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Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Aircraft => UK_Singles => Topic started by: SAS~CirX on October 25, 2009, 06:01:46 PM
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(https://storebror.it.cx/sas/archive/sas/othermods/spitvbtrop.jpg)
Panama Red Requested Help cutting this out, and so i went looking for it. Since I cut it out, and it is relatively simple, here it is. Credit to the guys who made it for the UI. I think it was Veltro! (in fact, pretty sure of it!) I found variants or instances of this mod (or of the same plane) in HSFX3 and some other smaller pakages on the web. I cant seem to find out who slotted the plane though. S! to him.
Lines to add are:
Air.ini
SpitfireMkVbT air.SPITFIRE5BT 1 NOINFO gb01 SUMMER
plane_ru.properties
SpitfireMkVbT Spitfire MK.Vb Trop, 1941
I dont have the weapons Ru entries and you dont realy need it anyway.
Download it here (https://storebror.it.cx/sas/archive/sas/othermods/Spitfire_VbTrop_v2.7z)
v2:
Fixed a cockpitposition bug that was pointed out to me by Leszek, and affected installations based on HSFX or UP.
S!
:)
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Thank you very much, beautiful job.
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:DThank you!
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Vc skins work great on this one.
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Thank you!
The screenshot is also very nice. 8)
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After checking over at AAA, I found out how they "lowered" the cockpit for the Spitfires Vc (2). Since the Spitfire Vb Tropical is nothing more than the "rebadged" Vc (2) with the Vb flight model, all you have to do is "reverse engineer" the fix to make the AAA UI 1.2 Spitfire Vb work in the HSFX 4.0 mod.
This is what was originally said over at AAA about "lowering" the cockpit:
A while back, Veltro discovered that if you get the hier file of any given Vc, and locate the following lines:
[CF_D0]
Mesh CF_D0
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 0.0437 0 0
Then replace the above with the following from the 4-cannon version's Hier:
[CF_D0]
Mesh CF_D0
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 0.0437 0 0.44644
It will correct the too high cockpit of the 2-cannon versions. The same thing works for the recent Seafires. The spinner modification above already has this fix incorporated. All other cockpit fixes are then unnecessary.
What I did to fix it was REMOVE the ".44644" from the end of the number string and this brought the cockpit back up to the original height which made it perfect to work in the HSFX 4.0 mod. ;D
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Hey Cirx,
Firstly and most importantly congratulations on the success and quality you(collectively) are maintaining here at SAS.
I very much appreciate the measured and controlled approach to what you are doing, and all the efforts at coordination with the other sites. Bravo.
Re the Spit VB Trop, if it is not too dumb a question, why can the Weapons.ru file for this AC not be included. I ask simply because in my anal retentiveness, I go through all my additions and try to systematize my entries even down to the presentation : things like capitals in all the same places for all entries, unifying the description of same weapon types so that they always read the same etc.
It just makes for a quicker read when choosing aircraft.
I tried adding the Weapons.ru myself for the VB Trop, but I get duplicate entries for the inherent ones, which now don't match with my other entries. Is there a simple fix for this, or am I just wasting my time and yours?
sincerely
Kopfdorfer
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Optionally:
Files that changing RAF roundels to Early
http://en.wikipedia.org/wiki/Royal_Air_Force_roundels (http://en.wikipedia.org/wiki/Royal_Air_Force_roundels)
Download:
https://www.mediafire.com/file/tt898xg8fpu8f3f/SpitfireMkVBTrop.zip (https://www.mediafire.com/file/tt898xg8fpu8f3f/SpitfireMkVBTrop.zip)
42C72108927F7C00GreyLetters - early Roundels , grey letters
42C72108927F7C00RedLetters - early Roundels , red letters
Folder: desert contains desert RAF default skin
To use:
Backup or rename Your original 42C72108927F7C file,
rename one file from this package to 42C72108927F7C and copy to proper location.
Copy folder ..\desert to ..\SpitfireMkVbTrop(Multi1)
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After checking over at AAA, I found out how they "lowered" the cockpit for the Spitfires Vc (2). Since the Spitfire Vb Tropical is nothing more than the "rebadged" Vc (2) with the Vb flight model, all you have to do is "reverse engineer" the fix to make the AAA UI 1.2 Spitfire Vb work in the HSFX 4.0 mod.
This is what was originally said over at AAA about "lowering" the cockpit:
A while back, Veltro discovered that if you get the hier file of any given Vc, and locate the following lines:
[CF_D0]
Mesh CF_D0
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 0.0437 0 0
Then replace the above with the following from the 4-cannon version's Hier:
[CF_D0]
Mesh CF_D0
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 0.0437 0 0.44644
It will correct the too high cockpit of the 2-cannon versions. The same thing works for the recent Seafires. The spinner modification above already has this fix incorporated. All other cockpit fixes are then unnecessary.
