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Author Topic: Weapon pack Generation 2016-iii (ver 25/Jul/2020) and Jet pit Common materials (ver 26/Feb/2019)  (Read 62065 times)

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western0221

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But I still don't get difference between LAU-131 and LAU-68

I also don't know difference about them and I don't need care the difference in IL-2 1946 modding.
I treat them as completely same launcher.

Clearly different is ARMY Helicopter use M number ones.
I've made other external 3d models with different weight classfiles for ARMY Helicopters.
So, using LAU number launchers on ARMY Helicopters is BUGs, that's mod author mistook.
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Koty

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  • It's a MiG!

Apparently, LAU-131 has some thermal shielding (which the 68 does not have) and is used by navy (68 is for airforce)
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If I don't have to do it, I won't. If I have to do it, I'll make it quick.

AkelaFreedom

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    • akelafreedom

Apparently, LAU-131 has some thermal shielding (which the 68 does not have) and is used by navy (68 is for airforce)

No, inside out :) LAU-131 for Air force, and LAU-68 for NAVY.. My doubt about that in some source LAU-131 have langth = 152 cm in other LAU-130 equal LAU-68 and have length = 168. Of course it's not main, but when I put Hydra rocket with M151 warhead inside of launcher it very deep. But in some photos it looks a little sink or  a little jut out. That is my problem and nobody say why so that :)
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western0221

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New Weapon pack Generation 2016-iii is released in 1st post.

Its AGM-84A/D/J Harpoon missiles and AGM-84E SLAM use new SAS Engine MOD 2.8.5w 's cruise missile interceptable function and show damaged model in shot.
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SAS~Gerax

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Many thanks Western for all your work to keep Jetwar alive!  :)
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i7-13700K, MSI RTX4090, Kingston 64GB, Asus Z790-P, Crucial SSD 1TB, Kingston SSD 4TB;

Dreamk

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LAU-68/A    7-Tube 70 mm (2.75”) rocket launcher; Launcher designated LAU-68/A under the US Air Force system, used by US Army under the name M158A1. the LAU-68D/A version has the thermal protection coating. Pay attention that there is also a The LAU-68F/A "extended length launcher" with different dimensions:

The basic dimension of the LAU-68 tube is 1520mm (1.52m) HOWEVER the initial version LAU-68A body was slightly shorter ( 58.82"= 149.4 cm) but had a frangible forward protection cone and a reusable aluminium aft fairing, thus the overall length, with this fairings mounted, was no less than 94.5 in (2.40m!!!)
LAU-68D/A M158A1
    Longueur : 1 520,19 mm (59,85 in)
    Diamètre : 256,54 mm (10,1 in)
    Masse : 39 kg (85 lbs)


LAU-68 F/A EXTENDED LENGTH LAUNCHER
LENGTH      71.1 INCHES (180.6 CM.)
DIAMETER   10.125 INCHES (25.7 CM.)
WEIGHT (EMPTY)   92 POUNDS (41.73 KG.)
CAPACITY   7 ROCKETS (2.75 INCH/70MM.)

LAU-131/A LAUNCHER
LENGTH      59.8 INCHES (152 CM.) [producer factory data confirms: LAU-131/A Length 152 cm diameter 25.7cm]
DIAMETER   10.125 INCHES (25.7 CM.)
WEIGHT (EMPTY)   65 POUNDS (29.5 KG.)
CAPACITY   7 ROCKETS (2.75 INCH/70MM.)
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Seb

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Hello
The Mi-8T does not operate launchers unguided.
Regards
Seb

