwindow.GWindowRoot.doRender(GWindowRoot.java:167)
[17:32:57] at com.maddox.gwindow.GWindowManager.doRender(GWindowManager.java:57)
[17:32:57] at com.maddox.il2.engine.GUIWindowManager$_Render.render(GUIWindowManager.java:168)
[17:32:57] at com.maddox.il2.engine.Renders.doPaint(Renders.java:412)
[17:32:57] at com.maddox.il2.engine.Renders.paint(Renders.java:253)
[17:32:57] at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[17:32:57] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[17:32:57] at com.maddox.rts.Message._send(Message.java:1217)
[17:32:57] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[17:32:57] at com.maddox.rts.Message.sendTo(Message.java:1134)
[17:32:57] at com.maddox.rts.Message.trySend(Message.java:1115)
[17:32:57] at com.maddox.rts.Time.loopMessages(Time.java:180)
[17:32:57] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[17:32:57] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[17:32:57] at com.maddox.il2.game.Main.exec(Main.java:449)
Greetings,
Gilles
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Ok. I need to take another look at the meshes.
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Patch 3 Fix - Link in post 1
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Patch 3 Fix - Link in post 1
Hi ashehouse,
fix added :D!
Thanks Master ;) :)!
(https://i.postimg.cc/hPmgjGGm/il2fb-2021-11-07-12-06-04.png)
Greetings,
Gilles
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;D I have completed the 1944 livery for battleship Alabama, two or three more days and should finish a 1943 livery with gray / blue mottled surfaces. ;)
(https://i.imgur.com/mBPXqAz.jpg)
(https://i.imgur.com/ufS2I4M.jpg)
(https://i.imgur.com/xh33FzA.jpg)
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That looks nice. Thanks.
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Installed the latest update, 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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:D Here, the mottled livery for Asheshouse's stunning Alabama battleship, 1943 version is ready!
In the package you will find the lightened files and the original version for those who want to recover it. As Asheshouse warned, the model he proposed is armed with anti-aircraft batteries installed in the 1944 revision, so I will later also propose the '44 version in light gray with the hull in dark blue gray. But forgive me, the battle camouflage of '43 is certainly more cheerful! Happy surfing!
Link : https://www.mediafire.com/file/qy83x5grmursllc/Battleship_US_Alabama_BB-60_1943.rar/file
(https://i.imgur.com/cFk3s5S.jpg)
(https://i.imgur.com/Wg6nnvx.jpg)
(https://i.imgur.com/lCJlHa3.jpg)
(https://i.imgur.com/zPcLhOt.jpg)
(https://i.imgur.com/rejYUIM.jpg)
(https://i.imgur.com/gBCeX3H.jpg)
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Bravo and thank you very much, Stan ! :) :)
Very nice !
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Thank you. Good screenshots!
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:D And here is the 1944 version of the US Alabama battleship, light gray livery with dark gray-blue hull. Certainly less picturesque but more adherent to the version that Asheshouse developed for us. I have also attached a package of lightened files, instead the folder of the original skin files you will find them in the folder of the 1943 version. Have fun!
Link : https://www.mediafire.com/file/nd96jzt6tk9h616/Battleship_US_Alabama_BB-60_1944.rar/file
(https://i.imgur.com/vIsk7pg.jpg)
(https://i.imgur.com/5DOjnHZ.jpg)
(https://i.imgur.com/VKRZBej.jpg)
(https://i.imgur.com/XL4QvKE.jpg)
(https://i.imgur.com/7K86brm.jpg)
(https://i.imgur.com/mBPXqAz.jpg)
(https://i.imgur.com/6PWe3Ev.jpg)
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Brilliant! Just brilliant!!
Many thanks the Ashe and Stan
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Outstanding ships and liveries. Thank you Asheshouse and Stanislao.
While I have deck crew for various carriers, I seem to have missed the tutorial on enlisting deck crew for battleships. Can a kind reader direct me to the appropriate thread and mod.
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;D No dear Mechanic, there is no tutorial for ship crews, it is just my passion for dioramas that made me change the height in the position of the U-Boat sailor group of the VPModpack package, the thing is relatively simple , you just have to decide the height at which you want the character to appear, (also applies to all objects in the "Static" folder). Go to search for a sample character in the Static folder (STD-com-maddox-il2-objects-Static) find the values "AddHeightLive" and "HaddHeightDead" if they are not there you must add them before "AlignToLand 1" the number you insert will correspond to an increased height, that is 1 = feet resting on the ground, 1.2 or 1.5 the object will appear raised, try it, it will be fun, you can lift any object like this, for the sreenshot sailors I raised them with the value 3.85, there is no limit. For a diorama fanatic like me it's fun, obviously it only works with static panoramas, I don't know how to hook them to a moving ship, unfortunately Asheshouse doesn't seem interested in adding crews to his magnificent ships .. probably due to excessive loading of polygons of the ship. OK, now enjoy. ;)
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Thank you Stanislao for the diorama tutorial ;D , I’ll give it a try. With Asheshouse’s ships I sometimes forget this is a flight sim not a ship sim, so crew on a carrier is worth doing as they interact with the planes, not so much on a battleship. Thanks again for all your skins and liveries.
