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Author Topic: SAS Engine Mod v2.6RC Final  (Read 167696 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 #216 on: December 27, 2012, 10:46:41 PM »

No probs guys. It may end up Slipper that I will make those minor changes to the code as part of compiling the next DBW, so who knows, you might have it soon.

@Narvik: We've got all the basics for radar going but none of us have had the time to properly implement it. The plan is still to get it working on the MiG-17PF as the first public demonstrator. So far we have it working but need to fine tune how it reads out some of the info (e.g. currently the range axis is displaying elevation). With it out of the way, we intended to add it to the MiG-21 pack as part of an update following its release. We'll also be contacting a few people who have had experience in some of the Command & Control mods to help develop a few other advance radar instruments (e.g. Sirena Radar Warning Receiver, LAZUR Command Guidance system etc)
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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 #217 on: December 27, 2012, 10:49:34 PM »

Oh forgot to mention. There are two major bugs currently in the RC of this mod:
- Take-off in pairs and lines don't work. The aircraft don't align to the axis of the runway. But by fixing this, it disables carrier take-off for AI. Currently being looked into
- Missiles tracking method is not changed when switching between missiles. Not a big problem as there are no publicly released aircraft that have implemented missile selection BUT good news is that Storebror has fixed it. So please buy him a round of strong black coffee ;)
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BT~walker

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #218 on: December 29, 2012, 06:09:47 AM »

Quote
Please delete ALL old versions before installing and make sure it is running BEFORE your JetWar files.
How exactly may I be sure it runs before JetWar files ? Renaming the folder with many 0 ?...
All my jets run fine but :
-No stabilizer functions (same mods in DBW have working level stabilizer)
- Engines overheat in afterburner or full power (T-33, F-4) & catch up fire afterwards...
Thnx.
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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 #219 on: December 30, 2012, 06:25:35 AM »

Engine overheating isn't a bug on my part but it is due to the new overheating code that comes in stock 4.111m. We aren't sure how to tackle this at the moment but it is frustrating.

Stabilizer function, well it will only work on aircraft which have it enabled ;) If your aircraft wasn't equipped with one and it is not set in the FM, then it won't work.
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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 #220 on: December 30, 2012, 04:11:50 PM »

Quote
- Enabled nuclear armed rockets



FTW

 :P
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sphantom

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #221 on: December 30, 2012, 05:54:43 PM »

cute
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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 #222 on: December 31, 2012, 05:47:56 AM »

OK I spotted a CRITICAL bug with v2.6 - carrier take off is impossible - the game crashes few seconds into mission if it starts at the carrier's deck (tested only carriers with catapults so far).
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BravoFxTrt

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #223 on: December 31, 2012, 07:33:34 AM »

All Carrier/Missions work on my Game

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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 #224 on: December 31, 2012, 08:46:14 AM »

It seems that game crashes when engine starts, though it doesn't happen on land. Here's my log.lst

Code: [Select]
[31.12.2012 15:37:02] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GT 240/PCIe/SSE2
  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_buffers_blend 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_sample_shading 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_shader_texture_lod 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_cube_map_array 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_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod 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_transform_feedback2 GL_ARB_transform_feedback_instanced 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_transform_feedback2 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_ES1_1_compatibility 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_gpu_program4_1 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_transform_feedback2 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_compressed_paletted_texture 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_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format 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: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 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
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
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
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
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'
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
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
FFR-41MR Wepon Loading List:Default
    No.1:MGunM61NR(10000)
FFR-41MR Wepon Loading List:SA2:AIM-IIIx2
    No.1:MGunM61NR(10000)
    No.5:RocketGunAAM3(1)
    No.6:RocketGunNull(1)
    No.11:RocketGunAAM3(1)
    No.12:RocketGunNull(1)
FFR-41MR Wepon Loading List:SA4:AIM-IIIx4
    No.1:MGunM61NR(10000)
    No.7:RocketGunAAM3(1)
    No.8:RocketGunNull(1)
    No.9:RocketGunAAM3(1)
    No.10:RocketGunNull(1)
    No.13:RocketGunAAM3(1)
    No.14:RocketGunNull(1)
    No.15:RocketGunAAM3(1)
    No.16:RocketGunNull(1)
FFR-41MR Wepon Loading List:SA8:AIM-IIIx8
    No.1:MGunM61NR(10000)
    No.7:RocketGunAAM3(1)
    No.8:RocketGunNull(1)
    No.9:RocketGunAAM3(1)
    No.10:RocketGunNull(1)
    No.13:RocketGunAAM3(1)
    No.14:RocketGunNull(1)
    No.15:RocketGunAAM3(1)
    No.16:RocketGunNull(1)
    No.19:RocketGunAAM3(1)
    No.20:RocketGunNull(1)
    No.21:RocketGunAAM3(1)
    No.22:RocketGunNull(1)
    No.25:RocketGunAAM3(1)
    No.26:RocketGunNull(1)
    No.27:RocketGunAAM3(1)
    No.28:RocketGunNull(1)
FFR-41MR Wepon Loading List:SA2_2:AIM-IIIx2x2
    No.1:MGunM61NR(10000)
    No.5:RocketGunAAM3(1)
    No.6:RocketGunNull(1)
    No.11:RocketGunAAM3(1)
    No.12:RocketGunNull(1)
    No.17:RocketGunAAM3(1)
    No.18:RocketGunNull(1)
    No.23:RocketGunAAM3(1)
    No.24:RocketGunNull(1)
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, 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 32