What I did to fix it was REMOVE the ".44644" from the end of the number string and this brought the cockpit back up to the original height which made it perfect to work in the HSFX 4.0 mod. ;D
Because of patch 4.10.1 I had to use this edit to raise the cockpit of Spit VB-T and all modded versions of VC. I replaced 0.44644 with -0.05 (instead of 0.0).
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Works in 4.12 SAS ModAct 5.11 :)
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Weapon.ru with this cool crate:
#####################################################################
# SpitfireMkVbT
#####################################################################
SpitfireMkVbT.default Default
SpitfireMkVbT.1x500 1x RAF 500 lb. HE Bomb
SpitfireMkVbT.2x250 2x RAF 250 lb. Bombs
SpitfireMkVbT.2x250_1x500 2x 250 lb. + 1x 500 lb. Bombs
SpitfireMkVbT.2x250dt30 2 x 250 lb. Bombs + 1 x 30 gal. Droptank
SpitfireMkVbT.2x250dt45 2 x 250 lb. Bombs + 1 x 45 gal. Droptank
SpitfireMkVbT.1x30dt 1 x 30 gal. Droptank
SpitfireMkVbT.1x45dt 1 x 45 gal. Droptank
SpitfireMkVbT.1x500lb 1 x U.S. 500 lbs. Bomb
SpitfireMkVbT.2x250lb 2 x U.S. 250 lbs. Bombs
SpitfireMkVbT.2x250lbdt30 2 x 250 lbs. Bombs + 1x 30 gal. Droptank
SpitfireMkVbT.2x250lbdt45 2 x 250 lbs. Bombs + 1 x 45 gal. Droptank
SpitfireMkVbT.none Empty
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Vb/Trop for 4.12 Users facing trouble with the "Haussegen" over conflicts with stock VC Pits.
This is not a Bummer nor to completely replace CirX work, but a respective rework to kick
it in a working stage. It's his and all others work, I just recompiled and fixed some issues.
A simple scratch re-built Spit VB/Trop, now given her own Pit to stop
mess with stock/modded VC Pits.
CirXs msh used respectively, addding, fixing Hook problems
with zip_comic1 values from Aboukirs.
SPITFIREVbTrop air.SPITFIREVbTrop 1 NOINFO gb01 SUMMER
SPITFIREVbTrop Spitfire Mk.Vb/Trop, 1942*
#####################################################################
# SPITFIREVbTrop
#####################################################################
SPITFIREVbTrop.default Default
SPITFIREVbTrop.1x500 1x RAF 500 lb. HE Bomb
SPITFIREVbTrop.2x250 2x RAF 250 lb. Bombs
SPITFIREVbTrop.2x250_1x500 2x 250 lb. + 1x 500 lb. Bombs
SPITFIREVbTrop.2x250dt30 2 x 250 lb. Bombs + 1 x 30 gal. Droptank
SPITFIREVbTrop.2x250dt45 2 x 250 lb. Bombs + 1 x 45 gal. Droptank
SPITFIREVbTrop.1x30dt 1 x 30 gal. Droptank
SPITFIREVbTrop.1x45dt 1 x 45 gal. Droptank
SPITFIREVbTrop.1x500lb 1 x U.S. 500 lbs. Bomb
SPITFIREVbTrop.2x250lb 2 x U.S. 250 lbs. Bombs
SPITFIREVbTrop.2x250lbdt30 2 x 250 lbs. Bombs + 1x 30 gal. Droptank
SPITFIREVbTrop.2x250lbdt45 2 x 250lbs. Bombs + 1 x 45 gal. Droptank
SPITFIREVbTrop.none Empty
Credits:
1/C Maddox
AAA UI 1.2
UP 2.01
Veltro
Panama Red
SAS~CirX
zip_comic1 Hook Fixes, msh Fixes
https://www.mediafire.com/download/p2a1ajw9f9r0prj/%2B+Spifire+VbTrop.7z (https://www.mediafire.com/download/p2a1ajw9f9r0prj/%2B+Spifire+VbTrop.7z)
(http://s32.postimg.cc/nq0auhemd/2016_04_27_05_57_45.jpg) (http://postimg.cc/image/xajxhd3y9/full/)
(http://s32.postimg.cc/psekdygqt/2016_04_27_05_58_45.jpg) (http://postimg.cc/image/6nbb4722p/full/)
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Many thanks Tobias!!!! 8)
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Dear friends,
Did anybody experience the problem with this great Spitfire
SPITFIREVbTrop Spitfire Mk.Vb/Trop, 1942*
In fact if to start the mission from the ground, it does not have the tail wheel. If to start in the air, everything is OK. How to fix this?
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Marat, you want help? than give as much info as you can. Please!
Game version? Modact, Modpack? Log? etc.
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Sorry!
Of course, I should have given comprehensive information.
I use 4.13.4 with SAS Modact 6.4.
[22:03:27] Loading mission Quick/MTO/MTORedScramble01.mis...
[22:03:27] Detected Vertex Shaders 3.0.