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I'm kind of new to IL2 1946 modding and I'm not sure where to put these code in order for it to appear in FMB. Can anyone help me? Also, I am using the VP Modpack
chief.ini-1
Atlanta ships.ShipAsheUSS$Atlanta 1 icons/shipDestroyer.mat
Omaha ships.ShipAsheUSS$Omaha 1 icons/shipDestroyer.mat
Colorado ships.ShipAsheUSS$Colorado 1 icons/shipDestroyer.mat
chief.ini-2
[Ships.Atlanta]
com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[Ships.Omaha]
com.maddox.il2.objects.ships.ShipAsheUSS$Omaha
[Ships.Colorado]
com.maddox.il2.objects.ships.ShipAsheUSS$Colorado
stationary.ini
Atlanta ships.ShipAsheUSS$Atlanta 1
Omaha ships.ShipAsheUSS$Omaha 1
Colorado ships.ShipAsheUSS$Colorado 1
technics.properties
Atlanta USS Atlanta CL-51
Omaha USS Omaha CL-4
Colorado USS Colorado BB-45
ship.ini (optional) ----- Found in i18n folder
Atlanta 3do/Ships/Atlanta/Hier.him 1
Omaha 3do/Ships/Omaha/Hier.him 1
ship.properties (also in i18n. required if ship.ini entries used)
Atlanta_NAME USS Atlanta CL-51
Atlanta_INFO \n
Omaha_NAME USS Omaha CL-4
Omaha_INFO \n
ships.ini
//=========================================================================
//----------------------------------------------------------------------
[Atlanta]
Description Light Cruiser
Icon shipDestroyer
// Model
Mesh 3do/Ships/Atlanta/Hier.him
// Motion Parameters
SliderDistance 567.675
Speed 26.39 //65.746
SoundMove models.Ship
IsAirport 1
// Vitals
[Atlanta:Part0]
BaseChunk Hull1
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.4
damagePitch -4.0
damageRoll 6.0
damageTime 164.0
[Atlanta:Part1]
BaseChunk Hull2
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.4
damagePitch -4.0
damageRoll 6.0
damageTime 164.0
[Atlanta:Part2]
BaseChunk Hull3
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.4
damagePitch -4.0
damageRoll 6.0
damageTime 164.0
[Atlanta:Part3]
BaseChunk Hull4
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.4
damagePitch -4.0
damageRoll 6.0
damageTime 164.0
// Structure
//Armament
//5in38 Mk32 x2 - gun_5_25Mk10
[Atlanta:Part4]
BaseChunk Head1
AdditionalCollisionChunk0 Gun1
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head1
GunBarrelChunk Gun1
GunShellStartHook ShellStart1
[Atlanta:Part5]
BaseChunk Head2
AdditionalCollisionChunk0 Gun2
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head2
GunBarrelChunk Gun2
GunShellStartHook ShellStart2
[Atlanta:Part6]
BaseChunk Head3
AdditionalCollisionChunk0 Gun3
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -120
HeadMaxYaw 120
GunHeadChunk Head3
GunBarrelChunk Gun3
GunShellStartHook ShellStart3
[Atlanta:Part7]
BaseChunk Head4
AdditionalCollisionChunk0 Gun4
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -135
HeadMaxYaw -10
GunHeadChunk Head4
GunBarrelChunk Gun4
GunShellStartHook ShellStart4
[Atlanta:Part8]
BaseChunk Head5
AdditionalCollisionChunk0 Gun5
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw 10
HeadMaxYaw 135
GunHeadChunk Head5
GunBarrelChunk Gun5
GunShellStartHook ShellStart5
[Atlanta:Part9]
BaseChunk Head6
AdditionalCollisionChunk0 Gun6
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -120
HeadMaxYaw 120
GunHeadChunk Head6
GunBarrelChunk Gun6
GunShellStartHook ShellStart6
[Atlanta:Part10]
BaseChunk Head7
AdditionalCollisionChunk0 Gun7
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head7
GunBarrelChunk Gun7
GunShellStartHook ShellStart7
[Atlanta:Part11]
BaseChunk Head8
AdditionalCollisionChunk0 Gun8
strengthBasedOnThisSection strength_GunLarge
gunBasedOnThisSection gun_5_38Mk12
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head8
GunBarrelChunk Gun8
GunShellStartHook ShellStart8
//1in Mk2 Mod2 x4 - gun_28_75Mk1
[Atlanta:Part12]
BaseChunk Head9
AdditionalCollisionChunk0 Gun9
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head9
GunBarrelChunk Gun9
GunShellStartHook ShellStart9
FireFastTargets 2
[Atlanta:Part13]
BaseChunk Head10
AdditionalCollisionChunk0 Gun10
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head10
GunBarrelChunk Gun10
GunShellStartHook ShellStart10
FireFastTargets 2
[Atlanta:Part14]
BaseChunk Head11
AdditionalCollisionChunk0 Gun11
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head11
GunBarrelChunk Gun11
GunShellStartHook ShellStart11
FireFastTargets 2
[Atlanta:Part15]
BaseChunk Head12
AdditionalCollisionChunk0 Gun12
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head12
GunBarrelChunk Gun12
GunShellStartHook ShellStart12
FireFastTargets 2
//20mm Oerlikon - gun_Oerlikon20
[Atlanta:Part16]
BaseChunk Head13
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -70
HeadMaxYaw 100
GunHeadChunk Head13
GunBarrelChunk Gun13
GunShellStartHook ShellStart13
FireFastTargets 2
[Atlanta:Part17]
BaseChunk Head14
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -100
HeadMaxYaw 70
GunHeadChunk Head14
GunBarrelChunk Gun14
GunShellStartHook ShellStart14
FireFastTargets 2
[Atlanta:Part18]
BaseChunk Head15
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw 10
HeadMaxYaw 135