Code: [Select]
[2018-05-14 16:23:26] ------------ BEGIN log session -------------
[16:23:26] OpenGL provider: Opengl32.dll
[16:23:27] OpenGL library:
[16:23:27]   Vendor: ATI Technologies Inc.
[16:23:27]   Render: AMD Radeon R9 200 Series
[16:23:27]   Version: 4.5.13491 Compatibility Profile Context 22.19.662.4
[16:23:27]   Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility 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_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts 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_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_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_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_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding 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_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient 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_snorm 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_INTEL_fragment_shader_ordering GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[16:23:27] Size: 1600x1200
[16:23:27] ColorBits: 32
[16:23:27] DepthBits: 24
[16:23:27] StencilBits: 8
[16:23:27] isDoubleBuffered: true
[16:23:27] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[16:23:27]
[16:23:27] *** Looking for Advanced CPU Instructions...
[16:23:27] [x] PentiumPro
[16:23:27] [x] Multimedia (MMX)
[16:23:27] [x] 3D (SSE)
[16:23:27] [x] 3D (SSE2)
[16:23:27] [-] 3D (3DNow)
[16:23:27] ColourBits 32, ABits 8, ZBits 24
[16:23:27]
[16:23:27] *** Looking for Render API Extensions ...
[16:23:27] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[16:23:27] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[16:23:27] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[16:23:27] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[16:23:27] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[16:23:27] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[16:23:27] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[16:23:27] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[16:23:27] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[16:23:27] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[16:23:27] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[16:23:27] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[16:23:27] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[16:23:27]
[16:23:27] Maximum texture size : 16384
[16:23:27] Maximum simultaneous textures :8
[16:23:27] MaxAnisotropic (1.0 = none) : 16.000000
[16:23:27] 15 Splashscreens available.
[16:23:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[16:23:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[16:23:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[16:23:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[16:23:27] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[16:23:28] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[16:23:28] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[16:23:28] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[16:23:28] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[16:23:28] INTERNAL ERROR: Texture required
[16:23:28] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[16:23:28] INTERNAL ERROR: Str2FloatClamp() - Clamped 320 -> 128 (delta = -192) to Range 0.01..128
[16:23:34] Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA-Tadmor+2x2xR550+2x1300LtDroptank
[16:23:34] java.lang.ClassNotFoundException: com/maddox/il2/objects/weapons/BombProximity
[16:23:34] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[16:23:34] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:271)
[16:23:34] at com.maddox.il2.objects.air.MIRAGEIIIC.<clinit>(MIRAGEIIIC.java:392)
[16:23:34] at java.lang.Class.forName0(Native Method)
[16:23:34] at java.lang.Class.forName(Unknown Source)
[16:23:34] at com.maddox.rts.Spawn.get(Spawn.java:39)
[16:23:34] at com.maddox.rts.Spawn.get(Spawn.java:28)
[16:23:34] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[16:23:34] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[16:23:34] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[16:23:34] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[16:23:34] at com.maddox.il2.game.Main.exec(Main.java:405)
[16:23:34] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:23:34] Error on MirageIIIC Loadout: GAttack: 2x100kgTypeAA-Tadmor+2x2xR550+2x1300LtDroptank
[16:23:34] java.lang.ClassNotFoundException
[16:23:34] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[16:23:34] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:271)
[16:23:34] at com.maddox.il2.objects.air.MIRAGEIIICJ.<clinit>(MIRAGEIIICJ.java:467)
[16:23:34] at java.lang.Class.forName0(Native Method)
[16:23:34] at java.lang.Class.forName(Unknown Source)
[16:23:34] at com.maddox.rts.Spawn.get(Spawn.java:39)
[16:23:34] at com.maddox.rts.Spawn.get(Spawn.java:28)
[16:23:34] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[16:23:34] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[16:23:34] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[16:23:34] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[16:23:34] at com.maddox.il2.game.Main.exec(Main.java:405)
[16:23:34] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:23:34] Error on Dagger Loadout: GAttack: 4x130kgM4-Tadmor+2xShafrir+2x1300LtDroptank
[16:23:34] java.lang.ClassNotFoundException: com/maddox/il2/objects/weapons/BombProximity
[16:23:34] at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
[16:23:34] at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:271)
[16:23:34] at com.maddox.il2.objects.air.IAI_Kfir_C2.<clinit>(IAI_Kfir_C2.java:342)
[16:23:34] at java.lang.Class.forName0(Native Method)
[16:23:34] at java.lang.Class.forName(Unknown Source)
[16:23:34] at com.maddox.rts.Spawn.get(Spawn.java:39)
[16:23:34] at com.maddox.rts.Spawn.get(Spawn.java:28)
[16:23:34] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:214)
[16:23:34] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
[16:23:34] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[16:23:34] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[16:23:34] at com.maddox.il2.game.Main.exec(Main.java:405)
[16:23:34] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:23:34] Artillery: Parameter [BM21V_66rock]:<HeadMaxYawSpeed> not found
[16:23:34] Can't set property
[16:23:34] java.lang.RuntimeException: Can't set property
[16:23:34] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$SPAWN.getF(ArtilleryGeneric.java:122)
[16:23:34] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$SPAWN.LoadArtilleryProperties(ArtilleryGeneric.java:271)
[16:23:34] at com.maddox.il2.objects.vehicles.artillery.ArtilleryGeneric$SPAWN.<init>(ArtilleryGeneric.java:292)
[16:23:34] at com.maddox.il2.objects.vehicles.artillery.WesG661Artillery.<clinit>(WesG661Artillery.java:64)
[16:23:34] at java.lang.Class.forName0(Native Method)
[16:23:34] at java.lang.Class.forName(Unknown Source)
[16:23:34] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
[16:23:34] at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
[16:23:34] at com.maddox.il2.game.Main.preloadStationaryClasses(Main.java:254)
[16:23:34] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1544)
[16:23:34] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
[16:23:34] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[16:23:34] at com.maddox.il2.game.Main.exec(Main.java:405)
[16:23:34] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:23:34] Problem in spawn: com.maddox.il2.objects.vehicles.artillery.WesG661Artillery$BM21V_66rock