[22:03:27] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[22:03:27] Vertex texture units: 32
[22:03:27]
[22:03:31] PBuffer: suitable formats: 12
[22:03:31]
[22:03:31] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[22:03:31] Depth = 24, stencil = 8
[22:03:31] PBuffer: suitable formats: 12
[22:03:31]
[22:03:31] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[22:03:31] Depth = 24, stencil = 8
[22:03:34] Loading vertex/fragment programs: *1370238792*
[22:03:34] *** Loading: [vpFogFar2Tex2D]
[22:03:34] *** Loading: [vpFog2Tex2DBlend]
[22:03:34] *** Loading: [vpFogFar4Tex2D]
[22:03:34] *** Loading: [vpFogFar8Tex2D]
[22:03:34] *** Loading: [vpFogNoTex]
[22:03:34] *** Loading: [vpFog4Tex2D]
[22:03:34] *** Loading: [vpFog4Tex2D_UV2]
[22:03:34] *** Loading: [vp4Tex2D]
[22:03:34] *** Loading: [vp6Tex2D]
[22:03:34] *** Loading: [vpTexUVTex2D]
[22:03:34] *** Loading: [vpWaterGrid_NV]
[22:03:34] *** Loading: [vpWaterSunLight_NV]
[22:03:34] *** Loading: [vpWaterSunLight_ATI]
[22:03:34] *** Loading: [vpWaterSunLight_FP]
[22:03:34] *** Loading: [vpTreeSprite]
[22:03:34] *** Loading: [vpTreeTrunk]
[22:03:34] *** Loading: [vpVAObjectsN]
[22:03:34] *** Loading: [vpVAObjectsL0]
[22:03:34] *** Loading: [vpSprites]
[22:03:34] *** Loading: [vpSimpleGL]
[22:03:34] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[22:03:34] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[22:03:34] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[22:03:34] *** Loading: [fpCoastBump] -> NV3X Optimized!
[22:03:34] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[22:03:34] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[22:03:34] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[22:03:34] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[22:03:34] *** Loading: [fpCaustic] -> NV3X Optimized!
[22:03:34] *** Loading: [fpSprites] -> NV3X Optimized!
[22:03:34] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[22:03:34] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[22:03:34] *** Loading: [fpSimpleGL]
[22:03:34] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[22:03:34] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[22:03:34] *** Loading: [fpRiverCoastAA]
[22:03:34] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[22:03:34] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[22:03:34] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[22:03:34] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[22:03:34] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[22:03:34] *** Loading: [vpWaterDM_CPU]
[22:03:34] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[22:03:34] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[22:03:34] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[22:03:34] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[22:03:34] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[22:03:34] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[22:03:34] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[22:03:34] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[22:03:34] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[22:03:34] *** Loading: [fpWaterLFogDM]
[22:03:34] *** Loading: [fpIceWater] -> NV3X Optimized!
[22:03:34] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[22:03:34] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[22:03:34] *** Loading: [fpNearBlend] -> NV3X Optimized!
[22:03:34] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[22:03:34] *** Loading: [fpFarBlend] -> NV3X Optimized!
[22:03:34] *** Loading: [fpForestPlane] -> NV3X Optimized!
[22:03:34] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[22:03:34] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[22:03:34] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[22:03:35] Load bridges
[22:03:35] Load static objects
[22:03:35] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[22:03:35] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[22:03:37] Flight Model File FlightModels/spitfirevb+12lbs.fmd contains no Mach Drag Parameters.
[22:03:37] ERROR loading sound control sample.air_start_00.wav.rpm
[22:03:38] ERROR [com.maddox.sound.Sample@3e3b95] cannot load sample: null
[22:03:38] ERROR [com.maddox.sound.Sample@39f370] cannot load sample: null
[22:03:38] ERROR [com.maddox.sound.Sample@1d3e6f] cannot load sample: null
[22:03:38] ERROR [com.maddox.sound.Sample@6e0216] cannot load sample: null
[22:03:38] ERROR [com.maddox.sound.Sample@4b1b59] cannot load sample: null
[22:03:38] ERROR [com.maddox.sound.Sample@7079b2] cannot load sample: null
[22:03:38] ERROR [com.maddox.sound.Sample@45c06d] cannot load sample: null
[22:03:38] ERROR [com.maddox.sound.Sample@5c46b5] cannot load sample: null
[22:03:39] cannot open file for reading
[22:03:39] Cannot open audio file samples/Mask.wav
[22:03:39] cannot open file for reading
[22:03:39] Cannot open audio file samples/Mask.wav
[22:03:39]
[22:03:42] 1>mp_dotrange FRIENDLY DOT 14.000001 COLOR 10.0 RANGE 10.0 TYPE 10.0 ID 10.0 NAME 10.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 3
[22:03:42] 1>mp_dotrange FOE DOT 14.000001 COLOR 10.0 RANGE 10.0 TYPE 10.0 ID 10.0 NAME 10.0 ALTICON 10.0 ALTSYMBOL + ALTCOLOR 0
[22:03:42] Mission: Quick/MTO/MTORedScramble01.mis is Playing
[22:03:42] WARNING: ***( GL error: 0x0500 (SetData0)
[22:03:43] Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[22:03:43]
[22:03:52] Time overflow (298): speed 0.4552352
[03.05.2019 22:04:19] -------------- END log session -------------
(https://i.postimg.cc/wvrCqsrm/2019-05-03-at-22-03-51.jpg) (https://postimg.cc/k6x1wDqJ)
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The log shows all other errors like
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
only
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"I use 4.13.4", maybe that's the issue. This is a 4.09 to 4.12 mod.