GunHeadChunk Head15
GunBarrelChunk Gun15
GunShellStartHook ShellStart15
FireFastTargets 2
[Atlanta:Part19]
BaseChunk Head16
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw -10
GunHeadChunk Head16
GunBarrelChunk Gun16
GunShellStartHook ShellStart16
FireFastTargets 2
[Atlanta:Part20]
BaseChunk Head17
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw -10
GunHeadChunk Head17
GunBarrelChunk Gun17
GunShellStartHook ShellStart17
FireFastTargets 2
[Atlanta:Part21]
BaseChunk Head18
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw 10
HeadMaxYaw 135
GunHeadChunk Head18
GunBarrelChunk Gun18
GunShellStartHook ShellStart18
FireFastTargets 2
[Atlanta:Part22]
BaseChunk Head19
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw 45
GunHeadChunk Head19
GunBarrelChunk Gun19
GunShellStartHook ShellStart19
FireFastTargets 2
[Atlanta:Part23]
BaseChunk Head20
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -45
HeadMaxYaw 135
GunHeadChunk Head20
GunBarrelChunk Gun20
GunShellStartHook ShellStart20
FireFastTargets 2
// 2x4 21in Torpedos - gun_torpedo
//----------------------------------------------------------------------
[Omaha]
Description Light Cruiser
Icon shipDestroyer
// Model
Mesh 3do/Ships/Omaha/Hier.him
// Motion Parameters
SliderDistance 567.675
Speed 26.39 //65.746
SoundMove models.Ship
IsAirport 1
// Vitals
[Omaha:Part0]
BaseChunk Hull1
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.4
damagePitch -4.0
damageRoll 6.0
damageTime 164.0
[Omaha:Part1]
BaseChunk Hull2
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.4
damagePitch -4.0
damageRoll 6.0
damageTime 164.0
[Omaha:Part2]
BaseChunk Hull3
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.4
damagePitch -4.0
damageRoll 6.0
damageTime 164.0
[Omaha:Part3]
BaseChunk Hull4
strengthBasedOnThisSection strength_HullLarge
Vital
damageDepth 0.4
damagePitch -4.0
damageRoll 6.0
damageTime 164.0
// Structure
//Armament
//6in53 Mk16 - gun_SK_C28 twin placeholder
// - gun_0120_1905 placeholder single
[Omaha:Part4]
BaseChunk Head1
AdditionalCollisionChunk0 Gun1
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C28
HeadMinYaw -130
HeadMaxYaw 130
GunHeadChunk Head1
GunBarrelChunk Gun1
GunShellStartHook ShellStart1
FireFastTargets 0
[Omaha:Part5]
BaseChunk Head2
AdditionalCollisionChunk0 Gun2
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_SK_C28
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head2
GunBarrelChunk Gun2
GunShellStartHook ShellStart2
FireFastTargets 0
[Omaha:Part6]
BaseChunk Head3
AdditionalCollisionChunk0 Gun3
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -10
HeadMaxYaw 135
GunHeadChunk Head3
GunBarrelChunk Gun3
GunShellStartHook ShellStart3
FireFastTargets 0
[Omaha:Part7]
BaseChunk Head4
AdditionalCollisionChunk0 Gun4
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -10
HeadMaxYaw 135
GunHeadChunk Head4
GunBarrelChunk Gun4
GunShellStartHook ShellStart4
FireFastTargets 0
[Omaha:Part8]
BaseChunk Head5
AdditionalCollisionChunk0 Gun5
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -135
HeadMaxYaw 10
GunHeadChunk Head5
GunBarrelChunk Gun5
GunShellStartHook ShellStart5
FireFastTargets 0
[Omaha:Part9]
BaseChunk Head6
AdditionalCollisionChunk0 Gun6
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -135
HeadMaxYaw 10
GunHeadChunk Head6
GunBarrelChunk Gun6
GunShellStartHook ShellStart6
FireFastTargets 0
[Omaha:Part10]
BaseChunk Head7
AdditionalCollisionChunk0 Gun7
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -135
HeadMaxYaw 10
GunHeadChunk Head7
GunBarrelChunk Gun7
GunShellStartHook ShellStart7
FireFastTargets 0
[Omaha:Part11]
BaseChunk Head8
AdditionalCollisionChunk0 Gun8
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -10
HeadMaxYaw 135
GunHeadChunk Head8
GunBarrelChunk Gun8
GunShellStartHook ShellStart8
FireFastTargets 0
//3in50 Mk22 - gun_3_50Mk10
[Omaha:Part12]
BaseChunk Head9
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_3_50Mk10
HeadMinYaw -75
HeadMaxYaw 75
GunHeadChunk Head9
GunBarrelChunk Gun9
GunShellStartHook ShellStart9
FireFastTargets 2
[Omaha:Part13]
BaseChunk Head10
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_3_50Mk10
HeadMinYaw -75
HeadMaxYaw 75
GunHeadChunk Head10
GunBarrelChunk Gun10
GunShellStartHook ShellStart10
FireFastTargets 2
[Omaha:Part14]
BaseChunk Head11
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_3_50Mk10
HeadMinYaw -75
HeadMaxYaw 75
GunHeadChunk Head11
GunBarrelChunk Gun11
GunShellStartHook ShellStart11
FireFastTargets 2
[Omaha:Part15]
BaseChunk Head12
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_3_50Mk10
HeadMinYaw -75
HeadMaxYaw 75
GunHeadChunk Head12
GunBarrelChunk Gun12
GunShellStartHook ShellStart12
FireFastTargets 2
[Omaha:Part16]
BaseChunk Head13
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_3_50Mk10
HeadMinYaw -75
HeadMaxYaw 75
GunHeadChunk Head13
GunBarrelChunk Gun13
GunShellStartHook ShellStart13
FireFastTargets 2
[Omaha:Part17]
BaseChunk Head14
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_3_50Mk10
