Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4   Go Down

Author Topic: I think I'm done...  (Read 8488 times)

0 Members and 1 Guest are viewing this topic.

Dogbert

  • Clueless
  • member
  • Offline Offline
  • Posts: 204
Re: I think I'm done...
« Reply #12 on: May 24, 2017, 03:08:04 PM »

I am also at the age of the Beatles track.

I doubt the BAT install proceedure could be made any simpler.

Particularly for the base install, just right click BAT_v1.0_Setup.exe and run as administrator.

Even the expansion packs are straight forward to install, as long as any requirements between updates are adhered to.

The instructions are all posted on the relevant sections of the forum, with the update links.
Logged

gmkump

  • member
  • Offline Offline
  • Posts: 68
Re: I think I'm done...
« Reply #13 on: May 24, 2017, 03:18:11 PM »

You say you installed from a disc.  So I'm assuming that you patched up to version 4.12.2m FIRST before doing anything with BAT?
SAS IL-2 4.12.2m Mega Patch https://www.mediafire.com/?Kp8n59eobi0an

I'm sure most started with steam version that is already at that level, but you should make sure your version is updated and running before proceeding to install BAT.

If you did, don't know what is up.  I have installed BAT to three different PCs, AMD and NVidia cards, and no issues.

PS:  AND STABLE, not one hang or crash not caused by campaign error, yet.  That is after 400+ BAT missions in DOF era so far...
Logged

ol' Navy

  • member
  • Offline Offline
  • Posts: 606
Re: I think I'm done...
« Reply #14 on: May 24, 2017, 06:11:05 PM »

Just like to add my two cents.  I to had problems with BAT.  Not an exaggeration, I think I installed/reinstalled, completely, something like five times.  Continued to have small, nagging problems, e.g. missing aircraft, etc.  But my hard headedness prevailed, thus the reinstalls.  As a last resort, I downloaded "everything" again.    Including the Mega Patch (did not need a new 4.07m).  After running the mega patch and then running the BAT installer, I started the game to make sure it would run.  It did.  Then, each of the expansion packs, up thru 12.  After each pack I started the game to see if all was well.  It was, after each.  The game is running well now, all seems there (what I had been missing), and the effort, although fairly time consuming, was worth it.  I am convinced that I had a bad download somewhere along in my initial effort, and since I kept using those same files for each subsequent attempt, I kept getting the same results.  Maybe this will help, or at least let you know you are not alone. 
Logged

PapaG39

  • Supporter
  • member
  • Offline Offline
  • Posts: 342
Re: I think I'm done...
« Reply #15 on: May 24, 2017, 07:08:58 PM »

I used the  a.exe from within my CD il2 Sturmovik 1946 to install a clean il2 copy.
It flew fine QMB and Single missions.

I installed the SAS Mega Patch and flew within the Single and QMB with no problems

I theninstalled the BAT Startup Pack & started running into problems in the Dawn of fliight and in the WAW Single missions & also in the QMBPro.

On the Crete QMB with just two aircraft it froze with a horrible vibrating sound...If you want more log file let me know which part you want.

