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Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Aircraft => Twins => Topic started by: Ranwers on August 08, 2011, 08:06:25 AM

Title: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Ranwers on August 08, 2011, 08:06:25 AM
(https://upload.wikimedia.org/wikipedia/commons/b/b8/B_26.jpg)

==========AIRPLANE======================
https://www.mediafire.com/?zoa49bhssiiccer (https://www.mediafire.com/?zoa49bhssiiccer)
or
DOWNLOAD >B-26B Marauder v.2.2 (https://storebror.it.cx/sas/archive/sas2/Ranwers/B-26_v2.2.7z)

======================================


Weapons classfiles patch (add in the "weapons complement" folder overwriting) https://www.mediafire.com/?c37znerjabydc65

Remove previous version.
When this is first instalation add to air.ini:
Quote
B-26B         air.B_26B 1                          NOINFO  usa01 SUMMER

Instal model in #UP# or #DBW and skins in skin folder.

4.101 Diff FM is required or you'll get a 60% CTD (thanks SAS~Riken)
https://www.sas1946.com/main/index.php/topic,12169.0.html


New skin pack:
https://storebror.it.cx/sas/archive/sas2/Ranwers/B-26Bskins.rar

Credits;
1C for original some models & code

Thanks to:
SAS~crazyflak - classes and help - thanks my mechanic ;)

Enjoy

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

409m version (v2.2) courtesy of Epervier ;)
v2.2 : https://www.mediafire.com/?8pitoz0wpiiemef
update v2.2a : https://www.mediafire.com/?ss2nsp785ieec4w


- In your B-26B/3do/Arms folder, delete "Mk13_Late_new" folder.
- Copy the folder "3do" contained in the archive "update" in the folder of your B-26B !


Merci, Epervier!!!  :)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

B-26 Wheel Mod by PA_Jeronimo see reply #169 here (https://www.sas1946.com/main/index.php/topic,17791.msg409537.html#msg409537).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

4.12 Modact 5.30 Version see reply #220 here (https://www.sas1946.com/main/index.php/topic,17791.msg529533.html#msg529533).
Title: Re: B-26B Marauder v2.2
Post by: Far77 on September 27, 2011, 04:12:39 AM
Downloaded and installed this one:
https://www.mediafire.com/?fymkyp8a202hhy1

It seems to me that the pilot's gunsight is still to low - or not?
I am confused... 
Could anybody else check?

Anyway, thank you for the nice plane!

UPDATE: Check a couple of more times and compared with B-25: indeed the pilot's gunsight is too low (i.e. bullets are high)
Title: Re: B-26B Marauder v2.2
Post by: Boelcke on September 27, 2011, 04:57:07 AM
just want to say thx again, this plane was badly missed since Il2 started to expand to the ETO, i think six or seven years ago
Title: Re: B-26B Marauder v2.2
Post by: cgagan on September 27, 2011, 05:52:53 AM
I get a 70% CTD with my SAS ModAct 3.6 setup (I have diffm through the jetwar files); I have placed both mods in the #SAS folder. In DBW1.6 on the contrary, everything is fine with the new version. Many thanks again for this brilliant idea and execution of a much needed mod  8)
Title: Re: B-26B Marauder v2.2
Post by: Grog on September 27, 2011, 07:09:25 AM
...........
Sorry, english: Hello!
 Marauder somehow will not work if installed in the game and F51_Seahorse Seahorse_CType, although the conflict shows no Classcheck.
 You have to choose between them, cutting off a air.ini and folders with these planes :-)(google.translate)
My game with UP_3.0 RC4(with diff_FM for UP_3.0)
Thanks for the aircraft!! (http://forum.aviaskins.com/images/smilies/drinks1.gif)
Title: Re: B-26B Marauder v2.2
Post by: redfox on September 27, 2011, 07:25:02 AM
Thanks for the update - lovely a/c.

But in DBW 1.6 I can't see all the loadouts.

Only getting:-

default
20 x 100 lbs
*30 x 100 lbs
10 x 250 lbs
*16 x 250 lbs

Cheers - Redfox
Title: Re: B-26B Marauder v2.2
Post by: OberstDanjeje on September 27, 2011, 07:37:14 AM
Thanks for the update - lovely a/c.

But in DBW 1.6 I can't see all the loadouts.

Only getting:-

default
20 x 100 lbs
*30 x 100 lbs
10 x 250 lbs
*16 x 250 lbs

Cheers - Redfox

The same for me

DBW1.6 and few mods
P47N an Bu181

anyway thanks for the update ;)
Title: Re: B-26B Marauder v2.2
Post by: cgagan on September 27, 2011, 07:39:34 AM
Just checked my weapons loadout options in DBW1.6. Same as two posts immediately above,
Title: Re: B-26B Marauder v2.2
Post by: Airbourne on September 27, 2011, 08:39:23 AM
In my 4.09 installation there is no problem with the loadout but it is there in 4.10 ( I have Modact 3).

This aircraft is almost uncontrollable on takeoff: I end up roaring across the grass at right angles to the runway - is this right or is it a case of me being stupid? I know this aircraft was a hard number to fly but this is something else.
Title: Re: B-26B Marauder v2.2
Post by: Mane on September 27, 2011, 09:01:16 AM
Any changes in graphics/3D on 2.2 version?
Title: Re: B-26B Marauder v2.2
Post by: Epervier on September 27, 2011, 09:37:46 AM
 :-[ Désolais, j'ai oublié de te prévenir dans mon MP. En 4.09 il ne devrait pas y avoir de problème car je "réécris" chaque Class pour m'assurer qu'il n'y a pas de code 410. 
Title: Re: B-26B Marauder v2.2
Post by: Airbourne on September 27, 2011, 10:25:44 AM
Thanks for the tip, Crazyflak. It looks like I am just going to have to try harder. Oh, I forgot to say this is a brilliant plane and my thanks to all who made it possible. We have needed the B-26 for such a long time.
Title: Re: B-26B Marauder v2.2
Post by: Knochenlutscher on September 27, 2011, 10:45:29 AM
Even with this Patch I get only these in DBW 1.6:

default
20 x 100 lbs
*30 x 100 lbs
10 x 250 lbs
*16 x 250 lbs
Title: Re: B-26B Marauder v2.2
Post by: Far77 on September 27, 2011, 10:48:48 AM
Nice model, the only dissapointing thing is that the pilot's gunsight is too low, so it is hard to aim and AI are used to miss. Maybe in the next update...

Anyway, many thanks to all involved in the creating.
Title: Re: B-26B Marauder v2.2
Post by: Ranwers on September 27, 2011, 12:08:04 PM
Nice model, the only dissapointing thing is that the pilot's gunsight is too low, so it is hard to aim and AI are used to miss. Maybe in the next update...

Anyway, many thanks to all involved in the creating.
In my game is ok.
Title: Re: B-26B Marauder v2.2
Post by: DIVEGUY43 on September 27, 2011, 12:13:39 PM
Even with this Patch I get only these in DBW 1.6:

default
20 x 100 lbs
*30 x 100 lbs
10 x 250 lbs
*16 x 250 lbs

Same here. :(
Title: Re: B-26B Marauder v2.2
Post by: Silverback on September 27, 2011, 12:30:22 PM
Works as advertised in UP. Thanks again and this plane would be awsome online.
Title: Re: B-26B Marauder v2.2
Post by: DIVEGUY43 on September 27, 2011, 02:16:03 PM
Just did a few tests.The old version  in DBW1.6 works fine.All the weapons show in the list and are selectable.In version 2.2 in DBW1.6 the only weapons that show are......

default
20 x 100 lbs
*30 x 100 lbs
10 x 250 lbs
*16 x 250 lbs

This is a before and after the patch.Hope this helps.
Title: Re: B-26B Marauder v2.2
Post by: joycecaster on September 27, 2011, 02:18:45 PM
Same here.  :-[
Title: Re: B-26B Marauder v2.2
Post by: Epervier on September 27, 2011, 02:27:29 PM
Nice model, the only dissapointing thing is that the pilot's gunsight is too low, so it is hard to aim and AI are used to miss.
In my game is ok.
In 409 it seems correct.
The only little thing (not easy to solve) is that the (dorsal turret) gunner/player (AI not tested) may touch the cabin!
Title: Re: B-26B Marauder v2.2
Post by: DIVEGUY43 on September 27, 2011, 02:54:36 PM
The patch was to go in the new weapons folder and not the B-26 folder correct?If so then yes,If not I messed up big time :(
Title: Re: B-26B Marauder v2.2
Post by: DIVEGUY43 on September 27, 2011, 03:08:38 PM
Yup,thats what I did.I'm running DBW 1.6.The weapons folder is supposed to be seperate from the b-26 folder correct?If so then I will have to try a few things and will let you know if I get it solved.Thanks.
Title: Re: B-26B Marauder v2.2
Post by: DIVEGUY43 on September 27, 2011, 03:31:49 PM
I just tried installing it in a fresh install of DBW 1.6 that I have and the exact same thing is happening.I thought it might have been coflicting with a few of the mods I have installed in my modded 1.6 install but the same as the fresh version.
Title: Re: B-26B Marauder v2.2
Post by: slipper on September 27, 2011, 03:34:48 PM
Yeah

i am running DBW 1.6, applied the latest patch but still getting

default
20 x 100 lbs
*30 x 100 lbs
10 x 250 lbs
*16 x 250 lbs

as the loadouts

Great plane though

regards

slipper
Title: Re: B-26B Marauder v2.2
Post by: 4./JG53_Badger on September 27, 2011, 03:36:21 PM
Hey Guys,
Thanks for the update. Any time you want to make this puppy better I'm all for it. Beautiful work.
Title: Re: B-26B Marauder v2.2
Post by: cgagan on September 27, 2011, 03:36:59 PM
Confirm the above (Diveguy & Slipper)  for DBW 1.6
Title: Re: B-26B Marauder v2.2
Post by: DIVEGUY43 on September 27, 2011, 03:47:25 PM
Found the problem.The new weapons folder has two hashmarks before the  "0".remove them and all the weapons show up.This worked for me.It should look like this now.....

0_weapons complement 260lbsBombfrag & M26Incendiary V2

NOT THIS....

__0_weapons complement 260lbsBombfrag & M26Incendiary V2

Hope this works for all of you.
Title: Re: B-26B Marauder v2.2
Post by: cgagan on September 27, 2011, 04:02:45 PM
Solved the issue with the 70% crash with my SAS ModAct3.6 setup; I forgot to remove the lines for Epervier's 'self-stationary' B26 from my stationary and technics. ini files. My mistake, sorry  :(! The weapons issue persists however (in both 3.6 and DBW1.6 setups)
Title: Re: B-26B Marauder v2.2
Post by: Knochenlutscher on September 27, 2011, 04:59:15 PM
No Prob, all is well, take it easy, damn forgot my Havanna-Club/Cola,
OK, testing this babe...
Mmmmy drink is waiting....
Thanks a bunch
Title: Re: B-26B Marauder v2.2
Post by: DIVEGUY43 on September 27, 2011, 06:28:27 PM
It's all good now!!! :)
Title: Re: B-26B Marauder v2.2
Post by: Far77 on September 27, 2011, 10:44:40 PM
Nice model, the only dissapointing thing is that the pilot's gunsight is too low, so it is hard to aim and AI are used to miss. Maybe in the next update...