HeadMinYaw -75
HeadMaxYaw 75
GunHeadChunk Head14
GunBarrelChunk Gun14
GunShellStartHook ShellStart14
FireFastTargets 2
[Omaha:Part18]
BaseChunk Head15
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_3_50Mk10
HeadMinYaw -75
HeadMaxYaw 75
GunHeadChunk Head15
GunBarrelChunk Gun15
GunShellStartHook ShellStart15
FireFastTargets 2
[Omaha:Part19]
BaseChunk Head16
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_3_50Mk10
HeadMinYaw -75
HeadMaxYaw 75
GunHeadChunk Head16
GunBarrelChunk Gun16
GunShellStartHook ShellStart16
FireFastTargets 2
//40mm twin Bofors Mk1 - gun_BfrsUS40x2
[Omaha:Part20]
BaseChunk Head17
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_BfrsUS40x2
HeadMinYaw -120
HeadMaxYaw 120
GunHeadChunk Head17
GunBarrelChunk Gun17
GunShellStartHook ShellStart17
FireFastTargets 2
[Omaha:Part21]
BaseChunk Head18
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_BfrsUS40x2
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head18
GunBarrelChunk Gun18
GunShellStartHook ShellStart18
FireFastTargets 2
[Omaha:Part22]
BaseChunk Head19
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_BfrsUS40x2
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head19
GunBarrelChunk Gun19
GunShellStartHook ShellStart19
FireFastTargets 2
//20mm Oerlikon - gun_Oerlikon20
[Omaha:Part23]
BaseChunk Head20
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -70
HeadMaxYaw 95
GunHeadChunk Head20
GunBarrelChunk Gun20
GunShellStartHook ShellStart20
FireFastTargets 2
[Omaha:Part24]
BaseChunk Head21
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -95
HeadMaxYaw 70
GunHeadChunk Head21
GunBarrelChunk Gun21
GunShellStartHook ShellStart21
FireFastTargets 2
[Omaha:Part25]
BaseChunk Head22
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -70
HeadMaxYaw 125
GunHeadChunk Head22
GunBarrelChunk Gun22
GunShellStartHook ShellStart22
FireFastTargets 2
[Omaha:Part26]
BaseChunk Head23
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -125
HeadMaxYaw 70
GunHeadChunk Head23
GunBarrelChunk Gun23
GunShellStartHook ShellStart23
FireFastTargets 2
[Omaha:Part27]
BaseChunk Head24
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -125
HeadMaxYaw 40
GunHeadChunk Head24
GunBarrelChunk Gun24
GunShellStartHook ShellStart24
FireFastTargets 2
[Omaha:Part28]
BaseChunk Head25
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -40
HeadMaxYaw 125
GunHeadChunk Head25
GunBarrelChunk Gun25
GunShellStartHook ShellStart25
FireFastTargets 2
[Omaha:Part29]
BaseChunk Head26
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -90
HeadMaxYaw 40
GunHeadChunk Head26
GunBarrelChunk Gun26
GunShellStartHook ShellStart26
FireFastTargets 2
[Omaha:Part30]
BaseChunk Head27
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -40
HeadMaxYaw 90
GunHeadChunk Head27
GunBarrelChunk Gun27
GunShellStartHook ShellStart27
FireFastTargets 2
[Omaha:Part31]
BaseChunk Head28
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -90
HeadMaxYaw 55
GunHeadChunk Head28
GunBarrelChunk Gun28
GunShellStartHook ShellStart28
FireFastTargets 2
[Omaha:Part32]
BaseChunk Head29
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -55
HeadMaxYaw 90
GunHeadChunk Head29
GunBarrelChunk Gun29
GunShellStartHook ShellStart29
FireFastTargets 2
//----------------------------------------------------------------------
[Colorado]
Description Colorado Class Battleship
Icon shipDestroyer
// Model
Mesh 3do/Ships/Colorado/Hier.him
// Motion Parameters
SliderDistance 567.675
Speed 26.39 //65.746
SoundMove models.Ship
IsAirport 1
// Vitals
[Colorado:Part0]
BaseChunk Hull1
strengthBasedOnThisSection strength_HullEnorm
Vital
damageDepth 0.4
damagePitch -2.0
damageRoll 4.0
damageTime 164.0
[Colorado:Part1]
BaseChunk Hull2
strengthBasedOnThisSection strength_HullEnorm
Vital
damageDepth 0.4
damagePitch 0.0
damageRoll 4.0
damageTime 160.0
[Colorado:Part2]
BaseChunk Hull3
strengthBasedOnThisSection strength_HullEnorm
Vital
damageDepth 0.4
damagePitch 2.0
damageRoll 4.0
damageTime 166.0
[Colorado:Part3]
BaseChunk Hull4
strengthBasedOnThisSection strength_HullEnorm
Vital
damageDepth 0.4
damagePitch 2.0
damageRoll 4.0
damageTime 166.0
// Structure
//Armament
// 4x2 16in45 Guns - gun_MkVII_356 // Placeholder gun class
[Colorado:Part4]
BaseChunk Head1
AdditionalCollisionChunk0 Gun1
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_SK_C34
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head1
GunBarrelChunk Gun1
GunShellStartHook ShellStart1
FireFastTargets 0
[Colorado:Part5]
BaseChunk Head2
AdditionalCollisionChunk0 Gun2
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_SK_C34
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head2
GunBarrelChunk Gun2
GunShellStartHook ShellStart2
FireFastTargets 0
[Colorado:Part6]
BaseChunk Head3
AdditionalCollisionChunk0 Gun3
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_SK_C34
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head3
GunBarrelChunk Gun3
GunShellStartHook ShellStart3
FireFastTargets 0
[Colorado:Part7]
BaseChunk Head4