Maybe my computer has something going bad...
Code: [Select]
GeForce GTX 750 Ti/PCIe/SSE2
  Version: 4.5.0 NVIDIA 378.78
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples 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_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range 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_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query 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_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_multisample_blit_scaled 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_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix 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_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_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 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_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance 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_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 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_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 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_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit 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_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent 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: 1680x1050
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 : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder BAT03 now...
Trying to AutoMount BAT03\WAW01.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW02.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW03.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW04.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW05.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW06.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW07.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW08.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW09.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW10.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW11.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW12.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW13.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW14.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW15.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW16.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW17.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW18.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW19.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW20.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW21.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW22.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW23.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW24.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW25.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW26.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW27.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW28.SFS... mounted successfully!
Trying to AutoMount BAT03\WAW29.SFS...lternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Dragonfly36a.fmd:Dragonfly36bis_FM' is being loaded from File: 'dragonfly36bis_fm'
FM called 'FlightModels/Dragonfly36a.fmd:Dragonfly36bis_FM' is being loaded from Alternative File: 'dragonfly36bis_fm'
FM called 'FlightModels/Dragonfly39a.fmd:Dragonfly39bis_FM' is being loaded from File: 'dragonfly39bis_fm'
FM called 'FlightModels/Dragonfly39a.fmd:Dragonfly39bis_FM' is being loaded from Alternative File: 'dragonfly39bis_fm'
FM called 'FlightModels/Dragonfly39h.fmd:Dragonfly39naval_FM' is being loaded from File: 'dragonfly39naval_fm'
FM called 'FlightModels/Dragonfly39h.fmd:Dragonfly39naval_FM' is being loaded from Alternative File: 'dragonfly39naval_fm'
FM called 'FlightModels/Dragonfly39n.fmd:Dragonfly39naval_FM' is being loaded from File: 'dragonfly39naval_fm'
FM called 'FlightModels/Dragonfly39n.fmd:Dragonfly39naval_FM' is being loaded from Alternative File: 'dragonfly39naval_fm'
FM called 'FlightModels/Dragonfly39b.fmd:Dragonfly39bis_FM' is being loaded from File: 'dragonfly39bis_fm'
FM called 'FlightModels/Dragonfly39b.fmd:Dragonfly39bis_FM' is being loaded from Alternative File: 'dragonfly39bis_fm'
FM called 'FlightModels/Dragonfly39n.fmd:Dragonfly39naval_FM' is being loaded from File: 'dragonfly39naval_fm'
FM called 'FlightModels/Dragonfly39n.fmd:Dragonfly39naval_FM' is being loaded from Alternative File: 'dragonfly39naval_fm'
FM called 'FlightModels/Dragonfly39b.fmd:Dragonfly39bis_FM' is being loaded from File: 'dragonfly39bis_fm'
FM called 'FlightModels/Dragonfly39b.fmd:Dragonfly39bis_FM' is being loaded from Alternative File: 'dragonfly39bis_fm'
FM called 'FlightModels/Dragonfly42a.fmd:Dragonfly42bis_FM' is being loaded from File: 'dragonfly42bis_fm'
FM called 'FlightModels/Dragonfly42a.fmd:Dragonfly42bis_FM' is being loaded from Alternative File: 'dragonfly42bis_fm'
FM called 'FlightModels/Dragonfly46.fmd:Dragonfly46_FM' is being loaded from File: 'dragonfly46_fm'
FM called 'FlightModels/Dragonfly46.fmd:Dragonfly46_FM' is being loaded from Alternative File: 'dragonfly46_fm'
FM called 'FlightModels/Dragonfly46N.fmd:Dragonfly46_FM' is being loaded from File: 'dragonfly46_fm'
FM called 'FlightModels/Dragonfly46N.fmd:Dragonfly46_FM' is being loaded from Alternative File: 'dragonfly46_fm'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Yak-9T.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/I-16type24(ofSafonov).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/MiG-3(ofPokryshkin).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/P-39N(ofPokryshkin).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/P-39Q-15(ofRechkalov).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/La-7.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Ju-87G-2(ofRudel).fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-6Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109G-10.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/FokkerS3Early.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Generic.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Kurogane.fmd:Kurogane' is being loaded from File: 'kurogane'
FM called 'FlightModels/Kurogane.fmd:Kurogane' is being loaded from Alternative File: 'kurogane'
FM called 'FlightModels/Wagen.fmd:WAGEN' is being loaded from File: 'wagen'
FM called 'FlightModels/Wagen.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
FM called 'FlightModels/Jeep.fmd:WAGEN' is being loaded from File: 'wagen'
FM called 'FlightModels/Jeep.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
FM called 'FlightModels/Jeep50.fmd:WAGEN' is being loaded from File: 'wagen'
FM called 'FlightModels/Jeep50.fmd:WAGEN' is being loaded from Alternative File: 'wagen'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, 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

Loading mission QuickQMBPro/BAT_Crete/BAT_Creterednone00.mis...
Month = 5 , Hour = 12
Temperature -     0m = 19.0 .
Temperature -  1000m = 12.51001 .
Temperature -  2000m = 6.019989 .
Temperature -  3000m = -0.47000122 .
Temperature -  4000m = -6.9599915 .
Temperature -  5000m = -13.450012 .
Temperature -  6000m = -19.940002 .
Temperature -  7000m = -26.429993 .
Temperature -  8000m = -32.92 .
Temperature -  9000m = -39.410004 .
Temperature - 10000m = -45.899994 .
Temperature - 11000m = -52.39 .
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: 12