[16:23:37] Initializing DirectSound playback device...
[16:23:37] Primary buffer created.
[16:23:37] Playback format is set : sampling rate = 44100, num channels = 2.
[16:23:37] Not enought hardware buffers (0), hardware disabled
[16:23:37] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[16:23:37] Default speaker config is : 1310724.
[16:23:37] Direct sound audio device initialized successfully :
[16:23:37] DX Version : 7
[16:23:37] Hardware    - disabled [buffers : 0]
[16:23:37] Extensions  - enabled :
[16:23:37]   EAX ver. 1 [ ]  - disabled
[16:23:37]   EAX ver. 2 [ ]  - disabled
[16:23:37]   EAX ver. 3 [ ]  - disabled
[16:23:37]   I3D ver. 2 [ ]  - disabled
[16:23:37]   ZoomFX     [ ]  - disabled
[16:23:37]   MacroFX    [ ]  - disabled
[16:23:37] SIMD render [X]
[16:23:37] num channels 32
[16:23:37]
[16:23:38] Loading mission Records/Intro 04 Ed.trk...
[16:23:38] Y=1940 / M=7 / H= 6 , Temperature - 0m = 16.0 .
[16:23:38] Loading map.ini defined airfields:
[16:23:39] Load bridges
[16:23:39] Load static objects
[16:23:39] Mission error, ID_04: java.lang.RuntimeException: Weapon set '2x58dt' not registered in air.F4F3
[16:23:39] java.lang.RuntimeException: Weapon set '2x58dt' not registered in air.F4F3
[16:23:39] at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2412)
[16:23:39] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2131)
[16:23:39] at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
[16:23:39] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[16:23:39] at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
[16:23:39] at com.maddox.il2.game.Mission._load(Mission.java:653)
[16:23:39] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[16:23:39] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[16:23:39] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:23:39] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:23:39] at com.maddox.il2.game.Main.exec(Main.java:422)
[16:23:39] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:23:40] **net bigship unknown cmd 11
[16:23:40] **net bigship unknown cmd 11
[16:23:40] **net bigship unknown cmd 11
[16:23:40] **net bigship unknown cmd 11
[16:23:40] **net bigship unknown cmd 11
[16:23:40] **net bigship unknown cmd 11
[16:23:40] com.maddox.il2.objects.ActorViewPoint
[16:23:40] java.lang.ClassCastException: com.maddox.il2.objects.ActorViewPoint
[16:23:40] at com.maddox.il2.fm.FlightModelTrack$SPAWN.netSpawn(FlightModelTrack.java:686)
[16:23:40] at com.maddox.rts.NetChannel$SpawnMessage.msgNet(NetChannel.java:2068)
[16:23:40] at com.maddox.rts.MsgNet.invokeListener(MsgNet.java:56)
[16:23:40] at com.maddox.rts.Message._send(Message.java:1217)
[16:23:40] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[16:23:40] at com.maddox.rts.Message.sendTo(Message.java:1134)
[16:23:40] at com.maddox.rts.Message.trySend(Message.java:1115)
[16:23:40] at com.maddox.rts.Time.loopMessages(Time.java:180)
[16:23:40] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[16:23:40] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[16:23:40] at com.maddox.il2.game.Main.exec(Main.java:422)
[16:23:40] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:23:40] **net bigship unknown ng cmd 96
[16:23:40] **net bigship unknown ng cmd 96
[16:23:40] **net bigship unknown ng cmd 96
[16:23:40] **net bigship unknown ng cmd 96
[16:23:40] **net bigship unknown ng cmd 96
[16:23:41] **net bigship unknown ng cmd 96
[16:23:45] Loading mission QuickQMBPro/Norway/NorwayRedNone00.mis...
[16:23:45] Y=1940 / M=9 / H= 14 , Temperature - 0m = 11.0 .
[16:23:45] Loading map.ini defined airfields:
[16:23:46] Load bridges
[16:23:46] Load static objects
[16:23:46] ##### House without collision (3do/Tree/Tree2.sim)
[16:23:46] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[16:23:46] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[16:23:46] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[16:23:46] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[16:23:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[16:23:47] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[16:23:47] SectFile load failed: null
[16:23:47] java.io.FileNotFoundException
[16:23:47] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[16:23:47] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[16:23:47] at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
[16:23:47] at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
[16:23:47] at com.maddox.rts.SectFile.<init>(SectFile.java:126)
[16:23:47] at com.maddox.rts.SectFile.<init>(SectFile.java:86)
[16:23:47] at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
[16:23:47] at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:56)
[16:23:47] at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:366)
[16:23:47] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1707)
[16:23:47] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1672)
[16:23:47] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2069)
[16:23:47] at com.maddox.il2.game.Mission.loadAir(Mission.java:1288)
[16:23:47] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[16:23:47] at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
[16:23:47] at com.maddox.il2.game.Mission._load(Mission.java:653)
[16:23:47] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[16:23:47] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[16:23:47] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:23:47] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:23:47] at com.maddox.il2.game.Main.exec(Main.java:422)
[16:23:47] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:23:47] ERROR [com.maddox.sound.SamplePool@4e6303] Cannot load sample pool: motor.TB3.start.end
[16:23:47] SectFile load failed: null
[16:23:47] java.io.FileNotFoundException
[16:23:47] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[16:23:47] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[16:23:47] at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
[16:23:47] at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
[16:23:47] at com.maddox.rts.SectFile.<init>(SectFile.java:126)
[16:23:47] at com.maddox.rts.SectFile.<init>(SectFile.java:86)
[16:23:47] at com.maddox.sound.SamplePool.<init>(SamplePool.java:29)
[16:23:47] at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:56)
[16:23:47] at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:366)
[16:23:47] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1707)
[16:23:47] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1672)
[16:23:47] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2069)
[16:23:47] at com.maddox.il2.game.Mission.loadAir(Mission.java:1288)
[16:23:47] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[16:23:47] at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
[16:23:47] at com.maddox.il2.game.Mission._load(Mission.java:653)
[16:23:47] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[16:23:47] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[16:23:47] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[16:23:47] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[16:23:47] at com.maddox.il2.game.Main.exec(Main.java:422)
[16:23:47] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[16:23:47] ERROR [com.maddox.sound.SamplePool@46693e] Cannot load sample pool: motor.TB3.start.end
[16:23:47] ERROR file: File users/popowski/Icons not found
[16:23:47] Mission: QuickQMBPro/Norway/NorwayRedNone00.mis is Playing
[16:23:47] INTERNAL ERROR: HierMesh: Can't find chunk 'Keel1_CAP'
[16:23:48] warning: no files : music/inflight
[2018-05-14 16:24:27] -------------- END log session -------------
Logged