AdditionalCollisionChunk0 Gun4
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_SK_C34
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head4
GunBarrelChunk Gun4
GunShellStartHook ShellStart4
FireFastTargets 0
// 10x1 5in51 Barbettes - gun_0120_1905 placeholder
[Colorado:Part8]
BaseChunk Head5
AdditionalCollisionChunk0 Gun5
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw 20
HeadMaxYaw 135
GunHeadChunk Head5
GunBarrelChunk Gun5
GunShellStartHook ShellStart5
FireFastTargets 0
[Colorado:Part9]
BaseChunk Head6
AdditionalCollisionChunk0 Gun6
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -135
HeadMaxYaw -20
GunHeadChunk Head6
GunBarrelChunk Gun6
GunShellStartHook ShellStart6
FireFastTargets 0
[Colorado:Part10]
BaseChunk Head7
AdditionalCollisionChunk0 Gun7
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw 20
HeadMaxYaw 125
GunHeadChunk Head7
GunBarrelChunk Gun7
GunShellStartHook ShellStart7
FireFastTargets 0
[Colorado:Part11]
BaseChunk Head8
AdditionalCollisionChunk0 Gun8
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -125
HeadMaxYaw -20
GunHeadChunk Head8
GunBarrelChunk Gun8
GunShellStartHook ShellStart8
FireFastTargets 0
[Colorado:Part12]
BaseChunk Head9
AdditionalCollisionChunk0 Gun9
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw 20
HeadMaxYaw 135
GunHeadChunk Head9
GunBarrelChunk Gun9
GunShellStartHook ShellStart9
FireFastTargets 0
[Colorado:Part13]
BaseChunk Head10
AdditionalCollisionChunk0 Gun10
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -135
HeadMaxYaw -20
GunHeadChunk Head10
GunBarrelChunk Gun10
GunShellStartHook ShellStart10
FireFastTargets 0
[Colorado:Part14]
BaseChunk Head11
AdditionalCollisionChunk0 Gun11
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -135
HeadMaxYaw -20
GunHeadChunk Head11
GunBarrelChunk Gun11
GunShellStartHook ShellStart11
FireFastTargets 0
[Colorado:Part15]
BaseChunk Head12
AdditionalCollisionChunk0 Gun12
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw 20
HeadMaxYaw 135
GunHeadChunk Head12
GunBarrelChunk Gun12
GunShellStartHook ShellStart12
FireFastTargets 0
[Colorado:Part16]
BaseChunk Head13
AdditionalCollisionChunk0 Gun13
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw -125
HeadMaxYaw -20
GunHeadChunk Head13
GunBarrelChunk Gun13
GunShellStartHook ShellStart13
FireFastTargets 0
[Colorado:Part17]
BaseChunk Head14
AdditionalCollisionChunk0 Gun14
strengthBasedOnThisSection strength_GunHuge
gunBasedOnThisSection gun_0120_1905
HeadMinYaw 20
HeadMaxYaw 125
GunHeadChunk Head14
GunBarrelChunk Gun14
GunShellStartHook ShellStart14
FireFastTargets 0
// 8x1 5in25 HA - gun_QFMkI_134 //placeholder
[Colorado:Part18]
BaseChunk Head15
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw 0
HeadMaxYaw 125
GunHeadChunk Head15
GunBarrelChunk Gun15
GunShellStartHook ShellStart15
FireFastTargets 1
[Colorado:Part19]
BaseChunk Head16
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw -125
HeadMaxYaw 0
GunHeadChunk Head16
GunBarrelChunk Gun16
GunShellStartHook ShellStart16
FireFastTargets 1
[Colorado:Part20]
BaseChunk Head17
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw 0
HeadMaxYaw 135
GunHeadChunk Head17
GunBarrelChunk Gun17
GunShellStartHook ShellStart17
FireFastTargets 1
[Colorado:Part21]
BaseChunk Head18
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw -135
HeadMaxYaw 0
GunHeadChunk Head18
GunBarrelChunk Gun18
GunShellStartHook ShellStart18
FireFastTargets 1
[Colorado:Part22]
BaseChunk Head19
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw 20
HeadMaxYaw 160
GunHeadChunk Head19
GunBarrelChunk Gun19
GunShellStartHook ShellStart19
FireFastTargets 1
[Colorado:Part23]
BaseChunk Head20
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw -160
HeadMaxYaw -20
GunHeadChunk Head20
GunBarrelChunk Gun20
GunShellStartHook ShellStart20
FireFastTargets 1
[Colorado:Part24]
BaseChunk Head21
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw 20
HeadMaxYaw 180
GunHeadChunk Head21
GunBarrelChunk Gun21
GunShellStartHook ShellStart21
FireFastTargets 1
[Colorado:Part25]
BaseChunk Head22
strengthBasedOnThisSection strength_GunMedium
gunBasedOnThisSection gun_QFMkI_134
HeadMinYaw -180
HeadMaxYaw -20
GunHeadChunk Head22
GunBarrelChunk Gun22
GunShellStartHook ShellStart22
FireFastTargets 1
// 6x4 1in Mk2 Mod2 x4 - gun_28_75Mk1
[Colorado:Part26]
BaseChunk Head23
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head23
GunBarrelChunk Gun23
GunShellStartHook ShellStart23
FireFastTargets 2
[Colorado:Part27]
BaseChunk Head24
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -60
HeadMaxYaw 60
GunHeadChunk Head24
GunBarrelChunk Gun24
GunShellStartHook ShellStart24
FireFastTargets 2
[Colorado:Part28]
BaseChunk Head25
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -60
HeadMaxYaw 100
GunHeadChunk Head25
GunBarrelChunk Gun25
GunShellStartHook ShellStart25
FireFastTargets 2
[Colorado:Part29]
BaseChunk Head26
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -100
HeadMaxYaw 60
GunHeadChunk Head26
GunBarrelChunk Gun26