Anyway, many thanks to all involved in the creating.
In my game is ok.

Really strange. I deleted folders again, downloaded one more time - and again
the pilot's gunsight is too low (bullets fly higher) and AI are used to miss... I can't understand..  Maybe a kind of some mode's conflict...  :(

Anyway, many thanks to all involved!
Title: Re: B-26B Marauder v2.2
Post by: cgagan on September 28, 2011, 12:08:53 AM
All well on my side too, with new attachment. Good job, Crazy!!!! 8)
Title: Re: B-26B Marauder v2.2
Post by: OberstDanjeje on September 28, 2011, 01:33:31 AM
With the renamed weapons class patch all work well

Thanks again
Title: Re: B-26B Marauder v2.2
Post by: follarin on September 28, 2011, 02:05:27 AM
It's an very nice plane !

I found an A26 Invader but i don't now how to start a post.

Please help me, i would like to post the link in a new post

Title: Re: B-26B Marauder v2.2
Post by: OberstDanjeje on September 28, 2011, 02:08:57 AM
You can post in the guest mod or in the lounge.
Anyway are you talking about CY6 A26?
If yes those aircraft are already posted here
Title: Re: B-26B Marauder v2.2
Post by: follarin on September 28, 2011, 02:12:00 AM
ok thank you

Title: Re: B-26B Marauder v2.2
Post by: Epervier on September 28, 2011, 02:31:29 AM
Solved the issue with the 70% crash with my SAS ModAct3.6 setup; I forgot to remove the lines for Epervier's 'self-stationary' B26 from my stationary and technics. ini files.
Pourtant je l'écris partout qu'il ne faut pas oublier des les enlever !
Toutefois, le stationary est le même pour la version 2.2 !  ;)

Yet I write anywhere that we should not forget to remove them!
However, the stationary is the same for version 2.2!
Title: Re: B-26B Marauder v2.2
Post by: cgagan on September 28, 2011, 04:16:21 AM
Problem solved (thank you Epervier!). I forgot to add the two classfiles contained in Epervier's "self-stationary B26B" mod to my B26B 2.2 mod folder :-[
Title: Update B-26B Marauder v2.2 [4.09]
Post by: Epervier on September 28, 2011, 08:31:56 AM
For 4.09 users !

I have a confession to make... I cheated!  :-[ Sorry !
I could not extract the files needed to torpedo "Mk.13 late."
So I made up a "Mk.13 standard" changed!  :-X
I finally managed to extract the files... So here's a quick update!

Link : http://www.gamefront.com/files/20839412/Update_B-26_v2.2a.7z

- In your B-26B/3do/Arms folder, delete "Mk13_Late_new" folder.
- Copy the folder "3do" contained in the archive "update" in the folder of your B-26B !

This will give you the "real" torpedo Mk.13_late !


Bons vols !
Epervier

@Ranwers, Maurice : If you could add this link to the first post ! Thank you !
Title: Re: B-26B Marauder v2.2
Post by: Far77 on September 28, 2011, 11:26:32 PM
Is B-26B planned in the next DBW update as default?
Title: Re: B-26B Marauder v2.2
Post by: Airbourne on September 29, 2011, 05:13:23 AM
My loadout problem in 4.101 was fixed by the patch right away. (I have Modact 3.06).

The take off difficulty was, I'm afraid, a case of the problem being between the keyboard and the chair. It helped not to press the 'lock tailwheel' button in a plane with a tricycle undercarriage! I defy anyone to take off successfully in a B-26 with it on.
Title: Re: B-26B Marauder v2.2
Post by: jsg72 on September 29, 2011, 02:34:34 PM
Have mod and weapons ok.

But how do I stop them behaving like KI-43s when attacked.

Have been outperformed in my FW.190D-11. :o
Title: Re: B-26B Marauder v2.2
Post by: FANATIC MODDER on September 30, 2011, 01:20:35 PM
I crash (when I try to load a quick mission) and I have no idea what the problem is.
Title: Re: B-26B Marauder v2.2
Post by: FANATIC MODDER on September 30, 2011, 03:50:15 PM
I 'll try to post you tommorrow, I am going to install a mod act 2.3 from scratch. I suspect a conflicting mod, possibly an old and forgotten AAA mod, who knows....I checked tonight and the whole size of mods that I 've downloaded during the times is 74 GB, and currently I have 32 GB in my MODS folder. I 'll keep you informed.
Title: Re: B-26B Marauder v2.2
Post by: FANATIC MODDER on October 01, 2011, 04:12:04 AM
Indeed a fresh installation of mod act 2.3 made it work. The plane is very nice, heavy in the controls and dives very fast. The 3D model and the default skins are very nice, one of the best I 've seen so far.
However I didn't much time to enjoy...by putting back all the 614 files in the MODS folder, created me a strange effect - it loads properly but sooner or later a frozen screen appears (more likely when I try to fire a gun, but could occur anytime). I have exactly the same problem with the A-26. Now I have to look for the conficting mod that is causing that trouble and I have no idea what it have caused it. I 'll post later, when I am going to find the problem - wish me good luck.
Title: Re: B-26B Marauder v2.2
Post by: Epervier on October 01, 2011, 05:52:38 AM
...by putting back all the 614 files in the MODS folder...
??? And I found that 160 cases was too much.
You must hold the world record!  :D
Title: Re: B-26B Marauder v2.2
Post by: FANATIC MODDER on October 01, 2011, 07:23:31 AM
My "full modded" installation is 68 GB. If you ommit some disactivated mods that remain in the MODS folder must be around 60 GB.
Title: Re: B-26B Marauder v2.2
Post by: Mick on October 01, 2011, 09:20:43 AM

... looks like you've reached the limits of the game, too many mods = too many java class files = games crashes ...

Mine is around 54 Gb, but mainly because of a very big skins folder, I only use around a dozen mods or so ...
Title: Re: B-26B Marauder v2.2
Post by: Airbourne on October 01, 2011, 11:38:51 AM
How long do they take to load ? My game is 17 gig and takes 3 1/2 minutes to load and then 2 1/2 on subsequent loads but I have about 250 folders in the Mods folder.
Title: Re: B-26B Marauder v2.2
Post by: Mick on October 02, 2011, 09:25:58 AM
... around 7 seconds on subsequent reloads ...  ;)

Airbourne, you should use this ...  :P

https://www.sas1946.com/main/index.php/topic,16403.0.html
Title: Re: B-26B Marauder v2.2
Post by: Airbourne on October 02, 2011, 11:23:29 AM
Times now are 1.20 on startup and 20 seconds on re-start. Brilliant ! Many thanks, Mick.
Title: Re: B-26B Marauder v2.2
Post by: FANATIC MODDER on October 03, 2011, 08:33:56 AM
Mine is even more than 4 minutes. Now with my new modact 2.3 installation my problem is not B-26 (& A-26) anymore. I have frequent frozen screens and I try to find a way to fix it up.
Title: Re: B-26B Marauder v2.2
Post by: Gumpy on October 03, 2011, 06:35:08 PM
(http://i697.photobucket.com/albums/vv340/Bingo1957/0210201122-22-39.jpg) Version 2.2 is much better.Thanks Ranwers
Title: Re: B-26B Marauder v2.2
Post by: Silverback on October 03, 2011, 06:46:42 PM
This plane needs to be in UP and HSFX.
Title: Re: B-26B Marauder v2.2
Post by: Oscar on October 09, 2011, 08:32:31 PM
Superlative Work!  Thanks to all involved.

Now....one last aircraft to complete things.... the American Lockheed 14 Super Electra - Lockheed Hudson MkI-IV!
Title: Re: B-26B Marauder v2.2
Post by: crimar on October 10, 2011, 07:57:33 AM
... around 7 seconds on subsequent reloads ...  ;)

Airbourne, you should use this ...  :P

https://www.sas1946.com/main/index.php/topic,16403.0.html

Many thanks for the link, Mick ! Works well for me: 2min instead of 10min when loading !
Title: Re: B-26B Marauder v2.2
Post by: agracier on October 13, 2011, 06:32:33 AM
Gumpy ... beautiful skin ... any chance of a link or perhaps even a template or void for this plane?
Title: Re: B-26B Marauder v2.2
Post by: stockplane on October 20, 2011, 04:56:25 AM
Is possible have weapons_ru properties list. Thanks so much.
Beautifull bird.
Title: Re: B-26B Marauder v2.2
Post by: stockplane on October 20, 2011, 09:10:23 AM
I have installed B-26B for 4.10.1 but in QMB appear in the aircraft list but no any weapons selection and when
i select the B-26 it not appear and the QMB crash.
What is the possible cause?
Thanks in advanced.
Title: Re: B-26B Marauder v2.2
Post by: Ace on November 13, 2011, 07:40:01 AM
Hello,

Great addition to il2, its working, but not completely, I cannot control the bombardier and gunner positions, I can select them by pressing C, but that´s, I have been searching, but didn't find a solution yet.

any Knows a Solution?
Title: Re: B-26B Marauder v2.2
Post by: Ace on November 13, 2011, 11:35:23 AM
Well, ignore my reply, I already know how to control gunner positions. ::)
Title: Re: B-26B Marauder v2.2
Post by: HundertzehnGustav on November 13, 2011, 11:42:24 AM
because you hit "A" for "autopilot on/off"

;)
Title: Re: B-26B Marauder v2.2
Post by: Wing King on November 14, 2011, 04:16:15 PM
The Marauder was a truly needed plane for the ETO, and here it is! :D Excellent plane for bombing and strafing, even for a dogfight if it's necessary. ;) Beautifull work and thanks to all involved!
Regards,
Wing King
Title: Re: B-26B Marauder v2.2
Post by: KG3_V on November 23, 2011, 11:49:03 AM
Did I need the 4.101 FM for 4.09m game ?
Title: Re: B-26B Marauder v2.2
Post by: duffys tavern on November 30, 2011, 05:30:29 PM
Anyone know where I might find some 1942 - early 1943, USAAF skins?
Title: Re: B-26B Marauder v2.2
Post by: Epervier on November 30, 2011, 06:25:43 PM
Did I need the 4.101 FM for 4.09m game ?
For 4.09 game you need Diff_FM_409 !
https://www.sas1946.com/main/index.php/topic,3988.0.html
Title: Re: B-26B Marauder v2.2
Post by: Hooch234 on December 06, 2011, 10:02:52 AM
Hey guys,

I am having the 70% crash but only if I add the B-26B line to my air.ini file.  I looked in my static and technic files but could not find any b26 there to remove.  Any help?