Koty

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  • It's a MiG!

You have problem with anything but unguided launchers.

What even is "2_58dt"? Your Mirage is also causing problems. The Grad in your install is not installed properly.  o_O


Are you sure it's the Weapon pack mod that causes the problems?
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If I don't have to do it, I won't. If I have to do it, I'll make it quick.

SAS-606

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Re: Weapon pack Generation 2016 , ver 11/Apr/2017
« Reply #56 on: May 19, 2018, 05:53:44 AM »

Old version "Weapon pack Generation 2016" backup.

Version 06th/Apr./2017 pack and 11th/Apr./2017 patch.

Download -- *******************************************
Daisy Cutter accidental exploding bug fix patch -- ********************************************8

Good day, the second link to the patch does not work. Can be as the download this file
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western0221

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    • IL-2 itaki blog

Weapon pack Generation 2016-iii (ver 05/Jun/2018) is in 1st post.

Bugfix:
 - US JDAMs correctly stop to go in contacting the ground when delay fuze applied.
 - US LGB PavewayIIs correctly stop to go in contacting the ground when delay fuze applied.
 - Extend flight range about US LGB PavewayIIs when Laser is not detected.
 - US Nukes with Parachute make nose down correctly.
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4S_Vega

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Hi western!

Pls in next update add replace existing GAU-8 cannon file with this one

https://www.mediafire.com/file/59fbf04w1bk19eb/GAU_8.rar/file
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western0221

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"Bugfix patch on 31st/Jul./2018" is released in 1st post , fixing all AGM-65 variants (B/D/E/F/K) trouble not exploding even hitting targets or ground.
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