Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1]   Go Down

Author Topic: Seafires over Korea  (Read 2625 times)

0 Members and 1 Guest are viewing this topic.

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Seafires over Korea
« on: April 23, 2020, 04:53:54 PM »




FOREWORDS
I found this photograph in a magazine; accompanied a short story on the Korean War. Can't explain what impression it did on this kid; those multi-bladed propellers, contrarotating, gave me a sensation of extreme power and, together with uncommonly shaped underwing tanks, of advanced technology - all in a relatively small, aggressive fighter. I kept it for fifty years, during which I learned about the plane that is its protagonist and its history. The photo became sepia, but not as an effect of photoshop. Now I give it to you, along with a campaign built for it and on it.

FEATURES
Aerial warfare over North Korea during July-September 1950. Player fights for No. 800 squadron of Fleet Air Arm (Royal Navy).

REQUIREMENTS
The pack contains all you need to play the campaign; you must just start from a "vanilla" 4.13.4 installation, provided of Jone Soft generic Mod Enabler.

INSTALLATION
You must start from a stock install of game version 4.13.4, extracting everything contained in this pack into your Jone Soft Generic Mod Enabler, enabling mods by the included FM Mod Activator, and then enabling Korea map, extra planes for Pacific Theater of Operation, dedicated buttons to have Yak-9P working, and Seafires over Korea campaign.When done, opening menu to start a new career for Royal Navy, you’ll see listed “Korea”.

TIPS AND HINTS
Contrarotating propellers nullify torque; since game engine can’t model this you must disable torque in difficulty settings.

I spent two days performing dozens of different attempts on its flight model to get the Seafire 47 accelerating faster, especially on the deck for take-off. But with no avail. As a consequence I was forced to give it much more power and much less weight than real to get it airborne (actually, it experimented RATOG at this purpose, here not modelled); the effect in game is that it is considerably more performing than historical. Take-off remains a problem, though; giving some trim to pitch up is a hint to deal with. If laden with bombs, may be required to take-off in autopilot.



Yak-9P got the same flight model of Yak-9U (which is quite historically correct): please do not mess with other ones.

CREDITS
Ton414 and the guys at FreeIL2Modding for Mod Activator and Seafire 47 model. Ectoflyer and Cwatson for the two Firefly.

CheckYourSix for North Korea map.

Karabas/Barabas at Aviaskins for Yak-9P model and Stefan SG for its perfecting.

For skins: 4thCcrashh, 51stfis_Grant and Casey1976, Skunk, Jaster, Simec, Tchaika, Hayate, VPmedia, mfisch2004.


Hope you enjoy,
GB


Download link
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

mechanic

  • member
  • Offline Offline
  • Posts: 140
Re: Seafires over Korea
« Reply #1 on: April 24, 2020, 01:40:03 AM »

Greybeard,
I look forward to Korean campaigns being born on the day it started, but I need some additional guidance on installing this campaign in 4.13.4, a version I don't usually fire up. Following your instructions I put all the folders from the .rar file into the JSGME MODS folder. I then install the FM Mod Activator in the JSGME generated MODS folder which generates additional MODS within JSGME when I activate the next mod of the Korea map and then the extra planes mod all of  which I then progressively activate via JSGME (I assume that is what you meant when you instruct to "enabling mods by the included FM Mod Activator"). When all this is done and I run 4.13.4,  I get to the KOREA campaign which shows up under the RN heading but when I select "Start" it dumps me back to the Main Menu. An image of my JSGME install is attached. If I install the FM Mod Activator first as an Activated Mod and leave it in as one of the Activated Mods then the game itself crashes at 70% of the install.

