Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Aircraft => German_Singles => Topic started by: SAS~Anto on March 20, 2011, 10:48:16 PM
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The Messerschmitt Bf-109 Ultimate Pack v3.1 *4.101m and 4.11.1m*
(http://i19.photobucket.com/albums/b184/mumblyjoe55/install7.jpg)
---> Download Ultimate Pack 109s v3.1 (https://storebror.it.cx/sas/archive/sas2/Anto/Ultimate_Bf109s_v31.7z)
... for 4.09m users: This version will NOT work for you. Please see 2nd post to download old version.
Desert Map Load.ini Patch (To make trop filters and camo show up on desert maps): https://www.sas1946.com/main/index.php/topic,4381.0.html (https://www.sas1946.com/main/index.php/topic,4381.0.html)
Installation
1) Ensure you are running a 4.101m install with latest SAS Buttons and Der Wurstenfuch's Combined 109 Pits v4 or later before running the installer
2) Run the 7zip self-extracting archive and extract all to your root IL-2 directory.
3) Open the readme file your Mods directory. Please follow instructions to add air.ini entries.
New in Version 3.1
- Expanded loadouts for Default variants
- Condensing down of slots: All trop variants removed and combined with parent aircraft, same with Jabos
- Flight model changes. There are numerous but most significant is G-1 and G-2 are both 1.3 ata. Since many were upgraded to G-3/G-4 standard, these aircraft have 1.42ata
- Fixed adjustable tailplane code, to allow smooth movements
- Completely redone LODs and numerous 3D fixes, thanks to Birdman
- Integration with 4.101m's All Holes Solved
- Addition of radio navigation to all appropriate variants
- High throttle (rich mixture) engine smoke added
- New loadout options, including AB-23s and recon armaments
YOU WILL REQUIRE LATER UNIFIED BUTTONS FROM THE SPECIAL AIRCRAFT SERVICE:
https://www.sas1946.com/main/index.php/topic,97.0.html (https://www.sas1946.com/main/index.php/topic,97.0.html)
AND CirX's LOW-REZ/DER WURSTENFUCH'S COMBINED 109 PITS v4 OR LATER:
https://www.sas1946.com/main/index.php/topic,4505.0.html (https://www.sas1946.com/main/index.php/topic,4505.0.html)
Features
- Covers entire range of 109s from E to Z (N.B. Jabos and Trops combined into parent slot)
Emil: E-1, E-3, E-4, E-4/B, E-4/N, E-7/B, E-7/Z, E-7/N
Fredrich: F-0, F-1, F-2, F-2/U Galland, F-3, F-4, F-4 1.3ata, F-4/Z
Gustav: G-1, G-2, G-3, G-4, G-5, G-5/AS, G-6, G-6 1.3ata, G-6 Erla, G-6 Tall Tail, G-6 late, G-6/AS, G-14/AS, G-14, G-10, G-10C3, G-10 Erla
Kurfurst: K-4, K-4C3, K-6, K-14
Other: Z
- Historically correct weapon loadouts, markings and models
- Historically correct FM and performance on new 109s
- Compatible exclusively with Der Wurstenfuch's Combined Cockpits v4 (not tested as of yet with default HSFX)
- Accurate 3D for all models
- New LOD1 shadows for all
- Opening canopies, which are affect FM when open in flight
- Dynamic and working Trop Filters
- New 'All Holes Solved' Plus mod (for all 109s)
Credits:
3D - JapanCat, Anto, Muas, Ranwers, Huninthesun, Zorin, Maddox:1C, Birdman
Classfiles - Anto, Sani, Monguse, Muas, Huninthesun, Charliechap, SAS~Cirx, Josse, Radar, Wolfighter, Karaya, Danzigzag
Flight Models- Karaya, Anto, Maddox:1C
Textures - Cpt Farrell, Freddy, Shooter, Jester's Ink, Wolfighter, Avala, Anto
Project directed by Anto
Beta testing by SAS Admins and Modders
SAS Modact Patch by SAS~CirX & the SAS Team
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FOR 4.09M USERS ONLY
Download Ultimate 109s v2.1 for HSFX/UP(34MB) (https://storebror.it.cx/sas/archive/sas2/Anto/Ultimate_Bf109_Pack_v21.exe)
Plus v2.2 Update - Fixes minor 3D issues in Emils and G-2 (https://storebror.it.cx/sas/archive/sas2/Anto/Ultimate_BF109_Update_v22.7z)
If you are using a standalone Mod installation, please use this patch as well:
Patch for Manual Installations (SAS Modact Users)(11MB) (https://storebror.it.cx/sas/archive/sas2/Anto/Ultimate109_SAS_ManualInstallation_Patch_v21.7z)
Readme for Manual Installation of additional HSFX/UP 109s inside DL. Please note in the air ini entries of the patch, which older standalone 109s are replaced by this, and make SURE you delete all old versions completely
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Bf-109G-5 intercepting a formation of B-24s
(http://i19.photobucket.com/albums/b184/mumblyjoe55/install4.jpg)
Adolf Galland claiming another Spitfire in his MG131-armed Bf-109F-2/U1
(http://i19.photobucket.com/albums/b184/mumblyjoe55/Install1.jpg)
A rare late-war Bf-109K-6 scrambling from a German airfield
(http://i19.photobucket.com/albums/b184/mumblyjoe55/install8.jpg)
Bf-109E-7N of the JG27 preparing to attack a Commonwealth armour column
(http://i19.photobucket.com/albums/b184/mumblyjoe55/Install3.jpg)
G-6/AS's scramble as an American formation approaches
(http://i19.photobucket.com/albums/b184/mumblyjoe55/install6.jpg)
An early model G-14 goes down in flames
(http://i19.photobucket.com/albums/b184/mumblyjoe55/install5.jpg)
An E-3 making a strafing pass over an RAF field during the Battle of Britain
(http://i19.photobucket.com/albums/b184/mumblyjoe55/Install2.jpg)
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*Development/Changes Post*
This is just a little summary of all the work that has gone into this pack. Thanks to Borsch for compiling all these pictures across two different forums :)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31778511_orgv1263393964.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31778546_orgv1263394047.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/Doc_0001.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/Doc_0003.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31922180_orgv1263728294.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31778602_orgv1263394099.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31778460_orgv1263393768.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31778395_orgv1263393423.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31548076_orgv1262941693.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31345466_orgv1262523952.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31922200_orgv1263728310.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31345434_orgv1262523931.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31078345_orgv1262000757.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31078323_orgv1262000723.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/30863555_orgv1261503642.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/30863553_orgv1261503634.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/31345451_orgv1262523942.jpg)
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/30863548_orgv1261503625.jpg)
Images were made by one of the Mod's creators -JapanCat. S! to him and Anto for this labour of love.
These are also nicely complimented by low rez Der Wüstenfuchs 109 cockpit collection and 6dof. Also, there are no longer holes in wings or other parts of aircraft appearing when viewed from cockpit, this original bug was corrected as well.
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/E1pited.jpg)
And a little glamour shot to finish: two comrades in Trop Gustavs over Africa...
(http://i905.photobucket.com/albums/ac259/borsch1/jcat%20109/grab0004.jpg)
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YAAAAAAAAAYYYYYYYYY!!!
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Great thank you!!!!! :)
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This, and the Hurricanes pack are to me among the 'fundamental' mods in the game! Many thanks for both packs, and congratulations to Anto and the team for adapting them to 4.101 specs! 8)
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Fuckin' a 4.101 is finally flyable!
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Fantastic as always! :)
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i'm waiting UP3 to get these...am I right?
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Awesome work Anto as always.
Just one thing, is it only me that is still getting holes in the nose of the emil and freidrich 109's when using 6dof. Gustavs and kurfursts are fine though 8)
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I'm with stranger - is this lot in the new UP3.0 ?? Along with all the other wonderful updated packs ??
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Awesome work Anto as always.
Just one thing, is it only me that is still getting holes in the nose of the emil and freidrich 109's when using 6dof. Gustavs and kurfursts are fine though 8)
I'll double check. I do remember the Emils have always been problematic with removing the holes.
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thanks anto, just to be clear what i'm talking about,
emil,
(http://i7.photobucket.com/albums/y290/thefruitbat1/2103201116-53-50.jpg)
friedrich,
(http://i7.photobucket.com/albums/y290/thefruitbat1/2103201116-53-23.jpg)
gustav and kurfurst are cool,
(http://i7.photobucket.com/albums/y290/thefruitbat1/2103201116-54-14.jpg)
(http://i7.photobucket.com/albums/y290/thefruitbat1/2103201116-54-41.jpg)
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I'm with stranger - is this lot in the new UP3.0 ?? Along with all the other wonderful updated packs ??
Yes, this pack will be in next UP together with almost all old and new planes, maps, cockpits and other mods. Next UP will also start and load missions almost as quickly as unmodded IL-2.
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Ref the Lowrez v 4 BF109 cockpits. I put the whole file in the MODS folder. Seems to work. I was just a bit confused as there were not further instructions in the file.
(I did think for a minute that I had to add the cockpits to the 3d file of each aircraft)
The text only provides information as to the history of the MOD. But very nice it all is too. Thank you Modders .....another Christmas for Hurricane and BF109 fans!
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AWWWWWWWW YEAHHHHHHHHH!
Bf-109s forever!
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Great pack. Maybe I'm doing something wrong, but stock G-6 has loadout selection doubled.
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Thanks Anto ( and the rest) for this great pack. Now I can put my skins in the skinfolders as I did not wanted to see them on the old Messerschmitts.
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These classfiles seems to have some incompatibilities with the HSFX5 pack; The version included here seems to be the previous one, adapted... In some missions some late models appear without skins and crash.
If anyone (like me ;)) wants to have in HSFX5 the graphical improvements of this new version (The more correct mesh for the G-14 cowling cover, etc...), you can still install only the graphic part (the directories containing the meshes and the skins) and do not add the classfiles included; It works perfect and graphically updates all the models of the list that comes with HSFX (It is not the same as this new one). HSFX5 cockpits work well (except some glitches on the late models) on all of them on this way, no need to put other set.
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Hi SAS User
I am new here and i have already install the ultimate pack 3.1 .
But in the ultimate pack 3.1 its that new : ( High throttle (rich mixture) engine smoke added ).
Have anybody a tip for me how i can delete the HIGH TROTTLE ) ??? ?
sorry for my bad English
P.S please send me a personal message
Greetings ~Wolf~ ;)
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Err... I have a big problem with this. I installed the Bf-109 Default Slots, and now I start the gameplay, and there is no cockpit, and I can't control the plane. And some plane made crash when the gameplay starts. >_>
What can be the problem? The problem is that, I installed only the Default Slots version?
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Hi SAS User
I am new here and i have already install the ultimate pack 3.1 .
But in the ultimate pack 3.1 its that new : ( High throttle (rich mixture) engine smoke added ).
Have anybody a tip for me how i can delete the HIGH TROTTLE ) ??? ?
sorry for my bad English
P.S please send me a personal message
Greetings ~Wolf~ ;)
Pilots in real life couldn't delete it :P It was a feature that was requested and until someone can prove it didn't happen in real life, it is unfortunately staying.
heidelergensis: This pack wasn't designed for HSFX5 and nor willl I plan on adding compatibility. HSFX already has the updated 3d anyway
Dinosbacsi: What version of the game is this installed on? (4.101m required) And do you have the latest cockpits for 4.101m installed?
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yes, I know, Anto, and there is no need of any update; We can install only the 3d files on your new pack as a "micro-mod" and everythink works over the HSFX 109 family, updating with the 3D improvements that have been introduced now. ...Namely, the HSFX pack retains some (tiny) mistakes with the 3d attributed to some models, the G6AS, G10AS, and the G14:
The G6AS and the G14AS models didn´t have the two protrusions under the cowling that the G10 and K models had (its Daimler Benz AS engine didn´t needed them); This is right now in your pack 3.0., the AS´s mesh is different than the G10 mesh.
And all the G14 had the supplementary little bulge that is shown now in your G14 3.0 , while the G14 on the HSFX pack is the same mesh as the G6; not a big deal in fact, this single detail was the only external variation between late G6 and G14.
those are minute improvements, but as the 3.0 pack make'em available for us, i´m happy applying them ... ;D
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Too easy! As for the G-14, only some of them appear to have had the extra bulge. This was because many of them were made in the Erla factory which used surplus parts from the high-altitude G-5s. Interesting though that the HSFX fellas applied the incorrect cowling to the G-14AS and G-6AS.
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Anto, I installed the 4.101 verson of this into my 4.101 game. I installed the BF-109 cockpit pack too, but that only caused game crash for all planes. Without the cockpit mod, some plane is not controlable and some cause crash. With the mod, every plane cause crash. :(
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Did you install the 4.101m version of the cockpits, from here:
https://storebror.it.cx/sas/archive/sasdl/cockpits/Combined_Bf109CockpitsPack_V4_CirXcustom_Lowrez_4.101.7z
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Yes, I installed this. =D
After installing this (the BF-109 Ultimate Pack), and the cockpit pack, I tried them out. As I said, it caused crash when the gameplay started. Then I removed the cockpit pack, and I couldn't control the BF-109's, and some of them made the same crash. >_>
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I couldn't control the BF-109's, and some of them made the same crash. >_>
You installed the "00_Bf-109 Mirrors Pack" mod, did you ? Did not have any problem with it...
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No, I hasn't got any Bf-109 Mirrors Pack. The only mods what's about the BF-109, is this pack, the Bf-109 cockpit pack, and the Bf-109T.
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You can get it here, in 'Extras' : https://www.sas1946.com/main/index.php/topic,1947.0.html
I had cockpit issues before, but with the "00_Bf-109 Mirrors Pack" folder, no more problem :)
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Okay, I will try it ^^" Thanks, I hope it will work =D
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It works now, many thanks! <3
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JUST LOVE IT!!!Can you tell me if 109 mirrors mod is included in this package or if now old mirror mod works with it?
Many many thanks!
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You can get it here, in 'Extras' : https://www.sas1946.com/main/index.php/topic,1947.0.html
I had cockpit issues before, but with the "00_Bf-109 Mirrors Pack" folder, no more problem :)
Dietz, just some post above you =D
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Hi there folks and thanks for the work, will this work with the 'fusionpack'? I used the older version in a fusionpack intallation before.
I am also having trouble with what entries I should DELETE from planes_ru.prop and air files. Could someone help me thank you if you
can. Looks like great work, dont want to miss out :)
Thanks
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Fusion pack is not supported and there is no intention to. I have no idea how they construct their pack, so I really can't help you. This pack is designed only for Mod Activator use and for inclusion in the upcoming UP3.0
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Well thanks for answering anyway, there must be a way, fusionpack is based on UP and as I said I did use a previous version of Ultimate 109 in fusionpack.
Ill just have to keep trying.
Thanks anyway
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*Smacks my head* That would be the issue. Version 3.1 is for 4.101m only. Fusionpack is based on the old UP for 4.09m. Unfortunately these will not work, as they use new weapons found only in 4.101m. Sorry dude, didn't mean to send you running around in circles.
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Anto please, does this mean we can't import the "Completely redone LODs and numerous 3D fixes, thanks to Birdman" in a 4.09 version ...??
What if we swap our current "plane" folder with the 3.1 version one ...??
Do we need other java class ..?? ::)
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Managed to get it to work, FANTASTIC work, I just love the 109, no wonder so many 'aces' were made flying them.
Keep up the good work SAS. It is appreciated!
'S'
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Anto please, does this mean we can't import the "Completely redone LODs and numerous 3D fixes, thanks to Birdman" in a 4.09 version ...??
What if we swap our current "plane" folder with the 3.1 version one ...??
Do we need other java class ..?? ::)
If you are willing to do it, go for it :)
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Anto please, does this mean we can't import the "Completely redone LODs and numerous 3D fixes, thanks to Birdman" in a 4.09 version ...??
What if we swap our current "plane" folder with the 3.1 version one ...??
Do we need other java class ..?? ::)
I think the only possible issue are differences in loadout hooks, maybe your WFGR 21 launchers and rockets may be misplaced or something like that, but LOD and 3d fixes should work. There may also be some 3d folders that don't exist anymore and those won't get LOD update unless you try to copy meshes of other variant.
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THX Anto and Birdman, I am going to give it a try and will report back if I can get any success ... ;)
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CirX's POV mod seems lost function with this mod?!
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G'day! :)
Quick question,
Can this be added to the standalone 1946 without HSFX or UP etc?
Cheers! :)
Jake.
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Currently only works with ModAct setups and will be included in UP3.0
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CirX's POV mod seems lost function with this mod?!
Hi Mcwolf. Yes, there are a number of cokpits that have gotten edited in the 4.101 pacth, and the POV mod will either not work or break functionality for the new meshes., but I dont think the 109 is so affected.
SO if you have the right POV mod there will be a result. I want to repackage and update that mod any soon, so, whatch this space.
Also remember: my POV mods work only with the freddy cockpits. https://www.sas1946.com/main/index.php/topic,4505.0.html
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CirX's POV mod seems lost function with this mod?!
Hi Mcwolf. Yes, there are a number of cokpits that have gotten edited in the 4.101 pacth, and the POV mod will either not work or break functionality for the new meshes., but I dont think the 109 is so affected.
SO if you have the right POV mod there will be a result. I want to repackage and update that mod any soon, so, whatch this space.
Also remember: my POV mods work only with the freddy cockpits. https://www.sas1946.com/main/index.php/topic,4505.0.html
Yes? I also use your repacked cockpit too. Look forward to your further update! Thanks
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How do I load the lines for the mod?
PS I have Modact 3.0
Thanks!
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Just like any other aircraft mods. Put the air.ini lines into the air.ini, etc. ;D
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Cartfather: Please read this thread before attempting to mod your game - https://www.sas1946.com/main/index.php/topic,3969.0.html
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Alright, I've added the lines but now it won't let me save... what did I do wrong??
