Loading [MathJax]/extensions/Safe.js

Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 5 [6] 7 8 9   Go Down

Author Topic: Fokker E.III Eindecker  (Read 56461 times)

0 Members and 1 Guest are viewing this topic.

Lisek

  • Aviator Mod Team
  • Modder
  • member
  • Offline Offline
  • Posts: 334
Re: Fokker E III Eindecker
« Reply #60 on: September 16, 2012, 05:09:34 AM »

Agracier, do you have this latest AI mod that Anto mentioned?  :)
Logged

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: Fokker E III Eindecker
« Reply #61 on: September 16, 2012, 05:54:13 AM »

Thanks,

C:\Sturmovik DBW 1.7\IL-2 Sturmovik 1946\#DBW_1916\AIRCRAFT_Fokker_EIII\3do\Plane\FokkerE3(Multi1)

The path is correct for my install, I've been installing for so long that if I asked about a ctd and it was because of my incorrect folder depth I'd have to commit seppuku out of pure shame ... ha ha

Anyway, a 20% ctd does not indicate an incorrect install or folder depth, at least if I am not mistaken it doesn't. Doesn't a 20% ctd indicate some kind of java problem?



we excluded that possibility (double foldering happened wth me few times to be honest :D )

20% is java (recently had one because of 2 missing classfiles)

Rock

  • Aviator Mod Team
  • Modder
  • member
  • Offline Offline
  • Posts: 533
  • Aviator modding
    • Axis and Allies Paintworks
Re: Fokker E III Eindecker
« Reply #62 on: September 16, 2012, 05:55:29 AM »

I had the 20% crash too. Installed AI engine hotkeys and the game loaded but hung at 100% loading. Installed Jet War Mod and it works fine.
Logged

SAS~Anto

  • Aussie Bush Pilot
  • Editor
  • member
  • Offline Offline
  • Posts: 4439
  • Retired from modding
Re: Fokker E III Eindecker
« Reply #63 on: September 16, 2012, 05:57:34 AM »

I just updated to the latest DBW1916 and can confirm the Fokker EIII runs fine. AND it worked without the AI mod.
Logged

dsawan

  • member
  • Offline Offline
  • Posts: 1588
Re: Fokker E III Eindecker
« Reply #64 on: September 17, 2012, 07:20:48 PM »

runs fine in dbw 1916. its just the regular dbw 1.7 it wont. i'll try again but i at work.
Logged

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: Fokker E III Eindecker
« Reply #65 on: September 18, 2012, 12:07:15 AM »

enable other air.ini in dbw-1916 and then you can fly against ww2 planes

agracier

  • Modder
  • member
  • Offline Offline
  • Posts: 3048
    • The Great War in a Different Light
Re: Fokker E III Eindecker
« Reply #66 on: September 18, 2012, 01:03:33 AM »

I finally got the plane to work. What I did was update from the very basic, first original #BDW1916 folder (the one that appears on first installation of DBW - best to save that somewhere) ... previously I had been updating previous updates of #DBW1916 (updating v1b2 with v1b5 or something like that) ... that must have messed up a whole bunch of files ...

So if you update the original (very small) #DBW1916 folder with the very latest update (vp_dbw1916_update_v1b5.rar)and then afterwards apply the three new patches

http://www.vpmedia.eu/il2/zip/dbw1916_patch9.zip
http://www.vpmedia.eu/il2/zip/dbw1916_FokkerEIII_Aviatik_patch2.zip
http://www.vpmedia.eu/il2/zip/AIRCRAFT_Friedrichshafen_GIII.zip

all should work OK ...
Logged

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: Fokker E III Eindecker
« Reply #67 on: September 18, 2012, 01:42:33 AM »

Well, the install instructions say that you should delete or deactivate your existing #dbw_1916 folder
then obliviously do the update with the files numbered 1,2,3,4 by extracting them in that order into your game folder. I didnt tested other possibilities so maybe not deleting the original folder could lead to some troubles but not very likely.

agracier

  • Modder
  • member
  • Offline Offline
  • Posts: 3048
    • The Great War in a Different Light
Re: Fokker E III Eindecker
« Reply #68 on: September 18, 2012, 02:07:22 AM »

Well, the install instructions say that you should delete or deactivate your existing #dbw_1916 folder
then obliviously do the update with the files numbered 1,2,3,4 by extracting them in that order into your game folder. I didnt tested other possibilities so maybe not deleting the original folder could lead to some troubles but not very likely.

So you don't really need the original DBW1916 folder to start out with? If you use update v1b5 on its own it will work just as well? That's good to know ... thanks for the clarification.
Logged

alotef

  • Modder
  • member
  • Offline Offline
  • Posts: 667
Re: Fokker E III Eindecker
« Reply #69 on: September 22, 2012, 11:33:44 PM »

I love this little plane. I have one issue with it, though.
After prolonged flight of about 15-20 minutes, my engine RPM just drops and doesn't stop until I hit the ground. I can get up to 500m with Mixture back to about 1/2, but the engine RPM still drops, regardless of whether I bump the mixture up to 100% or right down to around 30-40%. Any ideas? Its killing me because I've made some good missions and I've no idea why the engine is dying out.
Logged

Hubberranz

  • Modder
  • member
  • Offline Offline
  • Posts: 1620
Re: Fokker E III Eindecker
« Reply #70 on: September 23, 2012, 12:43:27 PM »

my engine RPM just drops... Any ideas?
See what key U assigned to magnetos. See first post/engine for ~% . Be sure to be on magnetos 1+2 (this is default).
Perhaps U are reducing magnetos to 2 and then 1 without noticing... 

if U press "plus" magnetos, normally nothing happens cause U are already at maximum 1+2.
if U press "minus" magnetos U see "magneto 2" on screen; but with this done, U are now down to 66% engine power and doomed.
... so U need to go back up to 1+2 with a press of "plus" magnetos key again.
Good luck with that!
Logged

ANDYTOTHED

  • Modder
  • member
  • Offline Offline
  • Posts: 855
  • angle computing gunsights
Re: Fokker E III Eindecker
« Reply #71 on: September 23, 2012, 03:36:36 PM »

Kinda new to WWI aerial combat and as among many other things today managed to F up my attempt at installing this.

Code: [Select]
[24.09.2012 22:30:34] ------------ BEGIN log session -------------
OpenGL provider: dx8wrap.dll
OpenGL library:
  Vendor: 1C.Multimedia.Dev/Maddox.
  Render: DirectX8.
  Version: 1.1
  Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
Size: 640x480
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.
[-] '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.
[-] '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%
[-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 2048
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 1.000000
WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
WARNING: 'Perfect' Mode required pixels shaders
WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
Spawn.get( com.maddox.il2.objects.air.Fokker_EIII ): com/maddox/il2/objects/air/PaintSchemeFMParWW1
java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/PaintSchemeFMParWW1
at com.maddox.il2.objects.air.Fokker_EIII.<clinit>(Fokker_EIII.java:16)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NoClassDefFoundError
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:165)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

As far as I can tell it is something DBW 1916 related. Supposedly this should work on modact, but because I' m incompetent and never check my facts, I'mm assuming there is some prequisite missing. Such as DBW.
Logged
Pages: 1 ... 3 4 5 [6] 7 8 9   Go Up
 

Page created in 0.099 seconds with 24 queries.