GunShellStartHook ShellStart26
FireFastTargets 2
[Colorado:Part30]
BaseChunk Head27
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -60
HeadMaxYaw 100
GunHeadChunk Head27
GunBarrelChunk Gun27
GunShellStartHook ShellStart27
FireFastTargets 2
[Colorado:Part31]
BaseChunk Head28
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_28_75Mk1
HeadMinYaw -100
HeadMaxYaw 60
GunHeadChunk Head28
GunBarrelChunk Gun28
GunShellStartHook ShellStart28
FireFastTargets 2
// 38x1 20mm Oerlikon - gun_Oerlikon20
[Colorado:Part32]
BaseChunk Head29
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw 135
GunHeadChunk Head29
GunBarrelChunk Gun29
GunShellStartHook ShellStart29
FireFastTargets 2
[Colorado:Part33]
BaseChunk Head30
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -135
HeadMaxYaw 135
NoFireMinYaw -30
NoFireMaxYaw 30
GunHeadChunk Head30
GunBarrelChunk Gun30
GunShellStartHook ShellStart30
FireFastTargets 2
[Colorado:Part34]
BaseChunk Head31
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -90
HeadMaxYaw 45
GunHeadChunk Head31
GunBarrelChunk Gun31
GunShellStartHook ShellStart31
FireFastTargets 2
[Colorado:Part35]
BaseChunk Head32
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -45
HeadMaxYaw 90
GunHeadChunk Head32
GunBarrelChunk Gun32
GunShellStartHook ShellStart32
FireFastTargets 2
[Colorado:Part36]
BaseChunk Head33
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -45
HeadMaxYaw 45
GunHeadChunk Head33
GunBarrelChunk Gun33
GunShellStartHook ShellStart33
FireFastTargets 2
[Colorado:Part37]
BaseChunk Head34
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -45
HeadMaxYaw 45
GunHeadChunk Head34
GunBarrelChunk Gun34
GunShellStartHook ShellStart34
FireFastTargets 2
[Colorado:Part38]
BaseChunk Head35
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -90
HeadMaxYaw 30
GunHeadChunk Head35
GunBarrelChunk Gun35
GunShellStartHook ShellStart35
FireFastTargets 2
[Colorado:Part39]
BaseChunk Head36
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -30
HeadMaxYaw 90
GunHeadChunk Head36
GunBarrelChunk Gun36
GunShellStartHook ShellStart36
FireFastTargets 2
[Colorado:Part40]
BaseChunk Head37
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -45
HeadMaxYaw 45
GunHeadChunk Head37
GunBarrelChunk Gun37
GunShellStartHook ShellStart37
FireFastTargets 2
[Colorado:Part41]
BaseChunk Head38
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -45
HeadMaxYaw 45
GunHeadChunk Head38
GunBarrelChunk Gun38
GunShellStartHook ShellStart38
FireFastTargets 2
[Colorado:Part42]
BaseChunk Head39
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -120
HeadMaxYaw 120
GunHeadChunk Head39
GunBarrelChunk Gun39
GunShellStartHook ShellStart39
FireFastTargets 2
[Colorado:Part43]
BaseChunk Head40
strengthBasedOnThisSection strength_GunSmall
gunBasedOnThisSection gun_Oerlikon20
HeadMinYaw -90
HeadMaxYaw 45
GunHeadChunk Head40
GunBarrelChunk Gun40
GunShellStartHook ShellStart40
FireFastTargets 2
[Colorado:Part44]
BaseChunk Head41
strengthBasedOnThisSection strength_GunSmall
-
Hi,
To install this ship mod, you will need to edit ini files with Notepad
1) copy the !00_ShipAsheUSS folder in your #WAW3 folder
2) go to the #WAW3\STD\com\maddox\il2\objects subfolder
it contains the chief.ini, stationary.ini, ships.ini files
make a copy/rename of each file to make a backup , in the case of an issue or a game CTD you will be able to return to their previous state.
Copy/paste the text entries for each file. Note that in the chief.ini file you have to copy/paste the first set of lines (chief1) in the upper area of the file (check similar lines for other ships) and the 2nd set(chief2) in
the bottom area of the chief.ini file (again look for similar ship entries). Notepad Shortcuts like Ctrl F (to find a text) Ctrl C (copy); Ctrl V (paste) are useful for that.
The ships.ini text entries are to be copied at the bottom of the file except the "gun section" which is at the top of the file. (check if it is not yet in your ships.inin file)
3) go to #WAW3\STD\i18n subfolder
it contains the technics.properties file, again make a backup and edit/copy/paste text entries from the readme.txt (install notes) to the technics.at the bottom of the ships area (look for a ship like Cargo03.to find the area)
Save your edited ini files. You should be able to place/see the new ships in the FMB. If you cannot save the mission in the FMB, check the size of the .tga files in the mod 3do/ship_name/... subfolder. Some ships require to have the High resolution DLL installed, or backup/downsize thre biggest tga files and restart the game , FMB...
I hope this will help
Regards
-
Thank you for taking your time to reply Anson, it helps me a lot. Cheers!
-
Hi Asheshouse,
Not sure if you're still looking for 1942 USS Alabama photos, but I stumbled upon an excellent website with captioned historical photos:
https://www.navsource.org/archives/01/60a.htm (https://www.navsource.org/archives/01/60a.htm)
The website is a gold mine for historical photos of other USN ships too 8).
Hope that helps!
