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Author Topic: US WW2 Air-Ground Ordnance Pack Updated 29/7/16 - Bombs, Rockets, Pyrotechnics and...Smoke Dispensers Ready to DL  (Read 38475 times)

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OberstDanjeje

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bergkamp

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I must be missing something really obvious here. D/l'd both 4.12 and 4.13 versions but cannot see the enhanced GUI interface in my arming screen in either version. Can see all of the arms but no enhanced fuzes. (Fuzes on checked in difficulty screen)

Obvious brain freeze somewhere along the way.

Regards

Bergkamp

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Dreamk

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They will appear only if the selected bomb has one of these fuzes. Try for insatnce to select a Depth charge on one of the Dauntlesses and see whether the "Hydrostatic" panel appears on your fuze arming Gui. Same with an AN-M65 (on the P51D20NA for "proximity".
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bergkamp

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No joy. One other question. In the "mod"  folder is a subfolder "gui_additions" containing an i8n folder/gui. Is this folder relevant? I've tried placing the contents at various levels but to no avail.

Regards
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Dreamk

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The gui_additions folder is essential. The mother folder is named !!_NewBarometric_HydrostaticFuzes so as to load before other folders.
You must have 3 folders:
!!_NewBarometric_HydrostaticFuzes
_armsUS_WW2 folder
and
_armsUS_WW2_Planes

Check that you have installed the 4.12 version on 4.12 (or the 4.13 on 4.13, they are not interchangeable).

And, remember, with computers one must be paranoid to some extent, so, even if you are sure to have done that, check once again that you have activated the "Bombs Fuzes" button in "weapons and stores" section of the "difficulty settings"

What kind of installation do you have? 4.12.2 + Modact 5.30? 4.13.1 with Modact 5.61? other?
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bergkamp

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Thanks for info. I will check in the am as I am not at my game pc and it's getting late. Looking at your folder structure, I may be missing the armsUS_WW2 planes folder. Like I said, brain freeze + sometimes can't see the wood for the trees.

Regards
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SGT68

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Great pack...thanks .. I do like a big bomb, I do..


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"A day without slaughter is like a day without sunshine" ..Marcus Kincaid

bergkamp

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Still no joy.

Using 4.12.2 with ma 5.30 and 4.13.1 with ma 6.1 - no additional mods to conflict. Here is my mods folder for 4.13:





and my a/c viewer window:




Obviously still missing something

Regards
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Dreamk

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Ok, try 2 things:
1) Change the name of the folder !!_NewBarometric_HydrostaticFuzes  into 000_ANewBarometric_HydrostaticFuzes
2) copy the 18n folder from inside the gui_additions folder into the STD folder (it will crush the gui.properties file present there, but I am far to think that it is the solution, as it seems that the mod is simply not loaded by your installation).
Is there something written in your log file?
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bergkamp

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As you guessed, made no difference. I disabled all the additional mods in my 4.13/ma6.1 install. I put in an original conf ini in case I had something in there that was stopping this mod from running.

With the mos activated, when I get to the a/c selection screen I see this:




As you can see, no loadouts. When I go to the a/c viewer, I see this:





I can now see all of the loadouts, but still no fuze selection. (I checked each ordnance for fuze types - no show). If I now click on the viewer screen to rotate the a/c, the games crashes to desktop. Logfile:

Code: [Select]
'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 : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
Splash screen jpg file: GUI/splashscreen/16by9/heroes_of_rising_sun.jpg
Creating splash screen TGA file: PaintSchemes/wide_Temp/splash.tga
TGA file creation return code: 0
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
JPG Background: GUI/menu/wide_background_ru.jpg
 DOT RANGE line   =   mp_dotrange FRIENDLY DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 8.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
 DOT RANGE line   =   mp_dotrange FOE DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 8.0 ID 6.0 NAME 0.01 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
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    - 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 32

java.lang.NoSuchMethodError
at com.maddox.il2.gui.GUIAirArming$_Render3D.preRender(GUIAirArming.java:41)
at com.maddox.il2.engine.GUIRenders$WinRenders.doPreRender(GUIRenders.java:169)
at com.maddox.il2.engine.GUIRenders.preRender(GUIRenders.java:111)
at com.maddox.gwindow.GWindow.doRender(GWindow.java:768)
at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
at com.maddox.gwindow.GWindowRoot.doPreRender(GWindowRoot.java:153)
at com.maddox.gwindow.GWindowManager.doPreRender(GWindowManager.java:53)
at com.maddox.il2.engine.GUIWindowManager$_Render.preRender(GUIWindowManager.java:163)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:342)
at com.maddox.il2.engine.Renders.paint(Renders.java:258)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:642)
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:180)
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:456)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

If I just click on apply and fly, the QMB mission runs.

It seems I am the only one experiencing this and I don't want to waste any more of your time. My 4.13 install is for curiosity value only, my 4.12/ma5.30 standalone is for mod testing for compatibility before running in C.U.P. or VPModpack. Just as an aside, I d/l'd your mines and torpedo pack and couldn't get those to run on top of this mod.

Thanks for your time, anyways,

Regards,

Bergkamp

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Dreamk

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OK - Seeing your screens, the straightforward conclusion is that something went wrong with the installation of this mod. It seems that some classes load only partially or don't load at all. The conclusion - wipe it, download once again from fresh and reinstall the new downloaded folders.
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tartenmuche

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Dear Dreamk,
I enjoyed your work on the torpedoes and I thank you but with the bombs I experience the same trouble as Bergkamp. I got nothing. I work with WAW20. I installed the three folders in the WAW folder without results. Should I install them in the SAS folder instead?
Best regards.
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