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Author Topic: B-26B Marauder v2.2  (Read 176118 times)

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Epervier

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Re: B-26B Marauder v2.2
« Reply #120 on: March 18, 2012, 09:26:45 AM »

I see you have folders that start with "_06__" !
Rename them to "06__", please !
This is préféable !
Even if it does not solve your problem of B26! ;)
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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 -

baronbutcher

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Re: B-26B Marauder v2.2
« Reply #121 on: March 18, 2012, 11:20:03 AM »

QMB menu missing: problem with the .last.quick file in 'Quicks' folder. Deleting this file resolves it. What a pain. >:(
I then reinstalled the B-26 and it worked. It's all thanks to this thread:
https://www.sas1946.com/main/index.php/topic,19486.12.html
Whilst still being cautious, I think I can now say with more certainty than ever before:

PROBLEM SOLVED!

... and what a b*tch of a problem to solve... the cause of which incidentally has taken me nearly exactly 24 hours to find.  :-\

It was indeed a problem with the .last.quick file in 'Quicks' folder. Simply deleting this file resolves it. Well I never...

It seems when I select some Swiss paintschemes which I downloaded for the 109 before quitting the game and then start it again, the QMB failure occurs, but only with one of all the added paintschemes on the 109E-3 mod (part of the 109 Ultimate pack) so far. Suspicious.  ::)

Anyways, I guess I'll just have to be careful in future and reset the QMB menu when neccessary, and although I've now found it's supposedly pretty easy to fix, I still want to know why, as it may cause problems elsewhere...

Off to bed now and will retest in the morning. Assume good news if you hear nothing :)

EDIT: Update: Ok, I post this morning with a major feeling of embarrassment and stupidity! Thought I should let you know. Turns out be weary of what your paint scheme files are called... It was the Swiss 109's I installed that were causing the problem all along, simply the apostrophes (') and semicolons (; ) in the file name were causing some confusion for the last.quick file - that's it!  ;D

Replaced those characters with _ and it's all back to normal in every way now. Can select those files, quit the game and go back into QMB with those files still active as the last ones selected and it doesn't have a hissy fit. Cool. 8)

Think I will leave it out of Program Files though...

Thanks again all.

Later guys.

Michael.

I am not sure if this is the sole issue but it seems to have worked. :) Hopefully that will be it.  ::) I have to check my paint schemes. I can't remember what I was using. ::) Thanks Epervier for your advice even if this was not the issue. Special thanks to Michael (mikejr) 8) and the posting in tech help. :) B-26 lovely. Hopefully the Dornier Do 17z next.  ;) Cheers Baron
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ANDYTOTHED

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Re: B-26B Marauder v2.2
« Reply #122 on: March 18, 2012, 11:24:12 AM »

guys, I had this problem when updating the 110G4, except it wouldn't let me end the mission. it was caused by some cockpit error, I would check your log
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hanspeterii

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Re: B-26B Marauder v2.2
« Reply #123 on: April 14, 2012, 06:54:01 AM »

Amazing  aircraft 8)

Reminds me of the good old days playing Microsoft Combat Flight Simulator 3  ;) But this one is much better than in CFS3  :)
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Alex T.

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Re: B-26B Marauder v2.2
« Reply #124 on: June 08, 2012, 07:10:06 PM »

I must have installed something that is conflicting with it, cos it has stopped working on my machine :(

I have a DBW 1.71 installation and what happens is that if I go on QMB I can select the B-26 from the scroll down menu, but when I click on the loadout button to change setting of the machine it doesn't work.

If I load it as an AI plane it won't show up in the mission either, and my plane will start in the air with the engine off!

Any ideas guys?
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352nd_Hoss

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Re: B-26B Marauder v2.2
« Reply #125 on: June 30, 2012, 01:49:52 PM »

Hey guys, I installed the 4.09 version in HSFX 6.0 and I get the Mission Loading Failed: Null   

I Put the plane in at the bottom of the air.ini as Beowolff says to do with new airplanes, and in where it should of gone if it had been included in HSFX 6.0 and still get the load fail.

I put in the entry for the Plane_ru.properties................. same result

Your entry for Weapons_ru.properties is a bit ambiguous.............

*************************
* WEAPONS_RU.PROPERTIES *
*************************
- default
- 100xParaF
- 20x100lbs
- 10x250lbs
- 10x260lbsFragBombs
- 10x300lbs
- 6x500lbs
- 4x1000lbs
- 2x2000lbs
- 1xTorpMk13
- 1xTorpMk13Late
- 4xSupplyBoxes
- 12xM26IncendiaryClusters
- *30x100lbs
- *16x250lbs
- *16x260lbsFragBombs
- *16x300lbs
- *8x500lbs
- none

shouldn't it say

##################################################################
# B-26B
##################################################################
B-26B.default               Default
B-26B.100xParaF               100xParafrag.  Bombs
B-26B.20x100lbs               20x100lbs. Bombs
B-26B.10x250lbs               10x250lbs. Bombs
B-26B.10x260lbsFragBombs              10x260lbs. Frag Bombs
B-26B.10x300lbs               10x300lbs. Bombs
B-26B.6x500lbs               6x500lbs. Bombs
B-26B.4x1000lbs               4x1000lbs. Bombs
B-26B.2x2000lbs               2x2000lbs. bombs
B-26B.1xTorpMk13            1xTorpedo. Mk13
B-26B.1xTorpMk13Late                 1xTorpedo. Mk13 Late
B-26B.4xSupplyBoxes            4xSupply. Boxes
B-26B.12xM26IncendiaryClusters           12xM26. Incendiary Clusters
B-26B.*30x100lbs                   30x100lbs. Bombs
B-26B.*16x250lbs                   16x250lbs. Bombs
B-26B.*16x260lbsFragBombs             16x260lbs. Frag bombs
B-26B.*16x300lbs                   16x300lbs. Bombs
B-26B.*8x500lbs               8x500lbs. Bombs
B-26B.none                  None

It really doesn't matter, with our without it I get the same result, the default selections are the same and not like this ru file, and I can see the plane on the arming screen.  Unlike the Bearcat where I don't see it and get the load fail message........... Gerd say's that one is flyable in 4.09 as well but not HSFX 6.0.