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You can't save the modified air.ini?
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Alright, I've added the lines but now it won't let me save... what did I do wrong??
Okay if your using windows... otherwise, not a clue.
Go into your main game folder and into your 'MODS' folder.
Select 'View' menu options and activate 'Customise Folder'.
When the Customise options come up, in 'General' turn off 'Read Only', locate & select 'Apply to All Subfolders'.
'Apply' & 'OK'
Now try editing the ini's.
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I figured it out... I had to go to properties to change security settings, thanks guys, and thanks Anto for a sweet pack!
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Using the Default_Slots pack in pure SASModAct, the G6/AS (which by Oleg is ASM engine) no longer has MW-50 boost.
I guess this is a bug? Is performance different? I thought only buttons file controls performance.
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Nope this is correct. The vast majority of the G-6/AS were equipped with the DB605AS engine. Though there might have been a small handful of G-6/AS equipped with the DB605ASM engine, the fact is this engine only became widely available with the introduction of the G-14/AS variant (which is included in this pack and flies the same). Hence we opted to correct the default flight model and remove the MW-50 (which was done in a recent SAS buttons update and will be included in UP30).
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Nope this is correct. The vast majority of the G-6/AS were equipped with the DB605AS engine. Though there might have been a small handful of G-6/AS equipped with the DB605ASM engine, the fact is this engine only became widely available with the introduction of the G-14/AS variant (which is included in this pack and flies the same). Hence we opted to correct the default flight model and remove the MW-50 (which was done in a recent SAS buttons update and will be included in UP30).
There is no doubt that G6 with boost did exist,
Wouldn't it be better, to just rename the old G6/AS to G6/MW50 (And add a new slot for High Altitude G6)? Many campaigns already use G6/AS as an early 44 because of the boost, and this change breaks them.
I thought there was a rule to never change stock flyables.
Thanks.
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What rule? This place isn't the old AAA.
I did not say the G-6/AS with MW-50 didn't exist, but in small numbers. We previously did have a non-MW-50 slot but after extensive reading it was found that the 'ASM' variant did not exist in enough numbers to warrant a slot (if I remember correctly, most were test airframes). In addition, since it was so similar to the G-14/AS, we decided to remove the MW-50 from the slot. The issue is with the late G-6s and the G-14s is they were a mish-mash of parts, so designating these aircraft is not that straight forward.
Now if you can provide some documentation that says this aircraft served in significant numbers, and can prove that these aircraft all had DB605ASM engines, then we will consider changing it. But for now the evidence supports what we have. If you aren't happy with the G-6/AS, then fly the G-14/AS.
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What rule? This place isn't the old AAA.
I did not say the G-6/AS with MW-50 didn't exist, but in small numbers. We previously did have a non-MW-50 slot but after extensive reading it was found that the 'ASM' variant did not exist in enough numbers to warrant a slot (if I remember correctly, most were test airframes). In addition, since it was so similar to the G-14/AS, we decided to remove the MW-50 from the slot. The issue is with the late G-6s and the G-14s is they were a mish-mash of parts, so designating these aircraft is not that straight forward.
Now if you can provide some documentation that says this aircraft served in significant numbers, and can prove that these aircraft all had DB605ASM engines, then we will consider changing it. But for now the evidence supports what we have. If you aren't happy with the G-6/AS, then fly the G-14/AS.
The point is that it breaks balance in existing (mainly dynamic) campaigns. If it didn't I wouldn't care, because gameplay wise, it doesn't matter as G14 is very similar.
As for historical, I can't be sure, but I think there are many accounts of G6 with MW50 so that means they were either DB605ASM or DB605AM. I don't know the numbers but this plane is realistic and there is no reason to remove it. There is no problem adding BF109-K14, but there is a problem with a G6/MW50?
What rule? This place isn't the old AAA.
Sorry, I don't even know what AAA is. I mistakenly thought that there was a rule to not change stock flyables. Can I have a list of all the modifications?
Thanks, and keep up the good work.
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AAA was/is in the IL-2 sence, All Aircraft Arcade, sometimes Anti Aircraft Artillery, but not Amazingly Amorous Animals, As Attractive As... etc.
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Sorry, I don't even know what AAA is. I mistakenly thought that there was a rule to not change stock flyables. Can I have a list of all the modifications?
Thanks, and keep up the good work.
Hi
Such a list in unfortunately impossible. There was such a "rule" in the past, especialy when the IL2 modding world was being lorded over by one site. However, the mayority of modding communities deicded after 4.101 to break with the stock game and persue independantly a more encompassing path of correction for Il2. So such a list is not practically doable, as it changes and is developed constantly. Safest to assume that, we changed everything, and what we have not changed yet, we soon will.
As for the limitation of BF109 extra slots, and the incorporation of some modded slots and new slots into a representative list, there were many considerations that led to that, not least of which is a system dependant limitation we reached with new slots, as well as a frightening and growing incompatibility problem for online players and mission/campaign builders , with the uncontrolled and largely doubled, or trippled or redundant slots of 109s that were out there. So we decided to agree with UP to a set list of "merged" and historically defendable choiced of slots. That is not to say it is set in stone, there are still some "oddity" 109 mods around here, but we have at least achived some sort of parity with it. And for the few drawbacks it brings, like you mentioned, as well as some difficulty for older skins on trop slots and the like, the overall benifit it brought to that game is much better, and freed up 1000's of hours of modder's time, to focus on other areas of the game.
As for balance breaking, I doubt the arguement floats much when one talks about the stock game. There was not much balance there to begin with, and if you fly with AI, there is even less. And in RL there is not balance anyway. But I understand what you mean, it breaks the current status que regarding that plane in that campaign. And to this I say, yes you are probably right. But we hope it, in conjuction with everything else we are changing, or want to change, will change the balance positively for the overall game in the long run.
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To follow on from CirX post, if you aren't happy with the balance in the stock campaign, you can always change it. The stock Il-2 Bf-109 campaign is a static campaign, hence you can edit the mission files. I did this in the past to add in the new aircraft and in fact for the missions after 6/44 I replaced the G-6/AS with the G-14/AS. There is going to be another revision of the 109 pack in coming months, so some 'oddities' will be ironed out or reassessed.
Just to recall my point about the DB605 engines, I can't find the reference I had (lost my bookmarks list) but from memory, the AS engine was introduced into service in February 44 (cleared for GM1 usage around same time). AM engines arrived around April-May and I believe ASM engines around June/July. This again lends support to the argument that few G-6/AS aircraft had the DB605ASM engine and looking at service records on the Western Front, appearance of the engine in service corresponds with the deployment of the G-14/AS on the western front in July/August 44.
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Such a list in unfortunately impossible. There was such a "rule" in the past, especialy when the IL2 modding world was being lorded over by one site. However, the mayority of modding communities deicded after 4.101 to break with the stock game and persue independantly a more encompassing path of correction for Il2. So such a list is not practically doable, as it changes and is developed constantly. Safest to assume that, we changed everything, and what we have not changed yet, we soon will.
So if I understand correctly, SAS-Buttons already alters FM for stock flyable planes, and even more stocks will be altered in the future?
But why is it so difficult to somewhat log these changes so the player can understand what is going on? He is playing a mod(ification) after all, don't you think that he should know what was somewhat modified in a game that he plays and is used to for 10 years?.
Thanks.
Just to recall my point about the DB605 engines, I can't find the reference I had (lost my bookmarks list) but from memory, the AS engine was introduced into service in February 44 (cleared for GM1 usage around same time). AM engines arrived around April-May and I believe ASM engines around June/July. This again lends support to the argument that few G-6/AS aircraft had the DB605ASM engine and looking at service records on the Western Front, appearance of the engine in service corresponds with the deployment of the G-14/AS on the western front in July/August 44.
I am warning you again, that I am just a casual researcher on these stuff.
So what I understand on the G6/AS/MW50 situation is this (and why I find Oleg's G6/AS correct):
It has nothing to do with engine names, those where standardized later (that was the point of G14).
G6 with MW50 was a HighAltitude (recon) G6 with DB605AS and GM-1, with the GM-1 tank having water-methanol (MW50) instead of nitrous oxide.. Only the "recon, and High-Altitude/AS" G6 part had a GM-1 Tank, so that was the only version that could get an early MW50.
That's it. I don't understand why you are searching for engine names. It was all about finding "a way" to inject water methanol in existing engines, existing G6/GM-1 installations provided that. Nothing more nothing less.
So the G6/AS/MW50 is the most important plane in early 44, because it was the only one with early MW50. G14's with "standard MW-50" came later.
Of course all that may be crap. From what I have read, this is what I thought happened.
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I've had my headspace away from this for a little while, and didn't browse my usual haunts of LEMB website and all my saved documents, this is all just off the top of my head but should be about right.
Okay firstly the 350kg GM-1 tank was pressurised and not interchangeable with the 150kg MW50 tank.
GM-1 was used on the 605A-1 motor, it was tested on a couple of early build G-1 and serially fitted to some G-5 (an option for G-6, possibly used on a couple in Med). It is useless for the 605AS motor since it can't even be used on that engine under 9km altitude and B-17s cruise over Europe at 5.5-6.5km alt. A regular G-5 or G-6 with a 605A-1 motor and GM-1 will have a nice burst of speed at around 7km alt, though which is right where B-17 escorts like to hang around. It's good for them, just not the AS.
Point is, GM-1 is useless on an AS motor.
Second, MW50 engine kits did not enter serial production until February 1944 and so weren't delivered for fitment into aircraft until Mar-Apr and so weren't seen in service until about Apr-May as Anto mentioned.
Next point, very few G/AS were built in the first half of 1944, Me-109 production shot up in the second half of the year and it was all anyone could do just to get enough regular fighters to the numerous, ever changing fronts all over the Reich and occupied territories. A small number of G-5/AS (by small I mean like 20 maybe), and G-6/AS (something like 70-100 sounds about right) were built and delivered for Reich Defence (ie. Berlin defence, mostly as wilde sau). If you actually jumped in a keubelwagen in say May44 and went hunting for G/AS of any description being used actually in service, you'd manage to find like 2 or 3 dozen in the entire universe readily. They didn't have MW50.
A couple of MW50 kits did make their way into some G-6 just ahead of G-14 production but universal convention among Luftwaffe pilots is to call these G-14 anyway. The G-14 is really an industrial designation, they are G-6 and G-8 just with MW50 serially fitted, the significant thing about them is a reorganised industrial schedule to dramatically increase Me-109 production output. They also had a radio nav update because new towers/signals for all weather operations in the Reich were being used from about mid 1944, but you wouldn't need that to operate in a lot of areas (eg. SdOst, Baltic, N.Italy). New build G-14 also got a new instrument panel and an MW50 guage but a great many G-14 are just converted late build G-6 with the conversions done in the field and they didn't get that, just the radio and MW50 kitted motor.
So basically if you found a G-6/AS with MW50, it wouldn't be before Jun44 and everyone, I mean everyone would call it a G-14/AS anyway. The only difference between such a thing and a G-14/AS is if the G-14 is a new build (after July 44), then it will have a different instrument panel and a new serial number will be stamped right over the top of its factory tooled G-6 serials. A lot of listed G-14 didn't have these however, they were just late build G-6 conversions in the field, it is really in 1945 that the G-14/AS became very distinct because it started getting the ASB/C motor, which brought it to K-4 standard like the G-10. The regular G-14 though was a real hodgepodge, they were getting whatever was laying around the factory floor by then, often just a stock non-boosted 605A-1, sometimes a 605DB that belongs in a G-10.
An interesting sidetrack. Hartmann refused a new build G-14 in mid44 because the build quality was so bad. So he confiscated a 1943-build G-6 from the ErgGr training squadron and had it updated to G-14 standard. That is to say, he had an MW50 kitted motor fitted. The wk.n remained listed as a G-6 however, so there has always been a little discrepency about Hartmann's second last mount before his G-10, whether it was a G-14 or a G-6. It was a G-14 but converted from a G-6, I don't think it even had the erla haube.
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In case all of that was confusing, from the squadron level, before 7/44 you'd have a couple of G-5/AS with JG11 and several G-6/AS with JG1 but all these squadrons are being supplied with B4 fuel. Towards the end of 1944 JG300 gets G-14/AS and is supplied from the start with C3 which is maintained until the end of the war (the single biggest argument that they operated 2000PS G-10, nobody else did they all had the 1850PS B4 version).
Only the G-14 onwards has MW50 basically, though not strictly true, generally it is and it kind of goes double for the G/AS versions. Ultimately the best confirmation using war records is to look up specific squadrons operating the G-6/AS and find out what fuel type they were being delivered. It is almost always only one fuel type per given field.
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Thanks for clarifying Vanir. Interesting point about the AS engine with GM-1. During research for this pack I found a set of test results where GM-1 was tested with that engine and pretty much as you said. The new supercharger negated any practical benefit the GM-1 gave, hence why it was not used.
U: Please understand we get dozens of posts each day from members claiming this and that, so this is not a personal attack on yourself. We have done our research on this stuff and whilst we will happily stand corrected if proven wrong, this is not the case. Engine names have a huge part to do with it, as they designated what kit was attached and as Vanir has explained, the vast majority of G-6/AS operated without MW-50. Hence we won't be reinstating the MW-50.
Anyway I don't think arguing over this is going to achieve anything. Lets both move on from this and leave things as they are. I hope you are enjoying the rest of the pack :)
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@vanir
Thanks for the comments, you may be right.
@SAS~Anto
Where we disagree is that I don't like invasive changes. I prefer to have conservative improvements/additions. You guys need to remember that IL-2 without mods was not that bad game. No need to be so drastic and change everything everywhere.
Remember, modding is like cooking. You always somewhat like your own food. That doesn't mean it is always good.
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We aren't going to apologize for being 'invasive', considering the original game had a known flaw, supported by historical evidence, and we opted to patch it. We aren't forcing you to use this and if it isn't conservative enough for you, then you don't have to use it. We don't appreciate being told how we should conduct our business here, especially from someone who is new to the modding scene.
So we leave it there, we don't agree. As this is a modding website, I do suggest you keep such commentary to the constructive type ('invasive' changes implies something malicious, don't say that), as some moderators won't take it as well as I have.
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Hello, Anto, I never asked you to apologize. I just stated my feedback in case anyone cared.
Invasive doesn't mean a thing. I am a modder myself in other game, and I always do invasive mods. It is just that I don't prefer them in IL-2.
There is however something wrong with the "business" word you used.
And I don't understand how being new to IL-2 modding scene matters. I comment here as a player, not as a modder.
Anyway, it ends here.
Thanks.
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Anyway, it ends here.
thank frack for that. i was dreading another 10-page 109 rant from the hundreds of net-experten, something i've seen carry on incessantly in my 10 years of playing IL2.
always with the 109's, it seems. anyway, moving on.... ;)
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thank frack for that. i was dreading another 10-page 109 rant from the hundreds of net-experten, something i've seen carry on incessantly in my 10 years of playing IL2.
always with the 109's, it seems. anyway, moving on.... ;)
But didn't you know Malone, I'm Feldmarschall der Luftwhiners ? :P
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thank frack for that. i was dreading another 10-page 109 rant from the hundreds of net-experten, something i've seen carry on incessantly in my 10 years of playing IL2.
always with the 109's, it seems. anyway, moving on.... ;)
But didn't you know Malone, I'm Feldmarschall der Luftwhiners ? :P
God I hate that term! ::)
I'm not a whiner, I'm an ENTHUSIAST DAMMIT.
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There are enthusiasts...and there are those that are over entusiastic ;)
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Hey Anto I would assume that this project took a lot of research, can you recommend any good, in depth books on the 109 series from beginning to end?
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Martin Caidin's ME-109
it is a detailed history about the 109 from the first prototype to the last variant
it also has a section on luftwaffe aces and the rare projects that the 109 was based on
the book is very old and the only colour image is the front cover
all others are black and white(not that this is a bad thing ;) )
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Just downloaded version 3.
Love how its organized, makes it much much smoother.
All the weapon loadouts and uber-powerful motors make me really, really hate that fraking B-2!
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Sorry, I missed your message CWMV! I didn't use any books in particular as the ones I have at home are really secondary resources. I did have an excellent magazine series which tracked the 109s development in a flow chart. It was full of minor errors (mostly relating to loadouts) but using info from the 109 lair, Luftwaffe Experten Message Board and from community members, I was able to cross reference with it and overcome the minor errors. After that, it provided a pretty clear illustration of the 109 progression.
Now I can't remember the exact book off the top of my head (currently away from home) but there is a bible on the 109 that almost every other book on the aircraft has referenced. I wouldn't be surprised if it is the book by Caidin that Andytothed has recommended.
Glad you like the new version. In the coming month, we will be packing this into SFS with a few other added goodies (e.g. combining with early 109s)! And indeed, I'm not a huge fan of the B-2, it is incredibly underpowered, but being such a handful to fly, I'm actually really enjoying!
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Cool stuff, SFS version will be interesting indeed!
I have to admit though, I think the B-2 is growing on me.
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'Fighting Bf109' by Uwe Fest or 'Messerschmitt Vs. Hurricane' by Chaz Boyer (which includes most or Fighting Bf109 within it) are common main sources that I have seen
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Thank you very much for this well-made pack!
I was originally on 4.09m and ran the 4.09m version, but since then I have upgraded to the 4.101m. It says in the installation that the SAS Modact 2.72 was required for this. I downloaded the 3.02 version and when I install it, it crashes when I run the SAS Modact 3 mode. Does the 4.101 version of this have compatibility with the Modact 3.02?
Thanks!
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Yes :)
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Hello guys.
I read that the new UP3 packet comes. I do not know that this is the good forum to it, but I would have a request. Would it be solvable in order for somebody to remove the Croatian marks from the Hungarian airplanes?
