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Author Topic: SAS Engine Mod v2.6RC Final  (Read 169736 times)

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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #228 on: January 01, 2013, 01:46:31 AM »

*BUMP*

Happy New Year :) The hopefully final Release Candidate for v2.6 is up for your testing pleasure. Please see changelog for more info. This time around both versions have been packaged together into a single 7zip file. Please delete all old versions and take care to ensure you install the right game version.

The full release will hopefully be this week once I complete the documentation.
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NS~mati140

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #229 on: January 01, 2013, 07:23:23 AM »

Mati, v2.6 is RELEASE CANDIDATE. It is not considered final but at a state in which the majority of the beta testers have considered it stable. Now to answer your questions:

- Gear shake mod is included. BUT unlike the original version, I've included a tiny bit of shake when the aircraft approaches its maximum flap/gear extension velocity
- Carrier Take-off has been part of this from day one. There was a bug with carrier take-off in the 4.11.1m version which has been resolved. I hope to upload the fix soon
- NoOpenCanopy is included but it is implemented in a different fashion. Some of the aircraft which used it haven't been updated to match the new code so hence why they might take-off with canopies open. From a historical perspective, the USN/USMC and FAA until the introduction of faster jets in the 1960s, had it as part of their protocol during takeoff to have the canopies open as it allowed for faster recovery in the event of a ditch or engine-out on take-off.
- The code for Plutonium is included in this pack. To run Gurner's FX, simple install it but then remove the classfiles. Works perfectly on my 4.11.1m install
- Meteors work fine. Plus before slagging out this work, if there is a bug to report, REPORT IT PROPERLY. Don't waste my time or any other modders time with unfounded 'issues' which are most likely due to you botching your install as opposed to an actual bug.

As for sticking to 2.5 for the MiG-21, too bad. You will have to upgrade otherwise the MiG-21 won't work. Anyway as it is currently according the the extensive testing we have done for at least the last 6 months, v2.6 is by far more stable and bug-free than v2.5.

Finally, I reinstate this is  RELEASE CANDIDATE and with it, the final documentation is not done. It will include a list of incompatible mods which you are NOT to use with this release.

OK, thanks for answer.

Good to hear about gearshake, your seems more legit than original.

As for NoOpenCanopy, well, the point is that without the standalone one every jet which has it implemented makes the game crash at 20% load. I checked respective threads to confirm that - other users also experienced 20% crash without it. Is it possible to temporarily disable your version until those mods get updated, without blowing up the entire mod and triggering the CTD at carrier start?

As for GurnerFX, yes, I know the textures work, but the whole point of this mod is change in scale of smokes, making them 800m tall and visible from up to 30km and removal of some overlaping effects to allow more particles at once, made in classfiles, see screenshots:
http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_04_13_05_58_427.jpg
http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_04_12_57_10_387.jpg
Gonna ask him if he's going to release version for Engines 2.6. AFAIK the previous version was based on 2.5, with changes to its classfiles, not stock.

As for Meteors, sorry that I wasn't clear. I was reporting CLASSFILE CONFLICTS not bugs or sth. I didn't say the meteors don't work, actually that conflict isn't the cause of crash I reported. But there are 2 classifiles: 99BFD91CC9F30502 and A801E2DC1B246CEA to be more precise, which are present in both mods, and are reported ate least by WinMerge to be different.
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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #230 on: January 01, 2013, 08:17:31 AM »

Righteo, thanks for clarifying Mati.

With the NoOpenCanopy mod that is an unintended circumstance but easily solved.  For now make sure the NoCanopyOpen is loaded after the SAS Engine mod. Aircraft may still have open canopy on takeoff but they wont crash the game.

For Gurners fx,  understood. The source code for this will be available freely so he can update his effects.

For the Meteors, the classfile duplicates are identical function wise. I told Loku what lines to add to the EjectionSeat class so it was compatible with this mod. 

Hope that clears it up :) Happy new year!
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BT~wasted

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #231 on: January 01, 2013, 08:58:57 AM »

I`ve tried 4.101 version but unfortunately I have memory error on mission loading:

Code: [Select]
[17:55:32] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:306)
[17:55:32] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:831)
[17:55:32] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:15)
[17:55:32] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:35)
[17:55:32] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:223)
[17:55:32] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:30)
[17:55:32] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:34)
[17:55:32] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1953)
[17:55:32] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1940)
[17:55:32] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2393)
[17:55:32] at com.maddox.il2.game.Mission.loadAir(Mission.java:1382)
[17:55:32] at com.maddox.il2.ai.Wing.load(Wing.java:134)
[17:55:32] at com.maddox.il2.game.Mission.loadWings(Mission.java:1158)
[17:55:32] at com.maddox.il2.game.Mission._load(Mission.java:546)
[17:55:32] at com.maddox.il2.game.Mission.access$600(Mission.java:113)
[17:55:32] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:3491)
[17:55:32] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[17:55:32] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[17:55:32] at com.maddox.il2.game.Main.exec(Main.java:437)
[17:55:32] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