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The log shows all other errors like
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
This not error... just alarm !
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Hi Knochenlutscher,
You're Spitfire Vb Trop version link is no longer active.
Would it be possible to Re-up the link to you're version.
I'm basically interested in seeing the cockpit for the Vb trop in you're version.
I'm looking to possibly adapting it for the broken pit in the BAT version of this Aircraft.
Thanks, 9ball.
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Sorry!
Of course, I should have given comprehensive information.
I use 4.13.4 with SAS Modact 6.4.
...........................
Already adapted to Modect 6-40.
You can take a fix on aviaskins.
(Уже адаптировал к Модакту 6-40.
Можна фикс взять на авиаскинсе.)
:)
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I found a Backup on a restored external HD.
But before Release I'll test to the Bone, I remember
a VBTrop Mod messing with stock Pits.
Though I have found several Files, must test them to see what stage that was and
find the Final version.
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Hi, Thanks a lot for looking into this.
The Spitfire Vc's pits are a mess due to an attempted Vb Trop fix in WAWDO01.sfs.
All their throttle body 3D's are screwed up.
I guess nobody looks down and to the left.
A Vb Trop pit that doesn't interfere with the Vc's is the best solution.
Thanks for the help, 9ball.
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Hi, Thanks a lot for looking into this.
The Spitfire Vc's pits are a mess due to an attempted Vb Trop fix in WAWDO01.sfs.
All their throttle body 3D's are screwed up.
I guess nobody looks down and to the left.
A Vb Trop pit that doesn't interfere with the Vc's is the best solution.
Thanks for the help, 9ball.
The Spitfire cockpit is fine.
https://drive.google.com/file/d/1cELUEXLZlBpD29UUAu7rYI2KWof0A0BT/view?usp=sharing
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Hi Vasya,
Is your pic from IL2 BAT 4.1.3 or some other version.
You said you use 4.13.4 with SAS Modact 6.4.
My concern is strictly with BAT 4.1.3 WAW.
I wish the Spit Vb trop cockpit in BAT looked as good as the one in you’re screenshot.
The Patch in WAWDO01 makes the Vb trop pit look better, but also causes 3d issues with the
Spitfire Vc cockpits. See my in-game screenshots below.
Spit MkVbT without patch (it’s a mess)-
(https://i.postimg.cc/nzMGQcTD/Spit-Mk-Vb-T-No-Patch.jpg) (https://postimages.org/)
Spit MkVbT with patch (looks better)-
(https://i.postimg.cc/9MvZRPr6/Spit-Mk-Vb-T-Patched.jpg) (https://postimages.org/)
But the Spitfire Vc’s look like this-
Spit MkVc4xH-
(https://i.postimg.cc/KzX8t0DD/Spit-Mk-Vc4x-H.jpg) (https://postimages.org/)
Spit MkVc2 Land-
(https://i.postimg.cc/7PnZTMGS/Spit-Mk-Vc2-Land.jpg) (https://postimages.org/)
Spit MkVc 16lbs-
(https://i.postimg.cc/zvz5k6bK/Spit-Mk-Vc-16lbs.jpg) (https://postimages.org/)
I hope this clears up any misunderstanding.
If you have any suggestions for this problem, I'd be happy to hear them.
Thanks,
9Ball
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Hi Vasya,
Is your pic from IL2 BAT 4.1.3 or some other version.
You said you use 4.13.4 with SAS Modact 6.4.
My concern is strictly with BAT 4.1.3 WAW.
I wish the Spit Vb trop cockpit in BAT looked as good as the one in you’re screenshot.
The Patch in WAWDO01 makes the Vb trop pit look better, but also causes 3d issues with the
Spitfire Vc cockpits. See my in-game screenshots below.
...........................
I have no BAT installed.
The screenshot from my previous post was taken in patch 4.12.2.
I can only speculate about the Spitfire problem at BAT.
You may have looked into the mod and saw its files.
What files are there?
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After Days of fiddling I found a working Slot Code/Cockpit Code adaption.
My first try was CockpitSpit5C.class
new code at SpitfireMKVc2Land.class
it works...
We have +35 Slot Classes using up 4 Cockpit Famillies affected by this.
