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Author Topic: Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)  (Read 6453 times)

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western0221

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Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)
« on: January 22, 2019, 04:40:59 PM »

Full new built loadout and clean-up version ---- Su-25 by Ranwers.



- Switching All external weapons into Generation 2016 ones.
- Using correct weapon 3d models ..... KMGU-2, SPPU-22
- New added weapons in loadouts ..... FAB-500, RBK-500, S-5 (UB-32), SAB-100
- Countermeasure loadout changed into 1986y amounts ..... 128x Flare + 128x Chaff.
- Clean up non-used files, less disk space needed.
- Laser guided missiles, Radar Warning Receiver functions are switched into Engine mod 2.8.11w ones.
- Bugfix around engine surge calculation etc.

- Still WIP and a bit unstable (described below)

Not To Overwrite v4.0 on old v3.x / 2.x / 1.x folder.
It will make unstable or pointless of cleaning-up.


Download:
https://www.mediafire.com/file/qzrnl3kac15e62e/Su-25_pre_V4.0wip_20190122.7z/file

Requirements:

Jet Era v1.33 or later https://www.sas1946.com/main/index.php/topic,15649.0.html

SAS Common Utils https://www.sas1946.com/main/index.php/topic,40490.0.html

WEAPONS PACK VER. 1.3 https://www.sas1946.com/main/index.php/topic,48603.0.html

SAS Engine MOD 2.8.11 western (or later) https://www.sas1946.com/main/index.php/topic,52489.0.html

Weapon pack Generation 2016-iii (22/Jan/2019 or later) https://www.sas1946.com/main/index.php/topic,53426.0.html

(when Jet engine sound is missing ... )
Ultimate Jet Sounds ~ v1.1.0 (or later) https://www.sas1946.com/main/index.php/topic,57611.0.html


Add to air.ini:
Quote
Su-25      air.Su_25 1             r01   SUMMER

add to i18n/ plane.properties
Quote
Su-25                      Su-25, 1986

add to i18n/ weapons.properties
textfile in the archive.

Skins folders:
Quote
...\PaintSchemes\Skins\Su-25



Download skins:
https://www.mediafire.com/download/y3n2u8yvybediha/Su-25_skins.rar

Attention ! Mod have HD default skins
HD mod here: https://www.sas1946.com/main/index.php/topic,33239.0.html


How to use Laser Guided Missiles:
Quote
Press Misc_10 Key to turn on the laser, and you will see a dot in front of the plane.
You can move it around with bombsight keys, when positioned on target,
you press Misc_7 key laser beam will be locked and stay at same spot all the time.
(No more needed press B key.)

Su-25's laser designator can point only front direction.
You have to keep nose direction to the laser target till missile reached as same as historical.


Autopilot Modes:
Misc_1 Key engages the Altitude mode
Misc_2 Key engages Heading mode
Misc_3 key engages the Route mode
Misc_4 key is an Autopilot Master key and turns off all autopilot modes.

Countermeasure Flare / Chaff are assigned on each Deploy Flare or Chaff keys.


WIP limitations, unfinished things.
(No need to report about those 6 lines.)
- Laser locked point is moving , not locked perfectly.
- Laser position adjusting by bombsight keys is once temporary lost.
- Game progressing becomes lag-lag in using laser illuminating.
- Each pylons' bomb / missile suspension 3d model is not made. Big gap is seen between bombs and pylons.
- AI doesn't use Laser designator.
- AI doesn't switch rocket / missiles.


Credits;
1C & Team Daidalos for code.

By:
BT~Wasted & Ranwers
4S_Vega
western0221

Thanks Loku for help, as always  ;)


Old, Original post of v2.x - v3.x is here ---- https://www.sas1946.com/main/index.php/topic,38501.0.html
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steven197106

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Re: Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)
« Reply #1 on: January 23, 2019, 01:46:20 AM »

Impressive loadout  :P
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SAS~Gerax

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Re: Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)
« Reply #2 on: January 23, 2019, 08:12:10 AM »

Many thanks western!  :)
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enry711

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Re: Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)
« Reply #3 on: January 23, 2019, 09:05:31 AM »

WOW Western great job! Thank you! :)

zsoltquack

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Re: Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)
« Reply #4 on: January 23, 2019, 10:36:38 AM »

Thank you!