Thanks

Oops.  forgot to mention I have DBW 1.6
Title: Re: B-26B Marauder v2.2
Post by: Epervier on December 06, 2011, 10:39:45 AM
That contains the file log.lst ?
Title: Re: B-26B Marauder v2.2
Post by: Giuseppin on December 07, 2011, 08:59:47 PM
Hey guys,

I am having the 70% crash but only if I add the B-26B line to my air.ini file.  I looked in my static and technic files but could not find any b26 there to remove.  Any help?

Thanks

Oops.  forgot to mention I have DBW 1.6

Exactly to me
That contains the file log.lst ?
Where is the log.lst?
Title: Re: B-26B Marauder v2.2
Post by: Mick on December 08, 2011, 01:13:37 AM
"Where is the log.lst?"


... at the root of your game, provided you created the corresponding lines in your conf.ini ...  ;)
Title: Re: B-26B Marauder v2.2
Post by: Giuseppin on December 08, 2011, 02:17:07 AM
"Where is the log.lst?"


... at the root of your game, provided you created the corresponding lines in your conf.ini ...  ;)

Sorry, but i can’t find it.
Title: Re: B-26B Marauder v2.2
Post by: Epervier on December 08, 2011, 02:18:27 AM
Where is the log.lst?

... at the root of your game, provided you created the corresponding lines in your conf.ini ...
Yes !
logfile.log or log.lst or any other name is the same!
If you do not know, look here  : https://www.sas1946.com/main/index.php/topic,13457.0.html
Title: Re: B-26B Marauder v2.2
Post by: Giuseppin on December 08, 2011, 05:14:42 AM
Where is the log.lst?

... at the root of your game, provided you created the corresponding lines in your conf.ini ...
Yes !
logfile.log or log.lst or any other name is the same!
If you do not know, look here  : https://www.sas1946.com/main/index.php/topic,13457.0.html

Oh, s**t! I’m blind!!  8)
Title: Re: B-26B Marauder v2.2
Post by: Giuseppin on December 08, 2011, 06:03:52 AM
Damn!! I do not know that I do wrong, but the game still crashing at 70%!!  >:( >:( >:( >:(
Title: Re: B-26B Marauder v2.2
Post by: Hooch234 on December 08, 2011, 01:09:13 PM
Still crashes at 70%.  I have the newest buttons (9.4 offline) and I have pulled the files out of the B-26B v2.2 folder and placed them directly in the DBW/STD folder.

Here is a copy of the log.file

Code: [Select]
[08.12.2011 20:03:31] ------------ BEGIN log session -------------
OpenGL provider: dx8wrap.dll
OpenGL library:
  Vendor: 1C.Multimedia.Dev/Maddox.
  Render: DirectX8.
  Version: 1.1
  Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
Size: 1280x960
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 1.000000
WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
WARNING: 'Perfect' Mode required pixels shaders
WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
Spawn.get( com.maddox.il2.objects.air.B_26B ): com.maddox.il2.objects.air.B_26B
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.B_26B
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:432)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$MustangMkI'
com.maddox.il2.objects.air.B_26B
java.lang.ClassNotFoundException: com.maddox.il2.objects.air.B_26B
at com.maddox.rts.LDR.loadClass(LDR.java:27)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:531)
at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:510)
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2855)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3284)
at com.maddox.il2.gui.GUI.create(GUI.java:158)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:701)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
GUIQuick: class 'air.B_26B' not found
Main begin: PlMisAir: class 'air.B_26B' not found
java.lang.RuntimeException: PlMisAir: class 'air.B_26B' not found
at com.maddox.il2.builder.PlMisAir.configure(PlMisAir.java:572)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:206)
at com.maddox.il2.builder.Builder.<init>(Builder.java:2819)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:73)
at com.maddox.il2.gui.GUI.create(GUI.java:164)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:701)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:358)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[08.12.2011 20:03:48] -------------- END log session -------------
Title: Re: B-26B Marauder v2.2
Post by: Epervier on December 08, 2011, 01:50:15 PM
GUIQuick: class 'air.B_26B' not found
Main begin: PlMisAir: class 'air.B_26B' not found
java.lang.RuntimeException: PlMisAir: class 'air.B_26B' not found


It looks like a bad installation.
The game can not find the B-26B.
You have completed the air.ini? The good air.ini?
Title: Re: B-26B Marauder v2.2
Post by: Hooch234 on December 08, 2011, 04:12:42 PM
Yes.  I have tried re-downloading the plane several times.  I have tried putting it into #DBW, jgsmemods, and even created a new folder called MODS and put it in there as well.  I have tried activating it with JSGME and tried not activating it.  I have tried to install another plane (the P-61) and it is having the same problem.

Title: Re: B-26B Marauder v2.2
Post by: CWMV on December 08, 2011, 06:53:38 PM
Java limit?
Title: Re: B-26B Marauder v2.2
Post by: redfox on December 08, 2011, 07:33:11 PM
check your B26 folder level. It should be:-

#DBW/B26_V2.2/3do...etc
Title: Re: B-26B Marauder v2.2
Post by: Giuseppin on December 09, 2011, 03:21:10 AM
check your B26 folder level. It should be:-

#DBW/B26_V2.2/3do...etc

Yes, the order is correct in my installation, but...still crash at 70%. And theHooch234 log.file is exact to my log.file. The same error.  :'( :'(
Title: Re: B-26B Marauder v2.2
Post by: Giuseppin on December 09, 2011, 04:33:43 AM
do you have a file named ~wrapper.cache" in your #SAS, #UP# or whatever Mods folder? When then delete it and try again.

Yes yes yes!!!!!!! The fu***ng file ~wrapper.cache was the culprit!!! Thank you very much, Gerax
Title: Re: B-26B Marauder v2.2
Post by: Hooch234 on December 09, 2011, 08:50:02 AM
Wow!  Thank you so much for helping. And so we see why this game lasts. It is because of people like you!  I can't wait to get home and fly this girl. The pilots called her the widow maker because she was difficult to handle!
Title: Re: B-26B Marauder v2.2
Post by: Epervier on December 11, 2011, 01:21:03 AM
Thank you for the info!
What is the message in the log that resembles this error?
Title: Re: B-26B Marauder v2.2
Post by: Epervier on December 11, 2011, 10:15:39 AM
I am a hawk ... we can do nothing against the experience of an eagle!  :P
 :D
Title: Re: B-26B Marauder v2.2
Post by: atallboy on December 17, 2011, 06:48:52 PM
No, we don't, we remove them JUST to annoy you  :P  ;D  ;)

Yes, of cousr we still have them ;)

here's the list

Code: [Select]
"20x100lbs",
 "*30x100lbs",
 "10x250lbs",
 "*16x250lbs",
"10x260lbsFragBombs",
 "*16x260lbsFragBombs",
"10x300lbs",
"*16x300lbs",
 "6x500lbs",
"*8x500lbs",
 "4x1000lbs",
"2x2000lbs",
 "1xTorpMk13",
"1xTorpMk13Late",
"4xSupplyBoxes",
 "12xM26IncendiaryClusters",
"100xParaF",

We removed the double nukes and the lasers, though  :-\      ;)

Aww man. I could have used those ::)
Title: Re: B-26B Marauder v2.2
Post by: X-Raptor on December 18, 2011, 10:21:50 AM
Please remenber:

About Historical WWII situation of Marauder B26 aircraft:

this plane was never involved into any dogfight or enemy hunting during WWII. So it's almost completely a not-interesting-storical-AC. If you want to make mission remember that it is only for off- line bombing stand-alone mission.

Title: Re: B-26B Marauder v2.2
Post by: CWMV on December 18, 2011, 10:28:04 AM
Wait, what?
Title: Re: B-26B Marauder v2.2
Post by: Cycle on December 18, 2011, 11:28:45 PM
Please remenber:

About Historical WWII situation of Marauder B26 aircraft:

this plane was never involved into any dogfight or enemy hunting during WWII. So it's almost completely a not-interesting-storical-AC. If you want to make mission remember that it is only for off- line bombing stand-alone mission.

Hi,
Interview with B-26 crews who fought at Midway: http://www.youtube.com/watch?v=CSm055a0394
Title: Re: B-26B Marauder v2.2
Post by: KG3_V on December 19, 2011, 08:53:19 AM
Don´t feed the trolls
Title: Re: B-26B Marauder v2.2
Post by: 4./JG53_Badger on December 21, 2011, 08:37:07 PM
Please remenber:

About Historical WWII situation of Marauder B26 aircraft:

this plane was never involved into any dogfight or enemy hunting during WWII. So it's almost completely a not-interesting-storical-AC. If you want to make mission remember that it is only for off- line bombing stand-alone mission.



Dude you lost your F'ing mind!

+1000000 to what KG3_V stated....
Title: Re: B-26B Marauder v2.2
Post by: David603 on December 21, 2011, 08:58:19 PM
So it's almost completely a not-interesting-storical-AC.

What is your problem with this plane?
Apparently he doesn't like bombers.....
Title: Re: B-26B Marauder v2.2
Post by: KG3_V on December 22, 2011, 12:11:01 PM
The really problem that we must face is that WW2 never happen, it was just created by the media to sell Games and Movies. Deal with it guys !
Title: Re: B-26B Marauder v2.2
Post by: LuseKofte on December 23, 2011, 03:39:02 PM
Please remenber:

About Historical WWII situation of Marauder B26 aircraft:

this plane was never involved into any dogfight or enemy hunting during WWII. So it's almost completely a not-interesting-storical-AC. If you want to make mission remember that it is only for off- line bombing stand-alone mission.
X Raptor I give you a warning now for trolling topics, You are continuing with a negative and nonhistorical knowhow. You obviously do not have a clue about any of the topics you trolling
Title: Re: B-26B Marauder v2.2
Post by: pierre1946 on December 24, 2011, 06:06:31 AM
see "B-26 Marauder at war".

Oh, by the way, it's a book.

By Roger Freeman.....
Title: Re: B-26B Marauder v2.2
Post by: LuseKofte on December 24, 2011, 06:13:35 AM
Well we all know the job B-26 did in WWII so please keep this topic about the Mod, the man is warned for continious negative replyes and let him off the hook  :)

Merry merry Christmas all that includes you x raptor, enjoy Hollydays
Title: Re: B-26B Marauder v2.2
Post by: badderger on December 24, 2011, 08:36:02 AM
Ranwers et al. I would like to take this opportunity to thank you for your hard work in selflessly providing this wonderful aircraft to the IL-2 community.The historical significance of this plane is prominant as used by the US Air Force, the RAF and the Free French in extensive campaigns ranging from Western Europe, the Mediterranean and the Pacific. Although the Germans had a field day in the early war in downing the B-26(i.e.-the Netherlands as used by the RAF), the craft as flown with escort fighters and held within medium bombing missions led to the lowest casualty rate of all US bombers.
   And THANK YOU!!! for getting the gunner positions right and available!!! VERY IMPORTANT, even for me as an off-liner, this plane is so fun to kick on auto pilot and zip through the MG positions to defend against enemy attacks.Then back to the pilot position, drop ordinance on target, and back to the gunners.
   Of the 5200 or so B-26's that served in WW2, less than 1 in 20 were lost to enemy attacks. This speaks highly of the planes ruggedness in the face of FW-190s and Japanese zeros, among others.
   Holiday Greeting and Best Wishes to all...WITH GRATITUDE!!!
Title: Re: B-26B Marauder v2.2
Post by: sa_475th_Chaney on December 29, 2011, 08:06:09 AM
Weird, with the weapons complement folder there should be no problem...

