Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => SAS Essentials / Basic Mods => Topic started by: vpmedia on March 30, 2016, 07:24:42 AM

Title: VP Modpack [4.12]
Post by: vpmedia on March 30, 2016, 07:24:42 AM
(http://i.imgur.com/xG5yIOf.jpg)

The main goal of this pack is to update every stock texture/3d possible and add the best quality ww2 mods without ruining the games performance or the gameplay.
It's the final result of more than 7 years of work by the SAS community and lot of the material was extracted from DBW (all maps, objects and cockpit retextures included).

The secondary goal is to create a package which is really easy to install, its a single 7z archive split into 700Mb parts, extarcting the first part into your game folder will automatically do the other 15 parts too.
Single click install, no manual, no complicated instructions, just start you modact game with the IL-2 Selector.exe as usual.

The only requirement is the SAS IL-2 4.12.2m Mega Patch:
http://www.sas1946.com/main/index.php/topic,38443.0.html

Download here:

http://ulozto.net/xTdzJM9F/vp-modpack-7z-001
http://ulozto.net/xh4L1HCW/vp-modpack-7z-002
http://ulozto.net/xp9JN35Y/vp-modpack-7z-003
http://ulozto.net/xsdBeo2D/vp-modpack-7z-004
http://ulozto.net/xgx2qzQo/vp-modpack-7z-005
http://ulozto.net/xikcyUBz/vp-modpack-7z-006
http://ulozto.net/xkpCKd43/vp-modpack-7z-007
http://ulozto.net/xSGz9Vow/vp-modpack-7z-008
http://ulozto.net/xanzC5tc/vp-modpack-7z-009
http://ulozto.net/xMdbtNJt/vp-modpack-7z-010
http://ulozto.net/xiGjsFkd/vp-modpack-7z-011
http://ulozto.net/xfvikHrj/vp-modpack-7z-012
http://ulozto.net/xgW9gzJA/vp-modpack-7z-013
http://ulozto.net/xCq8Ah7U/vp-modpack-7z-014
http://ulozto.net/xBqhkDw8/vp-modpack-7z-015
http://ulozto.net/xzks36tn/vp-modpack-7z-016

Mirror1:

http://www.mediafire.com/download/iq93nokc3yurdaw/vp_modpack.7z.001
http://www.mediafire.com/download/ie54trv7b9b96uu/vp_modpack.7z.002
http://www.mediafire.com/download/s9vqaq1a3hq2240/vp_modpack.7z.003
http://www.mediafire.com/download/65jllnrjtmxff49/vp_modpack.7z.004
http://www.mediafire.com/download/ddvlss52orjrrhj/vp_modpack.7z.005
http://www.mediafire.com/download/t0byr4buouclsor/vp_modpack.7z.006
http://www.mediafire.com/download/vjpav5din11owby/vp_modpack.7z.007
http://www.mediafire.com/download/xvaz8pcptl1k0ez/vp_modpack.7z.008
http://www.mediafire.com/download/b5xjwb0pbqg7cpi/vp_modpack.7z.009
http://www.mediafire.com/download/7n792a2oayt3e0c/vp_modpack.7z.010
http://www.mediafire.com/download/u9y85uw7g523ojj/vp_modpack.7z.011
http://www.mediafire.com/download/ei6d5zb9d2i9xd6/vp_modpack.7z.012
http://www.mediafire.com/download/pw1b0fard35hljb/vp_modpack.7z.013
http://www.mediafire.com/download/9b5iffbahaag6if/vp_modpack.7z.014
http://www.mediafire.com/download/uhomz4inhgw9wp4/vp_modpack.7z.015
http://www.mediafire.com/download/wxydkeg1qu1hp74/vp_modpack.7z.016



(15x700Mb=10Gb)

Torrent

http://www.sas1946.com/downloads/essentialsas/diverse/VP_Modpack_Installation_Files.torrent

[Thanks to SAS~Storebror]


Install guide - Info on how to extract:
http://www.sas1946.com/main/index.php/topic,50919.msg556032.html#msg556032




PATCHES

http://www.mediafire.com/file/y1mwh136mger4d8/vp_modpack_patch.7z (both patches in one 7z file, 1.63GB)
or
https://drive.google.com/open?id=1eIRXtBPgDibs7gDc30ehhPvi3-k8d1gT
or
https://www.ulozto.net/!NqlDAt1s8bHb/vp-modpack-patch-7z
https://www.ulozto.net/!zSHYjRcCBelX/vp-modpack-patch2-7z

Install instructions:
1. Delete #SAS\00_Ju-188A-2_v1.1 folder (old version of Ju-188)
2. Extract the 7z's into your game folder, overwrite files.

SKINPACK

https://ulozto.net/xhjNTjJA/vp-modpack-paintschemes-7z
or
http://www.mediafire.com/file/n3131dyddtbqld8/vp_modpack_paintSchemes.7z

skinpacks for Dgen campaigns:

JETWAR addon for VPMODPACK (Beta) 2018.04.15

https://www.sas1946.com/main/index.php/topic,58461.0.html



Main features of the modpack:

- built on the SAS modact 5.3
- open architecture, you can remove any mod you dont like
- complete DBW objects set with added extras (5110 objects)
- all stock buildings retextured
- by default only the best maps (~200) are in the list, but a secondary all.ini is available with 350+ maps of the full DBW set (*#SAS\MAPMODS\MAPS\-all.ini is the full DBW map set ini file, remove '-' to activate)
- all stock maps reworked using the best community repaints available by Cyberolas, Redko, Whitecat, etc.
- complete default skinmod for all planes and most theatres
- complete cockpit upgrade from DBW and various sources
- 3d fixes for wheels, cowlings & props by PA Jeronimo
- FXEvolution effects mod (HolyGrail and Potenz, Gurner, IceEagle)
- Jivers soundmod
- reorganized FMB lists
- new GUI, artwork: www.nicolastrudgian.com
- all stock ships retextured, ShipPack3 added, also some new ships by Gio and Asheshouse
- all the armor, vehicles, trains and artillery updated with Wflyers new 3d and/or textures
- Eperviers and Wflyers new vehicle packs added
- 100+ extra mod planes for ww2 (list below), 501 flyable planes altogether

Code: [Select]

 A-26
 B-26
 Beaufighter pack
 BF-109 Ultimate pack
 Bf-110 Family
 BF-110 G-4
 Blenheim Mk.IF Mk.IVF
 CR-32
 Do-17Z-0 Z-2
 Fairey Battle Mk.II
 Fi-156U
 Halifax BMk.III
 He-51C-1
 He-177
 He-219
 Hurricane pack
 Ju-88C-6
 Ju-188A-2
 Ki-44-II pack
 Ki-48
 Ki-67
 Ki-109
 L-5 Sentinel
 Lancaster
 LeO.451
 Lockheed Hudson
 Magister
 Me-410A B D
 Meteors
 Mosquito B.XVI
 Mosquito Tse Tse
 Mustang Mk.I
 P-51A
 P-38 Droopsnoot
 P-47N-15
 P-61A-10
 PBY
 Polikarpov I-15
 PZL.23B
 PZL.42
 PZL.37B
 Spitfire Mk.1 5 pack
 Spitfire Mk.12 14 Griffons
 Spitfire F.22
 Supermarine Walrus
 Tiger Moth
 Typhoons & Tempests pack
 Whitley
 

https://www.youtube.com/watch?v=8vwbqPu60iY



CONF.INI

Required conf.ini entries, add at the end of the file:

Quote
[Mods]
PALMODsColor=0
PALQMBLinesMap=10
PALQMBLinesPl0=25
PALQMBLinesPl1=20
PALQMBLinesPl2=19
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
BombBayDoors=0
RandomSplash=1
netCallsign=
TracersPlayer=400
TracersAircrafts=300
TracersWorld=25
TracersWirbelwind=5
HUDLogLines=3
HUDLogColor1=80FFFFFF
HUDLogColor2=10FFFFFF
HUDLogBottomColor1=80FFFFFF
HUDLogBottomColor2=10FFFFFF

DGEN

Not a requirement, but the conf.ini Dgen section can be updated. I'm using these settings:

Quote
[DGen]
CampaignLength=Long
MissionDistance=75
GroundIntensity=High
AirIntensity=High
RandomFlights=5
CampaignAI=Normal
CampaignMissions=Hard
MaxBomberSkill=1
SlowFire=20
MaxFLAK=100
OperationVictory=1000
OperationDefeat=-1000
WarVictory=10000
WarDefeat=-10000
;UseParkedPlanes=1
NoAirfieldHighlight=0

OTHER:

VPMod_DCG_compatibility_mod_v1.0 For DCG users by Moezilla:
http://www.mediafire.com/file/82r2l2gaj3f4e5l/%23VPMod_DCG_compatibility_mod_v1.0+NEW.zip

Useful links:




using the error log:
https://www.sas1946.com/main/index.php/topic,13457.0.html

jsgme mods in vpmodpack:
https://www.sas1946.com/main/index.php/topic,50919.msg621485.html#msg621485

CREDITS:

Cover and background artwork:

N. Trudgian http://www.nicolastrudgian.com
A. Tooby http://www.adamtooby.com/world-war-2
W. Luijken http://www.luijken.com
G. Hector  http://garethhector.co.uk
P. Forkasiewicz http://www.peterfor.com
Itifonhom https://itifonhom.deviantart.com
Roen911 https://roen911.deviantart.com
Graf
Title: Re: VP Modpack [4.12]
Post by: SAS~Storebror on March 30, 2016, 08:10:41 AM
Thanks a lot VP, nice pack, well crafted, looks great!

Best regards - Mike
Title: Re: VP Modpack
Post by: JG7_X_Man on March 30, 2016, 08:17:25 AM
Oh wow!
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on March 30, 2016, 08:47:19 AM
An excellent idea! It will give us 4.12, but with backward DBW compatibility - correct?  :)
Title: Re: VP Modpack
Post by: Moezilla on March 30, 2016, 08:54:24 AM
With VPMedia's name on it, it will be gold. Thanks for sharing your efforts with us!

A question, which archive has the com and i18n folders in it? I want to get that one first and have a look at the presents while the other parts download.

EDIT: Disregard, just re-read the OP and see that it's a split archive.
Title: Re: VP Modpack [4.12]
Post by: PA_Jeronimo on March 30, 2016, 11:56:55 AM
 :o Great work, many thanks Vp. ;)
Title: Re: VP Modpack
Post by: messeranck on March 30, 2016, 02:51:51 PM
Fantastic ! A great modpack.
Downloading now... a torrent link ?
Title: Re: VP Modpack [4.12]
Post by: Fresco23 on March 30, 2016, 06:01:41 PM
This looks completely wonderful! Ill give it a try ASAP. I was needing an excuse for a 4.12.2 rebuild!  ;D
Title: Re: VP Modpack
Post by: Peter Lynn on March 30, 2016, 07:28:14 PM
Thank you for your efforts with this staggering amount of work....looks really interesting. Now I need a new hard drive to keep it on! Downloading now, 1 file at a time.... :)

Peter Lynn

Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on March 30, 2016, 07:29:08 PM
Nice surprise!  I know what I'll be doing this weekend.   ;D

Thanks VP!
Title: Re: VP Modpack [4.12]
Post by: hello on March 31, 2016, 08:39:18 AM
Thank you very much, downloading right now!
Title: Re: VP Modpack [4.12]
Post by: PA_Keko on March 31, 2016, 11:02:13 AM
Thank you very Much Vp!!! Kiitos  ;)
Title: Re: VP Modpack [4.12]
Post by: GEORGES44 on March 31, 2016, 11:33:45 AM
I knew there was a reason to get a 3 To HD: to have space for a splendid pack!
Thanks a lot !
Title: Re: VP Modpack [4.12]
Post by: SaS~JackS on March 31, 2016, 09:29:08 PM
Hi all,
 The morror on my machine stops at 10 then has ...
I guess I'm doing something wrong?

Thx

Jack
Title: Re: VP Modpack
Post by: csvousden on April 01, 2016, 03:39:32 AM
I would be grateful for the mirror too.  The other site is telling me that I have downloaded my limit.

CV
Title: Re: VP Modpack
Post by: spartan18a on April 01, 2016, 03:49:22 AM
I would be grateful for the mirror too.  The other site is telling me that I have downloaded my limit.

CV

the same for me ... I got to part 14 and now stuck  :(
Title: Re: VP Modpack
Post by: vpmedia on April 01, 2016, 04:40:39 AM
Thanks for the comments guys!
I completed the second mirror this morning, everything should work fine now. :)
Title: Re: VP Modpack
Post by: vpmedia on April 01, 2016, 04:55:41 AM
An excellent idea! It will give us 4.12, but with backward DBW compatibility - correct?  :)

I'm sorry, its not fully backward compatible, because of missing mods which are not available outside DBW and in many cases ship and vehicle classes have different names.

I'd recommend this pack to those offliner people who want to (re)play a lot of stock dgen and scripted campaigns with all the community made improvements (new textures, new object 3d, effects, sounds, map repaints, etc) meanwhile enjoying the challenges of the improved 4.12 AI. Of course theres "some" extra stuff to add into the missions. I only included mods which could have been included in the official game...quality above quantity...sometimes less is more as we know. :)

Getting a campaign to work which was made for another game version and modpack will always require some editing but could be made automatic: http://www.sas1946.com/main/index.php/topic,50387.msg555561.html#msg555561

Cheers
Title: Re: VP Modpack
Post by: dsawan on April 01, 2016, 05:30:28 AM
will there be a torrent for this? Also, that boxart is cool. Can that be made bigger here or as a link to a bigger pic. May try to make a dvd cover for that. very nice.
Title: Re: VP Modpack [4.12]
Post by: spartan18a on April 01, 2016, 07:01:50 AM
The mirror works just great! Thanks  :P
Title: Re: VP Modpack
Post by: vpmedia on April 01, 2016, 07:43:32 AM
will there be a torrent for this? Also, that boxart is cool. Can that be made bigger here or as a link to a bigger pic. May try to make a dvd cover for that. very nice.

If you got problems downloading try to get a download manager which can continue downloads: http://features.en.softonic.com/top-10-download-managers

The 'boxart' doesnt exists in other than that size, its made from one of the menu backgrounds I'm using, larger size is in #SAS/GUI. Artwork by G. Hector: http://www.garethhector.co.uk/aviation-art/digital/

Cheers
Title: Re: VP Modpack [4.12]
Post by: DougW60 on April 01, 2016, 12:27:49 PM
Thanks to all who put this together.  I'm having a blasts flying campaigns again that were developed for DBW.
Title: Re: VP Modpack [4.12]
Post by: pilotpimpf on April 01, 2016, 12:52:23 PM
great to be able to play my collection of old campaigns again plus with better frame rates.

Thank you very much for your labors of seven years , a great compilation 
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on April 01, 2016, 01:30:49 PM
Great pack, an instant favourite!  Downloads and installs beautifully.  The only thing I had to do for my install was copy and paste the Missions/QuickQMBPro folder from my standard 4.12 Modact JSGME folder (since QMBPro is already loaded up in VP's #SAS folder).

Other than that, I'm flying it right out of the box and loving it.  Feels like it has everything that I need and nothing that I don't... in fact it feels much like flying a TD patch.  Looks GREAT, lots of detail, and nice smooth playbacks of Black Death too.

LOVE how the Typhoon looks in this install!

Five Stars Istvan!!   8)

Title: Re: VP Modpack [4.12]
Post by: vpmedia on April 01, 2016, 01:59:59 PM
PATCH1: http://ulozto.net/x9jPLLJA/vp-modpack-patch-7z

Fixes QMB problem, corrections in chief ini and some dgen updates.


Quote
OLD PATCH FILES:

Patch 1 to 4:

https://ulozto.net/!GL9nM3DrQ/vp-modpack-patch1to4-7z
or
http://www.mediafire.com/download/sqg2uw7nccnchq1/vp_modpack_patch1to4.7z

Install instructions:

1. Delete #SAS\00_Ju-188A-2_v1.1 folder (old version of Ju-188)
2. Extract the 7z into your game folder, overwrite files.

contents:
http://www.sas1946.com/main/index.php/topic,50919.msg557173.html#msg557173
http://www.sas1946.com/main/index.php/topic,50919.msg560947.html#msg560947
http://www.sas1946.com/main/index.php/topic,50919.msg562486.html#msg562486

Patch 5 to 9:

https://ulozto.net/!1L6TQCKZrIkN/vp-modpack-patch5to9-7z

Install instructions:

Extract the 7z into your game folder, overwrite files.

contents:
http://www.sas1946.com/main/index.php/topic,50919.msg564665.html#msg564665
http://www.sas1946.com/main/index.php/topic,50919.msg565761.html#msg565761
http://www.sas1946.com/main/index.php/topic,50919.msg567172.html#msg567172
http://www.sas1946.com/main/index.php/topic,50919.msg569335.html#msg569335
http://www.sas1946.com/main/index.php/topic,50919.msg571943.html#msg571943

Patch 10 http://www.sas1946.com/main/index.php/topic,50919.msg574710.html#msg574710
Patch 11 http://www.sas1946.com/main/index.php/topic,50919.msg579544.html#msg579544
Patch 12 http://www.sas1946.com/main/index.php/topic,50919.msg580700.html#msg580700
Patch 13 http://www.sas1946.com/main/index.php/topic,50919.msg582367.html#msg582367
Patch 14 http://www.sas1946.com/main/index.php/topic,50919.msg585198.html#msg585198
Title: Re: VP Modpack
Post by: Blaubaer on April 01, 2016, 02:13:16 PM
How to download the patch?

regards, der Blaubär
Title: Re: VP Modpack
Post by: csvousden on April 01, 2016, 02:59:18 PM
Would love a mediafire mirror for the patch.  The other site thinks I have downloaded my limit.

CV
Title: Re: VP Modpack [4.12]
Post by: SGT68 on April 01, 2016, 03:45:27 PM
Thank you VP, much appreciated. Installing now. For me this is a good alternative to CUP. CUP despite all its claims to be easy to install, I personally found quite tricky, and i'm not an idiot with a computer. The restore points confused and upset me.
Title: Re: VP Modpack [4.12]
Post by: Tofolo on April 01, 2016, 04:02:00 PM
Thanks for the pack and for the patch.

I'm having problems with the QMB and its convoy missions, it says "Data file corrupt" (perhaps something related to the new ships?)

Anyway, thank you very much!
Title: Re: VP Modpack [4.12]
Post by: victor639514 on April 01, 2016, 05:14:25 PM
Hi there!

This looks like a promising package, but I wonder. Will this go hand in hand with an IL-2 installation that has C.U.P. installed?

Like, what do I select in the IL-2 Selector.exe to toggle from C.U.P. to this VP Modpack?
Title: Re: VP Modpack [4.12]
Post by: spartan18a on April 01, 2016, 06:29:34 PM
Great pack, an instant favourite!  Downloads and installs beautifully.  The only thing I had to do for my install was copy and paste the Missions/QuickQMBPro folder from my standard 4.12 Modact JSGME folder (since QMBPro is already loaded up in VP's #SAS folder).

Other than that, I'm flying it right out of the box and loving it.  Feels like it has everything that I need and nothing that I don't... in fact it feels much like flying a TD patch.  Looks GREAT, lots of detail, and nice smooth playbacks of Black Death too.

LOVE how the Typhoon looks in this install!

Five Stars Istvan!!   8)

I also get a problem with the QuickQMBPro but I don't understand very well how you fixed it ...
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on April 01, 2016, 06:36:21 PM
The fix is in VP's new PATCH1.  See post above (contains the QMBPro missions and some other fixes).
Title: Re: VP Modpack
Post by: csvousden on April 01, 2016, 06:41:31 PM
Thanks VP, I got the patch, and I am grateful!

CV
Title: Re: VP Modpack [4.12]
Post by: spartan18a on April 01, 2016, 06:55:15 PM
Everything great now!  :P Thanks a lot  :)
Title: Re: VP Modpack
Post by: vpmedia on April 01, 2016, 10:13:51 PM
Hi there!

This looks like a promising package, but I wonder. Will this go hand in hand with an IL-2 installation that has C.U.P. installed?

Like, what do I select in the IL-2 Selector.exe to toggle from C.U.P. to this VP Modpack?

only if CUP uses a different sfs folder than SFS_AUTO
Title: Re: VP Modpack
Post by: vpmedia on April 01, 2016, 10:18:30 PM
Everything great now!  :P Thanks a lot  :)

Sorry about this beginner mistake. :)
Title: Re: VP Modpack [4.12]
Post by: hadji4 on April 02, 2016, 02:25:28 AM
Thank you for a great job !!! But why the mission does not start? log file -   

Code: [Select]
Loading mission campaign/ru/DGen_A_KurlandJun4402/40729.mis...

INTERNAL ERROR: Can't open file 'MAPS/_Tex/TB_e1.tga'
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/TB_e1.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING'
WARNING: TLandscape::LoadMap('Kurland/load.ini') - errors in loading
Landscape 'Kurland/load.ini' loading error
java.lang.RuntimeException: Landscape 'Kurland/load.ini' loading error   ???
Title: Re: VP Modpack
Post by: vpmedia on April 02, 2016, 02:43:18 AM
It says TB_e1.tga is missing from the Kurland maps load.ini, but its not part of my modpack. Its a high clouds layer by Tbauchot. I've checked and my Kurland repaint uses the stock clouds layer (HighClouds  = Clouds256.tga).
Title: Re: VP Modpack
Post by: spartan18a on April 02, 2016, 03:02:12 AM
Everything great now! Thanks a lot  :)

Sorry about this beginner mistake. :)

No problem at all. We all are thankful to you.
I have a questions but I don't know how to address it without sounding wrong ... what it is surely not my intention at all.

Ok ... I´ll try. What do you have in mind with this pack (as compare to CUP for instance). Do you intend yours for the online use and the CUP for offline?
If both are for offline use, don't they overlap in many aspects? Do you know what I mean?
Remember it is just an innocent questions without negativity involved?

I tried it online in the Battle Field server and your pack worked nicely such a difference with the stock version. I just can't even see the stock anymore ...

Once again, thanks a lot  :D
Title: Re: VP Modpack
Post by: vpmedia on April 02, 2016, 04:06:42 AM
My intention is to provide a good starter pack for 4.12 which is easy to install. I also needed a modpack in order to be able to publish all the improvements I made to maps, objects, aircraft and vehicles. People asked for my stock map&building update pack but it was so interconnected with sfs files and other mods that I needed to publish the whole thing. Imho online or offline doesnt matter, as far as I know if everybody has the same modpack you can play online without any problem.

BTW I wasnt involved in the making of CUP, so this isnt my second ww2 modpack if thats what you believe. :)
Title: Re: VP Modpack
Post by: carsmaster on April 02, 2016, 05:45:53 AM
to    vpmedia

Thank you very much for your work.
Title: Re: VP Modpack [4.12]
Post by: spartan18a on April 02, 2016, 08:24:07 AM
Thanks. vp much appreciated :)
Title: Re: VP Modpack [4.12]
Post by: Cloyd on April 02, 2016, 10:05:53 AM
Many thanks VP!
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on April 02, 2016, 11:53:55 AM


Istvan ! Is this a Christmas gift?  8)
You are (and always have been) a great person and a very cool artist.
ANY package or skins you create and post, I can always trust that it is something special !
I will use your wonderful pack with much pleasure.

THANK YOU good friend ! (http://www.freesmileys.org/smileys/smiley-eatdrink004.gif) (http://www.freesmileys.org/smileys.php)
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on April 02, 2016, 03:24:07 PM
http://i789.photobucket.com/albums/yy178/KiwiBiggles/Apr%203%202016%209-11-20%20AM_zpsix0e2imv.jpg

End of another happy (QMBPro) mission.  This morning this trusty Hurricane and I have been dog-fighting Bf-110s over France, and intercepting Dorniers over South East England.  Everything looks and sounds amazing, and works perfectly right out of the box.  I haven't had to do a thing but jump in the cockpit and fly. Can't speak highly enough of this Modpack!

Grinning like this---------->  ;D
Title: Re: VP Modpack
Post by: vpmedia on April 03, 2016, 05:23:52 AM
Hi guys!

I forgot one important thing, the conf.ini entries:

Quote
[Mods]
PALMODsColor=0
PALQMBLinesMap=10
PALQMBLinesPl0=25
PALQMBLinesPl1=20
PALQMBLinesPl2=19
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
BombBayDoors=0
RandomSplash=1
netCallsign=
TracersPlayer=400
TracersAircrafts=300
TracersWorld=25
TracersWirbelwind=5
HUDLogLines=3
HUDLogColor1=80FFFFFF
HUDLogColor2=10FFFFFF
HUDLogBottomColor1=80FFFFFF
HUDLogBottomColor2=10FFFFFF

Not a requirement but the conf.ini Dgen section can be updated to. I'm using these settings:

Quote
[DGen]
CampaignLength=Long
MissionDistance=75
GroundIntensity=High
AirIntensity=High
RandomFlights=5
CampaignAI=Normal
CampaignMissions=Hard
MaxBomberSkill=1
SlowFire=20
MaxFLAK=100
OperationVictory=1000
OperationDefeat=-1000
WarVictory=10000
WarDefeat=-10000
;UseParkedPlanes=1
NoAirfieldHighlight=0
Title: Re: VP Modpack [4.12]
Post by: tartenmuche on April 03, 2016, 09:59:51 AM
Dear VPmedia,
I am like Tofolo, when I try to get an aircraft in QMB i get "data file corrupt" .
Best regards.
Title: Re: VP Modpack
Post by: vpmedia on April 03, 2016, 10:25:29 AM
I only play on a few QMB maps which work fine and the missions all came with QMBpro, I only added a few objects. Can you tell me which mission(s) should I test and post a logfile?
Title: Re: VP Modpack [4.12]
Post by: tartenmuche on April 03, 2016, 10:38:01 AM
Dear VPmedia,
sorry for the trouble but I didn't select any map so the map label was blank, therefore my problem. After selecting a map I got my plane.
Thank you and best regards.
Title: Re: VP Modpack [4.12]
Post by: Cloyd on April 03, 2016, 02:28:58 PM
A stunning playground you've provided VP, thanks again. Just replaying default tracks is a treat.

Cloyd
Title: Re: VP Modpack [4.12]
Post by: johnpaulgeorgeandringo on April 03, 2016, 08:03:59 PM
Hi ALL DOWNLOADS I try are currupted  Tried Z zip & win RAR any help would be very much appreciated . Thanks in advance
Title: Re: VP Modpack [4.12]
Post by: SGT68 on April 04, 2016, 02:07:44 AM
This is a really great pack....
but I am curious why Benitomuso's VisualMod with all its loveliness has been omitted? It's one of the best mods available. Of course I can add it in myself, but personally I think you should include it, vp

rgds
Title: Re: VP Modpack
Post by: SAS~Poltava on April 04, 2016, 06:17:21 AM
Istvan,

congratulations on the release of your Mod Pack! The installation was smooth without any problems, and it runs very well. I have a low-end PC, and for that reason I haven't been able to move on to CUP (which I really deplore), but I'm happy to say that here my FPS are excellent! ;D

I will soon start testing my old DBW campaign, plus my newer 4.12 ones, and will report back which ones that work here in your pack.

I only included mods which I judged to have no performance impact or major gameplay breaking bugs. I want people to enjoy this pack without any problems or issues to solve.

That seems to me to be a very sensible attitude. The VP Mod Pack will give us a new baseline 4.12 installation, basic, smooth running and easy to add to (and even to expand, using simple JSGME add-ons).

Just one question: how do I get access to the larger map-set?

Well done, sir!  :)
Title: Re: VP Modpack
Post by: vpmedia on April 04, 2016, 06:37:36 AM
Just one question: how do I get access to the larger map-set?

#SAS\MAPMODS\MAPS\-all.ini is the secondary, larger ini, its easy to find because its at the same location as the other one. The active maps are the ones which I'd consider for inclusion in an official patch, the deactivated maps need work mainly because they use the textures from the 2001 game or worse.  This was a last minute decision, so I didnt think about it much. In my own install I'm cool with 200 maps which have excellent and in some cases cutting edge textures. I should have used two jsgme sets, I may include those in a future patch.

This reminds me, some of the QMB missions may need that expanded ini.
Title: Re: VP Modpack
Post by: MICHOO on April 04, 2016, 06:40:56 AM
Bug report.

There's a clipping wheel issue on A6M family (can't add picture right now), but it's very noticeable.
I checked whether this bug is present in my Modact instal, no problem here.

Engine cowlings on Me-262 are "vanilla quality" not Gero's. Not a big thing, I just added them via JSGM.

Oh, and BTW, fantastic work, this is exactly what I needed.

Thank You very much.
Title: Re: VP Modpack
Post by: Catahoulak9 on April 04, 2016, 07:21:31 AM
This is almost too easy. Download, install, run. It looks great with frame rates through the roof. I'm still fine tuning some, but that's what mods are all about. Huge thank you vp.
Title: Re: VP Modpack
Post by: SAS~Poltava on April 04, 2016, 07:42:31 AM
#SAS\MAPMODS\MAPS\-all.ini is the secondary, larger ini, its easy to find because its at the same location as the other one.

Roger that! (Of course. Should have looked first, sorry...)
Title: Re: VP Modpack
Post by: SGT68 on April 04, 2016, 07:50:04 AM

Engine cowlings on Me-262 are "vanilla quality" not Gero's. Not a big thing, I just added them via JSGM.


Looked for this but can't find it - can you reply with link pls

rgds
Title: Re: VP Modpack
Post by: messeranck on April 04, 2016, 08:20:42 AM
My FPS are great too ! Is there a possibility to add UV3 Sounds as an alternative with flybys (like in HSFX) ? Bauchot skies will be great too..
Definitively my favorite pack !
Title: Re: VP Modpack
Post by: vpmedia on April 04, 2016, 08:21:07 AM
The Me-262 engine upgrade was looking for a mesh which caused the plane not to load, I had to deactivate it.
Title: Re: VP Modpack
Post by: vpmedia on April 04, 2016, 08:29:23 AM
My FPS are great too ! Is there a possibility to add UV3 Sounds as an alternative with flybys (like in HSFX) ? Bauchot skies will be great too..
Definitively my favorite pack !

Although I like those sounds the UV3 flybys dont work for some people. When I tested the flybys in 4.10 in some mission when you had lot of action the sounds stopped working. Even if could find the problem it would require java programming which I cant do. Iirc Tbauchot's cirrus cloud textures have a bug on the horizon when you fly at higher altitudes in cloudy weather.
Title: Re: VP Modpack [4.12]
Post by: messeranck on April 04, 2016, 08:37:27 AM
That was fast ! ;) Thanks for the explanations i miss these subtilities ! No problem i can't live without!
Title: Re: VP Modpack [4.12]
Post by: majordisturbance on April 04, 2016, 09:34:33 AM
Thanks for this vpmedia. Perfect. It's like DBW for 4.12.
Title: Re: VP Modpack
Post by: vpmedia on April 05, 2016, 09:09:03 AM
Extraction:

This shows how to extract with 7z (http://www.7-zip.org/download.html) into your game folder:

(https://i.imgur.com/z7w2NcO.jpg)

Filesizes:

Make sure all the parts are 700Mb except the last part which is 2Mb. There should be 16 files and the patch(es).
SFV file verification for the base pack: http://ulozto.net/xhVQNmpB/vp-modpack-file-verification-7z
Use it only if you suspect broken downloads (when you are unable to extract) or if not all files are 700Mb.

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

Contents of the pack

these are the folders and files which are added into your game folder:

(http://i.imgur.com/ZCA8zY7.gif)

Start your game

with il2selector.exe:

(http://i.imgur.com/03TM1eJ.gif)

Video tutorial

of the entire setup process:

https://www.youtube.com/watch?v=LqxfNkhSSf0&t=306s

Do not forget to add the required conf.ini entries (add at the end of the file):

Quote
[Mods]
PALMODsColor=0
PALQMBLinesMap=10
PALQMBLinesPl0=25
PALQMBLinesPl1=20
PALQMBLinesPl2=19
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
BombBayDoors=0
RandomSplash=1
netCallsign=
TracersPlayer=400
TracersAircrafts=300
TracersWorld=25
TracersWirbelwind=5
HUDLogLines=3
HUDLogColor1=80FFFFFF
HUDLogColor2=10FFFFFF
HUDLogBottomColor1=80FFFFFF
HUDLogBottomColor2=10FFFFFF

SAMPLE conf.ini, for a Nvidia graphics card:

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

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=5
UIDetail=0
UIBackground=rnd

[GLPROVIDER]
GL=Opengl32.dll

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

[NET]
speed=8000
routeChannels=0
serverChannels=1
localPort=21000
remotePort=21065
SkinDownload=0
serverName=vpmedia
serverDescription=
remoteHost=67.106.81.125
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
disableNetStatStatistics=1
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

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

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)
adr0=ALL
adr1=MY_ARMY

[game]
Arcade=0
HighGore=1
mapPadX=0.87166667
mapPadY=-0.034444444
viewSet=27
Intro=0
NoSubTitles=1
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=1
eventlog=eventlog.lst
eventlogkeep=0
ClearCache=1
3dgunners=1
mapPadMode=1
mapZoomMode=0
mapWheelMode=-1
ScreenshotType=0
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=0
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0

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

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

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

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

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

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate

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

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=11
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=6
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=14
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=en
JoyProfile=0
UseSmartAxis=0

[rts_mouse]
SensitivityX=1.5
SensitivityY=1.5
Invert=0
SensitivityZ=1.0

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

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

HardwareShaders=0

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

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

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

VideoSetupId=4
ForceShaders1x=0
Water=1
Effects=1
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

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

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

HardwareShaders=1

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

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

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

VideoSetupId=17
Water=3
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[DGen]
CampaignLength=Long
MissionDistance=75
GroundIntensity=High
AirIntensity=High
RandomFlights=5
CampaignAI=Normal
CampaignMissions=Hard
MaxBomberSkill=1
SlowFire=20
MaxFLAK=100
OperationVictory=1000
OperationDefeat=-1000
WarVictory=10000
WarDefeat=-10000
;UseParkedPlanes=1
NoAirfieldHighlight=0

[QMB]
PlaneList=0

[Mods]
PALMODsColor=0
PALQMBLinesMap=10
PALQMBLinesPl0=25
PALQMBLinesPl1=20
PALQMBLinesPl2=19
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
BombBayDoors=0
RandomSplash=1
netCallsign=
TracersPlayer=400
TracersAircrafts=300
TracersWorld=25
TracersWirbelwind=5
HUDLogLines=3
HUDLogColor1=80FFFFFF
HUDLogColor2=10FFFFFF
HUDLogBottomColor1=80FFFFFF
HUDLogBottomColor2=10FFFFFF
PALHUDMode=0
SpeedbarUnits=0
SpeedbarTAS=0
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
PALGameMenuStatusBar=0
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.01
PAL3DConvAimR=-0.01
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DDOFfNumber=0.0
PAL3DDOFFocus=24.300001
PAL3DAdjustVariable=1
PAL3DFullColorFrames=0
PAL3DRenderStereo=0
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on April 05, 2016, 09:27:04 AM


Did a quick flight and checked out the new screens. Everything looks great.
Overall, it looks good and the new textures too.

Congratulations and thank you Mister Istvan VPMedia!

(http://corrupteddevelopment.com/wp-content/uploads/2011/07/tropy-award.jpg)
Title: Re: VP Modpack
Post by: Griffon_301 on April 05, 2016, 10:47:16 AM
a big ah what do I say, a very big thank you Istvan for that amazing pack...downloaded and unzipped it today before I went to work and will test it in my two days off now;
should be easy to integrate into a CUP installation environment, but then again I might use just another dedicated 4.12 install either...

Title: Re: VP Modpack [4.12]
Post by: bomberkiller on April 05, 2016, 11:10:54 AM
                          Max had forgotten the engraving.  :D

(http://www2.pic-upload.de/img/30266125/Goldpokal_VPmedial.png)

                                        Thank you.

                                 Best regards, Gerhard  :)
Title: Re: VP Modpack [4.12]
Post by: SkyHigh on April 05, 2016, 12:44:40 PM
VP, thank you very much. Il-2 being brought up to its wonderful potential for lazy and dimwitted people like me!
Title: Re: VP Modpack [4.12]
Post by: Mawer68-IT on April 06, 2016, 05:33:44 AM
Hi VPMedia. I'm a long time IL-2 Sturmovik User from the first release.
I decided to Install your Modpack on my PC with Win 7 Ultimate Edition 64 Bit, but I had a CTD at 70% !!!

I unistall my old IL-2, and I reinstall from my IL-2 1946 original DVD. The only things I do, except what you suggests, is to copy my Old folders "Mission" and "Users" in the news IL-2 Install Folder.

I Just install the Megapack, copy your VP Modpack (and your patch too) on the new IL-2 folder and  launch the game with your selector, 512Mb and Sas modact, but the game loading stops at 70% and return to my desktop-

Try to choose "Stock Game" in IL-2 Selector and it's all OK, I can play and use IL-2 only in this way..

Any suggestion please? Thank you in advance.
Title: Re: VP Modpack
Post by: vpmedia on April 06, 2016, 05:42:16 AM
Check reply #65. I think thats a pretty good info about what to use to extract, how to extract, how to check for incomplete downloads and finally a list about the files and folder which should be in your game folder after install.
Title: Re: VP Modpack
Post by: vpmedia on April 06, 2016, 06:26:12 AM
Thanks Max, this is helpful. :)
Title: Re: VP Modpack [4.12]
Post by: Mawer68-IT on April 06, 2016, 06:39:17 AM
Ok, thank you max_thehitman: i just try the 5 steps and you Conf.ini settings too.

I must re-dowload the VP Modpack: I just keep only the decompressed files and folders but I just delete the 16 .rar.
I used Winrar for decompressing the VP Modpack but I don't have any error messages.

But the old "mission" and "user" folders can goes in conflict with this mod pack?

The User folder is for keeping my settings (for joystick, keyboard mapping, ecc.. ecc..).
If in a Campaign in my mission folder the airplanes requested is not included, can give this problem? A 70% CTD?

My old IL-2 version have various mod planes, always with Modact 5.3 and I added various Modded Campaigns.
Title: Re: VP Modpack
Post by: vpmedia on April 06, 2016, 06:45:02 AM
I created sfv files for all the 16 parts, it will help to identify problems:

http://ulozto.net/xhVQNmpB/vp-modpack-file-verification-7z
Title: Re: VP Modpack
Post by: vpmedia on April 06, 2016, 06:54:26 AM
Ok, thank you max_thehitman: i just try the 5 steps and you Conf.ini settings too.

I must re-dowload the VP Modpack: I just keep only the decompressed files and folders but I just delete the 16 .rar.
I used Winrar for decompressing the VP Modpack but I don't have any error messages.

But the old "mission" and "user" folders can goes in conflict with this mod pack?

The User folder is for keeping my settings (for joystick, keyboard mapping, ecc.. ecc..).
If in a Campaign in my mission folder the airplanes requested is not included, can give this problem? A 70% CTD?

My old IL-2 version have various mod planes, always with Modact 5.3 and I added various Modded Campaigns.


Recover your files if you just deleted them: http://www.piriform.com/recuva/download/portable

Iirc a 70% crash is an ini looking for a missing file, so I think your install is incomplete.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on April 06, 2016, 06:55:51 AM
Ok, thank you max_thehitman: i just try the 5 steps and you Conf.ini settings too.

I must re-dowload the VP Modpack: I just keep only the decompressed files and folders but I just delete the 16 .rar.
I used Winrar for decompressing the VP Modpack but I don't have any error messages.

But the old "mission" and "user" folders can goes in conflict with this mod pack?

The User folder is for keeping my settings (for joystick, keyboard mapping, ecc.. ecc..).
If in a Campaign in my mission folder the airplanes requested is not included, can give this problem?
A 70% CTD?


My old IL-2 version have various mod planes, always with Modact 5.3 and I added various Modded Campaigns.

If in a Campaign in my mission folder the airplanes requested is not included, can give this problem?
A 70% CTD?


Yes, this part can give you a 70% crash.

This may also happen if you  are missing some static-objects or there is an added line written wrong in any of the ini files.

See this....
http://www.sas1946.com/main/index.php/topic,22.0.html
-
The 70% crash troubleshooter

a Much rarer crash, but more tricky to pin down.
70% cdt indicates a conflict between one of your ini files (static.ini, technic.ini or chiefs.ini ) and actual new objects in your mod files
To fix it you need to find out which line in any of those .ini's points to a wrongly installed or missing object.
Best thing is to revet to backup and start over.


My suggestion would be to add one thing at a time - and ALWAYS test it first, before adding other new things
into your game. That way, you will know if a new airplane (or something new) you add to the game will give
you problems.

You can also check your Log-file after the game crashes. So you can check to see what is not loading correctly.
See if this helps = http://www.sas1946.com/main/index.php/topic,13457.0.html

and here in this post is also links to more info = http://www.sas1946.com/main/index.php/topic,42857.0.html

Title: Re: VP Modpack [4.12]
Post by: Mawer68-IT on April 06, 2016, 07:39:13 AM
I thinks that's the problem for my 70% CTD is just to copy my older Mission Folder..

Foolishly I just copy the old ones with all the modded Campaigns on my new Installations of IL-2

I try to delete my old modded Campaigns, eventualy I re-install the IL-1946 from the DVD again, plus the megapatch until to the VP modpack.

Thank you again for the support to Vp Media and Max !!
Title: Re: VP Modpack [4.12]
Post by: Mawer68-IT on April 06, 2016, 08:00:36 AM
Ok Vpmedia, I just check my #SAS folder (with your patch just copy in IL-2) it's:

Dimensions: 22,8 GB (24.588.924.816 byte)
Dimensions on Disk: 23,2 GB (24.952.795.136 byte)
Contents: 120.000 file, 8.057 folders
Attibutes: Reading Only

It' correct?
Some missing files or folders?


Title: Re: VP Modpack [4.12]
Post by: stanislao on April 06, 2016, 01:01:59 PM
 :(     :-[   
Dear VPmedia I feel a little stupid to put this reply but I assure you that after downloading your files in chronological order I tried to open the first but not open.. it is non an EXE file and remains inert ... I tried to place all of them in bulk in the main directory  but the game does not considers to them ... I tried to include them in SFS_AUTO folder but nothing happens and even in that jsgmemods ... coming from you it all seems easy but I do not understand .........

Title: Re: VP Modpack
Post by: vpmedia on April 06, 2016, 01:27:37 PM
Check reply #65. I think thats a pretty good info about what to use to extract, how to extract, how to check for incomplete downloads and finally a list about the files and folder which should be in your game folder after install.
Title: Re: VP Modpack [4.12]
Post by: stanislao on April 06, 2016, 02:51:16 PM
 :)      ;)
Thanks, I found one of your more detailed explanation in Mission4today and I realized that the first  was a zipped file.. I try with some other unzip programs ... I use Winzip and this program could not recognize your first file as a compressed ..
Now everything is a regular party, and I'll tell you if I still have some doubts. Thanks for your response and for your Easter gift.

  ;D
Title: Re: VP Modpack [4.12]
Post by: lam on April 06, 2016, 06:30:18 PM
Thank you for this pack!  :D

Unfortunately, I've downloaded the entire pack twice now from the mediafire links and both times, I get multiple errors on extraction. I'm using 7zip to extract the files as per vpmedia's post yesterday. All files show 716800KB and the 16th segment shows 2493KB. There are so many errors I hesitate to paste it here (that, and I'm not sure how to copy the errors from 7z to paste it)

I know that's not much to go by, but any suggestions for what else I might try? Have others downloaded form the mediafire links in the first post and were successful in extracting?

I'm really looking forward to it!
Title: Re: VP Modpack
Post by: vpmedia on April 06, 2016, 11:37:58 PM
I provided 3 mirrors for a 10Gb modpack and I also added sfv files (http://www.sas1946.com/main/index.php/topic,50919.msg556111.html#msg556111) so I'm not sure how much more I could help.
Switch mirrors if your files dont download properly.
Title: Re: VP Modpack
Post by: deSAD on April 07, 2016, 12:49:32 AM
@vpmedia
A Question. And why some MODs disabled in your pack? :-[ For example, some cockpits, gunsights, etc.

P.S.
Once again thank you for your hard work :D
Title: Re: VP Modpack [4.12]
Post by: stanislao on April 07, 2016, 02:08:36 AM
 ;D   ;D    ;D ;D
OK .. I installed everything and started the game and everything works !! Surely many things are still added but the choice of Vpmedia has been excellent and can be easily customized. I had also tried the two download chance but then definitely has been more rapid Mediafire! Once you discovered the first file of dezip mechanism everything was done automatically in a folder specially created by me. Thank you ! You have revealed once again an outstanding resource for all of us!

Title: Re: VP Modpack [4.12]
Post by: SkyHigh on April 08, 2016, 05:48:55 PM
f you try to fly any of the three previously-flyable versions of the Ju 88 (in QMB, a mission or wherever) then IL-2 gets to the 100% loading-complete message box then hangs-up and crashes. The new Ju 88C fighters are OK.

The end of the log file for the Ju 88A-4 (which I believe is normally the important bit) shows the following:

Code: [Select]
[10:02:54 PM] Load static objects
[10:02:58 PM] WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Ju-88A-4-BGun/88_seat.tga'
[10:02:59 PM] ERROR file: File users/doe/Icons not found
[10:02:59 PM] Mission: QuickQMBPro/Europe_Normandy2/Europe_Normandy2BlueNone00.mis
is Playing
[10:02:59 PM] java.lang.NoSuchFieldError: bChangedPit
[10:02:59 PM] at com.maddox.il2.objects.air.CockpitJU_88A4.reflectWorldToInstruments(CockpitJU_88A4.java:435)
[10:02:59 PM] at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:711)
[10:02:59 PM] at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:848)
[10:02:59 PM] at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:567)
[10:02:59 PM] at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)
[10:02:59 PM] at com.maddox.il2.engine.Renders.paint(Renders.java:253)
[10:02:59 PM] at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[10:02:59 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[10:02:59 PM] at com.maddox.rts.Message._send(Message.java:1217)
[10:02:59 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[10:02:59 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[10:02:59 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[10:02:59 PM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[10:02:59 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[10:02:59 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[10:02:59 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[10:02:59 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

The logs for the 88A-4-Torp and A-17 are more or less the same.

Is there a fix for this? I've tried looking but I can't find anything.

[Acknowledgement to Horchen for finding this].
Title: Re: VP Modpack
Post by: vpmedia on April 09, 2016, 11:58:58 PM
I managed to find a solution so all the Ju-88's will be flyable together with the Ju-188.
Delete old Ju-188 folder, install new one from here: http://ulozto.net/xqfitKtn/00-ju188a-2-4-10-7z
Title: Re: VP Modpack [4.12]
Post by: SkyHigh on April 10, 2016, 03:07:08 AM
Yet again, thank you. Impeccable service.
Title: Re: VP Modpack [4.12]
Post by: vpmedia on April 10, 2016, 06:54:40 AM
I decided to continue with some fixes, this means that there will be a patch soon.

I started to fix the russian and german artillery textures for the winter:

(http://i.imgur.com/6g7xklj.jpg)
Title: Re: VP Modpack
Post by: RealDarko on April 10, 2016, 09:47:17 AM
Looks cool, but there a question, it includes pre WW2 planes too? I mean planes used in Chaco, Spanish Civil War and Nomonhan? And Korean war stuff?
Title: Re: VP Modpack
Post by: vpmedia on April 10, 2016, 10:11:55 AM
No, I concentrated my efforts on the stock game material and on the ww2 era and its dgen campaigns.
Title: Re: VP Modpack
Post by: RealDarko on April 10, 2016, 10:24:20 AM
No, I concentrated my efforts on the stock game material and on the ww2 era and its dgen campaigns.

Ok, Is there any chance of a patch includung at least the pre war stuff?
Title: Re: VP Modpack
Post by: vpmedia on April 10, 2016, 11:05:38 AM
(http://i.imgur.com/yqy0LB2.jpg)

:)
Title: Re: VP Modpack
Post by: SAS~Poltava on April 10, 2016, 11:15:55 AM
Ok, Is there any chance of a patch includung at least the pre war stuff?

Well, I might consider putting together a jsgme-activated pack for that type of material. So that we can keep the smooth performance and high FPS of this pack, with its carefully chosen core elements, but still have the option to venture into the thirties era  :)
Title: Re: VP Modpack
Post by: RealDarko on April 10, 2016, 11:24:42 AM
Ok, Is there any chance of a patch includung at least the pre war stuff?

Well, I might consider putting together a jsgme-activated pack for that type of material. So that we can keep the smooth performance and high FPS of this pack, with its carefully chosen core elements, but still have the option to venture into the thirties era  :)

Poltava for president!!
Title: Re: VP Modpack [4.12]
Post by: SkyHigh on April 10, 2016, 11:49:58 AM
Ah, now, Poltava's great, but VP definitely has the presidency!
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on April 10, 2016, 12:56:47 PM
Ah, now, Poltava's great, but VP definitely has the presidency!

+1  ;)
Title: Re: VP Modpack [4.12]
Post by: pilotpimpf on April 10, 2016, 01:27:41 PM
Absolutely wizard  :D
On my old steam driven PC Im getting much better frame rates and even its concentrated on WWII
Which is why I bought IL2 when it  first came out, thank you for all the work that went into this .
 
Title: Re: VP Modpack
Post by: SkyHigh on April 10, 2016, 02:02:16 PM
Ah, now, Poltava's great, but VP definitely has the presidency!

+1  ;)

Poltava, you're the King of Kampaigns!
Title: Re: VP Modpack
Post by: RealDarko on April 11, 2016, 01:12:28 PM
Getting a load.ini error on Okinawa map.
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on April 11, 2016, 01:27:27 PM
Here is my recent addition of airplanes to this package.
All aircraft flying perfect and no problems.

And what about the FPS?
Title: Re: VP Modpack [4.12]
Post by: Cpl.LouisLeBeau on April 12, 2016, 03:03:54 AM
Hi all!

First of all, I am pretty new to the game, had heard of it for ages but never came down to actually getting into it. I find it incredible to find a community still active for such an old game, and, how good do this still looks thanks to guys like VP and the C.U.P team. incredible!

I dont mean to be ungrateful to VP, but I was wondering if there was a way to use the CUP sounds (or any other pack) to run in place of the VP ones. I saw there was a sound mod in the #SAS folder but not sure if it is active as the sounds seem pretty stock standard, and can't see an option in jsgme.

Other question: when I installed VP, that made "disapear" my CUP/WAW option in il selector - is there a way to have both pack installed on one il2?

Hopfully i dont come across the wrong way, I keep finding myself impressed and really enjoying il2, much more in fact that clod or dare i say, war thunder sim mode - so thanks a million for making this happen!
Title: Re: VP Modpack [4.12]
Post by: Gatrasz on April 12, 2016, 05:20:07 AM
Other question: when I installed VP, that made "disapear" my CUP/WAW option in il selector - is there a way to have both pack installed on one il2?

Hi ! As a matter of fact, it would be better to extract/install both modpacks (C.U.P. and VP's) on two different folders / directories, and then, reuniting them in one install to avoid the files to overwrite themselves. By the way, this thread could show a problem that looks like the same :

http://www.sas1946.com/main/index.php/topic,45814.msg511871.html#msg511871

But first of all, you'll find here how to use the last version of Il2 Selector :

http://www.sas1946.com/main/index.php/topic,35642.0.html
Title: Re: VP Modpack
Post by: vpmedia on April 12, 2016, 06:28:13 AM
I'm not familiar with CUP folder structure or its improvements on the sounds.
Imho every modpack needs its own install.
This pack uses Jivers soundmod.
Title: Re: VP Modpack
Post by: vpmedia on April 12, 2016, 06:51:38 AM
My splash screens are in the GUI folder, the rest is standard SAS Modact 5.3 files.
Title: Re: VP Modpack [4.12]
Post by: PO_MAK_249RIP on April 13, 2016, 01:23:43 AM
Hi VP can your new textures be extracted from this pack and used in CUP? Does this pack incluce the "Grain tower"?
I've been without my gaming PC for several months due to our container going to the wrong port after moving overseas so im a bit behind with everything!! So apologies if this is a stupid question!

Mick

Sent from my SM-T530 using Tapatalk

Title: Re: VP Modpack
Post by: RealDarko on April 13, 2016, 02:26:25 AM
Don't know If this is the proper place for bug reporting or If a PM would have been better, but I'm getting load.ini errors in several maps. At the moment Okinawa, New Guinea and Palau. I will keep testing.
Title: Re: VP Modpack
Post by: vpmedia on April 13, 2016, 03:08:23 AM
Don't know If this is the proper place for bug reporting or If a PM would have been better, but I'm getting load.ini errors in several maps. At the moment Okinawa, New Guinea and Palau. I will keep testing.

OpenGL or DirectX? What does the logfile say?
Title: Re: VP Modpack
Post by: vpmedia on April 13, 2016, 03:18:18 AM
Hi VP can your new textures be extracted from this pack and used in CUP?

You dont need to extract, everything is in the #SAS folder:
TEXTURES_Buildings, STATIC_BUILDINGS_Stgrad_grain_silo, etc.

The Static.ini is located in #SAS\STD\com\maddox\il2\objects\ as usual.
Title: Re: VP Modpack
Post by: RealDarko on April 13, 2016, 03:45:51 AM
Don't know If this is the proper place for bug reporting or If a PM would have been better, but I'm getting load.ini errors in several maps. At the moment Okinawa, New Guinea and Palau. I will keep testing.

OpenGL or DirectX? What does the logfile say?

Both modes, it says this:


Code: [Select]
INTERNAL ERROR: TGA: Unsupported format (RLE encoding) in MAPS/_Tex/Trees\whc_Jungle.tga
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/Trees\whc_Jungle.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'W'
WARNING: TLandscape::LoadMap('Okinawa/load.ini') - errors in loading
Landscape 'Okinawa/load.ini' loading error
java.lang.RuntimeException: Landscape 'Okinawa/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:795)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Landscape 'Okinawa/load.ini' loading error
java.lang.RuntimeException: Landscape 'Okinawa/load.ini' loading error
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:436)
at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
at com.maddox.il2.game.Mission.loadMain(Mission.java:795)
at com.maddox.il2.game.Mission._load(Mission.java:476)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 13, 2016 9:44:18 AM
Title: Re: VP Modpack [4.12]
Post by: Cpl.LouisLeBeau on April 13, 2016, 03:52:37 AM
@Gatrasz : thanks heaps! changing the il2fb.ini gave me back access to WAW, and choosing Modact gives me the VP mod pack! seems to be stable too.
Cheers!
Title: Re: VP Modpack
Post by: vpmedia on April 13, 2016, 04:02:42 AM
Don't know If this is the proper place for bug reporting or If a PM would have been better, but I'm getting load.ini errors in several maps. At the moment Okinawa, New Guinea and Palau. I will keep testing.

OpenGL or DirectX? What does the logfile say?

Both modes, it says this:
...