Sorry but nothing engine sound
What sound package to install?
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western0221

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Re: Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)
« Reply #5 on: January 23, 2019, 11:47:12 AM »

Sorry but nothing engine sound
What sound package to install?

Umm .... I've not thought engine sound is using outside source ....

Perhaps this sound mod !
~ UJS / Ultimate Jet Sounds ~ v1.1.0 ---- https://www.sas1946.com/main/index.php/topic,57611.0.html

Thanks your report.
Link added in 1st post.
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zsoltquack

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Re: Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)
« Reply #6 on: January 26, 2019, 12:21:31 AM »

When load Su-25 mission 30% CTD!

Here the log:

Code: [Select]
[2019.01.26. 7:10:46] ------------ BEGIN log session -------------
[7:10:46] OpenGL provider: Opengl32.dll
[7:10:46] OpenGL library:
[7:10:46]   Vendor: ATI Technologies Inc.
[7:10:46]   Render: Radeon RX 570 Series
[7:10:46]   Version: 4.6.13543 Compatibility Profile Context 25.20.15002.58
[7:10:46]   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_half_float GL_AMD_gpu_shader_int16 GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_occlusion_query_event 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_sparse_texture_pool 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_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_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_spirv_extensions 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_memory_object GL_EXT_memory_object_win32 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_semaphore GL_EXT_semaphore_win32 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_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile 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
[7:10:46] Size: 1920x1080
[7:10:46] ColorBits: 32
[7:10:46] DepthBits: 24
[7:10:46] StencilBits: 8
[7:10:46] isDoubleBuffered: true
[7:10:46]
[7:10:46] *** Looking for Advanced CPU Instructions...
[7:10:46] [x] PentiumPro
[7:10:46] [x] Multimedia (MMX)
[7:10:46] [x] 3D (SSE)
[7:10:46] [x] 3D (SSE2)
[7:10:46] [-] 3D (3DNow)
[7:10:46] ColourBits 32, ABits 8, ZBits 24
[4:22:24] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/afg_10.bmp height=2048 width=2048 bpp=24
[4:22:24] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/afg_10.bmp will be reported to be a 1024x1024 texture!
[4:22:24] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/afg_29.bmp height=2048 width=2048 bpp=24
[4:22:24] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/afg_29.bmp will be reported to be a 1024x1024 texture!
[4:22:25] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/bulg.bmp height=2048 width=2048 bpp=24
[4:22:25] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/bulg.bmp will be reported to be a 1024x1024 texture!
[4:22:25] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/IQ1.bmp height=2048 width=2048 bpp=24
[4:22:25] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/IQ1.bmp will be reported to be a 1024x1024 texture!
[4:22:25] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/IR1.bmp height=2048 width=2048 bpp=24
[4:22:25] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/IR1.bmp will be reported to be a 1024x1024 texture!
[4:22:25] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/IR2.bmp height=2048 width=2048 bpp=24
[4:22:25] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/IR2.bmp will be reported to be a 1024x1024 texture!
[4:22:26] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Iraq_new_2506.bmp height=2048 width=2048 bpp=24
[4:22:26] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Iraq_new_2506.bmp will be reported to be a 1024x1024 texture!
[4:22:26] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Iraq_new_2508.bmp height=2048 width=2048 bpp=24
[4:22:26] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Iraq_new_2508.bmp will be reported to be a 1024x1024 texture!