EDIT: sorry, you're right. When on SAS modactivator, loadouts get cutted... so I'll upload an extra for non-DBWers ;)

Where is this weapons compliment folder? I don't even have a loadout in weapons.ru. I love this plane but in DCG it don't even appear on the screen even tho you select it.
Title: Re: B-26B Marauder v2.2
Post by: jsg72 on January 03, 2012, 11:24:09 AM
I don't want to upset anyone. But I love the fact this Mod is here I have waited patiently for years.

Thanks to all involved.

Now the controversial bit.
I use this plane as A Target! :o
However I find on some missions that it appears to evade like it was a fighter. Is it something to do with my install? It appeared to be all there from the start. Its just that this plane manouvres and speeds up faster than any fighter I can put up against it. :-[
Where am I going wrong?

I fly DBW. only
Title: Re: B-26B Marauder v2.2
Post by: Mick on January 03, 2012, 02:12:52 PM
... not sure you're doing anything wrong, I have a 4.09m install with no pack and get the very same fighter behaviour from the B26, could be a FM issue ...  ::)
Title: Re: B-26B Marauder v2.2
Post by: mexchiwa on January 08, 2012, 10:39:35 AM
Did some civil skins at M4T.  Thanks for the kick-a$$ mod

(http://i758.photobucket.com/albums/xx226/mexchiwa/0701201217-48-13.jpg)

(http://i758.photobucket.com/albums/xx226/mexchiwa/0701201217-48-02.jpg)

(http://i758.photobucket.com/albums/xx226/mexchiwa/0701201217-47-46.jpg)
Title: Re: B-26B Marauder v2.2
Post by: sa_475th_Chaney on January 13, 2012, 07:11:51 AM
Not sure if this is noted but the altimeter in the bombadier's sections is messed up. the hands aren't on it they are above just hanging in mid air. Also the engine prop appears to not be connected with the engine. Just a note.
Title: Re: B-26B Marauder v2.2
Post by: Darth_Dooboss on January 22, 2012, 02:26:28 PM
Hi all

Can someone put the code for the weapons_ru file??

thanks, best regards
Title: Re: B-26B Marauder v2.2
Post by: UberDemon on January 27, 2012, 09:00:16 PM
Please remenber:

About Historical WWII situation of Marauder B26 aircraft:

this plane was never involved into any dogfight or enemy hunting during WWII. So it's almost completely a not-interesting-storical-AC. If you want to make mission remember that it is only for off- line bombing stand-alone mission.

http://flgrube1.tripod.com/id325.html
"USAAF Marauders were particularly effective during the latter stages of the Tunisian campaign, when their heavy armament, high speed, and long range enabled them to intercept Me 323 and Ju 52/3m transports far out over the Mediterranean, shooting them down in droves and cutting off attempts to evacuate the defeated German forces."

The picture of a Me-323 being shot by a Marauder is a fairly well known one...

I would not call that uninteresting.  I really appreciate this mod.

UberDemon/danzigzag
Title: Re: B-26B Marauder v2.2
Post by: Cycle on January 29, 2012, 05:09:39 AM
Hi all

Can someone put the code for the weapons_ru file??

thanks, best regards

My entrys (4.09m):

#####################################################################
# B-26B
#####################################################################
B-26B.default Default
B-26B.100xParaF 100xParafrag Bombs
B-26B.20x100lbs 20x100lbs Bombs
B-26B.10x250lbs 10x250lbs Bombs
B-26B.10x260lbsFragBombs 10x260lbs FragBombs
B-26B.10x300lbs 10x300lbs Bombs
B-26B.6x500lbs 6x500lbs Bombs
B-26B.4x1000lbs 4x1000lbs Bombs
B-26B.2x2000lbs 2x2000lbs Bombs
B-26B.1xTorpMk13 1xTorpedo Mk13
B-26B.1xTorpMk13Late 1xTorpedo Mk13Late
B-26B.4xSupplyBoxes 4xSupply Boxes
B-26B.12xM26IncendiaryClusters 12xM26 Incendiary Clusters
B-26B.*30x100lbs 30x100lbs Bombs
B-26B.*16x250lbs 16x250lbs Bombs
B-26B.*16x260lbsFragBombs 16x250lbs FragBombs
B-26B.*16x300lbs 16x300lbs Bombs
B-26B.*8x500lbs 8x500lbs Bombs
B-26B.none None
Title: Re: B-26B Marauder v2.2
Post by: Far77 on February 01, 2012, 11:36:35 PM
Some minor request on B-26b gunsight.

The gunsight "cross" (aim point) position was already corrected early (before this bullets flew over/above/higher the gunsignt's aim point), but if you look through <Cntr>+F1  - the situation remains non-corrected. Is it possible to correct the latter?

Thank you!
Title: Re: B-26B Marauder v2.2
Post by: Herra Tohtori on February 09, 2012, 12:51:57 PM
I'm having a problem of sorts with this aircraft.

I am running 4.10.1 with HSFX 5.0.1 and SAS ModAct to enable a MODS directory where I got a bunch of customizations. I installed the B-26B there along with the weapons complement, then patched the weapons complement, added the air.ini entry, and dropped the skin pack in PaintSchemes/Skins/B-26B/.

The game loads, and the B-26B shows up in the plane list as selectable plane, and all the weapons show up as well.

However, when I try to launch a Quick Mission with the B-26B selected, it starts to load the mission, and upon reaching 100% it throws an error saying "Mission loading failed: null".

It does this in every map available. Other planes (such as Do-17) that I have added work normally.
Title: Re: B-26B Marauder v2.2
Post by: mandrill on February 09, 2012, 02:50:28 PM
RE the FM, I notice the bomber continually pulls to the left. Is this historically accurate?
Title: Re: B-26B Marauder v2.2
Post by: Herra Tohtori on February 09, 2012, 04:21:53 PM
Here is the end of the log, containing the mission loading progress.

Code: [Select]
[23:17:05] Loading mission Quick/Net8Islands/Net8IslandsRedNoneN00.mis...
[23:17:05] Detected Vertex Shaders 3.0.
[23:17:05] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[23:17:05] Vertex texture units: 32
[23:17:05]
[23:17:07] PBuffer: suitable formats: 6
[23:17:07]
[23:17:07] Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
[23:17:07] Depth = 24, stencil = 8
[23:17:07] PBuffer: suitable formats: 6
[23:17:07]
[23:17:07] Created a 4096x4096 RenderTexture with BPP(8, 8, 8, 8)
[23:17:07] Depth = 24, stencil = 8
[23:17:09] Loading vertex/fragment programs: *144768032*
[23:17:09] *** Loading: [vpFogFar2Tex2D]
[23:17:09] *** Loading: [vpFog2Tex2DBlend]
[23:17:09] *** Loading: [vpFogFar4Tex2D]
[23:17:09] *** Loading: [vpFogFar8Tex2D]
[23:17:09] *** Loading: [vpFogNoTex]
[23:17:09] *** Loading: [vpFog4Tex2D]
[23:17:09] *** Loading: [vpFog4Tex2D_UV2]
[23:17:09] *** Loading: [vp4Tex2D]
[23:17:09] *** Loading: [vp6Tex2D]
[23:17:09] *** Loading: [vpTexUVTex2D]
[23:17:09] *** Loading: [vpWaterGrid_NV]
[23:17:09] *** Loading: [vpWaterSunLight_NV]
[23:17:09] *** Loading: [vpWaterSunLight_ATI]
[23:17:09] *** Loading: [vpWaterSunLight_FP]
[23:17:09] *** Loading: [vpTreeSprite]
[23:17:09] *** Loading: [vpTreeTrunk]
[23:17:09] *** Loading: [vpVAObjectsN]
[23:17:09] *** Loading: [vpVAObjectsL0]
[23:17:09] *** Loading: [vpSprites]
[23:17:09] *** Loading: [vpSimpleGL]
[23:17:09] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[23:17:09] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[23:17:09] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[23:17:09] *** Loading: [fpCoastBump] -> NV3X Optimized!
[23:17:09] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[23:17:09] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[23:17:09] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[23:17:09] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[23:17:09] *** Loading: [fpCaustic] -> NV3X Optimized!
[23:17:09] *** Loading: [fpSprites] -> NV3X Optimized!
[23:17:09] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[23:17:09] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[23:17:09] *** Loading: [fpSimpleGL]
[23:17:09] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[23:17:09] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[23:17:09] *** Loading: [fpRiverCoastAA]
[23:17:09] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[23:17:09] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[23:17:09] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[23:17:09] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[23:17:09] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[23:17:09] *** Loading: [vpWaterDM_CPU]
[23:17:09] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[23:17:09] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[23:17:09] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[23:17:09] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[23:17:09] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[23:17:09] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[23:17:09] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[23:17:09] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[23:17:09] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[23:17:09] *** Loading: [fpWaterLFogDM]
[23:17:09] *** Loading: [fpIceWater] -> NV3X Optimized!
[23:17:09] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[23:17:09] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[23:17:09] *** Loading: [fpNearBlend] -> NV3X Optimized!
[23:17:09] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[23:17:09] *** Loading: [fpFarBlend] -> NV3X Optimized!
[23:17:09] *** Loading: [fpForestPlane] -> NV3X Optimized!
[23:17:09] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[23:17:09] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[23:17:09] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[23:17:10] Load bridges
[23:17:10] Load static objects
[23:17:10] sFMDir = gui/game/buttons
[23:17:10] s1 = flightmodels/pw_r-2800_series.emd
[23:17:10] s = FlightModels/PW_R-2800_Series.emd
[23:17:10] m_lastFMFile = gui/game/buttons
[23:17:10] Mission error, ID_04: java.lang.NullPointerException
[23:17:10] java.lang.NullPointerException
[23:17:10] at com.maddox.il2.fm.Motor.resolveFromFile(Motor.java:192)
[23:17:10] at com.maddox.il2.fm.Motor.load(Motor.java:181)
[23:17:10] at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:46)
[23:17:10] at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:332)
[23:17:10] at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:613)
[23:17:10] at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:26)
[23:17:10] at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
[23:17:10] at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:219)
[23:17:10] at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:51)
[23:17:10] at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:32)
[23:17:10] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1906)
[23:17:10] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1896)
[23:17:10] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2339)
[23:17:10] at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
[23:17:10] at com.maddox.il2.ai.Wing.load(Wing.java:134)
[23:17:10] at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
[23:17:10] at com.maddox.il2.game.Mission._load(Mission.java:455)
[23:17:10] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[23:17:10] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[23:17:10] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[23:17:10] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[23:17:10] at com.maddox.il2.game.Main.exec(Main.java:437)
[23:17:10] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[23:17:15] null
[23:17:15] java.lang.NullPointerException
[23:17:15] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:445)
[23:17:15] at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:408)
[23:17:15] at com.maddox.il2.game.Mission._load(Mission.java:591)
[23:17:15] at com.maddox.il2.game.Mission.access$000(Mission.java:129)
[23:17:15] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
[23:17:15] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[23:17:15] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[23:17:15] at com.maddox.il2.game.Main.exec(Main.java:437)
[23:17:15] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[09.02.2012 23:17:21] -------------- END log session -------------