Glibble
-
:D Thanks Glibble, your suggestion is precious, for Alabama it is a bit late, the two versions of the 1943 and 1944 livery can be found on the previous page, but for the next Asheshouse works that site is a gold mine! ;)
-
Hello asheshouse, ;)
I need your help with my problem.
I have installed your "ShipAsheUSS" on my VP-mod, but it gives me CTD at 70%.
Actually, I had installed "ShipAsheUSS" = Atlanta,Omaha,Colorado during WIP and it worked fine then.
This time, I installed "ShipAsheUSS" with patches from North Carolina onwards, and I got a CTD. (patct-1 to patch-3 Fix = not WIP)
I've attached the log file below, please let me know how to solve the problem.
PlMisChief: class 'com.maddox.il2.objects.ships.ShipAsheUSS$Alabama' not found.
java.lang.ClassNotFoundException: com.maddox.il2.objects.ships.ShipAsheUSS$Alabama
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:144)
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:104)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Failure
java.lang.RuntimeException: Failure
at com.maddox.il2.builder.PlMisChief.ForceClassLoading(PlMisChief.java:150)
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:104)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main begin: java.lang.RuntimeException: Failure
java.lang.RuntimeException: java.lang.RuntimeException: Failure
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:119)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jan 25, 2022 3:32:32 PM] -------------- END log session -------------
-
I need your help with my problem.
Have you also installed the "Latest Class Files" package?
See first post for link !
-
I need your help with my problem.
Have you also installed the "Latest Class Files" package?
See first post for link !
Thanks for the reply Epervier.
By replacing the class file "ShipAsheUSSClasses_06-11-21" with my existing class file, which you gave me, I was able to avoid the 70% CTD and the game was able to start.
But unfortunately, the problem is still not solved. Among the ships added in "ShipAsheUSS", Atlanta, Omaha, and Colorado can appear in the FMB, but NorthCarolina, Alabama, and Sims cannot. In other words, the situation is the same as when it was a WIP.
I'm attaching the log file again (from when I tried to place new ships using the map, Coral Sea), so please let me know if you have any better ideas.
Load bridges
Load static objects
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 12582912 Bytes!
WARNING: object '3do/Ships/NorthCarolina/asb012_north_carolina_1945_a.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/Ships/NorthCarolina/asb012_north_carolina_1945_939.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'asb012_north_carolina_1945_939.mat'
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'asb012_north_carolina_1945_939.mat'
at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:111)
at com.maddox.il2.objects.ActorSimpleHMesh.<init>(ActorSimpleHMesh.java:26)
at com.maddox.il2.builder.WSelect.setMesh(WSelect.java:149)
at com.maddox.il2.builder.WSelect.setMesh(WSelect.java:119)
at com.maddox.il2.builder.WSelect$3.notify(WSelect.java:227)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 12582912 Bytes!
WARNING: object '3do/Ships/NorthCarolina/asb012_north_carolina_1945_a.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/Ships/NorthCarolina/asb012_north_carolina_1945_939.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'asb012_north_carolina_1945_939.mat'
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'asb012_north_carolina_1945_939.mat'
at com.maddox.il2.engine.HierMesh.Load(Native Method)
at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:111)
at com.maddox.il2.objects.ActorSimpleHMesh.<init>(ActorSimpleHMesh.java:26)
at com.maddox.il2.builder.WSelect.setMesh(WSelect.java:149)
at com.maddox.il2.builder.WSelect.setMesh(WSelect.java:119)
at com.maddox.il2.builder.WSelect$3.notify(WSelect.java:227)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jan 26, 2022 9:40:48 AM] -------------- END log session -------------
(https://i.postimg.cc/Xq0jWXQF/BB-55-b.jpg) (https://postimg.cc/Q90GkNLx)
(https://i.postimg.cc/pX40L8Kg/BB-45.jpg) (https://postimg.cc/vc77P4qz)
-
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 12582912 Bytes!
WARNING: object '3do/Ships/NorthCarolina/asb012_north_carolina_1945_a.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/Ships/NorthCarolina/asb012_north_carolina_1945_939.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'asb012_north_carolina_1945_939.mat'
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'asb012_north_carolina_1945_939.mat'
It's written there!
Your game seems to be in "low-res" when the ships require "high-res"!
If you have the BAT pack, you need to install the DLLs for HD resolution!
See in "\BATDOCS\BATDLLS" !
Or find low-res textures... or convert large textures...
-
INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 12582912 Bytes!
WARNING: object '3do/Ships/NorthCarolina/asb012_north_carolina_1945_a.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/Ships/NorthCarolina/asb012_north_carolina_1945_939.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'asb012_north_carolina_1945_939.mat'
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'asb012_north_carolina_1945_939.mat'
It's written there!
Your game seems to be in "low-res" when the ships require "high-res"!
If you have the BAT pack, you need to install the DLLs for HD resolution!
See in "\BATDOCS\BATDLLS" !
Or find low-res textures... or convert large textures...
Thank you again, Epervier.
I'm not an expert, so I couldn't figure out what the log file was showing. But now I understand a little better.
The one I'm using is VP-Mod, so it's not BAT. But when I put in Hi-res Mod, I was able to display it properly.
Thanks again for your kind help.
(https://i.postimg.cc/9MCDkMRN/BB-60.jpg) (https://postimg.cc/Mc3ZMzYy)
-
Hello trying to install the pack in my VP Modpack.
Last class files overwrite old ones in my ShipAsheUSS folder.
Got a CTD at 70%.
Here is the log's end.