Loaded camouflage: DESERT
Month = 0 , Hour = 12
Temperature -     0m = 9.0 .
Temperature -  1000m = 2.5100098 .
Temperature -  2000m = -3.980011 .
Temperature -  3000m = -10.470001 .
Temperature -  4000m = -16.959991 .
Temperature -  5000m = -23.449997 .
Temperature -  6000m = -29.940002 .
Temperature -  7000m = -36.429993 .
Temperature -  8000m = -42.92 .
Temperature -  9000m = -49.410004 .
Temperature - 10000m = -55.899994 .
Temperature - 11000m = -56.5 .
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 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
Loading mission testmission1.mis...
Loaded camouflage: DESERT
Month = 6 , Hour = 12
Temperature -     0m = 14.0 .
Temperature -  1000m = 7.51001 .
Temperature -  2000m = 1.019989 .
Temperature -  3000m = -5.470001 .
Temperature -  4000m = -11.959991 .
Temperature -  5000m = -18.449997 .
Temperature -  6000m = -24.940002 .
Temperature -  7000m = -31.429993 .
Temperature -  8000m = -37.92 .
Temperature -  9000m = -44.410004 .
Temperature - 10000m = -50.899994 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Load bridges
Load static objects
Mission: testmission1.mis is Playing
warning: no files : music/takeoff
java.lang.NoSuchMethodError
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:2442)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:145)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:884)
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)

Gonna check if there are conflicts with other mods. BTW, where did you get 3D crew for Essex, Bravo?
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BravoFxTrt

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 & SAS Engine Mod v2.6RC
« Reply #225 on: December 31, 2012, 10:14:20 AM »

F4F-4's Explode at mission launch on carriers, all other Carrier based planes Iv tested  are working.
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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 #226 on: December 31, 2012, 10:25:33 AM »

Thanks.

And Bravo, are you using 4.11? Because I use 4.101 with DBW 1.71, so the fact it works on your install has nothing to do with mine.

Ok, I menaged to solve the problem but not without making another...

I found classfile conflicts with following mods:

-gear shake mod - did you include it? I got used to quiet cockpit during landing instead of shaking like during shuttle reentry.

-Carrier Take Off 5.7 - included I guess.

-NoOpenCanopyAI - now, according to changelog it is included, but it doesn't work. I don't know how did you implement it because none of the planes using this mod works after disabling it. They all make the game crash at 20%. That includes Phantoms, L-156F by GJE and Yukikaze by Gerd in my case. Enabling the mod again makes those planes work, but crash at carrier spawn comes back as well

-GurnerFX - now, guys, I know you are trying to create one standard for mods, and I apreciate it, because it's a nightmare to make a working custom install ATM. But this begins to remind me switch from 4.09 to 4.10. GurnerFX is IMO the best effects mod since Plutonium got incompatible and that's not only my opinion I guess. Now my effects look crappy again... I don't know what you included but, while it's FPS friendly, it looks pathetic compared to GurnerFX.

-Meteors by Ranwers - that's bad. Ok, I think I'll stick to 2.5, even when Fishbed comes out... My install got empty... and shooting Sabres with Fishbed won't make sense.
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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 #227 on: December 31, 2012, 09:07:05 PM »

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.
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