Full log here in pastebin.com (http://pastebin.com/4kympUZc).
Title: Re: B-26B Marauder v2.2
Post by: CzechTexan on February 09, 2012, 05:58:20 PM
Fly your Marauders on the Solomons map!  Read about the Lost Bastards of the Pacific (69th and 70th Bomb Sqns)...
http://www.b-26mhs.org/archives/manuscripts/lost_bastards.pdf
http://www.b26.com/page/historyofthe69thbombardmentsquadron.htm
Title: Re: B-26B Marauder v2.2
Post by: Herra Tohtori on February 09, 2012, 06:32:58 PM
Installing SAS Buttons 9.5 removed the issue. Plane loads now for the missions.
Title: Re: B-26B Marauder v2.2
Post by: andrax on February 20, 2012, 11:25:05 AM
Hi Ranwers, the B-26B is a very good job and it fly super. My problem is, i have UP 304 with DBW 171 and
in DBW folder is your B-26B and the A-26 B/C/K mod from Checkyersix. Now i see 2X B-26B Mauraders and 1x A26C/ 1x A26K.
 In air ini is all correct.
B-26B                         air.B_26B 1            NOINFO  usa01 SUMMER
B-26B        air.B_26      NOINFO  usa01 DESERT
B-26C        air.B_26C   NOINFO  usa01 DESERT
B-26K        air.B_26K   NOINFO  usa01 DESERT

Sorry for my bad english, please can you help me?
Title: Re: B-26B Marauder v2.2
Post by: Epervier on February 20, 2012, 01:23:07 PM
Is not correct !
B-26B        air.B_26B 1            NOINFO  usa01 SUMMER
B-26B        air.B_26                NOINFO  usa01 DESERT

put for example:
B-26B        air.B_26B 1            NOINFO  usa01 SUMMER
B-26         air.B_26                NOINFO  usa01 DESERT
Title: Re: B-26B Marauder v2.2
Post by: andrax on February 21, 2012, 03:12:11 AM
Here is andrax, thank you for the fast answer.
 A little "b" , a big problem and now all is good, in german we say " so einfach kann das Leben sein".
Title: Re: B-26B Marauder v2.2
Post by: Whiskey_Sierra_972 on February 21, 2012, 04:30:49 AM
Remember that the name of the plane in the air.ini is customizable and if two plane have the same name the game load only one....usually the first in the list!!

I suggest you to take a look here: https://www.sas1946.com/main/index.php/topic,23.0.html
Title: Re: B-26B Marauder v2.2
Post by: NIGHTFIGHTER on March 05, 2012, 01:35:44 PM
Is there any hope of this baby coming out for HSFX5 ? im running HSFX5 with buttons 9.7 and SAS Mod act but im still getting CTD at 60%.  Ive installed the aircraft in my mods folder, but it seems strange there is no plane RU or Weps RU lines to be added.
Title: Re: B-26B Marauder v2.2
Post by: crazyflak on March 05, 2012, 01:39:17 PM
It seems HSFX does not admit diff_FM. -I have not tested myself, though- I might send the FM to the main buttons to avoid the need for diff_FM.
Title: Re: B-26B Marauder v2.2
Post by: NIGHTFIGHTER on March 05, 2012, 01:59:08 PM
Dumb Arse strikes again, I didn't install Diffm-410 mainly because i didn't think it was o.k with HSFX, but i thought what the hell (as you do) installed it in my mods folder as advised and Bingo (held breath waiting for the dreaded 60% crash) everything works fine, and i now have another fantastic aircraft in my arsenal!!! sometimes im sure god gave me the surname Pratt for a dame good reason ;D....thanks for this incredable aircraft, I dont know how you folks do it...I really dont!
Title: Re: B-26B Marauder v2.2
Post by: sa_475th_Chaney on March 06, 2012, 05:56:20 AM
There supposed to be a weapons compliment folder I'm not seeing or does it mean to simply drop the whole file in #DBW folder? Maybe that's why this plane keeps crashing my game. BTW is there a plane and weapons.ru folder for this plane or does it just use the default?
Title: Re: B-26B Marauder v2.2
Post by: GilB57 on March 07, 2012, 02:41:30 AM
Quote
It seems HSFX does not admit diff_FM

Sure it does !
I successfully used DiffFM 4.10 within HSFX5.01 (in order to test helicopters, A26s & Skyraiders for a KTO DCG campaign) !
Title: Re: B-26B Marauder v2.2
Post by: baronbutcher on March 18, 2012, 08:51:00 AM
Hello Flyers,
I am new to Dark Blue world loaded it only recently!  I had been with 4.09 (still have it and it works like a charm - many mods including B26 8)  ), also I have UP3 and occasionally used it and 4.11. Any how all was fine with Dark Blue until I (try) loaded the B-26. Now I can't get Quick Mission Builder. ??? Even deleted all the B-26 entries but still can't get QMB. ??? I can't understand yes a bit slow - but all worked before with other aircraft now I am stuck with this. Can't work it out. :'(
I post the screens to hopefully explain. Please can someone(s) explain what is wrong. I would like DBW back and give it a go B-26 or not. :( Thanks :)
 (https://www.sas1946.rocks/images/imageshit/img213/8835/sasb26mod.jpg)(https://www.sas1946.rocks/images/imageshit/img88/3509/sasb26modwc.jpg)(https://www.sas1946.rocks/images/imageshit/img141/2396/sasdbwmods.jpg)(https://www.sas1946.rocks/images/imageshit/img651/4294/sasqmbscene1.jpg)(https://www.sas1946.rocks/images/imageshit/img256/7051/sasblankqmb.jpg)
With B-26 and after B-26 now ??? Thanks for your time. Baron.
Title: Re: B-26B Marauder v2.2
Post by: Epervier on March 18, 2012, 09:26:45 AM
I see you have folders that start with "_06__" !
Rename them to "06__", please !
This is préféable !
Even if it does not solve your problem of B26! ;)
Title: Re: B-26B Marauder v2.2
Post by: baronbutcher on March 18, 2012, 11:20:03 AM
QMB menu missing: problem with the .last.quick file in 'Quicks' folder. Deleting this file resolves it. What a pain. >:(
I then reinstalled the B-26 and it worked. It's all thanks to this thread:
https://www.sas1946.com/main/index.php/topic,19486.12.html
Whilst still being cautious, I think I can now say with more certainty than ever before:

PROBLEM SOLVED!

... and what a b*tch of a problem to solve... the cause of which incidentally has taken me nearly exactly 24 hours to find.  :-\

It was indeed a problem with the .last.quick file in 'Quicks' folder. Simply deleting this file resolves it. Well I never...

It seems when I select some Swiss paintschemes which I downloaded for the 109 before quitting the game and then start it again, the QMB failure occurs, but only with one of all the added paintschemes on the 109E-3 mod (part of the 109 Ultimate pack) so far. Suspicious.  ::)

Anyways, I guess I'll just have to be careful in future and reset the QMB menu when neccessary, and although I've now found it's supposedly pretty easy to fix, I still want to know why, as it may cause problems elsewhere...

Off to bed now and will retest in the morning. Assume good news if you hear nothing :)

EDIT: Update: Ok, I post this morning with a major feeling of embarrassment and stupidity! Thought I should let you know. Turns out be weary of what your paint scheme files are called... It was the Swiss 109's I installed that were causing the problem all along, simply the apostrophes (') and semicolons (; ) in the file name were causing some confusion for the last.quick file - that's it!  ;D

Replaced those characters with _ and it's all back to normal in every way now. Can select those files, quit the game and go back into QMB with those files still active as the last ones selected and it doesn't have a hissy fit. Cool. 8)

Think I will leave it out of Program Files though...

Thanks again all.

Later guys.

Michael.

I am not sure if this is the sole issue but it seems to have worked. :) Hopefully that will be it.  ::) I have to check my paint schemes. I can't remember what I was using. ::) Thanks Epervier for your advice even if this was not the issue. Special thanks to Michael (mikejr) 8) and the posting in tech help. :) B-26 lovely. Hopefully the Dornier Do 17z next.  ;) Cheers Baron
Title: Re: B-26B Marauder v2.2
Post by: ANDYTOTHED on March 18, 2012, 11:24:12 AM
guys, I had this problem when updating the 110G4, except it wouldn't let me end the mission. it was caused by some cockpit error, I would check your log
Title: Re: B-26B Marauder v2.2
Post by: hanspeterii on April 14, 2012, 06:54:01 AM
Amazing  aircraft 8)

Reminds me of the good old days playing Microsoft Combat Flight Simulator 3  ;) But this one is much better than in CFS3  :)
Title: Re: B-26B Marauder v2.2
Post by: Alex T. on June 08, 2012, 07:10:06 PM
I must have installed something that is conflicting with it, cos it has stopped working on my machine :(

I have a DBW 1.71 installation and what happens is that if I go on QMB I can select the B-26 from the scroll down menu, but when I click on the loadout button to change setting of the machine it doesn't work.

If I load it as an AI plane it won't show up in the mission either, and my plane will start in the air with the engine off!

Any ideas guys?
Title: Re: B-26B Marauder v2.2
Post by: 352nd_Hoss on June 30, 2012, 01:49:52 PM
Hey guys, I installed the 4.09 version in HSFX 6.0 and I get the Mission Loading Failed: Null   

I Put the plane in at the bottom of the air.ini as Beowolff says to do with new airplanes, and in where it should of gone if it had been included in HSFX 6.0 and still get the load fail.

I put in the entry for the Plane_ru.properties................. same result

Your entry for Weapons_ru.properties is a bit ambiguous.............

*************************
* WEAPONS_RU.PROPERTIES *
*************************
- default
- 100xParaF
- 20x100lbs
- 10x250lbs
- 10x260lbsFragBombs
- 10x300lbs
- 6x500lbs
- 4x1000lbs
- 2x2000lbs
- 1xTorpMk13
- 1xTorpMk13Late
- 4xSupplyBoxes
- 12xM26IncendiaryClusters
- *30x100lbs
- *16x250lbs
- *16x260lbsFragBombs
- *16x300lbs
- *8x500lbs
- none

shouldn't it say

##################################################################
# B-26B
##################################################################
B-26B.default               Default
B-26B.100xParaF               100xParafrag.  Bombs
B-26B.20x100lbs               20x100lbs. Bombs
B-26B.10x250lbs               10x250lbs. Bombs
B-26B.10x260lbsFragBombs              10x260lbs. Frag Bombs
B-26B.10x300lbs               10x300lbs. Bombs
B-26B.6x500lbs               6x500lbs. Bombs
B-26B.4x1000lbs               4x1000lbs. Bombs
B-26B.2x2000lbs               2x2000lbs. bombs
B-26B.1xTorpMk13            1xTorpedo. Mk13
B-26B.1xTorpMk13Late                 1xTorpedo. Mk13 Late
B-26B.4xSupplyBoxes            4xSupply. Boxes
B-26B.12xM26IncendiaryClusters           12xM26. Incendiary Clusters
B-26B.*30x100lbs                   30x100lbs. Bombs
B-26B.*16x250lbs                   16x250lbs. Bombs
B-26B.*16x260lbsFragBombs             16x260lbs. Frag bombs
B-26B.*16x300lbs                   16x300lbs. Bombs
B-26B.*8x500lbs               8x500lbs. Bombs
B-26B.none                  None

It really doesn't matter, with our without it I get the same result, the default selections are the same and not like this ru file, and I can see the plane on the arming screen.  Unlike the Bearcat where I don't see it and get the load fail message........... Gerd say's that one is flyable in 4.09 as well but not HSFX 6.0.