[4:22:26] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Iraq_new_2522.bmp height=2048 width=2048 bpp=24
[4:22:26] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Iraq_new_2522.bmp will be reported to be a 1024x1024 texture!
[4:22:26] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Iraq_new_2554.bmp height=2048 width=2048 bpp=24
[4:22:26] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Iraq_new_2554.bmp will be reported to be a 1024x1024 texture!
[4:22:27] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/navy16.bmp height=2048 width=2048 bpp=24
[4:22:27] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/navy16.bmp will be reported to be a 1024x1024 texture!
[4:22:27] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria02.bmp height=2048 width=2048 bpp=24
[4:22:27] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria02.bmp will be reported to be a 1024x1024 texture!
[4:22:27] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria04.bmp height=2048 width=2048 bpp=24
[4:22:27] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria04.bmp will be reported to be a 1024x1024 texture!
[4:22:27] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria24NM.bmp height=2048 width=2048 bpp=24
[4:22:27] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria24NM.bmp will be reported to be a 1024x1024 texture!
[4:22:28] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria27NM.bmp height=2048 width=2048 bpp=24
[4:22:28] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria27NM.bmp will be reported to be a 1024x1024 texture!
[4:22:28] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria28NM.bmp height=2048 width=2048 bpp=24
[4:22:28] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria28NM.bmp will be reported to be a 1024x1024 texture!
[4:22:28] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria29.bmp height=2048 width=2048 bpp=24
[4:22:28] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria29.bmp will be reported to be a 1024x1024 texture!
[4:22:28] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria71.bmp height=2048 width=2048 bpp=24
[4:22:28] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Rus_Syria71.bmp will be reported to be a 1024x1024 texture!
[4:22:29] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/sov59.bmp height=2048 width=2048 bpp=24
[4:22:29] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/sov59.bmp will be reported to be a 1024x1024 texture!
[4:22:29] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Su-25default_2K.bmp height=2048 width=2048 bpp=24
[4:22:29] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Su-25default_2K.bmp will be reported to be a 1024x1024 texture!
[4:22:30] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Su-25default_4K Red 16.bmp height=4096 width=4096 bpp=24
[4:22:30] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Su-25default_4K Red 16.bmp will be reported to be a 1024x1024 texture!
[4:22:30] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Su-25_(Digital Cammo - n38)_2K.bmp height=2048 width=2048 bpp=24
[4:22:30] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Su-25_(Digital Cammo - n38)_2K.bmp will be reported to be a 1024x1024 texture!
[4:22:30] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Su-25_(Digital Cammo)_2K.bmp height=2048 width=2048 bpp=24
[4:22:30] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Su-25_(Digital Cammo)_2K.bmp will be reported to be a 1024x1024 texture!
[4:22:30] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Su-25_(n37)_2K.bmp height=2048 width=2048 bpp=24
[4:22:30] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Su-25_(n37)_2K.bmp will be reported to be a 1024x1024 texture!
[4:22:31] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Sudan.bmp height=2048 width=2048 bpp=24
[4:22:31] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/Sudan.bmp will be reported to be a 1024x1024 texture!
[4:22:31] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/SU_37.bmp height=2048 width=2048 bpp=24