I dont have this problem, but try this file:
http://ulozto.net/xy7RjPJN/whc-jungle-tga

It goes into #SAS\MAPMODS\MAPS\_Tex\Trees\
Title: Re: VP Modpack
Post by: RealDarko on April 13, 2016, 04:15:15 AM
Maps load fine now. I have a lot smaller file with the same name of the one you provided I replaced it with the new one and now it works perfectly. Thanks.
Title: Re: VP Modpack [4.12]
Post by: citizen67 on April 14, 2016, 02:14:42 AM
Hi everybody,
I installed the modpack, very nice and smooth, but I'm getting load.ini errors in Burma map loading the 2nd mission in the RAF Beaufighters campaign...
Title: Re: VP Modpack
Post by: vpmedia on April 14, 2016, 02:37:01 AM
I just posted the fix ;)
Title: Re: VP Modpack
Post by: citizen67 on April 14, 2016, 04:29:53 AM
I just posted the fix ;)

Do you mean "whc_jungle.tga" is the fix?
Title: Re: VP Modpack
Post by: vpmedia on April 14, 2016, 04:38:18 AM
Yes, I would think so. Almost all PTO maps use that type of tree.
Title: Re: VP Modpack
Post by: citizen67 on April 14, 2016, 05:20:49 AM
Yes, I would think so. Almost all PTO maps use that type of tree.

ok, thanks.
Title: Re: VP Modpack [4.12]
Post by: victor639514 on April 14, 2016, 11:22:05 AM
What exactly is Part-16 of the files that need to be downloaded?

Is it a patch? I ask because it is 2.4MBs small compared to the rest of the 700MB files.
Title: Re: VP Modpack
Post by: SAS~Malone on April 15, 2016, 12:33:27 AM
just download it - it's not a patch, but a needed part. only reason it's not 700MB is that it's the last file needed, and they're not all going to be a magical 700MB in size.
Title: Re: VP Modpack [4.12]
Post by: erafitti on April 15, 2016, 09:31:04 AM
A great modpack, many thanks VP.

According to this modpack idea, I have compiled improvements for ships_4.12 default in SFS file with Total modder by Pal.

If it is of interest to someone, this is the address where you can download:

http://uloz.to/xgMydXra/ships-default-rar

Install: Edit .rc file and include it just below

@sfs MOUNT fb_3do26.sfs

Credit to their respective authors.

Un saludo.
Title: Re: VP Modpack [4.12]
Post by: victor639514 on April 15, 2016, 11:10:37 AM
So far, this modpack is working beautifully! ^^

I'd be interested in knowing if there are campaigns and/or missions from DBW that work well with this mod.
Title: Re: VP Modpack
Post by: vpmedia on April 15, 2016, 01:30:39 PM
DBW has many things which are not available for 4.12. Almost all older campaigns need some level of adjustment in order to work in 4.12. It's the type of 'modding' everyone can do.
Title: Re: VP Modpack
Post by: vonofterdingen on April 15, 2016, 03:48:42 PM
I'm currently adjusting some of the DCG campaigns I have done for CUP ("Siege of Rabaul," "War over Italy," and "Battle of Moscow" in that order) so that they work with this pack. I will start posting download links before next weekend. I am finding that I can fly with much higher density settings with the VP modpack than I can with CUP. The changes are minor (loadouts in most cases).

Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on April 16, 2016, 03:17:33 AM
I am working on several simple jsgme-activated add-on for this pack. One of them contains mainly aircraft from the 1939-40 period, plus Gilb57's superb "Blitzkrieg40" map. (I want to convert a number of my early war campaigns, not least "Years of Triumph", to 4.12, using the VP_Modpack, which I am glad to say is able to run with excellent FPS on my own machine.) I hope to have this add-on ready this week-end!  :)
Title: Re: VP Modpack [4.12]
Post by: pilotpimpf on April 16, 2016, 05:28:08 AM
the news just gets better and better, lots of campaigns coming along ,thank you all .
Title: Re: VP Modpack
Post by: vpmedia on April 16, 2016, 06:33:29 AM
Poltava, I'm working on a patch which will update the technics.ini, stationary.ini and chief.ini.
I'm saying this so that we can avoid the patch making the addons not to work properly.
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on April 16, 2016, 07:35:11 AM
Istvan, great news, I will hold all further work on the add-on until your patch arrives. (BTW: I have already tested the Blitzkrieg add-on, and the FPS stays exactly the same. The systems stays sleek, stable and fast.)

While working on the add-on I've found some things that could be included or fixed in the .ini's. You will soon have PM regarding this.

I have two (and just two) humble requests for additional material to be added to the patch:

1.) GilB57's map Westfront/Blitzkrieg 40, with updates!

2.) LAL_Rhones vehicle pack, adapted for 4.12 by Epervier:
http://www.sas1946.com/main/index.php/topic,47004.0.html

LAL-Rhones pack is especially important for backward compatibility with 4.10/DBW 1.71.

Keep it up!  :)
Title: Re: VP Modpack
Post by: vpmedia on April 16, 2016, 09:07:45 AM
I did not plan to add any more maps but ok, I'm gonna add the Blitzkrieg40 map to the patch. The vehicle pack has some conflict with existing vehicles iirc, but I'm gonna look into that later. Those textures also need to be reworked before inclusion. The beige car and the other similar ones can easily have a new 3d adopted from wflyer mods. Its a project for the future, but I like the idea.
Title: Re: VP Modpack [4.12]
Post by: vpmedia on April 16, 2016, 09:27:49 AM
VP MODPACK PATCH #2

Download: http://ulozto.net/xyhJvbJA/vp-modpack-patch2-7z

or http://www.mediafire.com/download/363dn5lb004z3hi/vp_modpack_patch2.7z

Install instructions:

1. Delete #SAS\00_Ju-188A-2_v1.1 folder (old version of Ju-188)
2. Extract the 7z to your game folder, overwrite files.

Contents:

Quote
Aircraft fixes:

*Ju-188 fix  (! DELETE OLD JU-188 folder !)

*P-47d-22 and d-27 default US skins updated

*MG_Molins57.wav, MG_Molins57i.wav updated

*Mosquito_FB_MkVI new reticle.tga, new GlassHoles.tga added

*Me-210 cockpit glass fix
________________________________________________

Vehicles:

* new tanks and artillery from 4.13
  http://www.sas1946.com/main/index.php/topic,46648.0.html

*winter artillery 3d and texture fix
________________________________________________

Map fixes:

*Balaton summer/winter actors.static update, summer buildings replaced with Slovakia houses

*Stalingrad summer and autumn villages rebuilt using buildings of the Battle of Moscow map

*whc Jungle tree fix for PTO maps

*eastern front city and village texture updates

*Murmansk village and factory texture

*Guadal, Kuban, Kursk, Kurland, Lvov, MTO, Murmansk, Norway, Japan,
Newguinea, Sandsoftime, Desert, Moscow, Finsgulf, Kiev new navmaps

*Burma, replaced Crimea buildings

*Guadalcanal, removed Germany village building actors.static update

*Kuban, Crimea texture updates

*Norway winter mod ini update

*Balaton QMB missions

*summer and winter maps 'Blitzkrieg 1940' by Gilb57 added


I recommend to check out first the Stgrad and Balaton summer maps , those are the biggest improvement of this patch in my opinion.

Thanks for the lots of positive feedback! :)

In the future I'm planning to work on this pack more, my main goals are to improve the maps, the aircraft default skins. Better QMB and other missions / campaign conversions are also on list. I'm really happy to hear about the upcoming campaigns, thanks for the support!

Cheers
Title: Re: VP Modpack
Post by: vpmedia on April 16, 2016, 10:41:01 AM
Max, be careful when adding stuff because you can break a key game feature without knowing and when you finally notice it you wont be able to tell what caused it. For example generate a dgen campaign and look at the stationary aircraft markings on any airfield. Adding any jetwar mod into this ww2 pack is quite risky, I'm pretty sure that the effects mod had many classfile conflicts and the CTO mod is also in conflict iirc, so I'd definitely remove those when the latest sas engine mod is installed (this answers reply #134).

If you got some spare time and inspiration you could help me retexture the stock pacific theatre houses which are still in their original state unfortunately. I can post a list if youre interested.

Cheers
Title: Re: VP Modpack [4.12]
Post by: SGT68 on April 16, 2016, 12:47:50 PM
I have studied the western patch thingy and i understand what's going on now. Not confuion any more. Downloaded and trialed  all possible combinations of patches and engine mod and nothing works, so there we are - as you say my game just won't take it
Title: Re: VP Modpack [4.12]
Post by: str34 on April 16, 2016, 01:11:57 PM
Thank you VPMedia for this great mod. But after patch 2 i'm getting 60% ctd on loading. ( kick me to the desktop ). Before patch 2 everything was fine.
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on April 16, 2016, 01:17:13 PM
I'm afraid that the same thing has happened to me. Before patch 2 no problems. Afterwards 60% CTD.
Title: Re: VP Modpack [4.12]
Post by: hello on April 16, 2016, 01:17:38 PM
The Short Sunderland is missing. Edit air.ini (comment the plane out) or install the Short Sunderland.

That will solve it.
Title: Re: VP Modpack [4.12]
Post by: tnewell on April 16, 2016, 01:44:51 PM
I'm afraid that the same thing has happened to me. Before patch 2 no problems. Afterwards 60% CTD.
  Same here 60% CTD                                                                                                                         
Title: Re: VP Modpack [4.12]
Post by: str34 on April 16, 2016, 02:06:02 PM
thank you hello.
this is missing http://www.sas1946.com/main/index.php/topic,50850.0.html
Title: Re: VP Modpack
Post by: DaveP63 on April 16, 2016, 03:36:45 PM
I must thank you for this VP. It is an outstanding bit of work!
Title: Re: VP Modpack [4.12]
Post by: stanislao on April 17, 2016, 05:23:54 AM
 :)     :)    :-|
Hey, guys, I tried to install the aircraft carrier Ark Royal, but my game does not see it , the game does not go in krash but it is as if it were not installed, I tried to install the 4.09 version but the game goes on krash. .. a suggestion? I know, perhaps I ask too much ... even some destroyers of Gio..tto remain invisible .. some will, some will not ... for me is a mystery ........

Title: Re: VP Modpack
Post by: vpmedia on April 17, 2016, 07:11:18 AM
If you add the entries from this mod to the stationary.ini you should be fine: http://www.sas1946.com/main/index.php/topic,46648.0.html
Technics.ini doesnt play a role in the alphabetical ordering of the list so you can use the new one from the patch. Many text editors can arrange you lists in alphabetical order, I use UltraEdit (http://www.ultraedit.com).
Title: Re: VP Modpack
Post by: vpmedia on April 17, 2016, 07:22:26 AM
The Short Sunderland is missing. Edit air.ini (comment the plane out) or install the Short Sunderland.

That will solve it.

Thanks for the error reports. I fixed the patch. I wanted to add the Sunderland but then I remebered that they had some issues with copyright and removed the folder but I forgot to remove it from the air.ini.
Title: Re: VP Modpack [4.12]
Post by: spartan18a on April 17, 2016, 07:44:55 AM
Yes, it works!
I removed the Sunterland
from the E:\Games\IL2 1946 4.12.2\#SAS\STD\com\maddox\il2\objects\air.ini
Title: Re: VP Modpack [4.12]
Post by: victor639514 on April 17, 2016, 06:25:45 PM
Have you considered putting in stuka_40's environmental sounds, chimney smoke, and bird effects?
Title: Re: VP Modpack [4.12]
Post by: robert31178 on April 20, 2016, 10:41:13 PM
max_thehitman......

thank you for you descriptive instructions. I had the right idea off of VP's but wasn't quite getting it, saw your post and got it right the very next try!!! Damn good Sir!!

~S
Title: Re: VP Modpack [4.12]
Post by: robert31178 on April 21, 2016, 10:51:03 AM
I will give it a go. There are some planes on your list that I want to fly, like the Tigercat.....I've been waiting on that for YEARS!
Title: Re: VP Modpack
Post by: vonofterdingen on April 21, 2016, 05:27:56 PM
http://s31.postimg.cc/5hd9n2hq3/Screen_Hunter_142_Apr_21_16_25.jpg

I have completed the first of a series of updates to my existing DCG campaigns to provide for the VM modpack (or "mudpack" as my autocorrect keeps insisting). I figure that we will have more appropriate topics as the modpack gains in popularity. I have tested this with the stock pack as of April 21; you should not need any addons or other mods.

Download here: http://www.mission4today.com/index.php?name=Downloads3&file=details&id=2247 (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=2247)

The download page will have links for both the CUP and VP modpack versions (in the image below the VP modpack version is the one with the filename 2055_Rabaul_VPM.zip) . Be sure that you get the correct file set for your installation:

(http://s31.postimg.cc/t4jp44xtn/Screen_Hunter_141_Apr_21_16_14.jpg) (http://postimage.org/)

War over Italy and Battle of Moscow are in testing; I will be posting them soon.
Title: Re: VP Modpack [4.12]
Post by: robert31178 on April 21, 2016, 08:14:13 PM
I'n having trouble getting my HL to actually launch the game. I found the path and pointed it to the game.exe, and after that didn't work I tried pointing to the modact. I do have the HL path checked in my mod activator. Anyone know how to get this going?

On another note....my friend and I were able to connect via IP and fly a co-op with the A-26......holy friggin RAD~!!!!

Thank you all involved!!!!!

~S


Edit** Found it......works juuust fine!!!!
Title: Re: VP Modpack [4.12]
Post by: georgebrown91 on April 24, 2016, 05:08:34 AM
Please excuse a complete newbie-have run fresh install off disc , installed megapatch and vp modpack. Can find the conf file bit not the conf.ini to edit [mods] and [DGen]. If its something simple , please gently mock before pointing me in the right direction. Can the conf.ini file be hidden within another or *gulp* missing? Running windows 10 btw
Title: Re: VP Modpack
Post by: vpmedia on April 24, 2016, 05:14:43 AM
The pack will work fine without the conf.ini entries, I'd assume that default values will be used.
However if you want to edit the conf.ini you'll find it in the games root folder where the il2selector.exe is located.
Title: Re: VP Modpack
Post by: csvousden on April 24, 2016, 07:27:29 PM
Thank you!  That is excellent.  and much appreciated!
CV
Title: Re: VP Modpack
Post by: vpmedia on April 29, 2016, 12:16:48 PM
This is a ww2 modpack so I dont really want to turn the discussion into jetwar install problems because I wont be able to help. Go to the Jetwar or tech help section to seek for help with Jetwar install, please.
Title: Re: VP Modpack [4.12]
Post by: hello on May 09, 2016, 05:02:17 AM
Hi there VP,
I am having a problem seeing the reticles in the FW series of planes. Is it a bug or is it something I am doing wrong? Clean install of your Mod-Pack with Path 1 and 2 applied.
Could it be some graphics settings problem? I am running everything maxed out on a NVIDA high-end rig. I don't see any other anomalies.
Any advice?

PS thanks again for this excellent Mod-Pack.

PPS. (off topic in my own post  :D ) Would using the latest Asura DGEN version 2050 (as posted on Mission4Today) lead to campaign problems?
Title: Re: VP Modpack
Post by: Adger on May 09, 2016, 07:32:03 PM
Wow thanks VP for this pack it was one of the easiest installations ive ever done.
Great work Thank you
Title: Re: VP Modpack [4.12]
Post by: SGT68 on May 10, 2016, 12:16:41 AM
Hi there VP,
I am having a problem seeing the reticles in the FW series of planes.

try pressing Shift+F1
Title: Re: VP Modpack [4.12]
Post by: hello on May 10, 2016, 12:47:31 AM
Hi there VP,
I am having a problem seeing the reticles in the FW series of planes.

try pressing Shift+F1

Thanks but that is not the problem. (been flying IL-2 since the demo came out). But you mean to say you are seeing the reticle in the FW series? That would indicate some install problem on my side.
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on May 10, 2016, 01:27:15 PM
I may have spotted a small bug.

When selecting Object 508 and 509 "Furniture BF109" (the static 109 without a prop) you can see it in the FMB and also place it on the ground, but ... there is nothing there!  o_O

Can anyone replicate this problem, or is it just me? Mind you, this is without any additional mods or mod packs of any kind.
Title: Re: VP Modpack [4.12]
Post by: pilotpimpf on May 10, 2016, 02:44:18 PM
Same here , unmodded vpmedia pack using the Slovakia map.
From my limited knowledge would a "texture" be missing somewhere ?
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on May 10, 2016, 02:59:42 PM
I may have spotted a small bug.

When selecting Object 508 and 509 "Furniture BF109" (the static 109 without a prop) you can see it in the FMB and also place it on the ground, but ... there is nothing there!  o_O

Can anyone replicate this problem, or is it just me? Mind you, this is without any additional mods or mod packs of any kind.

You can try these fixes for your game....

http://www.sas1946.com/main/index.php/topic,50389.12.html
see problem on REPLY # 22
and
my Reply # 23

Since this did not work for him (Kiffy),
see reply # 39    and   Reply # 40
http://www.sas1946.com/main/index.php/topic,50389.36.html

it worked for him  :)
Reply # 49
http://www.sas1946.com/main/index.php/topic,50389.48.html
Title: Re: VP Modpack [4.12]
Post by: bouma on May 12, 2016, 09:31:39 AM
Excellent mod pack for visual improvement ! works perfectly, for me the bast for now.

I enjoy flying with this mod pack

http://www.dailymotion.com/video/x4a2216_tribute-to-vpmedia-on-il2-1946_videogames

Thanks to DT and VPmedia.
Title: Re: VP Modpack
Post by: PA_Willy on May 12, 2016, 09:37:12 AM
This is my new favourite modpack (untill now, I was on HSFX 7.03).

I have added some little improvements (Ju-52 and C-47 cowls and 3D, Me-262 engines, new airfield plates, Fw-190 from Barnesy12, new Mustangs from same author, better pilots, new gear and spinner for He-111, new spinners for Hurricane family...)

Your pack is fantastic.

Thank you!
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on May 12, 2016, 09:54:13 AM
Excellent mod pack for visual improvement ! works perfectly, for me the bast for now.

I enjoy flying with this mod pack

http://www.dailymotion.com/video/x4a2216_tribute-to-vpmedia-on-il2-1946_videogames

Thanks to DT and VPmedia.

That looks great  8)  Thanks for the video.

For my latest addition to the VP-Modpack. I installed the old (but with much nicer details) Claymore´s Fw-190-family aircraft
from 4.10 into this 4.12 version. It works great. But I also recommend to add into it  Stefan SG more-Fixes and PA_Jeronimos
even better props to them. Its a complete collection of fine looking aircraft.
Its very tricky to install this huge-mega-airplane pack, but the time and patience wasted is all worth it in the end.

Title: Re: VP Modpack [4.12]
Post by: Fresco23 on May 13, 2016, 03:14:23 PM
Agreed with max, Claymores 190s are one of my top 10 favorites of all time!
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on May 13, 2016, 07:30:54 PM
Agreed with max, Claymores 190s are one of my top 10 favorites of all time!

Mine too! It´s in my Top-10 List of all time favorite mods and upgrades!

I enjoyed flying them in the 4.10 game version, but now they fly superb in this VP-modpack 4.12.
I don't know what fine tweaks VP-Media did to the maps or the games atmosphere, but these aircraft are looking better
now than in my old game!  :)
All colors and details pop out so much better now for my skin painting fun.
Title: Re: VP Modpack
Post by: vpmedia on May 14, 2016, 12:12:22 AM
As I said before I only included the mods which are fully functional in 4.12.
I'm wondering how that pack can work in your game because I had that Fw-190 pack but it had java and other errors so I could not include it. I dont think its fully 4.12 compatible, just read the last few pages and you'll see that others reported the same errors but no real fix was ever posted  ;)
http://www.sas1946.com/main/index.php/topic,20351.1250.html

My responsibility as a modpack-builder is to provide a package which doesnt waste your time or create a bad gaming experience, hence I had to be really picky when I choose the mods to include.

If something did not make it into the pack, its usually because it had somekind of a problem: low quality textures, caused an fps drop or had  any java or 3d error. So far I made one big mistake with the Ju-188, but other than that I dont see any major error reports which shows that my concept was right.



Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on May 14, 2016, 03:59:24 AM
The Pack is awesome Istvan - been flying the wings off it!  Hope to complete a campaign for the small channel map, time allowing, looking forward to your next update for it!  :)

http://i789.photobucket.com/albums/yy178/KiwiBiggles/May%2011%202016%203-04-04%20PM_zpstfesdfxi.jpg

Kiwi "Al" Deere's KL-B at RAF Hornchurch after the successful mission to rescue the CO of "Sailor" Malan's 74 Squadron from Calais-Marck during the Battle of France.  Deere scored his first victory this day, the first Bf-109 to be claimed by a Spitfire in their long duel...
Title: Re: VP Modpack
Post by: vpmedia on May 14, 2016, 04:48:14 AM
I can still remember when ppl used the Crimea map for Battle of Britain scenarios :D
We've come pretty far from that.
I've recently learned to use the actors management tool which opened up a whole range of projects including this. Of course my efforts are nothing compared to CanonUK who made the original map and designed most of the buildings. I only need a bit more testing and I can release the map update next week. Thanks for the work you did on the map KiwiBiggles!
Title: Re: VP Modpack [4.12]
Post by: SkyHigh on May 14, 2016, 05:37:07 AM
Vpmedia, I agree with your philosophy about only using proven quality in your modpack. The proof of this is the smooth trouble-free operation combined with almost maximal content. Additionally, I find it great to have a simple, complete, easy-to-install pack which eliminates having to decide myself what to add and subtract. You've done all that for us and expertly. Thanks again.
Title: Re: VP Modpack
Post by: max_thehitman on May 14, 2016, 11:59:54 AM
As I said before I only included the mods which are fully functional in 4.12.
I'm wondering how that pack can work in your game because I had that Fw-190 pack but it had java and other errors so I could not include it. I dont think its fully 4.12 compatible, just read the last few pages and you'll see that others reported the same errors but no real fix was ever posted  ;)
http://www.sas1946.com/main/index.php/topic,20351.1250.html

My responsibility as a modpack-builder is to provide a package which doesnt waste your time or create a bad gaming experience, hence I had to be really picky when I choose the mods to include.

If something did not make it into the pack, its usually because it had somekind of a problem: low quality textures, caused an fps drop or had  any java or 3d error. So far I made one big mistake with the Ju-188, but other than that I dont see any major error reports which shows that my concept was right.

I agree with you 100% and you did very well in just keeping the aircraft mods which are flying their best for everyone to use.
The other new addictions also work very well and I have been checking them out.

As for me, using these other aircraft mods and include them into your pack is only my personal choice for my personal game,
and for me to see if I can make changes/fixes to them in the future. - So everyone should be aware of their past problems and
to read all the posts when downloading any new airplane, so they know what to expect from them..

I am not a great modder, but I can try my best to make little fixes to them and maybe discover something useful
that everyone can also use for their game later on.

For me, the VP-Modpack , as a base mod-pack,  is just super in the way its constructed and thought out,
and its also very dependable and easy to look into each individual folder file for modding certain things.
I just hope that the Chinese will not start making copies of this and start selling them !!  :D

Title: Re: VP Modpack [4.12]
Post by: CaptSopwith on May 14, 2016, 03:23:28 PM
Hi All,

Just came across the VP Modpack over at SimHQ. Been flying IL-2 for years - mostly for the offline campaigns. I'm currently running HSFX with a hodgepodge of mods and campaigns - mostly ones from Boelcke's WestFront. But I keep getting conflicts and various parts of the game that don't want to play well together - all user created I assure you.

I'm curious about the VP Modpack and looked at the homepage for it - can you tell me what campaigns come with it? My primary interest is flying ETO campaigns so, out of the box, can I get into a BoB or USAAF campaign or will I need to add some things to it? Thanks in advance for your reply. Looks awesome!

Cheers!
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on May 14, 2016, 03:41:18 PM
Hi Captain Sopwith,

I expect there will be a lot of campaigns coming out for this Modpack in the near future, so I'd happily recommend installing a copy.  I'm hoping to release a BoB and a BoF campaign in the near future, based on the style of some favourite old campaigns by a builder called Icefire: Desperate Odds and Turning the Tide, set in Singapore and the Solomons .  These are the campaigns I've come back to time and again over the years--they're short, fun and accessible campaigns that even casual players can complete and enjoy.  Having an accessible base modpack like this one is a major motivation to finally write a campaign of my own.

Hope you'll check it out!  :)
Title: Re: VP Modpack [4.12]
Post by: victor639514 on May 14, 2016, 09:11:27 PM
Hi there!

Has anyone thought of how GOOD does Canon's Channel BETA look with Martin's England Textures? I could show a few pics if anyone's interested?
Title: Re: VP Modpack
Post by: texaco on May 15, 2016, 12:19:59 PM
Thank you VP!  This is great modpack
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on May 15, 2016, 02:54:13 PM
Hi there!

Has anyone thought of how GOOD does Canon's Channel BETA look with Martin's England Textures? I could show a few pics if anyone's interested?

Yes indeed it does! Has inspired me to start update my campaign "Storm over England" to 4.12 VP Modpack!  :)
Title: Re: VP Modpack [4.12]
Post by: victor639514 on May 15, 2016, 03:34:42 PM
The Canon Channel BETA map's original textures were quite bland, at least for me. So I took the liberty of throwing in Martin's England textures into the mix, and I have to say, the results are eye candy. An improvement over an already good map.

Here are some screenies ~

http://www.mediafire.com/convkey/4f5e/08eq224ndfdccg6zg.jpg

http://www.mediafire.com/convkey/4a73/6scjrj78kmkmv1jzg.jpg

http://www.mediafire.com/convkey/6603/sgxdfnj67m6z8unzg.jpg

http://www.mediafire.com/convkey/faba/jxuw8j2d6aejdexzg.jpg

Though I probably should have left the town, village, and factory textures down there as they were... I dunno', you be the judge.
Title: Re: VP Modpack [4.12]
Post by: SkyHigh on May 15, 2016, 04:33:41 PM
Excellent screenshots. Of course, the question is how to do this, for dummies?
Title: Re: VP Modpack [4.12]
Post by: victor639514 on May 15, 2016, 05:16:10 PM
Okay gather 'round, kiddies! Uncle Victor will fill you in!

First, download Martin's England Textures http://www.sas1946.com/main/index.php/topic,1792.0.html

And in your #SAS folder, go to MAPMODS2_modmapreplacement and drop all the contents into the _Tex folder's land/summer directory.

Then, in the MAPMODS2_modmapreplacement folder, go to the maps directory. Go to the CAN_Channel folder and open the CAN_40_load.ini

Scroll down all the way to the [FIELDS] section and put something like this:

Code: [Select]
[b][FIELDS]
LowLand0 = land/summer/Martins_England_fields_3.tga
LowLand1 = land/summer/Martins_England_fields_4.tga
LowLand2 = land/summer/Martins_England_fields_5.tga
LowLand3 = land/summer/Martins_England_fields_6.tga

MidLand0 = land/summer/Martins_England_fields_7.tga
MidLand1 = land/summer/Martins_England_fields_8.tga
MidLand2 = land/summer/Martins_England_fields_9.tga
MidLand3 = land/summer/Martins_England_fields_10.tga

Mount0   = land/summer/Martins_England_fields_17.tga                             
Mount1   = land/summer/Martins_England_fields_18.tga
Mount2   = land/summer/Martins_England_fields_19.tga
Mount3   = land/summer/Martins_England_fields_20.tga

Country0 = land/summer/CAN_Channel/Compans_French_village.tga,2
Country1 = land/summer/CAN_Channel/whitechalk.tga,2
Country2 = land/summer/CAN_Channel/comp_factory.tga
Country3 = land/summer/CAN_Channel/bocage.tga

City0    = GW_tex/Summer/GS_joe_city.tga
City1    = GW_tex/Summer/GS_joe_frenchsuburbs.tga
City2    = GW_tex/Summer/GS_Comp_FrenchCity.tga
City3    = GW_tex/Summer/GS_comp_factory.tga

AirField0= land/summer/NWEurope/airfield3.tga
AirField1= land/summer/NWEurope/airfield3.tga
AirField2= land/summer/NWEurope/airfield3.tga
AirField3= land/summer/NWEurope/airfield3.tga

Wood0    = land/summer/CAN_Channel/Compans_mountain_fields_2.tga
Wood1    =
Wood2    = forest/summer/ForestFar.tga
Wood3    =

Water0   = water/water.tga
Water1   = water/water.tga
Water2   = water/rom_CoastLine1.tga,2
Water3   = water/rom_fields_Beach.tga,2 [/b]

OH! And I quite understand if vpmedia would want me to move this little tutorial elsewhere. If so, say the word. ^_^
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on May 15, 2016, 06:32:49 PM

Yeah they are cool. I remember that post about Martin's England textures from way back. Lovely landscapes.
I always thought they were already included in many of these English countryside maps. Or parts of it into them.
Thanks Victor for the tip on how to try and test them out.

Title: Re: VP Modpack [4.12]
Post by: victor639514 on May 15, 2016, 08:25:07 PM
Glad to be of help. ^^
Title: Re: VP Modpack [4.12]
Post by: vpmedia on May 15, 2016, 10:41:11 PM
I havent even released the new version but youre already talking about that I should retexture it? :D
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on May 15, 2016, 11:01:54 PM


Naaaaah , Victor is just trying to help out and give some ideas.

I will definitely wait for your upgraded and the much awaited new map version. I have seen some of the new houses and
new textures ... AND I definitely want to fly over that house named "FIFI´s Massage Parlour and Drinks" and see the good looking girls at the
window waving at me! YIPPIE!
  "I will be Home Soon Girls!!! Wait for me after the battle is over!!  :D
Title: Re: VP Modpack [4.12]
Post by: steven197106 on May 16, 2016, 12:16:12 AM
VP, could you add the new  Halifax - Re-work tried adding myself but 3d not  showing up?
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on May 16, 2016, 01:15:13 AM
The Canon Channel BETA map's original textures were quite bland, at least for me. So I took the liberty of throwing in Martin's England textures into the mix, and I have to say, the results are eye candy. An improvement over an already good map.

Woof!  :)
Title: Re: VP Modpack [4.12]
Post by: SkyHigh on May 16, 2016, 01:32:03 AM
Thanks Victor!
Title: Re: VP Modpack
Post by: Adger on May 17, 2016, 06:17:56 PM
Hi all ive already thanked VP for this great hassle free installation of his modpack. But thanks again VP

just a quick question (really to Poltava) and Hamm...love yours and others campaigns from DBW,can any of your fantastic campaigns work here with VP,s pack?
or will we have to wait for a compatible version (if indeed your doing any)? Thank you for all your hard work in this pack..cheers
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on May 17, 2016, 08:09:35 PM
Is it just me?  or does anyone else have this problem with A/I taking off on aircraft carriers?
http://i5.photobucket.com/albums/y182/CzechTexan/miscellaneous/noseover.jpg
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on May 18, 2016, 06:34:50 AM
VP, could you add the new  Halifax - Re-work tried adding myself but 3d not  showing up?

Steven, the new Halifax is flying very good in this VP-Modpack.
Just add the new air.ini files just like any new airplane mod and erase the old Halifax.
Erase the old Halifax airplane folder (or make teh folder disabled with a - minus sign) and put in
the new Halifax folder.
It is also wise to when removing/erasing out ANY mod-airplane, to also remove the old stationary and technics
line entries from the list. Otherwise your game will start reading a name from them and cannot find the airplane
folder and will crash your game. So when you remove any mod-airplane, also remove ALL the old ini-file entries it had.
I also remove the lines for the weapons - for the old Halifax version. Just so there is no conflict with the newer 3d-model version.
Just to make sure all works perfect.

Title: Re: VP Modpack [4.12]
Post by: bergkamp on May 18, 2016, 08:28:35 AM
Is it just me?  or does anyone else have this problem with A/I taking off on aircraft carriers?

I've taken a look at this and my ai don't nose over. However, using the same carrier as you (USS Belleauwood), the a/c start nearly 2/3rds of the way down the cat rail and launch almost vertically to about 200m. Tried making the first waypoint only 50m height but made no difference.
Title: Re: VP Modpack [4.12]
Post by: mainexpress on May 18, 2016, 12:57:26 PM
i am having problems installing the mod i did everything the directions said...copy all the files into the main IL-2 derectory, then over-write after i downloaded all 16 files and then open the first one with 7zip to extract...then copy and pasted the conf.ini files posted by vp...when i start game i get the mini SAS splash screen then after a dozen seconds or so it crashes and it changes the display settings on my monitor or at least shrinks the desktop icons  ::( can someone help please thanks! i'm assuming it works with 4.13RC
Title: Re: VP Modpack
Post by: SAS~Poltava on May 18, 2016, 01:55:06 PM
Hi all ive already thanked VP for this great hassle free installation of his modpack. But thanks again VP

just a quick question (really to Poltava) and Hamm...love yours and others campaigns from DBW,can any of your fantastic campaigns work here with VP,s pack?
or will we have to wait for a compatible version (if indeed your doing any)? Thank you for all your hard work in this pack..cheers

All my campaigns that are 4.12 compatible should work with the VP Modpack. See here:

http://www.sas1946.com/main/index.php/topic,14298.msg554706.html#msg554706

There are some campaigns that require aircraft not present in the VP Modpack (like the MB.152 and the Dewoitine D.520), but that can be easily added using the Blitzkrieg Add-On for the VP Mod Pack. See here:

http://www.mission4today.com/index.php?name=Downloads3&file=details&id=2300

Right now I'm updating my "Storm over England" BoB 1940 Luftwaffe campaign using the VP Modpack, and hope to release it in a couple of weeks. And there will be more to follow.
Title: Re: VP Modpack [4.12]
Post by: DougW60 on May 18, 2016, 03:29:49 PM
Mainexpress:  the MOD is for 4.12, it is not for 4.13.  In post 1, list on the picture is the version of Il-2 VP is made for.

Also note that the only requirement for installing VPMod is the megapatch that brings any early version of Il-2 up to version 4.12.
Title: Re: VP Modpack
Post by: Adger on May 18, 2016, 04:00:47 PM
Hi all ive already thanked VP for this great hassle free installation of his modpack. But thanks again VP

just a quick question (really to Poltava) and Hamm...love yours and others campaigns from DBW,can any of your fantastic campaigns work here with VP,s pack?
or will we have to wait for a compatible version (if indeed your doing any)? Thank you for all your hard work in this pack..cheers

All my campaigns that are 4.12 compatible should work with the VP Modpack. See here:

http://www.sas1946.com/main/index.php/topic,14298.msg554706.html#msg554706

There are some campaigns that require aircraft not present in the VP Modpack (like the MB.152 and the Dewoitine D.520), but that can be easily added using the Blitzkrieg Add-On for the VP Mod Pack. See here:

http://www.mission4today.com/index.php?name=Downloads3&file=details&id=2300

Right now I'm updating my "Storm over England" BoB 1940 Luftwaffe campaign using the VP Modpack, and hope to release it in a couple of weeks. And there will be more to follow.


Thank you Poltava,yep i already downloaded the Blitzkrieg pack. Thanks for your reply and im looking forward immensely to your VP modpack campaigns. In the meantime im gonna try fighter boys from your list...Cheers

Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on May 19, 2016, 02:50:36 AM
"Fighter Boys" should work without a hitch. Without the Add-On.  :)
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on May 19, 2016, 07:09:18 AM
Request:  Please list which files to download that only include the OBJECTS.

Some people are not able to download the VP Modpack because it is too large (one reason is their limited monthly allowance bandwith).  They would like to only download the Objects files.  This would allow them to be "up-to-date" for the use of present maps.
Title: Re: VP Modpack
Post by: vpmedia on May 19, 2016, 08:33:45 AM
I'm not sure what you mean because its a single file split into 16 parts, you can only extract all files at once. It would take considerable time to collect all the objects and their ini entries (few hundred), because the objects are not in a single folder. One of the reasons I released a modpack is because I was lazy to manually update my old 'stock building and map texture' package. :D

You can download the entire modpack but keep only the objects and static ini if you want. But the objects I created wont be used unless you also include the map repaints which are using them.

Boomers object pack is a good alternative, I did include that as a basis of my object pack.
Iirc there is also the TFM-412 map pack and the CUP MME module for objets and maps.
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on May 19, 2016, 04:55:37 PM
Thanks for the information.  I was hoping it would be just a couple simple download parts but you're right...there are just too many objects to have it that way.

I bet the C.U.P. has all the objects but I'll have to look at it and see how to get them.

btw, I'm really enjoying the VP MODPACK!
Title: Re: VP Modpack
Post by: CaptSopwith on May 21, 2016, 10:00:13 AM
Hi All,

So I have taken the plunge and tried out the new VP Modpack. I have to say, I am blown away by how much better looking and sounding my IL-2 install now is. I have a couple of quick questions just to ensure that I have done everything correctly.

So far I've run through a few Luftwaffe Western Front, USAAF Western Front, RAF Western Front (Can you tell where my bias is? ;)) and everything looks amazing! My only minor concern is that somehow, my previous pilots and control settings have somehow migrated over to my VPmodpack install. I installed a fresh copy of IL-2 and then patched it accordingly to 4.12.2 through the SAS Megapatch. I had a previous HSFX 7 install that I renamed so I could perform a clean install of IL-2.

I don't see anything else that followed over, just my pilots and joystick settings from my HSFX install - even though I didn't move anything over. Should I be concerned at all?

As far as campaigns are concerned, I see a lot to choose from! I also see some from Boelcke, are these part of the VPmodpack? I also have a lot of scripted offline campaigns that I've picked up over the years that are mostly designed to run in 4.11. Would these transfer over to the VPmodpack?

A few other complete newbie questions: Should I run IL-2 through the Selector.exe? And is VPModpack compatible with Lowengrin's DCG?

Those minor questions aside, I am blown away by the quality of this pack - it feels like a nice clean install of IL-2 as it would run in 2016.

Again, my thanks to VP for giving us such an easy to use way of updating IL-2 and diving into a fantastic sim! Great work! Many thanks in advance for your guidance!

Cheers!

Title: Re: VP Modpack
Post by: Moezilla on May 21, 2016, 10:16:26 AM
...
And is VPModpack compatible with Lowengrin's DCG?
...

If you use campaigns designed for use with stock 4.12 or earlier, then yes! If you're trying to use a campaign with modded content then things get a bit trickier.
Title: Re: VP Modpack
Post by: vpmedia on May 21, 2016, 10:35:28 AM
Hi All,

So I have taken the plunge and tried out the new VP Modpack. I have to say, I am blown away by how much better looking and sounding my IL-2 install now is. I have a couple of quick questions just to ensure that I have done everything correctly...

Thanks mate. As far as I know your settings come from the conf.ini and the 'users/yourusername' folder. If IL-2 1946 somehow remembers your previous settings is a good thing, although I do not remember such feature.

The Dgen campaigns included come from EnjoyR's Dgen patch, the total number of dgen campaigns is around 220. Lot of campaigns were added, by default there are only around a hundred campaigns in the stock game. Lowengrins DCG is also an option but you cant use two campaign engines at the same time, you need to decide for one. DCG supports modded planes but has less campaigns.

Older campaigns (scripted) will sometimes include objects/aircraft/vehicles/etc which arent included in this pack, press shift+tab in fmb or during the mission and you'll see what is missing. Opening a mission in fmb will discard the mission objects which arent available or you can download and install any extra mod required by the mission.  I always run my game via selector exe, thats the right way to do it.

Cheers
Title: Re: VP Modpack [4.12]
Post by: CaptSopwith on May 21, 2016, 11:22:40 AM
Hi All,

So I have taken the plunge and tried out the new VP Modpack. I have to say, I am blown away by how much better looking and sounding my IL-2 install now is. I have a couple of quick questions just to ensure that I have done everything correctly...

Thanks mate. As far as I know your settings come from the conf.ini and the 'users/yourusername' folder. If IL-2 1946 somehow remembers your previous settings is a good thing, although I do not remember such feature.

The Dgen campaigns included come from EnjoyR's Dgen patch, the total number of dgen campaigns is around 220. Lot of campaigns were added, by default there are only around a hundred campaigns in the stock game. Lowengrins DCG is also an option but you cant use two campaign engines at the same time, you need to decide for one. DCG supports modded planes but has less campaigns.

Older campaigns (scripted) will sometimes include objects/aircraft/vehicles/etc which arent included in this pack, press shift+tab in fmb or during the mission and you'll see what is missing. Opening a mission in fmb will discard the mission objects which arent available or you can download and install any extra mod required by the mission.  I always run my game via selector exe, thats the right way to do it.

Cheers

Thanks for the speedy reply vpmedia - 220 campaigns sounds like more than enough to keep me busy for months, if not years! I think I will leave well enough alone and leave out DCG for the time being - as well as those pre-packaged campaigns that I've accrued over the years. Thanks again!
Title: Re: VP Modpack
Post by: CaptSopwith on May 21, 2016, 05:28:22 PM
Hmmm. Strange. I seem to be hitting a CTD at 70% loading. I have a clean IL-2 1946 install patched to 4.12 through the megapatch. Unzipped the vpmodpack, then copied all of the files over to IL-2. Applied both patches. Altered the config.ini as instructed.

Wondering if this is a Windows 10 issue? Neither Il-2 or the selector exe files are running with any privileges, could this be an issue? When I run them as an administrator (my default account has admin privileges), IL-2 does load fully, but I start seeing splash screens for Ultrapack... not sure where I went wrong?
Title: Re: VP Modpack [4.12]
Post by: CaptSopwith on May 21, 2016, 08:27:31 PM
I've clearly done something to botch my install badly...

http://simhq.com/forum/files/usergals/2016/05/full-1983-121948-error.png

Does anyone have any suggestions on how to get this right? A full uninstall and reinstall of 1946 and 4.12 is in order. Not sure how to proceed from there thought. Any help is appreciated...  o_O

Edit: As a follow up, once I tried running the sim straight from the IL-2.exe in the game folder without admin privileges, the sim started fine and seems to be working - although yet again, my old HSFX pilots and control settings seem to have reappeared despite my uninstalling IL-2 and removing my HSFX install entirely before adding the vpmodpack.

My apologies for causing so much confusion. If anyone has any advice on how to perform a truly clean IL-2 install perhaps I can try this again to make sure everything is where it should be.

Cheers
Title: Re: VP Modpack [4.12]
Post by: mikojan3 on May 22, 2016, 06:31:06 AM
ok frustrated of this fxevolution because i don`t like this effect, i decided testing the jc-effect of cup, i have tested with folder renamed result -worked very good with a beautifull realistic effect off smoke ,and explosion, and fire sorry  off 4 my  bad english when interessed contact me .
Title: Re: VP Modpack [4.12]
Post by: Moezilla on May 22, 2016, 10:16:12 AM
I've clearly done something to botch my install badly...

http://simhq.com/forum/files/usergals/2016/05/full-1983-121948-error.png

Does anyone have any suggestions on how to get this right? A full uninstall and reinstall of 1946 and 4.12 is in order. Not sure how to proceed from there thought. Any help is appreciated...  o_O

Edit: As a follow up, once I tried running the sim straight from the IL-2.exe in the game folder without admin privileges, the sim started fine and seems to be working - although yet again, my old HSFX pilots and control settings seem to have reappeared despite my uninstalling IL-2 and removing my HSFX install entirely before adding the vpmodpack.

My apologies for causing so much confusion. If anyone has any advice on how to perform a truly clean IL-2 install perhaps I can try this again to make sure everything is where it should be.

Cheers

Two quick things.

If you installed your new IL2 to the same folder name as the HSFX install then it could explain the old pilot showing up. The uninstallation probably left behind the pilot profile and controls.

Also make sure you install IL2 somewhere other than Program Files. IL2 is from long before UAC and needs to write files to its folder while it is running.
Title: Re: VP Modpack [4.12]
Post by: CaptSopwith on May 22, 2016, 10:20:58 AM
Thanks Moezilla! That's very helpful. IL-2 defaults to Program Files x86 on my system - is there a better place to install it so that the sim will run properly? Many thanks in advance! Cheers!
Title: Re: VP Modpack
Post by: Moezilla on May 22, 2016, 10:22:49 AM
Most people would tend to use a scheme like D:\Games\IL2_VPMOD or C:\IL2_CUP
Title: Re: VP Modpack
Post by: Adger on May 22, 2016, 04:19:55 PM
Hi Captain..yep like Moezilla says try to use a non program files dir/

I use D:\games\IL-2 Sturmovik 1946 for example,let us know how you get on pal .
Title: Re: VP Modpack [4.12]
Post by: Rambouk on May 22, 2016, 04:45:36 PM
Thanks that was much easier
Title: Re: VP Modpack
Post by: citizen67 on May 23, 2016, 05:34:38 AM
Hi all ive already thanked VP for this great hassle free installation of his modpack. But thanks again VP

just a quick question (really to Poltava) and Hamm...love yours and others campaigns from DBW,can any of your fantastic campaigns work here with VP,s pack?
or will we have to wait for a compatible version (if indeed your doing any)? Thank you for all your hard work in this pack..cheers

All my campaigns that are 4.12 compatible should work with the VP Modpack. See here:

http://www.sas1946.com/main/index.php/topic,14298.msg554706.html#msg554706

There are some campaigns that require aircraft not present in the VP Modpack (like the MB.152 and the Dewoitine D.520), but that can be easily added using the Blitzkrieg Add-On for the VP Mod Pack. See here:

http://www.mission4today.com/index.php?name=Downloads3&file=details&id=2300

Right now I'm updating my "Storm over England" BoB 1940 Luftwaffe campaign using the VP Modpack, and hope to release it in a couple of weeks. And there will be more to follow.



Hi Poltava,
I installed your "Desert War" campaign in the VP Modpack, I removed all the "_ru" suffixes from the files, but still I don't see any map in the briefing screen (I attach a screenshot).
Any suggestion?

http://s33.postimg.cc/gtnhxthvz/Copia_di_May_21_2016_10_25_15_AM.jpg
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on May 23, 2016, 09:29:09 AM
Is it just me?  or does anyone else have this problem with A/I taking off on aircraft carriers?
SOLVED:  I was using the Stationary Ship!  Using moving Ships works!  Excuse me for cluttering the discussion.
]http://i5.photobucket.com/albums/y182/CzechTexan/miscellaneous/noseover.jpg[/img]
Title: Re: VP Modpack [4.12]
Post by: nightace on May 23, 2016, 05:40:09 PM
does this mod have or allow the RR reload refuel to be added ? if it does which MOD is it to install and location pls.
regards   
Title: Re: VP Modpack
Post by: SAS~Poltava on May 24, 2016, 01:32:44 AM
Hi Poltava,
I installed your "Desert War" campaign in the VP Modpack, I removed all the "_ru" suffixes from the files, but still I don't see any map in the briefing screen (I attach a screenshot).
Any suggestion?

Hmm, that was a new error to me  :o What happens when you load the Northern Africa map in FMB?
Title: Re: VP Modpack
Post by: citizen67 on May 24, 2016, 03:12:27 AM
Hi Poltava,
I installed your "Desert War" campaign in the VP Modpack, I removed all the "_ru" suffixes from the files, but still I don't see any map in the briefing screen (I attach a screenshot).
Any suggestion?

Hmm, that was a new error to me  :o What happens when you load the Northern Africa map in FMB?

Hi Poltava,
I don't know. I will try soon.

Thanks
Title: Re: VP Modpack
Post by: CaptSopwith on May 24, 2016, 01:11:24 PM
Hi Captain..yep like Moezilla says try to use a non program files dir/

I use D:\games\IL-2 Sturmovik 1946 for example,let us know how you get on pal .

Hi Adger, thanks for checking in. I moved my IL-2 install to C:\Games\IL-2 and that seems to have solved the problems. Running smooth and without any weird glitches now. Thanks again guys! Looking forward to diving into all this mod has to offer this summer!
Title: Re: VP Modpack
Post by: Adger on May 24, 2016, 01:39:43 PM
Hi Captain..yep like Moezilla says try to use a non program files dir/

I use D:\games\IL-2 Sturmovik 1946 for example,let us know how you get on pal .

Hi Adger, thanks for checking in. I moved my IL-2 install to C:\Games\IL-2 and that seems to have solved the problems. Running smooth and without any weird glitches now. Thanks again guys! Looking forward to diving into all this mod has to offer this summer!


Nice one Captain,it really is a excellent modpack..enjoy pal
Title: Re: VP Modpack
Post by: citizen67 on May 25, 2016, 03:09:01 AM
Hi Poltava,
I installed your "Desert War" campaign in the VP Modpack, I removed all the "_ru" suffixes from the files, but still I don't see any map in the briefing screen (I attach a screenshot).
Any suggestion?

Hmm, that was a new error to me  :o What happens when you load the Northern Africa map in FMB?

Hi Poltava,
Northern Africa map loads regularly in FMB...

Title: Re: VP Modpack
Post by: vpmedia on May 25, 2016, 03:34:40 AM
Post a logfile with your error reports, otherwise I can't help.
Title: Re: VP Modpack
Post by: SAS~Poltava on May 25, 2016, 11:52:45 AM
Admin edit: Fullquote snipped!

Hi Poltava,
Northern Africa map loads regularly in FMB...

I have spotted the problem. It is quite simple. The campaign has been built in HSFX 7, and in that mod pack the notation in the all.ini for Redeye_Jir's North Africa maps reads "Northern_Africa_Jir_v3 Northern_Africa_Jir_v3/load.ini". In the VP modpack it reads "Northern_Africa_Jir Northern_Africa_Jir/load.ini".

For all practical purposes these maps are identical.

Quick fix: rename the line in the VP Modpack all.ini from "Northern_Africa_Jir Northern_Africa_Jir/load.ini" to "Northern_Africa_Jir Northern_Africa_Jir_v3/load.ini". Try that!  :)
Title: Re: VP Modpack
Post by: citizen67 on May 26, 2016, 02:37:44 AM
Admin edit: Fullquote snipped!

I have spotted the problem. It is quite simple. The campaign has been built in HSFX 7, and in that mod pack the notation in the all.ini for Redeye_Jir's North Africa maps reads "Northern_Africa_Jir_v3 Northern_Africa_Jir_v3/load.ini". In the VP modpack it reads "Northern_Africa_Jir Northern_Africa_Jir/load.ini".

For all practical purposes these maps are identical.

Quick fix: rename the line in the VP Modpack all.ini from "Northern_Africa_Jir Northern_Africa_Jir/load.ini" to "Northern_Africa_Jir Northern_Africa_Jir_v3/load.ini". Try that!  :)



Hi Poltava,
thank you very much. I'll try to fix as you say.

p.s. 1: ehm... where do I find the "all.ini" file?  :-[
p.s. 2: do you think your "Years of Triumph" campaign can work in VP Modpack?

Title: Re: VP Modpack [4.12]
Post by: CzechTexan on May 26, 2016, 01:24:35 PM
About Update #2

It is nice with the new 4.13 items.  Although, I should have backed up my SAS MAPS folder because the new map files overwrote the All.ini file with my added Mod maps' names.  Not a big problem but I hope no other Mod-rookies experience the same problem...so be sure to back up Mod folder before adding new patches.

I also noticed that the Battle_of_Moscow summer map is still not listed in the All.ini file.  "LoadS" is for the Spring map.  "Load" file is for summer map.

============================================
edit:
Just noticed some other files necessary for the BoM Summer map are missing (smactors, FSR.tga, some 3do).
vpmedia, I guess you did not include the summer map because you did not have its new patches?

Anyhow, people can just install the BoM summer and other MOD maps on their own and add them to the VP MODPACK themselves.
Title: Re: VP Modpack
Post by: csvousden on May 26, 2016, 09:43:43 PM
Just curious if anyone can launch a torpedo at ships in a QMB strike with a Junkers 88.  I get a CTD when I try this.
Title: Re: VP Modpack
Post by: CzechTexan on May 26, 2016, 09:57:10 PM
nightace, Did you install like the way vpmedia described below?  If the files downloaded correctly and this is fresh install, then it should be done fairly easy with no problems.  Keep trying  ;)

This is how to extract with 7z (http://www.7-zip.org/download.html):
http://i.imgur.com/xsa8zhG.jpg
Filesizes:
Make sure all the parts are 700Mb except the last part which is 2Mb. There should be 16 files and the patch.
SFV file verification: http://ulozto.net/xhVQNmpB/vp-modpack-file-verification-7z
http://i.imgur.com/aayMQyO.jpg
Contents of the pack, these folders and files go into your game folder:
http://i.imgur.com/ZCA8zY7.gif


Admin edit: Please don't quote pics! (If you want to see the pics embedded => Reply 63 (http://www.sas1946.com/main/index.php/topic,50919.msg556032.html#msg556032))
Title: Re: VP Modpack
Post by: csvousden on May 26, 2016, 10:03:33 PM
Regarding the Ju-88 torpedo glitch:  here is some part of my log file--

Code: [Select]
(3do/Buildings/Troops/uk/uk_tankofficer/live.sim)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/WellingtonMk3/Malta.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/WellingtonMk3/Malta.bmp' size: 0 != 512 | 1024
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Europe_Channel40/Europe_Channel40RedNone00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Z_RETICLE1'
java.lang.NoSuchFieldError: bChangedPit
at com.maddox.il2.objects.air.CockpitJU_88A4torp.reflectWorldToInstruments(CockpitJU_88A4torp.java:332)
at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:711)
at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:848)
at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:567)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)
at com.maddox.il2.engine.Renders.paint(Renders.java:253)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: VP Modpack
Post by: vpmedia on May 26, 2016, 10:28:24 PM
Regarding the Ju-88 torpedo glitch:  here is some part of my log file--

(3do/Buildings/Troops/uk/uk_tankofficer/live.sim)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/WellingtonMk3/Malta.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/WellingtonMk3/Malta.bmp' size: 0 != 512 | 1024
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Europe_Channel40/Europe_Channel40RedNone00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Z_RETICLE1'
java.lang.NoSuchFieldError: bChangedPit
   at com.maddox.il2.objects.air.CockpitJU_88A4torp.reflectWorldToInstruments(CockpitJU_88A4torp.java:332)
   at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:711)
   at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:848)
   at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:567)
   at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)
   at com.maddox.il2.engine.Renders.paint(Renders.java:253)
   at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
   at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
   at com.maddox.rts.Message._send(Message.java:1217)
   at com.maddox.rts.Message.sendToObject(Message.java:1191)
   at com.maddox.rts.Message.sendTo(Message.java:1134)
   at com.maddox.rts.Message.trySend(Message.java:1115)
   at com.maddox.rts.Time.loopMessages(Time.java:252)
   at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
   at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:449)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


I tested it and there is no problem with the Ju-88 and its torpedoes.
Title: Re: VP Modpack [4.12]
Post by: mikojan3 on May 27, 2016, 01:26:07 AM
Ok maybe is not interessant but i want say all ,this mod is straordinary ,i habe much mod off other pack tested ,worked with all very fine ,yesterday i have tested jc-effect +flame off cup ,is fantastic worked better also cup, i habe not a frame inpact, worked smooth withaut problem with a beautiful puff puff flame and smoke realistic effect,thanxs vpmedia  to be in this world, why this? Because i have just problem with frames  with cup .i love cup but with my hardware worked better vpmodpack many thanxs vpmedia and sorry for my bad english
Title: Re: VP Modpack [4.12]
Post by: nightace on May 27, 2016, 04:44:33 AM
CT
install
i decided to unload all the zips to a folder then copy each one into the root and it worked . it takes a full days work.I hope i dont have to do the same again for your china map .
Title: Re: VP Modpack [4.12]
Post by: vonOben on May 27, 2016, 05:24:31 AM
Hi vpmedia

Thank you very much for all your work improving the game and for putting this modpack together!  :)

"The main goal of this pack is to update every stock texture/3d possible and add the best quality ww2 mods without ruining the games performance or the gameplay."