[13:09:33] PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[13:09:33] java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[13:09:33] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:107)
[13:09:33] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
[13:09:33] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[13:09:33] at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
[13:09:33] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[13:09:33] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[13:09:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
[13:09:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[13:09:33] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[13:09:33] at com.maddox.il2.game.Main.exec(Main.java:432)
[13:09:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[13:09:33] Main begin: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[13:09:33] java.lang.RuntimeException: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.ships.ShipAsheUSS$Atlanta
[13:09:33] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:119)
[13:09:33] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
[13:09:33] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[13:09:33] at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
[13:09:33] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[13:09:33] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[13:09:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
[13:09:33] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[13:09:33] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[13:09:33] at com.maddox.il2.game.Main.exec(Main.java:432)
[13:09:33] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[18 juin 22 13:09:33] -------------- END log session -------------
Heeeeelp, please! :(
-
Hi Sergent Pepper,
you are missing the entries in: main game folder\ your whatever mods folder\STD\com\maddox\il2\objects...!
Sorry I have no idea about VP modpack!
With best regards
]cheers[
Gerhard
-
Yes, log is very clear.
Some entry (at least one) is missing.
But I added all as exlained in Install instructions of last patch.
I've already installed several Ashe's ships without any issue. Here, I'm not understanding.
-
I've already installed several Ashe's ships without any issue. Here, I'm not understanding.
Attention aux Class Java.
Selon la date de diffusion de ses packs Ashe met ou ne met pas la totalité des Class en fonction du nombre de navires.
En clair si tu as dans tes ini 12 navires ayant la Class-mère d'appel "ShipAsheUSS", tu devras avoir 13 Class Java minimum...
Au mini car si Ashe a ajouté de nouveaux canons (on le voit dans les ajouts dans le ships.ini) alors il y aura autant de Class en plus !
:D Installer des navires, la pire galère de Mick !!! :D
-
But I did install all ships!!!
Atlanta ships.ShipAsheUSS$Atlanta 1 icons/shipDestroyer.mat
Omaha ships.ShipAsheUSS$Omaha 1 icons/shipDestroyer.mat
Colorado ships.ShipAsheUSS$Colorado 1 icons/shipDestroyer.mat
NorthCarolina ships.ShipAsheUSS$NorthCarolina 1 icons/shipDestroyer.mat
Alabama ships.ShipAsheUSS$Alabama 1 icons/shipDestroyer.mat
Sims ships.ShipAsheUSS$Sims 1 icons/shipDestroyer.mat
with 18 class files! (those containes in class files last folder).
Impossible to know what goes with wich ship).
:(
J'ai du faire une boulette quelque part and I have to reinstall...
But i am pessimist: I did it very meticulously...
:D Installer des navires, la pire galère de Mick !!! :D
:D :D :D
Is there a # Antiquité folder for mods????
-
Edited- I reduced the offending texture size and have Alabama and North Carolina running but maybe an answer will help others. Im still not running HD. Using the DLLs has no effect
-----------------------------------------------------------
Running UP3 RC4 4.10.1
I have installed three versions of HD dlls. (BAT01 version, BAT02 version, and the dlls from the HD true color mod). None of them seem to work. I am still missing the North Carolina model in FMB (no crashes, North Carolina is listed, just no object visible or placeable in FMB). Same happens with the IJN pack. My yorktowns, Colorado, etc. work fine.
I still get the following log entry:
5:50:38 PM] INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 12582912 Bytes!
[5:50:38 PM] WARNING: object '3do/Ships/NorthCarolina/asb012_north_carolina_1945_a.tga' of class 'TTexture2D' not loaded
[5:50:38 PM] INTERNAL ERROR: Texture required
[5:50:38 PM] WARNING: object '3do/Ships/NorthCarolina/asb012_north_carolina_1945_939.mat' of class 'TMaterial' not loaded
[5:50:38 PM] INTERNAL ERROR: Material: Can't load 'asb012_north_carolina_1945_939.mat'
[5:50:38 PM] java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'asb012_north_carolina_1945_939.mat'
[5:50:38 PM]
[5:50:38 PM] at com.maddox.il2.engine.HierMesh.Load(Native Method)
[5:50:38 PM] at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
[5:50:38 PM] at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
[5:50:38 PM] at com.maddox.il2.engine.ActorHMesh.<init>(ActorHMesh.java:111)
[5:50:38 PM] at com.maddox.il2.objects.ActorSimpleHMesh.<init>(ActorSimpleHMesh.java:26)
[5:50:38 PM] at com.maddox.il2.builder.WSelect.setMesh(WSelect.java:126)
[5:50:38 PM] at com.maddox.il2.builder.WSelect$3.notify(WSelect.java:204)
[5:50:38 PM] at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
[5:50:38 PM] at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
[5:50:38 PM] at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:514)
[5:50:38 PM] at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
[5:50:38 PM] at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
[5:50:38 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
[5:50:38 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
[5:50:38 PM] at com.maddox.rts.Message._send(Message.java:1217)
[5:50:38 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[5:50:38 PM] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[5:50:38 PM] at com.maddox.rts.Message.sendTo(Message.java:1128)
[5:50:38 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[5:50:38 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[5:50:38 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[5:50:38 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[5:50:38 PM] at com.maddox.il2.game.Main.exec(Main.java:443)
[5:50:38 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Jul 3, 2022 5:50:48 PM] -------------- END log session -------------
I use JGSME to install the variations of the HD dlls directly into the main IL2 folder.
Thanks for any help you can provide.
I cannot seem to run in DirectX mode but did try. Trying other conf.ini changes to no avail.
Thoughts?
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Hi, Just check the .tga textures sizes in the ship folder and downsize the biggest ones by 2) (you can use Irfanview free utility to do that). Then restart the game and see what happens. I met sometimes ago the same issue and the downsizing did the trick...
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Any news on the USS Wasp (CV-7)?
- Tokyo Express