I made a clean install of 4.13.4 just for this campaign and I would like to get it to run. I know my way around various problems in BAT but 4.13.4 is bit more mysterious to me. Any thoughts, instructions or advice would be appreciated. If this isn't just a rookie error on my part typical of 4.13.4, the solution for which you able to tell from the image and my installation procedure, I can generate a log list file if that would help. Thanks for any assistance and for putting this campaign together.
Mechanic
                                             

Logged

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Seafires over Korea
« Reply #2 on: April 24, 2020, 09:24:59 AM »

mechanic,

first of all thank you for downloading and installing my campaign.

As for the installation, I make use of your own figure (which was very useful for me to understand), after having reworked it.



As you can see, the mods installed are a total of five;

you get them by dezipping in your JSGME folder, directly from the pack.



You must then enable them with the JSGME, starting strictly with the FM Mod Activator. Do not hesitate to contact me if there are still problems.

Hi,
GB
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Seafires over Korea
« Reply #3 on: April 24, 2020, 10:03:49 AM »

mechanic,

without prejudice to what I said in the previous message, I realize only now that the FM Mod Activator that I included in the pack is incomplete! Therefore, please replace it with the one you can download from the site on the same page from which you downloaded the campaign, under "Link to Mods required".

I apologize to everyone for the inconvenience, which I will try to remedy as soon as possible.
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

mechanic

  • member
  • Offline Offline
  • Posts: 140
Re: Seafires over Korea
« Reply #4 on: April 24, 2020, 12:05:38 PM »

greybeard,
The crash and no-load problems were indeed the result of the outdated FM Mod Activator. I downloaded the 4.13.4 version from the link and that solved that problem. Unfortunately, the new Activator changed the language of the Career and Description drop down boxes from English to Russian - except for the word "Korea" in the Career section and its accompanying description (see image). This change went throughout other nations as well. However and more importantly, once I generate the Seafires over Korea mission, it loads the brief, and show's the Seafire in the arming section but when the mission loads there is just the sky - no exterior or interior view of the plane. To test generally I tried loading a QMB with the Seafire and it showed up and ran on the Tobruk map (just a random choice of map on my part). I then tried creating a mission in FMB, loading  the CY6 Korea map using the Seafire but although the map appeared and the plane could be selected as an object, the mission would not save.  In BAT this usually means some object or another is missing but I don't know where to start looking in this version with this activator. Any thoughts?
mechanic

        0.2 MB    grab0000.jpg                  Check                                            Error                                                 

Logged

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Seafires over Korea
« Reply #5 on: April 24, 2020, 04:33:04 PM »

You don't have to worry about the Russian writing, they also appear to me, just bypass them by going to the name of the campaign, as you have already done.

It is also normal that you cannot play the mission you have built in FMB: you cannot save it because some objects on the map are missing, and the missions must necessarily be saved in order to be played. I, in my installation, find myself in the same conditions.

But I can't explain why you only see the empty sky when you start the mission generated in the campaign. When it happens, you should press Shift + Tab together on your keyboard and tell me what you see abnormal (something reported as missing), or let me have your log.lst.
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

mechanic

  • member
  • Offline Offline
  • Posts: 140
Re: Seafires over Korea
« Reply #6 on: April 24, 2020, 07:56:41 PM »

Sorry to be taking up so much of your time, but here is the log.lst from where the errors start:

Code: [Select]
com.maddox.il2.game.Main.exec(Main.java:439)
[1:42:22] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:42:23] sFMDir = gui/game/buttons
[1:42:23] s1 = flightmodels/m-11_series.emd
[1:42:23] s = FlightModels/M-11_Series.emd
[1:42:23] m_lastFMFile = gui/game/buttons
[1:42:23] INTERNAL ERROR: Can't open file '3DO/Plane/TEXTURES/Disc1.tga'
[1:42:23] WARNING: object '3DO/Plane/TEXTURES/Disc1.tga' of class 'TTexture2D' not loaded
[1:42:23] INTERNAL ERROR: Texture required
[1:42:23] WARNING: object '3DO/Plane/Yak-9P(Multi1)/Disc.mat' of class 'TMaterial' not loaded
[1:42:23] INTERNAL ERROR: Material: Can't load 'Disc.mat'
[1:42:23] Mission error, ID_04: java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Disc.mat'
[1:42:23]
[1:42:23] java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'Disc.mat'
[1:42:23]
[1:42:23] at com.maddox.il2.engine.HierMesh.Load(Native Method)
[1:42:23] at com.maddox.il2.engine.HierMesh.<init>(HierMesh.java:596)
[1:42:23] at com.maddox.il2.engine.ActorHMesh.setMesh(ActorHMesh.java:89)
[1:42:23] at com.maddox.il2.objects.air.Aircraft._setMesh(Aircraft.java:3897)
[1:42:23] at com.maddox.il2.objects.air.Aircraft.<init>(Aircraft.java:2360)
[1:42:23] at com.maddox.il2.objects.air.AircraftLH.<init>(AircraftLH.java:51)
[1:42:23] at com.maddox.il2.objects.air.Scheme1.<init>(Scheme1.java:16)
[1:42:23] at com.maddox.il2.objects.air.YAK.<init>(YAK.java:27)
[1:42:23] at com.maddox.il2.objects.air.YAK_9P.<init>(YAK_9P.java:10)
[1:42:23] at java.lang.Class.newInstance0(Native Method)
[1:42:23] at java.lang.Class.newInstance(Unknown Source)
[1:42:23] at com.maddox.il2.game.Mission.loadAir(Mission.java:1343)
[1:42:23] at com.maddox.il2.ai.Wing.load(Wing.java:145)
[1:42:23] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[1:42:23] at com.maddox.il2.game.Mission._load(Mission.java:487)
[1:42:23] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[1:42:23] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[1:42:23] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[1:42:23] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[1:42:23] at com.maddox.il2.game.Main.exec(Main.java:439)
[1:42:23] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[1:42:26] 1>mp_dotrange FRIENDLY   DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[1:42:26] 1>mp_dotrange FOE  DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[1:42:26] null
[1:42:26] java.lang.NullPointerException
[1:42:26] at com.maddo
Logged

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Seafires over Korea
« Reply #7 on: April 25, 2020, 01:26:47 AM »

Thanks to you for the effective collaboration!

It was my mistake! I replaced the standard wheels of the Yak-9P with those of PA_Jeronimo without providing the necessary textures! I couldn't notice because I did have installed the whole Jero's mod.

Please download the folder containing the missing files from the following link and install it in the "3DO / Plane /" directory of the Yak-9P aircraft.

http://s000.tinyupload.com/index.php?file_id=41857427345141482643

Let me know if it works!

Thanks,
GB
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

mechanic

  • member
  • Offline Offline
  • Posts: 140
Re: Seafires over Korea
« Reply #8 on: April 25, 2020, 11:58:22 AM »

Eureka! Up and away!  Thanks greybeard the last problem was indeed related to those pesky Yaks. I just started the first mission and it looks great, definitely worth the effort.
mechanic

        0.9 MB    grab0002.jpg                  Check                                            Error                                                 

        1 MB    grab0005.jpg                  Check                                            Error                                                 

Logged

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Seafires over Korea
« Reply #9 on: April 25, 2020, 11:41:29 PM »

I'm really glad you managed to make the campaign work.

Have a good time!
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Seafires over Korea
« Reply #10 on: April 29, 2020, 08:09:50 AM »

A small supplement of information (which I have only discovered now): the Seafire 47 has the particularity of not allowing the pilot to eject until after opening the hood. So, to bail out:

1. Open canopy (e.g. Shift + C on your KB)
2. Eject (usually Ctrl + E on the KB)

Cheers,
GB
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Seafires over Korea
« Reply #11 on: May 06, 2020, 05:25:53 AM »

Updated to version 2:
- Seafire 47 got a new livery.
- Featuring Segfej's Firefly v3.2b.





Same download link of first post.
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.
Pages: [1]   Go Up
 

Page created in 0.042 seconds with 26 queries.