Bf-109G-6, '43
Bf-109G-6 1.3 Ata, '43*
Bf-109G-6 Trop, '43*
Bf-109G-6 Late, '43
Bf-109G-6/AS, '44
Bf-109G-8 Recon, '43~
Bf-109G-10 Erla, '44*
Bf-109G-10, '44
Bf-109G-10 C3, '44*
Bf-109G-14 Early, '44*
Bf-109Z, '44
When Royal Hungarian Air Force you select it (UP 2.01), a red-white chequered shield appears on the tail. It not Hungarian mark!
This already less essential, but if "Hungary" would exchange: "Royal Hunagrian Air Force", or "Magyar Királyi Honvéd Légier?", it would be superb (as Germany name is "Luftwaffe" on the list). 8)
Thx a lot :)
edit: If this is fixed already, then excuse me.
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This already less essential, but if "Hungary" would exchange: "Royal Hunagrian Air Force", or "Magyar Királyi Honvéd Légier?", it would be superb (as Germany name is "Luftwaffe" on the list). 8)
Go to files > i18n > country_ru, find the line "hu Hungary" and rename it.
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Hi, I'm running 4.101 with Modact 3.02.
When trying to fly the Bf 109G-5A/S, the mission begins to load and crashes at 100%. It doesn't happen with any of the other 109s. I was trying to load a mission in QMB with JUST this plane.
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Go to files > i18n > country_ru, find the line "hu Hungary" and rename it.
Thx, i'll try it.
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Whta do I add to the air.ini files? I can not find a readme.
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Go to files > i18n > country_ru, find the line "hu Hungary" and rename it.
Thx, i'll try it.
Keep the 'hu' (the 1st two letters is the country code) part for national- markings, sounds, pilots skins etc,
Change the 'Hungary' so... "hu Magyar Királyi Honvéd Légier" or "hu Royal Hunagrian Air Force"
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Szervusz VO101_Tom,
I could see the croatian Marks in SAS Modact with the new Forgotten Country Addon too, I just think
you copied some stuff over from SAS install that'll cause this croatian markings.
I tested in UP3 it is not there anymore. Please check your install for SAS files and kick them out of #UP# folder.
For proper hungarian naming use mines, it comes with correct helyesírás as the games font has probs displaying the proper stuff when you type per default:
Hungary (Royal Hungarian Air Force)
hu Magyarorsz\u00E1g (Magyar Kir\u00E1lyi Honv\u00E9d L\u00E9gier\u0151)
or/vagy
Hungarian Kingdom (Royal Hungarian Air Force)
hu Magyar Kir\u00E1lys\u00E1g (Magyar Kir\u00E1lyi Honv\u00E9d L\u00E9gier\u0151)
Mindegy, üdvözlöm Magyarországot, édesapám hazát, jó lenne egy kis üdülés otthon, egy borsodi sör,
egy jó pohár tokaji vagy szalonnát sütni a Szerencsi hegyen a haverokkal. Jaj, de hiányzik, mindig krumpli és
káposzta, az ember elfelejti a jó kaját. Sajnos 5 éven túl nem tudtam haza járni, lassacskán behülyülök itt. Na nem baj.
Légálláb magozhat itt az ember, az se rossz, segít egy kicsit.
Ha érdekkel, ép most dolgozok egy feljavítot Skin-Packen , kb 50 Skin vagy több, historikus magyar és olasz képek ábrán készülnek a magyar Héjákról, ami a magyar Re.2000 Héja-I és a MÁVAG Héja-II tartalmaz.
Hamarosan elkészül, Segfejnek is hívnak ha Skinneket készülök. Majd beszólok PMel ha elkészült, ha akarod természetesen.
I was talking a bit in my fathers languague about good hungarian food and beverages and the ugly meals in Germany,
when you're supposed to know hungarian food. I ended up reporting to my hungarian comrade how much I need to go back to Hungary for a visit and sth. ridiculous to eat, that the only enjoyment is eating sunflower seeds against homesickness. As well about the WIP status of a skinpack of hungarian Re.2000s that I have in the pipe, around 50 or more historical skins, depicting the correct outlook from Re.2000 Héja-Is to Mávag-Heja-II, made from hungarian and italian sources.
Regards Knochenlutscher aka Segfej
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Szervusz VO101_Tom, ...
Hello. Of course, interests the skin pack, write a message if you were ready. The Hungarian skins we collect it (most it hisorical, only some no), we reserve a separate part for them on our web page.
http://www.pumaszallas.hu/letoltesek-skinek/skinletoltes-1old.html
(Nem tudom a nem angol nyelv? chatet mennyire viselik itt el, ezért inkább angolul írtam. De a pumaszállás (http://www.pumaszallas.hu/forum/) fórumban szívesen beszélgetünk magyarul is. :) )
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8) Cool, expect me to join Pumas, you can add them if you like, when they're ready, thanks a lot for the invitation.
Köszi szépen, Thanks a lot
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Keep the 'hu' part for markings, sounds etc, change the 'Hungary' so...
"hu Magyar Királyi Honvéd Légier" or "hu Royal Hunagrian Air Force"
Thx.
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But it's not "Magyar Királyi Honvéd Légier", it's "Magyar Királyi Honvéd Légier?" ;D
Knochenlutscher, so your father is hungarian?
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Yepp, a hungarian, from Tokaj-Hegyalja region.
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But it's not "Magyar Királyi Honvéd Légier", it's "Magyar Királyi Honvéd Légier?" ;D
Knochenlutscher, so your father is hungarian?
Yes, but long circumflex "ö" is missing on this forum... (Alt 139).
(és ezt csak jóval késöbb (látod, itt is :) ) vettem észre, akkor már nem szerkesztgettem a hsz-t, úgyis magadnak írod át, ha akarod :) )
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Yepp, a hungarian, from Tokaj-Hegyalja region.
Very good wine up there !
Madcop ;)
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Ok guys,
I am a noob so excuse me... :-[
I have the latest modact for 4.10.1m and I followed all the instructions by the letter including installing all the extras. I kept getting a CTD at about 20%.
Thinking it might be the air.ini. How do I add the lines? Delete the duplicates? And I also installed the mod files - the cockpit one and the 109 Ultimate Pack one (as
opposed to the 'Stock slots' one) into the #SAS folder. No joy at all. Moved the two mod folders into the 'STD' folder and strangely it loaded to about 60% before the
CTD.
I have the latest buttons too, I beleive.
Any ideas? :(
Cheers,
Michael.
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... Any help guys?... I will try again tonight but I'm thinking it's a procedural thing... :-\
Any tips?
Michael
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I'm not really following what you did in your post. A 20% crash indicates a Java clash, meaning another mod you have installed is interacting with it. Moving stuff into your STD folder makes no sense at all as the game can't read your mods in there, hence the crash at 60%.
All I can suggest is that you start fresh and install the Ultimate 109s as the first mod. To add the lines, you just go to the air.in and copy/paste the air.ini lines from the readme. Don't need to over-write anything or delete duplicates if you are using ModAct. The two folders (Cockpits and Ultimate 109s) need to go just into your #SAS directory. And besides Bf-109 cockpit repaints, DONT install any other 109 mod, otherwise expect a conflict.
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Thanks for the reply Anto,
Well, I installed it as per the instructions in the readme, I have all the files for the cockpit mod and the trop filters/paintscheme in desert maps mods and installed them
the same way. I did put them (cockpits and Ultimate 109's) straight into the #SAS folder as they were and then added the entries to the air.ini file - are you saying
the default 109 entries there can remain in place and untouched? What about the plane and weapon files? Surely the default entries will still have an effect if not
removed? :-\
The only other mods I have are the repainted Russian maps and some of my own very minor changes to the Gui. What about the two different options in the 109 pack:
Stock slots and the Ultimate 109 folders? What is the difference? I used the Ultimate 109 one...
Sorry for being such a noob! ;D
Michael.
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Never mind... I made a simple error. Didnt think you needed both folders ('Ultimate 109' and 'default slots') in the #SAS folder.
Please excuse my ignorance! :-[
Cheers for a brilliant package! 8)
Now, a question: The best sounds for the whole 109 series?
Michael.
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Sounds?
Jaffa
/thread
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I already have them then ;D Just wanted some recommendations on what were the most authentic.
Thanks guys! :)
Michael.
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Never mind... I made a simple error. Didnt think you needed both folders ('Ultimate 109' and 'default slots') in the #SAS folder.
Please excuse my ignorance! :-[
Cheers for a brilliant package! 8)
Now, a question: The best sounds for the whole 109 series?
Michael.
Ah that would explain your 20% crash. As the readme said, install everything! The "stock" folder upgrades all the stock classfiles as well as upgrading the stock slot 3d. As for sounds, with CMWV on this, Jafa's sounds are the best and most authentic.
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Does this include stabilizer trim mod where you can still trim a bit if elevators are shot away?
Or does the trim mod conflict with this in any way? (Can I use both?)
I have not yet tried the stabilizer mod, but want to.
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Further question: I was looking through a previous backup I had and it separated out the TROP variants as different slots.
I seem to recall talk at the time of tying the trop filter in to the map it's used, so that it appears and disappears as needed.
Is that what happened in this latest pack? Just curious.
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I thought ( The Messerschmitt Bf-109 Ultimate Pack v3.1 *4.101m ONLY*) was in UP3 RC4 already,?? it's not ???
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It's in UP3.
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Ah yes it's in UP3. I know, because I spent many weeks putting it in there :P
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Any word on when the new canopy frame for early Emil's will make it into this pack and into UP3?
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:P At some stage we will update this pack but no timeline. As for UP3, well most of the new content in DBW is being slowly filtered into UP3. Definitely expect it in UP3 final.
(https://www.sas1946.com/main/index.php?action=dlattach;topic=17564.0;attach=2546;image)
By the way, have to say a huge thank you to Muas :) Not only for his excellent work on this canopy, but again for giving me the hand up to make this pack.
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Amen.
With these new E-3 cockpits I think its safe to say that IL2 is wanting for nothing when compared to CoD.
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The U2 (1X MG-151/20 Motorkanone) and U3 (1X MK-108 Motorkanone) loadouts for the K-6 and K-14 no longer delete the wing mounted guns as they did in version 2.1 of this pack for 4.09m. This occurs in my SAS Modact 3.06 install with version 3.1 of this pack as well as DBW 1.4 and UP3 RC4. I really miss the option to carry a single cannon into combat. Anto, will you please change these loadouts back to their previous state, for this pack as well as DBW and UP3?
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Just like any other aircraft mods. Put the air.ini lines into the air.ini, etc. ;D
Just like any other aircraft mods. Put the air.ini lines into the air.ini, etc. ;D
maybe you can help me just before J mess up everything, before J add air.ini lines for this mod, had J to delete all the lines J already have for the bf-109? Thanks for your help
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Just like any other aircraft mods. Put the air.ini lines into the air.ini, etc. ;D
Just like any other aircraft mods. Put the air.ini lines into the air.ini, etc. ;D
maybe you can help me just before J mess up everything, before J add air.ini lines for this mod, had J to delete all the lines J already have for the bf-109? Thanks for your help
No. But back up your air.ini first - just in case
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Hi, Skyrover, Here are the entries for ALL bf-109s from game and this pack, sorted by date
Bf-109E-1 air.BF_109E1 2 NOINFO g01 SUMMER
Bf-109E-3 air.BF_109E3 2 NOINFO g01 SUMMER
Bf-109E-4 air.BF_109E4 2 g01 SUMMER
Bf-109E-4/B air.BF_109E4B 2 g01 SUMMER
Bf-109E-4N air.BF_109E4N 2 g01 SUMMER
Bf-109E-7 air.BF_109E7 2 g01 SUMMER
Bf-109E-7Z air.BF_109E7NZ 2 g01 SUMMER
Bf-109E-7N air.BF_109E7N 2 g01 SUMMER
Bf-109F-0 air.BF_109F0 2 g01 WINTER
Bf-109F-1 air.BF_109F1 2 g01 WINTER
Bf-109F-2 air.BF_109F2 2 g01 WINTER
Bf-109F-2U air.BF_109F2U 2 g01 WINTER
Bf-109F-3 air.BF_109F3 2 g01 WINTER
BF-109F-4_1.3ATA air.BF_109F413ATA 2 g01 SUMMER
Bf-109F-4 air.BF_109F4 2 g01 WINTER
Bf-109F-4MSTL air.BF_109F4MSTL 2 NOQUICK NOINFO g01 SUMMER
Bf-109F-4Z air.BF_109F4Z 2 g01 WINTER
Bf-109G-1 air.BF_109G1 2 NOINFO g01 SUMMER
Bf-109G-2 air.BF_109G2 2 g01 SUMMER
Bf-109G-3 air.BF_109G3 2 NOINFO g01 SUMMER
Bf-109G-4 air.BF_109G4 2 NOINFO g01 SUMMER
Bf-109G-5 air.BF_109G5 2 NOINFO g01 SUMMER
Bf-109G-5AS air.BF_109G5AS 2 NOINFO g01 SUMMER
Bf-109G-6_1.3ATA air.BF_109G613ATA 2 g01 SUMMER
Bf-109G-6 air.BF_109G6 2 g01 SUMMER
Bf-109G-6_Erla air.BF_109G6Erla 2 NOINFO g01 SUMMER
Bf-109G-6_Mid air.BF_109G6Mid 2 NOINFO g01 SUMMER
Bf-109G-6_Late air.BF_109G6Late 2 NOINFO g01 SUMMER
Bf-109G-6AS air.BF_109G6AS 2 g01 SUMMER
Bf-109G-14 air.BF_109G14 2 g01 SUMMER
Bf-109G-14AS air.BF_109G14AS 2 g01 SUMMER
Bf-109G-10 air.BF_109G10 2 g01 SUMMER
Bf-109G-10_Erla air.BF_109G10Erla 2 g01 SUMMER
Bf-109G-10C3 air.BF_109G10C3 2 g01 SUMMER
Bf-109K-4 air.BF_109K4 2 g01 SUMMER
Bf-109K-4C3 air.BF_109K4C3 2 NOINFO g01 SUMMER
Bf-109K-6 air.BF_109K6 2 g01 SUMMER
Bf-109K-14 air.BF_109K14 2 g01 SUMMER
Bf-109Z air.BF_109Z 2 g01 SUMMER
Just replace all 109s in air.ini with these and they should work
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Well,
Tnx to Redfox and Warhawk, J used the "list" he was so kind to send and everything is working fine, :)
again tnx
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To follow on from CirX post, if you aren't happy with the balance in the stock campaign, you can always change it. The stock Il-2 Bf-109 campaign is a static campaign, hence you can edit the mission files. I did this in the past to add in the new aircraft and in fact for the missions after 6/44 I replaced the G-6/AS with the G-14/AS. There is going to be another revision of the 109 pack in coming months, so some 'oddities' will be ironed out or reassessed.
Just to recall my point about the DB605 engines, I can't find the reference I had (lost my bookmarks list) but from memory, the AS engine was introduced into service in February 44 (cleared for GM1 usage around same time). AM engines arrived around April-May and I believe ASM engines around June/July. This again lends support to the argument that few G-6/AS aircraft had the DB605ASM engine and looking at service records on the Western Front, appearance of the engine in service corresponds with the deployment of the G-14/AS on the western front in July/August 44.
I like very much your effort and historical research for obtaining the best possible realism. I was not able to detect any "oddities" in v3.1 apart from one - we have the "hotrod" G-4 that goes like crazy and outperfoms almost everything in its way (however, for late '42 this is historically correct) and then we have a late G-6 with only 1.3 atm. It appears that most of G-6 that had both the erla and the tall tail were build from late '43 until mid '44, so even if we believe 100% that 1.42 appeared only after november '43 (sorry, I doubt) then a 1.3 atm late G-6 is an oddity, a plane that possibly existed in reality, but most likely a rarity.
Impressive are the performance differences between G-14/AS C3 and G-10 C3, who 's the gifted one that did the FMs?
A suggestion - why not re-introduce G-6/ASM with G-14/AS 3D as a G-14/AS B4?
EDIT: I hope for a seperate (I fully understand that some people find them too many) pack that will re-introduce the "lost" Bf 109s as we knew them in UP 2.01. I am not asking for anything new, only something that already exists.
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Oh sorry. Someone told me that they are already 1.42....
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Yep, they were already 1.42 ;) The only extras I can imagine us going on are having separate Bf-109G-2 1.3/1.42 and G-4 1.3/1.42.
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Yes, I tried them again and again (the G-6 1.42s). I believe this is realistic as it can be. This is shown by the results of the virtual dogfights. The planes that get them in real trouble are P-51s above 6000m and Yak-3s below 3.000m. But I still wonder about the G-2 1.3. It's indeed slower (and with a lower rate of climb....) that the F-4 1.13 and the revised F-2 that we had in UP 2.01 and this doesn't make much sense.
....I hope they don't cut something in the next DBW release.
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Has anyone else had the E-7 fail to show the trop filter on desert maps? The E-4 works fine, but not the -7.
Otherwise, does anyone know which class file controls the trop filters for the E-4? (I'd almost rather disable the "automatic" trop filters and just go back to the separate Emil trop slots)
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We never had a vanilla E-7 with a trop filter. Had an E-7/N trop. Try the E-7/N on a desert map and you should have the trop filter show up.
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We never had a vanilla E-7 with a trop filter. Had an E-7/N trop. Try the E-7/N on a desert map and you should have the trop filter show up.
Oops! :-[ Upon inspection, I see you're entirely correct!
Is this historically accurate, though? Were there no E-7/trop variants that had the DB-601Aa fitted (only 601N)?