You have succeded with that goal IMHO! I've done quite a bit of Benchmark testing over the last month and I get very good results in VP Modpack 4.12!
I've also tried CUP, but I wasn't able to get it running with acceptable framerate without going into "ugly" mode.

Here are some comparision made with theBlack Death track and Fraps.
The benchmark test start after 7 seconds and stop after 145 seconds.
CPU: AMD Phenom II x2 550BE 3.1 GHz
GPU: Gigabyte ATI Radeon HD 5770
CCC settings: All settings on performance and V-sync On.
Graphical settings: Water=0, Forest=3, Effects=0

Frames, Time (ms), Min, Max, Avg,     Game version/mod
  7622,    145000,  23,  65, 52.566    4.09 UP2 pure
  7973,    145000,  23,  65, 54.986    4.10 UP3 pure
  8005,    145000,  23,  65, 55.207    4.10 DBW 1.71 pure
  7443,    145000,  18,  65, 51.331    4.10 DBW 1.71 + TFM pure
  7946,    145000,  31,  65, 54.800    4.12 stock
  7907,    145000,  30,  64, 54.531    4.12 Modact 5.30 pure
  7861,    145000,  29,  65, 54.214    4.12 HSFX7 pure
  7865,    145000,  20,  65, 54.241    4.12 pre-DBW2 pure
  6101,    145000,   9,  64, 42.076   4.12 CUP WAW 14 with "light air.ini"
  7411,    145000,  18,  65, 51.110    4.12 VP Modpack pure
  7675,    145000,  20,  65, 52.931    4.12 VP Modpack pure with CUP dll's
  7742,    145000,  21,  65, 53.393    4.12 VP Modpack pure with CUP dll's and HSFX7 Effects low
  7714,    145000,  21,  64, 53.200    4.12 VP Modpack pure with CUP dll's and HSFX7 Effects low and Blitzkrieg Add-On

There are some strange problems in the log file regarding some ships and the BF_109K4C3.
Can these problems have any negative impact?

Code: [Select]
[6:20:26 AM] Ship: Value of [Ship0]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:975)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0
[6:20:26 AM] Ship: Value of [Ship1]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:976)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship1
[6:20:26 AM] Ship: Value of [Ship2]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:977)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship2
[6:20:26 AM] Ship: Value of [Ship3]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:978)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship3
[6:20:26 AM] Ship: Value of [Ship4]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:979)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship4
[6:20:26 AM] Ship: Value of [Carrier0]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:987)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Carrier0
[6:20:26 AM] Ship: Value of [HMSTribal]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:992)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$HMSTribal
[6:20:26 AM] Ship: Value of [ItalPoetiDD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:10)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalPoetiDD
[6:20:26 AM] Ship: Value of [ItalNavigatoriDD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:15)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalNavigatoriDD
[6:20:26 AM] Ship: Value of [GerZ7DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:20)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$GerZ7DD
[6:20:26 AM] Ship: Value of [GerZ29DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:25)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$GerZ29DD
[6:20:26 AM] Ship: Value of [IJNMinekazeDD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:30)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMinekazeDD
[6:20:26 AM] Ship: Value of [IJNShiokaze21DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:35)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNShiokaze21DD
[6:20:26 AM] Ship: Value of [IJNMinekaze43DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:40)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMinekaze43DD
[6:20:26 AM] Ship: Value of [IJNMinazuki27DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:45)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMinazuki27DD
[6:20:26 AM] Ship: Value of [IJNMutsukiDD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:50)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMutsukiDD
[6:20:26 AM] Ship: Value of [IJNMutsuki43DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:55)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMutsuki43DD
[6:20:26 AM] Ship: Value of [IJNCDD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:60)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD
[6:20:26 AM] Ship: Value of [IJNCDD8]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:65)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD8
[6:20:26 AM] Ship: Value of [IJNCDD82]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:70)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD82
[6:20:26 AM] Ship: Value of [IJNCDD106]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:75)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD106
[6:20:26 AM] Ship: Value of [IJNUkuruEscort]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:80)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNUkuruEscort
[6:20:26 AM] Ship: Value of [IJNShinnanEscort]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:85)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNShinnanEscort
[6:20:26 AM] Ship: Value of [IJNShigaEscort]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:90)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNShigaEscort
[6:20:26 AM] Ship: Value of [HMSFlower1Corvette]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:95)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$HMSFlower1Corvette
[6:20:26 AM] Ship: Value of [HMSFlower2Corvette]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:100)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$HMSFlower2Corvette
[6:20:26 AM] Ship: Value of [ItalGabbianoCorvette]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:105)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalGabbianoCorvette
[6:20:26 AM] Ship: Value of [ItalCicognaCorvette]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:110)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalCicognaCorvette
[6:20:26 AM] Ship: Value of [ItalProcellariaCorvette]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:115)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalProcellariaCorvette
[6:20:26 AM] Ship: Value of [ItalTuffetoCorvetteKM]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:120)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalTuffetoCorvetteKM
[6:20:26 AM] Ship: Value of [ItalVespaCorvetteKM]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:125)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalVespaCorvetteKM
[6:20:26 AM] Ship: Value of [ItalVespaCorvetteKM]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:130)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalVespaCorvetteKM
[6:20:26 AM] Ship: Value of [USSSimsDD1943]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:140)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$USSSimsDD1943
[6:20:26 AM] Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:119)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJupiter
[6:20:26 AM] Ship: Value of [HMSWarspite]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:123)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSWarspite
[6:20:28 AM] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$BF_109K4C3'
And in the end of the logfile:
[6:20:41 AM] Cannot open audio file samples/infinite 1
Title: Re: VP Modpack
Post by: SAS~Poltava on May 27, 2016, 08:01:49 AM
Admin edit: Fullquote snipped!

Hi Poltava,
thank you very much. I'll try to fix as you say.

p.s. 1: ehm... where do I find the "all.ini" file?  :-[
p.s. 2: do you think your "Years of Triumph" campaign can work in VP Modpack?

Citizen!

1.) You will find the all.ini file in SAS/MAPMODS/MAPS
2.) No, I don't think so. It has been designed for DBW 1.71 / 4.10. If you use that version plus the "Years of Triumph" Modpack it will run without a hitch!
Title: Re: VP Modpack
Post by: citizen67 on May 27, 2016, 09:56:59 AM
...
Thanks Poltava  ;)
Title: Re: VP Modpack
Post by: CaptSopwith on May 27, 2016, 03:26:05 PM
Hi All,

Just wanted to chime in quickly and thank everyone involved with the modpack. I have it freshly installed and IL-2 is running smoother than ever. Even at high resolution with all of the graphics maxed as high as it can go, with all of the extra visual enhancements turned on in my nVidia card, it runs at a liquid smooth 60FPS. The sounds are a HUGE upgrade from any other version I've flown, particularly the gun sounds. AI is challenging and with 220 campaigns, I have a lot to sink my teeth into.

Thanks again for this! I've backed up VPModpack as my only IL-2 mod of choice. So easy to install, so easy to set up. Just install and go. Can't argue with that!

Cheers and thanks again!
Title: Re: VP Modpack [4.12]
Post by: stanislao on May 28, 2016, 03:28:16 AM
 :)    :D     ;D
Boys, the VP Modpack is by far the best mod product until now.. simple and efficient to install, complex but very rewarding in its practical use. Obviously it is the result of precise choices that make it balanced and effective with frames. This means that all added more if they are not tested by an expert, can create conflicts and changes in the operation, and that's a shame ... I highly recommend you install an original uncut version and mess with a second version with which to do all additions that one believes .. many additions do not affect the operation, but many instead contain unreadable files that go in conflicts with frustrating results ... I personally have reinstalled several times the original version to return everything in its original place !! Always a great URRA for Vpmedia for this wonderful gift !!

Title: Re: VP Modpack
Post by: csvousden on May 28, 2016, 07:48:33 AM
As for my Ju-88 problem, I had missed a step in the patch installation:

Install instructions:

1. Delete #SAS\00_Ju-188A-2_v1.1 folder (old version of Ju-188)
2. Extract the 7z to your game folder, overwrite files.


Gotta do step 1!  I had forgotten to delete that old  Ju-188 file.

Sorry.  But Thanks for looking.

C
Title: Re: VP Modpack [4.12]
Post by: SkyHigh on May 28, 2016, 07:56:36 AM
Just wish to second Stanislao above.
Title: Re: VP Modpack
Post by: CaptSopwith on May 28, 2016, 03:00:49 PM
Hi All,

Enjoying the vpmod immensely thus far! I think I might have found a very minor issue - while flying a "Battle of England" campaign, my fellow Spitfire pilots have the correct camo, but no markings - so the aircraft are blank. Ticking the markings box in the mission briefing gives my aircraft the correct markings, but the rest of the flight is blank. I've also seen a few other Spit formations without markings. Anyway to correct this or am I missing something that is modeled correctly? Otherwise, superb mod! Thanks again!
Title: Re: VP Modpack [4.12]
Post by: hadji4 on May 28, 2016, 04:39:01 PM
Superb mod! Thanks
Title: Re: VP Modpack
Post by: max_thehitman on May 28, 2016, 05:31:18 PM
Hi All,

Enjoying the vpmod immensely thus far! I think I might have found a very minor issue - while flying a "Battle of England" campaign, my fellow Spitfire pilots have the correct camo, but no markings - so the aircraft are blank. Ticking the markings box in the mission briefing gives my aircraft the correct markings, but the rest of the flight is blank. I've also seen a few other Spit formations without markings. Anyway to correct this or am I missing something that is modeled correctly? Otherwise, superb mod! Thanks again!

I cant remember if I ever tried that campaign before. There has been so many I have tried
Some campaigns come with a set of skins which you must use in the correct folders of each type
of airplanes to be used in that mission/Campaign.
Perhaps you are missing these skins?

As for each airplane selected in your group mission, they can also have their markings "turned on". Perhaps
you skipped some buttons. (?)

Title: Re: VP Modpack [4.12]
Post by: WingnaPrare on May 28, 2016, 05:35:09 PM
:)    :D     ;D
Boys, the VP Modpack is by far the best mod product until now.. simple and efficient to install, complex but very rewarding in its practical use. Obviously it is the result of precise choices that make it balanced and effective with frames. This means that all added more if they are not tested by an expert, can create conflicts and changes in the operation, and that's a shame ... I highly recommend you install an original uncut version and mess with a second version with which to do all additions that one believes .. many additions do not affect the operation, but many instead contain unreadable files that go in conflicts with frustrating results ... I personally have reinstalled several times the original version to return everything in its original place !! Always a great URRA for Vpmedia for this wonderful gift !!



This mod pack does everything right.  All the eyecandy and great features and 60+ fps on  very modest and older hardware.  A great way to rediscover IL-2 after many years (on 3 screens no less!)   8)

THANKYOU!!
Title: Re: VP Modpack [4.12]
Post by: rkalhorn109 on May 28, 2016, 07:19:12 PM
I've downloaded Part 002 several times and it always has a 7-Zip compression symbol on it (I've tried downloading it from both mirrors).  When I select the first file via 7-Zip to load into the main directory, it only loads 001.  Any suggestions on how I can solve this problem?
http://i1165.photobucket.com/albums/q596/Robin_Kalhorn/canopy%20flaw1_zpsoicjvo9z.jpg
Title: Re: VP Modpack
Post by: WingnaPrare on May 28, 2016, 11:58:07 PM
"The secondary goal is to create a package which is really easy to install, its a single 7z archive split into 700Mb parts, extarcting the first part into your game folder will automatically do the other 15 parts too.
Single click install, no manual, no complicated instructions, just start you modact game with the IL-2 Selector.exe as usual."

;)
Title: Re: VP Modpack [4.12]
Post by: stanislao on May 29, 2016, 05:13:54 AM
 :(    :)     :)   
The problem is how do you recognize as Zipped and open the first file in the list .. I too, I had difficulty with my winzip, did not recognize it zipped ... then magically, with 7zip system, it has opened the first file and everything went automatically in goal....

Title: Re: VP Modpack
Post by: vpmedia on May 29, 2016, 05:24:16 AM
Thanks for the positive comments, much appreciated! :)
Title: Re: VP Modpack
Post by: vpmedia on May 29, 2016, 05:27:53 AM
I've downloaded Part 002 several times and it always has a 7-Zip compression symbol on it (I've tried downloading it from both mirrors).  When I select the first file via 7-Zip to load into the main directory, it only loads 001.

I'm not sure whats going on there, the filesizes look ok. Did you see this screen?
http://i.imgur.com/xsa8zhG.jpg
Title: Re: VP Modpack [4.12]
Post by: rkalhorn109 on May 29, 2016, 09:41:08 AM
Yes, that is what I see.  I am now downloading Part 002 using a different computer.  I think something in my main computer (maybe McAfee antivirus) is somehow interfering with the process.
Title: Re: VP Modpack
Post by: vpmedia on May 29, 2016, 10:00:07 AM
After you press "Extract files" it should ask for a target folder, you need to point it to your IL-2 1946 folder and done.

I dont understand this part:

Quote
When I select the first file via 7-Zip to load into the main directory, it only loads 001.

I dont know what loading means in this case and I also dont know what youre calling "main directory". Are we talking about a partial extraction into your game folder? Sorry I'm not a native english speaker so you really need to spell it out for me. ;)
Title: Re: VP Modpack [4.12]
Post by: rkalhorn109 on May 29, 2016, 10:12:13 AM
Yes, I select the correct target folder after pressing "Extract Files".  So far, only 001 extracts into the game folder.  I have never had this problem with other mod packs, and nobody else is reporting this problem.  So it must be a problem that my computer is causing.  I'll see what happens when I've downloaded a new copy of 002 on my other computer.
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on May 29, 2016, 10:53:44 AM
when it's extracting (loading) it will only show the first part (001).  You will not see the others because it automatically extracts the others.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on May 29, 2016, 12:25:25 PM
when it's extracting (loading) it will only show the first part (001).  You will not see the others because it automatically extracts the others.

Yes, this is correct.
Title: Re: VP Modpack
Post by: vpmedia on May 29, 2016, 01:39:08 PM
I'll see what happens when I've downloaded a new copy of 002 on my other computer.

or you could just use the sfv file to verify the integrity of part 002
Title: Re: VP Modpack [4.12]
Post by: rkalhorn109 on May 29, 2016, 05:24:51 PM
Okay, I replaced the corrupted 002 file with a new one, and then I unchecked a certain box in the 7Zip download window.  All the files have loaded correctly, including the two patches.  Brief test flight in a Bf 109G-2 over the Stalingrad map.  Now it's time to fine tune the conf.ini and assign keyboard control buttons.  This looks like a marvelous pack.  Many thanks!  :)
Title: Re: VP Modpack
Post by: CaptSopwith on May 29, 2016, 06:55:57 PM
Hi All,

Enjoying the vpmod immensely thus far! I think I might have found a very minor issue - while flying a "Battle of England" campaign, my fellow Spitfire pilots have the correct camo, but no markings - so the aircraft are blank. Ticking the markings box in the mission briefing gives my aircraft the correct markings, but the rest of the flight is blank. I've also seen a few other Spit formations without markings. Anyway to correct this or am I missing something that is modeled correctly? Otherwise, superb mod! Thanks again!

I cant remember if I ever tried that campaign before. There has been so many I have tried
Some campaigns come with a set of skins which you must use in the correct folders of each type
of airplanes to be used in that mission/Campaign.
Perhaps you are missing these skins?

As for each airplane selected in your group mission, they can also have their markings "turned on". Perhaps
you skipped some buttons. (?)

Thanks for the help Max. I took a look and I misspoke, it is the aircraft markings which are missing. I've ticked the box to show markings but, even though mine is marked correctly, the rest of the flight has none. Odd.

EDIT: I think I've found a bug. I went through the RAF Generic ETO 39-45 campaign and it appears that, if I start a campaign (like Battle of France for example) with the assigned plane, my squadron markings are blank. If I change the choice of plane to a different type in the drop box at the start of the campaign - like changing from the assigned Hurricane to the Spitfire, then the markings appear.

I'm also seeing several Spitfire AI flights with no markings in the sim, as well as some DC3's. I tried a similar campaign with the USAAF and I'm not seeing the same issue. It appears to be an RAF decal issue in particular. Just wanted to report it for vpmedia.
Title: Re: VP Modpack
Post by: citizen67 on May 30, 2016, 03:37:19 AM
Admin edit: Fullquote snipped!

Hi Poltava,
thank you very much. I'll try to fix as you say.

p.s. 1: ehm... where do I find the "all.ini" file?  :-[
p.s. 2: do you think your "Years of Triumph" campaign can work in VP Modpack?

Citizen!

1.) You will find the all.ini file in SAS/MAPMODS/MAPS
2.) No, I don't think so. It has been designed for DBW 1.71 / 4.10. If you use that version plus the "Years of Triumph" Modpack it will run without a hitch!


Hi Poltava,
it seems I have not "Northern_Africa_Jir_v3" in my installation... so I tried the opposite way: I changed the name of the map inside the mission .ini files.
In this way the map loads and the mission start, but I don't know if that change could affect the campaign behavior.

I think the best way is to download the "Northern_Africa_Jir_v3" map.
Title: Re: VP Modpack [4.12]
Post by: vonOben on May 30, 2016, 04:29:32 AM
A Bump for my earlier question below and a new one:

Is it possible to get back the grey colour from Modact 5.30 instead of the beige colour in the screens?

http://s20.postimg.cc/yqm1f5jdp/VP_Modpack.jpg


There are some strange problems in the log file regarding some ships and the BF_109K4C3.
Can these problems have any negative impact?

Code: [Select]
[6:20:26 AM] Ship: Value of [Ship0]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:975)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0
[6:20:26 AM] Ship: Value of [Ship1]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:976)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship1
[6:20:26 AM] Ship: Value of [Ship2]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:977)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship2
[6:20:26 AM] Ship: Value of [Ship3]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:978)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship3
[6:20:26 AM] Ship: Value of [Ship4]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:979)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship4
[6:20:26 AM] Ship: Value of [Carrier0]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:987)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Carrier0
[6:20:26 AM] Ship: Value of [HMSTribal]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:992)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipPack$HMSTribal
[6:20:26 AM] Ship: Value of [ItalPoetiDD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:10)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalPoetiDD
[6:20:26 AM] Ship: Value of [ItalNavigatoriDD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:15)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalNavigatoriDD
[6:20:26 AM] Ship: Value of [GerZ7DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:20)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$GerZ7DD
[6:20:26 AM] Ship: Value of [GerZ29DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:25)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$GerZ29DD
[6:20:26 AM] Ship: Value of [IJNMinekazeDD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:30)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMinekazeDD
[6:20:26 AM] Ship: Value of [IJNShiokaze21DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:35)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNShiokaze21DD
[6:20:26 AM] Ship: Value of [IJNMinekaze43DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:40)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMinekaze43DD
[6:20:26 AM] Ship: Value of [IJNMinazuki27DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:45)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMinazuki27DD
[6:20:26 AM] Ship: Value of [IJNMutsukiDD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:50)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMutsukiDD
[6:20:26 AM] Ship: Value of [IJNMutsuki43DD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:55)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMutsuki43DD
[6:20:26 AM] Ship: Value of [IJNCDD]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:60)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD
[6:20:26 AM] Ship: Value of [IJNCDD8]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:65)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD8
[6:20:26 AM] Ship: Value of [IJNCDD82]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:70)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD82
[6:20:26 AM] Ship: Value of [IJNCDD106]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:75)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD106
[6:20:26 AM] Ship: Value of [IJNUkuruEscort]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:80)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNUkuruEscort
[6:20:26 AM] Ship: Value of [IJNShinnanEscort]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:85)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNShinnanEscort
[6:20:26 AM] Ship: Value of [IJNShigaEscort]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:90)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNShigaEscort
[6:20:26 AM] Ship: Value of [HMSFlower1Corvette]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:95)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$HMSFlower1Corvette
[6:20:26 AM] Ship: Value of [HMSFlower2Corvette]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:100)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$HMSFlower2Corvette
[6:20:26 AM] Ship: Value of [ItalGabbianoCorvette]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:105)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalGabbianoCorvette
[6:20:26 AM] Ship: Value of [ItalCicognaCorvette]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:110)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalCicognaCorvette
[6:20:26 AM] Ship: Value of [ItalProcellariaCorvette]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:115)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalProcellariaCorvette
[6:20:26 AM] Ship: Value of [ItalTuffetoCorvetteKM]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:120)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalTuffetoCorvetteKM
[6:20:26 AM] Ship: Value of [ItalVespaCorvetteKM]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:125)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalVespaCorvetteKM
[6:20:26 AM] Ship: Value of [ItalVespaCorvetteKM]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:130)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalVespaCorvetteKM
[6:20:26 AM] Ship: Value of [USSSimsDD1943]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:140)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.Shipgio$USSSimsDD1943
[6:20:26 AM] Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:119)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJupiter
[6:20:26 AM] Ship: Value of [HMSWarspite]:<Mesh> not foundCan't set property
[6:20:26 AM] java.lang.RuntimeException: Can't set property
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
[6:20:26 AM] at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
[6:20:26 AM] at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:123)
[6:20:26 AM] at java.lang.Class.forName0(Native Method)
[6:20:26 AM] at java.lang.Class.forName(Unknown Source)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[6:20:26 AM] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[6:20:26 AM] at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
[6:20:26 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[6:20:26 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[6:20:26 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[6:20:26 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[6:20:26 AM] Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSWarspite
[6:20:28 AM] No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$BF_109K4C3'
And in the end of the logfile:
[6:20:41 AM] Cannot open audio file samples/infinite 1
Title: Re: VP Modpack
Post by: vpmedia on May 30, 2016, 04:53:20 AM
Delete #SAS\GUI\gui\game\basicelements.tga

The ship errors are not significant, it only happens on startup. You got ships in classfiles but they lack 3d and ini entries. Probably caused by Ship-pack2 mod. Repeating java errors during gameplay is the real problem, you need to worry about.

Bf-109K4C3 error is caused by the lack of stationary version classfile, needs to be removed from stationary.ini. Its probably my mistake, but dunno when and how it happened.
Title: Re: VP Modpack [4.12]
Post by: vpmedia on May 30, 2016, 05:51:31 AM
VP MODPACK PATCH #3

Download: https://ulozto.net/x2YTeeBQ/vp-modpack-patch3-7z

Install instructions:

Extract the 7z into your game folder, overwrite files.

Contents:

Quote
Map updates:

-Channel40 updates / complete retexture and new buildings added, KiwiBiggles fixes added
-ag_Narvik texture updates
-Moscow texture updates
-Zuti Slovenia texture updates

Texture updates:

-Molva hangars
-blastpens
-pac sand and ground runway plates
-Pacific buildings texture update by Max the hitman
-VEHICLES_Tanks_Artillery_France_v1_01/Cars
-new wheel textures by Max the hitman

New buildings:

-buildings for France & UK
-Geezers airfield objects added

Other:

-chief, technics.ini updates - new vehicle convoys, follow distances corrected
-do-17 bombsight fix
-missing weapons fix by Sniperton & Moezilla

Title: Re: VP Modpack [4.12]
Post by: Cloyd on May 30, 2016, 07:05:42 AM
Thanks VP. Looking forward to your channel map update.

Cloyd
Title: Re: VP Modpack
Post by: PA_Willy on May 30, 2016, 07:10:29 AM
Thank you Vpmedia for your third patch.
Title: Re: VP Modpack [4.12]
Post by: Dauntless1 on May 30, 2016, 07:20:37 AM
 8)
Title: Re: VP Modpack [4.12]
Post by: Cloyd on May 30, 2016, 11:55:49 AM
Channel map looks great! Can anyone point me to a BoB campaign that will work this modpack? I've looked around here and at M4T, but I'd like to avoid the "trial and error" method to find a working campaign.

Thanks,
Cloyd
Title: Re: VP Modpack [4.12]
Post by: CaptSopwith on May 30, 2016, 12:00:07 PM
Channel map looks great! Can anyone point me to a BoB campaign that will work this modpack? I've looked around here and at M4T, but I'd like to avoid the "trial and error" method to find a working campaign.

Thanks,
Cloyd

Hi Cloyd, I'm currently playing the Generic ETO 39-45 British campaign included in vpmodpack and enjoying it - it includes a Battle of England" component that works well. The only issue I've encountered since the third patch are some oddly spawned planes - there were some unmarked Japanese two engine bombers appearing as friendly aircraft in my Battle of France campaign.

@vpmedia: the new patch looks fantastic. I'm still running into the blank squadmates issue. Is there something in the config.ini file that I've inadvertently switched off? I have markings on my plane, but none of my wingmen have any.

As an aside, the skins in this mod are absolutely top notch. I've never seen such high quality textures in any IL-2 install I've had before! Great work! If I can just sort out the decals issue (and perhaps why japenese bombers are appearing as support in an ETO campaign), I'll have this licked!

Cheers!
  ;D

Admin edit: please include a log with your error reports
Title: Re: VP Modpack [4.12]
Post by: spartan18a on May 30, 2016, 12:57:22 PM
Thanks a lot pal, especially now that HSFX for online is in deadtracks?  :-|
We owe you a lot ...
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on May 30, 2016, 02:19:54 PM
Oh man!  A new VP Canon Channel update, and Geezer's objects - two of my favorite mods!  This pack just keeps getting better and better.  Now I only have to get thru a whole day at work to get home and download...
Title: Re: VP Modpack [4.12]
Post by: rkalhorn109 on May 30, 2016, 07:49:18 PM
Great work, VP!  Now that I've got the pack working, I'm spending most of my time over the Channel 1940 map.  FPS on my old computer is a bit slow, so I will need to make a few adjustments there, but it's a rock steady 60 fps on my new computer.
http://i1165.photobucket.com/albums/q596/Robin_Kalhorn/il2fb%202016-05-30%2020-24-36-37_zpsbuncwhnm.png
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on May 30, 2016, 08:06:48 PM


Thank you VPmedia!  I will download and fly this new patch tomorrow ASAP!
I am very enthusiastic to see the new BoB "Channel40" map you have been working on.



Title: Re: VP Modpack [4.12]
Post by: Chardom on May 31, 2016, 04:08:46 AM
I still can't fly with VPmedia pack, as soon as the enemy arrives on the horizon, the game stops. Would someone have an idea?

Admin edit: please include a log with your error reports
Title: Re: VP Modpack
Post by: csvousden on May 31, 2016, 04:18:52 AM
Chardom, did you get rid of the old Ju-188 file?  That was my issue.

C

Quote
1. Delete #SAS\00_Ju-188A-2_v1.1 folder (old version of Ju-188)
Title: Re: VP Modpack
Post by: vpmedia on May 31, 2016, 04:59:53 AM
Thank you VPmedia!  I will download and fly this new patch tomorrow ASAP!
I am very enthusiastic to see the new BoB "Channel40" map you have been working on.

You're gonna need a manual update I assume, since you got an expanded pack.
The best way to do it is to use the universal static.ini checker on the Channel40 summer map and manually copy the new static.ini entries. Geezers objects need also be added manually. You can skip the chief and technics.ini update, it doesnt have anything important except the new vehicle convoys in the chief.ini. The rest is good to go.
Title: Re: VP Modpack
Post by: max_thehitman on May 31, 2016, 05:10:31 AM
Thank you VPmedia!  I will download and fly this new patch tomorrow ASAP!
I am very enthusiastic to see the new BoB "Channel40" map you have been working on.

You're gonna need a manual update I assume, since you got an expanded pack.
The best way to do it is to use the universal static.ini checker on the Channel40 summer map and manually copy the new static.ini entries. Geezers objects need also be added manually. You can skip the chief and technics.ini update, it doesn't have anything important except the new vehicle convoys in the chief.ini. The rest is good to go.

Thanks for the cool tip VP.
At the moment I have only added new airplanes to my VP_Modpack and nothing else.
I was waiting for your update-patch so now I can start bringing into your game ALL the static objects from all the previous games
and some new ones I created.
This will now take me a few days (probably weeks) to go through your static.ini list and compare it to my other personal list
of objects.

I am going to instal your new patch right now  :)  Thank you good friend for your new present.

(http://wldev.wpengine.netdna-cdn.com/wp-content/uploads/cheers-beer-yoga.jpg)
Title: Re: VP Modpack
Post by: Moezilla on May 31, 2016, 05:15:18 AM
For DCG users, here is a small JSGMEMOD, by sniperton and myself, which improves compatibility between VPMod (with Patch#3) and DCG (v3.49).

https://www.dropbox.com/s/eh49orj0otbveub/%23VPMod_DCG_compatibility_mod_v1.0.zip?dl=0

Includes 10 classes, 5 cod files and an updated weapons.properties. Drop the folder into JSGMEMODS and activate through JSGME.exe.

Report any problems here (http://www.sas1946.com/main/index.php/topic,51330.0.html) and please mention that you are using the VPMod version.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on May 31, 2016, 06:52:32 AM


Oh WOW!!  8)  What a visual and exciting looking new update VP!
This new update is SUPER.
I just took a flight in some maps (Channel40 and Pacific Rabaul) and the new re-textured objects
and landscapes are looking AMAZING! I must fly the other maps too! Everything has been changed for the best.

It is a huge improvement on what a little paint and some more added details to those buildings and objects can
do for the whole game and flying experience. I noticed you also added some of my old skins for those cobblestone
roads and the bridges. I really feel like I am flying in the 1940s era.
There is just so much eye-candy to enjoy on these flights. Its like dripping chocolate in my eyes!
I don't think I will be doing any dogfighting for the next couple of days and just flying and checking out the
cool land scenary!!  :D

FANTASTIC!!
Thank you once again Istvan!
Its another step-up the ladder of success into making this old IL2-1946+Mods game
one of the best flight-sims ever!

Title: Re: VP Modpack [4.12]
Post by: steven197106 on May 31, 2016, 08:00:33 AM
Crash to desktop when I try to start engines?
Code: [Select]
tModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/AviaB-534.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/FokkerDK.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/FokkerDU.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/FokkerS3Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/FokkerS3LATE.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/FokkerS4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/FokkerG1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/P-11c.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/PZL23B.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/PZL-37.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/PZL42.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from Alternative File: 'leo451_fm'
FM called 'FlightModels/MS406.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MS410.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MSMorko.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/IK-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F2A-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/GladiatorMkI.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/IAR-80.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/IAR-81a.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/IAR-81a.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/LetovS-328.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/A1H.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F-86A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F-86D-40.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F-86D-45.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F-86E.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F-86F-25E.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F-86F-25L.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F-86F-40.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F-86K.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/CAC_Sabre_Mk31.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/CAC_Sabre_Mk32.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/FJ-3M.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MiG-15F.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MiG-15F.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MiG-15F.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MiG-17.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MiG-17F.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MiG-17PF.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/B-29TU4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF3.fmd:Meteors' is being loaded from Alternative File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF4.fmd:Meteors' is being loaded from Alternative File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from File: 'meteors'
FM called 'FlightModels/MeteorF8.fmd:Meteors' is being loaded from Alternative File: 'meteors'
FM called 'FlightModels/P-80A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Yak-9T.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/I-16type24(ofSafonov).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MiG-3(ofPokryshkin).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/P-39N(ofPokryshkin).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/P-39Q-15(ofRechkalov).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/La-7.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ju-87G-2(ofRudel).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-10.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Me-262(ofNowotny).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/FokkerS3Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16
Cannot open audio file samples/infinite 1

Loading mission QuickQMBPro/Europe_Channel_1940-41Spr/Europe_Channel_1940-41SprBlueScramble00.mis...
Month = 5 , Hour = 12
Temperature -     0m = 15.0 .
Temperature -  1000m = 8.51001 .
Temperature -  2000m = 2.019989 .
Temperature -  3000m = -4.470001 .
Temperature -  4000m = -10.959991 .
Temperature -  5000m = -17.449997 .
Temperature -  6000m = -23.940002 .
Temperature -  7000m = -30.429993 .
Temperature -  8000m = -36.92 .
Temperature -  9000m = -43.410004 .
Temperature - 10000m = -49.899994 .
Temperature - 11000m = -56.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *717762184*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/French/frenchvillage1/live.sim)
##### House without collision (3do/Buildings/French/rubble_block/live.sim)
##### House without collision (3do/Buildings/French/rubble/live.sim)
##### House without collision (3do/Buildings/Airdrome/Tank1/mono.sim)
##### House without collision (3do/Buildings/England/jetty5/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Buildings/England/jetty3/live.sim)
##### House without collision (3do/Buildings/England/jetty6/live.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/French/eiffeltower/live.sim)
##### House without collision (3do/Buildings/French/arcdetriumph/live.sim)
##### House without collision (3do/Buildings/England/jetty4/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort2/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort1/live.sim)
##### House without collision (3do/Buildings/Airdrome/earth_2/live.sim)
##### House without collision (3do/Buildings/England/semi2/live.sim)
##### House without collision (3do/Buildings/England/phonebox/live.sim)
##### House without collision (3do/Buildings/Airdrome/Needles/live.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/England/signpost/live.sim)
##### House without collision (3do/Buildings/Trench/Short/live.sim)
##### House without collision (3do/Buildings/Trench/SingleU/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Airdrome/earth_1/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Trench/End/live.sim)
##### House without collision (3do/Buildings/Trench/TripleU/live.sim)
##### House without collision (3do/Buildings/Trench/Weapons/live.sim)
##### House without collision (3do/Buildings/Trench/Long/live.sim)
##### House without collision (3do/Buildings/England/stonehenge/live.sim)
##### House without collision (3do/Buildings/England/westminsterbuttress/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from Alternative File: 'ju188a2_fm'
FM called 'FlightModels/Jumo213.emd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Jumo213.emd' is being loaded from Alternative File: 'gui/game/buttons'
Flight Model File FlightModels/Ju-188A-2.fmd:JU188A2_FM contains no Mach Drag Parameters.
FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from File: 'ju188a2_fm'
FM called 'FlightModels/Ju-188A-2.fmd:JU188A2_FM' is being loaded from Alternative File: 'ju188a2_fm'
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Ju-88A-4-BGun/88_seat.tga'
FM called 'FlightModels/Ju-87B-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ju-88A-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ju-52_3mg4e.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109E-4.fmd' is being loaded from Alternative File: 'gui/game/buttons'
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Europe_Channel_1940-41Spr/Europe_Channel_1940-41SprBlueScramble00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'BlisterTop_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Compass3'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Compass4'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Compass5'
INTERNAL ERROR: HierMesh: Can't find chunk 'zAH2'
warning: no files : music/takeoff
java.lang.NoSuchMethodError
at com.maddox.il2.objects.sounds.MotorSound.onEngineState(MotorSound.java:85)
at com.maddox.il2.fm.Motor.computeStage(Motor.java:1511)
at com.maddox.il2.fm.Motor.update(Motor.java:820)
at com.maddox.il2.fm.EnginesInterface.update(EnginesInterface.java:278)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:551)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1071)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: VP Modpack
Post by: vpmedia on May 31, 2016, 08:24:55 AM
Deactivate any extra mods you added on the top of the pack.
Title: Re: VP Modpack [4.12]
Post by: steven197106 on May 31, 2016, 10:38:35 AM
Working now , removed jetwars thought it worked.
Title: Re: VP Modpack
Post by: vpmedia on May 31, 2016, 10:49:31 AM
My guess is that its incompatible with the effects mod, you can try to remove that if you want to use Jetwar.
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on May 31, 2016, 11:01:28 AM
Thanks for including all the new objects in Patch #3.  I love the new runway plate textures!  8)
Title: Re: VP Modpack [4.12]
Post by: CaptSopwith on June 01, 2016, 10:33:08 AM


Oh WOW!!  8)  What a visual and exciting looking new update VP!
This new update is SUPER.
I just took a flight in some maps (Channel40 and Pacific Rabaul) and the new re-textured objects
and landscapes are looking AMAZING! I must fly the other maps too! Everything has been changed for the best.

It is a huge improvement on what a little paint and some more added details to those buildings and objects can
do for the whole game and flying experience. I noticed you also added some of my old skins for those cobblestone
roads and the bridges. I really feel like I am flying in the 1940s era.
There is just so much eye-candy to enjoy on these flights. Its like dripping chocolate in my eyes!
I don't think I will be doing any dogfighting for the next couple of days and just flying and checking out the
cool land scenary!!  :D

FANTASTIC!!
Thank you once again Istvan!
Its another step-up the ladder of success into making this old IL2-1946+Mods game
one of the best flight-sims ever!

I agree Max, the upgrades in this mod are jaw dropping. Really captures the spirit of the 40s incredibly well!

I was just wondering how you're flying the Channel 40 map - are you just playing the QMB or is there a way to get a BoB campaign going with that map? I've tried DCG and it's putting me back in Crimea... not exactly the same affect.  :D
Title: Re: VP Modpack
Post by: CaptSopwith on June 01, 2016, 10:35:18 AM
And as a quick answer to my question from earlier regarding blank aircraft skins in my "Battle of England" campaign. vpmedia very kindly pointed me towards the Enjoyr skinpacks located here http://www.mission4today.com/index.php?name=Downloads&file=details&id=1972 some quick downloads and installs later and everything is displaying as it should! Thanks again!
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on June 02, 2016, 10:18:52 AM

I was just wondering how you're flying the Channel 40 map - are you just playing the QMB or is there a way to get a BoB campaign going with that map? I've tried DCG and it's putting me back in Crimea... not exactly the same affect.  :D

Hi CaptSopwith,
At the moment I am just flying all maps in Quick missions and checking out the landscapes. Beautiful maps!
I have been doing alot of new skin re-textures for the objects and want to make sure they look alright in
different types of sunlight and weather effects.
So far all my airplanes are flying great. The little details look very nice on the objects and all maps look fabulous.
I haven´t found a problem yet.
Title: Re: VP Modpack
Post by: vpmedia on June 02, 2016, 10:28:36 AM
Campaigns for the Channel40 map:

Storm over England by Poltava
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=269
Triumph in the West 1940 by Poltava
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=274
Biggin Hill Wing - Channel campaign for 611 Sqn by GregG
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=78
Battle of Britain, payed addon (spanish briefings)
http://www.wwiies.com/juegos/es/battleofbritain/
+ theres DCG BOB which uses the large Channel map:
http://www.sas1946.com/main/index.php/topic,7407.0.html
Title: Re: VP Modpack [4.12]
Post by: vpmedia on June 02, 2016, 12:09:32 PM
The work continues, next comes the Kiev map rebuild...new map textures, Battle of Moscow village buildings added, new stock building textures:

(http://i.imgur.com/4n719dQ.jpg)
Title: Re: VP Modpack [4.12]
Post by: CaptSopwith on June 02, 2016, 01:49:35 PM
Looking awesome vpmedia! Can't wait to see what the next update has in store!  8)
Title: Re: VP Modpack [4.12]
Post by: BoloG on June 02, 2016, 04:05:05 PM
Works great.
Only one small rhing.
TBF, TBM and other Avengers - open canopy doesn t work in external view.


Regards.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on June 02, 2016, 10:55:06 PM
Thank you VPmedia for those cool looking new buildings. They are looking super!

Thanks also to BoloG for that cool open canopy link.
Here are a few others which I have installed into this VP-modpack and seem to be working OK ....

Open cockpits for 4.12 game version ONLY --- OFFLINE USE ONLY
http://www.sas1946.com/main/index.php/topic,5882.24.html

Open Canopy Mods - starting from Reply #35 onwards as posted by Guzknife
Title: Re: VP Modpack [4.12]
Post by: BoloG on June 03, 2016, 10:09:33 AM
Noticed curious bug. Early Bf 109s have triple weapons loadout for B, C and D models. Please write if You have it to or it s just me. Don t know is this intentional or is it some bug in classfiles because I have sas BF109 ultimate pack in my other game versions and there it works OK.

And another bug, Engine cowling in cockpit view on Fulmar I needs to be fixed to.


[SOLUTION] for people who like me have a problem with engine cowling mesh sticking through prop base in Fulmar I cockpit view, here s a temp solution. Go to: IL 2 Sturmovik 1946\#SAS\COCKPIT_DBW\3do\Cockpit\HurricaneMkI open Body.msh with notepad and change CameraHook values for something like this:

[HookLoc]
1 0 0 0 1 0 0 0 1 -0.410000 2E-05 0.020662
1 0 0 0 1 0 0 0 1 -0.218002 2E-05 0.020662

If You want wider vision in the cockpit just change FOV or activate FOV mod supplied with ModAct5.3 JSGME.

Regards.
Title: Re: VP Modpack
Post by: Hunter on June 03, 2016, 12:40:20 PM
I hope in this large downloads isn't complete of recording files .....right , vpmedia ?
Title: Re: VP Modpack [4.12]
Post by: vpmedia on June 05, 2016, 04:32:14 AM
VP_SKINPACK

The missing skin folders and 616 skins for mod planes from various sources.

Download: https://ulozto.net/xhjNTjJA/vp-modpack-paintschemes-7z

Install: extract to your game folder.

Code: [Select]
A-26B
A-26K
B-26B
BeaufighterMkI
BeaufighterMkIF
BeaufighterMkX
Bf-109B-1
Bf-109B-2
Bf-109C-1
Bf-109D-1
Bf-109E-1
Bf-109E-3
Bf-109F-0
Bf-109F-2U
Bf-109F-4_1.3ATA
Bf-109F-4MSTL
Bf-109F-4Z
Bf-109G-1
Bf-109G-10_Erla
Bf-109G-10C3
Bf-109G-14AS
Bf-109G-2_1.3ATA
Bf-109G-3
Bf-109G-5
Bf-109G-5AS
Bf-109G-6_1.3ATA
Bf-109G-6_Erla
Bf-109G-6_Mid
Bf-109T-1
Bf-109T-2
Bf-110C-1
Bf-110C-7
Bf-110D-3
Bf-110E-1
Bf-110F-2
BlenheimMkIF
BlenheimMkIVF
CR-32quater
Do-17Z-0
Do-17Z-2
Fi-156U
FokkerG1
HalifaxBMkIII
He-111H-12
He-177-A3
He219Uhu
he51c-1
Hudson-MkI
Hudson-MkIII
HurricaneMkIearly
HurricaneMkIIa
HurricaneMkIId
I-15_m22
I-15_m25
Ju-188A-2
Ju-88C-6
Ki-109
Ki-44-II-Hei
Ki-44-II-Ko
Ki-44-II-Otsu
Ki-44-II-Otsu_Late
Ki-48-I
Ki-48-II
Ki-48-II_KAMIKAZE
Ki-48-IIb
Ki-67-I
L-5_Sentinel
Lancaster
Leo451
Magister
ME-410-A
ME-410-B
ME-410-D
MeteorF3
MeteorF4
MeteorF8
MosquitoBMkXVI
MosquitoFBMkVI
MosquitoFBMkVICC
MosquitoFBMkXVIII
MosquitoMkXVIII
MustangMkI
MustangMkIa
P-38DroopSnoot
P-47N-15
P-51A
P-61A
P-61B
PBY
PZL23B
PZL37B
PZL42
S-199
SeaFury_MkX
SeaHurricaneMkIb
SeaHurricaneMkIIc
SpitfireF21
SpitfireF22
SpitfireF24
SpitfireMkI
SpitfireMkIb
SpitfireMkIearly
SpitfireMkIIa
SpitfireMkIIb
SpitfireMkVa
TempestFBMkII
TyphoonMkIB
TyphoonMkIBLate
TyphoonMkIBLate4
Walrus
whitley-mkv
whitley-mkvii
Title: Re: VP Modpack [4.12]
Post by: BoloG on June 05, 2016, 06:25:06 AM
Thank You for skins vpmedia, You re a Master.
Title: Re: VP Modpack [4.12]
Post by: Dauntless1 on June 05, 2016, 07:10:09 AM
 8)
Title: Re: VP Modpack
Post by: PA_Willy on June 05, 2016, 08:53:37 AM
Thank you for these missing folders and skins!
Title: Re: VP Modpack [4.12]
Post by: BoloG on June 07, 2016, 03:19:08 PM
I ve checked few attached gen dynamic campaigns. And it doesn t look pretty. First two I ve checked:


RAF:
1. (AAW) Murmansk Hurricane generates but doesn t show map, briefing, arming screen can t play it.

2. (Generic ETO) RAF 1939-1945: first two subcampaigns don t even generate:
A. Belgium 1939: Phoney War.
B. Belgium 1940: Blitzkrieg.

Probably reason for this is lack of nap or player plane used in subcampaign: Hurricane IIb with later service date them campaign timeframe.

Later subcampaigns in this campaign can be played ok.


On a plus side, the Burma campaigns look great.

Regards.
Title: Re: VP Modpack [4.12]
Post by: CaptSopwith on June 07, 2016, 04:32:21 PM
I ve checked few attached gen dynamic campaigns. And it doesn t look pretty. First two I ve checked:


RAF:
1. (AAW) Murmansk Hurricane generates but doesn t show map, briefing, arming screen can t play it.

2. (Generic ETO) RAF 1939-1945: first two subcampaigns don t even generate:
A. Belgium 1939: Phoney War.
B. Belgium 1940: Blitzkrieg.

Probably reason for this is lack of nap or player plane used in subcampaign: Hurricane IIb with later service date them campaign timeframe.

Later subcampaigns in this campaign can be played ok.


On a plus side, the Burma campaigns look great.

Regards.

I can confirm that - first two Generic RAF campaigns do not load - only issue a beep code. So I jumped ahead and I'm enjoying it immensely!

Also subbed in DCG to add some extra campaigns to the sim.

Can anyone confirm if the DCG Battle of Britain Campaign that vpmedia suggested will work with the new modpack? It was made specifically for either UP or HSFX and I didn't want to mess up my install by trying it. Would be nice to do a proper BoB campaign with such an excellent map!
Title: Re: VP Modpack
Post by: vpmedia on June 08, 2016, 12:30:26 AM
There must be some bugs in EnjoyR's Dgen patch because, I only changed a few campaigns (NWEurope, Stgrad, Burma). I tested the  (AAW) Murmansk Hurricane campaign and it generated a working mission.
The (Generic ETO) RAF 1939-1945 subcampaigns are indeed missing a file, DGen\1940_Ardennes.DB.
Link to that camapign seems to be dead: http://www.sas1946.com/main/index.php/topic,20115.0.html so I dont know how to locate that file or if its even exists. Btw checking you DgenERROR.log is always a good idea.
Title: Re: VP Modpack
Post by: Moezilla on June 08, 2016, 01:54:31 AM
...

Also subbed in DCG to add some extra campaigns to the sim.

Can anyone confirm if the DCG Battle of Britain Campaign that vpmedia suggested will work with the new modpack? It was made specifically for either UP or HSFX and I didn't want to mess up my install by trying it. Would be nice to do a proper BoB campaign with such an excellent map!

I had a quick look at the files for LoneStar67's v1.2 BoB DCG campaign and everything it needs should be in VP Modpack. There was a v1.3 for DBW but I think the first of the four sub-campaigns uses some ships that VP Modpack does not include.
Title: Re: VP Modpack
Post by: vpmedia on June 08, 2016, 02:01:24 AM
The DBW mod ships were put into the main Ships class, the ShipPack2/3 which is available to download for 4.12 added these ships into a separate ShipPack class.

DBW: ships.Ship$Tanker1
VP modpack: ships.ShipPack$Tanker1
Title: Re: VP Modpack [4.12]
Post by: BoloG on June 08, 2016, 03:04:52 AM
Quote
There must be some bugs in EnjoyR's Dgen patch because, I only changed a few campaigns (NWEurope, Stgrad, Burma). I tested the  (AAW) Murmansk Hurricane campaign and it generated a working mission.
The (Generic ETO) RAF 1939-1945 subcampaigns are indeed missing a file, DGen\1940_Ardennes.DB.
Link to that camapign seems to be dead: http://www.sas1946.com/main/index.php/topic,20115.0.html so I dont know how to locate that file or if its even exists. Btw checking you DgenERROR.log is always a good idea.

Thanks for reply.


Working link for Boelcke Westfront campaign:

http://www.axis-and-allies-paintworks.com/download.php?view.715

Working link for Murmansk campaign:
(I am not sure is this one that You included).
http://www.axis-and-allies-paintworks.com/download.php?view.839
(there is instruction in there how to make Murmansk campaign work).

I ll check my DGEN error log and post it when I get back home from work.

I am not dgen savy so I will not attempt to quick fix it on my own.


If I am not mistaken 1940_Ardennes.DB. is a map from old payware BOE addon I actually have that addon on CD so I ll copy that file to my dgen folder, of caurse I ll back up it first and sea what happens.


On a plus side I am really enjoy playing your modified dgen Burma campaigns. Great work VPMEDIA.

I was also able to play with VPMODPACK after few simple modifications great historical campaign "ComAirSols: USMC Operation Toenails " by DixieCapt Campaign designed for UP3 but runs great with your pack. I had a blast with it.

http://www.mission4today.com/index.php?name=Downloads3&file=details&id=329

Regards.
Title: Re: VP Modpack [4.12]
Post by: Baffrah on June 08, 2016, 04:16:06 AM
Hi everyone,

First of all, thank's a lot to you vpmedia for this excellent modpack: working perfectly, with more planes than ever in campaigns, even with my old rig!
About your DGen campain problems: I tried the Murmansk one for Bf110 Luftwaffe: same problem than CaptSopwith reported here: my DGen log says "Ostfront not installed" - Ostfront beeing a payware campaign addon as Battle over Europe is, as you may know. Look here: http://www.sas1946.com/main/index.php?topic=15387.12.
So I suppose there should at least be some files, or files names, missing so to play those campaigns. There should be a way to fix those problem, as some of the adon campaigns made by some moders, like the ones likend by BoloG here, are totally playable on those maps in modded il2.
About the "DGen\1940_Ardennes.DB" missing for the Generic ETO RAF campaigns, give me some time: I still have the Battle over Europe addon, still have the original dvd - I must have this file somewhere in one of my old Il2 installs saved on external hdd.
Cheers!
Title: Re: VP Modpack
Post by: vegetarian on June 08, 2016, 04:33:19 AM
Bolog, what modifications did you have to make to get the ComAirSols campaign to work?
Cheers
Title: Re: VP Modpack
Post by: vpmedia on June 08, 2016, 05:42:52 AM
I added the Dgen stuff ~2 years ago when I installed 4.12, so I do not remember much about the whole process, sorry. :)

The missing DB file can not be from BoE because the campaign is for stock dgen and I see that file in this version (http://www.axis-and-allies-paintworks.com/download.php?view.715) which isnt the one in EnjoyR's patch because it says its Westfront campaign 1.3 for HSFX 6 . There was an other version: http://www.mission4today.com/index.php?name=Downloads&file=details&id=1972. <-here, it says West Front Campaigns 2.11.

Anyway, I tried to add the missing files indicated in the error log, but the whole thing freezes when I do so. Fixing dgen bugs was never my strongpoint. What you can do is throw out my Dgen folder and start from scratch, here's a clean stock dgen folder minus the pilot portraits: https://ulozto.net/x6jP1ura/stock-dgen-7z
Title: Re: VP Modpack
Post by: vpmedia on June 08, 2016, 05:48:55 AM
About your DGen campain problems: I tried the Murmansk one for Bf110 Luftwaffe: same problem than CaptSopwith reported here: my DGen log says "Ostfront not installed" - Ostfront beeing a payware campaign addon as Battle over Europe is, as you may know. Look here: http://www.sas1946.com/main/index.php?topic=15387.12.

I'm familiar with that addon because I worked on Ostfront VVS skins in official capacity.

It seems that I must have screwed up some dgen update but I dont know how because the Murmansk Bf 110 campaign generates mission in my install. I'll do more investigation.
Title: Re: VP Modpack [4.12]
Post by: BoloG on June 08, 2016, 07:58:24 AM
Quote
It seems that I must have screwed up some dgen update but I dont know how because the Murmansk Bf 110 campaign generates mission in my install. I'll do more investigation.

Thanks fo response VPMEDIA, I am not an expert but I ve searched that Murmansk campaign in google and I ve found this old entry in ubi forum:

http://forums.ubi.com/showthread.php/575275-More-Campaigns-Forums

According to this, that Murmansk campaign requires Ostfront and probably BOE addon.

My take on this is that, while compiling the modpack You perhaps by mistake used Enjoyer patch for game with BOE and Ostfront insteed that one for the vanilla game. Or I could be totally wrong.

Quote
Bolog, what modifications did you have to make to get the ComAirSols campaign to work?
Cheers

@vegetarian: One simple thing, to get campaign running You must delete that files:

Slot_A1.mis, Slot_A2.mis and it s propertieses files and remove that missions entries from cmpaign.ini file (open it with notepad and save after deleting entries). Change each mission ru.properties files names to properties if You using english version of the game so the briefing texts could load in map screen. That s it, after that go fly.

Regards.
Title: Re: VP Modpack [4.12]
Post by: Viron84 on June 08, 2016, 10:46:45 AM
Hi

vpmedia do you know a version from westfront campaign that works with your Vp-Modpack ??

THX

Belgium 1939, Phoney war
Belgium 1940, Blitzkrieg
France 1940, Battle of france
France 1941: Circus (june 1941 till december 1941)
Channel front spring 1942: Butcher Bird
France autumn 1942: Fortresses ahead
Channel front January 1943: All quiet at the western front
Channel autumn 1943: War of attrition
France may 1944: Pre invasion phase
Normandy june 1944: DDay
Normandy july 1944: Breakout
Northern germany fall 1944: Throes of death
Ardennes: Operation Bodenplatte
Northern germany 1945: Defeat
Title: Re: VP Modpack [4.12]
Post by: vonOben on June 08, 2016, 11:41:21 AM
Hi

I noticed a typo in patch 3 technics.ini

MeshDesertDamage do/Cars/DemagFlak/Dead.sim

Should be
MeshDesertDamage 3do/Cars/DemagFlak/Dead.sim
Title: Re: VP Modpack
Post by: vegetarian on June 08, 2016, 08:24:52 PM
Thank you for the feedback BoloG, much appreciated. I will try it out when I get home. Might also be a good opportunity to try out CWatsons revised F4U flight model.