I'm using Tonn's HSFX 6.0 DiffFM, I also sent him a PM about it to see if that could be the conflict. He said it wasn't


Okay, I went in and did a logfile on the mission load, this is everything after the buttons load, including the buttons for the B-26B as the game sees it.

Code: [Select]
m_lastFMFile = gui/game/buttons
sFMDir = b26b_fm
s1 = flightmodels/b-26b.fmd
s = FlightModels/B-26B.fmd:B26B_FM


Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1
cannot open file for reading
Cannot open audio file samples/Mg_131.wav
cannot open file for reading
Cannot open audio file samples/Mg_131x.wav
cannot open file for reading
Cannot open audio file samples/MG_M9_cobra.wav
cannot open file for reading
Cannot open audio file samples/MG_M9_cobrax.wav
cannot open file for reading
Cannot open audio file samples/mg_breda12.wav
c
annot open file for reading
Cannot open audio file samples/mg_breda12x.wav
cannot open file for reading
Cannot open audio file samples/Bk37.wav
cannot open file for reading
Cannot open audio file samples/Bk37i.wav
cannot open file for reading
Cannot open audio file samples/Bk37.wav
cannot open file for reading
Cannot open audio file samples/Bk37i.wav

Loading mission Quick/Okinawa/OkinawaRedAirbase00.mis...
Total number of airports for loaded mission: 0
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *161607712*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
sFMDir = gui/game/buttons
s1 = flightmodels/pw_r-2800_series.emd
s = FlightModels/PW_R-2800_Series.emd
m_lastFMFile = f4ulate_fm
getting fm file gui/game/buttons
Mission error, ID_04: java.lang.NullPointerException
java.lang.NullPointerException
at com.maddox.il2.fm.Motor.resolveFromFile(Motor.java:193)
at com.maddox.il2.fm.Motor.load(Motor.java:182)
at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:46)
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:337)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:717)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:102)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:239)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:117)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:33)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1914)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1904)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2392)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1304)
at com.maddox.il2.ai.Wing.load(Wing.java:142)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1096)
at com.maddox.il2.game.Mission._load(Mission.java:472)
at com.maddox.il2.game.Mission.access$000(Mission.java:136)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:468)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:431)
at com.maddox.il2.game.Mission._load(Mission.java:610)
at com.maddox.il2.game.Mission.access$000(Mission.java:136)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:420)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[30.06.2012 23:13:22] -------------- E

Cheers.................

Hoss
Title: Re: B-26B Marauder v2.2
Post by: CWMV on July 01, 2012, 08:27:24 AM
Isn't this one already in hsfx 6?
Title: Re: B-26B Marauder v2.2
Post by: 352nd_Hoss on July 01, 2012, 10:35:12 AM
I had a similar load problem with Gerd's Bearcat which works in 4.09 but not HSFX 6.0. He took a look at it and saw HSFX (4.11.1) didn't support all the weapon hooks. So he deleted the Tiny Tim's and that got it working in 6.0.  I had talked to Ton @ il2 free modder's to ask if there might be conflict with his 6.0 DiffFM and the B-26, and he also said it was probably a load out problem that HSFX 6.0 did not like. Hopefully someone like Crazyflak can take a quick look at it and see if there is quick fix, I'm sure he would like to see it in game eventually.

Cheers

Hoss
Title: Re: B-26B Marauder v2.2
Post by: LuseKofte on July 01, 2012, 10:37:26 PM

I Put the plane in at the bottom of the air.ini as Beowolff says to do with new airplanes, and in where it should of gone if it had been included in HSFX 6.0 and still get the load fail.

It really doesn't matter, with our without it I get the same result, the default selections are the same and not like this ru file, and I can see the plane on the arming screen.  Unlike the Bearcat where I don't see it and get the load fail message........... Gerd say's that one is flyable in 4.09 as well but not HSFX 6.0.

I'm using Tonn's HSFX 6.0 DiffFM, I also sent him a PM about it to see if that could be the conflict. He said it wasn't



Cheers.................

Hoss
I have to say, where to put your air.ini.
It does not matter where you put it , as long as you put it right
Title: Re: B-26B Marauder v2.2
Post by: 310thDiablo on July 05, 2012, 12:47:23 PM
I'm new to SAS mods.  I currently have modact 3.06 installed and working.  Exactly what steps do I need to do to install the Marauder to my game?
Title: Re: B-26B Marauder v2.2
Post by: hguderian on July 05, 2012, 03:53:30 PM
This is a good reading: https://www.sas1946.com/main/index.php/topic,1353.0.html

Cheers
Title: Re: B-26B Marauder v2.2
Post by: 310thDiablo on July 06, 2012, 09:22:56 AM
 :)  super...ty
Title: Re: B-26B Marauder v2.2
Post by: Samurai999 on July 15, 2012, 09:25:08 AM
Herra Tohtori

I am running 4.10.1 with HSFX 5.0.1 and SAS ModAct to enable a MODS directory where I got a bunch of customizations. I installed the B-26B there along with the weapons complement, then patched the weapons complement, added the air.ini entry, and dropped the skin pack in PaintSchemes/Skins/B-26B/.

The game loads, and the B-26B shows up in the plane list as selectable plane, and all the weapons show up as well.

However, when I try to launch a Quick Mission with the B-26B selected, it starts to load the mission, and upon reaching 100% it throws an error saying "Mission loading failed: null".



Here! I have just the same problem. It was possible to find the decision?
Title: Re: B-26B Marauder v2.2
Post by: 352nd_Hoss on July 15, 2012, 12:43:42 PM
I've heard it's probably a weapons class problem.  I had the same problem with Gerd's Bearcat and he deleted the Tiny Tim missiles and it works great in HSFX 6.0 and 6.01.

I sent Ranwers Inc a PM to see if they could give it a quick look and see if that's the problem, I know Crazyflak is as busy as a one legged man in a arse kicking contest.

We should eventually get planes that will work in the 4.11.1 based Mods.  I have only gotten the Corsairs, Bearcat and CRP MkXIV working so far and put the Ki-45 cockpit in.

Cheers
Title: Re: B-26B Marauder v2.2
Post by: Samurai999 on July 16, 2012, 11:56:51 AM
 :)
I personally put in this HSFX 6.01 already ALL planes laid out on this site =). And all normally fly =). Except B-26, Delfin and Gamma. Here at these three an identical mistake this Null.

PS. Certainly there are only those planes at which there are separate FM specially under a standard 4.09, not concerning buttons.
Title: Re: B-26B Marauder v2.2
Post by: rollnloop on July 21, 2012, 01:18:06 PM
when anyone is able to install this baby in HSFX 6 please report  :)
Title: Re: B-26B Marauder v2.2
Post by: rollnloop on August 08, 2012, 06:59:11 PM
If the HSFX guys get in touch, do you wish to help them get the plane to work in HSFX ?  :)
Title: Re: B-26B Marauder v2.2
Post by: 352nd_Hoss on August 08, 2012, 07:10:41 PM
Somebody needs to read this post before they get Tared and Feathered and rode out of town on a rail...................


https://www.sas1946.com/main/index.php/topic,27728.msg290643.html#msg290643
Title: Re: B-26B Marauder v2.2
Post by: rollnloop on August 08, 2012, 08:56:43 PM
I'm a bit confused here, was my question rude ?  :-[
Title: Re: B-26B Marauder v2.2
Post by: CWMV on August 08, 2012, 09:34:34 PM
No , but your asking about an unsupported version of the game, 4.11
If you have questions about adding this to HSFX, you should ask them either in the subforum they have here or better at the 242sqn HQ, home of HSFX.
Title: Re: B-26B Marauder v2.2
Post by: rollnloop on August 08, 2012, 11:43:47 PM
Well they have already been asked on their home 242 forum by some other poster (read "wish list" thread there), and reading the answer they seem needing help on this one, hence my question to CF. Will now direct help requests on other forums/subforums, thanks for clarification.
Title: Re: B-26B Marauder v2.2
Post by: rollnloop on August 10, 2012, 04:16:54 PM
Loud and clear  :)
Title: Re: B-26B Marauder v2.2
Post by: LukelearMissile on August 14, 2012, 07:20:51 PM
Hey,

  I hope I'm not being a pain in the arse about this, but after installing the mod I'm getting CTD at 60%. I have IL-2 4.09B1M (yes, I know, it's an obscure version but I decided it would still work) and as far as I can tell I've put all the files in the rights places. What might I be missing?  Any help would be GREATLY appreciated!

Cheers,

Luke
Title: Re: B-26B Marauder v2.2
Post by: crazyflak on August 14, 2012, 07:46:51 PM
4.09B1M

wow! got a flash back on the time machine :D  ;)


Regarding the CTD, maybe a stupid question but did you install the DiffFM mod (https://www.sas1946.com/main/index.php/topic,3988.0.html)? or the AutoDiffFM mod (https://www.sas1946.com/main/index.php/topic,24777.0.html)? You need it (any of the two)

Now serious, why don't you get the usual (408m patched to official 409m instead of obsolete 409b1m)?
Title: Re: B-26B Marauder v2.2
Post by: LukelearMissile on August 17, 2012, 05:26:32 PM
  Haha I know it's, as you put it, obsolete. I can't actually remember how I came to have this version, but I'm rather fond of it. I guess in a way I've always been a little scared of upgrading, as lame as that sounds!