[4:22:31] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/SU_37.bmp will be reported to be a 1024x1024 texture!
[4:22:31] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/SU_59.bmp height=2048 width=2048 bpp=24
[4:22:31] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/SU_59.bmp will be reported to be a 1024x1024 texture!
[4:22:31] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/UKR_04_digi.bmp height=2048 width=2048 bpp=24
[4:22:31] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/UKR_04_digi.bmp will be reported to be a 1024x1024 texture!
[4:22:32] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/UKR_38_digi.bmp height=2048 width=2048 bpp=24
[4:22:32] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/Su-25/UKR_38_digi.bmp will be reported to be a 1024x1024 texture!
[4:22:38] BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/Su-25/SU_59.bmp s1=3DO/Plane/Su-25/summer s2=PaintSchemes/Cache/Su-25
[4:22:38] BmpUtils bmp24PalTo4TGA4 s=PaintSchemes/Skins/Su-25/SU_59.bmp s1=3DO/Plane/Su-25/summer s2=PaintSchemes/Cache/Su-25
[4:22:44] Loading mission QuickQMBPro/Slovakia_'55/Slovakia_'55redairbase00.mis...
[4:22:44] Y=1940 / M=8 / H= 12 , Temperature - 0m = 14.0 .
[4:22:44] Loading map.ini defined airfields:
[4:22:47] PBuffer: suitable formats: 84
[4:22:47]
[4:22:47] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[4:22:47] Depth = 24, stencil = 8
[4:22:47] PBuffer: suitable formats: 84
[4:22:47]
[4:22:47] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[4:22:47] Depth = 24, stencil = 8
[4:22:48] Loading vertex/fragment programs: *1279979552*
[4:22:48] *** Loading: [vpFogFar2Tex2D]
[4:22:48] *** Loading: [vpFog2Tex2DBlend]
[4:22:48] *** Loading: [vpFogFar4Tex2D]
[4:22:48] *** Loading: [vpFogFar8Tex2D]
[4:22:48] *** Loading: [vpFogNoTex]
[4:22:48] *** Loading: [vpFog4Tex2D]
[4:22:48] *** Loading: [vpFog4Tex2D_UV2]
[4:22:48] *** Loading: [vp4Tex2D]
[4:22:48] *** Loading: [vp6Tex2D]
[4:22:48] *** Loading: [vpTexUVTex2D]
[4:22:48] *** Loading: [vpWaterGrid_NV]
[4:22:48] *** Loading: [vpWaterSunLight_NV]
[4:22:48] *** Loading: [vpWaterSunLight_ATI]
[4:22:48] *** Loading: [vpWaterSunLight_FP]
[4:22:48] *** Loading: [vpTreeSprite]
[4:22:48] *** Loading: [vpTreeTrunk]
[4:22:48] *** Loading: [vpVAObjectsN]
[4:22:48] *** Loading: [vpVAObjectsL0]
[4:22:48] *** Loading: [vpSprites]
[4:22:48] *** Loading: [vpSimpleGL]
[4:22:48] *** Loading: [fpWaterSunLightFast]
[4:22:48] *** Loading: [fpWaterSunLight]
[4:22:48] *** Loading: [fpWaterSunLightBest]
[4:22:48] *** Loading: [fpCoastBump]
[4:22:48] *** Loading: [fpCoastFoam]
[4:22:48] *** Loading: [fpCoastFoamFast]
[4:22:48] *** Loading: [fpCoastFoamFarFogTex]
[4:22:48] *** Loading: [fpCausticSimple]
[4:22:48] *** Loading: [fpCaustic]
[4:22:48] *** Loading: [fpSprites]
[4:22:48] *** Loading: [fpObjectsL0]
[4:22:48] *** Loading: [fpObjectsL0_2L]
[4:22:48] *** Loading: [fpSimpleGL]
[4:22:48] *** Loading: [fpNearLandFog]
[4:22:48] *** Loading: [fpFarLandFog]
[4:22:48] *** Loading: [fpRiverCoastAA]
[4:22:48] *** Loading: [vpWaterDM_CPU]
[4:22:48] *** Loading: [fpWaterDM_CPU]
[4:22:48] *** Loading: [fpWaterDM_CPULo]
[4:22:48] *** Loading: [fpWaterLFogDM]
[4:22:48] *** Loading: [fpIceWater]
[4:22:48] *** Loading: [fpNearNoBlend]
[4:22:48] *** Loading: [fpNearNoBlendNoise]
[4:22:48] *** Loading: [fpNearBlend]
[4:22:48] *** Loading: [fpNearBlendNoise]
[4:22:48] *** Loading: [fpFarBlend]
[4:22:48] *** Loading: [fpForestPlane]
[4:22:48] *** Loading: [fpForestPlaneNoise]
[4:22:48] *** Loading: [fpForestPlaneEdges]
[4:22:48] *** Loading: [fpForestPlaneEdgesNoise]
[4:22:49] Load bridges
[4:22:49] Load static objects
[4:22:49] ##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
[4:22:51] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[4:22:53] ##### House without collision (3do/Buildings/46/MGTrench/live.sim)
[4:22:53] ##### House without collision (3do/Trains/PRVZb_B/body.sim)
[4:22:54] ##### House without collision (3do/Buildings/Airdrome/Tank1/mono.sim)
[4:23:06] SectFile load failed: null
[4:23:06] java.io.FileNotFoundException
