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Author Topic: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01  (Read 23554 times)

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mikey117us

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #12 on: October 15, 2013, 05:58:37 PM »

Nice! am using HSFX 7.0 and was hoping someone could get some of the new objects out to share. Hope you get the He-177 A3/A5 Grief cut out for 4.09/4.10 users too!
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TeamFlyingAce162

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #13 on: November 08, 2013, 08:32:04 AM »

Really dumb question, but is the jagdtiger a stationary object, or is it supposed to have a working gun? On my game they drive around like disarmed robots, refusing to shoot at anything.

I'm using DBW 1.71. I cant find anything in the log out of the ordinary(I can post it anyways, should that be necessary).

Everything else works great. Having the quad-flak38 helps the immersion factor, what with not having my Luftwaffe bases littered with fleets of Wirbelwinds anymore...  :)
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Epervier

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #14 on: November 08, 2013, 12:37:24 PM »

Really dumb question, but is the jagdtiger a stationary object, or is it supposed to have a working gun? On my game they drive around like disarmed robots, refusing to shoot at anything.
What kind of opponents you don?
It is with the vehicles you see in the screen of the first post I did the tests.
And I can tell you that JagTiger fired!
But do not forget that Tiger is special!
This is not a tank.
This is not a gun (artillery).
This is not an anti-aircraft vehicle.
It is a tank destroyer... Put enemy tanks in his firing zone and the Tiger should roar!
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

TeamFlyingAce162

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #15 on: November 09, 2013, 02:47:50 AM »

Really dumb question, but is the jagdtiger a stationary object, or is it supposed to have a working gun? On my game they drive around like disarmed robots, refusing to shoot at anything.
What kind of opponents you don?
It is with the vehicles you see in the screen of the first post I did the tests.
And I can tell you that JagTiger fired!
But do not forget that Tiger is special!
This is not a tank.
This is not a gun (artillery).
This is not an anti-aircraft vehicle.
It is a tank destroyer... Put enemy tanks in his firing zone and the Tiger should roar!
Hahaha, very funny. But apparently my Jagdtigers are made to conform with the Brady Bill... :'( I'm not even seeing the main gun moving at all; the damned things act like stationary objects.

Bad political humor aside, my tests have involved Russian T-34s, US Army Shermans, and even ZIS trucks as targets. All should be part of a Jagdtiger's nutritional diet, but mine have apparently turned to veganism...or are all crewed by pacifists. Problem continues to persist even in a fresh install with no other mods, so IDK what the hell the issue is...

For what it's worth, I'm posting the logfile(from the latest, clean-installation test), but as I said previously I can't find any inconsistencies within it. But Im no expert so maybe someone else who possesses better knowledge and analysis wisdom then I can find something I cannot.

Code: [Select]
[09.11.2013 9:33:14] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: AMD Radeon HD 6570
  Version: 4.2.11627 Compatibility Profile Context
  Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float 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_indirect GL_ARB_draw_instanced 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_gpu_shader5 GL_ARB_gpu_shader_fp64 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_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc 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_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_attrib_64bit 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1280x960
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 8, 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.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] '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 : 16384
Maximum simultaneous textures :8
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 = 44100, 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    - disabled [buffers : 0]
Extensions  - disabled :
  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 0

Loaded camouflage: DESERT
Loading map.ini defined airfields:
Load bridges
Load static objects
Loading mission Campaign/AC/In_The_Way/test.mis...
Loaded camouflage: DESERT
Loading map.ini defined airfields:
Load bridges
Load static objects
Mission: Campaign/AC/In_The_Way/test.mis is Playing
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

Time overflow (2588): speed 0.811908
Loaded camouflage: DESERT
Loading map.ini defined airfields:
Load bridges
Load static objects
[09.11.2013 9:40:01] -------------- END log session -------------
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Whiskey_Sierra_972

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #16 on: November 09, 2013, 04:24:05 AM »

A stupid question:

Did you have set different red/blue parties for hunter and hunted?
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TeamFlyingAce162

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #17 on: November 15, 2013, 07:38:15 AM »

A stupid question:

Did you have set different red/blue parties for hunter and hunted?

Confirmed, yes I did.
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Aragorn1963

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #18 on: January 04, 2014, 07:54:27 AM »

Fantastic work, especially that Flakvierling, but that Jagdtiger is also unbelievable. Did anyone btw ever made a Jagdpanzer IV?
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Sleepingdragon

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #19 on: January 04, 2014, 11:46:13 PM »

TF Ace 162, "conforms with the Brady bill.".....love it.

Maybe try messing with it a bit in another map or in a different tactical situation. Put several countries or AT guns, artillery, assorted vehicles of the opposing side, see if it engages any of them. Try different numbers maybe. These things just seem to be a bit inconsistent in DBW, sometimes, and they just act like.......well,... chix - magnificent creations, but inconsistent at times for no apparent or logical reason. 

Eg: VP's skin mod for static planes works great on most planes, but on just a few it won't (like the P-61B), no matter what I name the folders involved. There is no technical reason that I can see or that anyone I've consulted (who actually know this stuff) that it happens. Sometimes it may just be a small entry in a file somewhere that's different in a different person's install, but maybe the J-Tiger is just a female armored vehicle. THAT would explain all the inconsistency. (ducking as I run out of the room).

I love these guys and thier creations, but I think DBW 171 is still a bit unstable and inconsistent, even with just the basic stuff in it. I still can't get a single tail dragger to take off from any runway without wiping out, even when flown by ACE AI. None. Nadda. No friction on the runways.....BUT, jets take off ok, no problem flying an F-80A in the old cmpn Im trying to convert to the mods. Nobody esle seems to have this problem, so maybe it's unique to you like the no friction runways appear to be to me.

But I love the stuff in DBW. Love it.



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Aragorn1963

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #20 on: January 07, 2014, 09:30:06 AM »

Fantastic work, especially that Flakvierling, but that Jagdtiger is also unbelievable. Did anyone btw ever made a Jagdpanzer IV?

Or is somebody planning to make it or willing to make it perhaps? I really miss this vehicle.
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David Prosser

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #21 on: January 07, 2014, 06:59:45 PM »

That's god news,Max. My thanks to all concerned.


cheers


David

Aragorn1963

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #22 on: January 08, 2014, 09:04:38 AM »

Fantastic work, especially that Flakvierling, but that Jagdtiger is also unbelievable. Did anyone btw ever made a Jagdpanzer IV?

Or is somebody planning to make it or willing to make it perhaps? I really miss this vehicle.

If it makes you feel better, yes. There is one on the import list of new vehicles for IL2+mods (DBW).
To make you feel even better, there are over 50+ new vehicles+tanks that may be imported into
this game in the future.
All we need is some new slots and the usual codes to make it happen and make them work.
So please wait a while until this can happen... unless you know how to do these things and are willing
to help us to do it faster.
Without help out, there is only a very few people that can do these things.

It does make me feel better, Hitman, thank you. I also hope to see the Prinz Eugen one day. It is beyond my skills to help, but I can be patient.  :)

And I highly appreciate all the labour, energy and time you guys keep putting into this game, so we can enjoy it even more. Really.
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airkidgeek

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Re: Flak38 Vierling - Flak18 ATG - JagdTiger - v1.01
« Reply #23 on: June 10, 2014, 11:23:27 AM »

I just installed everything and followed the directions and got the 70 percent fail :(
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