  Anyway, I don't think I do have DiffFM, so I'll have a look at the links you provided.  Thanks, crazyflak

Luke
Title: Re: B-26B Marauder v2.2
Post by: LukelearMissile on August 17, 2012, 06:20:42 PM
Well, the game loaded, but when I tried to launch a quick mission I got this message:

Mission loading failed: INTERNAL ERROR: HierMeshObj: Can't load HIM/3DO/Plane/B-26B(USA)/hier.him

Aargh!! What is this!?
Title: Re: B-26B Marauder v2.2
Post by: Birdman on August 18, 2012, 04:01:14 PM
Something in the 3D model is missing, but you'll have to post some other lines from your logfile to know what. I'm pretty sure it is written there in your logfile a bit before or after that line.
Title: Re: B-26B Marauder v2.2
Post by: LukelearMissile on August 18, 2012, 07:23:21 PM
Oh dear! My logfile? Which file is that?
Title: Re: B-26B Marauder v2.2
Post by: Epervier on August 19, 2012, 03:44:24 AM
the log file!
https://www.sas1946.com/main/index.php/topic,13457.0.html
Title: Re: B-26B Marauder v2.2
Post by: Ass Eagle on August 21, 2012, 09:18:50 AM
If not answered allready:

For DBW v1.71 (v.4.101 patch), no autofm needed, nor diffFM, use weapons patch on first page,
and rename folder '__0_weapons complement 260lbsBombfrag & M26Incendiary V2' to something like 'B26_Weapons". Make sure its not inside the 'B-26_V2.2' folder.

example of mine in my #DBW folder:

B-26_V2.2
B26_Weapons

Works like a charm. M26Incendiary  is fricking amazing!!

Horrido!
Title: Re: B-26B Marauder v2.2
Post by: razor1uk on August 22, 2012, 10:18:58 AM
Love this crate, after watching the youtube US-AAF B-26 Pilot Training vid, found it quite managable if a little hotter and bigger than I'm normally used; congrats to all involved, and may this develope further.
Just wondering, if there might be a template for this?
Title: Re: B-26B Marauder v2.2
Post by: LukelearMissile on August 27, 2012, 11:44:59 AM
Ah, I finally found where the logfile is.  These are the errors it's logged:

*Error in Extensions.cpp   line:18:   Get unsupported extension proc address.
*Error in Extensions.cpp   line:19:   glMultiTexCoord3fARB
*Error in Extensions.cpp   line:18:   Get unsupported extension proc address.
*Error in Extensions.cpp   line:19:   glMultiTexCoord4fARB
*Error in Extensions.cpp   line:18:   Get unsupported extension proc address.
*Error in Extensions.cpp   line:19:   glClientActiveTextureARB
*Error in Extensions.cpp   line:18:   Get unsupported extension proc address.
*Error in Extensions.cpp   line:19:   wglGetExtensionsStringARB

-AND-

*Error in Transform.cpp   line:147:   SetViewPort Failed.
*Error in Wgl.cpp   line:1160:   The device is lost and cannot be restored at the current time, so rendering is not possible.
Title: Re: B-26B Marauder v2.2
Post by: tob on November 13, 2012, 03:26:55 PM
hey can someone out there tell me what it means that  my pc is tell ing me that it is not able to read file 0x5f0d530e in 0x0000051c?
I get this message everytim enmy fighters are coming in sight and then the game quits!
Title: Re: B-26B Marauder v2.2
Post by: Dark Apostle on November 13, 2012, 03:30:19 PM
tob, this happen before OR after you put this mod into your game?
Title: Re: B-26B Marauder v2.2
Post by: tob on November 14, 2012, 04:35:55 AM
After but since it also habens with other mods to like the ju-188
Title: Re: B-26B Marauder v2.2
Post by: HotelAlpha on February 02, 2013, 09:04:21 PM
   Ranwers at what he does best... 8) 

It's great!
Title: Re: B-26B Marauder v2.2
Post by: eddie01 on February 22, 2013, 03:15:05 PM
Can someone check the Weapons Classfile patch download link? When I try to dl the file, the page at Mediafire, says the link has been set to private. So, I can't get the file!

Any help would be appreciated!
Title: Re: B-26B Marauder v2.2
Post by: henkypenky on July 07, 2013, 05:28:02 AM
Tried to get this one working in 4.12; it showes up in the QMB screen, I can choose skins and weapons, only when I want to fly a mission the game never gets over 30% loading. Unfortunately I can't see any info on this in the logfile.

Title: Re: B-26B Marauder v2.2
Post by: barrett_g on July 07, 2013, 10:20:13 AM
Same thing with me.
Title: Re: B-26B Marauder v2.2
Post by: cgagan on July 07, 2013, 02:09:02 PM
Same here, it won;t work with 412
Title: Re: B-26B Marauder v2.2
Post by: henkypenky on July 09, 2013, 03:32:41 AM
Hi barret and cgagan; good news use the 4.09 version + update on page 1 and it works in 4.12!  :) :) It was in the 4.12 selector thread, found it back this morning
Title: Re: B-26B Marauder v2.2
Post by: cgagan on July 09, 2013, 04:17:06 AM
Hi henkypenky, many thanks for the tip. it did work!!!! 8)
Title: Re: B-26B Marauder v2.2
Post by: barrett_g on July 09, 2013, 12:11:29 PM
I'll have to try that when I get home.... Hmmm wonder if the 4.09 version of the P-61 will work in 4.12???
Title: Re: B-26B Marauder v2.2
Post by: 4./JG53_Badger on August 25, 2013, 07:53:16 PM
Any chance we can get this to work in 4.11 version. I have been away from this site for a while but was wondering if this baby works in the 4.11 version. Thanks in advance for any reply!
Title: Re: B-26B Marauder v2.2
Post by: Whiskey_Sierra_972 on August 26, 2013, 02:42:20 AM
Any chance we can get this to work in 4.11 version. I have been away from this site for a while but was wondering if this baby works in the 4.11 version. Thanks in advance for any reply!

I suggest to switch into 412 because I bet that all new fixes 'll have this version for compatibility target....
Title: Re: B-26B Marauder v2.2
Post by: Whiskey_Sierra_972 on August 26, 2013, 08:15:14 AM
Hi barret and cgagan; good news use the 4.09 version + update on page 1 and it works in 4.12!  :) :) It was in the 4.12 selector thread, found it back this morning

Tested on 412 and can't say that it work well.....

....bombardier position unusable , strange flight behaviour (accelerate and plane continuosly) , at take off usually crash after take off due AI trotteling back....maybe something related to overheating even if I got no message about....
Title: Re: B-26B Marauder v2.2
Post by: Biltongbru on September 22, 2013, 09:43:29 AM
Ranwers; Just to express my thanks for your excellent and unselfish contribution by making this model. I interviewed a ww2 Marauder pilot and made a tribute video using IL-2 recreation with your B-26 model. When I showed it to the vet he was almost in tears....thanks again, here the video:

http://www.youtube.com/watch?v=J3NiozimChg

Tinus le Roux
Title: Re: B-26B Marauder v2.2
Post by: Kopfdorfer on September 22, 2013, 03:20:12 PM
Biltongbru,

             These are really wonderful interviews. I have worked with professionals who do an inferior job to you in interviews and overall presentation.



              Kopfdorfer
Title: Re: B-26B Marauder v2.2
Post by: Biltongbru on September 22, 2013, 11:44:40 PM
Biltongru,

             These are really wonderful interviews. I have worked with professionals who do an inferior job to you in interviews and overall presentation.



              Kopfdorfer

Thanks.....
Tinus
Title: Re: B-26B Marauder v2.2 [4.12]
Post by: Stefan SG on November 28, 2013, 03:45:36 PM
Dear All,

Please be informed with pleasure that good Aviaskins team was able to fix B-26B for ModAct 5.30/4.12.2.
The link is below:

http://forum.aviaskins.com/showpost.php?p=121696&postcount=22

(https://www.sas1946.rocks/images/imageshit/img706/208/zsxa.jpg) (https://www.sas1946.rocks/images/imageshit/download/706/zsxa.jpg)

Thanks to Asura and Aviaskins for this great and long-awaited update.

With all respects and best regards,
Stefan SG
Title: Re: B-26B Marauder v2.2
Post by: BravoFxTrt on November 28, 2013, 03:50:45 PM
Thanks Asura, Aviaskins. :)
Title: Re: B-26B Marauder v2.2
Post by: Herra Tohtori on November 29, 2013, 08:25:28 AM
Tested. Plane flies ok but the pilot is suffering from microcephaly. All the other figures in the plane have normal heads but the captain has a disfigured thing with a cap... the rest of captain's model is also using the regular pilot model.

How do I change the captain's pilot model's head back to normal?
Title: Re: B-26B Marauder v2.2
Post by: PA_Jeronimo on November 29, 2013, 08:47:36 AM
In my case has not been possible to make it work.

I have HSFX 7 and I can see and select the B-26 but at the end of the load get me the message null, any ideas.

Anyway thank you.



How do I change the captain's pilot model's head back to normal?

Copy the file Head2_D0 and rename to Head1_D0, that should solve the problem
Title: Re: B-26B Marauder v2.2
Post by: Herra Tohtori on November 29, 2013, 09:03:45 AM
Thanks, that worked.
Title: Re: B-26B Marauder v2.2
Post by: Whiskey_Sierra_972 on November 29, 2013, 11:12:01 AM
Thanks for it's 412zation!!!!
Title: Re: B-26B Marauder v2.2
Post by: ben_wh on November 29, 2013, 01:29:07 PM
In my case has not been possible to make it work.

I have HSFX 7 and I can see and select the B-26 but at the end of the load get me the message null, any ideas.

Anyway thank you.


Same here.
Title: Re: B-26B Marauder v2.2
Post by: duffys tavern on November 29, 2013, 02:31:32 PM
Thanx Asura and Aviaskins for a swell job.
Title: Re: B-26B Marauder v2.2
Post by: ben_wh on November 29, 2013, 06:02:46 PM
In my case has not been possible to make it work.

I have HSFX 7 and I can see and select the B-26 but at the end of the load get me the message null, any ideas.

Anyway thank you.


Update:  As an experiment I did this:

1) I took the B-26B for HSFX 6 (from here, I used the one for Expert Mod since I'm testing in Expert mode in HSFX 7: http://www.derrierloisirs.fr/il2/bdd2012/),
2) I took the latest B-26B from this thread, extracted the file and copied over the HSFX6 version, overwriting the HSFX 6 files if there are duplicates
3) I then added the 're-worked' B-26B to HSFX7 (expert mode)

Flying OK so far - took off, landed, bombsight working.  This is not an elegant way but working so far.  Will test more.

Cheers,

 
Title: Re: B-26B Marauder v2.2
Post by: Draken on December 08, 2013, 05:24:24 AM
2) I took the latest B-26B from this thread,

Do you mean the B-26 from Aviaskins ? ( I tried it for overwriting, but get  massage " null " )
Or the B-26  from the first post of this thread ?
Title: Re: B-26B Marauder v2.2
Post by: PA_Jeronimo on December 10, 2013, 02:18:27 AM

Do you mean the B-26 from Aviaskins ? ( I tried it for overwriting, but get  massage " null " )
Or the B-26  from the first post of this thread ?

In my case the null message appears with both versions. :(
Title: Re: B-26B Marauder v2.2
Post by: CALINHO on December 10, 2013, 03:02:17 PM
Weapons classfiles patch link OFF
Title: Re: B-26B Marauder v2.2
Post by: Draken on December 10, 2013, 04:44:58 PM
This fixes nothing . I still get : mission loading failed : null .
Title: Re: B-26B Marauder v2.2
Post by: El_Marta on January 06, 2014, 03:34:20 AM
It works for me in HSFX7.1 with bomsight. Download these two files:

Mod1: http://www.derrierloisirs.fr/il2/HSFX70/B-26B_HSFX7.rar
Mod2: https://www.mediafire.com/download/k2ug951u5c9j8i7/B-26_V2.2.1.ZIP

Basically what you want to do is overwrite Mod1 with Mod2, but  keep the "B26B_FM" file from Mod 1.