Cheers
Title: Re: VP Modpack
Post by: vpmedia on June 10, 2016, 09:03:14 AM
Coming soon - Italy Online with textures by Uufflakke and new SE buildings added:

(http://i.imgur.com/509x4oJ.jpg)
(http://i.imgur.com/tKHNTOK.jpg)
(http://i.imgur.com/e5oAusR.jpg)
(http://i.imgur.com/yC7iJJi.jpg)

There will also be Kiev and Bessarabia with cyberolas textures and a complete rebuild of the Normandy-1 map.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on June 10, 2016, 12:44:42 PM
AAAAaaaaaaahh.....I am already drooling at the mouth  :P with such visual eye-candy !!!
DELICIOUS !!
Amazing !!  8)

I think this is the year everyone is going to take IL2-1946+Mods to a whole new level of greatness once again.
MORE FUN for everyone!
Title: Re: VP Modpack [4.12]
Post by: Darkwind on June 10, 2016, 06:08:56 PM
Deeeelicious!! Can't wait!  :P  On behalf of all of us out here that have absolutely no skills or abilities when it comes to making all of the unbelievable improvements you guys have produced and shared over all these years. Lord knows! Maps, Planes, Skins, 3-D improvements, Sounds, Visuals, on and on and on. Once again, We thank all of you for sharing what you have created. You gentlemen have kept IL-2 alive for the rest of us.
Title: Re: VP Modpack [4.12]
Post by: steven197106 on June 10, 2016, 08:42:51 PM
Your mod-pack is my favorite of all now, thought Italy online was a good map with out the  update cant wait. :P
https://www.youtube.com/watch?v=mqdXJm4sMCo&feature=gp-n-y&google_comment_id=z12xe5zwlzflx1m1k22gsvwo4knnjr5dn
Title: Re: VP Modpack [4.12]
Post by: SAS~Tom2 on June 11, 2016, 12:29:30 PM
Great looking map Istvan! :P
My MA 5.3 is already too modded to add your packs without ini hassle, I think I may go for it on a seperate install.

Cheers

Thorsten

PS:
I love my MA 5.3 the way it is now but I see too many goodies in your pack to not try it. :P
Title: Re: VP Modpack
Post by: vpmedia on June 14, 2016, 09:53:08 AM
New buildings for patch4, UK City House, Small gothic church for Western Europe, small russian church:

(http://i.imgur.com/v5IjfT1.jpg)
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on June 14, 2016, 10:36:43 AM
I must say, those churches looks great. HALLELUiaa  8)
Very nice details. I like it very much.

Title: Re: VP Modpack [4.12]
Post by: cheech420 on June 14, 2016, 11:04:59 AM
will this work with the  4.7 to 4.12.1 patch or has it got to be the megapatch
Title: Re: VP Modpack
Post by: Uufflakke on June 14, 2016, 11:30:48 AM
Coming soon - Italy Online with textures by Uufflakke and new SE buildings added:


The textures looked already very familiar to me indeed.  :D

About the Southern European houses, are they repaints of my repaints or you added a couple more to the collection?

One little thing in relation to the Russian church, the Russian Orthodox Cross consists of 3 bars.
http://www.synaxis.info/old-rite/0_oldbelief/instructional_eng/cross_symbolism.html (http://www.synaxis.info/old-rite/0_oldbelief/instructional_eng/cross_symbolism.html)
But that is not something to fix with repaints but a matter of 3D modelling.
Title: Re: VP Modpack [4.12]
Post by: miketheflying monk on June 15, 2016, 12:20:08 AM
Will this work with the Steam version already modded to 12.2 ?
Title: Re: VP Modpack
Post by: vpmedia on June 15, 2016, 03:20:47 AM
Uufflakke, I used 30 SE houses from Boomers object pack which is included in DBW.
The cross cant be corrected via Photoshop because its part of the 3d model shape, not a image with alpha channel as some are. Its the FinlandCountryChurch stock object reskinned.
Title: Re: VP Modpack
Post by: vpmedia on June 15, 2016, 03:24:43 AM
Will this work with the Steam version already modded to 12.2 ?

I got a dvd version but I see no reason for it not to work. Maybe somebody with Steam version will confirm.
Title: Re: VP Modpack [4.12]
Post by: Mcoady on June 15, 2016, 04:15:21 AM
it does work with the Steam version.
Title: Re: VP Modpack [4.12]
Post by: BoloG on June 15, 2016, 04:20:13 AM
Quote
Will this work with the Steam version already modded to 12.2 ?

Yes it will work on Steam version but do not patch or mod life steam version of the game espetially if you have steam cloud enabled it may break your game permanently. Instead copy entire "Il2 Sturmovik 1946" game folder from Steam/steamapps/common/youraccountname/directory to another location on your hard drive and apply the mod there, after that just start play from there without Steam assistance. Steam version of the game dowsn t have any kind of DRM so you ccan keep it as a clean back up and copy it for as much installs as You want.

In my games folder on hdd I have all my il2 game folders build on my steam copy side by side.
vanilla 2.12.2m
ModAct 5.03 4.12.2m
CUP WAW20
vanilla 4.13.2m
ModAct 6.01 4.13.1m
VPMODPACK 1.3 4.12.2m
etc.

Regards.
Title: Re: VP Modpack [4.12]
Post by: DaveP63 on June 15, 2016, 04:30:25 AM
Will this work with the Steam version already modded to 12.2 ?

It will work fine. Do run the mega patch as instructed. There's missing stuff from the steam install that's in the mega patch.
Title: Re: VP Modpack [4.12]
Post by: BoloG on June 15, 2016, 08:13:24 AM
Quote
It will work fine. Do run the mega patch as instructed. There's missing stuff from the steam install that's in the mega patch

Missing?

I wasn t aware of anything missing.

Regards.
Title: Re: VP Modpack
Post by: vpmedia on June 15, 2016, 08:24:52 AM
Preview of the next update - Bay of Biscay map retextured and repopulated with new buildings:

(http://i.imgur.com/2G1WpIc.jpg)

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

(http://i.imgur.com/uHq1P3X.jpg)

Bessarabia retextured using cyberolas Smolensk textures:

(http://i.imgur.com/EpfY7A6.jpg)

(http://i.imgur.com/1GUIj3M.jpg)

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

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

Kiev

(http://i.imgur.com/lNJMh9g.jpg)

Normandy 1

(http://i.imgur.com/WdvQ5x8.jpg)
Title: Re: VP Modpack [4.12]
Post by: miketheflying monk on June 15, 2016, 08:55:51 AM
trying to unpack vp_modpack.7z.0 02, cannot open archive? Have tried the mirror ,same result.
Title: Re: VP Modpack
Post by: vpmedia on June 15, 2016, 09:48:33 AM
trying to unpack vp_modpack.7z.0 02, cannot open archive? Have tried the mirror ,same result.

http://www.sas1946.com/main/index.php/topic,50919.msg556032.html#msg556032
Title: Re: VP Modpack [4.12]
Post by: cheech420 on June 15, 2016, 12:15:29 PM
i extracted  the first folder into my il2 folder. but when i go to extract it  its saying c/user admin/documents /il2 4.12.2\vpmodpack.7z canot open file as 7z archive of unexpected end of data ...and some files are saying corupt damaged too when i download from any of the mirrors
Title: Re: VP Modpack [4.12]
Post by: whistler on June 15, 2016, 12:39:28 PM
Folks, I downloaded all files this week and all was good. Please make sure you have a solid internet connection.
Title: Re: VP Modpack [4.12]
Post by: Matz on June 15, 2016, 12:46:53 PM
i extracted  the first folder into my il2 folder. but when i go to extract it  its saying c/user admin/documents /il2 4.12.2\vpmodpack.7z canot open file as 7z archive of unexpected end of data ...and some files are saying corupt damaged too when i download from any of the mirrors

Hi Cheech,

1. Just wondering if this similar to the problem when IL-2 is updated / modded in the Program Files folder. Have you tried it in a folder outside of the Windows "system" folders?

2. Do the downloads check out against the reference file (in the initial post I believe) ?

Cheers
Matz
Title: Re: VP Modpack [4.12]
Post by: cheech420 on June 15, 2016, 12:56:04 PM
the folder is in my documents mate or do you mean like save the vp files to like my documents thay all go hear C:\Users\admin\AppData\Local\Temp\ should i change that
Title: Re: VP Modpack
Post by: vpmedia on June 15, 2016, 01:03:59 PM
Do you know how to use the sfv files to verify the integrity of your downloaded files?

Quote
SFV files to check for errors:
http://ulozto.net/xhVQNmpB/vp-modpack-file-verification-7z

What we need to do first is to exclude the possibility of corrupted downloads.

Second is to ensure that the right software is used for extraction.
(Link is here: http://www.sas1946.com/main/index.php/topic,50919.msg556032.html#msg556032)

It might help if you watch this video, thanks to Steven for making it:
https://www.youtube.com/watch?v=LqxfNkhSSf0
Title: Re: VP Modpack [4.12]
Post by: DaveP63 on June 15, 2016, 04:04:06 PM
Quote
It will work fine. Do run the mega patch as instructed. There's missing stuff from the steam install that's in the mega patch

Missing?

I wasn t aware of anything missing.

Regards.

IIRC, there are some files that are missing from download versions that the patch restores. I don't recall which ones or what they are. I have had issues modding the steam version that I don't seem to have after running the patch. So, I run the patch. If it's not necessary for the steam version, swell. Otherwise, it's cheap insurance to keep from having issues.

Thanks for the tip on copying the steam IL2 folder to make multiple copies. Wasn't sure that would work.
Title: Re: VP Modpack [4.12]
Post by: vpmedia on June 16, 2016, 09:09:36 AM
VP MODPACK PATCH #4

Download: https://ulozto.net/xP4WKfBz/vp-modpack-patch4-7z

Install instructions:

Extract the 7z into your game folder, overwrite files.

Contents:

Quote
Map updates:

*Ardennes maps, new buildings and texture color corrections
*Bay of biscay, full map update
*Balaton map, small fix on field textures and the height map
*Bessarabia, new textures
*Berlin, two new city buildings added
*Italy online, full map update
*Kiev, full map update
*Normandy maps retextured, Normandy 1 new buildings

Buildings:

*Kiev buildings, new textures
*BoM buildings / DOM1-5 new damage model, static.ini entries
*GermanCityBlock2b/2c new buildings
*UK_City_5 new building
*FinlandCountryChurch2-3 new buildings

Other:

*00_Beaufighters_SAS_v3_fix / prop position by Horchen
*#00_Weapons_Poland
*00_Spitfire_Mk1_5 default skins and damage layers
*p-51b/c mto/desert default skins
*p-47d-22/d-27 mto/desert default skins
*a-20g pacific and eto default skins

Title: Re: VP Modpack
Post by: WingnaPrare on June 16, 2016, 10:05:33 AM
Downloading, can't wait to check out the new map updates, look amazing in the pics you posted!  Thanks
Title: Re: VP Modpack [4.12]
Post by: GEORGES44 on June 16, 2016, 10:16:35 AM
Thanks VP  :) :) :)
Title: Re: VP Modpack
Post by: urmel on June 16, 2016, 10:27:13 AM
Many Thanks,vpmedia!!!
Title: Re: VP Modpack
Post by: Moezilla on June 16, 2016, 11:36:54 AM
Thanks IC!

I know your inbox is probably busy but did you see my pm?
Title: Re: VP Modpack
Post by: PA_Willy on June 16, 2016, 02:02:16 PM
Thank you!!
Title: Re: VP Modpack [4.12]
Post by: cgagan on June 16, 2016, 02:45:44 PM
Work of art Istvan!!!! 8)
Title: Re: VP Modpack [4.12]
Post by: hadji4 on June 16, 2016, 03:34:17 PM
Many Thanks,vpmedia!!!
Title: Re: VP Modpack [4.12]
Post by: Cloyd on June 16, 2016, 06:33:51 PM
This modpack sucks! It's too big! It won't any longer fit on one Blueray disk, even compressed! How can I possibly share it?

I'm kidding, of course. Many thanks for this beautiful pack.

Cloyd

Title: Re: VP Modpack [4.12]
Post by: max_thehitman on June 16, 2016, 11:14:44 PM


Thank you VPmedia!  8)
I will test as soon as possible.

Title: Re: VP Modpack [4.12]
Post by: pilotpimpf on June 17, 2016, 01:47:42 AM
thank you for your continuing additions too this marvelous pack, it just gets better and with great frame rates
Title: Re: VP Modpack [4.12]
Post by: bergkamp on June 17, 2016, 04:11:34 AM
Thank you VP for you continuing excellent work. Nice looking Biscay map.

Regards,

Bergkamp
Title: Re: VP Modpack [4.12]
Post by: tartenmuche on June 17, 2016, 07:29:20 AM
Dear VPmedia,
congratulations for the job done.
I am trying to install PAL HUD mod which gives precious indications when bombing and also gives in the cockpit the position of the various trims but it doesn't work.
I also would like to install the TORP LOAD mod which gives information when launching torpedoes and the PBNfix which allow to use a bombsight on the PBN Nomad.
Do you know a secure way to install these mods?
Best regards.
Title: Re: VP Modpack [4.12]
Post by: citizen67 on June 17, 2016, 10:15:33 AM
Hi everybody,
I encountered a strange issue using VP Modpack (with patch 03): I tried to fly some Spitfires (Mk.V Trop, Mk.IIa...) in QMB choosing first the Channel map, then the Desert map (I don't remember which one) from the drop-down menu. When the mission starts, immediately the plane goes upside-down by itself, or fall on the floor as if it hadn't the wheels!
Has anyone had the same problem?

Thanks in advance.
Title: Re: VP Modpack [4.12]
Post by: Blaubaer on June 17, 2016, 11:29:52 AM
Is there a documentation which file(s) (esp. in SAS_AUTO)contain(s) which mod?

Regards, der Blaubär
Title: Re: VP Modpack [4.12]
Post by: Moezilla on June 17, 2016, 02:22:19 PM
...

Wasn´t there a program already made which you could check to see, if another file already had
new lines added to it, or something like that?
I think there was
and now I cant seem to remember where to get it.  :P


www.winmerge.org
Title: Re: VP Modpack [4.12]
Post by: devvvtrain on June 17, 2016, 04:02:35 PM
Suggestions for next patch:
Replace the current New Armor Pack with the latest version
New textures for the train mod
Title: Re: VP Modpack [4.12]
Post by: victor639514 on June 17, 2016, 07:40:21 PM
Hello again VPmedia.  :)

A suggestion I have in mind for your mod pack is a mapmod update for the Hawaii map.
Title: Re: VP Modpack [4.12]
Post by: Dimlee on June 18, 2016, 11:29:11 AM
Whenever I want to fly offline, I'm torn up between CUP and VP Modpack. Decisions, decisions... :-)
Thank you for excellent product and for giving us a choice!
Title: Re: VP Modpack [4.12]
Post by: bweiss on June 18, 2016, 06:59:50 PM
VP, this is perhaps your greatest triumph! I've used your mods for years and your hard work has added to my enjoyment of this game immensely. Thank you very much for this modpack.
Title: Re: VP Modpack [4.12]
Post by: vonOben on June 19, 2016, 12:22:21 AM
Thanks for the update vpmedia!  :)

Much appreciated!  :)

It would be a good idea updating the first post with information about patch 4 IMHO, so it's easier to find.
Title: Re: VP Modpack
Post by: vpmedia on June 19, 2016, 08:04:26 AM
Hi everybody,
I encountered a strange issue using VP Modpack (with patch 03): I tried to fly some Spitfires (Mk.V Trop, Mk.IIa...) in QMB choosing first the Channel map, then the Desert map (I don't remember which one) from the drop-down menu. When the mission starts, immediately the plane goes upside-down by itself, or fall on the floor as if it hadn't the wheels!
Has anyone had the same problem?

Thanks in advance.

post you log.lst file please!
Title: Re: VP Modpack
Post by: vpmedia on June 19, 2016, 08:10:07 AM
Dear VPmedia,
congratulations for the job done.
I am trying to install PAL HUD mod which gives precious indications when bombing and also gives in the cockpit the position of the various trims but it doesn't work.
I also would like to install the TORP LOAD mod which gives information when launching torpedoes and the PBNfix which allow to use a bombsight on the PBN Nomad.
Do you know a secure way to install these mods?
Best regards.

Thanks! Sorry I'm not familiar with these mods. But I think that as long as those mods are 4.12 compatible then it should work.
Title: Re: VP Modpack
Post by: vpmedia on June 19, 2016, 08:16:19 AM
Is there a documentation which file(s) (esp. in SAS_AUTO)contain(s) which mod?

Regards, der Blaubär

You can use the sfs extractor tool ( http://www.sas1946.com/main/index.php?topic=7017.0 ) to identify the contents of the each sfs. It's mostly  material from DBW, a lot of maps, textures and objects. The rest comes from the #SAS folder, that's the part I added.
Title: Re: VP Modpack
Post by: vpmedia on June 19, 2016, 08:19:08 AM
VP, this is perhaps your greatest triumph! I've used your mods for years and your hard work has added to my enjoyment of this game immensely. Thank you very much for this modpack.

Youre most welcome! :)

Thanks to everyone for the postive comments!
Title: Re: VP Modpack
Post by: CaptSopwith on June 19, 2016, 04:19:55 PM
Hi vpmedia,

Enjoying the new patch immensely! The map textures look fantastic and the new aircraft skins make the campaigns even better!

I have a quick question: I was using the latest version of DCG and after ticking the "Normandy British Base" with a campaign, my regular Normandy map that has part of the English coast now features the Normandy British Base - with the miniature cliffs of dover and some ships in harbor, on the regular map. I've unchecked the option in DCG and removed it as the Dgen in IL2 but the base is still there. Any idea how I can restore the Normandy map to its stock configuration without the island base in the middle of the English countryside?
Title: Re: VP Modpack
Post by: vpmedia on June 19, 2016, 10:18:50 PM
remove #SAS\MAPMODS\MAPS\normandy
Title: Re: VP Modpack
Post by: citizen67 on June 20, 2016, 02:15:07 AM
Hi everybody,
I encountered a strange issue using VP Modpack (with patch 03): I tried to fly some Spitfires (Mk.V Trop, Mk.IIa...) in QMB choosing first the Channel map, then the Desert map (I don't remember which one) from the drop-down menu. When the mission starts, immediately the plane goes upside-down by itself, or fall on the floor as if it hadn't the wheels!
Has anyone had the same problem?

Thanks in advance.

post you log.lst file please!


hi vpmedia,
there's no log file in the directory. maybe I have to modify the conf.ini in some way (as suggested in CUP)?
Title: Re: VP Modpack
Post by: vpmedia on June 20, 2016, 02:21:53 AM
All you need to do is to open your conf.ini and change LOG=0 to LOG=1 and run the problematic mission again. After that you'll have a log.lst file (default name, you can change it to txt in conf.ini) and you can post its contents. The instant log mod is already included in the modact/modpack, you dont need to install it. If you press Shift+tab ingame you'll instantly see the console error log which is being put into the log.lst.
Title: Re: VP Modpack [4.12]
Post by: Hot_Space on June 21, 2016, 05:27:03 PM
The best Mod Pack out there I think - works, looks and feels brilliant!

Thank you  8)
Title: Re: VP Modpack
Post by: CaptSopwith on June 25, 2016, 11:01:20 AM
I also have to echo the sentiments here again. I've spent more time with this mod pack and I am very impressed with how easily everything works, and just how much the content of the pack improves the stock game. With DCG bolted on, the wealth of campaigns is enough to keep even the most diehard flight sim junkie satisfied for a very long time.

Loading up each mission I'm consistently impressed with the quality of the textures in the sim. Every craft has super high res skins that just look right within the IL-2 engine. The bits of dirt, the chipped paint, the resolution of the paint scheme in general makes every aircraft look like an entirely new model for the game. With the aircraft count ramped up (even my new computer can't generate more than 150 planes without chugging), the frame rate is smooth and the image of massed bomber formations are menacing. It's a great cumulative effect.

The improvements in sound are markedly better. While I wish we could incorporate the fly by sounds included in packs like HSFX, I will happily trade that for the massively improved engine and weapon sounds. Flak, ground attacks, and dogfights sound visceral and jarring. It's fantastic!

Finally, the terrain mapping and object inclusion make the world of IL-2 finally feel alive. Flying a late '44 mission I noticed the V1 launch ramps during a strafing mission. The attention to detail here is just jaw dropping. The fact that you have increased the object count so much and yet retained a smooth frame rate? Awesome work, truly awesome.

And it's so easy to use. Just drop in the IL-2 folder and go. No futzing. No tweaking. Which means more flight time. I've owned IL-2 1946 for close to a decade now and I feel like I'm finally digging into the sim for the first time and getting to explore the depth the game has to offer.

Thanks again. I'll be keeping my eyes on this board for any future updates. Looking forward to it!

Cheers!
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on June 27, 2016, 03:24:26 PM
Question for VPmedia,

I have not tested all of the maps you have retextured, and I was wondering if
you have included in the VP-modpack this map of yours http://www.sas1946.com/main/index.php/topic,49554.0.html
with the last and most recent version?


Sorry,
I have found it.
It is inside the VP-modpack. Thanks 
Beautiful map and landscape villages.
(http://cdn2-b.examiner.com/sites/default/files/styles/image_content_width/hash/97/58/9758f0a0e6f1cd043a4ec4a2ff3074bf.jpg?itok=QJISHnuK)

Title: Re: VP Modpack [4.12]
Post by: steven197106 on June 28, 2016, 07:34:46 AM
 o_O
Code: [Select]
Trying to run modern jet on VP jet-wars run OK but when I add F16 , F18 , F105 , I get CTD , have anyone got these planes to work on vp

BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/F-18C VMFA531HD - Copy.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/F-18C VMFA531HD - Copy.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/F-18C VMFA531HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/F-18C VMFA531HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 407.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 407.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH 404.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH 404.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH-400 CAG.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH-400 CAG.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH-401 CO.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH-401 CO.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH-410.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH-410.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18CVMFA531HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18CVMFA531HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 BM-01.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 BM-01.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 BM-09.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 BM-09.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 EA-00.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 EA-00.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 EA-508.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 EA-508.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DAggressor03HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DAggressor03HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DVietnamGenericHD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DVietnamGenericHD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DVMFA115HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DVMFA115HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DVMFA224HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DVMFA224HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DVMFA531HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DVMFA531HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DVMFA533HD.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/FA-18DVMFA533HD.bmp will be reported to be a 1024x1024 texture!
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/VFMA-232 301.bmp height=2048 width=2048 bpp=24
BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/F-18C/VFMA-232 301.bmp will be reported to be a 1024x1024 texture!
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/F-18C VMFA531HD.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/F-18C VMFA531HD.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH 404.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH 404.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH-400 CAG.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18C VFA-94 NH-400 CAG.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 BM-01.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 BM-01.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18DAggressor03HD.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18DAggressor03HD.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18DVMFA533HD.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18DVMFA533HD.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/VFMA-232 301.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/VFMA-232 301.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18DVietnamGenericHD.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18DVietnamGenericHD.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 BM-09.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 BM-09.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/F-18C
Loading mission QuickQMBPro/CBI_Burma/CBI_Burmarednone00.mis...
Month = 6 , Hour = 12
Temperature -     0m = 24.0 .
Temperature -  1000m = 17.51001 .
Temperature -  2000m = 11.019989 .
Temperature -  3000m = 4.529999 .
Temperature -  4000m = -1.9599915 .
Temperature -  5000m = -8.450012 .
Temperature -  6000m = -14.940002 .
Temperature -  7000m = -21.429993 .
Temperature -  8000m = -27.919998 .
Temperature -  9000m = -34.410004 .
Temperature - 10000m = -40.899994 .
Temperature - 11000m = -47.39 .
Temperature - 12000m = -53.880005 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *719335048*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Airdrome/Tank1/mono.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/46/GunTrench/live.sim)
FM called 'FlightModels/F-18C.fmd:F18_FM' is being loaded from File: 'f18_fm'
FM called 'FlightModels/F-18C.fmd:F18_FM' is being loaded from Alternative File: 'f18_fm'
FM called 'FlightModels/GeneralElectric:F18_FM.emd' is being loaded from File: 'f18_fm'
FM called 'FlightModels/GeneralElectric:F18_FM.emd' is being loaded from Alternative File: 'f18_fm'
FM called 'FlightModels/GeneralElectric:F18_FM.emd' is being loaded from File: 'f18_fm'
FM called 'FlightModels/GeneralElectric:F18_FM.emd' is being loaded from Alternative File: 'f18_fm'
Flight Model File FlightModels/F-18C.fmd:F18_FM contains no Mach Drag Parameters.
FM called 'FlightModels/F-18C.fmd:F18_FM' is being loaded from File: 'f18_fm'
FM called 'FlightModels/F-18C.fmd:F18_FM' is being loaded from Alternative File: 'f18_fm'
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
WARNING: ****( Unexpected txr reload (tfMipmap,tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Cockpit/F-18/Canopy.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 BM-09.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/-3316476943105857140
BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/F-18C/FA-18D VMFA(AW)-332 BM-09.bmp s1=3DO/Plane/F-18C/summer s2=PaintSchemes/Cache/-3316476943105857140
##### House without collision (3do/Buildings/46/Trench2/live.sim)
##### House without collision (3do/Buildings/46/Trench4/live.sim)
##### House without collision (3do/Buildings/46/Trench8/live.sim)
##### House without collision (3do/Buildings/46/MGTrench/live.sim)
##### House without collision (3do/Buildings/46/ATTrench2/live.sim)
##### House without collision (3do/Buildings/Troops/uk/uk_solder/live.sim)
##### House without collision (3do/Buildings/Troops/uk/uk_officer_jumelles/live.sim)
##### House without collision (3do/Buildings/Troops/uk/uk_solder_garand01/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/sampan_pesca/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/giuncaP/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/giunche_pesca/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/sampan_G/live.sim)
##### House without collision (3do/Buildings/46/Trench5/live.sim)
##### House without collision (3do/Buildings/46/Trench6/live.sim)
##### House without collision (3do/Buildings/46/Trench3/live.sim)
##### House without collision (3do/Buildings/46/Trench1/live.sim)
##### House without collision (3do/Buildings/46/ATTrench1/live.sim)
##### House without collision (3do/Buildings/Troops/ger/ger_officer_jumelles/live.sim)
##### House without collision (3do/Buildings/Troops/ger/ger_solder_43_summer/live.sim)
##### House without collision (3do/Buildings/Troops/ger/ger_solder_mauser02/live.sim)
##### House without collision (3do/Buildings/Troops/ger/ger_solder_39_summer/live.sim)
##### House without collision (3do/Buildings/Troops/ger/ger_officer_43_summer/live.sim)
##### House without collision (3do/Buildings/Troops/ger/ger_solder_mauser01/live.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/Giunca_Intera/live.sim)
FM called 'FlightModels/BeaufighterMk21.fmd' is being loaded from Alternative File: 'gui/game/buttons'
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/BeaufighterMk21/$BurmaBeaufighter.bmp s1=3DO/Plane/BeaufighterMk21(AU)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$BEAU21.<init>(Plane.java:6213)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/BeaufighterMk21/$BurmaBeaufighter.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/BeaufighterMk21/$BurmaBeaufighter.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp s1=3DO/Plane/SpitfireMkVIII(Multi1)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE8.<init>(Plane.java:6341)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp' size: 0 != 512 | 1024
FM called 'FlightModels/Spitfire-LF-VIII-M66-18.fmd' is being loaded from Alternative File: 'gui/game/buttons'
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp s1=3DO/Plane/SpitfireMkVIII(Multi1)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE8.<init>(Plane.java:6341)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp s1=3DO/Plane/SpitfireMkVIII(Multi1)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE8.<init>(Plane.java:6341)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp s1=3DO/Plane/SpitfireMkVIII(Multi1)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE8.<init>(Plane.java:6341)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp s1=3DO/Plane/SpitfireMkVIII(Multi1)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE8.<init>(Plane.java:6341)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp s1=3DO/Plane/SpitfireMkVIII(Multi1)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE8.<init>(Plane.java:6341)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp s1=3DO/Plane/SpitfireMkVIII(Multi1)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE8.<init>(Plane.java:6341)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.mai
Code: [Select]
Utils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE5C2.<init>(Plane.java:5721)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp s1=3DO/Plane/SpitfireMkVc(GB)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE5C2.<init>(Plane.java:5721)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp s1=3DO/Plane/SpitfireMkVc(GB)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE5C2.<init>(Plane.java:5721)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp s1=3DO/Plane/SpitfireMkVIII(Multi1)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE8.<init>(Plane.java:6341)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp s1=3DO/Plane/SpitfireMkVIII(Multi1)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE8.<init>(Plane.java:6341)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVIII/$BurmaSpit8_155sqn.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp s1=3DO/Plane/SpitfireMkVc(GB)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE5C2.<init>(Plane.java:5721)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp' size: 0 != 512 | 1024
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp s1=3DO/Plane/SpitfireMkVc(GB)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE5C2.<init>(Plane.java:5721)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVc/$Burma5c.bmp' size: 0 != 512 | 1024
FM called 'FlightModels/HurricaneMkII.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/HurricaneMkIIa.fmd' is being loaded from Alternative File: 'gui/game/buttons'
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/SpitfireMkVb/$Burma5b.bmp s1=3DO/Plane/SpitfireMkVb(GB)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.objects.air.Aircraft.prepareMeshSkin(Aircraft.java:2464)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:610)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$SPITFIRE5B.<init>(Plane.java:6357)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2065)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2114)
at com.maddox.il2.game.Mission._load(Mission.java:781)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/SpitfireMkVb/$Burma5b.bmp'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/SpitfireMkVb/$Burma5b.bmp' size: 0 != 512 | 1024
FM called 'FlightModels/Spitfire-F-Vb-M45-09.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/DC-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ki-43-II.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ki-43-Ia.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ki-43-II.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ki-46-IIIRecce.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ki-21-II.fmd' is being loaded from Alternative File: 'gui/game/buttons'
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Ar-196A-3/vp_Ar-196_Japanese.bmp s1=3DO/Plane/Ar-196A-3/summer s2=PaintSchemes/Cache/-4461341200706011084
FM called 'FlightModels/Ar-196A-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/DC-3.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ki-46-IIIKai.fmd' is being loaded from Alternative File: 'gui/game/buttons'
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Ar-196A-3/vp_Ar-196_Japanese.bmp s1=3DO/Plane/Ar-196A-3/summer s2=PaintSchemes/Cache/-4461341200706011084
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Ar-196A-3/vp_Ar-196_Japanese.bmp s1=3DO/Plane/Ar-196A-3/summer s2=PaintSchemes/Cache/-4461341200706011084
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Ar-196A-3/vp_Ar-196_Japanese.bmp s1=3DO/Plane/Ar-196A-3/summer s2=PaintSchemes/Cache/-4461341200706011084
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Ar-196A-3/vp_Ar-196_Japanese.bmp s1=3DO/Plane/Ar-196A-3/summer s2=PaintSchemes/Cache/-4461341200706011084
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/CBI_Burma/CBI_Burmarednone00.mis is Playing
INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.CockpitF_18C.Navscreen(CockpitF_18C.java:2818)
at com.maddox.il2.objects.air.CockpitF_18C.reflectWorldToInstruments(CockpitF_18C.java:430)
at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:711)
at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:848)
at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:710)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:601)
at com.maddox.il2.engine.Renders.paint(Renders.java:499)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: VP Modpack
Post by: vpmedia on June 28, 2016, 08:25:52 AM
Trying to run modern jet on VP jet-wars run OK but when I add F16 , F18 , F105 , I get CTD , have anyone got these planes to work on vp

It looks to me that some sfs file missing related to HD texture mod maybe, its a wild guess. There's also a classfile conflict between the f-18 and some other mod. Not easy to find the source of such problem, since were talking about mods which I dont have. When I had jetwar on 4.12 I've had some problems which I was unable to solve hence I removed it.
Title: Re: VP Modpack
Post by: vpmedia on June 28, 2016, 08:29:29 AM
I also have to echo the sentiments here again. I've spent more time with this mod pack and I am very impressed with how easily everything works, and just how much the content of the pack improves the stock game. With DCG bolted on, the wealth of campaigns is enough to keep even the most diehard flight sim junkie satisfied for a very long time.

Thanks mate, much appreciated! :)
Title: Re: VP Modpack
Post by: vpmedia on June 28, 2016, 09:46:46 AM
WIP map repaint, Tarawa:

(http://i.imgur.com/6ud5wyE.jpg)

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

(http://i.imgur.com/PKF5xPe.jpg)

(http://i.imgur.com/28DFQLU.jpg)

(http://i.imgur.com/wYJg2Zx.jpg)

(http://i.imgur.com/AmFy9gR.jpg)

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

(http://i.imgur.com/dTQ7dtF.jpg)

(http://i.imgur.com/PjJ0gC4.jpg)

(http://i.imgur.com/Pk90W9G.jpg)
Title: Re: VP Modpack [4.12]
Post by: steven197106 on June 28, 2016, 09:51:37 AM
 :P :P :P :P
Title: Re: VP Modpack
Post by: Nomad on June 28, 2016, 10:43:41 AM
Hello everyone, I am new to 1946 and just bought it on the steam sale. I was looking for some good mods and found this pack. Me and my squadron mates love it, you have done some fantastic work, but we have a problem hosting a multiplayer campaign. Every time we try, it freezes on the create game button. Is this a known bug, and if so is there a workaround or a patch for it coming soon? Thanks in advance! :)
Title: Re: VP Modpack
Post by: vpmedia on June 29, 2016, 03:53:31 AM
Hello everyone, I am new to 1946 and just bought it on the steam sale. I was looking for some good mods and found this pack. Me and my squadron mates love it, you have done some fantastic work, but we have a problem hosting a multiplayer campaign. Every time we try, it freezes on the create game button.

Open your conf.ini and edit LOG=0 to 1 then try to start a mp campaign and post the contents of the log.lst file. I did not add anything related to online campaign so I got no idea whats wrong yet.
Title: Re: VP Modpack
Post by: Adger on June 29, 2016, 06:50:08 PM
Wow that Tarawa map looks amazing VP
Title: Re: VP Modpack [4.12]
Post by: Hot_Space on June 29, 2016, 07:06:21 PM
Looks beautiful  8)
Title: Re: VP Modpack
Post by: Peter Lynn on June 29, 2016, 07:57:51 PM
A superb piece of work VP, looking forward to flying strikes against Tarawa!

Peter Lynn
Title: Re: VP Modpack
Post by: vpmedia on June 30, 2016, 08:11:35 AM
Thanks guys! Little update, correcting the layout of the airfield closer to historic appearance while maintaining compatibility with old missions/campaigns.:

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

I also made a beach defence wall:

(http://i.imgur.com/a0ucqtS.jpg)

Gun turrets by SAS~Skipper added to QMB template

(http://i.imgur.com/ER3s69b.jpg)
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on June 30, 2016, 10:08:36 AM
Looks great VP  8)
I recently saw a documentary on Tarawa in History channel once again. It was one crazy place and
one hell of a battle.
Title: Re: VP Modpack
Post by: vpmedia on July 01, 2016, 06:13:46 AM
Thanks a lot Max, great US Marine camo textures for 1943!! Will be included in the next patch together with the desert buildings.

Let me showcase this excellent work:

(http://i.imgur.com/el4Qk3V.jpg)
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 01, 2016, 10:01:51 AM
You can repaint them again if you wish.
I also intend on doing them a little more detailed. Too many crazy twists on those 3d-models, so alot
of testing and WIPs must be done with each model.

But in the meantime, they will serve nicely for the PTO island maps.
At least now the US Marines can get some action in the IL2-1942  ;D 

We are still missing... but they will arrive soon to the game.
- More Medics
- Japanese troops
- German SS guards
- Late-war German Waffen-SS troops with splinter camo
- German generals and officials (They will blow up with a nice explosion if you shoot them  :D )
- German "Mad scientists" (Werner Von Braun and Company ) and "Rocket troops"
- Korea war troops
- Vietnam war troops
- Civilians and factory workers
- Prisoners of war
- Resistance civilian soldiers (All nations)
- more Farmers
- WW1 troops (all nations)
- WOMEN ! ( I can´t find a good looking sexy girl in this game  :D )

Title: Re: VP Modpack [4.12]
Post by: bweiss on July 01, 2016, 04:35:00 PM
I have to ask a question on VP Modpack's compatibility with Japan Cats zero mod, though I figure the answer is "no", since my best guess is it would be problematic at best to realign vp's mod files and eliminate any conflicts, but here goes anyway...

Has anyone gotten Japan Cats new 3d zeros to work with the VP Modpack? Browsing down the SAS file I see a couple folders that might be an issue, but alas I have not done a comparison of the SFS files involved in the VP Modpack and the Japan Cat a6m mod. Anyway, here's to wishful thinking. If it is at all possible I would appreciate the advice.
Title: Re: VP Modpack [4.12]
Post by: Aioros on July 01, 2016, 08:41:08 PM
Quote from: max_thehitman
WOMEN ! ( I can´t find a good looking sexy girl in this game  :D )
+1 8)

Is good to hear about the new personnel and updates, keep up the great work guys I really appreciate your efforts!!



Title: Re: VP Modpack [4.12]
Post by: vpmedia on July 02, 2016, 01:51:14 AM
Wake island WIP

(http://i.imgur.com/gQf14Rp.jpg)
Title: Re: VP Modpack [4.12]
Post by: spartan18a on July 02, 2016, 03:43:07 AM
vpmedia

the Wake Islands is great. It´d good be great to have it as a template, and one with the Japanese positions .... to this mission I was working on ... that I got bogged down  :(

http://www.ibiblio.org/hyperwar//USN/USN-CN-Raids/USN-CN-Raids-3.html

(http://www.ibiblio.org/hyperwar//USN/USN-CN-Raids/maps/USN-CN-Raids-9.jpg)
Title: Re: VP Modpack [4.12]
Post by: stanislao on July 02, 2016, 05:22:17 AM
 :)      ;) 
Hey guys, do not forget the Italian , German and British infantry in the Libyan theater ....

edit: post a link next time

Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 03, 2016, 08:38:56 PM
I have to ask a question on VP Modpack's compatibility with Japan Cats zero mod, though I figure the answer is "no", since my best guess is it would be problematic at best to realign vp's mod files and eliminate any conflicts, but here goes anyway...

Has anyone gotten Japan Cats new 3d zeros to work with the VP Modpack? Browsing down the SAS file I see a couple folders that might be an issue, but alas I have not done a comparison of the SFS files involved in the VP Modpack and the Japan Cat a6m mod. Anyway, here's to wishful thinking. If it is at all possible I would appreciate the advice.

I have both versions of the JAPANESE Zero series of aircraft in my VP-modpack game version.
What I mean is, the original (or older 3d-model) Zeros and the new versions included into this VP-modpack.
I use the newer versions for flying, because of its better looking 3d-modeling. The other versions
I use as stationary static airplanes for placing around the airbases. Since they are already in the game, why not
use them too. They are still nice to be used.

Because of the problems with getting the skins to show properly on these slightly diferent aircraft
versions, I made a little change to the names in the Plane.ru files to say after the name... "old model" added
to the name of the original model versions. That way I will not get too confused, because even their skin-folder
names are diferent in name.

This is what is actually written down on my plane.ru file...
(this is my personal game, you do not need to do this to yours)
Code: [Select]
A6M-11                  A6M-11 model-11, 1940
A6M-21                  A6M-21 model-21, 1940
A6M-21RFM               A6M-21RFM model-21-Rabaul, 1942
A6M-21Late              A6M-21Late model-21-Late, 1943
A6M-21LateFM            A6M-21LateFM model-21-LateFM, 1943
A6M-21LateRFM           A6M-21LateRFM model-21-Rabaul,1943
A6M-N                   A6M-N Seaplane, 1942
A6M-NLate               A6M-N Late Seaplane, 1943
A6M-32                  A6M-32 model-32, 1942
A6M-32RFM               A6M-32RFM model-32-Rabaul, 1943
A6M-32FM                A6M-32FM model-32-FM, 1942
A6M-22                  A6M-22 model-22, 1942
A6M-22RFM               A6M-22RFM model-22-Rabaul,1943
A6M-22-Ko               A6M-22-Ko model-22-Ko-A, 1943
A6M-22-KoRFM            A6M-22-KoRFM model-22-Ko-A-Rabaul, 1944
A6M-22Kai               A6M-22Kai model-22-Kai, 1943
A6M-52Early             A6M-52Early model-52-Early, 1943
A6M-52                  A6M-52 model-52, 1943
A6M-52-Ko               A6M-52-Ko model-52-A, 1944
A6M-52-Otsu             A6M-52-Otsu model-52-B, 1944
A6M-52-Hei              A6M-52-Hei model-52-C, 1944
A6M-52NF                A6M-52NF Yakan-Sentoki Night, 1944
A6M-62                  A6M-62 model-62, 1944
A6M-63                  A6M-63 model-63, 1944
A6M-54                  A6M-54 model-54, 1945

A6M2                    OLD Model-DO NOT USE-Stationary Only
A6M2-21                 OLD Model-DO NOT USE-Stationary Only
A6M2-N                  OLD Model-DO NOT USE-Stationary Only
A6M3                    OLD Model-DO NOT USE-Stationary Only
A6M5                    OLD Model-DO NOT USE-Stationary Only
A6M5a                   OLD Model-DO NOT USE-Stationary Only
A6M5b                   OLD Model-DO NOT USE-Stationary Only
A6M5c                   OLD Model-DO NOT USE-Stationary Only
A6M7_Model62            OLD Model-DO NOT USE-Stationary Only
A6M7_Model63            OLD Model-DO NOT USE-Stationary Only

As for them flying properly, I have not tested thoroughly to check out the errors they may have. If these will happen,
I will check back to the original aircraft download posts to see if there is already a fix for them or if I can fix them
myself.
One thing at a time.

At the moment I just re-worked out my own version of the map folders and the
static-objects folders - including re-writing an entirely new objects static.ini file for myself. I did a long
3+ weeks of cross checking every line to see what is duplicate and what is new , or still missing.  :P
I have brought over my entire collection of static objects into the VP-modpack from my old
DBW-version 4.10 game.
Static-objects usually work ok in all game versions.
Thus making an almost 95% complete selection of all known static objects for the IL2-1946+mods. Any
problems I may have with them can now be easily looked into and fixed because I have imported also all of
their files and folders into the VP-modpack. So far... so good.
Not many problems with the static-objects.

Now that this is done, I will now concentrate on the aircraft themselves a little bit more. There is always some
sort of little issue with some airplanes , but these can be fixed.
One thing at a time.

For example, I was able to install and have flying all the Fw-190 + Ta-152 aircraft series as posted
by C6_Claymore, but there are 4 aircraft which have their pilots sitting sideways in the cockpit.  :-|  So this is one
little problem I will try to fix in the coming days , so all of them will look and fly right. So far, these pilots sitting
sideways are the only problems I have encountered on this big mega-pack once installed into
the VP-modpack. They are flying nicely. I know there is already another newer version of the FW-190s available
but I prefer to use these.

Even though VP-media has already included many of the fixes for all airplanes included into this
package, I have looked again at each airplane folder separately and already added some of the newer fixes and
added changes done to some airplanes. You will find them when checking the original airplane downloads
and reading each post carefully. - There is always someone discovering a new fix or making a little change that
will make the airplane better.   So its always good to check those old download posts.  ;) VPmedia is only
human and he cannot be everywhere all the time to find all the fixes for us. So each one of us must help
each other and upgrade their modded game too.
All its needed is some patience and to read the posts.
One thing at a time.
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on July 04, 2016, 09:31:05 AM
Good work, Max.  You deserve a pat on the back  :D
Title: Re: VP Modpack [4.12]
Post by: bweiss on July 04, 2016, 10:16:41 AM
I am unworthy...  :o

Wow! So much dedication to this effort is incredible. Kudo's guys.
Title: Re: VP Modpack
Post by: vpmedia on July 04, 2016, 01:02:36 PM
Wake WIP

(http://i.imgur.com/tTT1LLD.jpg)

(http://i.imgur.com/EbPxA5y.jpg)

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

(http://i.imgur.com/l9T20mm.jpg)

WIP Wake island update for VP Modpack
Title: Re: VP Modpack [4.12]
Post by: WingnaPrare on July 04, 2016, 02:53:55 PM
Awesome!!!  ^^^^   ;D
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 04, 2016, 06:36:44 PM

Those are some seriously great island textures!
Its looking excellent  8)

Title: Re: VP Modpack
Post by: Uufflakke on July 05, 2016, 01:18:33 AM

I like it. Very much. :)
Title: Re: VP Modpack [4.12]
Post by: Dauntless1 on July 05, 2016, 05:44:04 AM
Must Have!!!  :P
Title: Re: VP Modpack [4.12]
Post by: Mission_bug on July 06, 2016, 03:44:06 AM
A truly outstanding pack you have put together here Istvan, thank you very much, greatly appreciated. 8)


Wishing you all the very best, Pete. ;D
Title: Re: VP Modpack
Post by: vpmedia on July 09, 2016, 01:24:21 AM
Thanks Pete! :)

Palau update (based on repaint by Redko)

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

(http://i.imgur.com/EwLMa6I.jpg)

(http://i.imgur.com/U1gOrJM.jpg)

(http://i.imgur.com/UFEXE5E.jpg)

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

Title: Re: VP Modpack [4.12]
Post by: Darkwind on July 09, 2016, 08:11:29 AM
All I can say is I have stuffed this mod pak to the gills and I'm still flying high. This has been amazingly compatible with so many other mods and planes. Still wondering though, if anyone has been able to put the "Jugs Reloaded" mod in? I have tried with no luck. Maybe it is truly an overload.  o_O
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 09, 2016, 03:00:13 PM
All I can say is I have stuffed this mod pak to the gills and I'm still flying high. This has been amazingly compatible with so many other mods and planes. Still wondering though, if anyone has been able to put the "Jugs Reloaded" mod in? I have tried with no luck. Maybe it is truly an overload.  o_O

I have that full collection of P-47s in the VP-Modpack and they are working just perfect.
I also added to them new wheels and tires by PA_Jeronimo, also new cowlings 3d-fixes mod (by Jeronimo) and
thinner antenna wires mod.
All flying very nice.  8)

If its not working in your game, that is because the folder has to be first in the hierarchy of airplane-mods.
I have to post for you a screenshot of my game folders and where I have them.
You must also add ALL the necessary lines in the ini.files in the correct way, or you
will never get them flying.

Title: Re: VP Modpack [4.12]
Post by: edc1 on July 10, 2016, 07:58:27 AM
Hi VP,
Great mod pack ,looks like a large amount of older missions will work ok .
Just thought I'd let you know that I have added:-
         Stabs 4 all mod
         CY6 Command and Control v3.031 mod
         Pall-Mission ProCombo-v4122 mod
and the Pall-VisualMOD9-v4122
Upto now I have not come across a problem using them
...I like these mods for easy control large map (in mission) and also the command and control which a lot of missions used.
Once again a great mod pack well thought out!
Cheers edc1 (stan)
Title: Re: VP Modpack [4.12]
Post by: Zoran395 on July 10, 2016, 08:04:39 AM
Hi VP,
Just a quick big thank you for the work you put in your pack, I have it, toyed a bit with it and was blown away by the Stalingrad QMB mission I flew (RedAirBase), absolutely amazing. I had a to wait a heck of a long time for the mission to load but boy oh boy was it worth it!!
---
I am no Pacific theatre guy but these repaints/map fixes are absolutely gorgeous!
I use your VVS skins everyday, no matter the install (with an mklink set-up). A very happy customer I am ...
Title: Re: VP Modpack [4.12]
Post by: citizen67 on July 11, 2016, 04:43:16 AM
Hi vpmedia,
I've found some nice campaigns from JackStones (http://www.mission4today.com/index.php?name=Downloads3&file=search&sa=2030), but mostly designed upon UltraPack 3.0.
Do you think they could be compatible with your VP Modpack?

Thanks
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on July 11, 2016, 09:14:22 PM
Midway campaign for VP Modpack + Yorktown Carrier Pack, coming soon!
http://i789.photobucket.com/albums/yy178/KiwiBiggles/2eeb4f41-02be-4599-87cb-aa2168df08b9_zpsmr8lnw6n.jpg

KB
Title: Re: VP Modpack [4.12]
Post by: citizen67 on July 12, 2016, 02:15:33 AM
Hi vpmedia,
I've found some nice campaigns from JackStones (http://www.mission4today.com/index.php?name=Downloads3&file=search&sa=2030), but mostly designed upon UltraPack 3.0.
Do you think they could be compatible with your VP Modpack?

Thanks


well, I admit that the question was a bit unnecessary, so I checked by myself and found that:
- Boxcar: works in VP and in CUP
- D-Minus-30: works in VP and in CUP
- Jolly Rogers: works only in CUP
- Finest Hour: doesn't work neither in VP nor in CUP

I don't know if the other campaigns works, cause I haven't downloaded all them.
Title: Re: VP Modpack [4.12]
Post by: vpmedia on July 12, 2016, 11:40:14 PM
Thanks for all the positive comments, much appreciated!

VP MODPACK PATCH #5
------------------------------------------------------------------------------------------------

Download: https://ulozto.net/!i4W9gNfuS/vp-modpack-patch5-7z

Quote
Map updates:

-Palau full update
-Tarawa full update
-Wake full update
-Norway, Banff runway fix

Buildings:

-New building textures by Max the hitman
-US Marines objects by Max the hitman
-Desert Infantry objects by Stanislao
-Beach defence guns by Skipper (Stationary ships/JapanGun, MaratGun)

Other:

-QMB Palau, Tarawa, Wake updates
Title: Re: VP Modpack [4.12]
Post by: cgagan on July 13, 2016, 12:19:49 AM
This is a masterpiece in the making!!!! 8)
Title: Re: VP Modpack
Post by: urmel on July 13, 2016, 02:21:17 AM
Many thanks VP!
Title: Re: VP Modpack
Post by: Peter Lynn on July 13, 2016, 02:43:13 AM
Been really looking forward to this. Thank you VP, you are a true artist!

Peter Lynn
Title: Re: VP Modpack [4.12]
Post by: steven197106 on July 13, 2016, 06:43:48 AM
Great work :P :P :P
(https://cdn.pbrd.co/images/aYAqjelMb.jpg)
Title: Re: VP Modpack [4.12]
Post by: stanislao on July 13, 2016, 09:48:10 AM
 :D     ;D      ;D
GREAT Istvan !!! I can not use any other MOD ..
definitely the most complete, playable and realistic mod of all time !!
Thanks again for your efforts and I pray every day you will not tire !!


Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 13, 2016, 10:20:26 AM
VP MODPACK PATCH #5

Very very cool Upgrade!
Thank you Mister Istvan!  8)
Title: Re: VP Modpack [4.12]
Post by: sakai on July 13, 2016, 10:50:30 AM
Thanks a lot VP for your termendous work....
Just a little request : Could you add Hengyang and Viet Minh map from Czech Texan in the next update ?
thanks a lot
Title: Re: VP Modpack [4.12]
Post by: GEORGES44 on July 13, 2016, 10:52:29 AM
Thanks for a really splendid job!

But a small favour please: don't get yourself a burnout by working so intensely to satisfy us ;) ;)!
(you must be doing a 26-hour workday to produce such quality mod in such short time)
Title: Re: VP Modpack [4.12]
Post by: hadji4 on July 13, 2016, 02:39:54 PM
Many thanks VP!
Title: Re: VP Modpack [4.12]
Post by: cheech420 on July 13, 2016, 02:59:39 PM
hi all iv ran into a problem some of the campaigns  dont work thares no map or no breifing when i create a campaign.any help murmansk is one
Title: Re: VP Modpack
Post by: Adger on July 13, 2016, 04:23:34 PM
Thanks again VP..it looks fantastic
Title: Re: VP Modpack
Post by: TheOligopolist on July 13, 2016, 08:28:15 PM
Excellent. Wake island looks terrific.
I've just done a fresh install but it looks like there's an issue with the Beaufighter MK.IC, 1941. The air.ini and plane.properties entries look correct but it seems something is missing/corrupt. Or is this an issue with my install?
Title: Re: VP Modpack [4.12]
Post by: Hot_Space on July 13, 2016, 08:34:41 PM
I love the update.

Thank you  8)
Title: Re: VP Modpack [4.12]
Post by: Dauntless1 on July 13, 2016, 09:49:29 PM
 8)
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on July 13, 2016, 10:38:53 PM
http://i789.photobucket.com/albums/yy178/KiwiBiggles/4fa48a17-d9e7-48a0-8b28-916abd41a39c_zpsbg9evisb.jpg

http://i789.photobucket.com/albums/yy178/KiwiBiggles/adea2ada-bad0-4988-9dd4-a3a3ae17bd70_zpse8jaqjbt.jpg

Test playing Midway campaign, back aboard damaged Yorktown, afternoon, June 4, 1942.  Tricky deck angle!!
Title: Re: VP Modpack
Post by: vpmedia on July 14, 2016, 12:57:49 AM
I forgot to include a runway plate for Tarawa.

Download the patch again or use this http://www.mediafire.com/download/pvmduij2z7vz1tz/tarawaplate.7z
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 14, 2016, 04:43:24 AM
Thank You VP, much appreciated. Tarawa was always one of my favorite maps to fly around in. It is really
nice to see a new upgrade to these maps.

I did not send you more upgraded textures to other models I have been painting because I am still
tweaking and testing some of the other models files and parameters to show better in the game.
I  will soon send you some more goodies.

Title: Re: VP Modpack
Post by: Dauntless1 on July 14, 2016, 05:15:53 AM
I forgot to include a runway plate for Tarawa.

Download the patch again or use this http://www.mediafire.com/download/pvmduij2z7vz1tz/tarawaplate.7z


Thanks!  8)
Title: Re: VP Modpack
Post by: Peter Lynn on July 14, 2016, 07:59:32 AM
Beautiful shots of Yorktown Kiwi Biggles. Looking forward to your campaign...(you have clearly researched this very carefully!) especially now we have the VP touch as such a    super background. I have always been fascinated by Midway....:)

Peter Lynn
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 14, 2016, 07:52:30 PM
Hell in Tarawa from the latest update-patch #5 = from VPmodpack

DUDE! Get me outta here !  o_O  This place is like hell !
Got flak and fire coming from all directions!
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on July 15, 2016, 04:32:44 PM
http://i789.photobucket.com/albums/yy178/KiwiBiggles/19462168-867e-46fa-b574-1c66b659e6d9_zpsuz89osyk.jpg

Play testing "Midway"--a bad morning for Admiral Nagumo's Kido Butai... feels like the balance of the mission is about right...
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on July 15, 2016, 04:45:27 PM
http://i789.photobucket.com/albums/yy178/KiwiBiggles/dbaeac93-af8c-4333-aa86-cc18a2c8632b_zps3os0ulqs.jpg

Play testing "Midway"--the Kido Butai counterattacks.  Safely aboard Yorktown with empty ammo bays, Yorktown's gunners beat off a buzzing Zero... pretty exciting when she lights up!
Title: Re: VP Modpack [4.12]
Post by: spartan18a on July 17, 2016, 07:59:07 AM
Playing testing Midway? What campaign or mission are you using? :)

Sent from my XT1032 using Tapatalk

Title: Re: VP Modpack [4.12]
Post by: Stalin on July 17, 2016, 12:03:43 PM
Is there a torrent for this? Because of not i think it would be easier just to download cup
Title: Re: VP Modpack
Post by: Cloyd on July 17, 2016, 12:42:28 PM
Is there a torrent for this? Because of not i think it would be easier just to download cup

Then just download CUP instead.   :P
Title: Re: VP Modpack [4.12]
Post by: Stalin on July 17, 2016, 01:14:57 PM
Um because this is more realistic than cup i think
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on July 17, 2016, 04:20:36 PM
Hi Spartan,

I'm building a new campaign on VP Modpack + Yorktown Carrier Pack:  short static campaign covering main events of 4 June 1942, taxi-to-takeoff and landing-to-taxi (Eastern Island, custom airfield waypoints) plus carrier takeoff and landings (USS Yorktown), for Wildcat F4F-3 and F4F-4, Canon skins, nicely balanced missions (I hope!)...