EDIT:
Solved. Just renamed folder :)
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Kilo

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #232 on: January 01, 2013, 09:24:32 AM »

Quote
- Enabled nuclear armed rockets

AIR-2 Genie, anyone?  :D
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NS~mati140

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #233 on: January 01, 2013, 09:38:02 AM »

OK, I tried the new RC and now game crashes when starting a fully stopped engine in whatever plane. Guess sth's wrong with those starters (see log end - java.lang.NoSuchFieldError: starter):

Code: [Select]
Loading mission Quick/Slovakia_summer/Slovakia_summerBlueNoneN00.mis...
Loaded camouflage: SUMMER
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 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *685178120*
*** 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/Tree/Tree2.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/46/MGTrench/live.sim)
sFMDir = gui/game/buttons
s1 = flightmodels/pw_r-2800_usmc.emd
s = FlightModels/PW_R-2800_USMC.emd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/klimovengine.emd
s = FlightModels/KlimovEngine.emd
m_lastFMFile = gui/game/buttons
*** Diff Brakes Set to Type: 3
*** Diff Brakes Set to Type: 3
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/MiG-17F/MiG-17ASPF_Poland.bmp s1=3DO/Plane/MiG-17F(Multi1)/summer s2=PaintSchemes/Cache/-4432531467407525339
Mission: Quick/Slovakia_summer/Slovakia_summerBlueNoneN00.mis is Playing
warning: no files : music/inflight
Time overflow (1709): speed 0.75
java.lang.NoSuchFieldError: starter
at com.maddox.il2.objects.sounds.MotorSound.onEngineState(MotorSound.java:85)
at com.maddox.il2.fm.Motor.computeStage(Motor.java:1884)
at com.maddox.il2.fm.Motor.update(Motor.java:1087)
at com.maddox.il2.fm.EnginesInterface.update(EnginesInterface.java:290)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:519)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:647)
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:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #234 on: January 01, 2013, 06:58:45 PM »

Okay, cheers Mati, I'll double check this. Which game version are you running? 4.101m or 4.11.1m?

A few people have reported that the name of the folder is causing errors. An odd bug as for others, it works fine.

Another issue, some of the beta testers have reported that in the 4.11.1m version that Bomb Bay Doors aren't working as expected. I'll be checking this one out today.

Finally, I hope to finish off the documentation today :)
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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #235 on: January 02, 2013, 06:03:08 AM »

Benitomuso has informed me that on some operating systems (e.g. Windows XP), the loading order for files varies considerably. So for Vista and Windows 7 users, the file names are OK but in XP it will not load files with symbols first (instead it will load numbers first).

For final release, I'll name the folders appropriately so we don't have such an issue :)

*Update*

If you replace the "~" with a "!", it should load on pretty much ALL systems correctly. Please try and let me know
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NS~mati140

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #236 on: January 02, 2013, 10:18:26 AM »

I have Windows 7 and I use 4.101 with DBW 1.71 (maybe that causes problems as the 2.5 version is still in the sfs files). You saw the log file, it's one of SAS Engine mod classes moaning.

There is no way I could make this work. The previous RC worked properly though after sorting out class conflicts.
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benitomuso

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #237 on: January 02, 2013, 10:43:00 AM »

Mati,
           if you keep the name used by the previous RC (the last one worked normally for you) and you delete inside everything, copying the contents of the new one. Does it work?

  That would be the only "ceteris paribus" (same conditions) to determine if the problem is there or not.

  Regards,
                         Pablo
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NS~mati140

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #238 on: January 02, 2013, 12:36:37 PM »

Thanks Pablo, that worked. Looks like the tilde key messes up file reading in system entirely  :o

But I found another issue now - and that may be related to 2.5 version still deep in sfs files for DBW:
All supersonic/transsonic/subsonic/whatever is capable of reaching mach 1 (that includes Sabres and probably MiGs I checked) explodes when it reaches the speed of sound...
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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #239 on: January 02, 2013, 08:25:33 PM »

2.5 isn't in SFS files, so don't have to worry about that.

Some others have reported their aircraft exploding at Mach 1, which is odd as I am sure I fixed this bug!! Anyway I'll double check this and post a fix soon

*EDIT*
My bad, I didn't pass this fix onto 4.101m. I've almost moved entirely onto 4.11.1m so must have missed it by accident. Easy fix though.
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