I'm working slowly here, so have patience. Maybe I get stuck or mad in the middle of it.
Dunno, let's see how far we get.
Best wishes
Tobias
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After Days of fiddling I found a working Slot Code/Cockpit Code adaption.
My first try was CockpitSpit5C.class
new code at SpitfireMKVc2Land.class
it works...
We have +35 Slot Classes using up 4 Cockpit Famillies affected by this.
I'm working slowly here, so have patience. Maybe I get stuck or mad in the middle of it.
Dunno, let's see how far we get.
Best wishes
Tobias
The problem / catch is not in the cockpit class code.
I have corrected the cockpit class for a whole Spitfire from the beginning of the patches, and everything is not bad.
The 9ball people have installed additional mods for the Spitfires, so there are glitches with the cockpits.
Since 9ball does not enter into dialogue, I cannot help him with the problem.
In the Spitfire_VbTrop_v2 mod, there is only one VBhier.him file in the cockpit folder, which cannot affect the operation of other Spitfire mods, nor does it affect the operation of the default Spitfire cockpits.
Such thoughts.
Wow!
super("3DO/Cockpit/SpitfireMkVc/VBhier.him", "bf109");
Property.set(class1, "cockpitClass", new Class[] {
com.maddox.il2.objects.air.CockpitSPITFIRE5BT.class
});
https://drive.google.com/file/d/1FVjpEM8yNa_3YFy_QhZEO1HKteLGbkGU/view?usp=sharing
-----------------------------------
Google translator translates disgustingly from Slavic languages into English - a lot of sense is lost in the sentence.
It is sad. :(
Translated first from Ukrainian - Google translate completely distorts the meaning of what was said, the result is as if a sailor writes, overdoing / drinking tequila. :-|
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In respect of Piets Original Mod, I'll kickstart a WIP on BAT correction for Spitfire.
Good luck Gentlemen.
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...I'll kickstart a WIP on BAT correction for Spitfire.
Hello Tobias,
please let the Spitfire run in 4.10.1 and #DBW too (if it is possible). ;)
Best regards,
Gerhard (https://i.ibb.co/khTPgtX/Haegar-Hauwegden-Humpen.png)
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;) Will look into that too. No problemo...
Best wishes
Tobias
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JUHU
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Vasya, I understand, I was contemplating on general BAT Cockpits, not sth. special.
In my WIP Topic I'll explain that in detail.
Best wishes
Tobias
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Vasya, I understand, I was contemplating on general BAT Cockpits, not sth. special.
In my WIP Topic I'll explain that in detail.
Best wishes
Tobias
Many thanks!
Yours faithfully!
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Hi Vasya,
I apologize for taking some vacation time with my family, and not spending every moment on IL2 stuff !
Below is a link to the cockpit file that is causing the 3d problems in the Spitfire Vc pits.
I have no idea why this mod for the Spitfire Vc is being used for the Spitfire Vb trop cockpit.
https://www.mediafire.com/file/bjggmggzkhwomyi/SpitfireMkVbt_Vc+Pit+Problem(BAT).zip/file (https://www.mediafire.com/file/bjggmggzkhwomyi/SpitfireMkVbt_Vc+Pit+Problem(BAT).zip/file)
I only know, if I remove this from the WAWDO01.sfs file and repack it, the BAT Spitfire Vc pits are normal again.
I'm have no other insight into this problem. It's way above my pay grade, so I'll leave it to the IL2 Pro's.
I hope you and Tobias are able to sort this all out, it's been an eyesore in BAT World for far to long, IMHO.
Here's the funny thing, I seldom fly the Spitfires, there are so many types I can't seem to get a feel for them.
I prefer the Hurricanes.
Thanks to both you and Tobias for your time and attention to this problem.
9ball.
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Hi Vasya,
I apologize for taking some vacation time with my family, and not spending every moment on IL2 stuff !
Below is a link to the cockpit file that is causing the 3d problems in the Spitfire Vc pits.
I have no idea why this mod for the Spitfire Vc is being used for the Spitfire Vb trop cockpit.
https://www.mediafire.com/file/bjggmggzkhwomyi/SpitfireMkVbt_Vc+Pit+Problem(BAT).zip/file (https://www.mediafire.com/file/bjggmggzkhwomyi/SpitfireMkVbt_Vc+Pit+Problem(BAT).zip/file)
I only know, if I remove this from the WAWDO01.sfs file and repack it, the BAT Spitfire Vc pits are normal again.
I'm have no other insight into this problem. It's way above my pay grade, so I'll leave it to the IL2 Pro's.
I hope you and Tobias are able to sort this all out, it's been an eyesore in BAT World for far to long, IMHO.
Here's the funny thing, I seldom fly the Spitfires, there are so many types I can't seem to get a feel for them.
I prefer the Hurricanes.
Thanks to both you and Tobias for your time and attention to this problem.
9ball.
I looked at this cockpit.
Most likely, he was going to a very long time - 10 years ago.