Should be out in a week or two, real-life permitting.  :)

KB
Title: Re: VP Modpack [4.12]
Post by: spartan18a on July 17, 2016, 04:28:14 PM
KB, it sound like a wonderful plan. I'll be anxiously waiting for your release. I'm really hooked on that particular battle! :)

Sent from my XT1032 using Tapatalk
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 17, 2016, 07:47:03 PM


Just when you thought this game could not go any further in visual good looks, this
new VPModpack kicks it into another level of greatness. I am amazed!  :)
The new retextures of the maps and the models looks SUPER! This only makes my flying experience
even more fantastic!
So far I have not encountered major problems with the new aircraft I have been installing into
this pack, so the game-folder structure is working wonders for my aircraft. All flying very good!
Thank you Mister Istvan !


Title: Re: VP Modpack [4.12]
Post by: CzechTexan on July 18, 2016, 08:37:28 AM
Would this pack work with 4.13? 
Title: Re: VP Modpack [4.12]
Post by: vpmedia on July 19, 2016, 07:03:07 AM
Upcoming update for stock New Guinea map:

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

(http://i.imgur.com/2FEj6SD.jpg)

(http://i.imgur.com/EhOi6Te.jpg)

(http://i.imgur.com/Ohmz1Vh.jpg)

(http://i.imgur.com/04DM0AV.jpg)

(http://i.imgur.com/EBZ45Un.jpg)

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

(http://i.imgur.com/c8MqmgG.jpg)

(http://i.imgur.com/VUkl33l.jpg)

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

(http://i.imgur.com/yBfTDEe.jpg)
Title: Re: VP Modpack [4.12]
Post by: bweiss on July 19, 2016, 09:04:59 AM
The New Guinea update looks beautiful. One of two of my most favorite campaign maps. The other being Murmansk which is just as beautiful in this pack.

This mod_pack is incredible. No longer do I have to thrash around looking for my favorite map repaints and hunt down the necessary doo dads and objects and with much apprehension and shaky fingers edit the essential files needed to plug them all in knowing that at any moment just one mistake can snarl up the entire program. Those days of endless headaches may now be in the distant past. With this mod-pack one just pops it into the microwave and ding. Dinner is done! Beautiful maps; carefully hidden tile borders at maps end; geographic terrain realism...  Thanks to all once again. This is just amazing.
 
Title: Re: VP Modpack
Post by: vpmedia on July 19, 2016, 09:54:17 AM
Thanks bweiss, I'm glad you like the pack. It has many updates which arent available as a single mod. I looked for the best mods available and my main focus was on the textures (map, object, aricraft, ship, vehicle) since I'm a graphic designer by profession.

Some more updates:

Kwajalein Atoll

(http://i.imgur.com/UlgE9pQ.jpg)

(http://i.imgur.com/6FlFvps.jpg)

(http://i.imgur.com/Z76dTWN.jpg)

Makin Atoll

(http://i.imgur.com/Gq0a35t.jpg)

(http://i.imgur.com/YT2zuBV.jpg)

Marianas

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

Guadalcanal, Henderson field

(http://i.imgur.com/EMzk842.jpg)

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

(http://i.imgur.com/Vl7uaIi.jpg)

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

(http://i.imgur.com/Hpq9Bi7.jpg)

(http://i.imgur.com/rKNIu7d.jpg)

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

(http://i.imgur.com/PnFj1hg.jpg)

(http://i.imgur.com/MnANodE.jpg)
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 19, 2016, 04:09:15 PM


SUPER VP  8)

Title: Re: VP Modpack
Post by: vegetarian on July 19, 2016, 10:11:57 PM
These look fantastic VP - I'm a big fan of PTO ops.
Title: Re: VP Modpack [4.12]
Post by: Pivoyvo on July 20, 2016, 03:03:33 AM
Hello Dear Istvan I love your Modpack, you are doing a great Job Thank You for your Work and effort.
in your Modpack is the great Skinmod, which i love.

Now my Question: i can´t assign a new Skin to the Blenheims for foreign countries for example Finnland.

the Folder BlenheimMkI(GB) doesn´t work for the british ones, they get their skin from the Folder BlenheimMkI(Multi1) which is for foreign countries i thought. Same with the Blenheim IV

What can i do? do i have to rename the folders in your skinmod? when yes which name they should get?   
Title: Re: VP Modpack [4.12]
Post by: Majest on July 20, 2016, 04:03:52 AM
I have this error with jetwar and play "6DOF / Tir" just stands

Code: [Select]
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/WhiteSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
Ship: Value of [Ship0]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)


please I need help

Title: Re: VP Modpack
Post by: vpmedia on July 20, 2016, 06:38:42 AM
Well Max, he can ask, but I wont be able to answer. :) The main reason I didnt include the jets is just a handful of minor bugs in those mods. I fly ww1 and jets in my old DBW modpack. If I would have a lot of time I'd make 4.12 ww1 and jet mods but right now I'm busy with real life stuff.
These map repaints dont take up too much time thanks to the aviaskins texture artists like Mixx.
Next patch coming up soon. :)
Title: Re: VP Modpack [4.12]
Post by: steven197106 on July 20, 2016, 06:45:45 AM
Majest Try deleting !!00_0_FXEvolution_v4.12, !!00_0_FXEvolution_v4.12_Independent static smoke and fire.
Title: Re: VP Modpack
Post by: vpmedia on July 20, 2016, 06:46:23 AM
Hello Dear Istvan I love your Modpack, you are doing a great Job Thank You for your Work and effort.
in your Modpack is the great Skinmod, which i love.

Now my Question: i can´t assign a new Skin to the Blenheims for foreign countries for example Finnland.

the Folder BlenheimMkI(GB) doesn´t work for the british ones, they get their skin from the Folder BlenheimMkI(Multi1) which is for foreign countries i thought. Same with the Blenheim IV

What can i do? do i have to rename the folders in your skinmod? when yes which name they should get?   

I always check the filelist.txt of the sfs extractor for the available skin folder names of a plane:

BlenheimMkI(Multi1)
BlenheimMkIV(Multi1)

( Only a java coder could make a BlenheimMkI(fi) or BlenheimMkI(GB) )

Since 4.10 you can have the following options for a default skin:

-summer
-winter
-pacific
-eto
-mto
-desert
-cbi

example: #SAS/#00_SKINMOD/3do/plane/BlenheimMkI(Multi1)/summer/skin1o.tgb

(In 4.09 you got only summer and winter so I dont get why people are still using that version.
You get eastern front skins on your desert stationary planes...eeek! :) )

The load.ini of the map tells the game which setting to use.

The Blenheim has a finnish camo for the 'summer' which are the eastern front maps.
I did add a british skin for 'eto', 'desert', 'mto' and 'cbi'. For 'winter', I used a finnish skin.

Title: Re: VP Modpack [4.12]
Post by: Pivoyvo on July 20, 2016, 01:43:50 PM
Thank you for the info now i´m enlightened, why it is like you did it. i am really thankful for your good help again!
have fun and keep up the good Work.
Title: Re: VP Modpack [4.12]
Post by: Robyfongaro on July 21, 2016, 07:25:41 AM
Hello, I have a very big problem, I recently downloaded the VP Modpack, it works, but my game craches and on my screen appears this sentence (in Italian), i tried to translate it:"The instruction 0x0f9d1147 have made reference to the memory 0x35eae4a8, the memory cannot be read". I don't know wath the hell does it mean. Can someone of you help me, please? I NEED YOUR HELP. I think that it is a classfile conflict.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 21, 2016, 09:13:08 AM
Hello, I have a very big problem, I recently downloaded the VP Modpack, it works, but my game craches and on my screen appears this sentence (in Italian), i tried to translate it:"The instruction 0x0f9d1147 have made reference to the memory 0x35eae4a8, the memory cannot be read". I don't know wath the hell does it mean. Can someone of you help me, please? I NEED YOUR HELP. I think that it is a classfile conflict.

Only one way to find out exactly what is the problem... reading the error Log-file.

http://www.sas1946.com/main/index.php/topic,22.msg84633.html#msg84633
-
http://www.sas1946.com/main/index.php/topic,13457.0.html
-


Title: Re: VP Modpack
Post by: SAS~Epervier on July 21, 2016, 09:46:08 AM
(In 4.09 you got only summer and winter so I dont get why people are still using that version.
You get eastern front skins on your desert stationary planes...eeek! :) )
The perch is too big ... I grasp with both hands!
Because 409 is the best !  :D


For skin "fi" :
try skins with "winterwar_" prefix !
But with date < 19410418 !
Title: Re: VP Modpack [4.12]
Post by: SAS~Tom2 on July 21, 2016, 04:38:53 PM
Amazing work on textures and texture composition, Istvan. :P
Title: Re: VP Modpack
Post by: Cloyd on July 23, 2016, 12:44:43 PM
The Henderson Field repaint looks fantastic! I can't wait to re-install "Cactus Diary."

Cloyd
Title: Re: VP Modpack [4.12]
Post by: vpmedia on July 25, 2016, 02:57:16 AM
VP MODPACK PATCH #6
------------------------------------------------------------------------------------------------

Download: https://ulozto.net/!9tt2mvsug/vp-modpack-patch6-7z

Install: extract to your game folder, overwrite files.

Quote
*maps

complete rework:

-Guadalcanal
-Hawaii
-Kwajalein
-Makin atoll
-Marianas
-New guinea


updated textures only:

-Iwo jima
-Kyushu/japan1
-Okinawa


*objects

PCP plate texture update

*other

Beaufighters fix

Credits: MisP Pacific map textures / Mixx / aviaskins
http://www.sas1946.com/main/index.php/topic,38005.0.html
Title: Re: VP Modpack [4.12]
Post by: steven197106 on July 25, 2016, 06:09:38 AM
 :) Thanks vp
Title: Re: VP Modpack
Post by: Peter Lynn on July 25, 2016, 06:16:09 AM
Thank you for the update vp. Amazing map work! It will certainly add lots to the Central Pacific Campaign I am currently trying to stay alive in!

Peter Lynn :)
Title: Re: VP Modpack [4.12]
Post by: Dauntless1 on July 25, 2016, 07:01:22 AM
 8)
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on July 25, 2016, 07:07:11 AM
WOW!!!  Amazing new patch update!  8)
THANK YOU so much!

(http://sbybiz.com/wp-content/uploads/2015/09/Cheers-beer.jpg)

These VP-modpack new patches are much more fun than the TD game updates  ;D
Title: Re: VP Modpack [4.12]
Post by: victor639514 on July 25, 2016, 07:29:09 AM
Once again, thank you for another jaw-dropping update! This time, in the Pacific! :D

I almost shed a tear just looking at the complete rework for the Hawaii map.
Title: Re: VP Modpack [4.12]
Post by: Tofolo on July 25, 2016, 10:16:42 AM
Thank you very much (again) VP!

May I suggest ading Jero's 3D cockpit fixes? It's a non-conflictive mod and improves a lot the in-game immersion.
http://www.sas1946.com/main/index.php/topic,42916.0.html

Title: Re: VP Modpack [4.12]
Post by: cgagan on July 25, 2016, 11:15:58 AM
Many thanks Istvan!!!!  8)
Title: Re: VP Modpack [4.12]
Post by: hadji4 on July 25, 2016, 02:27:27 PM
Thanks vp
Title: Re: VP Modpack
Post by: Bobbo on July 25, 2016, 06:37:15 PM
I was watching Steve's video on the update. Damn, those textures are up at professional level quality VP. Excellent work.
Title: Re: VP Modpack [4.12]
Post by: spartan18a on July 26, 2016, 02:35:48 AM
I cannot agree more with Tofolo. Jero's work is just a must we all should enjoy. Thanks for pointing that out :)

Sent from my XT1032 using Tapatalk
Title: Re: VP Modpack [4.12]
Post by: Hot_Space on July 26, 2016, 11:52:17 AM
Beautiful work as always.

Thank you  8)
Title: Re: VP Modpack
Post by: messeranck on July 27, 2016, 12:37:42 AM
Superb as always!
May i suggest the new halifax and barracuda?
Thanks
Title: Re: VP Modpack
Post by: Uufflakke on July 27, 2016, 12:42:31 AM
I was watching Steve's video on the update. Damn, those textures are up at professional level quality VP. Excellent work.

You made me curious.  :)
Where can I find Steve his video? A link please?
Title: Re: VP Modpack
Post by: vpmedia on July 27, 2016, 02:30:15 AM
Stevens excellent channel about IL-2 mods:
https://www.youtube.com/user/darko1971?feature=watch
Title: Re: VP Modpack [4.12]
Post by: cheech420 on July 28, 2016, 09:34:51 AM
hi all ran into a problem with light streeks in game. i dont no if it was due to the last update or sweet fx anyone else got this or had it in the past
https://s31.postimg.cc/chw0wou3f/il2fb_2016_07_28_16_27_40.png
Title: Re: VP Modpack [4.12]
Post by: DougW60 on July 28, 2016, 11:34:38 AM
Sorry I cannot help but boy that looks like a Foo Fighter.
Title: Re: VP Modpack
Post by: Dimlee on July 28, 2016, 12:44:25 PM
Stevens excellent channel about IL-2 mods:
https://www.youtube.com/user/darko1971?feature=watch

Probably the best IL2 chronicles.
Kudos to Steven.
Title: Re: VP Modpack [4.12]
Post by: cgagan on July 28, 2016, 03:34:42 PM

(https://s31.postimg.cc/s2jj4jcvv/Jul_28_2016_6_06_44_PM.jpg) (https://postimg.cc/image/xdyfp8yyf/)
Title: Re: VP Modpack
Post by: vpmedia on July 28, 2016, 09:44:17 PM
Please read the first post again. ;)

Quote
SFV files to check for errors:
http://ulozto.net/xhVQNmpB/vp-modpack-file-verification-7z
Title: Re: VP Modpack [4.12]
Post by: Dauntless1 on July 29, 2016, 10:26:06 AM
What's you status on Midway?

http://i789.photobucket.com/albums/yy178/KiwiBiggles/4fa48a17-d9e7-48a0-8b28-916abd41a39c_zpsbg9evisb.jpg[/img][/URL]
Test playing Midway campaign, back aboard damaged Yorktown, afternoon, June 4, 1942.  Tricky deck angle!!
Title: Re: VP Modpack [4.12]
Post by: Jimbo947 on July 29, 2016, 12:27:43 PM
I have installed all 16 packs and the 6 patches listed . The game is running brilliantly. I have tried most of the maps loaded with up to 16 flights if allowed and no loss of frame rates that I had sometimes with C.U.P.
 i have only one wee problem is that in the Pilot career missions is that I can select them but none will generate.
 I notice that some missions are pre-fixed with an * or X
Have I missed installing something or are these to be downloaded from somewhere else?? JSGME C.U.P Forgotten Countries
Title: Re: VP Modpack [4.12]
Post by: cgagan on July 29, 2016, 12:41:41 PM
I have a full installation of vp_modpack in my laptop, running on Windows 10. No problem whatsoever, after overriding the integrated  intel graphics and switching to the Nvidia card, I get full enjoyment of the stunning scenery in all maps retouched by vp_media...
(https://s32.postimg.cc/vf0mcv7tx/Jul_29_2016_8_18_20_AM.jpg) (https://postimg.cc/image/q3lps5lr5/)
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on July 30, 2016, 05:36:09 AM
http://i789.photobucket.com/albums/yy178/KiwiBiggles/Jul%2030%202016%2011-28-17%20PM_zpsjnuwauzl.jpg

What's you status on Midway?

Hi Dauntless,

Not much time to work on it last week due to RL, but coming on nice I hope.  :)

Cheers
KB
Title: Re: VP Modpack [4.12]
Post by: Dauntless1 on July 30, 2016, 07:15:25 AM
 8)
Title: Error message question.
Post by: eddiek on July 30, 2016, 08:33:41 PM
I have been noticing this error in the log for the ShipPack.  Bad installation or faulty pack?

Code: [Select]
Ship: Value of [Ship0]:<Mesh> not foundCan't set property
Edward K.
Title: Re: VP Modpack [4.12]
Post by: sakai on July 31, 2016, 09:10:58 AM
As tofolo suggest it, adding Jero's 3D cockpit fixes, is a great idea... I could not agree more
thanks to think about it
Title: MOD Map hierarchy.
Post by: eddiek on July 31, 2016, 02:12:49 PM
Vpmedia may be the only person who can answer this, but here it goes.  Is there a major difference in the hierarchy when comparing a stock installation and lets say VP Mod?  I ask this question because I have been working on understanding why I have been having problems with getting the taxi process to work.  I came to the conclusion that the overall problem is not a MissioPro issue which I thought it was and its not the issue involving the default editor since I have experienced problems using the stationary aircraft and the spawn point using both.  My stock installation of 412 and 413 work with no problems, but I have had issues with TFM, VP Mod, and CUP WAW.  I would always try to use the same map if possible, but no matter what, the pattern is pointing to modded routes.

Any ideas?

Edward K.
Title: Re: VP Modpack
Post by: vpmedia on August 01, 2016, 03:30:44 AM
I have been noticing this error in the log for the ShipPack.  Bad installation or faulty pack?

Ship pack2 has some extra ship slots which dont have a 3do folder or ini entries hence you get an error message about it on startup. Nothing serious. I'll probably make some extra transport ships to fill those slots later.
Title: Re: VP Modpack
Post by: vpmedia on August 01, 2016, 03:33:59 AM
I came to the conclusion that the overall problem is not a MissioPro issue which I thought it was and its not the issue involving the default editor since I have experienced problems using the stationary aircraft and the spawn point using both.  My stock installation of 412 and 413 work with no problems, but I have had issues with TFM, VP Mod, and CUP WAW.  I would always try to use the same map if possible, but no matter what, the pattern is pointing to modded routes.

I'm not aware of any problem with the taxi to takeoff feature. The few missions I played which had this feature seemed to work fine, but I've never built such mission. Can you upload the one youre trying to get to work so I could test it? Post it as a simple text between code tags pls.
Title: Re: VP Modpack
Post by: vpmedia on August 01, 2016, 05:15:03 AM
As tofolo suggest it, adding Jero's 3D cockpit fixes, is a great idea... I could not agree more
thanks to think about it

I was lazy to test every cockpit of that mod for fps impact but theres probably some.
I'll look into it. :)
Title: Re: VP Modpack
Post by: vpmedia on August 01, 2016, 05:20:30 AM
i have only one wee problem is that in the Pilot career missions is that I can select them but none will generate.

Please post your dgenerror.log.

Most campaigns should work, I've read some error reports about a Western Front campaigns bug.
I still have to find what caused it, currently its not a priority because 99% of the campaigns should work without problems. I can provide right now a clean, stock dgen folder if you need it and dont want to wait for a fix which would be a complete replacement for the current Dgen folder (pretty easy to install).
Title: Re: VP Modpack
Post by: vpmedia on August 01, 2016, 05:22:24 AM
hi all ran into a problem with light streeks in game.

Probably SweetFx, nothing was added via patches which could cause this.
Make sure that youre in OpenGL (Perfect) mode and Hardwareshaders is set to 1 in the conf.ini's OpenGL section.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on August 01, 2016, 09:38:23 AM

Nope, never seen those strange light streaks in my game either.
Might be the Sweet-FX effects. It saturates the colors and boosts the lighting a little too much for my eyes.
I like to use the normal game version without Sweet-FX mod.
Title: Re: VP Modpack
Post by: Jimbo947 on August 01, 2016, 11:56:38 AM
i have only one wee problem is that in the Pilot career missions is that I can select them but none will generate.

Please post your dgenerror.log.

Most campaigns should work, I've read some error reports about a Western Front campaigns bug.

Thanks VPMedia...
 Problem solved,,,
Checked my install and found that I  had inserted the required additions to the confi. ini at  where I thought the end of the file was.
 Unfortunately this was somewhere in the middle.. Senior moment !!!!!
 Confi,ini now corrected and all the pilot careers I have tried are working

Great game
Title: Re: VP Modpack
Post by: KiwiBiggles on August 01, 2016, 08:47:02 PM
I came to the conclusion that the overall problem is not a MissioPro issue which I thought it was and its not the issue involving the default editor since I have experienced problems using the stationary aircraft and the spawn point using both.  My stock installation of 412 and 413 work with no problems, but I have had issues with TFM, VP Mod, and CUP WAW.  I would always try to use the same map if possible, but no matter what, the pattern is pointing to modded routes.

I'm not aware of any problem with the taxi to takeoff feature. The few missions I played which had this feature seemed to work fine, but I've never built such mission. Can you upload the one youre trying to get to work so I could test it? Post it as a simple text between code tags pls.

Hi fellas,

To share my recent experience with taxi-to-takeoff, I have been creating a Midway campaign.  The land based mission from East Island is a taxi-to-takeoff job.  It's using a simplified, custom runway, taxi and parking layout (as per Spdr109) to launch and recover up to eight fighters.  Often when starting a mission (directly from full mission builder) the taxi-to-takeoff function would fail and the game would start with the player's aircraft at the wrong end of the runway facing the opposite direction, rather than from the the intended 'spawn' point.

I have seen this in other installations too, and usually restarting the mission a few times would get things back in order.  The other installations also had MissionPro enabled. 

This was becoming a real hassle testing the campaign, as you can imagine, but it came to a head when I added a custom pilot skin to the campaign (as opposed to the default pilot skin).  Whenever I selected a pilot skin in MissionPro before starting the mission, the taxi-to-takeoff was porked, every single time.

On a hunch, I disabled MissionPro, and taxi-to-takeoff worked perfectly, every single time.

This was only a few days ago, and it would need a lot more testing before it could be said to be conclusive, but it does seem to be indicating a problem of some sort. 

I can upload the mission code later today, after work.

Cheers,
KB
Title: Re: VP Modpack
Post by: mikojan3 on August 02, 2016, 03:20:05 PM
Stevens excellent channel about IL-2 mods:
https://www.youtube.com/user/darko1971?feature=watch
steven is the best i love your channel steven
Title: Re: VP Modpack [4.12]
Post by: mikojan3 on August 02, 2016, 03:23:11 PM
i love you vpmedia yuhuuuu worked very good
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on August 02, 2016, 05:19:16 PM
I disabled my MissionPro a couple months ago because it was screwing up while using it.  I don't use it anymore.  It's good to know I'm not the only one having problems with it.
Title: Re: VP Modpack [4.12]
Post by: Ibis on August 02, 2016, 07:10:06 PM
 I did the same for similar reasons.
Title: Re: VP Modpack
Post by: vpmedia on August 03, 2016, 01:53:28 AM
I did not do much mission building but the few missions I made worked fine. Hence I think that the only broken feature caused by MissionProCombo is the taxi to takeoff, everything else works as usual. As you said the solution is fairly easy, disabling the mod.
Title: Re: VP Modpack
Post by: vpmedia on August 03, 2016, 01:54:30 AM
WIP Chichi Jima

(http://i.imgur.com/tpu64fm.jpg)

(http://i.imgur.com/I4nj7Bg.jpg)

(http://i.imgur.com/iUIRi1b.jpg)

(http://i.imgur.com/fJPvLud.jpg)
Title: Re: VP Modpack
Post by: Peter Lynn on August 03, 2016, 03:20:18 AM
Looks marvellous! Always look forward to the results of your talents Istvan. I keep getting shot down because i am so busy looking at all your terrain work rather than watching my tail!

Peter Lynn
Title: Re: VP Modpack
Post by: max_thehitman on August 03, 2016, 06:47:52 AM
WIP Chichi Jima


I am already drooling at that beautiful island map ! SUPER!
Title: Re: VP Modpack [4.12]
Post by: Mission_bug on August 03, 2016, 12:00:32 PM
This excellent compilation of yours continues at a pace Istvan, each update brings yet more of those amazing repaints. 8)


Wishing you all the very best, Pete. ;D
Title: Re: VP Modpack
Post by: vpmedia on August 03, 2016, 02:23:59 PM
Thanks guys! Its easy to repaint PTO maps because you dont have to deal with large cities. Berlin probably took more time than the recent pto updates altogether. :)

Another WIP repaint, Coral Islands dogfight map:

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

(http://i.imgur.com/9nYRT5R.jpg)

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

(http://i.imgur.com/lS7pazU.jpg)

Title: Re: VP Modpack [4.12]
Post by: Ojisan_bart on August 03, 2016, 03:18:46 PM
Looks like your unstoppable vpmedia  :)  you doing unreal real whit il2, I look forwards to watts coming up whit the next update... GREAT WORK
Title: Re: VP Modpack [4.12]
Post by: mikojan3 on August 03, 2016, 03:55:34 PM
http://www.mediafire.com/download/sduvac92abpvbmy/mysoundmix.zip this is  a sound personally mixed with 2 sounds of tiger, the job is all of tiger, i have just mixed sound of motor and cannon of improvement sound of tiger ,and waw soundset 1 of cup, just for my taste ,this  is the link for download and sorry for my bad english. i hope like this .
Title: Re: VP Modpack
Post by: vpmedia on August 04, 2016, 04:45:18 AM
Thanks Mikojan, I'm gonna give this a try and report back. :)
Title: Re: VP Modpack
Post by: vpmedia on August 04, 2016, 04:51:30 AM
This excellent compilation of yours continues at a pace Istvan, each update brings yet more of those amazing repaints. 8)


Wishing you all the very best, Pete. ;D

Thanks a lot! :)

The ETO and PTO map set will be finished soon, some of the desert maps need minor corrections and there's a couple eastern front maps (Crimea, Kuban, Kurland, etc) which are not up to the current standards.
Title: Re: VP Modpack [4.12]
Post by: mikojan3 on August 04, 2016, 10:01:37 AM
Thanks vpmedia for the great job ,and thanks tiger for the excellent sounds
Title: Re: VP Modpack
Post by: Flying H on August 04, 2016, 03:57:47 PM
Drooling, a great big THX for your efforts!
Title: Re: VP Modpack
Post by: Dimlee on August 04, 2016, 05:12:25 PM
Quote
The ETO and PTO map set will be finished soon, some of the desert maps need minor corrections and there's a couple eastern front maps (Crimea, Kuban, Kurland, etc) which are not up to the current standards.

Crimea... It was somewhat improved in stock  Black Sea map recently with (at last) return of historical names and some airfields. But so many errors remain.
Title: Re: VP Modpack [4.12]
Post by: nightace on August 05, 2016, 01:03:22 AM
hi
can  we take any mod in the mod folder and copy to any other 412.2m game ? just place any in the other mod and map folder ? jsgme not needed for effects ?
cheers
Title: Re: VP Modpack [4.12]
Post by: SAS~Tom2 on August 05, 2016, 12:50:53 PM

Nope, never seen those strange light streaks in my game either.
Might be the Sweet-FX effects. It saturates the colors and boosts the lighting a little too much for my eyes.
I like to use the normal game version without Sweet-FX mod.

Cheers to that bro! :P I use gapa where needed and the rest looks good even with my old rig. IL-2 and maps is hard to make ugly. :)
BTW great new map edits Istvan-will steal a few for my geek'd install.
Title: Re: VP Modpack [4.12]
Post by: SGT68 on August 05, 2016, 05:30:02 PM
hi
can  we take any mod in the mod folder and copy to any other 412.2m game ? just place any in the other mod and map folder ? jsgme not needed for effects ?
cheers

Essentially yes. VP mod pack is a great source of mods. But I prefer to copy it over manually, then editing my ini and props files accordingly , not with jsgme. It can screw things up if you are not on top of what jsgme is doing with your mod
Title: Re: VP Modpack
Post by: vpmedia on August 06, 2016, 03:06:59 AM
Coral Islands finished:

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

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

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

(http://i.imgur.com/ZnyQQ6D.jpg)
Title: Re: VP Modpack [4.12]
Post by: cgagan on August 06, 2016, 05:34:41 AM
Breath-taking scenery... 8)
Title: Re: VP Modpack [4.12]
Post by: nightace on August 06, 2016, 07:41:28 AM
is this the one included in the mod map folder ?
Title: Re: VP Modpack [4.12]
Post by: kyle9154 on August 07, 2016, 04:13:11 AM
This is an awesome mod and graphics are captivating, well done.
I noticed a little thing where when you play in pacific theater and choose indian ocean for japan or eastern solomons map they both use the stock coral sea map.
Also you say in the mod description that you can easily remove mods you don't want to use from this pack, I haven't no clue on how to do that. I tried deleting from #SAS folder but that usually caused a crash, any info would be helpful, thanks.

Essentially I want to be able to keep only the updated maps and objects, don't really care about all the extra Dgen/Static campaigns and missions, how do I get it so that I just have all the graphics mods from this pack(aircraft, gore, objects, maps, etc) and remove the rest?

Also this is kind of a separate question, I'm really fond of the Japanese airgroups and would like to use 'Kate' B5N torpedo bomber but 4.12 doesn't have any campaigns for B5N. Is their any Dgen or offline campaigns for a B5N bomber? I tried "Pearl to Tokyo" mod which has it in there as a dgen campaign but it crashed and maps don't work because I don't have any of the major mods(c.u.p, ultrapack, etc) installed to game and that's for HSFX 7.03.
Title: Re: VP Modpack [4.12]
Post by: SGT68 on August 07, 2016, 05:55:53 AM
This is an awesome mod and graphics are captivating, well done.
I noticed a little thing where when you play in pacific theater and choose indian ocean for japan or eastern solomons map they both use the stock coral sea map.
Also you say in the mod description that you can easily remove mods you don't want to use from this pack, I haven't no clue on how to do that. I tried deleting from #SAS folder but that usually caused a crash, any info would be helpful, thanks.

Essentially I want to be able to keep only the updated maps and objects, don't really care about all the extra Dgen/Static campaigns and missions, how do I get it so that I just have all the graphics mods from this pack(aircraft, gore, objects, maps, etc) and remove the rest?

Also this is kind of a separate question, I'm really fond of the Japanese airgroups and would like to use 'Kate' B5N torpedo bomber but 4.12 doesn't have any campaigns for B5N. Is their any Dgen or offline campaigns for a B5N bomber? I tried "Pearl to Tokyo" mod which has it in there as a dgen campaign but it crashed and maps don't work because I don't have any of the major mods(c.u.p, ultrapack, etc) installed to game and that's for HSFX 7.03.


Welcome mate... http://www.sas1946.com/main/index.php/board,7.0.html - here's a link that should answer questions about using mods..
http://www.mission4today.com/index.php?name=Downloads&c=1 and this site is a good source of campaigns and other stuff
Title: Re: VP Modpack [4.12]
Post by: dog of war on August 08, 2016, 02:21:56 PM
just clear something up for me
vp modpack blitzkrieg addon pack can be used under jgsme
vp modpack has to be installed directly ,can not be used through jgsme or am i reading it wrong?
Title: Re: VP Modpack
Post by: vpmedia on August 08, 2016, 02:38:56 PM
No jsgme needed for my modpack. Blitzkrieg addon is not my work, iirc its for an older version so you probably gonna loose some of the patch contents. It needs to be updated for the current patch version.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on August 08, 2016, 02:42:51 PM
just clear something up for me
vp modpack blitzkrieg addon pack can be used under jgsme
vp modpack has to be installed directly ,can not be used through jgsme or am i reading it wrong?

Put the VP-Modpack into your files section as if it was a normal IL2-1946 game.
Make a new folder and name it IL2-1946_412_VPmodpack (as an example) and put everything inside. --- DO NOT PUT IT INTO
YOUR ROOT Hardrive that says Programs !
Windows 10 does not function well when you place games into this hardrive section (named Programs) , so use
the section where you have your folders.

Whatever else you add to it, you can place it inside the game folder following the written  instructions
as specified by the creator, or place it inside the Jsgme gizmo.
Just make sure to READ THE INSTRUCTIONS !

Blitzkrieg is an add-on.
Title: Re: VP Modpack [4.12]
Post by: mikojan3 on August 08, 2016, 07:46:39 PM
But not forgotten before install  another extra aircraft ,install before the add on blitzkrieg ,because the air.ini is modified from blietzkrieg Can you lose any file. Sorry for my bad englisch
Title: Re: VP Modpack [4.12]
Post by: vpmedia on August 11, 2016, 08:13:06 AM
VP MODPACK PATCH #7
------------------------------------------------------------------------------------------------

Download: https://ulozto.net/!M2hCuRJrQ/vp-modpack-patch7-7z

Install: extract to your game folder, overwrite files.

Quote
-Ardennes summer bumpH resize
-Chichi Jima retextured map
-Coral Islands retextured map
-Western Carolines Mid/Late 1944 updates

QMB mission updates:
-Pacific_ChichiJima
-Pacific_Coral_Islands
-Pacific_Kwajalein
-Pacific_Makin
-Pacific_Rabaul

Max the hitman textures:
-Jeep textures // #VEHICLES_WILLIS_JEEP_newSKINS
-MarderIII new textures
-startercart, fuelbowser, fuelbowsergreen object and textures

Other:
-PCP texture correction

Credits: MisP Pacific map textures / Mixx / aviaskins
http://www.sas1946.com/main/index.php/topic,38005.0.html

Note for manual updaters: the only entry you need to add to the static ini is this.

Quote
[buildings.House$Fuelbowsergreen]
Title           Fuelbowsergreen
MeshLive        3do/buildings/airfield/Fuelbowsergreen/live.sim
MeshDead        3do/buildings/airfield/Fuelbowsergreen/live.sim
AlignToLand     0
Body            FuelSmall
Panzer          0.005
Title: Re: VP Modpack [4.12]
Post by: bergkamp on August 11, 2016, 08:48:07 AM
Bloody marvellous!! Keep up the good work, VP
Title: Re: VP Modpack
Post by: urmel on August 11, 2016, 09:03:48 AM
Many thanks,VP
Title: Re: VP Modpack [4.12]
Post by: cgagan on August 11, 2016, 09:07:02 AM
Many thanks Istvan!!!! 8)
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on August 11, 2016, 10:01:05 AM
Thank you Istvan for the new upgrade patch  8)
Those maps are looking superb and beautiful.
(http://breathkeybreathalyzer.com/wp-content/uploads/2011/05/14821378-group-of-happy-young-friends-drinking-beer-at-pub-laughing-clinking-glasses.jpg)

I am sorry I did not send you in time the new re-textured and more detailed skins for the new
vehicles and tanks I am working on at the moment, to include into your VP-Modpack, but I will send you
them very soon.
There are alot of them and  now they also have a new damaged+burned version. So pilots will know
when they scored a hit on these enemy tanks.  Great for target practice when coming back to base on
low-level flights and adding more score marks to your Victories!  ;D
A BIG THANK YOU goes out to monsieur Epervier for doing some extra 3d-work on their 3d-modeling in
fixing them and adding an extra burned ground effect to the "damaged" versions of the dead models.
Also a Big THANK YOU to Greif11 !

For the iconic "JEEP" Lovers....
Just to let everyone know, the new Jeep re-textures are for the Jeeps which use the "faceless human" drivers.
These are the old jeep versions which seems to be what everyone has been using in most of  the
modded game versions. They still look Great as they were , but now they have some new little details added to the
old skins for your viewing pleasure.
BUT
There is also another Jeep version which uses a much better human 3d-model driver and the vehicle has a little
more detail in its 3d-design. --- You can still use BOTH jeep versions in your game if you have them already installed.
I have them both working in my 4.10 game version with no problems.
The differences between both Jeeps models are not much,  except it is more noticeable when you look at them up-close
and notice a better looking driver model in the seat.
VP-Media has not included this newer version into the VP-Modpack just yet (I have not noticed them in the game),
but I will send him these files if he wishes to  include them into the next patch.



At this moment I am finding the VP-Modpack to be the best package available for my personal use with
all these new super-nice upgrades to the IL2-1946+Mods, so I am including into it all my new changes, fixes and
new skins to upgrade the game to another level of fun. - For those aviation fans not using this VP-Modpack, you can still
include these new upgrades to your game by simply overwriting your personal game version files for these new files.
I suggest to do this
by doing your modding slowly and making sure you are putting the new files into their proper place in YOUR game version.





Title: Re: VP Modpack [4.12]
Post by: SAS~Epervier on August 11, 2016, 11:14:09 AM
A BIG THANK YOU goes out to monsieur Epervier for doing some extra 3d-work on their 3d-modeling in
fixing them and adding an extra burned ground effect to the "damaged" versions of the dead models.
All credits for Greif11 ! ;)

Title: Re: VP Modpack [4.12]
Post by: Hot_Space on August 16, 2016, 05:50:13 AM
Thank you VP  8)
Title: Re: VP Modpack [4.12]
Post by: Baball on August 16, 2016, 09:50:47 AM
I don't know if anyone had this problem but every time I try to open one of the zip files, 7zip and winrar tell me that the archive is corrupted. I think this is due to the files' extension which end like this for me: "vp_modpack.7z.0XX"

I have no idea how to solve this issue and if someone could help me I'd be really happy to play with this wonderful mod.
Title: Re: VP Modpack
Post by: vpmedia on August 16, 2016, 10:17:19 AM
http://www.sas1946.com/main/index.php/topic,50919.msg556032.html#msg556032
Title: Re: VP Modpack [4.12]
Post by: Baball on August 16, 2016, 11:15:34 AM
After another attempt to extract the files with your method I'm still unable to open them as archives.
Instead, 7zip shows me the following message (translated from french) :

C:\Users\..............\Downloads\vp_modpack.7z.001
vp_mocpack.7z
Cannot open [7z] files as archives
Unexpected end of data

I still have no idea how this happens or why even if my file has a size of 716 800 kB.
Title: Re: VP Modpack
Post by: vpmedia on August 16, 2016, 12:48:00 PM
use the sfv files to confirm the integrity of your downloaded archives...all the info I'm posting for you right now is included in the first post of the topic ;)
Title: Re: VP Modpack
Post by: Flying H on August 16, 2016, 03:11:05 PM
You only need to extract vp_modpack.7z.001! thatone does the unpacking for the rest of the package! The first file is the mother of all the rest and make sure you´re using the latest 7zip program!
Title: Re: VP Modpack [4.12]
Post by: Baball on August 16, 2016, 05:00:41 PM
Oh ok thanks. I didn't know I had to download every part before extracting them. :-[ I thought you could extract them one by one.

I think that adding a line to the instructions telling people to download the whole package before extracting it could be useful to prevent this type of issue in the future for new players.
Title: Re: VP Modpack
Post by: vpmedia on August 16, 2016, 11:47:39 PM
It's clearly stated in the first post that its one file split into 16 parts. I assumed that people can google "split archive".
Title: Re: VP Modpack
Post by: Flying H on August 17, 2016, 04:03:20 AM
@vpmedia, I can feel your frustration but you know sometimes "we" the downloaders think we´ve got it all clear and assume we know everything! In this case I think you should write "When Every Thing Else Fails Read The Fucking Manual!" "WETEFRTFM"
 ;)
Title: Re: VP Modpack
Post by: Sturmtiger1944 on August 17, 2016, 06:15:18 AM
Hello
Downloadlink by Mirror 1 (mediafire link) is broken  :(. Please set new mediafire link for modpack.7z.001

many thanks
Title: Re: VP Modpack
Post by: vpmedia on August 17, 2016, 09:00:51 AM
WIP Kurland and Murmans with new textures (cyberolas and Mixx@aviaskins):

Kurland

(http://i.imgur.com/msZRe7P.jpg)

(http://i.imgur.com/jiZXRj2.jpg)

(http://i.imgur.com/msZRe7P.jpg)

Murmansk

(http://i.imgur.com/N0WT9dt.jpg)

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

(http://i.imgur.com/SpZvDs2.jpg)

(http://i.imgur.com/pY4crfR.jpg)

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

(http://i.imgur.com/xT5GeCI.jpg)

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

(http://i.imgur.com/XzAOv4g.jpg)

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

(http://i.imgur.com/jJ89xKg.jpg)

(http://i.imgur.com/wrxo7AJ.jpg)
Title: Re: VP Modpack [4.12]
Post by: stanislao on August 17, 2016, 09:41:07 AM
 :)     ;) 
Fantastic maps, dear Istvan, is a quantum leap, unthinkable until yesterday ... Thanks.
Unfortunately, the difficulties encountered in opening the first file of your package have been very frequent! I myself was about to give up but then I really do not know how, after countless attempts, suddenly opened and everything has grown magically! Then it all became very easy and simple, addons included. Even now I can hardly understand why the first boot file becomes totally inert ..

Title: Re: VP Modpack
Post by: max_thehitman on August 17, 2016, 12:10:05 PM
WIP Kurland and Murmansk with new textures (cyberolas and Mixx@aviaskins):



WOW!
Super nice!!   8)  Super realistic !
Title: Re: VP Modpack [4.12]
Post by: baggo on August 17, 2016, 02:31:43 PM
this mod pack is turning into a major work of art vp, with frame rates to match its beauty many thanks mate,and thanks to all contributors,wonderful stuff.kev.
Title: Re: VP Modpack [4.12]
Post by: Ibis on August 17, 2016, 04:37:41 PM
Looks terrific VP, thumbs up as usual.  ;D
Title: Re: VP Modpack [4.12]
Post by: Wimke on August 20, 2016, 08:50:10 AM
From 13 on downloading says it is a harmfull website. It wants to make changes in my HD. Please give me a save download for i love this game!
Title: Re: VP Modpack
Post by: vpmedia on August 20, 2016, 09:09:48 AM
I'm not sure what youre talking about, I doubt that mediafire is a harmful website. :D
Maybe time to get familiar with your own security software setup?
Title: Re: VP Modpack
Post by: vpmedia on August 20, 2016, 01:29:18 PM
Murmanks WIP

(http://i.imgur.com/QH2X0Hr.jpg)

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

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

(http://i.imgur.com/s8pjTvB.jpg)

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

(http://i.imgur.com/5gOhI94.jpg)

(http://i.imgur.com/i51KmZ0.jpg)

(http://i.imgur.com/hX8ng4E.jpg)

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

(http://i.imgur.com/EedFLRn.jpg)
Title: Re: VP Modpack
Post by: Whiskey_Sierra_972 on August 20, 2016, 01:39:47 PM
WWOOWW!!!!
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on August 20, 2016, 01:46:11 PM
Amazing job - as always! Looking forward to these updated maps!  :)
Title: Re: VP Modpack
Post by: SkyHigh on August 20, 2016, 01:46:38 PM
From 13 on downloading says it is a harmfull website. It wants to make changes in my HD. Please give me a save download for i love this game!

If mediafire is a harmful website my pc would have been nuked to radioactive dust by now!
Title: Re: VP Modpack [4.12]
Post by: duko on August 20, 2016, 03:31:55 PM
Can i use this mod with 4.13 version?

Edit : 1st archive does not working and it missing from mirror mediafire.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on August 20, 2016, 05:07:48 PM
Can i use this mod with 4.13 version?

Edit : 1st archive does not working and it missing from mirror mediafire.

STOP !
Do not mix this VP-Modpack with the 4.13 game version!
The VP-Modpack is for the 4.12 game !

Title: Re: VP Modpack
Post by: Uufflakke on August 21, 2016, 02:15:33 AM
In the first post it is quite obvious the modpack is for V4.12.2.  :-X

https://s4.postimg.cc/3snr3yde5/V4_12_2m.jpg
Title: Re: VP Modpack [4.12]
Post by: SAS~Epervier on August 21, 2016, 02:23:59 AM
Can i use this mod with 4.13 version?

Do not mix this VP-Modpack with the 4.13 game version!
The VP-Modpack is for the 4.12 game !

In the first post it is quite obvious the modpack is for V4.12.2.
:D
We will be forced to ask Mike to the much larger icons! They should not be visible enough!  :D
Title: Re: VP Modpack [4.12]
Post by: bweiss on August 21, 2016, 10:00:07 AM
The Murmansk WIP is stunning VP!
Title: Re: VP Modpack
Post by: boogabooga on August 23, 2016, 08:16:44 AM
I'm trying to return the default skins for a few aircraft types back to the 4.12.2 stock skins. I have disabled the skin mod, but many default skins are still not stock. Are the default skins affected by the sfs files included in this mod?
Title: Re: VP Modpack
Post by: vpmedia on August 23, 2016, 09:16:56 AM
Murmanks Winter WIP

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

(http://i.imgur.com/6f4Z1r2.jpg)

(http://i.imgur.com/HH9Qicy.jpg)
Title: Re: VP Modpack [4.12]
Post by: GEORGES44 on August 23, 2016, 11:42:30 AM
Stunning work indeed  :) :) :)
Title: Re: VP Modpack
Post by: max_thehitman on August 23, 2016, 06:21:25 PM
Murmanks Winter WIP


Looks great to me.
It reminds of the vast trunda regions in northern Russia I have seen in documentaries on the
History Channel,  where some scientists go out looking for Mammoth remains and big tusks.
I think they call it Permafrost.
The ground looks like dirt and grass but it is actually frozen.
Having an all snow landscape (like Stalingrad) on some maps is great, but this version brings a
new style to the game maps.
Variety is always welcome! More to choose from and more adventure flying. I like your idea Istvan.


I think its time to unleash the reindeers for the "Reindeer Battalions"
for your new winter map retexture :)

Then everyone can create "Operation Silver Fox" for Murmansk
- https://en.wikipedia.org/wiki/Operation_Silver_Fox

- http://barentsobserver.com/en/topics/war-memorial-honor-wwii-reindeer-battalions

(https://s-media-cache-ak0.pinimg.com/736x/6b/2c/fc/6b2cfccc39bfaac539e1c504020f807e.jpg)


Title: Re: VP Modpack [4.12]
Post by: Hot_Space on August 23, 2016, 07:02:36 PM
Beautiful  8)
Title: Re: VP Modpack [4.12]
Post by: Pivoyvo on August 23, 2016, 11:42:24 PM
I have seen Problems on my Henschel-129 with the Mk 103 loadout anyone else having this problem with the Gunpod?

https://s13.postimg.cc/gk3qriolv/2016_08_24_05_25_35.jpg
https://s13.postimg.cc/5yjvfiiab/2016_08_24_05_25_47.jpg
https://s13.postimg.cc/d9wc140yf/2016_08_24_05_48_58.jpg
Title: Re: VP Modpack
Post by: vpmedia on August 23, 2016, 11:46:41 PM
Variety is always welcome! More to choose from and more adventure flying. I like your idea Istvan.

Thanks, first I tried heavy snow (on the right) but I liked the 'frozen' look (center pic) better:

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

Title: Re: VP Modpack
Post by: SkyHigh on August 24, 2016, 01:39:56 AM
I have seen Problems on my Henschel-129 with the Mk 103 loadout anyone else having this problem with the Gunpod?

dont QUOTE PICS !!


Yes, I can confirm the same thing.
Title: Re: VP Modpack
Post by: GUZKNIFE on August 24, 2016, 02:18:50 AM
I have seen Problems on my Henschel-129 with the Mk 103 loadout anyone else having this problem with the Gunpod?


Yes, I can confirm the same thing.

00_Me-410A_B_D\3do\Arms\Hs-129-MK101 - move or delete it.
Title: Re: VP Modpack
Post by: vpmedia on August 24, 2016, 02:59:10 AM
Thanks GUZKNIFE, the fix is working. :)
Title: Re: VP Modpack
Post by: SAS~Poltava on August 24, 2016, 05:49:37 AM
Variety is always welcome! More to choose from and more adventure flying. I like your idea Istvan.

Thanks, first I tried heavy snow (on the right) but I liked the 'frozen' look (center pic) better:

Yes, the Frozen look IS much better. Good choice IMHO! Really looking forward to the next update  :)
Title: Re: VP Modpack [4.12]
Post by: Pivoyvo on August 24, 2016, 06:24:20 AM
Thank you for your quick help Guzknife, really thank you a lot
trying this at home Tomorrow.
Title: Re: VP Modpack
Post by: vpmedia on August 24, 2016, 08:13:59 AM
I'm trying to return the default skins for a few aircraft types back to the 4.12.2 stock skins. I have disabled the skin mod, but many default skins are still not stock. Are the default skins affected by the sfs files included in this mod?

SAS skinmod files in SFS_AUTO

sasup_fbdsm_01.sfs
sasup_fbdsm_02.sfs
sasup_fbdsm_03.sfs
sasup_fbdsm_05.sfs
sasup_fbdsm_07.sfs
sasup_fbdsm_08.sfs
sasup_fbdsm_09.sfs
sasup_fbdsm_10.sfs
Title: Re: VP Modpack
Post by: boogabooga on August 24, 2016, 04:57:07 PM
Thank you
Title: Re: VP Modpack
Post by: max_thehitman on August 24, 2016, 05:42:48 PM
I have seen Problems on my Henschel-129 with the Mk 103 loadout anyone else having this problem with the Gunpod?


Yes, I can confirm the same thing.

00_Me-410A_B_D\3do\Arms\Hs-129-MK101 - move or delete it.

Thank you for the tip.
I will place - in front of that folder.

Are you sure it will not effect the airplane ?

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

Nevermind.... I will test it and see for myself  ;)



Title: Re: VP Modpack
Post by: Messer on August 25, 2016, 12:21:09 PM
Hello everyone!

Back into the Il-2 fold after about... five years (?) being away! I am wondering, and sorry for asking but got tired after reading through the first 27 pages, does VPs fantastic looking modpack run over base 1946 4.13? I've just purchased a brand new copy via Good old Games and it comes with v. 4.13 already built-in.

I'd love to run mods again but sadly, life has eating up my free time and the good old days of me endlessly toying with SAS1946's spectacular mods are gone. I would be very happy if VPs pack can just be installed over a clean 4.13, and I can just fly.
Title: Re: VP Modpack [4.12]
Post by: tnewell on August 25, 2016, 01:45:09 PM
First page, top, Version 4.12. Sorry.
Title: Re: VP Modpack
Post by: Messer on August 25, 2016, 01:52:09 PM
First page, top, Version 4.12. Sorry.

Not to be ungrateful but I think it was pretty obvious I've read that. My question was whether or not it works over 4.13 as well (even if with bugs), not if it's built specifically for it. Back in the 4.09m-4.10 days a lot of stuff was modded across update releases.
Title: Re: VP Modpack [4.12]
Post by: pilotpimpf on August 25, 2016, 02:29:18 PM
Might I suggest you just try it, VP's pack takes very little time to load.
Then you can tell us if it works.... :)


But then 4.12 looks like the pinnacle for future mods so why bother

And thanks VP for the updates, do you ever sleep . ;D
Title: Re: VP Modpack [4.12]
Post by: Fish40 on August 25, 2016, 03:54:34 PM
Been a 4.09 with UP rebel holdout for the longest time. After seeing some awesome vids on YouTube of this Mod in action, I decided it was time for a change! Excellent mod! Easy to install! One newbie question though :-[ What setting in the conf.ini turns off the AC labels? Thansks.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on August 25, 2016, 09:02:37 PM
Been a 4.09 with UP rebel holdout for the longest time. After seeing some awesome vids on YouTube of this Mod in action, I decided it was time for a change! Excellent mod! Easy to install! One newbie question though :-[ What setting in the conf.ini turns off the AC labels? Thansks.

I think you will enjoy this VP-package version.

here is the config.ini explained ...
http://airgroup51.net/forum/index.php?topic=295.0

I haven´t changed that thing in ages. Never used the AC-Labels.
I think its too easy  a mode. You gotta shoot the
enemy up close until you see the white of their eyes!  :D 

Title: Re: VP Modpack [4.12]
Post by: Fish40 on August 26, 2016, 03:25:31 AM
Thanks Max. I believe the setting can be found in the game itself, while setting the flight difficulty parameters.
Title: Re: VP Modpack [4.12]
Post by: cheech420 on August 26, 2016, 05:55:22 AM
hay mate when youre doing  ya  next patch could ya add the rest of the fw190s 
Title: Re: VP Modpack
Post by: vpmedia on August 26, 2016, 06:06:17 AM
I had the Fw-190 pack in but it produced somekind of a java error which I was unable to fix, hence i had to remove it.
Title: Re: VP Modpack [4.12]
Post by: Zoran395 on August 26, 2016, 06:07:43 AM
Like said previously, do you ever sleep?
The screenshots you regularly post are absolutely fantastic!

This has nothing to do with VP Pack (sorry Istvan...) but would you guys know if somebody attempted to have longer mobile train compositions?
Standard pre-WWII soviet number of car is for example 32 with often much bigger ones (up to more than 90 cars).
The animated ones we have in the game look very small.

Agreed vonOben, increasing the space between wagons is not an option !

Title: Re: VP Modpack
Post by: vpmedia on August 26, 2016, 06:17:38 AM
It looks like lot of work, but in reality it isnt a hard job. The textures are mostly coming from other maps, linking them into the maps load.ini takes ten minutes. For repopulating the maps with new building theres an automated tool, you can replace or randomize any building with one click. I can rebuild 2-3 maps in a few hours. Same goes for the skins, if I got a good template it takes me 15-20 minutes to make an test aircraft paintscheme.
Title: Re: VP Modpack [4.12]
Post by: SAS~Epervier on August 26, 2016, 06:26:47 AM
Has the distances between the train wagons also been increased?
If that's the case what is the reason?
It looks a bit unrealistic IMHO...
I doubt that your screen is "during the game!"
You must be in the FMB.
If you have the Leopold convoy, spaces are even more bizarre. But during the game everything returns to normal.
Title: Re: VP Modpack [4.12]
Post by: Plowshare on August 26, 2016, 06:54:23 AM
This has nothing to do with VP Pack (sorry Istvan...) but would you guys know if somebody attempted to have longer mobile train compositions?
Standard pre-WWII soviet number of car is for example 32 with often much bigger ones (up to more than 90 cars).
The animated ones we have in the game look very small.

In the chief.ini file you'll find two sections - the top section is for the name of the train and the bottom section is the makeup of said train. Here's an example:

Top portion:
Code: [Select]
Germany_CargoTrainMixed             objects.trains.Train 2 icons/train.mat
Bottom portion:
Code: [Select]
[Trains.Germany_CargoTrainMixed]
 com.maddox.il2.objects.trains.LocomotiveVerm
 com.maddox.il2.objects.trains.LocomotiveTrailorVerm
 com.maddox.il2.objects.trains.Cargo2
 com.maddox.il2.objects.trains.Cargo2
 com.maddox.il2.objects.trains.Cargo2
 com.maddox.il2.objects.trains.Cargo2
 com.maddox.il2.objects.trains.Cargo2
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Platform13
 com.maddox.il2.objects.trains.Platform13
 com.maddox.il2.objects.trains.Platform1
 com.maddox.il2.objects.trains.Platform1
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Platform15
 com.maddox.il2.objects.trains.Platform15
 com.maddox.il2.objects.trains.Platform15
 com.maddox.il2.objects.trains.Platform14
 com.maddox.il2.objects.trains.Platform14
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Platform2
 com.maddox.il2.objects.trains.Cargo
 com.maddox.il2.objects.trains.Cargo
 com.maddox.il2.objects.trains.Cargo
 com.maddox.il2.objects.trains.LocomotiveVerm
 com.maddox.il2.objects.trains.LocomotiveTrailorVerm

Using the proper syntax that you get from the examples you can make trains as long as you wish. In one of my versions (that I've misplaced or lost altogether) I made an eighty-car train using three locomotives - one in the lead, one in the middle and one in the rear. This was used on the War Over Italy map in the mountains.