I'm using Tonn's HSFX 6.0 DiffFM, I also sent him a PM about it to see if that could be the conflict. He said it wasn't


Okay, I went in and did a logfile on the mission load, this is everything after the buttons load, including the buttons for the B-26B as the game sees it.

Code: [Select]
m_lastFMFile = gui/game/buttons
sFMDir = b26b_fm
s1 = flightmodels/b-26b.fmd
s = FlightModels/B-26B.fmd:B26B_FM


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
Cannot open audio file samples/infinite 1
cannot open file for reading
Cannot open audio file samples/Mg_131.wav
cannot open file for reading
Cannot open audio file samples/Mg_131x.wav
cannot open file for reading
Cannot open audio file samples/MG_M9_cobra.wav
cannot open file for reading
Cannot open audio file samples/MG_M9_cobrax.wav
cannot open file for reading
Cannot open audio file samples/mg_breda12.wav
c
annot open file for reading
Cannot open audio file samples/mg_breda12x.wav
cannot open file for reading
Cannot open audio file samples/Bk37.wav
cannot open file for reading
Cannot open audio file samples/Bk37i.wav
cannot open file for reading
Cannot open audio file samples/Bk37.wav
cannot open file for reading
Cannot open audio file samples/Bk37i.wav

Loading mission Quick/Okinawa/OkinawaRedAirbase00.mis...
Total number of airports for loaded mission: 0
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *161607712*
*** 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/Port/Floor/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
sFMDir = gui/game/buttons
s1 = flightmodels/pw_r-2800_series.emd
s = FlightModels/PW_R-2800_Series.emd
m_lastFMFile = f4ulate_fm
getting fm file gui/game/buttons
Mission error, ID_04: java.lang.NullPointerException
java.lang.NullPointerException
at com.maddox.il2.fm.Motor.resolveFromFile(Motor.java:193)
at com.maddox.il2.fm.Motor.load(Motor.java:182)
at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:46)
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:337)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:717)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:102)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:239)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:117)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:33)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1914)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1904)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2392)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1304)
at com.maddox.il2.ai.Wing.load(Wing.java:142)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1096)
at com.maddox.il2.game.Mission._load(Mission.java:472)
at com.maddox.il2.game.Mission.access$000(Mission.java:136)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:468)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:431)
at com.maddox.il2.game.Mission._load(Mission.java:610)
at com.maddox.il2.game.Mission.access$000(Mission.java:136)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[30.06.2012 23:13:22] -------------- E

Cheers.................

Hoss

CWMV

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Re: B-26B Marauder v2.2
« Reply #126 on: July 01, 2012, 08:27:24 AM »

Isn't this one already in hsfx 6?
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352nd_Hoss

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Re: B-26B Marauder v2.2
« Reply #127 on: July 01, 2012, 10:35:12 AM »

I had a similar load problem with Gerd's Bearcat which works in 4.09 but not HSFX 6.0. He took a look at it and saw HSFX (4.11.1) didn't support all the weapon hooks. So he deleted the Tiny Tim's and that got it working in 6.0.  I had talked to Ton @ il2 free modder's to ask if there might be conflict with his 6.0 DiffFM and the B-26, and he also said it was probably a load out problem that HSFX 6.0 did not like. Hopefully someone like Crazyflak can take a quick look at it and see if there is quick fix, I'm sure he would like to see it in game eventually.

Cheers

Hoss

LuseKofte

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Re: B-26B Marauder v2.2
« Reply #128 on: July 01, 2012, 10:37:26 PM »


I Put the plane in at the bottom of the air.ini as Beowolff says to do with new airplanes, and in where it should of gone if it had been included in HSFX 6.0 and still get the load fail.

It really doesn't matter, with our without it I get the same result, the default selections are the same and not like this ru file, and I can see the plane on the arming screen.  Unlike the Bearcat where I don't see it and get the load fail message........... Gerd say's that one is flyable in 4.09 as well but not HSFX 6.0.

I'm using Tonn's HSFX 6.0 DiffFM, I also sent him a PM about it to see if that could be the conflict. He said it wasn't



Cheers.................

Hoss
I have to say, where to put your air.ini.
It does not matter where you put it , as long as you put it right
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310thDiablo

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Re: B-26B Marauder v2.2
« Reply #129 on: July 05, 2012, 12:47:23 PM »

I'm new to SAS mods.  I currently have modact 3.06 installed and working.  Exactly what steps do I need to do to install the Marauder to my game?
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hguderian

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Re: B-26B Marauder v2.2
« Reply #130 on: July 05, 2012, 03:53:30 PM »

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310thDiablo

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Re: B-26B Marauder v2.2
« Reply #131 on: July 06, 2012, 09:22:56 AM »

 :)  super...ty
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