Therefore, it is better to remove it from later patches.
Or you need to ask 3D experts to fix incorrect mesh placement.
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Removed old meshes from the Spitfire-5C cockpit folder.
In a simple assembly for patch 4.12.2 it works mediocre.
I don’t know about my ability to work at BAT.
It may be necessary to alter the entire sfs-ku with cockpits.
But I would recommend deleting this cockpit and rolling back to default.
I deleted this cockpit from myself - such a painting of the cockpit is a little heavy for me on unhealthy eyes.
Yours faithfully!
https://drive.google.com/file/d/18-slj4Rv2zQ9jgNz07Z0yax4n2FmJptq/view?usp=sharing
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Here's the funny thing, I seldom fly the Spitfires, there are so many types I can't seem to get a feel for them. I prefer the Hurricanes.
Hello 9ball,
the same here:
The Spitfire can hardly be kept steady when shooting! I don't think this FM is realistic. ;)
I prefer my Bf-109's.
Best regards,
Gerhard (https://i.ibb.co/khTPgtX/Haegar-Hauwegden-Humpen.png)
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There is a paper on Spitfire aerodynamics.
On the graphs of the document, you can configure the Spitfire fm in the IL-2 simulator.
https://www.cfdsupport.com/download/TCFD-Spitfire-Case-Study.pdf
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Hey Gerhard,
I thought I might be the only one who couldn't hit anything in the Spits.
The closer I get to the target, the shakier the reticle gets.
Anyway, its good to know I'm not alone with this problem.
I tend to like the older crates, but on the Axis side, I really enjoy the Macchi's and the Fiat's.
Take care, 9ball.
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Hi, following many hours viewing the contents of all the .SFS files in BAT03 and BAT03B,
I’ve managed to isolate the main issue with the Spitfire VbT cockpit and all Spitfire Vc pits.
After more hours of narrowing things down via mostly trial and error and some educated guessing,
I’ve come up with a repair that fixes all the Spitfire Vc cockpits and the Spitfire Vb Trop pit.
1st what I found, then what I did about it(with Screenshots) and finally the repair link.
BAT WAW has three .SFS files with Spitfire Vc cockpit folders.
None of these are identical and each has it's own unique Hier file. Not a good idea IMHO.
1.WAW34 (BAT03)
2.WAW70 (BAT03)
3.WAW3DO01 (BAT03B)
These three interact in a manner that cause 3D errors in the Spitfire VbT and all Vc pits.
The following screenshots show the 3D issues:
Clicking on the image will enlarge it.
Spitfire VbT Cockpit 3d errors detailed-
(https://i.postimg.cc/sfhxRS7r/Spit-Vb-T-1-Broken.jpg) (https://postimages.org/)
Spitfire VbT Cockpit Close-up detail-
(https://i.postimg.cc/YCp1Xk0T/Spit-Vb-T-2-Broken-Close-up.jpg) (https://postimages.org/)
Spitfire VbT Cockpit 3d errors carried over to the Spitfire Vc cockpit-
(https://i.postimg.cc/pdSzXFCt/Spit-Vc-Broken-4.jpg) (https://postimages.org/)
Spitfire VbT Cockpit 3d errors carried over to the Spitfire Vc2 cockpit-
(https://i.postimg.cc/QMCc3bpb/Spit-Vc2-Broken-5.jpg) (https://postimages.org/)
Spitfire VbT Cockpit 3d errors carried over to the Spitfire Vc4 cockpit-
(https://i.postimg.cc/xTGvyqfK/Spit-Vc4-Broken-6.jpg) (https://postimages.org/)
The rest of the Spitfire Vc cockpits have the same 3D errors.
To remedy this, I've modified WAW3DO01 and WAW34 in the following ways.
(WAW70 has not been altered)
WAW3DO01 Spitfire Vc cockpit folder modification-
Removed entire contents of Spitfire Vc folder and replaced
with the following files:
Body - 3D (Dated:1/2/08) This fixes the VbT canopy issues.
DOSKA - 3D (Dated:12/23/16) This is for the clock.
********************************************************************
hier - HIM (Dated:4/10/17) modified to include the cockpit clock as follows:
[STRELKA_HOUR]
Mesh STRELKA_HOUR
Parent DOSKA
Attaching 1 0 0 0 1 0 0 0 1 0.20989 0.01077 0.0387
[STRELKA_MINUTE]
Mesh STRELKA_MINUTE
Parent DOSKA
Attaching 1 0 0 0 1 0 0 0 1 0.20989 0.01106 0.0387
[STRELKA_SECUND]
Mesh STRELKA_SECUND
Parent DOSKA
Attaching 1 0 0 0 1 0 0 0 1 0.20989 0.01044 0.05124
*********************************************************************
prib_five - MAT (Dated:7/9/08)
prib_five - TGA (Dated:9/15/08) contains clock face
prib_five_night - MAT (Dated:1/2/08)
prib_five_night - TGA (Dated:9/15/08) contains night clock face
These are the only files remaining in WAW3DO01 Spitfire Vc cockpit folder.