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I can't say for sure whether or not there were any 601A E-7 trops, but I would be very surprised if there weren't any. I wish I knew how many Emils were eventually fitted with 601Ns, but it seems that there weren't all that many. 112 Emils with 601Ns as of January 1941. I think it's likely that 601A powered Emils outnumbered those with 601Ns.
http://kurfurst.org/Engine/DB60x/DB601_datasheets_N.html
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Interesting data, baron. Thanks for sharing :)
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Hi guys,
I have posted this in tech help but thought I might get a better response here. :)
I've recently installed a few 190 mods, the He-111Z flyable and the Do-217K-1 (see image for #SAS folder). I cannot remember installing anything else since before this problem might have started occurring - it's only now that I've noticed it though. I run '46 4.10.1 with the latest SAS modact and latest buttons.
Basically I selected the 109G-10 Erla in the QMB advanced select menu where you view the aircraft and select load-outs and such and nothing was displayed. Just a blank blue screen. All weapons options etc. appeared normal. Went to fly and I can't use the aircraft at all. I've had this issue with a 190 before (the D-9 late new tail mod) and I just moved the folder to the top of the #SAS directory and that solved it. No such luck here. :(
I've checked for class file conflicts and nothing there either. Apart from ignoring it (which I don't want - I love this brilliant 109 pack) I'm stuck. :-\
These are my installed mods:
(https://www.sas1946.rocks/images/imageshit/img823/1112/installedmods2.jpg)
Any pointers would be great guys.
Many thanks in advance,
Michael :)
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Not to worry guys, THINK I might have solved it. I'll let you know if I haven't. Think something was corrupt in the 3do folder so just copied the relevant folders from a fresh download. :-\
And can I just remind you how much I love this pack? Cool. The 109 is one of my favourite planes ever, and this really does do it justice. :)
Michael.
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Would it be possible to slow the deployment of flaps?
Lowering the flaps in the 109 took a bit longer than we have here. I realize that this is a very, VERY minor point but hey, why not?
:D
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Hi Anto!
Hope to don't bother but since I have read new source about 109 and 190 fighter bomber I came back to out old discussion about give 4 digit code at them or not!
I have send you the book I got by PM and I have open a discussion about code into the Claymore 190 pack tread https://www.sas1946.com/main/index.php/topic,20351.msg223508.html#msg223508
I don't continue here to avoid confusion and dispersion and eventally I'll open a new topic if the discussion 'll became positive!!
All the best!
walter
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Hi all,
Not to be a nuisance keep posting "problems" with this mod on this post (if only to make the brilliant 109 mod even better), I have noticed an issue regarding the wing guns with the F-2/U Galland, don't know if it's been raised before and/or solved but please see the end of this post/my post here (https://www.sas1946.com/main/index.php/topic,16480.12.html).
Cheers. :)
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It seems that there is a problem in the arming of the F2/U Galland !
Here's a little patch: https://www.mediafire.com/?6ww3q8l3w67cj6n
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Thanks Epervier! 8)
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Issue was fixed a while ago, at least for DBW.
At some stage in the distant future this pack may get an update (pretty much, just a mod act version of these aircraft from DBW)
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Correct! I was intrigued by the problem of Mikejr.
In UP3 and DBW everything works.
It is just this pack that has the problem!
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This is fantastic! I just wish that some of those described in 3.1 were for 4.09. :'(
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Hi Anto
Is your pack included in DBW 1.6 or I have to download and install them manually
Thanks for a great job in one of my favorite plane
All the best
Gerson
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Yep a newer version is included in DBW.
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Yep a newer version is included in DBW.
Will this newer version be made avaliable for standalone SAS Modact 3.06 for 4.10.1? :( Or can I extract it from DBW?
Michael.
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And was anyone else to put this package to version 4.11? I've tried. By the way! Thank you for the new ogoromnoe buttonz for 4.11 =). So I put it there and I have solid problem = (. In general. If someone put it on 11.4 Please describe if you can detail how to set and most importantly what version. ;)
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Patience fellas, there is only 24hrs in a day. At some stage this year I hope to come back to these and release an updated version for 4.11m. Until then, be happy with what you have ;)
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Anto, you're my favourite modder atm mate, what can I say, so much dedication to which we all benefit, thanks bud.
Has anyone mentioned the recon glitch, if you pick the F4 recon minus the MG151 it still gets the motorgun. Can we delete the cannon and ammo counter for the recon F4?
Any C3 G10 or K4 need to be read as 1945 aircraft too, only documentation is for possible (speculative) Mar45 for any 1.98ata G10 or K4, at one particular airfield in fact, which was traced by LEMB using fuel delivery records and OOB documents (which inferred this is the only airfield that had them, but it definitely only got C3 fuel delivered yet operated regularly G10, G14/AS and K4). A G14/AS_late I once suggested is largely superfluous (though I have some documents for it), as it is essentially identical to a G10 during 1945 production. The G14/AS using the 605ASM is 1944 production, in Feb-Mar45 it switched to 605ASB/C production (as I said I've documentation if you'd like it).
Little historical conjecture, this one is actually from my grandmother and her friend who flew in africa, when I was a kid they gave me a Messer scale model and schooled me on Galland's planes because I decided to make an Emil out of it (you could make any Messer E-G from the kit, 1:42). I liked the way the Emil looked tough and bulky, I was 12. It looked tougher than the Gustav or Friedrich which looked too elegant for me. So Oma met Galland once, and Guenter knew all the Messers in detail, so I got about an hour lecture on all Galland's custom planes. Long time ago, they're dead now, I can't really back anything up I'm saying here (for what it's worth, my family name is Bogatsch). But here's what I remember clearly, his F was specially delivered, he was pretty proud of the fact that by Nov40 he had the fastest Messer in the entire Luftwaffe bar none. So his F had the N-motor, the GM-1, 7.92 in the cowling and MGFF/M in the wings. MGFF overheated in the engine block and jammed after 5-15rds, it was always the problem with them. There was conjecture at the time about the standardised new F was going to get MG131 in the wings and MG17 in the cowling. No motorgun. Moelders wanted a motorgun, but it was waiting on the MG151 and they weren't ready until about Mar41. Willy Messerschmitt never wanted guns in the wings.
So the confusion between these three preferences is what causes all the confusion. I don't believe Galland ever had MG131 in the cowling on his F, he had MG17 and MGFF/M in the wings. Moelders wanted centreline armament, Willy Messer didn't want guns in the wings in the first place (structure not built for it). Then the common assumption that the MGFF/M in the wings would be replaced by MG131. Secretly Messer was always planning the MG151 motorgun. So what you wind up with is a lot of confusion.
Otherwise, love this mod so bad. It is my must have mod, above all others for Il2. Mate, you're a shining star for this.
:) thank you as always Anto.
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Cheers Vanir!
Didn't realize there was a glitch with the F-4 recon loadouts, I'll check them out. And I haven't forgotten about fixing the late war 109 engine/boost settings, just been low on the priority list.
Interesting story about Galland's BF-109F. When making it, the loadouts I selected seemed to fit with what the majority of the lecture said but like many 'facts' from that time, they can get distorted with other stories. Thanks for sharing it though.
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No worries, it was never a downer on the mod because you cleverly gave options for the loadout that makes more sense to me, with the MG17 instead of MG131 in the cowling, but of course the photos don't match with the suggestion of MG131 in the cowling because de beule are required to cover their breech blocks and the bumps on Galland's F just aren't big enough for them, that's just physics irrespective of what anyone says.
It's like the thing with the MG151 cowling guns on the K4 some have claimed, I have photos of the prototyped K0 that has them and there's no possible way you could mistake them, they're so fricken gigantic to cover the bigger breeches that it's obvious no production examples had them. It's just physical size constraints, there's not a lot of room under that cowling due to the inverted layout. It was specifically designed that way, for good climb/dive speeds and forward/down view from the cockpit.
To put MG131 under the cowling of a 109 you absolutely require either de beule or the AS cowling, they just don't fit otherwise. So there's always that. But I don't think Galland even had MG131 in the wings, they weren't available in Nov40 when he got his F. He had MGFF/M. And it was always Moelders who wanted the motorgun, Galland wanted wing guns. So there was the issue with that. Then on top Messer said and the structure reinforces that big guns shouldn't be in the wings, they could barely handle the MGFF and they're about as soft a recoil as you can get in 2cm. You have to cut one brace for them (not for MG17 but that's useless).
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Patience fellas, there is only 24hrs in a day. At some stage this year I hope to come back to these and release an updated version for 4.11m. Until then, be happy with what you have ;)
Oh no worries Anto - the 109 is pretty much the only plane I fly - more than the Spitfire, I will admit, and I'm a proud Brit'! ;D I probably should fly a few more regularly though, going on that critically acclaimed attribute that is IL2 being packed with such a mass of planes... :-\
I hope to move up to 4.11 as soon as all my favourite mods are converted, the AI in 4.11 is a definite and brilliant marked improvement over 4.10 but the mods of 4.10.1 mean it's still not enough! 8)
Michael.
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hey huys :D
i've got a little trouble here... the early versions of BF-109E, has no cockpit... and i cant start the engine,
only the versions F, G, K, Z are working well... both default and ultimate pack, the E version has no working cockpit... what i supouse to do?
https://www.sas1946.com/main/index.php/topic,4505.0.html
- i've already installed this patch(link above) in my #SAS mod activator and tried to install at Ultimate and default pack.
i have version 4.10.1 with Sas modactivator
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It's already there
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all of a sudden these (the ones included in DBW) have started to bring my framerate down to 1 whenever they appear. How can I fix this?
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Hey guys been out of commision for awhile and all I can say is WOW! Anyway is this pack included DBW F'ing Big Super pack? or dod I need to download and add seperately?
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yes and no ;)
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yes and no ;)
What he means is that yes it is included but in a modified way.
Due to limits in the game as to the amount of separate slots that it can handle, a great effort has been made to use slots more efficiently:
several 109 slots that were separate are now merged, which means you don't see them in the air.ini BUT you select them in the loadout list of the closer variant.
For instance, all tropicalized variants are no longer separate aircraft, rather, the "normal" variant gets transformed into a tropicalized one automatically when it is selected over a desert map.
In similar way, the recon variants are no longer separate but a selection loadout of the corresponding "standard" version.
A few variants are dropped though, given their non-representativeness (some ata, and K14)
It is also very worth noting that some features, like historical cockpit for Bf109 early (B-C-D, E1-E3) are only included in DBW, not in the present standalone pack.
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And is it possible to get historical cockpit for B,C,D as a separate download for this pack ?
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And is it possible to get historical cockpit for B,C,D as a separate download for this pack ?
That is something that only Cirx can answer as he (I believe) is the one that negotiated it with Muas.
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Muas has very kindly made a seperate install version of the early canopy version and asked to have it shared here.
it is here http://205.196.123.177/3tgzg90m0ejg/pi4b7foio83maty/Muas_109E_early_canopy.7z
Salutes to Muas!
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Muas has very kindly made a seperate install version of the early canopy version and asked to have it shared here.
it is here http://205.196.123.177/3tgzg90m0ejg/pi4b7foio83maty/Muas_109E_early_canopy.7z
Salutes to Muas!
Fantastic, thank you. 8)
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Agreed! This is for sure one of my favorite mods ever, as I really like the early 109's.
Now one question. Ive already posed it to Anto a while ago, and he explained that its rather low priority but figured id ask here.
The gunsite in the 109 early pits sits a bit low. We thought that the canopy framing was in the way, but that's not so apparently. With it in its current position its very difficult to lead a target.
Could someone consider raising it a weee bit? Or direct me to the programs I need to learn to do it myself?
And the wife just fired up lord of the dance, so Im off to the virtual cockpit. See you over the Kanal.
Hals und Beinbruch ya'll!
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I remember looking into this a while ago and think I found out that the gunsight was correctly positioned. What had changed was the default view. So I think I ended up leaving it alone.
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Ah I see.
So why is it that the reflector glass is bisected by the engine cowling?
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I had that in DBW before my install decided the 109s were limited to slideshow duty
in the meantime those who want to experience the 3d awesomeness of this mod in 4.11, just take the 3do folder out of the 00_default classes and whack that into the 4.11 mod folder, and or (because Im not sure which on it needs to go in to work) go into the STS and whack it into 3do folder
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I remember looking into this a while ago and think I found out that the gunsight was correctly positioned. What had changed was the default view. So I think I ended up leaving it alone.
See Im not so sure.
This is what I see in game:
(https://www.sas1946.rocks/images/imageshit/img190/3664/06052012220347.jpg)
The engine cowling running through the lower part of the reflector.
(otherwise its a rather pretty shot, dont you think? All we need are in cockpit shadows!)
(https://www.sas1946.rocks/images/imageshit/img407/9499/06052012221212.jpg)
Cowl running easily below the lowest part of the reflector glass.
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I understand what's occuring, but as I recall, it was related either to the default camera position OR possibly the cowling itself was moved. Now if I was to move the gunsight itself (which is in the SAME exact position as the default pit according to its heir.him coordinates), then it would be misaligned and useless!
If someone can find a fix for it, go for it, but currently I'm too busy to look into minor problems such as this
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Hi, is there any chance some kind soul could make the G-14 early and G-6 ASN available in this (for 4.101) again? I think they used to be in the older '109 packs but have disappeared...
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No I understand its a small issue, what all would one need to tinker with it?
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Hi, is there any chance some kind soul could make the G-14 early and G-6 ASN available in this (for 4.101) again? I think they used to be in the older '109 packs but have disappeared...
...and please any advice how to get back the german desert- "Trop-planes" in DBW...:
Bf-109E-4_Trop
Bf-109E-7N_Trop
Bf-109F-2_Trop
Bf-109F-4_Trop
Bf-109G-4_Trop
Bf-109G-6_Trop
Thank you very much for help,
Gerhard
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Just use the 'normal' planes on a desert map, they will become trop ;) At least I think so. Saves slots :)
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Yes indeed. The trips are all there.
Now about the 109F-1, did the independant model have a squared off supercharger intake?
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Hi Milan, hello CWMV,
I know it, every plane will fly over desert! That not my problem!
Difficult is to have a general view! 300 skins in one folder is cruelty...
Gerhard
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Yes indeed. The trips are all there.
Now about the 109F-1, did the independant model have a squared off supercharger intake?
The regular production F-1 had the same intake as the F-2 model. There were a couple types of rectangular intakes tried on some of the pre-production F-0s and some F-1s. One of Galland's Friedrichs (WkNr. 6714, used during his famous flight carrying oysters to a birthday party) is labeled an F-1 and has a square intake that appears to be the Fieseler type used on the the 109T. Only a few other F-1s have been photographed with rectangular intakes (It's been a while since I've read Prien's book on the development of the Friedrich, but I believe those were exceptions rather than the norm).
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Hi Milan, hello CWMV,
I know it, every plane will fly over desert! That not my problem!
Difficult is to have a general view! 300 skins in one folder is cruelty...
Gerhard
The bigger problem, in my opinion, are the Emils. They require different skin mapping for the supercharger intakes, so skin compatibility becomes a problem. Oh well, not everything can be perfect... :-\
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I would like to extract the K-14 from this mega pack, does one of you modding masters know which of the classfiles I need to get the K-14 working as a stand alone? I'm using DBW 1.71 if this is important. Thanks :)
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If you want to fly with the K-14 in DBW 1.71
I think all you have to do is add the line corresponding to air.ini
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I would like to extract the K-14 from this mega pack, does one of you modding masters know which of the classfiles I need to get the K-14 working as a stand alone? I'm using DBW 1.71 if this is important. Thanks :)
Just add in your air.ini file
Bf-109K-14 air.BF_109K14 2 g01 SUMMER
and happy flights!
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Thank you nonaiansia and fanatic modder, I didn't know that the plane was already in DBW just not enabled. :)
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Hi if your still working on this, i would like to ask whether you could fix these two inacuricies (i know spelling) this is ofcorse if you have time and think it is worth it and yes i know they are small but the later i think is quite important (and anyway this pack is for realism)
(http://www.ipmsstockholm.org/photos/detail_bf109e_07.jpg)
there is a bump on the wing root (both sides) on the E4 model at least (don't know about others) and also on the E models and i think some of the G's there is a bar in the centre of the side window (http://www.ipmsstockholm.org/photos/detail_bf109e_02.jpg)
but in game when in the cockpit it is not visible and instead is like the F model cockpit etc.
P.S also can anyone tell me what Gruppe was equiped with the E4/N version in July 1940 and were they part of the Battle of Britain.
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The pictures your showing us kaxii is of a Bf109-E4 that crashed during the Battle of Britain.Story goes it was restored later during the war for public display but,they either couldn't find the original canopy from the wreckage or it was to damaged to use so they improvised and put a F model canopy on it.From what Ive read no one noticed the difference,even though it didn't fit well.
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oh ok i didn't know that, but what i meant was that the Bf 109 E4/B variant has that metal piece in the middle of the side cockpit window when you are viewing 3rd person but when you are viewing in first person (from inside the cockpit) it is not visible so (as im not so sure what cockpit they used as some photos have it others don't) there shouldn't be a line there in 3rd person or there should be one in first person. Also if gumpy says that is a F then the F's in the pack must have the wrong cockpit as there one is the same as the E4/N, and not the one seen on the E4/B which has the one in the pictures i posted.
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and also if anyone know what folder to put skins in for the bf109E variants please say!
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The lateral windows are 2 piece glass, with the frontal one sliding.
Anyway some Bf109E got the bar, some don't
For the folder skin, just open the air.ini, the first part of the string is the folder name for the skin, if there is a / use _ instead, so:
Bf-109E-4_B
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The lateral windows are 2 piece glass, with the frontal one sliding.
Anyway some Bf109E got the bar, some don't
For the folder skin, just open the air.ini, the first part of the string is the folder name for the skin, if there is a / use _ instead, so:
Bf-109E-4_B
ok thanks. Because as i was saying the E4/B has the sliding window one but from the inside it isn't.
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All the E series had the sliding windows, but just a few had the external bar, the external bar is like a reinforcement
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just curious, do i have the replace the existing air, plane and weapon lines? cause im getting a 70% crash.