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 12

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *1254680568*
*** 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/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/England/signpost/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Mideast/Kit1/kit1_bl3_live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench2/live.sim)
##### House without collision (3do/Buildings/England/jetty4/live.sim)
##### House without collision (3do/Buildings/England/jetty3/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Buildings/French/rubble/live.sim)
##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Door/live.sim)
##### House without collision (3do/Buildings/Mideast/EgyptRuins/pyr_mastaba.sim)
##### House without collision (3do/Buildings/Catalunya/ROMPE/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse04/dead.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse04/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
##### House without collision (3do/Buildings/Egypt/ancient/Egypt_Colonnade/live.sim)
##### House without collision (3do/Buildings/England/jetty5/live.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Egypt/animals/Camel_corp3/mono.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
FM called 'FlightModels/Yak-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/M-100_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Yak-1.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/Bf-109E-7.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/DB-600_Series.emd' is being loaded from Alternative File: 'gui/game/buttons'
Motor resolveFromFile starter = 5
Motor resolveFromFile starter = 5
FM called 'FlightModels/Bf-109E-7.fmd' is being loaded from Alternative File: 'gui/game/buttons'
Cannot load sound preset motor.DB-600_Series.start.begin (java.lang.Exception: Invalid preset format)
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/BAT_Crete/BAT_Creterednone00.mis is Playing
warning: no files : music/inflight
[May 25, 2017 12:37:25 AM] -------------- END log session 



Logged
A Pilots Prayer:  "May you not run out of airspeed, altitude and ideas all at the same time".

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23607
  • Taking a timeout
    • STFU
Re: I think I'm done...
« Reply #16 on: May 24, 2017, 11:55:23 PM »

SAS has 15.000 members
...and that would matter only if membership was a prerequisite for downloading BAT.

its a bit hard to believe
When I want to believe I go to the church.
When I want to know how much data has been transferred on the torrent, I check our trackers.
The tracker URLs are no secret, they're part of the torrent properties, if you want you can check yourself.
We have three trackers up and they automatically count each byte that is being transferred (either of them, whatever tracker a client is picking from the list).
If at all, you could add some "unknown" transfers from DHT which would work besides the trackers.

when I checked only 10 people (0,04%) were seeding it back
No surprise.
The biggest chunk comes from two seeding systems alone, hosted by myself, running 24/7 since the beginning, one on a 1GBit/s line, the other on 100MBit/s.
We've usually had 30-50 seeders when the torrent was about a month old, but meanwhile it became a tad more quiet.

That much about statistics.
What did we just talk about? Ah... installation issues 8)

Best regards - Mike
Logged
Don't split your mentality without thinking twice.

SAS~Monty27

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3850
  • Action and Adventure!
    • SPEEDMACHINE
Re: I think I'm done...
« Reply #17 on: May 24, 2017, 11:57:46 PM »

At the risk of being a smart ass...
I did do everything mentioned above and it still doesn't work right...
That's the common paradoxon of "I did everything right but it doesn't work".
No.
See: We have an idea about the number of installations, we can see and estimate it from the number of Torrent downloads.
On our BAT torrent, all participants in the swarm have transferred 2.7 Petabytes of BAT installation files so far.
Half is upload, half is download, and the installation size is 50GB, this makes up for an incredible amount of more than 25.000 BAT downloads so far.
That much by the way about "IL-2 1946 is dead" - it's all but dead, it's just that many users simply enjoy it and don't need to make it a religion or talk about it on the internet.
Nevertheless, within these 25.000+ BAT users we have a handful (not even that many) who can't get it to work.

This is like Indy 500: You have 33 cars doing 200 laps (6600 car-laps in total), yet one or two make it into the wall.

You say: "Blame it on the wall".
I say: "Better think twice".

it is very difficult to get working right
Absolutely not.
The initial installation process is "double-click an executable file".
If that's too much... :-|

Best regards - Mike

THIS MONDAY MAN, WOOHOO!

*************************

Comparisons with VP Modpack really are silly.  They are totally different things.  It has already been explained that the #SAS mod folder can be used to accommodate VPMP alongside B.A.T. anyway. 

I really don't know how B.A.T. could be made any simpler though.  Clicking on an exe and knowing where your Il2 is shouldn't be too difficult for anyone...
Logged

kozmik

  • member
  • Offline Offline
  • Posts: 66
Re: I think I'm done...
« Reply #18 on: May 25, 2017, 07:15:34 AM »

We had a member of our team that could not get 10 in . A months worth of trying. We could not figure it out.  But , one problem that crops up is a glitch that some of us found in downloading from the "downloaded" ep to the game. Occasionally, pieces would not go into the game.  We outsmarted that by unpacking each piece individually.
Our team member, our best fighter pilot, still could not make it work. Several of us got on line and talked him thru 9 and 10 several times, no luck.