WAW34 Spitfire Vc cockpit folder modification-
Removed the entire Spitfire Vc folder from WAW34. This Vc cockpit folder is not required.
It interacts with the WAW70.SFS Spitfire Vc cockpit folder and causes 3D errors.
However, the Body and DOSKA 3D files added to WAW3DO01 above came from this folder.
No modification to WAW70 was done.
The hier in the new WAW3DO01 Spitfire Vc cockpit folder is a modified copy from WAW70.
This was a very tangled web, and took some time to unweave, but my repair appears to work
with no apparent side effects in other cockpits of the game.
The above changes fix the 3D errors in the Spitfire VbT cockpit, without causing errors in the Spitfire Vc cockpits.
Screenshots of the repaired Cockpits:
Spitfire VbT cockpit-
(https://i.postimg.cc/xTVGzL2f/Spit-Vb-T-Pit-Repaired-7.jpg) (https://postimages.org/)
Spitfire Vc cockpit-
(https://i.postimg.cc/FHD08qJz/Spit-Vc-Pit-OK-8.jpg) (https://postimages.org/)
Spitfire Vc2 cockpit-
(https://i.postimg.cc/NGH7FpZC/Spit-Vc2-Pit-OK-9.jpg) (https://postimages.org/)
Spitfire Vc4 cockpit-
(https://i.postimg.cc/7h0gRZgr/Spit-Vc4-Pit-OK-10.jpg) (https://postimages.org/)
I’ve placed the repair files in a Jsgmemod for ease of install and test.
Just drop it into BATMODS and enable with JSGME.
Also, in the Zip file are Extras to help with testing.
In the event you don’t trust JSGME, or are squeamish about playing with .SFS files,
I would suggest copying these two original WAW .SFS files and putting them in a safe place.
1.In the BAT03 folder-WAW34.SFS
2.In the BAT03B folder-WAW3DO01.SFS
If you choose to try this out, I suggest its use in a WAW with no Spitfire Mods installed,
so as to remove any possible interaction with the repair. Once it checks out, go ahead
and add the mods back for any further testing.
All the credit for viewing, extracting and re-packing of .SFS files goes to benitomuso,
and his awesome TOTALMODER v3 software.
Where would SAS/BAT be, if that guy hadn’t been around?
Just a word or ten about modifying the .SFS files, I had no other good choices.
The interaction between the three Spitfire cockpit folders in three different .SFS files is profound,
and can’t be overridden by another cockpit mod. This is why modifying the WAW3DO01 Spitfire Vc folder,
and removing the same in WAW34 was key in resolving the 3D issues.
Nothing here is new, all I’ve done is removed conflicts that, should never have occurred,
and re-arranged files and folders in a working order.
I must admit I don’t often fly the Spitfires, but I hated seeing a Legendary Bird messed up like this,
so I’ve done my best to fix the issue and I hope it comes to some use.
Tested in BAT (WAW) versions 4.1.2/4.1.3 only.
Link: https://www.mediafire.com/file/4eio96n7skjdbci/BAT_Spitfire_VbTrop2_and_MkVc_Pit_Repair.7z/file (https://www.mediafire.com/file/4eio96n7skjdbci/BAT_Spitfire_VbTrop2_and_MkVc_Pit_Repair.7z/file)
That’s all I got.
Test the crap out of this and let me know what you see.
Thanks, 9Ball
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Hi 9Ball, tried this out and it works ok. I must admit that I had never noticed the errors you mentioned, but your fix works perfect. Thanks for your trouble in finding and correcting this.
Added: hope that Vampire_pilot will put this one in the next BAT update.
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You're welcome, LOL :)
Thanks for checking it out.
9ball.
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Excellent post 9ball. Fully detailed. And thanks for the fixes. Your perseverance with SFS reminds me of someone :D
Here my 2 cents:
SFS folders are scanned in a predefined order. If you open #WAW3\STD\.rc you will find:
@sfsautomount MOUNT BAT03
@sfsautomount MOUNT BAT00
@sfsautomount MOUNT BAT03B
The BAT03 folder will be scanned first, BAT00 second and BAT03B last, in the case of WAW.
SFS in BAT03 will be automatically scanned in ascending order: WAW01.SFS > WAW02.SFS > ... > WAW87.SFS. The same is true for the BAT00 and BAT03B folders.
Only one instance of a same file can exist in a SFS but there can be instances of the same file in different SFS. The last instance of a file (in all SFS) is the file that counts. Previous instances of the same file are obviated or discarded (useless).
In example, if we have:
BAT03/WAW34.SFS/hier.him
BAT03B/WAW3DO01.SFS/hier.him
BAT03B/WAW3DO01.SFS/hier.him is the one that is valid (unless we have yet another hier.him further down the SFS road).
