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Author Topic: SAS Engine Mod v2.6RC Final  (Read 175681 times)

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western0221

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #36 on: February 19, 2012, 05:24:10 PM »

Thank you, Birdman.

Western0221, start your engine first and retract airbrakes after your engine has started. You simply don't have hydraulic pressure to retract the airbrakes when your engine doesn't run.

YOu are right!
First I start an engine, after enough hydraulic pressure, I can retract Airbrake!!
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Blaubaer

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #37 on: February 20, 2012, 03:17:21 AM »

Having activated the AI-mod my game freezes when pushing "Fly"
(Modact 3.06, Selector 2.2.2, online button 9.7, 6dof class files)

Any hints?

Regards,
der Blaubär
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bomberkiller

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #38 on: February 20, 2012, 05:27:04 AM »

Hi Blaubaer,

bei mir war es der ".rc"- Eintrag (wie in der readme zum Eintrag vorgeschrieben).
Nachdem ich den von mir zugefügten Eintrag wieder entfernt hatte lief alles einwandfrei...
Gerhard
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FAC N° 9 ...cheers mein Schatz

Blaubaer

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #39 on: February 20, 2012, 09:20:54 AM »

I set up a fresh installation (4.10.1+Modact 3.06) and tested the mod. Freeze at 100% or rather "Fly". Any additional hint?

Regards,
der Blaubär
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adambegg

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #40 on: February 20, 2012, 03:43:51 PM »

Having downloaded the latest version, the game still crashes when I launch from a catapult.

The error message reads "The instruction at 0x5ed0530e referenced memory at 0x0000051c.  The memory could not be "read""

I am running the SAS modact 3.06 on 4.101m

Any ideas?

Thanks
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Badmuthafunker

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #41 on: February 20, 2012, 07:07:08 PM »

Hi Anto,

After another go, Ive got my game to load OK.

http://www.sas1946.com/main/index.php/topic,15649.36.html

Cheers mate.  ;D
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Telmo

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #42 on: February 21, 2012, 03:21:24 AM »

I have downloaded the last version (2.4 ) but I have the same problem. The game still crashes when I launch from a catapult. I can take off only with the F-4 Phantom  :P
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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #43 on: February 21, 2012, 03:43:02 AM »

Guys, saying the game crashes is useless as all hell to me. Please provide a log readout. If you don't know how to do a log readout, there is a good tutorial in the technical section :)
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Badmuthafunker

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #44 on: February 21, 2012, 06:49:26 AM »

My problem is that the AI mod doesn't function (in my ModAct 3.06) without jetwar 1.2. The game freezes on mission start.
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Blaubaer

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #45 on: February 21, 2012, 10:00:22 AM »

Here comes my logfile...

Code: [Select]
[21.02.2012 17:53:08] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce 8800 GTX/PCI/SSE2/3DNOW!
  Version: 3.3.0
  Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1280x1024
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[x] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - enabled [buffers : 32]
Extensions  - enabled :
  EAX ver. 1 [X]  - enabled
  EAX ver. 2 [X]  - enabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [X]  - enabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32

Loading mission net/dogfight/0/Insel_410.mis...
Loaded camouflage: PACIFIC
Loading map.ini defined airfields:
Detected Verte
The game freezed while pushing "Fly".

Regards,
der Blaubär

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Roger Smith

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #46 on: February 22, 2012, 06:39:43 PM »

can I activate just the AI overheat mod by itself?
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CWMV

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #47 on: February 22, 2012, 07:39:20 PM »

Sure, if you DL and use it.
Otherwise you asking Anto et al to decompile the mod.
I would understand if it wasn't available elsewhere, but it is.
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