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Author Topic: Bomb view  (Read 2803 times)

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tartenmuche

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Bomb view
« on: November 20, 2016, 12:27:19 PM »

Dear all,
I recently saw a video showing the way of a bomb from the aircraft to the target. I think that this video was coming from a 413 game. In the thread "VP modpack", someone asked if this bomb view was availabe in the VP modpack game and got an answer telling him that Benitomuso had revised  the "PAL Visual mod" and that a "PAL visual mod ordinance test" was available seemingly including the bomb view.
So I DL this test and installed it in my CUP game in place of the standard visual mod. I got a CTD. Since there is no readme, I don't know what to do.
Is any help available?
Best regards.
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Squashman

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Re: Bomb view
« Reply #1 on: November 26, 2016, 09:11:18 AM »

Hi Tartenmuche

You have my sympathy, Benitomus has also brought out the new version of Visual Mod V9, including the "Ordnance View Cam" and Pilot walking on carrier deck. I have tried this version on my Modact 5.3, CUP, and HSFX installs - while the pilot on carrier deck works well - I can not use the ordnance cam, because if I load any aircraft with bombs, rockets or torpedoes, the mission crashes at about 50% load - if no bombs rockets or torpedoes then mission loads and plays fine - but nothing to see from Ordnance Cam!!!

I have searched the threads but can find no solution to this?

Squashman

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SAS~Storebror

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Re: Bomb view
« Reply #2 on: November 26, 2016, 09:26:46 AM »

Since there is no readme, I don't know what to do.
Since there is no log, I don't know what to do either.

I have tried this version on my Modact 5.3 (...) the mission crashes at about 50% load
It's known to work out of the box on Modact 5.3.
See the release post here: https://www.sas1946.com/main/index.php/topic,50130.msg547482.html#msg547482
Lots of reports following thereafter, Gerax even reported how he got it working on CUP WAW #20.

Best regards - Mike
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tartenmuche

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Re: Bomb view
« Reply #3 on: November 26, 2016, 11:26:54 AM »

Dear Mike,
I had no knowledge of the post mentioned in your reply, therefore my questions. I have read the instructions of Gerax but I don't know where to get the mods which seemingly have to be installed before loading the new visual mod. Furthermore the previous visual mod  has a structure with TGA,DOF and WAW subfolder, the new one not, does it matter?
I installed the new visual mod in my WAW21 in place of the old one but it does not work. I don't have the usual effects of the mod and there is no "ordinance view" on my control and command desk. Should I look at the log?
Like Gerax I don't enable very often the Visual Mod, I don't like the walzing aircraft and I get a CTD at 5% when I leave the game with a message from Windows beeing enable to etc.
Gerax asked whether it was possible to get an Ordnance view as extramod, Western0221 answered , but I don't understand his answer.
I hope that I am not bothering you.
Best regards.
Tart
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SAS~Storebror

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Re: Bomb view
« Reply #4 on: November 27, 2016, 01:07:49 AM »

Hi Tart,

Don't worry, everything's fine.
It's just a rule of thumbs that if you think about whether or not to post a log, the right answer is always "YES, do it!".
There's no such thing like too many logs in case of error reports.

I don't know where to get the mods which seemingly have to be installed before loading the new visual mod.
In his post Gerax is referring to an "EngineMod version with Westerns latest Version".
western0221 maintains an own thread with an updated version of the Engine Mod 2.7, you can always find his latest "official" updated Engine Mod version in the opening post of his thread:
https://www.sas1946.com/main/index.php/topic,52489.0.html

There's four versions available of western's updated engine mod at the time of typing this, they differ by the additional visual/sounds effects included.
For compatibility reasons I'd suggest to start trying the least intrusive version which is the one with no gongs and tinsel, the "no additional visual / sound effects version".

the previous visual mod  has a structure with TGA,DOF and WAW subfolder, the new one not, does it matter?
It's not the "previous visual mod" that has this structure, it's the one integrated in CUP, which can be activated and deactivated through JSGME.
Naturally non-CUP mods don't have this structure.
During installation of such "dedicated" mods you just have to install them in the module folder you're intending to use them.
Let's say you want to try the Ordnance View in WAW, so you install the Ordnance View Visual Mod in your CUP's "#WAW" folder.

I installed the new visual mod in my WAW21 in place of the old one but it does not work.
You have to load the "Ordnance View" visual mod prior to the one shipped with CUP.
The CUP integrated Visual Mod installs into a folder called "00_PAL-VisualMOD9-v4122" whereas the "Ordnance View" version's foldername by default is "00_PAL-VisualMOD9", this is basically okay   but you have to make sure that the "Ordnance View" Visual Mod loads prior to Engine mod, so please rename the "Ordnance View" Visual Mod folder to "!!!_PAL-VisualMOD9-OrdnanceTest".

I don't have the usual effects of the mod and there is no "ordinance view" on my control and command desk. Should I look at the log?
So your game doesn't crash anymore?
That's a step further than before.
Yes, the log always helps.

I get a CTD at 5% when I leave the game
Log please ;)
At the moment I can't imagine what a 5% crash at leaving the game should be at all...