Finally, one of us with a working copy, downloaded it to a 128gb stick and sent it to him.  We successfully played 10 last night and are proceeding with 11 and 12 once we have done another test.

If you are in a squad, this might be an answer.

It CAN be frustrating. The guys that build it and players that are very familiar with it sometimes know it so well that they have never experienced such a problem , unlike us "week end warriors" that are barely computer literate! Heck, at 71 years old, I am lucky to figure out how to turn the computer on!

I built BAT on top of both CUP and a clean game. Both finally worked , but I needed my squad members to assist me when I got wrapped around the axle. We tend to only ask ourselves the questions we know the answer to, and don't know what we don't know.

Before you give up, see if you have a group that might TALK to you on Ventrillo or Team Speak. good luck and good hunting.

Kozmik [former A-4 driver and happy to be flying them again]
Logged

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23607
  • Taking a timeout
    • STFU
Re: I think I'm done...
« Reply #19 on: May 25, 2017, 07:25:04 AM »

Essentially the fact that sending a stick with a working installation solved just means that prior to installing EP 10 there must have been some mistake in the installation process on your team mate's PC already.
We're just about to get the installation of future EPs as simple as the initial BAT installation was (read: Click an exe and let the installer do it's magic) but this won't cover installation error happening before, e.g. like someone installing EP 1, 2, 3 ... then nothing ... , 10, 11, 12 or someone trying to install BAT on IL-2 4.13.4 or 4.12.1.

Don't get me wrong, but between wakeup and entering the office, the process isn't "turn the keys, drink a coffee, take a shit, get up, sit down, open the door" either, isn't it?
Sometimes I wonder how certain users manage to stay alive...

Best regards - Mike
Logged
Don't split your mentality without thinking twice.

Forager

  • member
  • Offline Offline
  • Posts: 362
Re: I think I'm done...
« Reply #20 on: May 25, 2017, 08:04:35 AM »

  "Sometimes I wonder how certain users manage to stay alive..."  :)  :)  :)  :) :)  :)
Good one SAS~Storebror, I find eating really helps. :)

A bit off topic but does your 25,000 downloads figure only include torrent downloads?
Is there a way to count non torrent downloads?
I have never used one and there must be many more who do not.

As for installation, any problems I have ever had have been my mistake and given the detail of the included readme files, it's a testament to my carelessness or inattention.

And, all you old guys, quit blaming it on age, I am sure some of the kids around here in  their 40s and 50s have issues too.  :)
(I am, fortunately, only 72 and it's fun to pick on the older guys.)
Logged

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23607
  • Taking a timeout
    • STFU
Re: I think I'm done...
« Reply #21 on: May 25, 2017, 08:20:09 AM »

Our trackers only count torrent traffic.
Mediafire keeps track of their download links basically, but unfortunately it's not reliable at all.
Turns out that with the weak internet connections to be found in many parts of the world where IL-2 1946 still seems popular, many people still rely on torrents to grab such big packs somehow.
I agree that the numbers are surprisingly high, it's been a surprise for myself too, but it's a nice surprise ;)
We do use the same trackers for other torrents (like UP3 RC4, SAS Modact etc.) and the numbers shown there are well within what we've expected, but BAT is really going through the roof.
Cheers to the Hangar 19 Team!

Best regards - Mike
Logged
Don't split your mentality without thinking twice.

PapaG39

  • Supporter
  • member
  • Offline Offline
  • Posts: 342
Re: I think I'm done...
« Reply #22 on: May 25, 2017, 11:19:43 AM »

I have been using just the Mediafire downloads. 
I have never used Torrents.  Are the torrents better for quality?

Perhaps I should start over again and try them...
Logged
A Pilots Prayer:  "May you not run out of airspeed, altitude and ideas all at the same time".

PapaG39

  • Supporter
  • member
  • Offline Offline
  • Posts: 342
Re: I think I'm done...
« Reply #23 on: May 25, 2017, 02:22:31 PM »

Thanks VP...
I have been using every search function that I can find in il2, but that number won't show up.
I really don't even know where to start looking..
If I do accidentally come across that number, what would I do with it?
Logged
A Pilots Prayer:  "May you not run out of airspeed, altitude and ideas all at the same time".
Pages: 1 [2] 3 4   Go Up
 

Page created in 0.083 seconds with 27 queries.