Hope this helps.

Bob
Title: Re: VP Modpack
Post by: cheech420 on August 26, 2016, 07:37:14 AM
I had the Fw-190 pack in but it produced somekind of a java error which I was unable to fix, hence i had to remove it.
cool mate
Title: Re: VP Modpack
Post by: Zoran395 on August 26, 2016, 04:10:09 PM
Bob, thank you so much!
Quote
Using the proper syntax that you get from the examples you can make trains as long as you wish.
I think I am spending too much time in static.ini and not enough in chiefs.ini !
Title: Re: VP Modpack [4.12]
Post by: Hot_Space on August 26, 2016, 06:39:42 PM
I still think that this is "the" best Mod Packs out there. Quick to load, great FPS, great looking maps etc...  8)

Is 1956 Jet Era going be in a future patch or is that a no go?
Title: Re: VP Modpack
Post by: vpmedia on August 27, 2016, 08:01:35 AM
The idea behind the patches is to improve the mods which are already included in the package. I do not plan to add more mods which would require changes in the air/stationary/chiefs/technics.ini files, in order to not cause problems for those people who already added a bunch of extra mods on top of the base pack.
For jets the quickest way to go is CUP : JTW. If you add jets to this pack remove the effects mod, its incompatible with the SAS Engine mod.
Title: Re: VP Modpack [4.12]
Post by: Hot_Space on August 27, 2016, 09:41:14 AM
Understandable of course. I'm more a prop guy anyway mate :-)

Thank you for the feed back VP 8)
Title: Re: VP Modpack
Post by: SkyHigh on August 27, 2016, 10:34:29 AM
Understandable of course. I'm more a prop guy anyway mate :-)

Thank you for the feed back VP 8)


If it's any help, I have installed Sabres and MiGs for the Korean maps and all works fine. I didn't install this SAS Engine mod, which I quite frankly know little about.
Title: Re: VP Modpack
Post by: vpmedia on August 27, 2016, 10:39:42 AM
I thought that the Sabre and Mig mods would require the SAS Engine mod.
Title: Re: VP Modpack
Post by: redwolf on August 27, 2016, 12:15:20 PM
Thank you so much for this pack, it is just brilliant!!!  8)


The idea behind the patches is to improve the mods which are already included in the package. I do not plan to add more mods which would require changes in the air/stationary/chiefs/technics.ini files, in order to not cause problems for those people who already added a bunch of extra mods on top of the pack.

I understand.  ::( But I really gotta get those early p-38's into the game. I have always relied on modpacks in the past (dbw, hsfx) for my needs and am struggling a bit to add them independently  :-[ Will forge on trying to get them added to this pack.
Title: Re: VP Modpack
Post by: SkyHigh on August 27, 2016, 01:54:53 PM
I thought that the Sabre and Mig mods would require the SAS Engine mod.

VP, I used 'PeterDs_HSFXUP_MigsandSabres_Plus_FreddyPit_v2' and they work for me! I have no Engine Mod installed. Mind you, I tried installing F-80's, F-84's and Cougars without success, but Sabres vs MiGs keep me happy in Korea.
Title: Re: VP Modpack [4.12]
Post by: Tiestilha on August 27, 2016, 03:01:29 PM
Hi! This is my first post in the forum, this pack is really nice, great sounds and graphic effects. I just dont get the flight model of most planes, it seems like the airspeed doesn't influence the control of the aircraft, anyone else notices this? It's really hard to fly properly at relatively high speeds without the control stiffening, it just wobbles around and it's very easy to accidently pull too many g's. Just want to know if im the only one with this issue.

Thanks!
Title: Re: VP Modpack [4.12]
Post by: Captain Dawson on August 27, 2016, 04:41:18 PM
I just dont get the flight model of most planes, it seems like the airspeed doesn't influence the control of the aircraft, anyone else notices this? It's really hard to fly properly at relatively high speeds without the control stiffening, it just wobbles around and it's very easy to accidently pull too many g's.

Dude, try turning the "stalls and spins" off in the Difficulty Menu!  8)

In all seriousness, I find the stall/gyroscopic effects on a lot of the planes to be a bit overkill as well. From 4.07 stock and on. I've flown a few planes in real life, obviously not P-51s or FW-190s, but still, never see stalls like on IL-2!  :-| It would be presumptuous to compare these flying characteristics to those of other sim's though, as IL-2 is still by far the most complete/realistic aviation simulator.
Title: Re: VP Modpack [4.12]
Post by: SkyHigh on August 27, 2016, 04:54:32 PM
I remember some years ago reading on a WWII Fighters forum a post by a former WWII pilot from, I think it was, the USN in the Pacific. This gentleman, who is most likely dead now, testified that the planes in that sim were too severely modeled for stall and spin. He said that if the same applied to the real thing, none of them would have survived. I have taken it since that these characteristics have tended to be exaggerated in just about every flight sim.
Title: Re: VP Modpack [4.12]
Post by: Captain Dawson on August 27, 2016, 05:05:33 PM
Interesting point. I definitely agree about none surviving. Who has NOT died yet as a result of stalling in IL-2!  :D Why the stall exaggerations though?
Title: Re: VP Modpack [4.12]
Post by: nightace on August 27, 2016, 06:33:01 PM
does this mod game have refuel rearm since it has  the PAL mod add on as in CUP . If so which is the key ? if not do i add visual mod 8 and will it work with this game version ?
cheers
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on August 27, 2016, 07:33:28 PM
Back to the VP Modpack...

Anyone else having this issue on opening the .zip Mod files?

On my PC, both 7-zip and WinRar cannot open the any of the content files, and show this message:

"Can not open file
'vp_modpack.7z'
as archive"

I've tried everything I know. Redownloaded from both Mediafire and Ulozto multiple times.
Neither will allow me to extract the contents. Get the same issue with the file verification download.
Am I doing something wrong, or is there something else wrong?  :-| I'd really appreciate some help with this if anyone knows...


Place all the downloaded files in one place (or folder),
then extract (open) the FIRST file and the rest of the VP-Modpack files
will ALL open.   ;) It´s that easy.
Just make sure you have all the files downloaded.

The patches are a diferent matter. They are seperate from this main package
and can be opened individually... one by one.


Title: Re: VP Modpack
Post by: vpmedia on August 28, 2016, 08:17:42 AM
does this mod game have refuel rearm since it has  the PAL mod add on as in CUP . If so which is the key ? if not do i add visual mod 8 and will it work with this game version ?
cheers

I'm not familiar with the refuel/rearm feature, but the PAL Visual Mod 9 seems to work fine, I tested it for a while, no ctd or log errors. What I really like about it is the F2 camera movements, its absolutely stunning.
Title: Re: VP Modpack
Post by: vpmedia on August 28, 2016, 08:53:25 AM
Hi! This is my first post in the forum, this pack is really nice, great sounds and graphic effects. I just dont get the flight model of most planes, it seems like the airspeed doesn't influence the control of the aircraft, anyone else notices this? It's really hard to fly properly at relatively high speeds without the control stiffening, it just wobbles around and it's very easy to accidently pull too many g's. Just want to know if im the only one with this issue.

Thanks!

All the flight models are unchanged, they're the same as in the normal unmodded IL-2 1946 v 4.12.2.
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on August 28, 2016, 09:54:23 AM
Flying the Mohawk IV there are no engine sounds.  :-X
Title: Re: VP Modpack
Post by: vpmedia on August 28, 2016, 11:48:18 AM
No problems here. SAS modact has its own, built-in sound mod, I've added Jivers mod on top of that.
Title: Re: VP Modpack [4.12]
Post by: redwolf on August 28, 2016, 03:16:25 PM
Flying the Mohawk IV there are no engine sounds.  :-X

I have engine sounds on it, they are just not very loud in the cockpit.
Title: Re: VP Modpack [4.12]
Post by: redwolf on August 28, 2016, 03:23:52 PM
Found a solution to my early P-38 woes that might be of interest to some...

I installed the VP Modpack, then put in a VP Modpack Update done over at AcesHigh by AH_Jetdoc, then put all the patches 4-7 on top of it and everything is working fine with a bunch of additional aircraft and carriers. The AH_Jetdoc update includes the following:

VP mod pack up date: 1. Late war Mustangs installed
                                    2. New P-38's installed P-38 E thru late war models
                                    3. HMS Eagle CV installed
                                    4. USS Yorktown CV Class installed
                                    5. Missing Channel map 1942-45 vers. Dieppe (Can)(Cat) installed
                                    6. USS Essex CV Class installed
                                    7. New models of P-47's including late war with new load outs
                                    8. Missing models of SpitFires installed and new one as well
                                    9. The model Spitfire XVIes bubble canopies installed

You can find it in this thread...p.5 for the info, p.6 for the download link (though I don't like how it is done in the sense it is the whole SAS folder (big download) rather than just the addons).
Anyway, thought it might be of interest to the more individual mod add-on handicapped like me.

http://aceshigh.ws/forum/index.php?topic=4436.0

Edit: DCG now hates it with this add-on from aceshigh (and that is a deal breaker for me) so I went back to original download and managed to get the early P-38's in on my own. But this add-on pack may still be of interest to some.
Title: Re: VP Modpack [4.12]
Post by: Sharkzz on August 29, 2016, 10:19:20 PM
hello ... chappies  ~S~  8)
oh please, please tell me someone has put up a torrent link for this fantastic addon ?...
thanks for this VP....this,,, I am enjoying... 8)
~S~
Sharkzz
Title: Re: VP Modpack [4.12]
Post by: Fish40 on August 30, 2016, 04:40:50 AM
So far, really enjoying this mod! Since I'm new to 4.12 and Mod Act 5.3, I have a question. I managed to install a couple of mods by re nameing the file, and makeing sure the folder structure was correct. I simply dropped them in the #SAS folder, and they work. Do I disable a mod by simply removing from the folder, or is there another method of deactivation? Also I noticed a couple of possible glitches. First, in the single Luftwaffe missions, the first Fw190 missions (not A-8 or D-9), has a graphical glitch where the Kilometer reading on the Altimeter is "whited" out. The Hundred meter scale is there, but not the Kilometer. Also, I set up a Russian campaign. I noticed a bunch of "new" campaign choices (new in 4.12?) which were not there in 4.09. I tried one of these only to have a blank screen (no map, breifings,ect) come up. The campaigns I recognise work fine. Sorry if these are newbish, already answered questions, but like I said, I am a newbie to 4.12 and Mod Act. Any help or info is appreciated. Thanks.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on August 30, 2016, 06:42:41 AM
So far, really enjoying this mod! Since I'm new to 4.12 and Mod Act 5.3, I have a question. I managed to install a couple of mods by re nameing the file, and makeing sure the folder structure was correct. I simply dropped them in the #SAS folder, and they work. Do I disable a mod by simply removing from the folder, or is there another method of deactivation? Also I noticed a couple of possible glitches. First, in the single Luftwaffe missions, the first Fw190 missions (not A-8 or D-9), has a graphical glitch where the Kilometer reading on the Altimeter is "whited" out. The Hundred meter scale is there, but not the Kilometer. Also, I set up a Russian campaign. I noticed a bunch of "new" campaign choices (new in 4.12?) which were not there in 4.09. I tried one of these only to have a blank screen (no map, breifings,ect) come up. The campaigns I recognise work fine. Sorry if these are newbish, already answered questions, but like I said, I am a newbie to 4.12 and Mod Act. Any help or info is appreciated. Thanks.


To "deactivate" a mod, or make it so the game will not "read its files", you just simply place a - (minus sign) in front
of the folder... example.... -Aircraft_Fw-190_Versuchen_412
If the Mod is of an airplane, you must also remove (erase) out of the .ini files the lines that belong to that particular aircraft.

In this particular folder I have posted (as an example) there are 4 aircraft inside... Fw-190 'Versuchen' Prototypes V-13, V-18, V-29 and V-32
So you must look into the "READ ME" files which came with each airplane download and remove the lines from...
* AIR.INI *
* PLANE_RU.PROPERTIES *
* WEAPONS_RU.PROPERTIES *

You may keep the SKIN folder with the airplane name in the game, but you will not be able to use those skins stored inside, but
you can still keep them in the game with no problem.

You must also do this to any other "mod" you install... vehicles...ships...etc.etc...If you want to make it DE-ACTIVATED,
you must remove the entry lines it may have on all ini files.


~~~~~~~~~~~~~~~~~~~~~~
As for the campaign and missions, I cannot help you on this matter. Each mission or campaign is different and it is up
to the individual who created them to make them work properly. Some may be missing some things. Sometimes this happens.

As for the airplane Mod which may be missing some parts in it , or is not functioning well, I suggest to look into
the section where that airplane was first made available and look into the posts already made. That way you can
make any additional upgrades and improvements that aircraft since it was first released.
- There are always new upgrades being made when people discover a new fix for them and sometimes VPmedia may not
be aware of all the new upgrades.
So you must check on your airplanes from time to time and mod your personal game to your pleasure.





Title: Re: VP Modpack [4.12]
Post by: CzechTexan on August 30, 2016, 07:25:09 AM
Flying the Mohawk IV there are no engine sounds.  :-X

I have engine sounds on it, they are just not very loud in the cockpit.
OK, yes I do have engine sounds but I guess they are not very loud.  I had my volume turned down low and plus I've had trouble hearing with one of my ears ::(  I guess the cockpit is well-insulated against sound ;)
Title: Re: VP Modpack
Post by: vpmedia on August 30, 2016, 11:27:46 AM
If you want to adjust volumes go to #SAS\#00__1JiverSOUNDS_4.12\Presets\sounds\ and change the  [spl] variable for that engine which in this case is the Pratt & Whitney R-1830. I flew plenty of Wildcats recently and they sounded normal, so does the Mohawk IV.
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on August 30, 2016, 11:40:36 AM
Thanks vp for the technical response.  I just think it's my bad ear ;)  so all is fine with the Mohawk.  Sorry to waste time and space here.
Title: Re: VP Modpack [4.12]
Post by: redwolf on August 30, 2016, 05:25:45 PM
Just thought I would ask if anyone has made DCG data files for VP Modpack that includes all the non-stock aircraft included in this pack?

(side note: wish VP Modpack had its own complete forum like the others do - this pack is wonderful! Thanks again vpmedia.  :) )
Title: Re: VP Modpack
Post by: vpmedia on August 31, 2016, 01:43:29 AM
Thanks vp for the technical response.  I just think it's my bad ear ;)  so all is fine with the Mohawk.  Sorry to waste time and space here.

Not a waste at all. Currently my main focus is sounds. Right now I'm testing Tigers flyby sounds with the pack, release around next week. I also replaced the Allison engine sounds with better samples by Jafa.

I forgot to mention that I'm using headphones for gaming, so my experience can be different from someone with a speaker. The problem with soundmods is that the sample come from various sources and they are not level matched.
Title: Re: VP Modpack [4.12]
Post by: Fish40 on August 31, 2016, 02:31:01 AM
Trying to enable the Maps from DBW. I know I need to remove the "-" from the all.ini file. My question is how? I get warned about two files with the same name (all.ini) Do I need to remove the other all file? Unclear how to proceed. Thanks for your help.
Title: Re: VP Modpack
Post by: vpmedia on August 31, 2016, 02:40:18 AM
So far, really enjoying this mod! Since I'm new to 4.12 and Mod Act 5.3, I have a question. I managed to install a couple of mods by re nameing the file, and makeing sure the folder structure was correct. I simply dropped them in the #SAS folder, and they work. Do I disable a mod by simply removing from the folder, or is there another method of deactivation? Also I noticed a couple of possible glitches. First, in the single Luftwaffe missions, the first Fw190 missions (not A-8 or D-9), has a graphical glitch where the Kilometer reading on the Altimeter is "whited" out. The Hundred meter scale is there, but not the Kilometer. Also, I set up a Russian campaign. I noticed a bunch of "new" campaign choices (new in 4.12?) which were not there in 4.09. I tried one of these only to have a blank screen (no map, breifings,ect) come up. The campaigns I recognise work fine. Sorry if these are newbish, already answered questions, but like I said, I am a newbie to 4.12 and Mod Act. Any help or info is appreciated. Thanks.

tell me which campaign and post your dgerror.log file contents please

about the Fw-190 altimeter bug, I need to know which subtype and I'd welcome a screenshot if possible ;)
Title: Re: VP Modpack
Post by: vpmedia on August 31, 2016, 02:42:23 AM
Trying to enable the Maps from DBW. I know I need to remove the "-" from the all.ini file. My question is how? I get warned about two files with the same name (all.ini) Do I need to remove the other all file? Unclear how to proceed. Thanks for your help.

By default you got all.ini (reduced map set, only best maps) and you got -all.ini (full DBW set).
If you want to have the full DBW set remove old all.ini and rename -all.ini to all.ini.
Title: Re: VP Modpack [4.12]
Post by: Fish40 on August 31, 2016, 03:33:35 AM
So far, really enjoying this mod! Since I'm new to 4.12 and Mod Act 5.3, I have a question. I managed to install a couple of mods by re nameing the file, and makeing sure the folder structure was correct. I simply dropped them in the #SAS folder, and they work. Do I disable a mod by simply removing from the folder, or is there another method of deactivation? Also I noticed a couple of possible glitches. First, in the single Luftwaffe missions, the first Fw190 missions (not A-8 or D-9), has a graphical glitch where the Kilometer reading on the Altimeter is "whited" out. The Hundred meter scale is there, but not the Kilometer. Also, I set up a Russian campaign. I noticed a bunch of "new" campaign choices (new in 4.12?) which were not there in 4.09. I tried one of these only to have a blank screen (no map, breifings,ect) come up. The campaigns I recognise work fine. Sorry if these are newbish, already answered questions, but like I said, I am a newbie to 4.12 and Mod Act. Any help or info is appreciated. Thanks.


To "deactivate" a mod, or make it so the game will not "read its files", you just simply place a - (minus sign) in front
of the folder... example.... -Aircraft_Fw-190_Versuchen_412
If the Mod is of an airplane, you must also remove (erase) out of the .ini files the lines that belong to that particular aircraft.

In this particular folder I have posted (as an example) there are 4 aircraft inside... Fw-190 'Versuchen' Prototypes V-13, V-18, V-29 and V-32
So you must look into the "READ ME" files which came with each airplane download and remove the lines from...
* AIR.INI *
* PLANE_RU.PROPERTIES *
* WEAPONS_RU.PROPERTIES *

You may keep the SKIN folder with the airplane name in the game, but you will not be able to use those skins stored inside, but
you can still keep them in the game with no problem.

You must also do this to any other "mod" you install... vehicles...ships...etc.etc...If you want to make it DE-ACTIVATED,
you must remove the entry lines it may have on all ini files.


~~~~~~~~~~~~~~~~~~~~~~
As for the campaign and missions, I cannot help you on this matter. Each mission or campaign is different and it is up
to the individual who created them to make them work properly. Some may be missing some things. Sometimes this happens.

As for the airplane Mod which may be missing some parts in it , or is not functioning well, I suggest to look into
the section where that airplane was first made available and look into the posts already made. That way you can
make any additional upgrades and improvements that aircraft since it was first released.
- There are always new upgrades being made when people discover a new fix for them and sometimes VPmedia may not
be aware of all the new upgrades.
So you must check on your airplanes from time to time and mod your personal game to your pleasure.


    Thanks for the info Max. My issue is not with modded AC though. The A-4 series of Fw 190 has the Kilometer portion of the altimeter missing, as in no texture. The rest of the altimeter is showing and functioning. These AC are stock I believe.
Title: Re: VP Modpack
Post by: Fish40 on August 31, 2016, 03:36:53 AM
Trying to enable the Maps from DBW. I know I need to remove the "-" from the all.ini file. My question is how? I get warned about two files with the same name (all.ini) Do I need to remove the other all file? Unclear how to proceed. Thanks for your help.

By default you got all.ini (reduced map set, only best maps) and you got -all.ini (full DBW set).
If you want to have the full DBW set remove old all.ini and rename -all.ini to all.ini.


     Thanks VP. I kinda thought that was the procedure, but was unsure. Thanks again. Love the Mod!
Title: Re: VP Modpack
Post by: Fish40 on August 31, 2016, 05:06:00 PM
So far, really enjoying this mod! Since I'm new to 4.12 and Mod Act 5.3, I have a question. I managed to install a couple of mods by re nameing the file, and makeing sure the folder structure was correct. I simply dropped them in the #SAS folder, and they work. Do I disable a mod by simply removing from the folder, or is there another method of deactivation? Also I noticed a couple of possible glitches. First, in the single Luftwaffe missions, the first Fw190 missions (not A-8 or D-9), has a graphical glitch where the Kilometer reading on the Altimeter is "whited" out. The Hundred meter scale is there, but not the Kilometer. Also, I set up a Russian campaign. I noticed a bunch of "new" campaign choices (new in 4.12?) which were not there in 4.09. I tried one of these only to have a blank screen (no map, breifings,ect) come up. The campaigns I recognise work fine. Sorry if these are newbish, already answered questions, but like I said, I am a newbie to 4.12 and Mod Act. Any help or info is appreciated. Thanks.

tell me which campaign and post your dgerror.log file contents please

about the Fw-190 altimeter bug, I need to know which subtype and I'd welcome a screenshot if possible ;)


                  Thanks VP. I tried to start a Russian Campaign, one of the AAW, Baltic Front. Red Banner, Byelorussian front campaigns. I set up a pilot, and when I pressed start to generate a mission, I got the mission screen, but no map, no AC, plus all the mission info fields (weather, armament, ect) were blank. Mabey thinking these maps are the DBW set that is not activated, therefore the issues. At least I hope that's the problem. An easy one to fix. Activate the map set. As for the Altimeter issue I posted about, it concerns the Fw 190 A-4's. In a nutshell, the Altimeter is all there, and functioning, except there is a white, textureless area where the Kilometer readout should be. The hundred meter scale is there, but no Kilometer. Thanks for your assistance.
Title: Re: VP Modpack
Post by: vpmedia on August 31, 2016, 09:24:12 PM
did you add the dgen stuff to your conf.ini?
wheres the log??
Title: Re: VP Modpack [4.12]
Post by: bergkamp on September 01, 2016, 06:02:43 AM
Hi VP, just a couple of questions. I am enjoying your modpack and essentially keeping your pack in vanilla form without overloading it with additional mods. I am in the process of enhancing a campaign featuring the Westland Whirlwind and noticed that this plane is not yet included. I have added this mod:

http://www.sas1946.com/main/index.php/topic,37163.0.html

and wondered if you have any plans to include this in future.

I was also in the process of adding mobile flak units to the scene and in particular the SdKfz 10/5 flak38 and noticed that you still have the old stock model


https://s15.postimg.cc/4hcvwfxor/2016_09_01_at_09_39_27.jpg

From CUP/TFM412

https://s17.postimg.cc/9zxncc43j/2016_09_01_at_09_34_50.jpg

Again, I don't know if you have any plans to upgrade and I'm not sure if I should ask the question here, but I'm darned if I can find the mod that upgrades these vehicles. The new models first appeared in TFM412. Thanks for any help

Regards

Bergkamp


Title: Re: VP Modpack [4.12]
Post by: citizen67 on September 01, 2016, 06:32:20 AM
Hi VP,
just a question: is Checkyersix's Command and Control Mod included in this modpack or not?

Thanks
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on September 01, 2016, 08:13:42 AM


I was also in the process of adding mobile flak units to the scene and in particular the SdKfz 10/5 flak38 and noticed that you still have the old stock model

..... but I'm darned if I can find the mod that upgrades these vehicles. The new models first appeared in TFM412. Thanks for any help

Regards

Bergkamp

You may be able to find some of these upgraded 3d-model versions in the following download...
#TFM412-36-Assets - http://www.sas1946.com/main/index.php?topic=40015.0

In the following SAS1946 forum sections you will also find hundreds of other new add-on goodies for the game...
http://www.sas1946.com/main/index.php/board,221.0.html
-
http://www.sas1946.com/main/index.php/board,93.0.html


Although VPmedia has already included many of them into this VP-Modpack package, some may be missing.
Try to understand that, there are hundreds of models which some people never had in their game and
VPmedia cannot include them all right away, because there is not enough time in our daily lives to be doing this
work everyday. I sometimes work 10+ hours a day  :( and even I cannot find enough time to enjoy
this game more.
I am already sending VPmedia all the new version models to add into this VP-Modpack as fast as I can paint them and
make them work good.
It would be best that we help each other and try to upgrade our own personal games.

Slowly (but surely) I am already upgrading all my vehicles + buildings and also including "dead" versions for them, which were
never made before. This work takes time and cannot be done overnight. It is ALOT of models.
I have to do alot of testing in the game to make sure all work properly and that they look good.

Apart from the cool airplanes I also enjoy very much seeing these vehicles in the landscape.

Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on September 01, 2016, 11:22:44 AM
Hi VP,
just a question: is Checkyersix's Command and Control Mod included in this modpack or not?

Thanks

It isn't, for the very simple reason that the 4.12 version of the game isn't compatible with the C&C Mod, which builds on version 4.10.
Title: Re: VP Modpack
Post by: Messer on September 01, 2016, 11:52:15 AM
Unfortunately, I have to confirm it doesn't work with 4.13. I will try some tests based on my left-over knowledge of manually editing mods form years now bygone but I doubt I'll manage to get it going. :/

So, roll-back to 4.10 and manually patch to 4.12.2 or keep stock... decisions, decisions...
Title: Re: VP Modpack
Post by: vpmedia on September 01, 2016, 12:18:34 PM
It isn't, for the very simple reason that the 4.12 version of the game isn't compatible with the C&C Mod, which builds on version 4.10.

Thats correct, C&C 4.12 conversion project was abandoned. DBW is the best platform to run the C&C mod.
Title: Re: VP Modpack [4.12]
Post by: bergkamp on September 01, 2016, 12:41:01 PM

Although VPmedia has already included many of them into this VP-Modpack package, some may be missing.
Try to understand that, there are hundreds of models which some people never had in their game and
VPmedia cannot include them all right away. It would be best that we help each other and try to upgrade our own personal games.


Hi Max, thanks for reply. This was just a general question so maybe I should have posted elsewhere. I wasn't making a request for a vehicle pack to be included in future, per se, but asking for any help in tracking down where I might find the upgrade mod for these vehicles for my personal use. I had already trawled through those pages you suggested and also looked at TFM#28-logistics and #36-assets but no joy. Though I have TFM412 still installed, I cannot find any mod that includes these vehicles. Rollback is not an option, as I have many other personal mods installed. The only other possibility I have is to re install another version of TFM and see at which point these vehicles changed from stock to upgrade.

I do appreciate the amount of work that goes into these modpacks and rest assured, I am not I the habit of putting in " I want this, I want that" requests and am quite happy to let the development of this modpack take it's course.

Regards,

Bergkamp 
Title: Re: VP Modpack
Post by: vpmedia on September 01, 2016, 02:20:55 PM
To quote one of my prevous posts: I do not plan to add more mods which would require changes in the air/stationary/chiefs/technics.ini files, in order to not cause problems for those people who already added a bunch of extra mods on top of the base pack.

The vehicle youre looking for is in Wflyers vehicles package.
Title: Re: VP Modpack [4.12]
Post by: Fish40 on September 01, 2016, 04:38:37 PM
I'm going to do a complete re install. Something must have gone wrong during the install, although I didn't get any error messages, so I really don't know. VP I did add the DGEN stuff to the conf., but didn't help. Tried activating the DBW maps, still can't play the campaigns I mentioned in previous post. I'll give an update when finished. Thanks for your help.
Title: Re: VP Modpack
Post by: citizen67 on September 02, 2016, 02:11:52 AM
It isn't, for the very simple reason that the 4.12 version of the game isn't compatible with the C&C Mod, which builds on version 4.10.

Thats correct, C&C 4.12 conversion project was abandoned. DBW is the best platform to run the C&C mod.

Ok, no problem, I just wanted to try if the "Reaping the Whirlwind" campaign by Poltava (that requires C&C) was working with your modpack.
Thanks
Title: Re: VP Modpack [4.12]
Post by: JimmyBlonde on September 02, 2016, 06:18:12 AM
Hi VP and thanks for this modpack. I'm not sure how you managed it but it seems as though you sat down and deliberately went out of your way to cater to me specifically, that's how much I like it.

I only have one issue, I have this minecraft water problem (pic related). It's probably a conf.ini setting at my end that needs to be tweaked so if anyone can help me to smooth this out I'd really appreciate it.


https://s9.postimg.cc/sukxxzlbj/screenie.jpg
Title: Re: VP Modpack
Post by: vpmedia on September 02, 2016, 07:49:58 AM
Here's some info: http://bfy.tw/7Vpi
Title: Re: VP Modpack [4.12]
Post by: JimmyBlonde on September 02, 2016, 08:03:11 AM
Ok, lol, my bad. It was set to "1" for some reason. I just wondered if there might have been a specific setting that worked best with your modpack since the water textures seem to be different (and more animated) than any I have seen before.

(Cheeky bugger with your "lmgtfy". You made me laugh though)
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on September 02, 2016, 10:13:54 AM
Ok, lol, my bad. It was set to "1" for some reason. I just wondered if there might have been a specific setting that worked best with your modpack since the water textures seem to be different (and more animated) than any I have seen before.

(Cheeky bugger with your "lmgtfy". You made me laugh though)

That was funny  :D

Here is my conf.ini for you want to try , that I have been using. It is working fine with my personal game.
May need some other changes if VPmedia recommends me.
He helped me many years ago to tweak my conf.ini.



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

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

[GLPROVIDER]
GL=Opengl32.dll

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

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

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

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

[game]
Arcade=0
HighGore=1
mapPadX=0.66875
mapPadY=-0.047222223
viewSet=25
Intro=0
NoSubTitles=1
NoChatter=1
NoHudLog=1
NoLensFlare=1
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
ScreenshotType=1
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0

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

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.39999998
LeanS=0.39999998
Raise=0.2
RubberBand=0.5

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

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

[MouseXYZ Config]
RealTime=1

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

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=10
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=9
Attenuation=7
SoundMode=1
SamplingRate=0
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=13
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

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

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

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

[Mods]
PALMODsColor=0
PALQMBLinesMap=10
PALQMBLinesPl0=25
PALQMBLinesPl1=20
PALQMBLinesPl2=19
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
BombBayDoors=0
RandomSplash=1
netCallsign=
TracersPlayer=400
TracersAircrafts=300
TracersWorld=25
TracersWirbelwind=50
HUDLogLines=3
HUDLogColor1=80FFFFFF
HUDLogColor2=10FFFFFF
HUDLogBottomColor1=80FFFFFF
HUDLogBottomColor2=10FFFFFF

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

HardwareShaders=0

TypeClouds=1

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

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

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

VideoSetupId=4

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

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

HardwareShaders=1

TypeClouds=1
FogLow=2
FogHaze=2

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

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

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

VideoSetupId=17
Water=3
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
[QMB]
PlaneList=0

[DGen]
CampaignLength=Long
MissionDistance=75
GroundIntensity=High
AirIntensity=High
RandomFlights=5
CampaignAI=Normal
CampaignMissions=Hard
MaxBomberSkill=1
SlowFire=20
MaxFLAK=100
OperationVictory=1000
OperationDefeat=-1000
WarVictory=10000
WarDefeat=-10000
;UseParkedPlanes=1
NoAirfieldHighlight=0


Title: Re: VP Modpack [4.12]
Post by: JimmyBlonde on September 02, 2016, 11:52:25 AM
Thanks Max, there are a couple of sections in there I wouldn't mind comparing with my own.
Title: Re: VP Modpack [4.12]
Post by: sparky on September 02, 2016, 03:37:34 PM
what card you using max out of interest? Nvidea or Radeon?
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on September 02, 2016, 03:49:10 PM
what card you using max out of interest? Nvidea or Radeon?

Nvidia GeForce GTX 550 Ti  (Cheap but very good for this game)
It has all the settings necessary to make any old or modern game look superb. I recommend it.
Title: Re: VP Modpack [4.12]
Post by: sparky on September 02, 2016, 03:52:09 PM
I have just gone to Radeon mate, was going to try your conf.ini as i have a few little artifacts that i never had with my GFX card.
Title: Re: VP Modpack [4.12]
Post by: cheech420 on September 03, 2016, 05:34:15 PM
am getting problems getting maps to load like kurland and getting diff mission brief from the mission like russian mission. with japanese  brief. any fixes
Title: Re: VP Modpack [4.12]
Post by: nightace on September 03, 2016, 08:03:06 PM
hello
I want to copy vp objects folders into other 412.2m modact 5.3 games i have such as personnel , vehicles etc . Besides copying the static INI and pasting the 3DO folder is there anything else i must do ?
cheers
Title: Re: VP Modpack
Post by: vpmedia on September 03, 2016, 09:53:52 PM
hello
I want to copy vp objects folders into other 412.2m modact 5.3 games i have such as personnel , vehicles etc . Besides copying the static INI and pasting the 3DO folder is there anything else i must do ?
cheers

objects (static ini) and vehicles (chief/technics/stationary.ini) are two different things
Title: Re: VP Modpack
Post by: vpmedia on September 03, 2016, 09:54:38 PM
am getting problems getting maps to load like kurland and getting diff mission brief from the mission like russian mission. with japanese  brief. any fixes

any logs? :)
Title: Re: VP Modpack [4.12]
Post by: nightace on September 04, 2016, 01:28:39 AM
hi vp
i placed the vehicle 3DO folder in the SAS folder and then copied content of the objects only from chief , stationary only .since they are stationary objects i did not include anything in technics , i crash to desk top,what am i missing?
Title: Re: VP Modpack
Post by: vpmedia on September 04, 2016, 05:35:37 AM
i did not include anything in technics , i crash to desk top,what am i missing?

probably the technics ini entries :)

look at your log.lst for more info when your game crashes
Title: Re: VP Modpack [4.12]
Post by: nightace on September 04, 2016, 08:00:27 AM
Stationery vehicles objects:


Do i need to make STATIC INI entries or are they all in CHIEF ,TECHNICS and STATIONERY entries only ?
Title: Re: VP Modpack [4.12]
Post by: CzechTexan on September 04, 2016, 08:49:47 AM
Since the discussion is now on vehicles, I have noticed that the Japanese vehicle convoys are missing some objects.  They show up in the FMB but do not show when playing the mission and vehicles are spread far apart from each other.
Title: Re: VP Modpack
Post by: vpmedia on September 04, 2016, 09:06:39 AM
I dont see any missing vehicles. The increased spacing in all convoys is intentional. Thats how it was in real life otherwise the vehicles of the convoy form one big target. This also prevents fps drops due to multiple vehicles exploding at once from a single bomb hit.
Title: Re: VP Modpack
Post by: vpmedia on September 04, 2016, 09:27:54 AM
Stationery vehicles objects:


Do i need to make STATIC INI entries or are they all in CHIEF ,TECHNICS and STATIONERY entries only ?

Just look at any vehicle mod and you'll see which entries are required.
I'm not too keen to respond to questions which can be easily answered by reading this website.
Title: Re: VP Modpack [4.12]
Post by: SAS~Tom2 on September 04, 2016, 09:56:06 AM
Seems to work fine here..fiddling with mods of choice.
Today inserted custom finished pit
(http://s20.postimg.cc/qqyxz07rh/2016_09_04_at_12_17_35.jpg) (http://postimg.cc/image/jazod7k21/full/)

(http://s20.postimg.cc/j8fsqdgel/2016_09_04_at_12_17_40.jpg) (http://postimg.cc/image/z6oigiamh/full/)

(http://s20.postimg.cc/vyk13goct/2016_09_04_at_12_18_11.jpg) (http://postimg.cc/image/3lojd02mh/full/)

Title: Re: VP Modpack [4.12]
Post by: gprr on September 05, 2016, 04:04:38 AM
Hello Friends

Have posted here on page 45 I belive, about the problem of Engin Mod 2.7 and "Il-2 6Dof/TIR Enabled Executable crash" but can't find my and max's post on that matter.

Can anyone help pointing the mods in VP's pack that can cause porblems of that kind when using Engine Mod 2.7?

Many thaks to VP and helppers.

GP
Title: Re: VP Modpack
Post by: vpmedia on September 05, 2016, 05:39:22 AM
I sometimes remove stuff not directly related to the modpack or if theres no logfile being posted. Iirc I said that I cant help with mods which are not in the pack, because I got no way to test these issues.
The SAS Engine mod is only required for jets and this pack is for ww2 only, I do not plan to expand it with jets because that would mean that I would have to deal with their numerous bugs and I got neither the time nor the patience for that.
Title: Re: VP Modpack
Post by: gprr on September 05, 2016, 08:34:30 AM
I sometimes remove stuff not directly related to the modpack or if theres no logfile being posted. Iirc I said that I cant help with mods which are not in the pack, because I got no way to test these issues.
The SAS Engine mod is only required for jets and this pack is for ww2 only, I do not plan to expand it with jets because that would mean that I would have to deal with their numerous bugs and I got neither the time nor the patience for that.

Thanks a lot VP.

Really thought that the AI gets toned down crazy/unrealistic manouvers and also, engine overheat (Prop planes too) is more accurate...via the Engine Mod :-[

GP
Title: Re: VP Modpack [4.12]
Post by: SAS~Tom2 on September 05, 2016, 01:51:31 PM
WRT jets, after reading this passage, my plan is to establish a dedicated #SAS folder with dedicated jet mods, so I can switch in one and the same install.

It is true jets are buggy, my personal experience was that all is reasonable as long as you stick with the Jet Era and the Mig-21s plus F-80 pack.

Still, my own choice.. ;) Carry on..

Cheerio

Thorsten
Title: Re: VP Modpack
Post by: vonOben on September 05, 2016, 10:44:55 PM
It isn't, for the very simple reason that the 4.12 version of the game isn't compatible with the C&C Mod, which builds on version 4.10.

Thats correct, C&C 4.12 conversion project was abandoned. DBW is the best platform to run the C&C mod.

CY6 Command and Control was updated by Sputnikshock and is available in CUP AFAIK.
Check here
http://www.sas1946.com/main/index.php?topic=49305.0
and here
http://www.sas1946.com/main/index.php/topic,48390.0.html

Most functions does work but not all.

Title: Re: VP Modpack
Post by: citizen67 on September 06, 2016, 02:10:44 AM
It isn't, for the very simple reason that the 4.12 version of the game isn't compatible with the C&C Mod, which builds on version 4.10.

Thats correct, C&C 4.12 conversion project was abandoned. DBW is the best platform to run the C&C mod.

CY6 Command and Control was updated by Sputnikshock and is available in CUP AFAIK.
Check here
http://www.sas1946.com/main/index.php?topic=49305.0
and here
http://www.sas1946.com/main/index.php/topic,48390.0.html

Most functions does work but not all.

Great. thanks vonOben.
Title: Re: VP Modpack [4.12]
Post by: redwolf on September 06, 2016, 03:34:45 PM
Trying to add early P-38's to this pack and thought I had it (they are selectable and flyable in quick mission), but there are no weapon options  ::( ::( ::(
I've done the dance and added them to the air.ini, have skin folders for them, and even added entries to plane.properties and weapon.properties (though cosmetic). Only default load out is available for each (?????).

The early Lightnings I am adding are found here: http://www.sas1946.com/main/index.php/topic,4528.0.html

I thought it might have something to do with:
"Only requirement is that you have to have SAS weapons classes, or at least this patch:
Guys who do not have SAS gunmods, here is a patch. This derives from the AAA weaponsmod. You will see it is very small and contains only classfiles. They have been fixed to now use universal sounds and effects, so, no conflicts.
Download Fixed Ui1.2 Weapons"


So I downloaded these fixed Ui1.2 weapons and placed this AAA_Weapons folder in JSGMEMODS folder and enabled them with JSGM -- still nothing but default loadouts.  :( What am I missing????

These are essential planes for me to have in the game and I would appreciate any help and wisdom in this matter.

***EDIT: Solved. Don't Use JGSME for the AA_Weapons. Put them into the #SAS folder directly and things seem to work fine :)
Title: Re: VP Modpack
Post by: vpmedia on September 06, 2016, 09:35:02 PM
Why do you post it there with a logfile?
http://www.sas1946.com/main/index.php/topic,4528.0.html
Title: Re: VP Modpack [4.12]
Post by: redwolf on September 06, 2016, 09:48:23 PM
Sorry, i thought it could have possibly been a VP Modpack specific thing involved perhaps, wasn't sure. Please forgive my ignorance.
Title: Re: VP Modpack [4.12]
Post by: SGT68 on September 07, 2016, 02:54:37 AM
Is there a special VPModpack icon available for download at all?
Title: Re: VP Modpack
Post by: vpmedia on September 07, 2016, 05:08:08 AM
Sorry, i thought it could have possibly been a VP Modpack specific thing involved perhaps, wasn't sure. Please forgive my ignorance.

No problem, just post at least a log.lst file next time ;)
Title: Re: VP Modpack [4.12]
Post by: vpmedia on September 07, 2016, 07:26:05 AM
VP MODPACK PATCH #8
------------------------------------------------------------------------------------------------

Download: https://ulozto.net/!CgThrmVo4/vp-modpack-patch8-7z

Install: extract to your game folder, overwrite files.

Quote

Map textures:

-Kurland autumn retexture
-Kurland winter updates
-Murmanks summer retexture
-Murmanks winter retexture
-Balaton winter airfield tex, Sands of time city buildings

-Texture updates for objects: FTankS_03, Cuve-Gr, Cuve-horiz, groundWinter plates

-New buildings: wooden_hut2, wooden_hut3

-Parachute scale bug fix

-SdKfz234_1 textures by Max the hitman


Credits: Mixx@aviaskins for Za'polare textures

Note for manual updaters: the only entries you need to add to the static ini are these, do not add STD folder if you customized your objects set:

Quote
[buildings.House$wooden_hut2]
Title           wooden_hut2
MeshLive        3do/Buildings/Airdrome/wooden_hut2/live.sim
MeshDead        3do/Buildings/Airdrome/wooden_hut2/dead.sim
AlignToLand     0
Body            WoodMiddle
Panzer          2.1

[buildings.House$wooden_hut3]
Title           wooden_hut3
MeshLive        3do/Buildings/Airdrome/wooden_hut3/live.sim
MeshDead        3do/Buildings/Airdrome/wooden_hut3/dead.sim
AlignToLand     0
Body            WoodMiddle
Panzer          2.1
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on September 07, 2016, 07:36:42 AM


SUPER!
A New Patch of AWESOME GREATNESS !  8)
I am looking forward to flying in your new maps. They all look soooo fantastic!

Thank you So Much Istvan VPmedia!!

(http://g01.a.alicdn.com/kf/HTB1Fb.0IXXXXXXZaXXXq6xXFXXX0/PITTSBURGH-STEELERS-BEER-BAR-PUB-GAMEROOM-CHEERS-LOGO-NEON-LIGHT-SIGN-T801.jpg)
Title: Re: VP Modpack [4.12]
Post by: SGT68 on September 07, 2016, 07:50:46 AM
Thanks for the new patch
Title: Re: VP Modpack
Post by: urmel on September 07, 2016, 08:15:26 AM
many thanks,vpmedia!!!
Title: Re: VP Modpack [4.12]
Post by: cgagan on September 07, 2016, 08:17:05 AM
D/loading now... Many thanks again, this is a brilliant package!!!! 8)
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on September 07, 2016, 09:46:26 AM

AAAH! I love the Murmanks summer map. Love the little rivers running across the forest landscape.
It is all so very good looking. Fine selection of land textures!!
SUPERB!

Now I have to see the other maps  :) Thank you!

Title: Re: VP Modpack [4.12]
Post by: bweiss on September 07, 2016, 11:15:17 AM
Fantastic! Thanks VP, I'm off now to download and install. Murmansk looks beautiful.
Title: Re: VP Modpack [4.12]
Post by: baggo on September 07, 2016, 01:00:22 PM
 wonderful stuff vp I will fly these maps for years to come,many thanks kev.
Title: Re: VP Modpack [4.12]
Post by: Saburo on September 07, 2016, 02:20:31 PM
when a dedicated server for vp modpack ???
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on September 07, 2016, 02:27:00 PM
Thanks for this update. D/L-ing now!  :)
Title: Re: VP Modpack [4.12]
Post by: hadji4 on September 07, 2016, 03:45:28 PM
many thanks,vpmedia!!!
Title: Re: VP Modpack [4.12]
Post by: JimmyBlonde on September 07, 2016, 03:53:48 PM
Nice one VP, loving it. This modpack is the Il-2 I dreamed of back in the day.
Title: Re: VP Modpack [4.12]
Post by: Hot_Space on September 07, 2016, 08:08:47 PM
Thank you VP 8)
Title: Re: VP Modpack [4.12]
Post by: Dauntless1 on September 07, 2016, 09:00:03 PM
 8)
Title: Re: VP Modpack [4.12]
Post by: spartan18a on September 08, 2016, 03:58:39 AM
when a dedicated server for vp modpack ???

+1 ;D
Title: Re: VP Modpack [4.12]
Post by: flyingfisch on September 08, 2016, 04:30:47 AM
What's the total extracted filesize of VP Modpack?
Title: Re: VP Modpack [4.12]
Post by: Mono27 on September 08, 2016, 04:35:23 AM
Great mod. Thanks!
I don't know if this was asked before, if so I am sorry but couldn't find it...
Is this mod compatible with CUP?
Title: Re: VP Modpack
Post by: vpmedia on September 08, 2016, 04:36:21 AM
What's the total extracted filesize of VP Modpack?

Around 30Gb.
Title: Re: VP Modpack
Post by: vpmedia on September 08, 2016, 04:37:55 AM
Is this mod compatible with CUP?

Yes you can put them on a same hdd :)
Title: Re: VP Modpack [4.12]
Post by: Mono27 on September 08, 2016, 04:39:44 AM
Thanks for the fast reply!  :)
I will give it a try
Title: Re: VP Modpack
Post by: vpmedia on September 08, 2016, 05:20:57 AM
You can have as many IL-2 1946 install duplicates with different modpacks as you like, since the game doesnt use registry entries. This also means that you can move your game to an external hdd or different pc's without reinstalls.
Title: Re: VP Modpack [4.12]
Post by: flyingfisch on September 08, 2016, 05:44:23 AM
What's the total extracted filesize of VP Modpack?

Around 30Gb.
Cool, I have enough free hdd space. Thank you! :)

Sent from my LG-LS980 using Tapatalk

Title: Re: VP Modpack [4.12]
Post by: redwolf on September 08, 2016, 09:19:41 AM
Great job on the map touch ups! Thanks for the new patch.  ;D ;D ;D
Title: Re: VP Modpack
Post by: spartan18a on September 08, 2016, 09:46:39 AM
Is this mod compatible with CUP?

Yes you can put them on a same hdd :)

 ;D :P
Thanks to you guys I have a couple of external hdds  :D
Keep getting patches and I'll keep on geting more  ;D
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on September 08, 2016, 09:53:24 AM


Yeah, I suggest to save up your entire game in a external HD just in case your PC blows up.
At least you will always have a working version saved up for the future and saved all the goodies !
Title: Re: VP Modpack [4.12]
Post by: cheech420 on September 08, 2016, 11:08:38 AM
ware do i put these objects in the static ini  i ask everytime i add things to files the game never works afterwards so are thare an exact place you put these
Title: Re: VP Modpack [4.12]
Post by: Ramp_Rat on September 08, 2016, 05:26:15 PM
Does the solomon islands Dgen campaign not work with the version of Dgen provided in VP modpack? I have vp modpack installed and the stock campaigns work fine, as well as a few others I downloaded separately, but the Solomon Islands campaign I keep getting a beep when I try to launch a game. So is it the Vp modpacks dgen thats out of date or the Solomon islands campaign? or does anyone know if its another issue causing this?
Title: Re: VP Modpack [4.12]
Post by: cheech420 on September 08, 2016, 06:01:15 PM
kurland map anf murmansk dont load when trying to start a campaign yea beeps in some other campaigns too whats o_O
Title: Re: VP Modpack [4.12]
Post by: JimmyBlonde on September 08, 2016, 07:47:06 PM
kurland map anf murmansk dont load when trying to start a campaign yea beeps in some other campaigns too whats o_O

You need Asuras Dgen for that one iirc.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on September 08, 2016, 08:00:59 PM
ware do i put these objects in the static ini  i ask everytime i add things to files the game never works afterwards so are thare an exact place you put these

For static objects you may place them at the end of the list of objects. It will then be ready to show up in the game.

Once you get to know how easy it works , you can place that static-object into a section on that file that will be
together with others of the same style of object. For example, houses... factories... farm stuff...etc etc.
It is very easy.

Look at the static ini and go to the bottom of it...
 here is example where to add the new wooden_hut2 and wooden_hut3 in the last patch,
 if you dont know where to place them...

Code: [Select]

//===========================================================================
[***]
Title Stgrad Grain Elevator
//===========================================================================

[buildings.House$Stgrad_grain_silo]
Title           Stgrad_grain_silo
MeshLive        3do/Buildings/Stgrad_grain_silo/live.sim
MeshDead        3do/Buildings/Stgrad_grain_silo/dead.sim
AlignToLand     0
Body            RockBig
Panzer          4.00

[buildings.House$Stgrad_grain_silo_w]
Title           Stgrad_grain_silo_winter
MeshLive        3do/Buildings/Stgrad_grain_silo_w/live.sim
MeshDead        3do/Buildings/Stgrad_grain_silo_w/dead.sim
AlignToLand     0
Body            RockBig
Panzer          4.00

[buildings.House$wooden_hut2]
Title           wooden_hut2
MeshLive        3do/Buildings/Airdrome/wooden_hut2/live.sim
MeshDead        3do/Buildings/Airdrome/wooden_hut2/dead.sim
AlignToLand     0
Body            WoodMiddle
Panzer          2.1

[buildings.House$wooden_hut3]
Title           wooden_hut3
MeshLive        3do/Buildings/Airdrome/wooden_hut3/live.sim
MeshDead        3do/Buildings/Airdrome/wooden_hut3/dead.sim
AlignToLand     0
Body            WoodMiddle
Panzer          2.1


//--------------------------------------------------------------------------
////////// STATIC.INI INFO NEEDS TO BE ADDED ABOVE THIS SECTION/////////////
//--------------------------------------------------------------------------

//[***]
//Title Runaway
//==========================================================================
//[air.Runaway]
//Title           Ground
// orange runway arrow only available in unlocked

/////-----------------------------------------------------------------------
////You can increase the "Panzer" value to make bridges tougher
////------------------------------------------------------------------------

//==========================================================================
// eof
//==========================================================================


VPmedia has already added the words and lines saying...

//--------------------------------------------------------------------------
////////// STATIC.INI INFO NEEDS TO BE ADDED ABOVE THIS SECTION/////////////
//--------------------------------------------------------------------------


to help you
Title: Re: VP Modpack [4.12]
Post by: vincent on September 11, 2016, 02:41:05 AM
Hello, I wanted to say I'm really happy to have discovered this vp_modpack. Thank you, that's really really great.

NNFFL=Buzz=
Title: Re: VP Modpack [4.12]
Post by: kenk039 on September 11, 2016, 09:01:48 AM
Having trouble opening files 2,3,4,5,6, & 16 with 7zip. says file is not an archive. I've turned all anti virus software off, and smart screen. Seems to be a problem with the files. Any ideas? I'd really like to try this out! A torrent or executable would be great! I remember the CUP installation.... :P Thanks all
Title: Re: VP Modpack [4.12]
Post by: Korrigan on September 11, 2016, 09:39:29 AM
Look at the first post, explanations are here: http://www.sas1946.com/main/index.php/topic,50919.msg556032.html#msg556032 (http://www.sas1946.com/main/index.php/topic,50919.msg556032.html#msg556032)
Title: Re: VP Modpack [4.12]
Post by: SAS~Tom2 on September 11, 2016, 10:33:08 AM
Just out of curiosity and since I had a in game freeze on my custom Ifni 3 mapmop a couple of minutes ago with a P-38, P-51, YP-80 ...this pack does not support the Engine Mod?
Used the version with the engine flame's patch upgrade and had a freeze.

Unfortunately the logfile seemed to have missed that missions correct time...here an excerpt.