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All the E series had the sliding windows, but just a few had the external bar, the external bar is like a reinforcement
If so then wouldn't that make the E4 cockpits in game innacurate as the E4 and E4/Z both don't have sliding windows or the bar, and the E4/B only has the bar when viewed from the outside but not when viewed from the inside.
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So you mean you are willing to fix those inaccuracy? ;)
You are right but I'm quite sure no one, at least now, will fix those inaccuracy, many E serries used the same cockpit (code, 3d and texture) so you see the cockpit for many aircraft
EDIT there is just one cockpit for all the E series
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Kaxii go here: https://www.sas1946.com/main/index.php/topic,2595.msg26252.html#msg26252 It"ll give ya what ya want I reckon. ;)
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So you mean you are willing to fix those inaccuracy? ;)
You are right but I'm quite sure no one, at least now, will fix those inaccuracy, many E serries used the same cockpit (code, 3d and texture) so you see the cockpit for many aircraft
EDIT there is just one cockpit for all the E series
I would like to fix it by simply editing the cockpit interior but I don't know what program to use or where the file as I have tried looking to no avail (I hope it is photoshop fixable as all I want to do is add the bar to inside the cockpit by a simple draw but as I am a newb I don't have a clue. :-[)
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Hi,
Sorry if this question have been asked before: is there any documentation as to how to manage the engine of the G-5?
The reason I asked is that I have experienced a few occasions of 'Engine Inoperable' with the G-5, none was combat related and in no occasion was it preceded by overheating. One time it was a few seconds after de-activating autopilot (after time acceleration), another time after activating the GM-1 boost and flying for a few minutes. When activating the boost, I throttled down first, start the boost, and then throttled up again.
Note that I flew the G-5 that came with DBW 1.71
Thanks in advance and very much enjoying the 109 variants.
Cheers,
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also i would like to see whether someone could make a E3/E1 cockpit as atm they use the E4's with the high bar or if not can someone give me guidence to how to.
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Kaxii, :) Go here https://www.sas1946.com/main/index.php/board,202.0.html Pull up a comfortable chair, and read, read, read!!! :)
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Kaxii, :) Go here https://www.sas1946.com/main/index.php/board,202.0.html Pull up a comfortable chair, and read, read, read!!! :)
ok i'll try ;D
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Download link are corrupted he is stopped at 35,5mb
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also i would like to see whether someone could make a E3/E1 cockpit as atm they use the E4's with the high bar or if not can someone give me guidence to how to.
If you look around, you will see that there already is an E1/E3 cockpit available for the early 109s. Just that I haven't updated this pack to include them
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yeah i found it, would be good to implement it though.
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When I'm ready. The Bf-109s have been out for a long time, so repacking them all is not a very high priority.
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With the latest SAS Buttons v10.1 on ModAct v4.0, this pack is 100% compatible with 4.11.1m :)
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Hi Anto,
With the release of ModAct 4.0 I've upgraded my 4.11.1 to it today. It all worked fine when I tested it after the addition of the modact on the clean install of the original 4.11.1.
However, installing your 109 pack (one of my favourites in 4.10) results in a problem which I am unable to solve or even find the cause of - see below:
(http://s8.postimage.org/4q1lx9iwl/411_crash_1.jpg)
These are the only mods I have:
(http://s7.postimage.org/k1cm3tg9n/411_crash_1_2.jpg)
As you can see, all I have installed really is your mod; I disabled the 109 cockpit mod thinking that was the problem, anything else is a sound mod which I cannot see as being the issue... :-\ There is nothing in the log.lst or any error reports, and the Windows event viewer isn't much help either...
I know that the maturing of mods to 4.11.1 is really in early days but is there any chance of help, since this post states this mod is compatible? :)
Thanks in advance,
Michael.
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For the Ultimate Pack, You have to have the Cockpit Mod activated. Something else is causing your problem. What does your Log.lst read?
Also try deactivating all other Mods one at a time to see which one is causing problem...
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Yeh a few people have reported 30% crashes in their game and I am not 100% sure of the reason. Try disabling that sound mod for now and see what happens. Also if you can provide us with the log.lst, that would be handy. Also does it occur on any aircraft in particular?
This pack is slightly out of date but I'm going to wait until JapanCat has done more of his 3D updates before I return to it.
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... may be this kind of bug is not specific to your Bf109 pack, Anto, see reply #127 here:
https://www.sas1946.com/main/index.php/topic,27211.msg329454/boardseen.html#new
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I have had this problem with modact 4.0. In this case, it is both mods; the cockpits and planes. It doesn't just happen with the 109s, a host of other mods have this problem and I have no idea why. Some of it is just code discrepancy as far as I can tell and it is annoying that the game waits till mission loading to crash.
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Yeh a few people have reported 30% crashes in their game and I am not 100% sure of the reason. Try disabling that sound mod for now and see what happens. Also if you can provide us with the log.lst, that would be handy. Also does it occur on any aircraft in particular?
This pack is slightly out of date but I'm going to wait until JapanCat has done more of his 3D updates before I return to it.
Hi Anto,
Nope, can't get it to work. :-\ Tried changing the order of the 109 mod folders, disabled TrackIR in conf.ini, disabled sound mods. No luck. Every time there is the same crash as seen above. It happens on every 109 I tested, but I have no other aircraft mods so it doesn't occur with any of the stock aircraft.
There is nothing to show from the log.lst file because it is empty and 0kb in size. I'd suggest this isn't fully (if at all) compatible with 4.11.1, :( which saddens me, because I'd love to use one of my favourite mods from 4.10 in 4.11 with its frankly far better AI.
Guess I'll have to go back to 4.10, and just have 109 sounds in 4.11, and I will wait patiently until the necessary updates are made! ;)
Michael.
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... did you try with "instant log" ...?
https://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
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... did you try with "instant log" ...?
https://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
No, haven't tried that... will check it out later though. Do you think that perhaps the AutoDiffFM mod might help?
Michael.
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... well I have no idea since I don't use 4.11.1, may be this is worth a try, but at least with instant log you should have something in your log.lst file ... ;)
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Ok, well done Mick! That did the trick! ;D
Installed the instant log mod. Here is the result:
[28.12.2012 14:48:19] ------------ BEGIN log session -------------
[14:48:19] OpenGL provider: Opengl32.dll
[14:48:19] OpenGL library:
[14:48:19] Vendor: Intel
[14:48:19] Render: Mobile Intel(R) 4 Series Express Chipset Family
[14:48:19] Version: 2.1.0 - Build 8.15.10.1808
[14:48:19] Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_pixel_buffer_object GL_WIN_swap_hint GL_EXT_framebuffer_object GL_EXT_texture_sRGB GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_NV_conditional_render GL_EXT_texture_swizzle
[14:48:19] Size: 1366x768
[14:48:19] ColorBits: 32
[14:48:19] DepthBits: 24
[14:48:19] StencilBits: 8
[14:48:19] isDoubleBuffered: true
[14:48:19]
[14:48:19] *** Looking for Advanced CPU Instructions...
[14:48:19] [x] PentiumPro
[14:48:19] [x] Multimedia (MMX)
[14:48:19] [x] 3D (SSE)
[14:48:19] [x] 3D (SSE2)
[14:48:19] [-] 3D (3DNow)
[14:48:19] ColourBits 32, ABits 8, ZBits 24
[14:48:19]
[14:48:19] *** Looking for Render API Extensions ...
[14:48:19] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[14:48:19] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[14:48:19] [x] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[14:48:19] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[14:48:19] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[14:48:19] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[14:48:19] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[14:48:19] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[14:48:19] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[14:48:19] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[14:48:19] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[14:48:19] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[14:48:19] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[14:48:19]
[14:48:19] Maximum texture size : 4096
[14:48:19] Maximum simultaneous textures :8
[14:48:19] MaxAnisotropic (1.0 = none) : 2.000000
[14:48:19] WARNING: 'Perfect' Mode required pixels shaders
[14:48:19] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[14:48:20] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[14:48:20] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[14:48:20] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[14:48:20] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[14:48:20] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[14:48:20] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[14:48:29] Initializing DirectSound playback device...
[14:48:29] Primary buffer created.
[14:48:29] Playback format is set : sampling rate = 44100, num channels = 2.
[14:48:29] Not enought hardware buffers (0), hardware disabled
[14:48:29] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[14:48:29] Default speaker config is : 1310724.
[14:48:29] Direct sound audio device initialized successfully :
[14:48:29] DX Version : 7
[14:48:29] Hardware - disabled [buffers : 0]
[14:48:29] Extensions - enabled :
[14:48:29] EAX ver. 1 [ ] - disabled
[14:48:29] EAX ver. 2 [ ] - disabled
[14:48:29] EAX ver. 3 [ ] - disabled
[14:48:29] I3D ver. 2 [ ] - disabled
[14:48:29] ZoomFX [ ] - disabled
[14:48:29] MacroFX [ ] - disabled
[14:48:29] SIMD render [X]
[14:48:29] num channels 16
[14:48:29]
[14:48:45] Loading mission Quick/Smolensk/SmolenskBlueScramble01.mis...
[14:48:52] Load bridges
[14:48:53] Load static objects
[14:49:09] java.lang.NoSuchFieldError: printCompassHeading
[14:49:09] at com.maddox.il2.objects.air.CockpitBF_109F2.<init>(CockpitBF_109F2.java:123)
[14:49:09] at java.lang.Class.newInstance0(Native Method)
[14:49:09] at java.lang.Class.newInstance(Unknown Source)
[14:49:09] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3171)
[14:49:09] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2491)
[14:49:09] at com.maddox.il2.game.Mission.loadAir(Mission.java:1304)
[14:49:09] at com.maddox.il2.ai.Wing.load(Wing.java:142)
[14:49:09] at com.maddox.il2.game.Mission.loadWings(Mission.java:1096)
[14:49:09] at com.maddox.il2.game.Mission._load(Mission.java:472)
[14:49:09] at com.maddox.il2.game.Mission.access$000(Mission.java:136)
[14:49:09] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
[14:49:09] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[14:49:09] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[14:49:09] at com.maddox.il2.game.Main.exec(Main.java:439)
[14:49:09] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Didn't think it would work! Anyway I'm no expert, but I can't see anything too obvious here... :-\
Michael.
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... I was almost sure the instant log would reveal something ... ;)
I am no log.lst expert either, but I can see at least missing .sfs folders at the root of your game :
[14:48:20] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[14:48:20] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[14:48:20] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[14:48:20] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
May be they are not in your .rc file, or just the contrary, they are in your .rc file and not at the root of your game ... ;)
But well some log.lst guru will surely tell you what to do ... ;)
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Do the jetwar files need to be mounted... I thought it was only if one wanted to use SAS's jetwar mod? I do have the necessary files in the SAS_SFS folder and the lines are in the RC file but commented out. I'm not a fan of having the jetwar mod enabled anyway, being a fan of WW2 piston aircraft. :P Will it actually affect other functionality? :-\
Michael.
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... I don't know, but there is no risk activating these files and give your game another try just in case this is the at origin of your worries ... ;)
Sorry not to be able to help you any further but I don't have 4.11, nor any jet mod ... :(
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mikejr This is what my new game with just some jsgme Mods and Ultimate 109's. They are all working, no problem's.
And to make sure when you patched up from 4.10.1m, you installed 4.11 then 4.11.1m?
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Ok, well done Mick! That did the trick! ;D
Installed the instant log mod. Here is the result:
[14:48:45] Loading mission Quick/Smolensk/SmolenskBlueScramble01.mis...
[14:48:52] Load bridges
[14:48:53] Load static objects
[14:49:09] java.lang.NoSuchFieldError: printCompassHeading
[14:49:09] at com.maddox.il2.objects.air.CockpitBF_109F2.<init>(CockpitBF_109F2.java:123)
[14:49:09] at java.lang.Class.newInstance0(Native Method)
[14:49:09] at java.lang.Class.newInstance(Unknown Source)
[14:49:09] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3171)
[14:49:09] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2491)
[14:49:09] at com.maddox.il2.game.Mission.loadAir(Mission.java:1304)
[14:49:09] at com.maddox.il2.ai.Wing.load(Wing.java:142)
[14:49:09] at com.maddox.il2.game.Mission.loadWings(Mission.java:1096)
[14:49:09] at com.maddox.il2.game.Mission._load(Mission.java:472)
[14:49:09] at com.maddox.il2.game.Mission.access$000(Mission.java:136)
[14:49:09] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
[14:49:09] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[14:49:09] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[14:49:09] at com.maddox.il2.game.Main.exec(Main.java:439)
[14:49:09] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Didn't think it would work! Anyway I'm no expert, but I can't see anything too obvious here... :-\
Michael.
Hi,
Did you enable the 109 cockpits pack when you made this test? The java error seems to point to cockpit elements... Also, make sure the cockpits pack loads on top of the planes mods (rename the folder so that it shows "before", as in the screenshot shown by SAS~BravoFxTrt).
Hope it helps,
Y.
-
It's both mods. I tested them and even had a little peer into classes to find out why. That didn't yield any results unfortunately.
the combine cockpits on their own don't work and neither do the 109s.
-
It doesn't matter what I do, can't get this to work in 4.11. :( I'll keep my eye out for the next (and 4.11.1 compatible) update! ;D
Michael.
-
Righteo, thanks Mikejr, you've confirmed the source of the bug and we can look into it.
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Righteo, thanks Mikejr, you've confirmed the source of the bug and we can look into it.
No worries. Glad to be of help! :)
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Hello everyone,
I was unable to get this mod to work, so I
had a little tinker and found the following:-
- v4.11.1m
- apply modact v4.0
- apply v10.2 buttons (the general Beta, offline file)
- add the 109 pack latest, both 109s and default slots
- add the cockpit pack
- make the air.ini, plane_ru.properties, and weapon_ru.properties changes.
Did these by replacing the existing ones with the readme content.
- QMB: create mission on Kuban Map, my flight
firstly with 1 x Bf-109E-4 (stock plane)
then 1 x Bf-109E-3
put 2 x any other plane than 109 into second flight.
- try to fly mission - get the unable to read xyz at address abc.
This happens at 30% - Loading Planes point.
Mouse is locked and pressing return crashes out to desktop.
- rename cockpit pack to 00_BF109_cockpits_etc (so that it is above other
109 packs in folder listing)
- Try same mission in QMB, both planes, same result.
- Delete cockpit pack from #SAS folder.
- Try same mission in QMB, both planes.
This time, mission loads 100%. By pressing Shift+F2,
I can switch around outside friendly planes in 2nd flight.
Can switch to the plane the plane I should be 'flying'.
It is visible, flying, gently out of control.
Don't know what this means but it seems to point to
a cockpit issue.
Hope this helps,
regards,
Yogue
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Hello everyone,
I was unable to get this mod to work, so I
had a little tinker and found the following:-
- v4.11.1m
- apply modact v4.0
- apply v10.2 buttons (the general Beta, offline file)
....
This time, mission loads 100%. By pressing Shift+F2,
I can switch around outside friendly planes in 2nd flight.
Can switch to the plane the plane I should be 'flying'.
It is visible, flying, gently out of control.
I have a similar problem, I have a similar game configuration, but I am unable to see the new planes of the pack; any help?
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@ skyrover Plese post your Log.Lst File, just the part showing the "Warning".
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@ skyrover Plese post your Log.Lst File, just the part showing the "Warning".
Thank you for your help, just before to send the log I realized I got also on the same issue another problem i.e. I do have the list of the bf-109 "stock" planes but if I try to launch the game freeze at 30% of "loading aircraft" and there stucks forever.
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skyrover,delete the .last.quick in the Quicks folder. Try this,it helps sometimes. ;)
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@ skyrover Plese post your Log.Lst File, just the part showing the "Warning".
Thank you for your help, just before to send the log I realized I got also on the same issue another problem i.e. I do have the list of the bf-109 "stock" planes but if I try to launch the game freeze at 30% of "loading aircraft" and there stucks forever.
Anyway I send the log, I didn't find the "warning" part so I send all
Edit: please use the editors # code option when posting lists.
[08.02.2013 17:37:01] ------------ BEGIN log session -------------
[17:37:01] OpenGL provider: Opengl32.dll
[17:37:01] OpenGL library:
[17:37:01] Vendor: NVIDIA Corporation
[17:37:01] Render: GeForce 8800 GTX/PCIe/SSE2
[17:37:01] Version: 3.3.0
[17:37:01] Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility 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_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging 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_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[17:37:01] Size: 1440x900
[17:37:01] ColorBits: 32
[17:37:01] DepthBits: 24
[17:37:01] StencilBits: 8
[17:37:01] isDoubleBuffered: true
[17:37:01]
[17:37:01] *** Looking for Advanced CPU Instructions...
[17:37:01] [x] PentiumPro
[17:37:01] [x] Multimedia (MMX)
[17:37:01] [x] 3D (SSE)
[17:37:01] [x] 3D (SSE2)
[17:37:01] [-] 3D (3DNow)
[17:37:01] ColourBits 32, ABits 0, ZBits 24
[17:37:01]
[17:37:01] *** Looking for Render API Extensions ...
[17:37:01] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[17:37:01] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[17:37:01] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[17:37:01] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[17:37:01] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[17:37:01] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[17:37:01] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[17:37:01] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[17:37:01] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[17:37:01] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[17:37:01] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[17:37:01] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[17:37:01] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[17:37:01]
[17:37:01] Maximum texture size : 8192
[17:37:01] Maximum simultaneous textures :4
[17:37:01] MaxAnisotropic (1.0 = none) : 16.000000
[17:37:01] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[17:37:01] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[17:37:01] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[17:37:01] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[17:37:01] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[17:37:01] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[17:37:12] Initializing DirectSound playback device...
[17:37:12] Primary buffer created.
[17:37:12] Playback format is set : sampling rate = 22050, num channels = 2.
[17:37:12] Not enought hardware buffers (0), hardware disabled
[17:37:12] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[17:37:12] Default speaker config is : 1310724.