Gerax asked whether it was possible to get an Ordnance view as extramod, Western0221 answered , but I don't understand his answer.
Western's answer says that the "Ordnance View" Visual Mod works perfectly fine with western's latest patched Engine Mod, as long as you rename the "Ordnance View" Visual Mod folder to make sure that it loads prior to the patched Engine Mod.
That's why I recommend renaming the "Ordnance View" Visual Mod folder to "!!!_PAL-VisualMOD9-OrdnanceTest".

Best regards - Mike
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tartenmuche

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Re: Bomb view
« Reply #5 on: December 12, 2016, 12:22:11 PM »

Dear Storebror ,
in my last message I told you that when I use VisualMod9 and when I leave the game, I get a message " Il2Dof/Tir enabled executable for modded Il2Sturmovik a cessé de fonctionner" and the game freezes at 5% on an image of IL2.
Hereunder my log.text:
Code: [Select]
[class:com.maddox.il2.objects.ships.Ship$HMSFiji]
Mission: class 'vehicles.stationary.Stationary$GuyOtterBl' not found
Mission: class 'vehicles.stationary.Stationary$GuyOtterBl' not found
Mission: class 'vehicles.stationary.Stationary$bedford' not found
Mission: class 'vehicles.stationary.Stationary$bedford' not found
ObjState.finalize: Object of com.maddox.il2.objects.ships.Ship$HMSFiji NOT destroyed
Mission: class 'vehicles.stationary.Stationary$bedford' not found
Mission: class 'vehicles.stationary.Stationary$Voit2P_Beige' not found
Mission: class 'vehicles.stationary.Stationary$Voit2P_Beige' not found
ERROR file: File users/0/Icons not found
Mission: campaign/de/harbourbattle/mission16.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Par défaut'
Time overflow (0): speed 0.75376886
Time overflow (20): speed 0.77720207
fps:1 avg:15 max:72 min:0 #fr:997
warning: no files : music/takeoff
fps:32 avg:15 max:72 min:0 #fr:1114
fps:15 avg:16 max:72 min:0 #fr:1253
fps:20 avg:17 max:72 min:0 #fr:1363
fps:26 avg:17 max:72 min:0 #fr:1473
fps:33 avg:17 max:72 min:0 #fr:1617
fps:33 avg:18 max:72 min:0 #fr:1770
fps:34 avg:19 max:72 min:0 #fr:1941
fps:29 avg:19 max:72 min:0 #fr:2095
fps:26 avg:20 max:72 min:0 #fr:2236
fps:28 avg:20 max:72 min:0 #fr:2370
fps:29 avg:20 max:72 min:0 #fr:2515
fps:26 avg:21 max:72 min:0 #fr:2655
fps:29 avg:21 max:72 min:0 #fr:2805
fps:30 avg:21 max:72 min:0 #fr:2957
warning: no files : music/inflight
fps:27 avg:22 max:72 min:0 #fr:3095
fps:32 avg:22 max:72 min:0 #fr:3244
fps:36 avg:22 max:72 min:0 #fr:3421
fps:34 avg:23 max:72 min:0 #fr:3584
fps:39 avg:23 max:72 min:0 #fr:3749
fps:39 avg:23 max:72 min:0 #fr:3929
fps:41 avg:24 max:72 min:0 #fr:4111
fps:60 avg:24 max:72 min:0 #fr:4345
fps:46 avg:25 max:72 min:0 #fr:4568
fps:45 avg:25 max:72 min:0 #fr:4795
fps:48 avg:26 max:72 min:0 #fr:5005
fps:39 avg:26 max:72 min:0 #fr:5226
fps:43 avg:27 max:72 min:0 #fr:5429
fps:41 avg:27 max:72 min:0 #fr:5634
fps:40 avg:27 max:72 min:0 #fr:5847
fps:38 avg:28 max:72 min:0 #fr:6040
fps:41 avg:28 max:72 min:0 #fr:6255
fps:44 avg:28 max:72 min:0 #fr:6511
fps:44 avg:29 max:72 min:0 #fr:6726
fps:42 avg:29 max:72 min:0 #fr:6926
fps:50 avg:29 max:72 min:0 #fr:7138
fps:42 avg:30 max:72 min:0 #fr:7366
fps:49 avg:30 max:72 min:0 #fr:7594
fps:38 avg:30 max:72 min:0 #fr:7829
fps:49 avg:30 max:72 min:0 #fr:8041
fps:50 avg:31 max:72 min:0 #fr:8281
fps:48 avg:31 max:72 min:0 #fr:8524
fps:48 avg:31 max:72 min:0 #fr:8759
fps:47 avg:32 max:72 min:0 #fr:8989
fps:5 avg:32 max:72 min:0 #fr:9284
fps:60 avg:32 max:72 min:0 #fr:9585
java.lang.NoSuchMethodError
at com.maddox.il2.engine.Renders.SaveStereoSettings(Unknown Source)
at com.maddox.il2.engine.Config.save(Unknown Source)
at com.maddox.il2.game.MainWin3D.endApp(MainWin3D.java:168)
at com.maddox.il2.game.Main.exec(Main.java:468)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
I hope it will help you to give a diagnostic.
Does it have something to do with my unability to get" Visual mod ordnance test" working?
Best regards.
Tart
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