Code: [Select]
8
[16:18:47] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P-38_Dumbo_R0NNC0.bmp height=1024 width=1024 bpp=8
[16:18:47] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P-38_F5B_June1944.bmp height=1024 width=1024 bpp=8
[16:18:47] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P-38_F5B_May19441.bmp height=1024 width=1024 bpp=24
[16:18:47] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P-38_F5B_May19441A.bmp height=1024 width=1024 bpp=24
[16:18:47] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P38 Tommy.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P38 TommyA.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38camoblue2-2.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38camoblue2.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38camoblue2A.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38camoblue3.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38dday.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38DDayblue.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38DDaycamo.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38jean.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P38J_Bong_80FS_DownBeat.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P38J_Bong_80FS_DownBeat_generic.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P38L5_Hazel_44FS_18FG.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P38LLate_Metal.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/P38L_12thFS18thFG_Fowkes.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38wicked.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38wicked2.bmp height=1024 width=1024 bpp=24
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38wrangler.bmp height=1024 width=1024 bpp=8
[16:18:48] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38YIPPEE.bmp height=1024 width=1024 bpp=8
[16:18:49] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/p38YIPPEE2.bmp height=1024 width=1024 bpp=24
[16:18:49] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/RedBull.bmp height=1024 width=1024 bpp=8
[16:18:49] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/St Louis Blues unmarked.bmp height=1024 width=1024 bpp=8
[16:18:49] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/St Louis Blues.bmp height=1024 width=1024 bpp=24
[16:18:49] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/Void.bmp height=1024 width=1024 bpp=8
[16:18:49] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/P-38L/vp_hu_campaign.bmp height=1024 width=1024 bpp=8
[16:18:49] INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Pilots/Pilot_.bmp'Bad BMP Format!
[16:18:49] Valid BMP format is only  uncompressed 8bit (palette) image
[16:18:49] With width and height equals power of 2
[16:18:49] Pilot PaintSchemes/Pilots/Pilot_.bmp NOT loaded
[16:18:54] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/P-38L/459thFS_SanJoaquinSiren_NoMottle_R0NNC0.bmp s1=3DO/Plane/P-38L(USA)/summer s2=PaintSchemes/Cache/P-38L
[16:20:52] Loading mission QuickQMBPro/Ag_Uf_Ifni3/Ag_Uf_Ifni3redscramble00.mis...
[16:20:52] Month = 7 , Hour = 17
[16:20:52] Temperature -     0m = 29.0 .
[16:20:52] Temperature -  1000m = 22.51001 .
[16:20:52] Temperature -  2000m = 16.019989 .
[16:20:52] Temperature -  3000m = 9.529999 .
[16:20:52] Temperature -  4000m = 3.0400085 .
[16:20:52] Temperature -  5000m = -3.4500122 .
[16:20:52] Temperature -  6000m = -9.940002 .
[16:20:52] Temperature -  7000m = -16.429993 .
[16:20:52] Temperature -  8000m = -22.919998 .
[16:20:52] Temperature -  9000m = -29.410004 .
[16:20:52] Temperature - 10000m = -35.899994 .
[16:20:52] Temperature - 11000m = -42.39 .
[16:20:52] Temperature - 12000m = -48.880005 .
[16:20:52] Loading map.ini defined airfields:
[16:20:52] Map file: line <195255.69 87367.9 196193.16 85869.21 2.05> is valid!
[16:20:52] Map file: line <237312.7 124822.63 238725.94 122906.76 2.15> is valid!
[16:20:52] Map file: line <130009.15 29660.79 131956.52 28967.24 1.90> is valid!
[16:20:52] Map file: line <240435.89 129704.28 242005.4 128883.14 2.05> is valid!
[16:20:52] Map file: line <230824.28 45762.61 232511.23 45245.03 2.00> is valid!
[16:20:52] Map file: line <194066.48 53893.92 195366.77 53692.52 2.20> is valid!
[16:20:52] Map file: line <270649.38 164114.98 271647.03 163861.83 2.15> is valid!
[16:20:52] Map file: line <252099.88 47611.69 254196.6 47080.79 2.25> is valid!
[16:20:52] Map file: line <189904.05 28940.25 192319.16 28459.01 2.05> is valid!
[16:20:52] Map file: line <235643.84 21058.39 237523.84 20455.95 2.05> is valid!
[16:20:52] Map file: line <228175.61 68928.28 230003.98 68291.28 2.15> is valid!
[16:20:52] Map file: line <288469.9 22797.55 290139.62 22427.73 2.15> is valid!
[16:20:52] Map file: line <244666.1 111614.55 247208.86 110803.55 2.15> is valid!
[16:20:52] Map file: line <268518.1 147898.69 271045.5 147224.97 2.20> is valid!
[16:20:52] Map file: line <38401.84 47567.23 39660.15 45987.58 1.90> is valid!
[16:20:52] Map file: line <267775.88 158933.17 270789.8 157741.16 2.05> is valid!
[16:20:52] Map file: line <215592.48 59416.19 218398.3 58216.62 2.15> is valid!
[16:20:52] Map file: line <267896.16 158701.55 270508.56 157908.97 2.05> is valid!
[16:21:18] PBuffer: suitable formats: 42
[16:21:18]
[16:21:18] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[16:21:18] Depth = 24, stencil = 8
[16:21:18] PBuffer: suitable formats: 42
[16:21:18]
[16:21:18] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[16:21:18] Depth = 24, stencil = 8
[16:21:20] Loading vertex/fragment programs: *712110112*
[16:21:20] *** Loading: [vpFogFar2Tex2D]
[16:21:20] *** Loading: [vpFog2Tex2DBlend]
[16:21:20] *** Loading: [vpFogFar4Tex2D]
[16:21:20] *** Loading: [vpFogFar8Tex2D]
[16:21:20] *** Loading: [vpFogNoTex]
[16:21:20] *** Loading: [vpFog4Tex2D]
[16:21:20] *** Loading: [vpFog4Tex2D_UV2]
[16:21:20] *** Loading: [vp4Tex2D]
[16:21:20] *** Loading: [vp6Tex2D]
[16:21:20] *** Loading: [vpTexUVTex2D]
[16:21:20] *** Loading: [vpWaterGrid_NV]
[16:21:20] *** Loading: [vpWaterSunLight_NV]
[16:21:20] *** Loading: [vpWaterSunLight_ATI]
[16:21:20] *** Loading: [vpWaterSunLight_FP]
[16:21:20] *** Loading: [vpTreeSprite]
[16:21:20] *** Loading: [vpTreeTrunk]
[16:21:20] *** Loading: [vpVAObjectsN]
[16:21:20] *** Loading: [vpVAObjectsL0]
[16:21:20] *** Loading: [vpSprites]
[16:21:20] *** Loading: [vpSimpleGL]
[16:21:20] *** Loading: [fpWaterSunLightFast]
[16:21:20] *** Loading: [fpWaterSunLight]
[16:21:20] *** Loading: [fpWaterSunLightBest]
[16:21:20] *** Loading: [fpCoastBump]
[16:21:20] *** Loading: [fpCoastFoam]
[16:21:20] *** Loading: [fpCoastFoamFast]
[16:21:20] *** Loading: [fpCoastFoamFarFogTex]
[16:21:20] *** Loading: [fpCausticSimple]
[16:21:20] *** Loading: [fpCaustic]
[16:21:20] *** Loading: [fpSprites]
[16:21:20] *** Loading: [fpObjectsL0]
[16:21:20] *** Loading: [fpObjectsL0_2L]
[16:21:20] *** Loading: [fpSimpleGL]
[16:21:20] *** Loading: [fpNearLandFog]
[16:21:20] *** Loading: [fpFarLandFog]
[16:21:20] *** Loading: [fpRiverCoastAA]
[16:21:20] *** Loading: [vpWaterDM_CPU]
[16:21:20] *** Loading: [fpWaterDM_CPU]
[16:21:20] *** Loading: [fpWaterDM_CPULo]
[16:21:20] *** Loading: [fpWaterLFogDM]
[16:21:20] *** Loading: [fpIceWater]
[16:21:20] *** Loading: [fpNearNoBlend]
[16:21:20] *** Loading: [fpNearNoBlendNoise]
[16:21:20] *** Loading: [fpNearBlend]
[16:21:20] *** Loading: [fpNearBlendNoise]
[16:21:20] *** Loading: [fpFarBlend]
[16:21:20] *** Loading: [fpForestPlane]
[16:21:20] *** Loading: [fpForestPlaneNoise]
[16:21:20] *** Loading: [fpForestPlaneEdges]
[16:21:20] *** Loading: [fpForestPlaneEdgesNoise]
[16:21:23] Load bridges
[16:21:23] Load static objects
[16:21:23] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[16:21:25] ##### House without collision (3do/Tree/arbre_fonce/Tree2.sim)
[16:21:32] ##### House without collision (3do/Buildings/England/signpost/live.sim)
[16:21:35] ##### House without collision (3do/Buildings/French/frenchvillage1/live.sim)
[16:21:35] ##### House without collision (3do/Buildings/England/jetty1/live.sim)
[16:21:37] ##### House without collision (3do/Buildings/England/jetty2/live.sim)
[16:21:39] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Wall_Medium/live.sim)
[16:21:39] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Door/live.sim)
[16:21:40] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Temple/live.sim)
[16:21:41] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Wall_Short/live.sim)
[16:21:42] ##### House without collision (3do/Buildings/England/memorial/live.sim)
[16:21:46] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[16:21:46] ##### House without collision (3do/Buildings/Industrial/Chiatta/chiatta_piena/live.sim)
[16:21:53] ##### House without collision (3do/Buildings/Airdrome/Tank1/mono.sim)
[16:21:54] ##### House without collision (3do/Buildings/Egypt/animals/Camel_corp3/mono.sim)
[16:21:55] ##### House without collision (3do/Buildings/Egypt/animals/Camel_corp2/mono.sim)
[16:21:55] ##### House without collision (3do/Buildings/Egypt/animals/Camel_corp1/mono.sim)
[16:21:55] ##### House without collision (3do/Buildings/Egypt/animals/Camel_corp4/mono.sim)
[16:21:55] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Colonnade/live.sim)
[16:21:56] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Arch/live.sim)
[16:21:56] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Wall_Long/live.sim)
[16:21:56] ##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Obelisque/live.sim)
[16:22:00] ##### House without collision (3do/Buildings/Mideast/BuildBlock4/live.sim)
[16:22:01] ##### House without collision (3do/Buildings/Mideast/JBuildBlock/live.sim)
[16:22:01] ##### House without collision (3do/Buildings/Mideast/BuildBlock6/live.sim)
[16:22:01] ##### House without collision (3do/Buildings/Mideast/BuildBlock5/live.sim)
[16:22:02] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench1/live.sim)
[16:22:02] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench7/live.sim)
[16:22:02] ##### House without collision (3do/Buildings/46/Desert_Trench/Trench3/live.sim)
[16:22:05] ##### House without collision (3do/Buildings/Mideast/BuildBlock3/live.sim)
[16:22:05] ##### House without collision (3do/Buildings/England/jetty4/live.sim)
[16:22:05] ##### House without collision (3do/Buildings/England/jetty3/live.sim)
[16:22:05] ##### House without collision (3do/Buildings/England/jetty5/live.sim)
[16:22:05] ##### House without collision (3do/Buildings/Industrial/Chiatta/rimorchiatoreP/live.sim)
[16:22:05] ##### House without collision (3do/Buildings/Industrial/Chiatta/motoveliero/live.sim)
[16:22:05] ##### House without collision (3do/Buildings/England/jetty6/live.sim)
[16:22:06] ##### House without collision (3do/Buildings/Industrial/Chiatta/Chiatte_cave/live.sim)
[16:22:06] ##### House without collision (3do/Buildings/Skyscrapers/TALL1/live.sim)
[16:22:06] ##### House without collision (3do/Buildings/Mideast/Kit1/kit1_bl3_live.sim)
[16:22:06] ##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
[16:22:07] ##### House without collision (3do/Tree/buisson/Tree1.sim)
[16:22:19] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[16:22:19] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[16:22:20] FM called 'FlightModels/P-38L.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[16:22:20] FM called 'FlightModels/Allison.emd' is being loaded from Alternative File: 'gui/game/buttons'
[16:22:20] FM called 'FlightModels/Allison.emd' is being loaded from Alternative File: 'gui/game/buttons'
[16:22:20] FM called 'FlightModels/P-38L.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[16:22:23] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/P-38L/459thFS_SanJoaquinSiren_NoMottle_R0NNC0.bmp s1=3DO/Plane/P-38L(USA)/summer s2=PaintSchemes/Cache/-2283355548535070239
[16:22:30] FM called 'FlightModels/P-51A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[16:22:30] FM called 'FlightModels/Allison_P51.emd' is being loaded from Alternative File: 'gui/game/buttons'
[16:22:30] Flight Model File FlightModels/P-51A.fmd contains no Mach Drag Parameters.
[16:22:30] FM called 'FlightModels/P-51A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[16:22:31] ERROR loading sound control sample.allison_dmg.wav.damage
[16:22:33] FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[16:22:33] FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[16:22:33] FM called 'FlightModels/PW_R-2800_Series:P47Pack_FM.emd' is being loaded from File: 'p47pack_fm'
[16:22:33] FM called 'FlightModels/PW_R-2800_Series:P47Pack_FM.emd' is being loaded from Alternative File: 'p47pack_fm'
[16:22:33] FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from File: 'p47pack_fm'
[16:22:33] FM called 'FlightModels/P-47D-30.fmd:P47Pack_FM' is being loaded from Alternative File: 'p47pack_fm'
[16:22:34] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/P-47D-40/p47bigassbird.bmp s1=3DO/Plane/P-47D-30(USA)/summer s2=PaintSchemes/Cache/7159334163445615473
[16:22:34] cannot open file for reading
[16:22:34] Cannot open audio file samples/2800_starter.wav
[16:22:34] cannot open file for reading
[16:22:34] Cannot open audio file samples/2800_startup.wav
[16:22:34] cannot open file for reading
[16:22:34] Cannot open audio file samples/2800_starter.wav
[16:22:34]
[16:22:34] FM called 'FlightModels/P-80A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[16:22:34] FM called 'FlightModels/Jumo004.emd' is being loaded from Alternative File: 'gui/game/buttons'
[16:22:34] FM called 'FlightModels/P-80A.fmd' is being loaded from Alternative File: 'gui/game/buttons'
[16:22:34] Mission: Wrong chief's type [Vehicles.4-Chevrolet_flatbed_US]
[16:22:34] Mission: Wrong chief's type [Vehicles.4-DiamondT_US]
[16:22:34] Mission: Wrong chief's type [Vehicles.Bus_NAAFI]
[16:22:35] Mission: Wrong chief's type [Vehicles.4-BA_64]
[16:22:35] ##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench2/live.sim)
[16:22:35] ##### House without collision (3do/Buildings/Egypt/animals/Crocodile/live.sim)
[16:22:35] INTERNAL ERROR: Str2FloatClamp() - Clamped 300 -> 32 (delta = -268) to Range 0..32
[16:22:36] null
[16:22:36] java.lang.NullPointerException
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.Plane$SEAGLADIATOR2.<init>(Plane.java:2269)
[16:22:36] at java.lang.Class.newInstance0(Native Method)
[16:22:36] at java.lang.Class.newInstance(Unknown Source)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
[16:22:36] at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
[16:22:36] at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
[16:22:36] at com.maddox.il2.game.Mission._load(Mission.java:782)
[16:22:36] at com.maddox.il2.game.Mission.access$600(Mission.java:120)
[16:22:36] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
[16:22:36] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:22:36] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:22:36] at com.maddox.il2.game.Main.exec(Main.java:449)
[16:22:36] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:22:36] SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$SEAGLADIATOR2]
[16:22:36] null
[16:22:36] java.lang.NullPointerException
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.Plane$SEAGLADIATOR2.<init>(Plane.java:2269)
[16:22:36] at java.lang.Class.newInstance0(Native Method)
[16:22:36] at java.lang.Class.newInstance(Unknown Source)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
[16:22:36] at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
[16:22:36] at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
[16:22:36] at com.maddox.il2.game.Mission._load(Mission.java:782)
[16:22:36] at com.maddox.il2.game.Mission.access$600(Mission.java:120)
[16:22:36] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
[16:22:36] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:22:36] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:22:36] at com.maddox.il2.game.Main.exec(Main.java:449)
[16:22:36] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:22:36] SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$SEAGLADIATOR2]
[16:22:36] null
[16:22:36] java.lang.NullPointerException
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.Plane$SEAGLADIATOR2.<init>(Plane.java:2269)
[16:22:36] at java.lang.Class.newInstance0(Native Method)
[16:22:36] at java.lang.Class.newInstance(Unknown Source)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
[16:22:36] at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
[16:22:36] at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
[16:22:36] at com.maddox.il2.game.Mission._load(Mission.java:782)
[16:22:36] at com.maddox.il2.game.Mission.access$600(Mission.java:120)
[16:22:36] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
[16:22:36] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:22:36] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:22:36] at com.maddox.il2.game.Main.exec(Main.java:449)
[16:22:36] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:22:36] SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$SEAGLADIATOR2]
[16:22:36] null
[16:22:36] java.lang.NullPointerException
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:583)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.Plane$SEAGLADIATOR2.<init>(Plane.java:2269)
[16:22:36] at java.lang.Class.newInstance0(Native Method)
[16:22:36] at java.lang.Class.newInstance(Unknown Source)
[16:22:36] at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
[16:22:36] at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:2066)
[16:22:36] at com.maddox.il2.game.Mission.loadNStationary(Mission.java:2115)
[16:22:36] at com.maddox.il2.game.Mission._load(Mission.java:782)
[16:22:36] at com.maddox.il2.game.Mission.access$600(Mission.java:120)
[16:22:36] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
[16:22:36] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:22:36] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:22:36] at com.maddox.il2.game.Main.exec(Main.java:449)
[16:22:36] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:22:36] SPAWN: Can't create stationary Plane object [class:com.maddox.il2.objects.vehicles.planes.Plane$SEAGLADIATOR2]
[16:22:36] Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
[16:22:36] Mission: class 'vehicles.stationary.Stationary$Fourgon_POMP' not found
[16:22:36] Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
[16:22:37] ERROR file: File users/doe/Icons not found
[16:22:37] Mission: QuickQMBPro/Ag_Uf_Ifni3/Ag_Uf_Ifni3redscramble00.mis is Playing
[16:22:38] Time overflow (1): speed 0.65217394
[16:22:39] Time overflow (21): speed 0.7905138
[16:22:39] warning: no files : music/takeoff
[16:22:45] java.lang.NoSuchMethodError
[16:22:45] at com.maddox.il2.objects.sounds.MotorSound.onEngineState(MotorSound.java:85)
[16:22:45] at com.maddox.il2.fm.Motor.computeStage(Motor.java:1511)
[16:22:45] at com.maddox.il2.fm.Motor.update(Motor.java:820)
[16:22:45] at com.maddox.il2.fm.EnginesInterface.update(EnginesInterface.java:278)
[16:22:45] at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:45)
[16:22:45] at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:507)
[16:22:45] at com.maddox.il2.ai.air.Pilot.update(Pilot.java:195)
[16:22:45] at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:1085)
[16:22:45] at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
[16:22:45] at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:374)
[16:22:45] at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
[16:22:45] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[16:22:45] at com.maddox.rts.Message._send(Message.java:1217)
[16:22:45] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[16:22:45] at com.maddox.rts.Message.sendTo(Message.java:1134)
[16:22:45] at com.maddox.rts.Message.trySend(Message.java:1115)
[16:22:45] at com.maddox.rts.Time.loopMessages(Time.java:252)
[16:22:45] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[16:22:45] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[16:22:45] at com.maddox.il2.game.Main.exec(Main.java:449)
[16:22:45] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


Would love to fly the Engine mod with the engine flames...
Title: Re: VP Modpack [4.12]
Post by: an-dre-as on September 11, 2016, 11:43:35 AM
Hello!

I could not open the Kurland autumn map, because the sk_AlteredBush8a.tga was missing in #SAS\MAPMODS\MAPS\_Tex\land\summer\Kurland.
I copied and renamed the sk_AlteredBush8aTL.tga to sk_AlteredBush8a.tga and it worked.
Now I'm wondering if something else is missing. I installed the mod with all patches complitly new.

Maybe you have a tip for me, that I missed something?

Greetings
Andreas
Title: Re: VP Modpack [4.12]
Post by: kenk039 on September 11, 2016, 08:31:12 PM
Wow, I must have read those instructions 10 times. Nothing like looking at the obvious and missing it :P old age must be creeping in! Thanks for the help.. worked that time  ;D
Title: Re: VP Modpack
Post by: jackdarussel on September 12, 2016, 08:53:41 AM
Hi everybody,
I encountered a strange issue using VP Modpack (with patch 03): I tried to fly some Spitfires (Mk.V Trop, Mk.IIa...) in QMB choosing first the Channel map, then the Desert map (I don't remember which one) from the drop-down menu. When the mission starts, immediately the plane goes upside-down by itself, or fall on the floor as if it hadn't the wheels!
Has anyone had the same problem?

Thanks in advance.

post you log.lst file please!

Same here if i select quick-Mission Luftwaffe and select the first of the 5 Bf-109 Missions. Was there a solution to fix that?

regards from Germany, jackdarussel ;)
Title: Re: VP Modpack
Post by: an-dre-as on September 12, 2016, 09:05:24 AM
Hello Max!

Why don´t you have it in your game?

Thats what I worry about! I wonder if I missed a patch.

Thank you, for your help!

Greetings
Andreas
Title: Re: VP Modpack [4.12]
Post by: Captain Dawson on September 13, 2016, 02:47:11 PM
Wow, I must have read those instructions 10 times. Nothing like looking at the obvious and missing it :P old age must be creeping in! Thanks for the help.. worked that time  ;D

Not just you, I did the same thing!  :P
Title: Re: VP Modpack [4.12]
Post by: hadji4 on September 14, 2016, 01:05:54 AM
When you start the mission bug  - Loading mission single/gb/Battle of Britain - Week 01/BoB 10 July 1045h 610 Sqadron.mis...

Code: [Select]
INTERNAL ERROR: Can't open file 'MAPS/_Tex/GW_tex/Spring/GS_brown_cliffs.tga'
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/GW_tex/Spring/GS_brown_cliffs.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error'
WARNING: TLandscape::LoadMap('CAN_EnglishChannel/1940load.ini') - errors in loading
Landscape 'CAN_EnglishChannel/1940load.ini' loading error
java.lang.RuntimeException: Landscape 'CAN_EnglishChannel/1940load.ini' loading error

What can be done???
Title: Re: VP Modpack [4.12]
Post by: Ojisan_bart on September 14, 2016, 07:23:59 AM
Hi all, I delete the name off the Mission pro combo file in the SAS file (only the name off the file,not the file), can somebody help me and give me the correct name for that folder so I can sett it again right :))  .I made this mistake when I rename the file for FMB mission testing...

Thx in advance
Title: Re: VP Modpack
Post by: vpmedia on September 14, 2016, 10:45:12 AM
Hi all, I delete the name off the Mission pro combo file in the SAS file (only the name off the file,not the file), can somebody help me and give me the correct name for that folder so I can sett it again right :))  .I made this mistake when I rename the file for FMB mission testing...

Thx in advance

it was '!!00_PAL-MissionProCombo-v4122', but you can name it anyway you want, its name does not really matter
Title: Re: VP Modpack
Post by: vpmedia on September 14, 2016, 10:56:35 AM
When you start the mission bug  - Loading mission single/gb/Battle of Britain - Week 01/BoB 10 July 1045h 610 Sqadron.mis...

Code: [Select]
INTERNAL ERROR: Can't open file 'MAPS/_Tex/GW_tex/Spring/GS_brown_cliffs.tga'
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/GW_tex/Spring/GS_brown_cliffs.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error'
WARNING: TLandscape::LoadMap('CAN_EnglishChannel/1940load.ini') - errors in loading
Landscape 'CAN_EnglishChannel/1940load.ini' loading error
java.lang.RuntimeException: Landscape 'CAN_EnglishChannel/1940load.ini' loading error

What can be done???

Can you tell me the exact name of the map youre loading?
I'm asking because the map idicated in the log (CAN_EnglishChannel/1940load.ini) uses a different texture set, GS_brown_cliffs.tga should come from an sfs file since I did not really touched the CanonUK English Channel maps, only the beta.
Title: Re: VP Modpack
Post by: vpmedia on September 14, 2016, 10:59:55 AM
this pack does not support the Engine Mod?

The FXE effects mod and CTO mod must be dectivated imho, the rest is probably compatible. Loading it as the first mod is best choice for the Engine mod.
Title: Re: VP Modpack
Post by: vpmedia on September 14, 2016, 11:02:54 AM
I'd be happy to help with the rest of the problems but I'm gonna need the log.lst file ;)
Title: Re: VP Modpack [4.12]
Post by: hadji4 on September 14, 2016, 02:28:13 PM
Excuse me do not tell me how to attach your log sheet ???
Title: Re: VP Modpack [4.12]
Post by: Ojisan_bart on September 14, 2016, 02:30:04 PM
Thx very much for the quick answer :)
 
Title: Re: VP Modpack [4.12]
Post by: hadji4 on September 14, 2016, 02:59:35 PM
Thank you for helping error corrected
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on September 14, 2016, 03:36:15 PM
Basic information to help you find problems in your game are
posted here...
http://www.sas1946.com/main/index.php/board,7.0.html

for example... look into the Log file...
http://www.sas1946.com/main/index.php?topic=13457.0

If ALL else fails... see REPLY # 502
http://www.sas1946.com/main/index.php/topic,28319.492.html




Title: Re: VP Modpack [4.12]
Post by: Chris28aug on September 15, 2016, 01:57:06 AM
is this compatible with CUP?
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on September 15, 2016, 05:16:05 AM
NO! And vice versa! These are two different mod packs, and can't be combined. The result will just be an unholy mess!  :o
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on September 15, 2016, 06:13:44 AM
is this compatible with CUP?

NO.
It is recommended to NEVER mix Modpacks.

The reason is that they have important files placed in a different style and place. Then you will have things not
working properly.
Each Modpack is GREAT on their own and should never be mixed with others.

The only other "mod package" that you can include into the VP-Modpack and is compatible with it ,
would be the Jet era pack. But you will need to READ THE INSTRUCTIONS very carefully and have some
basic knowledge of how to install mods.

IL2 1956 - The Jet Era, Version 1.33
http://www.sas1946.com/main/index.php/topic,15649.0.html
Title: Re: VP Modpack
Post by: Peter Lynn on September 20, 2016, 06:20:33 AM
Looking for a little help here, please.
I am having issues with trying to load the F4U-1 Birdcage from the F4U upgrade pack v2 from Barnsey in QMB. All the other Corsair variants are fine, so I think I installed everything properly. The problem is that the Birdcage loads to 100% and stops dead. The loading icon freezes at 100% and I have to hit the esc button to unfreeze things. I have tried everything I can think of to rectify this, but no luck. The Birdcage Corsair is fine in another VP installation I have, and there are no issues with any of the other aircraft. Any ideas out there please?
Thanking you in anticipation,

Peter Lynn:)
Title: Re: VP Modpack [4.12]
Post by: KiwiBiggles on September 20, 2016, 06:31:23 PM
Have my 'Marines' mission (for my short Midway campaign) just right, finally.  Happy with the balance of realism, history, fun, detail and framerate.  Looks and sounds awesome with the VP Modpack and Flybys.

This is my landing diorama for East Island (custom waypoints, so your AI wingmen will taxi to the correct hangars too).
http://i789.photobucket.com/albums/yy178/KiwiBiggles/Midway_007_zps3cgntjsq.jpg
Six kills is a bit exceptional, but usually three or four are on offer, which is about my sweet-spot for 'fun' in around 40 mins of gameplay.

Two more missions to finish.  :)

Cheers
KB

Title: Re: VP Modpack
Post by: Peter Lynn on September 20, 2016, 06:36:23 PM
Hi KB, really looking forward to the release. Midway is a great personal favourite of mine!

Peter Lynn
Title: Re: VP Modpack [4.12]
Post by: DaveB on September 21, 2016, 01:33:18 AM
Peter, if you go back and read my thread on the tiger flybys for VPmodpack you will maybe understand more what is happening. My suggestion in the short term is fly your personalized modpack without activating the Tiger flyby mod.

Cheers DaveB
Title: Re: VP Modpack
Post by: Peter Lynn on September 21, 2016, 02:24:56 AM
Hello Dave, The Tiger flyby mod is simply wonderful. What a pity I need to disengage it.
Removing it certainly fixed the problem though, thank you! My Latin and Classical Greek are somewhat better understood than the alchemy involved in what goes on in the world of modding, and the flyby must have been the ONLY darn thing I did not investigate....hope it can be sorted out soon.... and thanks again for your help. :)
Title: Re: VP Modpack
Post by: Uufflakke on September 21, 2016, 05:33:21 AM
For some strange reason I can not get my HighRez Clouds to work.
http://www.sas1946.com/main/index.php?topic=40382.0 (http://www.sas1946.com/main/index.php?topic=40382.0)

It works in DBW 1.71 and in CUP too but not in this modpack.
I dropped the mod in folder #SAS, disabled the existing folder 'clouds' but no clouds at all on the map.

Don't know if it is relevant but [OPEN GL] entries in conf.ini of DBW and this modpack are the same.

End of loglist:

Code: [Select]
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:19:22 AM] INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
[11:19:22 AM] WARNING: object 'effects/clouds/clouds4x4.tga' of class 'TTexture2D' not loaded
[11:19:22 AM] INTERNAL ERROR: Texture required
[11:19:22 AM] WARNING: object 'effects/clouds/Cloud4x4.mat' of class 'TMaterial' not loaded
[11:19:22 AM] INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
[11:19:22 AM] WARNING: object 'effects/clouds/clouds4x4.tga' of class 'TTexture2D' not loaded
[11:19:22 AM] INTERNAL ERROR: Texture required
[11:19:22 AM] WARNING: object 'effects/clouds/Cloud4x4_nosort.mat' of class 'TMaterial' not loaded
[Sep 21, 2016 11:20:17 AM] -------------- END log session -------------
Title: Re: VP Modpack
Post by: max_thehitman on September 21, 2016, 05:54:17 AM
For some strange reason I can not get my HighRez Clouds to work.
http://www.sas1946.com/main/index.php?topic=40382.0 (http://www.sas1946.com/main/index.php?topic=40382.0)

It works in DBW 1.71 and in CUP too but not in this modpack.
I dropped the mod in folder #SAS, disabled the existing folder 'clouds' but no clouds at all on the maps.


I have your clouds working nicely in my.10 game version, and also tried a few others.
One other Big cloud mod I particularly enjoyed looking at in the game and I am currently using it
in this VP-Modpack is the "Big Cloud Mod" by WxTech.
They are super nice for flying around and also for taking some amazing looking screenshots.

WxTech BIG Clouds Mod

May 2, 2014. Updated version (#2).
Its a variation on the Clouds Big 2.1a mod by MANYSH,
as well as adjustment of the clouds to improve brightness and opacity.