[17:37:12] Direct sound audio device initialized successfully :
[17:37:12] DX Version : 7
[17:37:12] Hardware - disabled [buffers : 0]
[17:37:12] Extensions - enabled :
[17:37:12] EAX ver. 1 [ ] - disabled
[17:37:12] EAX ver. 2 [ ] - disabled
[17:37:12] EAX ver. 3 [ ] - disabled
[17:37:12] I3D ver. 2 [ ] - disabled
[17:37:12] ZoomFX [ ] - disabled
[17:37:12] MacroFX [ ] - disabled
[17:37:12] SIMD render [X]
[17:37:12] num channels 16
[17:37:12]
[17:37:12] 1>mp_dotrange FRIENDLY DOT 14.000 COLOR 6.000 RANGE 6.000 TYPE 6.000 ID 6.000 NAME 6.000
[17:37:12] Friendly Dot Ranges:
[17:37:12] DOT 14.0 km
[17:37:12] COLOR 6.0 km
[17:37:12] TYPE 6.0 km
[17:37:12] NAME 6.0 km
[17:37:12] ID 6.0 km
[17:37:12] RANGE 6.0 km
[17:37:12] ALTICON 0.1 km
[17:37:12] ALTCOLOR None
[17:37:12] ALTSYMBOL +
[17:37:12] 1>mp_dotrange FOE DOT 14.000 COLOR 6.000 RANGE 6.000 TYPE 6.000 ID 6.000 NAME 0.005
[17:37:12] Foe Dot Ranges:
[17:37:12] DOT 14.0 km
[17:37:12] COLOR 6.0 km
[17:37:12] TYPE 6.0 km
[17:37:12] NAME 6.0 km
[17:37:12] ID 6.0 km
[17:37:12] RANGE 6.0 km
[17:37:12] ALTICON 0.1 km
[17:37:12] ALTCOLOR None
[17:37:12] ALTSYMBOL +
[17:37:12] 1>timeout 60000 file il2stab.rcu
[17:37:17] Loading mission Quick/Bessarabia/BessarabiaRedNoneN00.mis...
[17:37:22] Load bridges
[17:37:22] Load static objects
[17:37:22] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[17:37:23] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[17:37:28] 1>mp_dotrange FRIENDLY DOT 14.0 COLOR 6.0 RANGE 6.0 TYPE 6.0 ID 6.0 NAME 6.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[17:37:28] 1>mp_dotrange FOE DOT 14.0 COLOR 6.0 RANGE 6.0 TYPE 6.0 ID 6.0 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
[17:37:28] Mission: Quick/Bessarabia/BessarabiaRedNoneN00.mis is Playing
[17:37:29] warning: no files : music/inflight
[08.02.2013 17:37:51] -------------- END log session -------------
Thank you
-
There is nothing to indicate a problem with your Bf-109's,, Is as though something else is causing you problems.
-
There is nothing to indicate a problem with your Bf-109's,, Is as though something else is causing you problems.
Yes, strange is, if I put the two directories of this mods in the SAS folder, I am unable to fly any of the Bf109s, also the stock ones, I must delete the two directories to have the stock planes to work (as said I am not able to see the mods plane anyway) well let's hope someone will fix it one day, thanks for you help
-
I'm sorry if this is in any way a dumb question but do the 109's in this pack differ from the ones in Ultra Pack 3.0 ??
The reason I ask is whether to know if I need to D/l them or if UP3 already contains them.
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Hello, everyone. I was having the same problem that others here were reporting. I would be able to view aircraft by using F2, but had no cockpit, and no control over my aircraft. Nothing I tried from reading here cured the problem, so I decided to try an alternative solution. These are the steps I took: hopefully they'll help the modders track down the problem. I already had the cockpits (both light, and then deleted that and tried full res) installed in my #SAS folder, and they were working. I already had the latest buttons file. Next, I renamed the 00_BF109_Ultimate_Pack_v3 folder to BF109_Ultimate_Pack_v3. I removed all aircraft from that folder except for the two I really wanted; the Bf-109e1 and e3. I added only their entries into the air.ini, etc. It worked. I haven't tried re-installing any other aircraft, because I'm a noobie bonehead, and afraid of messing it up again, so I'll try them one, or two, at a time. I also haven't experimented with just renaming the two full folders, that might work also, nor have I tried doing this with the 00_BF109_Default_Slots folder, so I don't know if the issue lay there. I just wanted to report my small solution, in hopes that it helps others, and helps the modders find whatever problem some people like myself are having. This is an awesome mod, I hope everyone can get things working.
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Weird. I've been putting in one aircraft at a time from the ultimate 109 v3 folder. Haven't tried any from the default folder. Whenever I try to install one of the pressurized G series (G1,3,5,5as) I get a can't read memory error at 30% during the modact loading screen. As soon as I remove them from the air.ini, everything works again. I can use any un-pressurized model, like the G4, but it ctds with any odd numbered (pressurized) G model. No idea.
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Hi I am also getting a ctd at 35per cent. Have only tried the G6 model so far tho. I placed both folders into the #SAS folder and edited air.uni plane_ru and weapons_ru as in readme. I am running 4.11.1. Hope this is an easy fix
-
If you are using this Pack as stand alone you need to download & install the 109 Cockpits as well https://www.sas1946.com/main/index.php/board,68.0.html
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Hey!
I just mess up my air.ini, I change default bf109 lines and game wont work.... "I didnt backup air.ini file"
I have 4.11.1 vs HSFX 6.0.17 and cant fly with 109s and cant load quick mission selection also...
I dont know why it was writen that this MOD is also capable with 4.11.1. "ITS NOT" :(
Please if somebody can upload from 4.11.1 version air.ini file
Sorry for my stupidity!
Thanks!
-
This is the original HSFX 6 air.ini. should be good to go.
(in the fixesthey had new static-, stationary-, ships.ini
but they not changed not the air.ini when I remember correctly).
see the attached file air.ini.txt,
I had to rename it to .txt so that I could attach it,
delete the .txt when you downloaded it.
-
When is this mod going to be updated to 4.11.1??
-
When is this mod going to be updated to 4.11.1??
OK, I understand that noone likes to read 100 posts in a topic before making a request.
but at least you should read the first post before posting...
so: go there.
-
Thanks for help Gerax!
But look. I got a lot of mods for HSFX 6, well not all of them :) and when I put in MODS all mods for this mod game wont load, it crashed at 60% of game load. But when I delete 109 char lines in air.in than game loads but cant fly 109 in HSFX and eather cant load quickmission selector.
On STOCK version 4.11.1 I can fly 109 with np!
So I delete(unselect) all mods and jsgme mods and game still crashed in 60%. Something is wrong here.
PLease help, I think is not so big deal. When i copyed those mods i know that there were some hiden files also....
Thanks!
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Sorry, I have no clue Grom, I don't use HSFX6 as I am with Modact 4.0. :)
-
The 60% CTD means that there's some aircraft mentioned in your air.ini which is incomplete in one or another way. Most likely the buttons file is missing a corresponding flight model.
You might want to check the 5%, 60% & 70% crash Troubleshooters (https://www.sas1946.com/main/index.php/topic,22.0.html) and the latest SAS buttons (https://www.sas1946.com/main/index.php/topic,97.0.html).
Best regards - Mike
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Naahhh I just reinstall HSFX 6 and its all OK!
Tkank you guys anyway! :)
P.S.: Please modder, nace MODS next time correctly. Thanks! ;)
-
Please modder, nace MODS next time correctly
what do you mean with this exactly?
-
this mod is not for 4.11.1 version of IL2 simulation and HSFX 6.
"HSFX 6 == 4.11.1"
P.S.: I tested :)
-
P.S. I have SAS ModAct 4.0 for 4.11.1m and it sure works fine for me.
-
this mod is not for 4.11.1 version of IL2 simulation and HSFX 6.
Just for you (I hope you know that you owe me a cup of coffee now at least) I grabbed my HSFX 6.0.17 install and dropped this 109 pack in and added the corresponding lines to air.ini from readme.txt in front of the existing 109 entries (note that most of the variants of this pack do exist in HSFX 6 before already).
Works from the scratch.
Then, just for you again, I grabbed my 4.11.1 modact installation and did the same as before. Note that this requires latest SAS buttons to be installed.
Works from the scratch again.
Your turn now.
"HSFX 6 == 4.11.1"
Not quite.
4.11.1 is a subset of HSFX 6.
Even this is not precisely correct. There are some incompatibilities where HSFX 6 modifies stock 4.11.1m classes (ask Dogfight Server operators, they can tell stories about it).
P.S.: I tested :)
This could be a good chance for you to go on testing until you eventually figured how it works right.
This will save you from troubles when installing other mods in future.
Best regards - Mike
-
naahhhhh, I just reinstalled HSFX 6 and now is all OK!
No more suspicius mods for me ;)
Thanks!
-
Clearly is not this mod which is suspicious ;)
-
When is this mod going to be updated to 4.11.1??
OK, I understand that noone likes to read 100 posts in a topic before making a request.
but at least you should read the first post before posting...
so: go there.
OK... for one, not making a request. FOr two, I have, and that's why I'm asking, since there is no clear answer. Is there or isn't there one?
-
for one, not making a request.
nitpicking with me? ;D
since there is no clear answer.
what is not clear to you?
this ?
The Messerschmitt Bf-109 Ultimate Pack v3.1 *4.101mand 4.11.1m*
or with the 4.11 badge?
(http://s28.postimg.cc/3t7shsuvh/109_411.jpg) (http://postimage.org/)
but, when not trusting Anto who wrote the first post then read
Storebros and Bravos posts above.
with this it should be clear finally. ;)
-
What is the page number for the 4.11.1 updated version of this mod?
-
page number?
-
Yes-- the page number with the updated download for 4.11.1
-
Yes-- the page number with the updated download for 4.11.1
https://www.sas1946.com/main/index.php/topic,14700.0.html
Messerschmitt Bf-109 Ultimate Pack v3.1 *4.101m and 4.11.1m*
-
There isnt an up grade for 4.11.1m cartfather229. It just works in 4.11.1m. I dont see why that is so hard to understand!
-
No more suspicius mods for me ;)
What is the page number for the 4.11.1 updated version of this mod?
(https://www.sas1946.rocks/images/imageshit/img42/7026/trollseasoncn2.jpg)
Best regards - Mike
-
BOYS
I installed all needed mods for this mod.
HSFX 6 its not for this mod.
Thanks ;)
-
grom29, P L E A S E read and understand:
For HSFX 6 there is no such thing like "needed mods for this mod".
You download it, drop the folders in your HSFX "MODS" folder and add the lines to air.ini according to readme.txt of this mod.
It works.
Didn't get it? Re-read again.
Still didn't get it? Re-read again.
Still no luck? Re-read again.
Nothing? Proceed three lines above.
If it doesn't work for you it means that you did something wrong.
The fact that you did something wrong is stressed by your statement
I installed all needed mods for this mod.
since that was your first mistake already.
Best regards - Mike
-
Thanks for looping ;)
-
Just for the record... 8)
I´ve made an "instant" test with this Package on HSFX6 & 4.11 ModAct. All works fine at the first try.No problems around!
-
Thanks for confirmation Semor.
grom29, you're a lucky guy: I've had my coffee ration already.
You might want to browse around in a much more appropriate section meanwhile: www.sas1946.com/main/index.php/board,204.0.html
Here there's a support thread dedicated to a specific mod pack. Modding 101 is a prerequisite and since this rule applies:
___________________
/| /| | |
||__|| | Please do |
/ O O\__ NOT |
/ \ feed the |
/ \ \ trolls |
/ _ \ \ ______________|
/ |\____\ \ ||
/ | | | |\____/ ||
/ \|_|_|/ \ __||
/ / \ |____| ||
/ | | /| | --|
| | |// |____ --|
* _ | |_|_|_| | \-/
*-- _--\ _ \ // |
/ _ \\ _ // | /
* / \_ /- | - | |
* ___ c_c_c_C/ \C_c_c_c____________
Let me take the liberty to ask you to learn your basics first.
Best regards - Mike
-
haha come down.
I just dont want to go in hell again ;) Its hard to get out, you know :)
I will test it later.
Thanks!
P.S.: I have a lot similar mods....
-
Okidoki mate, wish you the best luck with your mods ;)
Best regards - Mike
-
When I try to use any of the planes in a QMB, it crashes at 30%. Is this a common problem?
-
There isnt an up grade for 4.11.1m cartfather229. It just works in 4.11.1m. I dont see why that is so hard to understand!
OK-- do you know why it crashes at 30% in QMB, it's the only mod I have on there right now
-
it's the only mod I have on there right now
where?
-
In my #SAS folder
-
Did you download and install the Cockpits Mod I posted? Reply #227
-
I did... and it just crashed at 30%, so I took it off--- for some reason neither really want to work
-
They are not going to work with out the cockpits as far as your 30% crash has nothing to do with the Cockpits, Post your Log File
-
PArdon my ignorance... but how might I do that? haha sorry man :(
-
Also just put the lo-rez cockpit mod back on, and still crashes at 30%
-
cartfather229 First go here and read every thing https://www.sas1946.com/main/index.php/topic,22.msg28.html#msg28
Then go here and see how to get you Log File https://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
-
Did what it said... now how do I access the log file?? :'( Sorry man
-
Cmon, you cant figure that out, Seriously?
-
IS there something I just click on... I already went in and fixed the conf.ini file
-
Figured out how to get the log, thank you for helping me out
08.03.2013 20:24:33] ------------ BEGIN log session -------------
[20:24:33] OpenGL provider: dx8wrap.dll
[20:24:35] OpenGL library:
[20:24:35] Vendor: 1C.Multimedia.Dev/Maddox.
[20:24:35] Render: DirectX8.
[20:24:35] Version: 1.1
[20:24:35] Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[20:24:35] Size: 1024x768
[20:24:35] ColorBits: 32
[20:24:35] DepthBits: 24
[20:24:35] StencilBits: 8
[20:24:35] isDoubleBuffered: true
[20:24:36]
[20:24:36] *** Looking for Advanced CPU Instructions...
[20:24:36] [x] PentiumPro
[20:24:36] [x] Multimedia (MMX)
[20:24:36] [x] 3D (SSE)
[20:24:36] [x] 3D (SSE2)
[20:24:36] [-] 3D (3DNow)
[20:24:36] ColourBits 32, ABits 0, ZBits 24
[20:24:36]
[20:24:36] *** Looking for Render API Extensions ...
[20:24:36] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[20:24:36] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[20:24:36] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[20:24:36] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[20:24:36] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[20:24:36] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[20:24:36] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[20:24:36] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[20:24:36] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[20:24:36] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[20:24:36] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[20:24:36] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[20:24:36] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[20:24:36]
[20:24:36] Maximum texture size : 8192
[20:24:36] Maximum simultaneous textures :8
[20:24:36] MaxAnisotropic (1.0 = none) : 1.000000
[20:24:36] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[20:24:36] WARNING: 'Perfect' Mode required pixels shaders
[20:24:36] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[20:24:36] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[20:24:36] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[20:24:36] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[20:24:36] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[20:24:36] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[20:24:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[20:24:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[20:24:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[20:24:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[20:24:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[20:24:36] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[20:24:36] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[20:24:36] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[20:24:36] INTERNAL ERROR: Texture required
[20:24:36] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[20:24:43] Initializing DirectSound playback device...
[20:24:43] Primary buffer created.
[20:24:43] Playback format is set : sampling rate = 44100, num channels = 2.
[20:24:43] Not enought hardware buffers (0), hardware disabled
[20:24:43] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[20:24:43] Default speaker config is : 1310724.
[20:24:43] Direct sound audio device initialized successfully :
[20:24:43] DX Version : 7
[20:24:43] Hardware - disabled [buffers : 0]
[20:24:43] Extensions - enabled :
[20:24:43] EAX ver. 1 [ ] - disabled
[20:24:43] EAX ver. 2 [ ] - disabled
[20:24:43] EAX ver. 3 [ ] - disabled
[20:24:43] I3D ver. 2 [ ] - disabled
[20:24:43] ZoomFX [ ] - disabled
[20:24:43] MacroFX [ ] - disabled
[20:24:43] SIMD render [X]
[20:24:43] num channels 16
[20:24:43]
[20:24:44] Loading mission Records/Intro 04 Ed.trk...
[20:24:45] Load bridges
[20:24:45] Load static objects
[20:24:46] Mission error, ID_04: java.lang.RuntimeException: User cancel
[20:24:46] java.lang.RuntimeException: User cancel
[20:24:46] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:434)
[20:24:46] at com.maddox.il2.game.Mission.loadWings(Mission.java:1076)
[20:24:46] at com.maddox.il2.game.Mission._load(Mission.java:472)
[20:24:46] at com.maddox.il2.game.Mission.access$000(Mission.java:136)
[20:24:46] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
[20:24:46] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[20:24:46] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[20:24:46] at com.maddox.il2.game.Main.exec(Main.java:439)
[20:24:46] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[20:24:46] Mission error, ID_05: java.lang.RuntimeException: User cancel
[20:24:46] User cancel
[20:24:46] java.lang.RuntimeException: User cancel
[20:24:46] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:434)
[20:24:46] at com.maddox.il2.game.Mission._load(Mission.java:586)
[20:24:46] at com.maddox.il2.game.Mission.access$000(Mission.java:136)
[20:24:46] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
[20:24:46] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[20:24:46] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[20:24:46] at com.maddox.il2.game.Main.exec(Main.java:439)
[20:24:46] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[20:24:53] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/A20A_USAAF_1941.bmp height=1024 width=1024 bpp=8
[20:24:53] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/A20C_USAAF_1943.bmp height=1024 width=1024 bpp=8
[20:24:53] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/A20C_USAAF_NM.bmp height=1024 width=1024 bpp=8
[20:24:53] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/A20C_USN_Type1.bmp height=1024 width=1024 bpp=8
[20:24:53] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/A20C_USN_Type2.bmp height=1024 width=1024 bpp=8
[20:24:53] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/A20C_VVS_Type1.bmp height=1024 width=1024 bpp=8
[20:24:53] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/A20C_VVS_Type2.bmp height=1024 width=1024 bpp=8
[20:24:53] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/A20C_VVS_Type2_Winter.bmp height=1024 width=1024 bpp=8
[20:24:54] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/BostonMkIII_RAF_1942.bmp height=1024 width=1024 bpp=8
[20:24:54] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/BostonMkIII_VVS_1943_Type1_Winter.bmp height=1024 width=1024 bpp=8
[20:24:54] BmpUtils squareSizeBMP8Pal s=PaintSchemes/Skins/A-20C/Void.bmp height=1024 width=1024 bpp=8
[20:25:00] Loading mission Quick/Smolensk/SmolenskRedScramble02.mis...