But wait, there's more... any file located in the #WAW3 folder takes preference over any SFS! Say we have:
BAT03/WAW34.SFS/hier.him
BAT03B/WAW3DO01.SFS/hier.him
#WAW3/MyFix/hier.him
You guessed it righ: #WAW3/MyFix/hier.him is the one that counts.
Revisiting SFS to change one or a few files isn't worth it because you must then deliver the SFS with your update. Your download weights more than 300mb when only a few mb changed. The simplest solution isn't always the best but in this case the easiest solution is to include the new hier.him in a brand new SFS that gets scanned last. That's how BAT is normally built to keep download sizes at bay. Alternatively just make use of the #WAW3 folder... That's what most modders do. The BAT Team will hopefully notice your fixes and include them in the next update in the right SFS.
This is just a suggestion so that you don't have to recreate two or three SFS to fix something. Assess the problem and add the fix on top of everything.
Cheers!
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Sorry that way all VB and VC Cockpits look like early
evenly framed VB Types. and have no opening Canopy.
Prior to that Anno 2016 Cockpit Fix that messes here, we had VBs and VCs
worked out. Giving us 2 seperate Pits.
The trouble at your Fix again the suspicious Bodymesh/Canopy/Blister Combination that can't work.
These crap Files are in UP3 and BAT and can't work with open Canopy framework!!!
2 Weeks constant research, modding... here's what I found
I don't mess with native BAT content and not with that mesh combination, I took 2 Testslots for VB and VC,
gave them independent Pits classes and started investigating the meshes.
My first attempt was building up our 2015 Cockpit states and search the culprit of the mess, found in
a Gunsight/POV Fix from Anno 2016 for Spit VB. If used it breaks all hells lose.
Just for Info, we have plenty of meshes to play through if we sandbox,
and that's my attempt.
Cockpit states:
VA Okay/Open Canopy
VB Okay/Open Canopy
VC Okay/Open Canopy
Have all Cockpits working, POVs fine, open canopies on all V Models.
Filterless VCs, UI VC FB Slots + Float VB.
Now comes the best part, I use a heavilly modded BAT workbase.
I must cutout this state of the Pits for use.
It's the content of 8 Folders going logicly in hierarchy atop our BAT.
Wish me luck at this process,
Prost Gentlemen
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Hi whistler,
Thanks for your input and advice. My first approach was via #WAW3, but if I remember correctly I could not get the Vc pit clocks to work.
I suspected a load order issue with the WAW70 hier, so that's why I went the way I did.
As I've said, a lot of trial and error was done here. I am not saying this is the best solution, just the best one I could come up with.
I'm not so sure due to level of interaction I've seen with all the Vc pit folders, that leaving them as is, is a good idea.
I tried incorporating my WAW3DO01 files into WAW70, with good results in the VbT/Vc pits, but my repack of WAW70 was bad, and caused
ill effects in other cockpits from WAW70. WAW70 is over 1GB unpacked with mostly hash and class files plus the 3do's.
None of my SFS packers, including TotalModer3, could successfully repack it for me.
Maybe if the BAT team looks at this, they could get it done.
I suspect Tobias may have the best solution, if he can relieve us of all these extra Spitfire Vc pits, and do something all NEW.
That would be Great,
9ball.
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Well, you most definitively enjoy puzzles so keep at it. Some levels must be yet unveiled ;)
None of my SFS packers, including TotalModer3, could successfully repack it for me.
Right, SFS packers aren't optimized for large content. The more files you want to pack the more RAM you need. And I mean A LOT of RAM.
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(https://i.postimg.cc/bvX1MmJR/Unbenannt-1.jpg) (https://postimages.org/)
This is a peak into what I have atm. All efforts need Java and Files handling.
Handling just one of that part, Canopies will be stuck closed.
But I'm not happy, I know somewhere is a thinking glitch. Will setup a new Trial this Weekend,
starting with a clean BAT and their Dumps. I traced an interesting find in some Slots.
Let's see how far I can fiddle that up.
Will get back later Today at this,
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After reading Knochenklutschers remarks on this mod, I re-checked the Spitfire's pits again and I found that opening is the same as before adding this mod. The only difference I found was that the error as seen in the screenshots above was gone.
I was only suprised with the small number of Spitfire pits that had opening canopy's:
SpitfireMkVa: only external opening hood
SpitfireVbT, SpitfireMkVc16lbsn, SpitfireMkVcLFCLPN & SpitfireMkVc4xHN: internal and external opening
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Hi all,
I just wanted to point everyone to a WIP thread of Knochenlutscher's: https://www.sas1946.com/main/index.php/topic,67140.0.html
His fix for the Spitfire Vb Trop Cockpit, and other Spitfire Pit issues, makes my attempted fix look like amateur hour, that's how good it is.
I've made a small contribution to his efforts, but all the credit goes to Tobias.
I honestly believe He's come up with the best solution to these problems, so go to the thread above and check it out.
Thanks, 9ball.