http://www.sas1946.com/main/index.php/topic,40413.0.html

His version of the water ring is also very nice
- Water Ring Speed Mod

~~~~~~~~~~~~~~~~~~~~~~~~
for Peter Lynn

As much as I do enjoy listening to that sound effects fly-by mod, I found it in the past , in my other
game versions, to be a little troublesome with some aircraft mods.  :(  It is just not compatible with some
mods and it gives me a huge headache always trying to find out why a certain mod I installed crashes
my game.
 I am sorry to say, I am not using it in my VP-Modpack.
BUT
The version that VP-Media is using in this package is also very good.
Some times we have to make certain dificult decisions of what to have and what to not have,
 for the sake of flying in a perfect game without so many modding-headaches.


Title: Re: VP Modpack
Post by: Uufflakke on September 21, 2016, 07:17:03 AM
For some strange reason I can not get my HighRez Clouds to work.
http://www.sas1946.com/main/index.php?topic=40382.0 (http://www.sas1946.com/main/index.php?topic=40382.0)

It works in DBW 1.71 and in CUP too but not in this modpack.
I dropped the mod in folder #SAS, disabled the existing folder 'clouds' but no clouds at all on the maps.


I have your clouds working nicely in my.10 game version,

Can you send me your HR Cloudmod files by PM please so I can see what the difference is.
And also to see if I can make them to work.

(To be honest I am not so much interested in any other cloudmod.
Not because I made the one mentioned above because I only used Bender's Environmental Mod to make them work in IL2 without issues. Actually Bender extracted the cloud files from an add-on from another flightsim. :D  ;D)
Title: Re: VP Modpack
Post by: Peter Lynn on September 21, 2016, 07:58:46 AM
Hi Max and thank you for your message. I fully agree that the sound pack that VP-Media created was first rate, and since the F4U-1 was the only model giving trouble I will simply switch sound mods when flying it. I think I am also going to follow your suggestions with the Hi res clouds too. Perhaps it might stop the very annoying flashing and blinking I get from the clouds I am using at present.

Peter Lynn :)
Title: Re: VP Modpack [4.12]
Post by: Bart_NL on September 21, 2016, 01:55:33 PM
Hey guys,

Just installed all IL-2 stuff I thought I needed but it's the first time I used this modpack.
Started Hyperlobby, joined a game and the first message I see is that the server has a newer version. (4.13.something)

Is it safe to update to that newer version and still be able to use this mod?

I hope you can help a newbe like me. Thanks!
Title: Re: VP Modpack [4.12]
Post by: DougW60 on September 21, 2016, 02:17:53 PM
Bart

NO, do not update the game version to 4.13 if you want to keep VP MOD.  VP MOD, like CUP MOD, is design specifically for 4.12.2.  They will not work if you update to 4.13 or higher.
Title: Re: VP Modpack
Post by: vpmedia on September 21, 2016, 11:57:32 PM
I think right now 4.12 is the mod platform, but the 4.13 modact is there and confuses people into thinking that switching all mods/modpacks to 4.13 is feasible. Of course this can be changed if you find a java coder who is willing to spend weeks/months rewriting mods for 4.13 and then provide continous support...for free.
Title: Re: VP Modpack [4.12]
Post by: DaveB on September 22, 2016, 11:30:47 AM
I have placed an update to the VPmodpack Tiger flybys addon to hopefully cure some future missing entries. eg. The birdcage etc. here

www.sas1946.com/main/index.php/topic,52376.0.html

Cheers DaveB
Title: Re: VP Modpack [4.12]
Post by: Jocko on September 22, 2016, 02:35:07 PM
First, thanks VPMedia for creating this great modpack.  And thanks to DaveB for this addition... it just didn't seem complete without those flybys.  The only aircraft that I tried that doesn't seem to work is the Hs129.  The Hs129 works with VPmodpack, but not with my HSFX install for some reason.  Any ideas how I can fix this?
Title: Re: VP Modpack
Post by: Peter Lynn on September 22, 2016, 06:13:26 PM
Thank you DaveB! You have made my day!

Peter Lynn  ;D
Title: Re: VP Modpack [4.12]
Post by: citizen67 on September 23, 2016, 06:52:01 AM
Ok, lol, my bad. It was set to "1" for some reason. I just wondered if there might have been a specific setting that worked best with your modpack since the water textures seem to be different (and more animated) than any I have seen before.

(Cheeky bugger with your "lmgtfy". You made me laugh though)

same problem here with the water, when in "perfect" video settings; so do you suggest to set Water=2 or else?
Title: Re: VP Modpack [4.12]
Post by: DougW60 on September 23, 2016, 11:41:16 AM
Cit. 67

What GPU are you using?  Water settings are based on the make of your GPU.  For AMD - water=2,   for nVidia - water=4, these settings provide the best quality for each respective GPU maker. 
Title: Re: VP Modpack [4.12]
Post by: hadji4 on September 24, 2016, 01:05:11 AM
Code: [Select]
INTERNAL ERROR: Texture Buffer (limit 17177216 Bytes)is to small to fit 50331648 Bytes!
WARNING: object '3do/airfield/Concrete/AirPrtCncr_4096.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/airfield/Concrete/AirPrtCncr_4096.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load '../AirPrtCncr_4096.mat'
Mesh 3do/airfield/Concrete/Runway/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Concrete/Runway/mono.sim not created
When you run the company such a mistake has the ability to help identify the problem?
Title: Re: VP Modpack
Post by: Uufflakke on September 24, 2016, 01:51:41 AM
For some strange reason I can not get my HighRez Clouds to work.
http://www.sas1946.com/main/index.php?topic=40382.0 (http://www.sas1946.com/main/index.php?topic=40382.0)

It works in DBW 1.71 and in CUP too but not in this modpack.
I dropped the mod in folder #SAS, disabled the existing folder 'clouds' but no clouds at all on the map.

Don't know if it is relevant but [OPEN GL] entries in conf.ini of DBW and this modpack are the same.

End of loglist:

Code: [Select]
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:19:22 AM] INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
[11:19:22 AM] WARNING: object 'effects/clouds/clouds4x4.tga' of class 'TTexture2D' not loaded
[11:19:22 AM] INTERNAL ERROR: Texture required
[11:19:22 AM] WARNING: object 'effects/clouds/Cloud4x4.mat' of class 'TMaterial' not loaded
[11:19:22 AM] INTERNAL ERROR: Texture Buffer (limit 4202496 Bytes)is to small to fit 16777216 Bytes!
[11:19:22 AM] WARNING: object 'effects/clouds/clouds4x4.tga' of class 'TTexture2D' not loaded
[11:19:22 AM] INTERNAL ERROR: Texture required
[11:19:22 AM] WARNING: object 'effects/clouds/Cloud4x4_nosort.mat' of class 'TMaterial' not loaded
[Sep 21, 2016 11:20:17 AM] -------------- END log session -------------

I hope someone is able to answer my question in relation to the highrez textures in relation to clouds.

According the logfile this modpack is not capable of handling a texture size of 2048? Because of a texture buffer?  o_O

As said before it works in DBW and CUP without any problem.
Title: Re: VP Modpack
Post by: vpmedia on September 24, 2016, 02:04:49 AM
Code: [Select]
INTERNAL ERROR: Texture Buffer (limit 17177216 Bytes)is to small to fit 50331648 Bytes!
WARNING: object '3do/airfield/Concrete/AirPrtCncr_4096.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/airfield/Concrete/AirPrtCncr_4096.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load '../AirPrtCncr_4096.mat'
Mesh 3do/airfield/Concrete/Runway/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Concrete/Runway/mono.sim not created
When you run the company such a mistake has the ability to help identify the problem?

I've checked and theres only AirPrtCnCr_512.tga in my modpack (TEXTURES_Buildings\3do\Airfield\Concrete\AirPrtCnCr_512.tga), hence this error is caused by an outside mod...ask its author maybe? ;)
Title: Re: VP Modpack
Post by: vpmedia on September 24, 2016, 02:17:56 AM
According the logfile this modpack is not capable of handling a texture size of 2048? Because of a texture buffer?

2048 textures in DBW? I do not remember that. They probably included the HD true color textures mod of carsmaster in CUP. Imho clouds will blink/flicker at non-stock resolutions, but I'll do another test with maybe an 1024 tga which is the largest size you can use without any extras.
Title: Re: VP Modpack
Post by: hadji4 on September 24, 2016, 03:08:39 AM
Code: [Select]
INTERNAL ERROR: Texture Buffer (limit 17177216 Bytes)is to small to fit 50331648 Bytes!
WARNING: object '3do/airfield/Concrete/AirPrtCncr_4096.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3do/airfield/Concrete/AirPrtCncr_4096.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load '../AirPrtCncr_4096.mat'
Mesh 3do/airfield/Concrete/Runway/mono.sim not created
com.maddox.il2.engine.GObjException: Mesh 3do/airfield/Concrete/Runway/mono.sim not created
When you run the company such a mistake has the ability to help identify the problem?

I've checked and theres only AirPrtCnCr_512.tga in my modpack (TEXTURES_Buildings\3do\Airfield\Concrete\AirPrtCnCr_512.tga), hence this error is caused by an outside mod...ask its author maybe? ;)
Thanks for the help!
Title: Re: VP Modpack
Post by: vpmedia on September 24, 2016, 03:11:07 AM
I forgot to mention, but a 4096 airport concrete texture probably also needs the 'HD true color textures mod' of carsmaster, just like the hi-res clouds.
Title: Re: VP Modpack [4.12]
Post by: hadji4 on September 24, 2016, 03:19:54 AM
These modes also established my
Title: Re: VP Modpack
Post by: Uufflakke on September 24, 2016, 04:41:56 AM
I forgot to mention, but a 4096 airport concrete texture probably also needs the 'HD true color textures mod' of carsmaster, just like the hi-res clouds.

For some reason (don't ask me how come...) I assumed the high rez mod by Carsmaster was implemented in this modpack.  :-[  :-[  :-[
No separate install or anything.

Downloaded the mod, installed it, checked it and high rez clouds show up again.

Me happy now!  :)  8)

(https://media.giphy.com/media/rdma0nDFZMR32/giphy.gif)
Title: Re: VP Modpack [4.12]
Post by: SAS~Tom2 on September 24, 2016, 12:34:07 PM
I have the high rez mod, nevertheless getting the 100% freeze quite a lot with more higher rez planes, e.g. D.520.
This one has no high rez skins, but a bigger poly count I assume. ;) :-|
Title: Re: VP Modpack [4.12]
Post by: SAS~Storebror on September 25, 2016, 01:12:18 AM
I have the high rez mod, nevertheless getting the 100% freeze quite a lot with more higher rez planes, e.g. D.520.
Freddy is known to excessively utilize high res textures in his pits, sometimes even a needle or a solid colour background ships as 4MB texture :-X
You can have as many high res mods as you want, when the GPU's memory is filled up with textures all the way, the GPU driver has the choice to either crash your game or lock it up.
Imagine a suitcase: You can buy a bigger one, but even the biggest samsonite will not hold your whole wardrobe.

Best regards - Mike
Title: Re: VP Modpack
Post by: PA_Willy on September 25, 2016, 01:24:08 AM
You can have as many high res mods as you want, when the GPU's memory is filled up with textures all the way, the GPU driver has the choice to either crash your game or lock it up.

No. When VRAM is filled up, if new textures are needed, they will go to RAM. The problem then, will be the speed. VRAM is faster (a lot of) than RAM.
Title: Re: VP Modpack
Post by: vpmedia on September 25, 2016, 01:38:25 AM
100% freeze was reported and is caused by DaveB's Tigers FlyBy mod version and a plane which wasnt added to it (D.520 in this case). Check that topic for updates.

About cockpit sizes:

Stock cockpit size limit was 8 Mb, despite that I had 200+Mb cockpits running fine, only problem was the 20-40fps drop which they caused. In my modpack 95% of the cockpits are below 50Mb, which is optimal.
Title: Re: VP Modpack
Post by: SAS~Storebror on September 25, 2016, 01:59:17 AM
No. When VRAM is filled up, if new textures are needed, they will go to RAM. The problem then, will be the speed. VRAM is faster (a lot of) than RAM.
No sir.
Only integrated graphics solutions generally use shared memory.
Some very weak GPUs have the ability to share memory with windows OS, but this equals a full stop if it's ever been used in a 3D game.
Contemporary GPUs with dedicated RAM do not share texture memory with the OS, the bandwidth would not remotely be sufficient to provide anything beyond 0.00x FPS when you'd need to page gigabytes of textures.

Best regards - Mike
Title: Re: VP Modpack
Post by: PA_Willy on September 25, 2016, 02:33:02 AM
No. When VRAM is filled up, if new textures are needed, they will go to RAM. The problem then, will be the speed. VRAM is faster (a lot of) than RAM.
No sir.
Only integrated graphics solutions generally use shared memory.
Some very weak GPUs have the ability to share memory with windows OS, but this equals a full stop if it's ever been used in a 3D game.
Contemporary GPUs with dedicated RAM do not share texture memory with the OS, the bandwidth would not remotely be sufficient to provide anything beyond 0.00x FPS when you'd need to page gigabytes of textures.

Best regards - Mike

You said than when VRAM is filled up, game would crash or lock it up. No, speed of game will drop a lot (bandwitch speed), but, game is not going to crash because this. If VRAM is filled up and a new texture is loaded, the only way to do it is through RAM. The other way, is deleting space in VRAM (overwriting) with new textures or information. The result would be to lose information in game, for example, textures disappearing or similar.

Sorry because my bad English.
Title: Re: VP Modpack [4.12]
Post by: SAS~Storebror on September 25, 2016, 02:50:24 AM
Okay, I'm not going to talk this to death.
As a matter of fact, decent dedicated GPUs don't support paging textures to RAM (since it doesn't make sense) and the result from filling the RAM completely with textures depends on the game's architecture then. Sure, a game could proceed when loading a texture fails, IL-2 doesn't.
Believe it or not, I'm not preaching this, just saying.

Best regards - Mike
Title: Re: VP Modpack
Post by: Uufflakke on September 25, 2016, 05:37:32 AM
Two questions in relation to screenshots:

A. How do I get them as .jpg instead of .tga?
(this old mod did not work by the way: http://www.sas1946.com/main/index.php?topic=38.0 (http://www.sas1946.com/main/index.php?topic=38.0) )

B. With Reshade/SweetFX enabled in game screenshots are still default. How to change that?
Title: Re: VP Modpack
Post by: vpmedia on September 25, 2016, 06:05:40 AM
Two questions in relation to screenshots:
How do I get them as .jpg instead of .tga?

Disable #SAS\TGA screenshot to get jpg screens.

I'm not using Reshade/SweetFX, so I cant help you with it.
Title: Re: VP Modpack
Post by: Uufflakke on September 25, 2016, 06:26:14 AM
Two questions in relation to screenshots:
How do I get them as .jpg instead of .tga?

Disable #SAS\TGA screenshot to get jpg screens.

I'm not using Reshade/SweetFX, so I cant help you with it.

Thanks for the speedy answer. Now I have .jpg screenies again.
I will ask in the Reshade thread assistance for that particular issue.
Title: Re: VP Modpack [4.12]
Post by: spartan18a on September 25, 2016, 11:24:16 AM
Dear VP,

Could you please add this map to the VP? The Marshall Islands 42. I am working on a mini campaign called: Early Raids in the Pacific Ocean



Title: Re: VP Modpack [4.12]
Post by: Wolfskid on September 25, 2016, 01:04:33 PM
Hello guys and hello vpmedia.
A huge thank you for your hard work all these years. It is a WONDERFUL Modpack :)

But i have a little problem with it... ::(
So....
The instalation was very EASY and with no ERRORS... All works fine, one part unfortunately not :(

It is the part of the Tracers...I see NO tracers :(

I can see the smoketrails but NO tracers o_O

My question :
someone had the same problem and solved it?
And if so, how did you solved it ?

Thanks a lot for the answers and help..

KR

Wolfskid
Title: Re: VP Modpack
Post by: vpmedia on September 25, 2016, 01:41:53 PM
did you add the conf.ini entries?
Title: Re: VP Modpack [4.12]
Post by: Wolfskid on September 25, 2016, 04:13:09 PM
yeah, yes, GREAAAAT :) :) :) ;D ;D ;D...


I have yet totally overlooked in my excited unit again to fly IL46  :-X :-| ;)......Thank you VERY MUCH VP.

Now works ALL fine for me. And this with this old SIM. :)


It is always a joy to the mods to fly :)

Thanks again VP and have a good time...

kr

Wolfskid
Title: Re: VP Modpack [4.12]
Post by: citizen67 on September 26, 2016, 02:47:46 AM
Cit. 67

What GPU are you using?  Water settings are based on the make of your GPU.  For AMD - water=2,   for nVidia - water=4, these settings provide the best quality for each respective GPU maker.

Hi DougW60,
I got an old Nvidia GEForce 9800GT, I'll set mi conf.ini as you said, then.

Thanks.
Title: Re: VP Modpack [4.12]
Post by: btasm on September 27, 2016, 05:39:06 AM
Is SAS Engine Mod v.2.7 4.12.2m compatible with the VP Modpack? I've attempted to install, but each time had a CTD.
Title: Re: VP Modpack
Post by: vpmedia on September 27, 2016, 11:44:05 AM
Is SAS Engine Mod v.2.7 4.12.2m compatible with the VP Modpack? I've attempted to install, but each time had a CTD.

(http://i684.photobucket.com/albums/vv205/DjAnnexAlpha/obi-wan-meme-generator-use-the-search-luke-9e1916.jpg~original)
Title: Re: VP Modpack [4.12]
Post by: Dauntless1 on September 27, 2016, 03:08:46 PM
 :D
Title: Re: VP Modpack [4.12]
Post by: Bart_NL on September 28, 2016, 02:35:30 AM
Guys,

I don't know what search terms to use, but I see a lot of vp_modpack movies on Youtube that have a nicer 'HUD' displaying heading, speed, altitude and G's. (low left corner)
What should I search for, or how can I, enable that?
Title: Re: VP Modpack
Post by: vpmedia on September 28, 2016, 02:55:57 AM
Add PAL Visual Mod 9 by benitomusso for the different gui, sometimes I turn it on for the camera effects but I dont use it constantly.
Title: Re: VP Modpack
Post by: btasm on September 28, 2016, 06:03:17 AM
Is SAS Engine Mod v.2.7 4.12.2m compatible with the VP Modpack? I've attempted to install, but each time had a CTD.

NO PICS QUOTE!!!

I did. No luck.
And the answer would be?
Title: Re: VP Modpack
Post by: SGT68 on September 28, 2016, 06:12:47 AM
Add PAL Visual Mod 9 by benitomusso for the different gui, sometimes I turn it on for the camera effects but I dont use it constantly.

FOV Mod must be loaded before Visual Mod otherwise FOV doesn't work
Title: Re: VP Modpack
Post by: vpmedia on September 28, 2016, 07:18:29 AM
Is SAS Engine Mod v.2.7 4.12.2m compatible with the VP Modpack? I've attempted to install, but each time had a CTD.

NO PICS QUOTE!!!

I did. No luck.
And the answer would be?

http://www.sas1946.com/main/index.php/topic,50919.msg570123.html#msg570123
Title: Re: VP Modpack [4.12]
Post by: btasm on September 28, 2016, 07:06:19 PM
VP:

Yes. I see that now.

Thanks for the answer. And your mod is great.
Title: Re: VP Modpack [4.12]
Post by: vonOben on October 01, 2016, 03:34:16 AM
There are no wheels on the OpelBlitz36S and no shadow:

(https://s20.postimg.cc/x6tfkmfrx/Blitz36_S.jpg)

It's the same both for vehicle and stationary, is that possible to fix?
Title: Re: VP Modpack [4.12]
Post by: spears755 on October 01, 2016, 08:30:10 AM
How I can use the bomb camera? And any vehicle don't have wheels
Title: Re: VP Modpack
Post by: Uufflakke on October 01, 2016, 10:05:19 AM
There are no wheels on the OpelBlitz36S and no shadow:


It's the same both for vehicle and stationary, is that possible to fix?


I don't have wheels missing on the Opel Blitz 36S.

(https://s9.postimg.cc/6ckfayqj3/2016_10_01_16_00_46.jpg) (https://postimg.cc/image/hox0sqz7v/)free upload image (https://postimage.org/)


Edit:
I also don't have shadows.

(https://s18.postimg.cc/50qsuxo09/2016_10_01_22_27_18.jpg) (https://postimg.cc/image/j76jq5yv9/)uploading pictures (https://postimage.org/)
Title: Re: VP Modpack
Post by: vpmedia on October 02, 2016, 01:18:30 AM
My Opel Blitz truck looks the same as on Uufflakke's screen, whom I thank for posting it so I dont have to. :)
Title: Re: VP Modpack
Post by: Uufflakke on October 02, 2016, 03:16:23 AM
@max_thehitman,
For me the missing shadow on the Blitz truck is not such a problem. I only see them for a few seconds before I shoot them to smithereens.  :D
And the fact that reflection in rear view mirror is upside down, well I am quite sure no one ever noticed.

@vpmedia,
Your modpack is the one I will stick to for a long time.  8)
I kept on playing DBW 'cause I could not say goodbye to - for instance- Gurner's effects mod and Jiver's soundmod.
Since it is included in your pack the decision to switch was easily made. Plus it contains a lot of other goodies.

I happened to see some of my relatives in game by the way.
Well, I assume they are relatives. Eating, drinking, sleeping.
Just a bunch of lazy pigs.  :D

(https://s14.postimg.cc/5azk1g841/Pigs.jpg) (https://postimg.cc/image/rmxcuu77x/)print screen windows (https://postimage.org/app.php)
Title: Re: VP Modpack [4.12]
Post by: vonOben on October 02, 2016, 03:42:00 AM
Perhaps you missed an update install or something. We all have the complete truck.
I have had ALL wheels and shadows on the Opel Blitz 36S and ALL versions of
the Opel Blitz 6400 series.

The latest patch I've installed is 4, but I have checked the later patches and I can't find any updates in there for the Opel Blitz 36S.
I have an ATI Radeon video card, can that have to do anything about the missing wheels?

If you continue having problems with those trucks not showing wheels ,
wait a little bit and I will make a post with these new versions available within 10 days and
then you can just download and install these new versions into your game.
I do think you will enjoy these new versions  ;)
So wait a little bit.

Looking forward to that!  :)

You certainly produce high quality skins and are also very productive!  :)

Thank you very much for all your work!

Title: Re: VP Modpack [4.12]
Post by: max_thehitman on October 02, 2016, 11:15:24 AM

The latest patch I've installed is 4, but I have checked the later patches and I can't find any updates in there for the Opel Blitz 36S.
I have an ATI Radeon video card, can that have to do anything about the missing wheels?


I do not think it has to do with that ATI-Radeon card, but I think that maybe one of your files is corrupt or missing a
written line having to do with the wheels part.
Everyone else seems to have their trucks looking ok. Do not worry. Wait a little bit and I will post
the new stuff soon.

I have deleted my last posts because they are early WIP tests of those trucks. This coming week I am hoping to
finish off these new truck model versions and move on to another selection of vehicles for us to enjoy better.
There is alot of them!


Title: Re: VP Modpack [4.12]
Post by: vpmedia on October 03, 2016, 02:41:21 AM
PATCH9



Quote
-updated default skins, mostly Luftwaffe (~150)*
-Singapore map retexture by Cyberolas, additional fixes by me
-B-339 (Buffalo Mk.1) cockpit retexture

Download: get the 5to9 patch>>1st post>>

Install: Extract to your game folder and overwrite old files, no ini editing required.

*
Code: [Select]
B-17F(USA)\summer
 Bf_109B1\summer
 Bf_109B2\summer
 Bf_109C1\summer
 Bf_109D1\summer
 Bf-109E-3\summer
 bf-109e-4\winter
 bf-109e-4b\desert
 bf-109e-4b\eto
 bf-109e-4b\summer
 bf-109e-4b\winter
 bf-109e-7\eto
 bf-109e-7\summer
 bf-109e-7\winter
 Bf-109F-2(Galland)\eto
 Bf-109F-2(Galland)\summer
 bf-109f-2\desert
 bf-109f-2\eto
 bf-109f-2\mto
 bf-109f-2\summer
 bf-109f-2\winter
 bf-109f-4\desert
 bf-109f-4\eto
 bf-109f-4\mto
 bf-109f-4\summer
 bf-109f-4\winter
 bf-109F-4Z\desert
 bf-109F-4Z\eto
 bf-109F-4Z\mto
 bf-109F-4Z\summer
 bf-109F-4Z\winter
 bf-109g-1\desert
 bf-109g-1\eto
 bf-109g-1\mto
 bf-109g-1\summer
 bf-109g-1\winter
 Bf-109G-10(ofFabian)\summer
 Bf-109G-10(ofFabian)\winter
 bf-109g-10\eto
 bf-109g-10\summer
 bf-109g-10\winter
 bf-109g-14\eto
 bf-109g-14\summer
 bf-109g-14\winter
 bf-109g-14as\eto
 bf-109g-14as\summer
 bf-109g-14as\winter
 Bf-109G-2(fi)\summer
 Bf-109G-2(fi)\winter
 Bf-109G-2(hu)\summer
 Bf-109G-2(hu)\winter
 bf-109g-2\eto
 bf-109g-2\mto
 bf-109g-2\summer
 bf-109g-2\winter
 Bf-109G-3\eto
 Bf-109G-3\summer
 bf-109g-4\desert
 bf-109g-4\eto
 bf-109g-4\mto
 bf-109g-4\summer
 bf-109g-4\winter
 bf-109g-5\desert
 bf-109g-5\eto
 bf-109g-5\mto
 bf-109g-5\summer
 bf-109g-5\winter
 bf-109g-5as\eto
 bf-109g-5as\summer
 bf-109g-5as\winter
 bf-109g-6as\desert
 bf-109g-6as\winter
 Bf-109G-6Early(hu)\summer
 Bf-109G-6Early(ofGraf)\summer
 Bf-109G-6Early(ofHARTMANN)\summer
 Bf-109G-6Early(ofHARTMANN)\winter
 Bf-109G-6Early(ofHeppes)\summer
 bf-109g-6early\desert
 bf-109g-6early\eto
 bf-109g-6early\mto
 bf-109g-6early\summer
 bf-109g-6early\winter
 bf-109g-6Erla\desert
 bf-109g-6Erla\eto
 bf-109g-6Erla\mto
 bf-109g-6Erla\summer
 bf-109g-6Erla\winter
 bf-109g-6late\eto
 bf-109g-6late\mto
 bf-109g-6late\summer
 bf-109g-6late\winter
 bf-109g-6Mid\desert
 bf-109g-6Mid\eto
 bf-109g-6Mid\mto
 bf-109g-6Mid\summer
 bf-109g-6Mid\winter
 bf-109k-4\eto
 bf-109k-4\summer
 bf-109k-4\winter
 Bf-110C-1\eto
 Bf-110C-1\summer
 Bf-110C-4\eto
 Bf-110C-4B\eto
 Bf-110C-4B\summer
 Bf-110D-3\eto
 Bf-110D-3\summer
 F2A-2(Multi1)\summer
 Fulmar1(GB)\eto
 Fulmar1(GB)\pacific
 Fulmar1(GB)\summer
 HurricaneMkI(Finnish)\summer
 HurricaneMkI(Multi1)\desert
 HurricaneMkI(Multi1)\eto
 HurricaneMkI(Multi1)\mto
 HurricaneMkI(Multi1)\summer
 HurricaneMkIIc(Multi1)\desert
 HurricaneMkIIc(Multi1)\eto
 HurricaneMkIIc(Multi1)\mto
 HurricaneMkIIc(Multi1)\winter
 ju-87b-2\desert
 ju-87b-2\eto
 ju-87b-2\mto
 ju-87b-2\summer
 ju-87b-2\winter
 ju-87d-3\desert
 ju-87d-3\eto
 ju-87d-3\mto
 ju-87d-3\summer
 ju-87d-3\winter
 ju-87d-5\eto
 ju-87d-5\summer
 ju-87d-5\winter
 ju-87g-1\desert
 ju-87g-1\eto
 ju-87g-1\summer
 lagg-3it\summer
 lagg-3it\winter
 lagg-3series29\summer
 lagg-3series29\winter
 lagg-3series35\summer
 lagg-3series35\winter
 lagg-3series4\summer
 lagg-3series4\winter
 lagg-3series66\summer
 lagg-3series66\winter
 p-40b(multi1)\summer
 p-40b(usa)\pacific
 p-40b(usa)\summer
 SpitfireMk1(Multi1)\summer
 SpitfireMk1b(Multi1)\summer
 SpitfireMk1vroeg\summer
 SpitfireMkIIb(Multi1)\summer
 SpitfireMkVa(Multi1)\summer

Credits:  Adlerhorst, Boelcke, Dmitry Samsonov, Emel, FBS for skins and templates
Title: Re: VP Modpack
Post by: urmel on October 03, 2016, 03:03:34 AM
Thanks Guys!!!
Title: Re: VP Modpack [4.12]
Post by: bergkamp on October 03, 2016, 03:25:03 AM
Very nice, Vp. Thanks for the continuing improvements to your modpack.
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on October 03, 2016, 04:08:56 AM


HEY! A new upgrade from VPmedia !  8)
Thank you very much good friend.

The names on those skins and the artists who painted them, seem like an excellent choice and a great
addition to this fine game. They are also some of my favorite skin artists.
Long live the Il2-1946+mods!
Title: Re: VP Modpack
Post by: Peter Lynn on October 03, 2016, 06:18:42 AM
Thank you VP, another fine addition...

Peter Lynn
Title: Re: VP Modpack [4.12]
Post by: cgagan on October 03, 2016, 07:40:09 AM
The masterpiece is improving still! Many thanks Istvan,  8)
Title: Re: VP Modpack [4.12]
Post by: SAS~Poltava on October 03, 2016, 07:59:59 AM
Yes, thanks!  :) D/L-ing now!
Title: Re: VP Modpack [4.12]
Post by: spears755 on October 03, 2016, 11:48:21 AM
Hey guys how I can turn on BOMB VIEW
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on October 03, 2016, 11:52:30 AM
Hey guys how I can turn on BOMB VIEW

I think the "bomb view" mode is only for the game version 4.13.

This is a modpack specially dedicated to the 4.12 version which works  best with the mods,
but
I read it somewhere on this forum that someone has already converted the new "bomb view" mode
option to work with this 4.12 game.
I have not tested it yet.

Do a forum search for the Bomb View  ;)
Title: Re: VP Modpack [4.12]
Post by: spears755 on October 03, 2016, 12:17:27 PM
Hey guys how I can turn on BOMB VIEW

I think the "bomb view" mode is only for the game version 4.13.

This is a modpack specially dedicated to the 4.12 version which works  best with the mods,
but
I read it somewhere on this forum that someone has already converted the new "bomb view" mode
option to work with this 4.12 game.
I have not tested it yet.

Do a forum search for the Bomb View  ;)
Hah. Thanks
Title: Re: VP Modpack [4.12]
Post by: hadji4 on October 03, 2016, 04:53:21 PM
Thanks!!!
Title: Re: VP Modpack [4.12]
Post by: SGT68 on October 04, 2016, 04:38:58 AM
Hey guys how I can turn on BOMB VIEW

I think the "bomb view" mode is only for the game version 4.13.

This is a modpack specially dedicated to the 4.12 version which works  best with the mods,
but
I read it somewhere on this forum that someone has already converted the new "bomb view" mode
option to work with this 4.12 game.
I have not tested it yet.

Do a forum search for the Bomb View  ;)
Hah. Thanks


there you go mate - Benitomuso did this as a response to a similar request...
http://www.mediafire.com/file/61q771zcg7ncibr/00_PAL-VisualMOD9-OrdinanceTest.rar
Title: Re: VP Modpack [4.12]
Post by: spartan18a on October 04, 2016, 12:05:03 PM
Not working for me in VP, what about the vrest of you?  :-|
Title: Re: VP Modpack [4.12]
Post by: Fish40 on October 04, 2016, 12:28:13 PM
Back in action! Still had same problems after a re install of game and mod. I downloaded and installed a campaign which includes a modded DGEN from Asura. That seemed to cure my ills with the Kurland and Murmansk missions that I couldn't play for some reason. Also installed the Fw190 upgrade pack which overhauls the whole 190 family, and now all cockpits look fantastic. The addition of Sweet Fx has brought it all togeather. Flew a couple of missions in a 190 over Kurland Autumn map, and for a brief moment forgot this was a sim LOL! Thanks VP for all your hard work. This mod has gotten back my interest in IL2 1946. Thanks again, and keep up the good work!
Title: Re: VP Modpack [4.12]
Post by: btasm on October 05, 2016, 11:00:58 AM
Hi VP,
Great mod pack ,looks like a large amount of older missions will work ok .
Just thought I'd let you know that I have added:-
         Stabs 4 all mod
         CY6 Command and Control v3.031 mod
         Pall-Mission ProCombo-v4122 mod
and the Pall-VisualMOD9-v4122
Upto now I have not come across a problem using them
...I like these mods for easy control large map (in mission) and also the command and control which a lot of missions used.
Once again a great mod pack well thought out!
Cheers edc1 (stan)

FYI. Perhaps it's just my install, but I've experienced an issue after adding the Stabs for All mod. The mod works but. . .
when you use Weapon No. 3 (either the keystroke or whatever joystick button you have set) it causes a CTD. Remove Stabs for All, and things return to normal. Took me a while to figure out, but that appears have been been the culprit.

Has anyone else experienced this?

Thanks again for the mod.
Title: Re: VP Modpack
Post by: vpmedia on October 05, 2016, 12:01:06 PM
I'd look for classfile conflicts (classcheck.exe).
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on October 05, 2016, 12:17:38 PM
btasm,
Stabilizers for all mods may come into conflict with other mod add-ons, please read the posts where
you downloaded it from
which have been made by other members to discover any faults with it or if it is compatible with
your game version.
Some times things may work well if the mod-folder is placed up front or behind other mod-folders.
What I mean is, it´s hierarchy in folder structure within your game. If it gets loaded before or after
other mods. There is no easy solution except for you to test it in your game.
Title: Re: VP Modpack
Post by: vpmedia on October 05, 2016, 12:38:23 PM
Yes, changing the load order is also a good idea.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Opel Blitz 36s and Opel Blitz 6700A are stock vehicles and were updated with Wflyers new vehicle 3d mods in this pack
(located in #SAS\VEHICLES_new_Wflyer). All of Wflyers vehicles use a him file.
Title: Re: VP Modpack
Post by: max_thehitman on October 05, 2016, 03:19:57 PM


Thank you VPmedia.
Title: Re: VP Modpack [4.12]
Post by: Baffrah on October 05, 2016, 03:27:45 PM
Hi guys, hi vpmedia, and thank you for your work!
About the 9th vpmodpack patch, I think I've found a little mistake about the Singapore map update. On my first try, it was "ugly", with some black textures spread here and there, and no new airfield texture.
Then I saw the name of the folder containing this map update, in #SAS folder:

_!MAPMODS_SINGAPORE_RRR

I didn't test all the map parts, just begun a DGen campain over it, but I just erased that "underscore" character, and my first impression is that it's seem now pretty beautifull.
Yes?
Title: Re: VP Modpack
Post by: vpmedia on October 05, 2016, 08:53:00 PM
There was a mistake in the last patch which is now corrected.
Make sure that you got a !MAPMODS_SINGAPORE_RRR folder inside #SAS.
If not rename _!MAPMODS_SINGAPORE_RRR to !MAPMODS_SINGAPORE_RRR.
Title: Re: VP Modpack [4.12]
Post by: azura on October 05, 2016, 09:53:05 PM
Thank you for all your great work of VP. But these days I have a problem in playing the game.  When I shot a parachute, the game got freeze.  Could you kindly tell me why?
Title: Re: VP Modpack [4.12]
Post by: PaladinX on October 09, 2016, 11:41:56 AM
Hi all,

first of all i would like to thank you for this great modpack. It breathes really new life to IL2, i love it.

I have a question: Installed the VP Modpack for the first time today (including the Updates up to #9).
Game starts, everything is configured. Conf.ini is completed, dgen.ini is updated.
When i want to start a dynamic campaign (e.g. Luftwaffe --> FW 190 Kurland), the mission briefing screen is empty. No picture of the map, no description, nothing.

Did i miss something in the installation?

Regards,
Jan
Title: Re: VP Modpack
Post by: vpmedia on October 09, 2016, 12:52:02 PM
When i want to start a dynamic campaign (e.g. Luftwaffe --> FW 190 Kurland), the mission briefing screen is empty. No picture of the map, no description, nothing.

Every time the campaign engine does that a log file is being generated.
Can you post the data from dgenerror.log  located in your game folder?
Title: Re: VP Modpack [4.12]
Post by: PaladinX on October 09, 2016, 12:56:07 PM
Code: [Select]
DGen 4.0.8.6 (17/04/08) =
seed: 355906750
DGen initialization. Side: de, Rank: 0
MaxBomberSkill=1
Distance=75 km
Length=Long
AI=Normal
Missions=Hard
AirIntensity=High
GroundIntensity=High
SlowFire=20.0
PromotionRate=1.000000
Career ID: De%
Kurland
ReadDB sorties:1

PlayerWing found:I_JG54
TestWing(f,s): I_JG5_1 0 00
TestWing(f,s): III_JG5_1 0 00
TestWing(f,s): I_JG54 0 00
TestWing(f,s): I_JG54 0 00
TestWing(f,s): II_JG54 0 00
TestWing(f,s): II_JG54 0 00
TestWing(f,s): 10Pz_SG3_ 0 00
TestWing(f,s): 10Pz_SG3_ 0 00
TestWing(f,s): III_KG3 0 00
TestWing(f,s): III_SG3_ 0 00
Blue skill set: 20 50 29
Red skill set: 8 32 40
TestWing(f,s): II_JG54 0 00
TestWing(f,s): I_JG54 0 00
TestWing(f,s): I_JG54 0 00
TestWing(f,s): I_JG54 0 00
TestWing(f,s): I_JG54 0 00
TestWing(f,s): I_JG54 0 00
TestWing(f,s): I_JG54 0 00
TestWing(f,s): I_JG54 0 00
TestWing(f,s): II_JG54 0 00
TestWing(f,s): II_JG54 0 00
TestWing(f,s): II_JG54 0 00
TestWing(f,s): II_JG54 0 00
TestWing(f,s): 40GvIAP 0 00
TestWing(f,s): 163IAP 0 00
TestWing(f,s): 40GvIAP 0 00
TestWing(f,s): 40GvIAP 0 00
TestWing(f,s): 3GvIAP 0 00
TestWing(f,s): 3GvIAP 0 00
TestWing(f,s): 3GvIAP 0 00
TestWing(f,s): 11GvIAP 0 00
TestWing(f,s): 239IAP 0 00
TestWing(f,s): I_JG5_1 0 00
TestWing(f,s): I_JG5_1 0 00
TestWing(f,s): I_JG5_1 0 00
TestWing(f,s): I_JG5_1 0 00
Inherits operations from DGen\Kops06.dat
MissionDistance set, testing DGen\KurlandJun44Red0.mis
Can't open!
MissionDistance set, testing DGen\KurlandJun44Blue0.mis
Can't open!
Dangerous areas
Red:6 Blue:36
Can't parse message line:
<B_Channel_44GbDb> Nachdem die alliierten Streitkräfte sich in den Landungzonen festgesetzt hatten, wurde der Ausbruch aus dem Brückenkopf geplant. Auch hier spielte die RAF und USAAF wieder eine Schlüsselrolle.>

Riga: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:2 Tnk:3 Bdg:0
Paletiai: Art:0 HQ:1 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:3 Tnk:1 Bdg:0
Zemaicyi: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:2 Trn:1 Tnk:4 Bdg:0
Plinkses: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:2 Tnk:5 Bdg:0
Rigaer_Strand: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:3 Trn:2 Tnk:1 Bdg:0
Pompeli: Art:2 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:3 Trn:0 Tnk:3 Bdg:0
Ezere: Art:1 HQ:0 Rail:1 Dep:1 Prt:0 Trp:0 Car:3 Trn:2 Tnk:4 Bdg:0
Tirksliai: Art:2 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:3 Tnk:7 Bdg:0
Balenos: Art:1 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:4 Trn:3 Tnk:4 Bdg:0
Duenamuende: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:2 Tnk:1 Bdg:0
Rainiai: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:4 Tnk:0 Bdg:0
Viesvenai: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:4 Tnk:0 Bdg:0
Zarenai: Art:0 HQ:1 Rail:0 Dep:1 Prt:0 Trp:0 Car:3 Trn:1 Tnk:0 Bdg:0
Tverai: Art:0 HQ:1 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Frauenburg: Art:3 HQ:0 Rail:1 Dep:1 Prt:0 Trp:0 Car:5 Trn:4 Tnk:4 Bdg:0
Brotzen: Art:3 HQ:0 Rail:1 Dep:1 Prt:0 Trp:0 Car:4 Trn:4 Tnk:4 Bdg:0
Ringen: Art:0 HQ:0 Rail:1 Dep:0 Prt:0 Trp:1 Car:1 Trn:2 Tnk:5 Bdg:0
Laizuva: Art:0 HQ:0 Rail:1 Dep:0 Prt:0 Trp:1 Car:1 Trn:1 Tnk:5 Bdg:0
Moscheiken: Art:2 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:3 Tnk:4 Bdg:0
Uzliekne: Art:1 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:4 Trn:3 Tnk:3 Bdg:0
Kelmen: Art:0 HQ:1 Rail:0 Dep:3 Prt:0 Trp:0 Car:4 Trn:2 Tnk:1 Bdg:0
Raseinen: Art:1 HQ:0 Rail:0 Dep:2 Prt:0 Trp:0 Car:2 Trn:1 Tnk:1 Bdg:0
Liokai: Art:1 HQ:0 Rail:0 Dep:4 Prt:0 Trp:0 Car:5 Trn:2 Tnk:1 Bdg:0
Kelmen: Art:0 HQ:1 Rail:0 Dep:3 Prt:0 Trp:0 Car:4 Trn:2 Tnk:1 Bdg:0
Vadzgirys: Art:1 HQ:1 Rail:0 Dep:2 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Raudone: Art:1 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:3 Trn:0 Tnk:1 Bdg:0
Christmemel: Art:1 HQ:0 Rail:0 Dep:2 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Schaken: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Lindenruh: Art:1 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:3 Trn:4 Tnk:4 Bdg:0
Olai: Art:2 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:4 Trn:4 Tnk:5 Bdg:0
Dzerum: Art:3 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:3 Tnk:6 Bdg:0
Markgrafen: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Puhren: Art:0 HQ:0 Rail:0 Dep:2 Prt:0 Trp:1 Car:7 Trn:5 Tnk:0 Bdg:0
Irmlau: Art:1 HQ:0 Rail:0 Dep:2 Prt:0 Trp:2 Car:5 Trn:7 Tnk:0 Bdg:0
Iecava: Art:3 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:1 Trn:0 Tnk:4 Bdg:0
Bauske: Art:3 HQ:0 Rail:0 Dep:2 Prt:0 Trp:0 Car:0 Trn:0 Tnk:1 Bdg:0
Garrosen: Art:3 HQ:0 Rail:0 Dep:0 Prt:0 Trp:1 Car:1 Trn:6 Tnk:5 Bdg:0
Tryskiai: Art:1 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:4 Trn:5 Tnk:3 Bdg:0
Alt-Autz: Art:2 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:1 Tnk:4 Bdg:0
Autz: Art:2 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:1 Tnk:4 Bdg:0
Annenburg: Art:4 HQ:0 Rail:0 Dep:2 Prt:0 Trp:0 Car:1 Trn:4 Tnk:4 Bdg:0
Pagryzuvis: Art:1 HQ:1 Rail:0 Dep:3 Prt:0 Trp:0 Car:5 Trn:3 Tnk:1 Bdg:0
Tytuvenai: Art:1 HQ:1 Rail:0 Dep:3 Prt:0 Trp:1 Car:6 Trn:3 Tnk:1 Bdg:0
Budraiciai: Art:1 HQ:1 Rail:0 Dep:3 Prt:0 Trp:1 Car:6 Trn:3 Tnk:1 Bdg:0
Kaulakia: Art:1 HQ:0 Rail:0 Dep:2 Prt:0 Trp:0 Car:3 Trn:1 Tnk:1 Bdg:0
Betygala: Art:1 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:0 Tnk:1 Bdg:0
Ariogala: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:0 Tnk:1 Bdg:0
Cekiske: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:0 Tnk:1 Bdg:0
Klangiai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:3 Trn:0 Tnk:1 Bdg:0
Klausenburg: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:3 Trn:0 Tnk:1 Bdg:0
Nevarenai: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:2 Trn:3 Tnk:2 Bdg:0
Luksiai: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Krukai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:3 Trn:0 Tnk:1 Bdg:0
Lekediai: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:0 Trn:0 Tnk:1 Bdg:0
Bubiai: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:1 Tnk:1 Bdg:0
Ezerelis: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Dievogela: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Kulautava: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Kacergine: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Raudondveris: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:1 Trn:0 Tnk:0 Bdg:0
Ringaudai: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Vandziogala: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Babtai: Art:1 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Pagyne: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Paneveziukas: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Josvainiai: Art:1 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Kunioniai: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Labunava: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Pelednagiai: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Kedainen: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:2 Trn:1 Tnk:0 Bdg:0
Vilainiai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:0 Tnk:0 Bdg:0
Kutgaliai: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Domeikava: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Voskoniai: Art:1 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:3 Trn:0 Tnk:0 Bdg:0
Bievogala: Art:0 HQ:1 Rail:0 Dep:1 Prt:0 Trp:1 Car:6 Trn:2 Tnk:0 Bdg:0
Gudziunai: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:2 Tnk:0 Bdg:0
Tyruliai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:1 Car:2 Trn:1 Tnk:1 Bdg:0
Krekenava: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:2 Tnk:0 Bdg:0
Skemia: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:2 Tnk:0 Bdg:0
Baisogala: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:1 Tnk:0 Bdg:0
Pakirsinys: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:1 Tnk:0 Bdg:0
Ozaiciai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:0 Tnk:0 Bdg:0
Mitau: Art:3 HQ:0 Rail:0 Dep:0 Prt:0 Trp:1 Car:1 Trn:9 Tnk:3 Bdg:0
Naujapiestis: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Vadaktai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Sidabravas: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:0 Tnk:0 Bdg:0
Veriskiai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:0 Tnk:0 Bdg:0
Kauen: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Neveronys: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Ramuciai: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Karmelava: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Ziegzdria: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Slienava: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Alksnupiai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Seduva: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:0 Tnk:0 Bdg:0
Bene: Art:2 HQ:1 Rail:0 Dep:1 Prt:0 Trp:0 Car:2 Trn:1 Tnk:3 Bdg:0
Akmene: Art:0 HQ:0 Rail:1 Dep:0 Prt:0 Trp:1 Car:1 Trn:1 Tnk:8 Bdg:0
Papile: Art:0 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:5 Trn:5 Tnk:3 Bdg:0
Ragasiems: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:1 Car:2 Trn:3 Tnk:1 Bdg:0
Lapmezciems: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:1 Car:3 Trn:3 Tnk:2 Bdg:0
Kemmern: Art:1 HQ:0 Rail:0 Dep:2 Prt:0 Trp:1 Car:4 Trn:3 Tnk:4 Bdg:0
Schmarden: Art:1 HQ:0 Rail:0 Dep:2 Prt:0 Trp:1 Car:7 Trn:4 Tnk:4 Bdg:0
Angern: Art:1 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:2 Trn:2 Tnk:0 Bdg:0
Tukkum: Art:1 HQ:0 Rail:0 Dep:2 Prt:0 Trp:1 Car:4 Trn:5 Tnk:1 Bdg:0
Schlampen: Art:2 HQ:0 Rail:0 Dep:2 Prt:0 Trp:2 Car:7 Trn:7 Tnk:6 Bdg:0
Kalnzeem: Art:3 HQ:0 Rail:0 Dep:1 Prt:0 Trp:0 Car:5 Trn:8 Tnk:8 Bdg:0
Doblen: Art:6 HQ:1 Rail:0 Dep:1 Prt:0 Trp:2 Car:6 Trn:7 Tnk:9 Bdg:0
Milto: Art:4 HQ:1 Rail:0 Dep:1 Prt:0 Trp:2 Car:6 Trn:8 Tnk:8 Bdg:0
Jaunberze: Art:4 HQ:1 Rail:0 Dep:1 Prt:0 Trp:1 Car:5 Trn:9 Tnk:7 Bdg:0
Libverze: Art:3 HQ:1 Rail:0 Dep:1 Prt:0 Trp:1 Car:5 Trn:8 Tnk:8 Bdg:0
Nakotne: Art:3 HQ:1 Rail:0 Dep:1 Prt:0 Trp:1 Car:4 Trn:8 Tnk:8 Bdg:0
Krimunas: Art:5 HQ:1 Rail:0 Dep:1 Prt:0 Trp:1 Car:1 Trn:7 Tnk:7 Bdg:0
Kronau: Art:3 HQ:1 Rail:0 Dep:1 Prt:0 Trp:1 Car:1 Trn:3 Tnk:5 Bdg:0
Gruenhof: Art:2 HQ:1 Rail:0 Dep:1 Prt:0 Trp:1 Car:1 Trn:5 Tnk:4 Bdg:0
Tepete: Art:3 HQ:1 Rail:0 Dep:1 Prt:0 Trp:1 Car:1 Trn:3 Tnk:4 Bdg:0
Drasuciai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:2 Tnk:2 Bdg:0
Kurschenen: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:2 Trn:2 Tnk:2 Bdg:0
Verbunai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:1 Trn:1 Tnk:0 Bdg:0
Grudziai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:1 Tnk:0 Bdg:0
Ritausma: Art:2 HQ:0 Rail:0 Dep:2 Prt:0 Trp:0 Car:0 Trn:0 Tnk:1 Bdg:0
Kuziai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:2 Trn:1 Tnk:0 Bdg:0
Pilsrundale: Art:2 HQ:0 Rail:0 Dep:2 Prt:0 Trp:0 Car:0 Trn:0 Tnk:1 Bdg:0
Schwitten: Art:2 HQ:0 Rail:0 Dep:2 Prt:0 Trp:0 Car:0 Trn:0 Tnk:1 Bdg:0
Elley: Art:1 HQ:0 Rail:0 Dep:2 Prt:0 Trp:1 Car:1 Trn:0 Tnk:2 Bdg:0
Radvilkis: Art:0 HQ:0 Rail:1 Dep:0 Prt:0 Trp:0 Car:3 Trn:2 Tnk:0 Bdg:0
Schagarren: Art:0 HQ:0 Rail:0 Dep:3 Prt:0 Trp:0 Car:1 Trn:0 Tnk:0 Bdg:0
Skaistgirys: Art:0 HQ:0 Rail:0 Dep:3 Prt:0 Trp:0 Car:2 Trn:0 Tnk:0 Bdg:0
Jurdaiciai: Art:0 HQ:1 Rail:0 Dep:3 Prt:0 Trp:0 Car:3 Trn:1 Tnk:0 Bdg:0
Schaulen: Art:1 HQ:0 Rail:2 Dep:1 Prt:0 Trp:0 Car:4 Trn:3 Tnk:2 Bdg:0
Nasiai: Art:1 HQ:1 Rail:2 Dep:1 Prt:0 Trp:0 Car:5 Trn:4 Tnk:2 Bdg:0
Meskaiciai: Art:1 HQ:1 Rail:2 Dep:1 Prt:0 Trp:0 Car:5 Trn:3 Tnk:2 Bdg:0
Berzi: Art:0 HQ:1 Rail:0 Dep:1 Prt:0 Trp:0 Car:1 Trn:0 Tnk:0 Bdg:0
Kriukai: Art:0 HQ:1 Rail:0 Dep:1 Prt:0 Trp:0 Car:1 Trn:0 Tnk:0 Bdg:0
Zeimeln: Art:0 HQ:1 Rail:0 Dep:1 Prt:0 Trp:0 Car:1 Trn:0 Tnk:0 Bdg:0
Janischken: Art:0 HQ:1 Rail:0 Dep:3 Prt:0 Trp:0 Car:2 Trn:1 Tnk:0 Bdg:0
Gataucial: Art:1 HQ:1 Rail:0 Dep:2 Prt:0 Trp:0 Car:2 Trn:1 Tnk:2 Bdg:0
Linkuva: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Linkaviciai: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Rozalimas: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
Parkruojis: Art:0 HQ:0 Rail:0 Dep:0 Prt:0 Trp:0 Car:0 Trn:0 Tnk:0 Bdg:0
prefDistance: 75000.000000 variation: 22500.000000 numSites: 140 caps: 3
Irmlau: Art:1 HQ:0 Rail:0 Dep:2 Prt:0 Trp:2 Car:5 Trn:7 Tnk:0 Bdg:0
oDePatrolCluster 10622:50509 VVS 6B 8F LW 4Y
Variant selected
SetTaskForce
Default skill distribution Ru:8 32 40 De:20 50 29
Losses Ru:0 De:0 Kills Ru:0 De:0 AceFactor Ru:0 De:0 LossFactor Ru:0 De:0
targetline
makeline
avoiding FLAK - right
 success
avoiding FLAK - right
 success
GetWing(f,w): 34BAP 0 00
GetOldWing(f,w):#50 34BAP 1 01
GetOldWing(f,w):#50 34BAP 2 02
SetTaskForce
GetWing(f,w): 272IAP 0 00
GetOldWing(f,w):#25 272IAP 1 01
SetTaskForce
GetWing(f,s): I_JG54 0 00
GetWing(f,s): I_JG54 1 01
Staff plane
GetWing(f,w): g01 0 00
Enemy bombers
GetWing(f,w): 34BAP 3 03
GetWing(f,w): 270IAP 0 00
Our returning
GetWing(f,s): II_JG54 0 00
Enemy recon
GetWing(f,w): r01 0 00
Our bombers
GetWing(f,s): III_KG3 0 00
GetWing(f,s): II_JG54 1 01
After Random Flights
Before saving mission
mapname:
Kurland/load.ini
Kurland/load.ini
misfile:
missions/campaign/de/dgen_%_kurlandjun44doe0/40729.mis
missions/campaign/de/dgen_%_kurlandjun44doe0/40729.properties
missions/campaign/de/dgen_%_kurlandjun44doe0/kills.dat
before lb.WriteHeader
Ready to write mission
campDir:
missions/campaign/de/dgen_%_kurlandjun44doe0/
missions/campaign/de/dgen_%_kurlandjun44doe0/40729.mis
missions/campaign/de/dgen_%_kurlandjun44doe0/40729.properties
missions/campaign/de/dgen_%_kurlandjun44doe0/kills.dat
DGen\KurlandJun44Red.mis
Setting Squadron and Generic skins
Done.
Writing mission
missions/campaign/de/dgen_%_kurlandjun44doe0/40729.mis
Ostfront not installed!
Title: Re: VP Modpack [4.12]
Post by: Fish40 on October 09, 2016, 08:15:05 PM
Hi all,

first of all i would like to thank you for this great modpack. It breathes really new life to IL2, i love it.

I have a question: Installed the VP Modpack for the first time today (including the Updates up to #9).
Game starts, everything is configured. Conf.ini is completed, dgen.ini is updated.
When i want to start a dynamic campaign (e.g. Luftwaffe --> FW 190 Kurland), the mission briefing screen is empty. No picture of the map, no description, nothing.

Did i miss something in the installation?

Regards,
Jan

Paladin, I had the same problem, even after a complete re install. After doing some digging, I installed a Kurland campaign with a modified DGEN made by Asura. The campaign is stand alone, and needs to be activated via JSGME. After installing this, I was able to play Kurland campaigns. When I want to play the "standard" campaigns, I simply de-activate the modified campaign. This may be considered a work around, but it works ;)
Title: Re: VP Modpack
Post by: vpmedia on October 09, 2016, 11:42:01 PM
Here's a replacement DGen folder, complete with all files: https://ulozto.net/!XPfm1dTiR35m/dgen-7z
If you dont mind testing, deactivate the current Dgen folder by renaming it to -Dgen.
Then extract the 7z into your game folder and restart a Kurland campaign.
Title: Re: VP Modpack
Post by: Fish40 on October 10, 2016, 08:02:57 AM
Here's a replacement DGen folder, complete with all files: https://ulozto.net/!XPfm1dTiR35m/dgen-7z
If you dont mind testing, deactivate the current Dgen folder by renaming it to -Dgen.
Then extract the 7z into your game folder and restart a Kurland campaign.

          Thanks VP. A bit busy today, but I'll try to test the file ASAP.
Title: Re: VP Modpack
Post by: vpmedia on October 10, 2016, 08:16:03 AM
Take your time, hopefully we can resolve this little problem. In my estimation from the 220 campaigns there are less then a dozen which have problems.
Title: Re: VP Modpack [4.12]
Post by: Fish40 on October 11, 2016, 03:36:37 AM
VP, file is downloaded. May have a chance today to try. I'm assumeing I'm going to have to delete all current campaigns in progress, and start fresh?
Title: Re: VP Modpack
Post by: vpmedia on October 11, 2016, 03:56:23 AM
There's no need to delete your existing campaigns, just delete the one for Kurland and restart from the new folder.
Title: Re: VP Modpack [4.12]
Post by: Fish40 on October 11, 2016, 08:12:31 AM
VP, no go with the new file. Followed instructions to the letter: re-named old DGen by putting "-" in front. Installed new DGen folder. Deleted old Kurland campaign, and started new one. Same issues. Mission screen appears with no map, no breifing, ect..
Title: Re: VP Modpack [4.12]
Post by: vpmedia on October 11, 2016, 09:30:06 AM
Ok, I gave up for now trying to get this work.

Your options to have Kurland dgen are:

-buying the Ostfront addon

(https://images-na.ssl-images-amazon.com/images/I/51FGNJH1SGL.jpg)

or

-switching to Asuras dgen and using this free campaign: http://www.sas1946.com/main/index.php?topic=44477.0

(https://s29.postimg.cc/928qloauf/KR_01.jpg)
Title: Re: VP Modpack [4.12]
Post by: Fish40 on October 11, 2016, 11:41:56 AM
Already useing Asura's DGen and campaign. That's how I got it working. Made that suggestion to Paladin a few posts back, who has the same issue. Thanks for your effort and future work!
Title: Re: VP Modpack
Post by: Flying H on October 11, 2016, 03:32:13 PM
To jump into this Kurland discussion, do you say the old Ostfront campaign will work with your modpack, VP? If so, I have the disc from long ago in my possesion (somewhere)!
Title: Re: VP Modpack [4.12]
Post by: Sharkzz on October 11, 2016, 07:47:41 PM
Helooo. has anyone done a torrent for this ? or is it possible for me to start one ? with VP's permission  ?. it would save a heap of time dnldng single files..i just have to figure out how to host a torrent now. just a thought.
I do very very much like this pack.
ty Sharkzz
Title: Re: VP Modpack [4.12]
Post by: spartan18a on October 13, 2016, 06:51:28 AM
I am flying the old Pluswave campaigns with VP and they look awesome. Right now Wings over the Jungle, with the Oscar.

Sent from my XT1032 using Tapatalk

Title: Re: VP Modpack [4.12]
Post by: spartan18a on October 13, 2016, 01:47:49 PM
I´ve been trying all the different versions of the ChocksMod but so far without success.  :-|
Is any other one trying as well?
Title: Re: VP Modpack [4.12]
Post by: Sharkzz on October 16, 2016, 12:18:22 AM
~S~ and g'day Veeps, just to be sure, I do not have to extract each zip file singularly ie-extract to{game folder which I want to install into and then let it over write each time } I ONLY have to extract the first zip aimed at my game install, and the rest happens by itself for all the 1 to 16 zips ? I know that I need to separately do the patches. oh, yeah, as we have Ark Royal in this beautiful mod pack of yours, it requires the HD mod, is this already active ? or do I need to JSGME activate the HD skins and other HD parts for the Ark Royal, (as apparently it won't work otherwise). thanks again for brilliant mod pack, I have had to reinstall from scratch from disc and update again with big kik ass updates 4.07 to 4.12m and now re downloading this pack again, oh what fun we have in re installs  etc eh ? :)
thanks
Lozza aka Sharkzz
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on October 16, 2016, 01:09:04 AM
~S~ and g'day Veeps, just to be sure, I do not have to extract each zip file singularly ie-extract to{game folder which I want to install into
and then let it over write each time } I ONLY have to extract the first zip aimed at my game install,
 and the rest happens by itself for all the 1 to 16 zips ?

The answer is ... YES. Extract the first file and all others will unzip together.

I know that I need to separately do the patches.

The answer is ... YES - Do one at a time and in the order they were available. I suggest to test and run the game for each patch once you
install it and make the necessary changes to the game, so to make sure it will work alright. This may take some time, but it worth the effort.


 oh, yeah, as we have Ark Royal in this beautiful mod pack of yours, it requires the HD mod, is this already active ? or do I need to JSGME activate
 the HD skins and other HD parts for the Ark Royal, (as apparently it won't work otherwise). thanks again for brilliant mod pack, I have had to reinstall
from scratch from disc and update again with big kik ass updates 4.07 to 4.12m and now re downloading this pack again, oh what fun we have in re installs  etc eh ? :)

The answer is ... YES, you need to activate the HD mod and place the needed files into the JSGME.
The folder is called "jsgmemods" - E:\MYcomputer\_IL2_1946_412\IL-2 Sturmovik 1946\jsgmemods
- Inside I have the following add-on folders...
#SAS_Forgotten Countries
#SAS_FOV Mod
#SAS_FX_Small Collection
#SAS_HakenCross Disabler
#SAS_Random Belt Start Pos
#SAS_True Color Skins for SAS Modact
HD Mod DLLs

Turn on (or OFF) whatever you may wish to use.



thanks
Lozza aka Sharkzz

Another suggestion.
Before and after you install the entire game into your hardrive, make a disc-fragmentation to place all the
files into a good organized manner, so your pc will read those files faster and with no problems. Your game will run much smoother.
After it is all installed. In your PC make a new folder named "IL2-1946_VP-Modpack_SAVE_SAFE" and in it
place a copy of ALL the files ---> the entire folder named STD - E:\MYcrappycomputer\_IL2_1946_412\IL-2 Sturmovik 1946\#SAS\STD
This way if you make a mistake in writing any of those files, you will always have a backup  ;) Its a SAVE-SAFE.

Title: Re: VP Modpack
Post by: vpmedia on October 16, 2016, 02:01:05 AM
oh, yeah, as we have Ark Royal in this beautiful mod pack of yours, it requires the HD mod, is this already active ?

I regret it but forgot to include HMS Ark Royal and some of Asheshouses other ships such as the Eagle or the PS Ryde. With the Ark Royal you only need to resize two images to 1024 (skin1do.tga,
skin1o.tga), otherwise you're required to install the HD True color textures mod.
Title: Re: VP Modpack
Post by: vpmedia on October 16, 2016, 02:03:40 AM
I´ve been trying all the different versions of the ChocksMod but so far without success.  :-|
Is any other one trying as well?

You can try loading it as a first mod, also you can deactivating the FXEvolution effects mod and test without it.
Title: Re: VP Modpack
Post by: vpmedia on October 16, 2016, 02:05:23 AM
Helooo. has anyone done a torrent for this ? or is it possible for me to start one ? with VP's permission  ?. it would save a heap of time dnldng single files..i just have to figure out how to host a torrent now. just a thought.
I do very very much like this pack.
ty Sharkzz

My upload speed is minimal, so I cant seed it, but I got no problems with it.
Title: Re: VP Modpack
Post by: vpmedia on October 16, 2016, 02:08:47 AM
To jump into this Kurland discussion, do you say the old Ostfront campaign will work with your modpack, VP? If so, I have the disc from long ago in my possesion (somewhere)!

You need to start with a stock Dgen folder (I got one if you need it) then Ostfront and after that the 'EnjoyR dgen patch 5.2 for Ostfront' from m4t. If you simply install Ostfront into the current Dgen folder I'm sure that it will break some campaigns.

But I'd give this folder a try first: http://www.sas1946.com/main/index.php/topic,50919.msg572600.html#msg572600
Title: Re: VP Modpack
Post by: vpmedia on October 16, 2016, 02:12:55 AM
Thank you for all your great work of VP. But these days I have a problem in playing the game.  When I shot a parachute, the game got freeze.  Could you kindly tell me why?

I got no problems. Did you install all the patches? I'm asking because one has a parachute mesh fix.
If youre patched up then please post a log.lst file (enable in conf.ini with LOG=1) generated during a crash.
Title: Re: VP Modpack [4.12]
Post by: Sharkzz on October 16, 2016, 06:04:20 AM
~S~ G'day & @ VP Thanks m8. and a very good idea about backing the whole folder/s up . thanks again for your reply, appreciate the help. .
Sharkzz
Title: Re: VP Modpack [4.12]
Post by: BrianSpeake on October 17, 2016, 09:26:40 AM
I cant get this to load, fails at 70%.

Copied by base IL-2, installed the 4.12.2 magapatch, installed SAS modact 5.30

Installed modampack from combined patchfile1to4 and then patchfile5to9, then added the paintschemes.

Added the suggested conf.ini changes for [Mods]

Have I missed something ?, anyone else used the combined patch files ?.
Title: Re: VP Modpack
Post by: vpmedia on October 17, 2016, 10:18:00 AM
The install order is: SAS 4.12 megapatch + vp modpack files (16) + patchA + patchB. No separate modact install required since its included in the modpack. A 70% crash to me indicates missing files.
Title: Re: VP Modpack [4.12]
Post by: spartan18a on October 18, 2016, 12:40:15 AM
Can the VP Modpack be upgraded with later versions of Westerns's SAS Engine Mod? And if feasible, will it be done?

Thanks

Sent from my XT1032 using Tapatalk
Title: Re: VP Modpack [4.12]
Post by: A.j22391 on October 18, 2016, 04:16:55 AM
OK, I think I found the guilty file  >:(  It was file 15 in my download, it only downloaded for me 716.500, while all the other files have 716.800.
Must have been cut short.
I have now downloaded it again (with the correct number 716.800 size)
and I am extracting it using Winrar instead of 7zip, for a change. It seems to be extracting ok now.
 will test it next.


is it why my 109 was not working ????? do I need to download file 15 again ?
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on October 18, 2016, 06:00:44 AM
OK, I think I found the guilty file  >:(  It was file 15 in my download, it only downloaded for me 716.500, while all the other files have 716.800.
Must have been cut short.
I have now downloaded it again (with the correct number 716.800 size)
and I am extracting it using Winrar instead of 7zip, for a change. It seems to be extracting ok now.
 will test it next.


is it why my 109 was not working ????? do I need to download file 15 again ?

If the downloaded file does not look like the others in size, then download it again.
FILES from 001 to 015 are all --- 716.800 KB
File 016 is 2.493 KB

After this is installed then run your game to see if its working.
If its working, then you can begin installing the patches 1, 2, 3 , etc etc.
BUT
I suggest to do this slowly and pay attention to the read me files for each one.

Also recommended is to run the game every time you install a new patch just
to make sure it was installed OK and your game starts good.

DO NOT BE IN A HURRY and do not install everything at the same time !
If something goes wrong, you dont know where to look.
So install your game slowly.
Title: Re: VP Modpack [4.12]
Post by: A.j22391 on October 19, 2016, 01:46:48 AM
Thanks a lot VP, nice pack, well crafted, looks great!

Best regards - Mike

I found 16 broken sfs files in SFS AUTO  while extracting..... Also sfs of 109's...  my game loads good and All planes work goood except for 109's.  Can you help me sir??  I'm kind of new here. I downloaded all parts from mediafire.
Title: Re: VP Modpack
Post by: vpmedia on October 19, 2016, 02:57:27 AM
Use the sfv files from the first post. Free sfv checker here: http://download.cnet.com/SFV-Checker/3000-2250_4-10068380.html , but if you got Total Commander that will do the job too.

Pls report the name of damaged files and the download location, otherwise I wont be able to test.
Title: Re: VP Modpack [4.12]
Post by: vonOben on October 19, 2016, 05:04:22 AM

(https://s20.postimg.cc/x6tfkmfrx/Blitz36_S.jpg)

It's only the OpelBlitz36S that have problems displaying the wheels, all other vehicles are ok in my install.
I've tested Wflyers original OpelBlitz36S files, but they had the same problem.
I've also tested to enable the VPModpack OpelBlitz36S folder -Summer and disable the default Summer folder, same problem.

Any ideas what I can try to get the wheels to display.

Thanks in advance.
Title: Re: VP Modpack
Post by: vpmedia on October 19, 2016, 07:07:25 AM
You asked this question before: http://www.sas1946.com/main/index.php/topic,50919.msg571764.html#msg571764 , my Opel Blitz trucks still look fine.
If I had to guess, its a DirectX problem. Are you playing in Excellent(DX) mode or Perfect(OpenGL)?
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on October 19, 2016, 11:10:52 AM

He must have Anti-gravity mode turned on those trucks. Its like Star Wars.



Title: Re: VP Modpack [4.12]
Post by: kris018 on October 19, 2016, 01:02:43 PM
Anyone having problem with online campaign and this?
Seems i cant Continue my online DCG Campaigns, coop works just fine.

What i tried so far: reinstalled VPmod, fresh ngen folder, tried older DCG (3.48), i need to remove any dcg folder i have in /missions/net/ngen for the campaign button to work, not doing so locks up my game, need to alt-tab-del it.

Any help/ideas anyone?

Or could someone test would also be helpfull

Thx in advance
Title: Re: VP Modpack [4.12]
Post by: Jmo on October 19, 2016, 03:53:12 PM
I'm really looking forward to getting this, but every time I download part 1, and open it in Winrar to extract it, it says that it's corrupt.  :(
Title: Re: VP Modpack [4.12]
Post by: SAS~Epervier on October 19, 2016, 04:39:45 PM
I'm really looking forward to getting this, but every time I download part 1, and open it in Winrar to extract it, it says that it's corrupt.
Winrar ? Beurk !  8)
Use 7z ( http://www.7-zip.org/ )
Title: Re: VP Modpack [4.12]
Post by: Jmo on October 19, 2016, 04:58:56 PM
Ok so I got 7zip and now it says "Can not open file as (7z) archive"  and then says "Unexpected end of data"
 :-[
Title: Re: VP Modpack
Post by: vpmedia on October 19, 2016, 09:29:00 PM
Read the info in the first post again and use the sfv files ;)

Please report damaged files and locations otherwise I cant test...
Title: Re: VP Modpack
Post by: vpmedia on October 19, 2016, 09:37:51 PM
Anyone having problem with online campaign and this?
Seems i cant Continue my online DCG Campaigns, coop works just fine.

I tried DCG once back in the day, it lasted 1 day on my PC because it was generating the same mission all over again. Hence I got zero experience with it and since I'm a dedicated offliner I dont even know what an online campaign is. :)
Title: Re: VP Modpack [4.12]
Post by: Jmo on October 20, 2016, 12:15:59 AM
Ok so I've got it working  ;D

The only problem is that I CTD after I fire my weapons...  ::(
Title: Re: VP Modpack
Post by: vpmedia on October 20, 2016, 12:20:20 AM
Post you log.lst (conf.ini -> LOG=1) of the crash please.
Title: Re: VP Modpack [4.12]
Post by: Jmo on October 20, 2016, 12:42:06 AM
I'm sorry but idk what log.lst is. I found a file after setting "LOG=" to 1 named log.lst, but it's so long I don't know if its the right thing.
Title: Re: VP Modpack [4.12]
Post by: Jmo on October 20, 2016, 01:00:03 AM
Well here it is if this is what you're looking for.
Nvm. It says it exceeds maximum length of 50,000 characters....

Title: Re: VP Modpack
Post by: vpmedia on October 20, 2016, 01:17:45 AM
Then post just as much as you can from the last part, the log will end with the error messages we need to see.

You can also empty the log and run one mission only, that will make the log smaller imho.
Title: Re: VP Modpack
Post by: A.j22391 on October 20, 2016, 02:36:51 AM
Hi vp I have 16 broken sfs files in sfs auto folder. Now I cant fly me109's and also some maps don't load inQMB... any help please ..all downloaded from mediafire.
Title: Re: VP Modpack
Post by: vpmedia on October 20, 2016, 03:34:08 AM
Use the sfv files from the first post. Free sfv checker here: http://download.cnet.com/SFV-Checker/3000-2250_4-10068380.html , but if you got Total Commander that will do the job too.

Pls report the name of damaged files and the download location, otherwise I wont be able to test.
Title: Re: VP Modpack
Post by: vonOben on October 20, 2016, 04:20:57 AM
You asked this question before: http://www.sas1946.com/main/index.php/topic,50919.msg571764.html#msg571764 , my Opel Blitz trucks still look fine.
If I had to guess, its a DirectX problem. Are you playing in Excellent(DX) mode or Perfect(OpenGL)?

Yes I did, but since I've not been able to solve the problem I would appreciate some help.

I'm using OpenGL and a AMD Radeon ATI Radeon card.
Title: Re: VP Modpack
Post by: vpmedia on October 20, 2016, 04:27:59 AM
OpenGL is good. :)

The other thing you can do is to check your technics.ini entries, must be like this:

Quote
[OpelBlitz36S]
Description    Opel Blitz 36S
Icon           Car

// Models
MeshSummer         3do/Cars/OpelBlitz36S/summer/live.him
MeshSummerDamage   3do/Cars/OpelBlitz36S/summer/dead.sim
MeshWinter         3do/Cars/OpelBlitz36S/winter/live.him
MeshWinterDamage   3do/Cars/OpelBlitz36S/winter/dead.sim
MeshDesert         3do/Cars/OpelBlitz36S/desert/live.him
MeshDesertDamage   3do/Cars/OpelBlitz36S/desert/dead.sim

// Panzer
PanzerType  Car
PanzerSubtype  3
PanzerBodyFront      0.005

// Moving
SoundMove      models.Car
SpeedAverage    22.0
SpeedMax        30.0
SpeedBack        5.0
RotSpeedMax     60.0             // ??
RotInvisAng     65.0
BestSpace          100.0 //13.0
AfterCollisionDist  6.1
CommandInterval     1.6
StayInterval        1.5
Soldiers      2

If you got this, the wheels wont show, it must be live.him:

Quote
MeshSummer         3do/Cars/OpelBlitz36S/summer/live.sim
Title: Re: VP Modpack [4.12]
Post by: max_thehitman on October 20, 2016, 05:42:54 AM
Let me step in and try to help you new guys and gals, which have just arrived in using the IL2-1946+mods..

For those having problems with the trucks... pay attention to this tip.
In your technics.ini (which is used for STATIONARY vehicles - that means "moving vehicles") all
file names on it must end with the name " .him " .
Example....
MeshSummer         3do/Cars/OpelBlitz36S/summer/live.him
MeshSummerDamage   3do/Cars/OpelBlitz36S/summer/dead.him

The words "live.him" means it is a complete live model, and the "dead.him" means it is a destroyed or dead vehicle.
In the folder which contains the files to this vehicle you should have the files and skins which corresponds to
both of these vehicle types, the live version and the dead version. If it is missing one of them, then it will
not show in the game.
For example, some vehicles do not have a "dead" version created for them yet, only
the live version. Do not worry, me and some of our friends are going through ALL the vehicles and we are
trying as fast as we can to fix this problem for everyone's game , by giving those models a proper dead/destroyed version. ;)

If in the technics file you see the words  " . sim " at the end  - like this ---> MeshSummer         3do/Cars/OpelBlitz36S/summer/live.sim
that means it will not work as a moving vehicle, AND it should NOT be written on the technics.ini file.
It should NOT BE in the tehcnics file, but in the STATIC.ini file.
(NOTE = Some vehicles may have at the end of its entry name a "dead.sim" in the Technics.ini, but this
is ok to be
written in the technics, because it is a "dead" and not moving vehicle)

The word ". sim" means that the vehicle version is a STATIC 3d-model and will not move, as in the example of houses, bridges,
and some vehicles which are only used for creating static scenes on your maps.
So,
keep in mind....
STATIONARY (moving vehicle models) = . him .... to be written in your "technics.ini file"
STATIC (not moving models) = .sim .... to be written in your " static.ini" file.

If you ask, where are those files I am talking about?
They are inside your game following this path...
\IL-2 Sturmovik 1946\#SAS\STD\com\maddox\il2\objects <------- inside this folder are those files which have written lines on it.

You can open these files and look into them (and write into them) using your Windows NOTEPAD.

I suggest to keep in a safe place OUTSIDE of your game files - a folder which have a COPY of AL of these files.
Just in case you write a mistake on them and your game does not start properly.
This way, you will always have the original files SAVED and can revert back to where you started with.

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

Now the other question... looking inside your Log file.

This is a file which will show you what is being loaded when the game starts or when you start
a flying mission. If your game CRASHES and you do not know why... you can open this file and look at the
bottom of it and see what is written in the lines. The last few lines on it will reveal to you what is causing the
game to crash. It could be a missing object part or some mod which is not compatible in your game and many
other reasons.
This way you can break down the "guessing work" as to what is causing the problems in your game. No one
can tell you right away what it causing the problem, but with the LOG file you can check to see exactly where
the problem came from and try to fix this problem.
More details about it here ---> http://www.sas1946.com/main/index.php/topic,13457.0.html

You can check and see the LOG file by opening it with your Windows NOTEPAD.
Title: Re: VP Modpack [4.12]
Post by: Jmo on October 20, 2016, 10:35:15 AM
Ok I got it.

(thank you for explaining Max :) )

Code: [Select]
java.lang.NoSuchMethodError
at com.maddox.il2.engine.BulletGeneric.drawLine(BulletGeneric.java:201)
at com.maddox.il2.engine.BulletGeneric.render(BulletGeneric.java:162)
at com.maddox.il2.engine.BulletGeneric.renderAll(BulletGeneric.java:191)
at com.maddox.il2.game.Main3D.doRender3D1(Main3D.java:2777)
at com.maddox.il2.game.Main3D.access$17(Main3D.java:2766)
at com.maddox.il2.game.Main3D$Render3D1.render(Main3D.java:779)
at com.maddox.il2.engine.Renders.b(Renders.java:603)
at com.maddox.il2.engine.Renders.paint(Renders.java:440)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: VP Modpack
Post by: vpmedia on October 20, 2016, 10:43:55 AM
No clue, but this is not even the full error message imho...as I said please post as much as you can from the last part...and use the code tags if youre posting code ;)
Title: Re: VP Modpack [4.12]
Post by: Jmo on October 20, 2016, 10:45:31 AM
This is my first time doing anything like this. Before I had HSFX and that was flawless. I have no idea what I'm doing.
Title: Re: VP Modpack
Post by: vpmedia on October 20, 2016, 10:47:37 AM
Let me step in and try to help you new guys and gals, which have just arrived in using the IL2-1946+mods..

For those having problems with the trucks... pay attention to this tip.
In your technics.ini (which is used for STATIONARY vehicles - that means "moving vehicles") all
file names on it must end with the name " .him "
...

I got a short version: dont mess with your ini files if you dont know what youre doing :D
Title: Re: VP Modpack [4.12]
Post by: Jmo on October 20, 2016, 10:48:34 AM
Is this what you want? This is a lot of text... The only thing I left out was unimportant things at the beginning and the text I already sent.

Code: [Select]
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/WhiteSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
INTERNAL ERROR: Str2FloatClamp() - Clamped 600 -> 32 (delta = -568) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
Ship: Value of [Ship0]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:975)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship0
Ship: Value of [Ship1]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:976)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship1
Ship: Value of [Ship2]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:977)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship2
Ship: Value of [Ship3]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:978)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship3
Ship: Value of [Ship4]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:979)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Ship4
Ship: Value of [Carrier0]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:987)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$Carrier0
Ship: Value of [HMSTribal]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.ShipPack.<clinit>(ShipPack.java:992)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipPack$HMSTribal
Ship: Value of [ItalPoetiDD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:10)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalPoetiDD
Ship: Value of [ItalNavigatoriDD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:15)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$ItalNavigatoriDD
Ship: Value of [GerZ7DD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:20)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$GerZ7DD
Ship: Value of [GerZ29DD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:25)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$GerZ29DD
Ship: Value of [IJNMinekazeDD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:30)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMinekazeDD
Ship: Value of [IJNShiokaze21DD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:35)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNShiokaze21DD
Ship: Value of [IJNMinekaze43DD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:40)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMinekaze43DD
Ship: Value of [IJNMinazuki27DD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:45)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMinazuki27DD
Ship: Value of [IJNMutsukiDD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:50)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMutsukiDD
Ship: Value of [IJNMutsuki43DD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:55)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNMutsuki43DD
Ship: Value of [IJNCDD]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:60)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD
Ship: Value of [IJNCDD8]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:65)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD8
Ship: Value of [IJNCDD82]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:70)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD82
Ship: Value of [IJNCDD106]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:75)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNCDD106
Ship: Value of [IJNUkuruEscort]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:80)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNUkuruEscort
Ship: Value of [IJNShinnanEscort]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:85)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNShinnanEscort
Ship: Value of [IJNShigaEscort]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:90)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$IJNShigaEscort
Ship: Value of [HMSFlower1Corvette]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:4444)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:4547)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:4776)
at com.maddox.il2.objects.ships.Shipgio.<clinit>(Shipgio.java:95)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1505)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Shipgio$HMSFlow