[20:25:03] Load bridges
[20:25:03] Load static objects
[20:25:10] java.lang.NoSuchFieldError: printCompassHeading
[20:25:10] at com.maddox.il2.objects.air.CockpitBF_109G6LATE.<init>(CockpitBF_109G6LATE.java:121)
[20:25:10] at java.lang.Class.newInstance0(Native Method)
[20:25:10] at java.lang.Class.newInstance(Unknown Source)
[20:25:10] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3171)
[20:25:10] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2491)
[20:25:10] at com.maddox.il2.game.Mission.loadAir(Mission.java:1304)
[20:25:10] at com.maddox.il2.ai.Wing.load(Wing.java:142)
[20:25:10] at com.maddox.il2.game.Mission.loadWings(Mission.java:1096)
[20:25:10] at com.maddox.il2.game.Mission._load(Mission.java:472)
[20:25:10] at com.maddox.il2.game.Mission.access$000(Mission.java:136)
[20:25:10] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
[20:25:10] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[20:25:10] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[20:25:10] at com.maddox.il2.game.Main.exec(Main.java:439)
[20:25:10] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
-
Does anyone know why the 30% crashes happen? Do they happen to anyone else?
-
It looks like you dont have cockpits for your 109,s
[20:25:10] at com.maddox.il2.objects.air.CockpitBF_109G6LATE.<init>(CockpitBF_109G6LATE.java:121)
[20:25:10] at java.lang.Class.newInstance0(Native Method)
[20:25:10] at java.lang.Class.newInstance(Unknown Source)
[20:25:10] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3171)
-
Just put cockpits in... 30% crash still happens. WIll post a logfile in a sec.
-
Put cockpits in and it's still screwing up... here you go,
[10.03.2013 2:32:57] ------------ BEGIN log session -------------
[2:32:57] OpenGL provider: dx8wrap.dll
[2:32:59] OpenGL library:
[2:32:59] Vendor: 1C.Multimedia.Dev/Maddox.
[2:32:59] Render: DirectX8.
[2:32:59] Version: 1.1
[2:32:59] Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[2:32:59] Size: 1024x768
[2:32:59] ColorBits: 32
[2:32:59] DepthBits: 24
[2:32:59] StencilBits: 8
[2:32:59] isDoubleBuffered: true
[2:32:59] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[2:33:00]
[2:33:00] *** Looking for Advanced CPU Instructions...
[2:33:00] [x] PentiumPro
[2:33:00] [x] Multimedia (MMX)
[2:33:00] [x] 3D (SSE)
[2:33:00] [x] 3D (SSE2)
[2:33:00] [-] 3D (3DNow)
[2:33:00] ColourBits 32, ABits 0, ZBits 24
[2:33:00]
[2:33:00] *** Looking for Render API Extensions ...
[2:33:00] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[2:33:00] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[2:33:00] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[2:33:00] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[2:33:00] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[2:33:00] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[2:33:00] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[2:33:00] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[2:33:00] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[2:33:00] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[2:33:00] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[2:33:00] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[2:33:00] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[2:33:00]
[2:33:00] Maximum texture size : 8192
[2:33:00] Maximum simultaneous textures :8
[2:33:00] MaxAnisotropic (1.0 = none) : 1.000000
[2:33:00] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[2:33:00] WARNING: 'Perfect' Mode required pixels shaders
[2:33:00] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[2:33:00] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[2:33:00] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[2:33:00] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[2:33:00] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[2:33:00] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[2:33:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[2:33:00] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[2:33:06] Initializing DirectSound playback device...
[2:33:06] Primary buffer created.
[2:33:06] Playback format is set : sampling rate = 44100, num channels = 2.
[2:33:06] Not enought hardware buffers (0), hardware disabled
[2:33:06] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[2:33:06] Default speaker config is : 1310724.
[2:33:06] Direct sound audio device initialized successfully :
[2:33:06] DX Version : 7
[2:33:06] Hardware - disabled [buffers : 0]
[2:33:06] Extensions - enabled :
[2:33:06] EAX ver. 1 [ ] - disabled
[2:33:06] EAX ver. 2 [ ] - disabled
[2:33:06] EAX ver. 3 [ ] - disabled
[2:33:06] I3D ver. 2 [ ] - disabled
[2:33:06] ZoomFX [ ] - disabled
[2:33:06] MacroFX [ ] - disabled
[2:33:06] SIMD render [X]
[2:33:06] num channels 16
[2:33:06]
[2:33:07] Loading mission Records/Intro 04 Ed.trk...
[2:33:08] Load bridges
[2:33:08] Load static objects
[2:33:11] Mission error, ID_05: java.lang.RuntimeException: User cancel
[2:33:11] User cancel
[2:33:11] java.lang.RuntimeException: User cancel
[2:33:11] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:434)
[2:33:11] at com.maddox.il2.game.Mission._load(Mission.java:586)
[2:33:11] at com.maddox.il2.game.Mission.access$000(Mission.java:136)
[2:33:11] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
[2:33:11] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[2:33:11] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[2:33:11] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:33:11] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[2:33:14] Loading mission Quick/Normandy1/Normandy1BlueNoneN00.mis...
[2:33:16] Load bridges
[2:33:16] Load static objects
[2:33:18] java.lang.NoSuchFieldError: printCompassHeading
[2:33:18] at com.maddox.il2.objects.air.CockpitBF_109G2.<init>(CockpitBF_109G2.java:117)
[2:33:18] at java.lang.Class.newInstance0(Native Method)
[2:33:18] at java.lang.Class.newInstance(Unknown Source)
[2:33:18] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3171)
[2:33:18] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2491)
[2:33:18] at com.maddox.il2.game.Mission.loadAir(Mission.java:1304)
[2:33:18] at com.maddox.il2.ai.Wing.load(Wing.java:142)
[2:33:18] at com.maddox.il2.game.Mission.loadWings(Mission.java:1096)
[2:33:18] at com.maddox.il2.game.Mission._load(Mission.java:472)
[2:33:18] at com.maddox.il2.game.Mission.access$000(Mission.java:136)
[2:33:18] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
[2:33:18] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[2:33:18] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[2:33:18] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:33:18] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
-
Put a # in front of your Cockpit Folder and try see if that works.
-
Still crashed at 30%, a little stumped. Should I put a # in front of both 109 folders? Also have attached a log file, thanks again man.
[10.03.2013 3:18:05] ------------ BEGIN log session -------------
[3:18:05] OpenGL provider: dx8wrap.dll
[3:18:08] OpenGL library:
[3:18:08] Vendor: 1C.Multimedia.Dev/Maddox.
[3:18:08] Render: DirectX8.
[3:18:08] Version: 1.1
[3:18:08] Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[3:18:08] Size: 1024x768
[3:18:08] ColorBits: 32
[3:18:08] DepthBits: 24
[3:18:08] StencilBits: 8
[3:18:08] isDoubleBuffered: true
[3:18:08] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[3:18:08]
[3:18:08] *** Looking for Advanced CPU Instructions...
[3:18:08] [x] PentiumPro
[3:18:08] [x] Multimedia (MMX)
[3:18:08] [x] 3D (SSE)
[3:18:08] [x] 3D (SSE2)
[3:18:08] [-] 3D (3DNow)
[3:18:08] ColourBits 32, ABits 0, ZBits 24
[3:18:08]
[3:18:08] *** Looking for Render API Extensions ...
[3:18:08] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[3:18:08] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[3:18:08] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[3:18:08] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[3:18:08] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[3:18:08] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[3:18:08] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[3:18:08] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[3:18:08] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[3:18:08] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[3:18:08] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[3:18:08] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[3:18:08] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[3:18:08]
[3:18:08] Maximum texture size : 8192
[3:18:08] Maximum simultaneous textures :8
[3:18:08] MaxAnisotropic (1.0 = none) : 1.000000
[3:18:08] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[3:18:08] WARNING: 'Perfect' Mode required pixels shaders
[3:18:08] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[3:18:08] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[3:18:08] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[3:18:08] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
[3:18:08] 1>//@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[3:18:08] Command not found: //@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs
[3:18:09] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[3:18:09] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[3:18:15] Initializing DirectSound playback device...
[3:18:15] Primary buffer created.
[3:18:15] Playback format is set : sampling rate = 44100, num channels = 2.
[3:18:15] Not enought hardware buffers (0), hardware disabled
[3:18:15] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[3:18:15] Default speaker config is : 1310724.
[3:18:15] Direct sound audio device initialized successfully :
[3:18:15] DX Version : 7
[3:18:15] Hardware - disabled [buffers : 0]
[3:18:15] Extensions - enabled :
[3:18:15] EAX ver. 1 [ ] - disabled
[3:18:15] EAX ver. 2 [ ] - disabled
[3:18:15] EAX ver. 3 [ ] - disabled
[3:18:15] I3D ver. 2 [ ] - disabled
[3:18:15] ZoomFX [ ] - disabled
[3:18:15] MacroFX [ ] - disabled
[3:18:15] SIMD render [X]
[3:18:15] num channels 16
[3:18:15]
[3:18:16] Loading mission Records/Intro 04 Ed.trk...
[3:18:17] Load bridges
[3:18:17] Load static objects
[3:18:19] Mission error, ID_05: java.lang.RuntimeException: User cancel
[3:18:19] User cancel
[3:18:19] java.lang.RuntimeException: User cancel
[3:18:19] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:434)
[3:18:19] at com.maddox.il2.game.Mission._load(Mission.java:586)
[3:18:19] at com.maddox.il2.game.Mission.access$000(Mission.java:136)
[3:18:19] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
[3:18:19] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[3:18:19] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[3:18:19] at com.maddox.il2.game.Main.exec(Main.java:439)
[3:18:19] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[3:18:33] Loading mission Quick/Normandy1/Normandy1BlueNoneN00.mis...
[3:18:35] Load bridges
[3:18:35] Load static objects
[3:18:41] java.lang.NoSuchFieldError: printCompassHeading
[3:18:41] at com.maddox.il2.objects.air.CockpitBF_109G6LATE.<init>(CockpitBF_109G6LATE.java:121)
[3:18:41] at java.lang.Class.newInstance0(Native Method)
[3:18:41] at java.lang.Class.newInstance(Unknown Source)
[3:18:41] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3171)
[3:18:41] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2491)
[3:18:41] at com.maddox.il2.game.Mission.loadAir(Mission.java:1304)
[3:18:41] at com.maddox.il2.ai.Wing.load(Wing.java:142)
[3:18:41] at com.maddox.il2.game.Mission.loadWings(Mission.java:1096)
[3:18:41] at com.maddox.il2.game.Mission._load(Mission.java:472)
[3:18:41] at com.maddox.il2.game.Mission.access$000(Mission.java:136)
[3:18:41] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
[3:18:41] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[3:18:41] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[3:18:41] at com.maddox.il2.game.Main.exec(Main.java:439)
[3:18:41] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
-
https://www.sas1946.rocks/images/imageshit/img5/1336/capture1j.png
Here you go!
ANd maybe so--- it's a clean install though, so not sure, will take a look.
-
Ok install this !SAS_Engine_Mod_4111m_v26 and see if it dont fix it.
https://www.sas1946.com/main/index.php/topic,23327.msg237787.html#msg237787 scroll down to download V2.6 SAS Engine (formerly AI, Engines, Hotkeys & Carriers Mod) v2.6 Release Candidate PUBLIC TEST
-
Dude it worked!!!!!!!!!! You are the freaking bomb, thank you so much man-- I really appreciate this, thank you so much!!!
-
Lol, glad you got your game sorted, Congrats man. ~S~ :)
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Bravo great thanks for solution with 30% crash. Maybe, would be reasonable to post it at first post of this topic.
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Bravo great thanks for solution with 30% crash. Maybe, would be reasonable to post it at first post of this topic.
I agree, really aswesome!!
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I tried the 4.09 version of this Pack in 4.12, but they all just CTD at 100% mission loading, but I tried! :(
-
Can someone make a Mirror for the Main Mod pack? I cant download from the first link.
Thank you!
-
Some of these Modded 109'ers work in 4.12
This is an E-1
-
I've got the E-1, E-3, F-2U working, but the Galland model with the 2xMGFF doesn't show the gun barrels for the FF.
.
.
Has anyone made a list of AC that won't work?
.
-
In what, 4.12?
In short-all of them. this hasn't been updated for 4.12 yet.
Use at your own risk lol.
-
In what, 4.12?
In short-all of them. this hasn't been updated for 4.12 yet.
Use at your own risk lol.
Yeah, 4.12..
I have to take back that the E-3 works fine. While using an external view, some panels become transparent.
The Taxi to takeoff feature, in 4.12 is fun, but all in all, I prefer DBW 1.71
.
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MR G dont be too Hasty to give up on 4.12. SAS~Stoerbror will fix for us the many bugs in SAS MA 5.1 for 4.12, he has always have fixes for us, remember 4.11 was hard to do but He and others made it possible to Mod, just like 4.12 will be, but better!!!
-
using this in 4.12 got to pick and choose and watch the air.ini entry's on a few had to change them and tweak the fm on a couple. But got a number of them working just fine in 4.12
-
4.12 is just such a game changer of an update that I cant go back.
Heres looking forward to UP3.1 in 4.12!!!
-
Roger that CWMV, here is to change, and not look back. The 4.09er's are truly missing out. But not me!!! Im a Pioneer of Progress!
-
4.12 is just such a game changer of an update that I cant go back.
Heres looking forward to UP3.1 in 4.12!!!
Roger that CWMV, here is to change, and not look back. The 4.09er's are truly missing out. But not me!!! Im a Pioneer of Progress!
Well since what we have is based on rc3/4 in the background should not be too much problems most likely will be a few class files to work thru
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4.12 is just such a game changer of an update that I cant go back.
+10000 :D
-
This 109 Pack is SAS~Anto's baby, and Im sure he will do what ever it takes to make them work in 4.12....
-
One day if I have the time. My priorities are currently with cleaning out the last of a backlog of old projects, then 4.12m version of SAS Engine Mod and then updating old projects like this one.
-
Very cool. We can wait.
-
Pls find link for Bf-109 working in 4.12
https://www.mediafire.com/download/ube81d3iliq5w6c/plane_Bf-109.zip
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The 4.09er's are truly missing out
Jealous?
;)
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Stefan2, You are my Hero Buddy, Thank you so Much! :D
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Lol Walter, no not Jealous just wondering.
Stefan, it works Flawlessly, Thank You Sir!
Bf-109F-0's Taxi to take off
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
-
Guy, thanks for disseminating the good news! Stephan, you're the hero of the day!!!! 8)
-
Good news
PS.
I had to add one of the cockpit packs to get the Non-Default 109's to be flyable.
FYI.
.
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Thanks Stefan for your update!
I'll install with great pleasure as I came back from holiday at the end of the month!
109 are my favourite planes....among the 190....but I don't dislike all others obviously!!!
-
@Bravo
I was only kidding about 409 jealous!
Anyway even if I'll keep that version forever because I have too much stuffs that 'll became unusable without , I think that atm the 412 version is the better ever due the AI update wonderfully done by TD , but not the taxi is the must for me , the MUST is the AI hampered from plane struts , sun , clouds and g forces that really give the game the most impressive step towards realism!
I hope that Lutz 'll do the revolution even for 409....
....two version is better than one!!!
:)
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I dont blame you, when it takes years to keep a Version going with updates and what not, it is very hard to get rid of it. Viva Rebels!!!
-
Pls find lind for updated Bf-109 for 4.12.
Added: Bf-109F-2 trop, Bf-109F-4 trop, Bf-109F-6 Recon, Bf-109G-2 1.32 Ata, Bf-109G-6 1.32 Ata, Bf-109G-8 Recon.
JapanCat's 3d fixes aren't included, but it works good with the pack.
https://www.mediafire.com/download/4q84zgi61i5rx5j/plane_Bf-109_Update.zip
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I hope that Lutz 'll do the revolution even for 409....
... Lutz is currently working on something that will for sure revolutionize our beloved game and will surprise the very best modders, even the DT ones ...!! :P
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Thank you Stefan.
Cool Mick!
-
Bravo,
can you give a simple step by step advice how to install the 109s into 4.12?
I get only blue skyes in the QMB.. :P
Thanks
-
You need to install also one of the cockpit pack....
-
Walter is right, you need 109 Pits, I use Greif11's Pits https://www.sas1946.com/main/index.php/topic,28988.msg309043.html#msg309043
-
Thanks for the reply guys,missing Pits sounds logic.. :D
But Greif11's Pits wont work for me. In my HSFX installation no prop. but in ModAct 5.11 I´ll get a 30% CTD in QMB
Any ideas`?
Btw: what is with Stephan´s extra files? Where do I have to put them? Override,or in his own folder?
-
I use this in ModAct 5.11 (Combined Bf-109 Cockpits Pack V4 + some texture fixes). All works well for me.
https://www.mediafire.com/download/mfhh903h4r5xss8/Combined_Bf-109_Cockpits_Pack_V4.zip
Thanks for the reply guys,missing Pits sounds logic.. :D
But Greif11's Pits wont work for me. In my HSFX installation no prop. but in ModAct 5.11 I´ll get a 30% CTD in QMB
Any ideas`?