[4:23:06] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[4:23:06] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[4:23:06] at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
[4:23:06] at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
[4:23:06] at com.maddox.rts.SectFile.<init>(SectFile.java:126)
[4:23:06] at com.maddox.rts.SectFile.<init>(SectFile.java:86)
[4:23:06] at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:77)
[4:23:06] at com.maddox.sound.SoundPreset.get(SoundPreset.java:107)
[4:23:06] at com.maddox.sound.SoundFX.<init>(SoundFX.java:47)
[4:23:06] at com.maddox.il2.engine.Actor.newSound(Actor.java:637)
[4:23:06] at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:58)
[4:23:06] at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:366)
[4:23:06] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1709)
[4:23:06] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1672)
[4:23:06] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2071)
[4:23:06] at com.maddox.il2.game.Mission.loadAir(Mission.java:1288)
[4:23:06] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[4:23:06] at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
[4:23:06] at com.maddox.il2.game.Mission._load(Mission.java:653)
[4:23:06] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[4:23:06] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[4:23:06] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[4:23:06] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[4:23:06] at com.maddox.il2.game.Main.exec(Main.java:422)
[4:23:06] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[4:23:06] Cannot load sound preset motor.rrviper (java.lang.Exception: Invalid preset format)
[4:23:07] INTERNAL ERROR: Str2FloatClamp() - Clamped 3.5 -> 2 (delta = -1.5) to Range 0..2
[4:23:07] INTERNAL ERROR: Str2FloatClamp() - Clamped 3.5 -> 2 (delta = -1.5) to Range 0..2
[4:23:07] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[4:23:08] java.lang.NoSuchFieldError: printCompassHeading
[4:23:08] at com.maddox.il2.objects.air.CockpitSu_25.<init>(CockpitSu_25.java:244)
[4:23:08] at java.lang.Class.newInstance0(Native Method)
[4:23:08] at java.lang.Class.newInstance(Unknown Source)
[4:23:08] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:2610)
[4:23:08] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2135)
[4:23:08] at com.maddox.il2.game.Mission.loadAir(Mission.java:1288)
[4:23:08] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[4:23:08] at com.maddox.il2.game.Mission.loadWings(Mission.java:1078)
[4:23:08] at com.maddox.il2.game.Mission._load(Mission.java:653)
[4:23:08] at com.maddox.il2.game.Mission.access$600(Mission.java:123)
[4:23:08] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
[4:23:08] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[4:23:08] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[4:23:08] at com.maddox.il2.game.Main.exec(Main.java:422)
[4:23:08] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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mandrill

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Re: Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)
« Reply #7 on: January 28, 2019, 02:00:38 PM »

I have the same problem.
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western0221

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Re: Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)
« Reply #8 on: October 15, 2019, 05:54:44 AM »

Teaser screenshots for future update.

Tilt-down SPPU-22's GSh-23 cannons (Manual or Automatic)



Open / Close Doors of KMGU-2 cluster bomblet container

(Still much buggy .... cannot publish)
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dsawan

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Re: Su-25 by Ranwers pre v4.0 wip (22/Jan/2019)
« Reply #9 on: October 16, 2019, 01:11:28 PM »

looks good. Would it be possible to do as a new varinat or separate from this model. Dont know what designation could be used but am a fan of keep separate variants if possible than just changing loadouts.
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