Btw: what is with Stephan´s extra files? Where do I have to put them? Override,or in his own folder?
-
Stefan2, just d/loaded and installed your bf109 update. All fine with my SAS ModAct5.1. Many thanks for your great job and contribution to our pleasure, 8)
-
Nope,Combined Bf-109 Cockpits Pack V4 leads to the same CTD. :'( :-[
Please,can someone told me Where I have to put the files from Stefan2!
Maybe this is the Key to get the 109ers to work?
Edit:
Extracting the Ultimate pack: 2 Folders:Bf109 Ultimate Pack v3 & Bf109 Default Slots
Extracting Stefans Pack: Plane Bf109 folder
I put all 3 Folders into the SAS folder,Replace the Air.ini entrys and put the Combined Bf-109 Cockpits Pack on top of it,is this right?
(feel a bit noobish today.. :D)
-
Don't extract 2 Folders:Bf109 Ultimate Pack v3 & Bf109 Default Slots
Use only my (Stefan's) Pack, because it already contains files working in ModAct5.11.
Nope,Combined Bf-109 Cockpits Pack V4 leads to the same CTD. :'( :-[
Please,can someone told me Where I have to put the files from Stefan2!
Maybe this is the Key to get the 109ers to work?
Edit:
Extracting the Ultimate pack: 2 Folders:Bf109 Ultimate Pack v3 & Bf109 Default Slots
Extracting Stefans Pack: Plane Bf109 folder
I put all 3 Folders into the SAS folder,Replace the Air.ini entrys and put the Combined Bf-109 Cockpits Pack on top of it,is this right?
(feel a bit noobish today.. :D)
-
Ok. I do as you told me,but now I have only the stock 109ers.
If I replace or Add the Air ini entrys from the ultimate Pack,the Game crashes at 60%.That´s logic because the rest of the needed Planes are not there.
hmmmm,I think this time I really need a Step by Step guide
-
Thank you very much for the 109 update Stefan2, appears to be working flawlessly in my Modact 5. 8)
Wishing you all the very best, Pete. ;D
-
Nobody can help me with the installation?
-
Start over from scratch, cause griefs pits work for us in modact 5.11
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For God´s sake it works now. :P
Danke an Stefan! ;)
Thanks to Stefan for the "extra Lesson" via Pm
Edit: For all other useres: There´s a small Readme hiding under Tons of Classfiles in the Bf109 Pack from Stefan!! Take the Air/Weapon/Plane.ru.entrys from this readme and ignore the originals from the Ultimate Pack!
Then everything works well.
Best Regards,
Gruß Jörg
-
Bitte sehr, Herr Semor.
You're welcome.
For God´s sake it works now. :P
Danke an Stefan! ;)
Thanks to Stefan for the "extra Lesson" via Pm.LooL
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Thanks Guzknife
-
Good update. Thank You, Guzknife.
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Many thanks Guzknife,
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Hi guys,
I will appreciate any detailed instructions on how to make stefan2 mod work with Bf109_Ultimate_Pack_v3 in 4.12ith mod act 5.1. So far, I've been unsuccessful. Thanks in advance.
Best Regards,
JC
-
:D
Stefan,
Thanks for your mail. You made my day. It works like a charm now.
Best Regards,
JC
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Hi guy's, yesterday I tried to install the 4.09 version in my 4.12 install as I read in many places that 4.09 versions of mods work while 4.10 don't. It looked very promising as I could see all the planes and their loadouts in the QMB screen. To bad that no QMB mission loaded, it got to 100% and than nothing happened any more. Looks to me that it should be not much work(?) to make this pack work ok.
I now have Stefan2's version - thanks Stefan - combined with JCat's 3d improvement (I've deleted JC's Prop1_D0, Prop1_D1 and PropRot1_D0 from the F-2 folder) and Jero's Bf-109 fix spinner working ok. I even have the beautiful trop filter on the G-6 version! :)
-
:)
Hi everyone!
Could anyone take a look into Red_Fox's "HA1112 Buchon". It seems to crash my game when tried to be flown together with Stefan2 files. It works Ok as an AI plane though.
Thanks again,
JC
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Why don't you post this in that dedicated tread?
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Sorry walter,
I'll do that next time.
JC
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No need to apologize!
Is only that you risk to be unhelp posting something in a different tread....
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henkypenky you got these trop filters to work in your 4.12?
-
Yes, but don't ask how I did it as I don't know. Just did as my previous post, but its only on the G-6 trop. Not on the F's and I disabled the G-2 and G-4 trop versions. Bit of an overkill IMHO
(http://i990.photobucket.com/albums/af30/henkntb/halfg6Normandy_zpse1e40527.jpg) (http://s990.photobucket.com/user/henkntb/media/halfg6Normandy_zpse1e40527.jpg.html)
(http://i990.photobucket.com/albums/af30/henkntb/halfg6Mto_zps4b538ca6.jpg) (http://s990.photobucket.com/user/henkntb/media/halfg6Mto_zps4b538ca6.jpg.html)
O, perhaps its that mapmod Cirx made for thes filters to apear on Desert maps ? I just copied my Maps folder with that into 4.12
Desert Map Load.ini Patch (To make trop filters and camo show up on desert maps): https://www.sas1946.com/main/index.php/topic,4381.0.html
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Ok, thanks Henky
-
Now preparing updated version of pack of Bf-109 for 4.12. Taking into consideration that tropical modifications of the plane were widely used by Luftwaffe not only in Nothern Africa and Italy, but also in Eatern Front (in the steppe regions of the southern USSR and even in the polar region of USSR), all of them will have summer and winter camo and same time Bf-109G-2/4/6 trop will have filter set as default not depending on maps.
-
Thats good news Stefan, will you look into the F-2 trop and F-4 trop? (Please) :P
-
I am not sure what version of buttons to use, I tried the 4.11.1 offline buttons and It crashed at 60%. What buttons are the rest of you using?
-
What Modpack are you using? Please in the future leave more info, its hard to read minds.
-
Thank Guz.
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GUZKNIFE, get an Avatar, so we can see what you look like :D
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Bf-109G-2/Trop with filter updated by Guzknife.
(https://www.sas1946.rocks/images/imageshit/img22/9817/kkrz.jpg) (https://www.sas1946.rocks/images/imageshit/download/22/kkrz.jpg)
Excellent work. Thank You.
Updates to the pack Bf-109G-2_4_6trop - https://www.mediafire.com/download/gpnzvg86b8pgs7d/Bf-109G-2_4_6trop.rar
Updates to the pack Bf-109FG-2_4_6trop :)
https://www.mediafire.com/download/a08r43i2fc6rigj/3do_fix_Bf-109FG_2_4_6trop.zip
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GUZKNIFE can you fix the trop filter to be open, The first screenshot is your Trop Filter, the second is JapanCats Trop Filter.
-
Hey guys, I'll be working with Stefan2 on the coding side of this pack. No time frame yet but indeed we'll be reviewing a few things such as Trop filters. Ex-trops were definitely used on the Eastern Front but many in German service had the filters removed. Some may have kept them in the South. However many that entered Finnish service kept the filters. What we might do is make the filters a loadout option, meaning you can select them for specific missions.
We'll also fold in the early 109s and Bf-109Ts into this pack so it is truly complete.
-
Good news, thanks for the Heads up Anto...
-
Guzknife, your ongoing contribution is greatly appreciated! Many thanks yet again, 8)
-
Thanks,Guz.LOL,I can't keep up with all these BF109 mods!
-
BTW,on my Bf109F4/R1,the gun pods don't show up in the QMB arming screen,or on the plane.Am I missing something?
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Guys, there is no need to add those old Bf-109 slots posted by Guzknife. They are rolled into the F-2 and F-4 slots in the Ultimate pack.
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OK Anto, will wait for the 4.12.1m Version to be released.
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Just found a bug with cockpit's internal view of default Bf-109E-4/-7.
Pls find attached classfiles, which solve this problem.
https://www.mediafire.com/download/73349m0mr97siv9/Default_Emils_cockpit_classfiles.zip
Put them in the pack.
Pls find lind for updated Bf-109 for 4.12.
Added: Bf-109F-2 trop, Bf-109F-4 trop, Bf-109F-6 Recon, Bf-109G-2 1.32 Ata, Bf-109G-6 1.32 Ata, Bf-109G-8 Recon.
JapanCat's 3d fixes aren't included, but it works good with the pack.
https://www.mediafire.com/download/4q84zgi61i5rx5j/plane_Bf-109_Update.zip
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Thanks Stefan
-
... Bravo I am afraid your PM inbox is ... full, Bro ... :D
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I cleaned my inbox Mick.
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... you've got mail then ... :P
-
(http://i19.photobucket.com/albums/b184/mumblyjoe55/2013081213-42-49_zpscaef9c91.jpg) (http://s19.photobucket.com/user/mumblyjoe55/media/2013081213-42-49_zpscaef9c91.jpg.html)
Ultimate 109s working in 4.12.1m. Coming soon :)
Stefan2 has kindly compiled together all existing slots and a host of fixes. I've spent a bit of time today sorting through it and putting it together the next Ultimate 109s. It will now include all models from B to T and we'll add in a handful of slots removed from UP/DBW. HOWEVER, where possible slots will remain condensed and will either be selectable based on map or loadout (e.g. Trops appear on desert maps, recon variants selected from loadouts).
By default, it will include Wolfighter's new Luftwaffe pilots, Jeronimo's new spinners and a host a other fixes. JapanCat's previous 3D work is included, but I won't be including the latest. It is not complete and whilst a few select models will look great, it does not fit with the consistency of the pack. Muas's early 109 pit is included. DW's cockpits will be a standard feature (and may include Greif's repaints too)
No expected date but as there is little to do on the Java end, should be out sooner rather than later.
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:P :P :P ...Good news Anto!!
Many thanks!
-
Genius!
-
Full pack is behind the corner....hold on!!!
-
:) +1
-
Can't wait!
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I don't know if this is the correct thread to ask this question. I glanced through the threads but could not find the data I am looking for.
I need the actual ammo load for the Bf-109E-1 nose and wing guns. Some books and internet site say 1000 rpg for the nose guns, some say 500 rpg. Wing gun ammo loads are quoted as either 420 or 500 rpg. The Bf-109C/D Nose guns are supposed to be 500 rpg and AFIK it was carried over into the E-1.
Thanks
-
Hi Folks,
I had a quick question before considering if this BF-109 pack will work for me.
I am running IL2 1946 4.10.1 with Modact 3.06 installed and no other mods. Do I need the latest buttons files to use this Bf-109 pack ??
Thank You very much.
-jg1234
-
I am running IL2 1946 4.10.1 with Modact 3.06 installed and no other mods.
Do I need the latest buttons files to use this Bf-109 pack ??
From the first post:
YOU WILL REQUIRE LATER UNIFIED BUTTONS FROM THE SPECIAL AIRCRAFT SERVICE:
https://www.sas1946.com/main/index.php/topic,97.0.html
and
Installation:
1) Ensure you are running a 4.101m install with latest SAS Buttons...
before running the installer
so yes, you need the latest button for 4.10.1 ;)
Use the working link above to get it.
For the rest: follow Antos install instruction by the letter
and there should be no problems. :)
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Thanks SAS~Gerax,
I appreciate the quick response. I'll grab the latest buttons file.
Cheers - jg1234
-
Does this pack work on 4.12?
EDIT: I've seen the new pack that works with 4.12! Sorry!
-
And over 4.13 ?
-
Hey guys,
How's it going?
In Il2 4.12.2m I just ran a trial mission dealing with the appearance of the center mounted ETC drop tank
on various models of the Bf109.
I loaded up a Bf109E7, F2, F4, G2, G6, G10, G14 and a Bf109K-4. I ran the sim and looked at all of these aircraft
head on. I had seen what I thought was a graphical error several weeks ago, but what I saw just within the last
hour confirmed it. With the exception of the Bf109E7, ALL of the other Bf109s had their drop tanks not mounted center
line of the fuselage, but off-set to the left!! :o This is a easily seen error, and I wonder has this error been seen by anyone
else in the past? o_O
This error is visually easy to see, just look at the aircraft head on, can't be missed!
I also noticed the gap between the ETC rack and the fuselage... Is there a 'fix' for this gap, and the drop tank 'off-set?'
Has anyone else seen the off-center error?
Thanks guys!
Horrido!
-
Hey guys,
How's it going?
In Il2 4.12.2m I just ran a trial mission dealing with the appearance of the center mounted ETC drop tank
on various models of the Bf109.
I loaded up a Bf109E7, F2, F4, G2, G6, G10, G14 and a Bf109K-4. I ran the sim and looked at all of these aircraft
head on. I had seen what I thought was a graphical error several weeks ago, but what I saw just within the last
hour confirmed it. With the exception of the Bf109E7, ALL of the other Bf109s had their drop tanks not mounted center
line of the fuselage, but off-set to the left!! :o This is a easily seen error, and I wonder has this error been seen by anyone
else in the past? o_O
This error is visually easy to see, just look at the aircraft head on, can't be missed!
I also noticed the gap between the ETC rack and the fuselage... Is there a 'fix' for this gap, and the drop tank 'off-set?'
Has anyone else seen the off-center error?
Thanks guys!
Horrido!
The ETC was really mounted offset to the center so is not a mistake
Maybe some expert could confirm this too but I'm quite sure it was done on purpose to balance the aircraft
-
... well I didn't know that, and it looks you're right ... ;)
"Among the most interesting points of this feature is the exceptional clarity of the offset fuel tank mounting which was common to all 109F models and later... note that while the fairing and four anti-sway braces are offset from the center line, the actual retaining mechanism for the tank is mounted along the centerline axis. This is to allow clearance for the fuel and pressurized air piping to run down into the tank"
Source:
http://109lair.hobbyvista.com/walkaround/199.178/199.178.htm
And here a 109 K4 plastic kit:
(http://img4.hostingpics.net/pics/772558bf109k4fo2.jpg) (http://www.hostingpics.net/viewer.php?id=772558bf109k4fo2.jpg)
(http://img4.hostingpics.net/pics/125523bf109k4fo9.jpg) (http://www.hostingpics.net/viewer.php?id=125523bf109k4fo9.jpg)
-
Same understanding here.
At least from the "Friedrich" onwards, the ETC was mounted 40mm to the left.
I think I've read somewhere that this was not the case for the E-7.
To understand this, one must know that the E-7 was the first 109 to be "officially" equipped with the ability to carry a droptank on the wet ETC at all (previously, the E-4 had no fuel line on the ETC rack).
At that time the aerodynamical difficulties which resulted in the port side offset installation of the F model and onwards might not have been fully revealed.
This would also explain why at the time when the E-7 became available with droptanks, it wasn't used operationally with them, even though the fighter sqaudrons massively demanded droptanks for their operations in the battle of britain (a lack of additional oil for the longer sorties might have contributed to this decision).
See 109F droptank installation drawings here (click for full size):
(https://www.sas1946.rocks/flickr/storebror/5635/31217983156_3b7dd75e2e_c.jpg) (https://www.sas1946.rocks/flickr/storebror/5635/31217983156_4dddfbb82c_o.jpg)
Best regards - Mike
-
Thanks for the interesting response guys!
I had assumed that the fuel tank offset was a in-game design error, a mod error or a graphical 'glitch'.
Goes to show what happens when you ass-ume anything.. :D
Just out of curiosity I looked into the history and the weights associated with this 300 liter drop tank.
Turns out that the original etc 250 rack was only for bombs, not for fuel, which to me at least seems
very short sighted on the part of the Germans. This etc rack fuel line fault was not rectified until October
1940 with the intro of the Bf109E-7 into service.
I did not find any weight references to the Etc bomb rack, but I did find a rough weight for the 300 liters of
fuel.
Just using a base line of 6.2 pounds per gal (USA), and not knowing the weight difference between 87 octane
and 100 octane aviation fuel, the fuel weight from what I saw and read on-line, is about 489 pounds of weight! :o
This is a lot of weight for the Bf109 to carry OFFSET between its knock kneed undercarriage!!
The Bf109 had some really bad ground handling characteristics, now add about 500 pounds of fuel, offset to the
left of fuselage center line to make taking off even more FUN!! :P
I also found out another thing that I did not know about the Bf109K, the 'K' model had landing gear pegs very similar
to the landing gear rods of the Fw190!!
Lastly, about 30 years ago in Minnesota, my brother, at his place of employment worked everyday with a former
Luftwaffe Bf109 fighter pilot!!
I never had a chance to meet and speak with this man. Back then I would've given a LOT to speak with this
guy. I believe his name was 'Rolf?', from what I remember.. I can only imagine what I could've learned about the
Bf109, and the Luftwaffe and the whole WW2 German fighter pilot experience from him... ::(
Horrido!
-
Turns out that the original etc 250 rack was only for bombs, not for fuel, which to me at least seems
very short sighted on the part of the Germans. This etc rack fuel line fault was not rectified until October
1940 with the intro of the Bf109E-7 into service.
It's the german arrogance which caused this.
They thought that first of all bombers won't need no fighter escort when they just were fast enough.
And when this just wasn't true even at the beginning of WW2 anymore, the idea was that Bf 110's would have provided sufficient escort.
Neither worked, the 109 had to escort both, 15min. combat time above London area wasn't sufficient, here we are.
The Bf109 had some really bad ground handling characteristics, now add about 500 pounds of fuel, offset to the
left of fuselage center line to make taking off even more FUN!! :P
Now that german engineers don't do anything without a specific reason behind, it's safe to assume that this was carefully considered.
There could be many reasons, two of which just come to my mind immediately are fuel pipes to the auxiliary tank that had to be routed around a centerline rib, or some positive effect of the offset installation on the prop wash effects at cruise speed.
Best regards - Mike