Extract both mods.

First you have to tidy up Mod1. Delete the "com" and "i18n" folders from the "std" folder. Rename the "std" folder to "B-26_V2.2.1" in order to match with the folder name of Mod2. You can choose any name you like they just have to be the same.

In Mod2 delete "B26B_FM" file.

Paste Mod2 "B-26_V2.2.1" over Mod1 "mods\B-26_V2.2.1" and allow overwriting the files and folders.

air.ini entry:
Code: [Select]
B-26B         air.B_26B 1                          NOINFO  usa01 SUMMER
Title: Re: B-26B Marauder v2.2
Post by: 352nd_Hoss on January 06, 2014, 06:04:16 AM


Quote
Paste Mod2 "B-26_V2.2.1" over Mod1 "mods\B-26_V2.2.1" and allow overwriting the files and folders.

Would of been easier if you had done that and then packaged it up and put on Mediafire.....lol..............

god knows I will screw that one up........

Thanks

Hoss
Title: Re: B-26B Marauder v2.2
Post by: sibiriantiger on January 06, 2014, 08:23:53 AM
Hallo! I have a problem only with these B-26 plane. At 30% come "6Dof/TIR Enabled Executable for Modded Il-2". Wat is this? Wat can I do to fix it? I have IL-2 1946 4.12.2 with sas mod activator 5.3 Thanks
Title: Re: B-26B Marauder v2.2
Post by: El_Marta on January 06, 2014, 09:04:22 AM
It is for HSFX7 expert. Will probably not work with SAS 5.3.

For SAS 5.3 try this one:
https://www.mediafire.com/download/k2ug951u5c9j8i7/B-26_V2.2.1.ZIP (https://www.mediafire.com/download/k2ug951u5c9j8i7/B-26_V2.2.1.ZIP)
Title: Re: B-26B Marauder v2.2
Post by: sibiriantiger on January 08, 2014, 02:09:30 PM
Thanks! It works! ;D
Title: Re: B-26B Marauder v2.2
Post by: Draken on January 09, 2014, 09:56:53 AM
Thanks !
Title: Re: B-26B Marauder v2.2
Post by: Atoka220 on January 10, 2014, 06:16:08 AM
Is it works on hsfx7.0, or only on 7.01?
Title: Re: B-26B Marauder v2.2
Post by: PA_Jeronimo on January 10, 2014, 07:56:58 AM
Works in HSFX 7.0.1, thanks El_Marta. ;)
Title: Re: B-26B Marauder v2.2
Post by: El_Marta on January 10, 2014, 02:51:10 PM
Only 7.01 afaik.

Thx to ben_wh, derrierloisirs and aviaskins et al.

Download for the already compiled mod for HSFX 7.01 expert mode as posted in the HSFX section:
http://www.gamefront.com/files/23963665/B-26B_HSFX7_Expert.rar
Title: Re: B-26B Marauder v2.2
Post by: benitomuso on January 12, 2014, 09:36:03 PM
Only 7.01 afaik.

Thx to ben_wh, derrierloisirs and aviaskins et al.

Download for the already compiled mod for HSFX 7.01 expert mode as posted in the HSFX section:
http://www.gamefront.com/files/23963665/B-26B_HSFX7_Expert.rar

El Marta,
                        your linkl doesn't work. I'm unable to download it from IE or Chrome.

  Could you re-upload it? Does the bombsight work in this compiled of you?

  One thing: the sound samples (or the way they are pointed) of this plane have a horrible crackle noise very artificial. Has anyboy made some improvement to that?

  Regards,
                         Pablo
Title: Re: B-26B Marauder v2.2
Post by: El_Marta on February 02, 2014, 06:57:10 AM
Link sent via PM
Title: Re: B-26B Marauder v2.2
Post by: 352nd_Hoss on February 02, 2014, 09:40:46 AM
Only 7.01 afaik.

Thx to ben_wh, derrierloisirs and aviaskins et al.

Download for the already compiled mod for HSFX 7.01 expert mode as posted in the HSFX section:
http://www.gamefront.com/files/23963665/B-26B_HSFX7_Expert.rar

Where's the download button?..............
Title: Re: B-26B Marauder v2.2
Post by: El_Marta on February 03, 2014, 01:44:57 PM
You should see a button with "Download Now". When you hit that there is a countdown and the window for saving pops up.
Title: Re: B-26B Marauder v2.2
Post by: andqui on April 05, 2014, 07:53:27 AM
I don't have a torpedo loadout when using this aircraft- only four various bomb loadouts. What am I missing?
Title: Re: B-26B Marauder v2.2
Post by: Epervier on April 05, 2014, 08:24:07 AM
I don't have a torpedo loadout when using this aircraft- only four various bomb loadouts. What am I missing?
Again we must guessing ?
- Version of your game
- Log (even if I have an idea ...)

... Instant Log File Output (except 412 - see jsgme)
https://www.sas1946.com/main/index.php/topic,19308.0.html


... log
https://www.sas1946.com/main/index.php/topic,13457.0.html




Title: Re: B-26B Marauder v2.2
Post by: andqui on April 05, 2014, 09:30:39 AM
I don't have a torpedo loadout when using this aircraft- only four various bomb loadouts. What am I missing?
Again we must guessing ?
- Version of your game
- Log (even if I have an idea ...)

... Instant Log File Output (except 412 - see jsgme)
https://www.sas1946.com/main/index.php/topic,19308.0.html


... log
https://www.sas1946.com/main/index.php/topic,13457.0.html


4.12.2, ModAct install with the new DBW TFM-The Next Level. The B-26 I have installed comes from that pack, but I have tried downloading the original and installing that as well, same problem.

In the log, the only runtime errors have to do with some ships. The B-26 FM is reported as loading normally without problems. I'd post the full log here, but it's too long.
Title: Re: B-26B Marauder v2.2
Post by: SAS~Gerax on April 05, 2014, 08:07:36 PM
Andqui, try the dl from post #191 by ElMarta above.
I just tested it in a fresh 412 (not tfm),
loadouts incl. Torpedos are there and does the job!  ;)
Title: Re: B-26B Marauder v2.2
Post by: Maty12 on April 27, 2014, 05:34:55 PM
I'm new to modding and just installed this. Works like a charm and looks great, but will it be updated for 4.12.2m? It's missing  Open/Close Bomb Bays and the Fire Extinguisher.
Title: Re: B-26B Marauder v2.2
Post by: 352nd_Hoss on April 27, 2014, 05:55:04 PM
the media fire link for the weapons classes is dead, "set to private" could it be re-posted please

Thanks

Hoss
Title: Re: B-26B Marauder v2.2
Post by: Maty12 on May 04, 2014, 07:51:58 PM
Plane used to work, then it stopped. Game still works fine, but mission will crash at 30% if it is selected. The weapons appear on the list though,
Title: Re: B-26B Marauder v2.2
Post by: Draken on May 08, 2014, 12:03:52 PM
A little issue : in the FMB , the B-26 cannot be put on a carrier for take-off ( I use the HSFX 7 version )
Title: Re: B-26B Marauder v2.2
Post by: Stainless on May 31, 2014, 01:16:06 AM
Found a problem with the collision mesh.

As you can see it seems to be rotated relative to the actual mesh.



(http://s11.postimg.cc/r24cunjqr/b26bug.jpg) (http://postimage.org/)
Title: Re: B-26B Marauder v2.2
Post by: Maty12 on June 28, 2014, 05:11:56 PM
Lines I recommend adding to weapons.ru (Or weapons.properties in Modact 5.3):


#####################################################################
# B-26B
#####################################################################
B-26B.default                           Default
B-26B.20x100lbs                         20x100lb. Bombs
B-26B.*30x100lbs                        30x100lb. Bombs (Early)
B-26B.10x250lbs                         10x250lb. Bombs
B-26B.*16x250lbs                        16x250lb. Bombs (Early)
B-26B.10x260lbsFragBombs                10x Fragmentation Bombs
B-26B.*16x260lbsFragBombs               16x Fragmentation Bombs (Early)
B-26B.10x300lbs                         10x300lb. Bombs
B-26B.*16x300lbs                        16x300lb. Bombs (Early)
B-26B.6x500lbs                          6x500lb. Bombs
B-26B.*8x500lbs                         8x500lb. Bombs (Early)
B-26B.4x1000lbs                         4x1000lb. Bombs
B-26B.2x2000lbs                         2x2000lb. Bombs
B-26B.1xTorpMk13                        1xType Mk13 Torpedo
B-26B.1xTorpMk13Late                    1xType Mk13 Torpedo (Late)
B-26B.4xSupplyBoxes                     4xSupply Boxes
B-26B.12xM26IncendiaryClusters          12xM26 Incediary Bombs
B-26B.100xParaF                         100xParafrag Bombs
B-26B.none                              Empty
Title: Re: B-26B Marauder v2.2
Post by: aussiewaffe on July 24, 2014, 01:50:01 AM
Any chance someone can upload the version that works with modact5.3 pls
Title: Re: B-26B Marauder v2.2
Post by: Maty12 on July 24, 2014, 10:30:08 AM
It does work, you just need the SAS Engine Mod as well.
Title: Re: B-26B Marauder v2.2
Post by: aussiewaffe on July 27, 2014, 10:40:25 PM
Already running the engine mod mate, must be one of the other a/c mods i am running.
Title: Re: B-26B Marauder v2.2
Post by: Maty12 on July 28, 2014, 11:04:26 AM
Then I don't know how to help. I have it working fine as long as engine mod is on. You should post a list of your mods and the error log, to help others help you.
Title: Re: B-26B Marauder v2.2
Post by: aussiewaffe on July 30, 2014, 12:28:03 AM
Works as an AI plane..but it looks like an error related to the cockpit..

Code: [Select]
[6:18:02 AM] warning: no files : music/crash
[6:19:50 AM] Loading mission Quick/Crimea/CrimeaRedArmor00.mis...
[6:19:50 AM] WARNING: ObjectVACache_Clear()
[6:19:50 AM] WARNING: * Buf0 : Obj: 286,  Vert 15526,  Ind 65247
[6:19:50 AM] WARNING: * Buf1 : Obj: 1164,  Vert 110008,  Ind 287214
[6:19:50 AM] WARNING: * Buf2 : Obj: 64,  Vert 20612,  Ind 37104
[6:19:50 AM] Load bridges
[6:19:50 AM] Load static objects
[6:19:51 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[6:19:51 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[6:19:51 AM] FM called 'FlightModels/B-26B.fmd:B26B_FM' is being loaded from File: 'b26b_fm'
[6:19:51 AM] Flight Model File FlightModels/B-26B.fmd:B26B_FM contains no Mach Drag Parameters.
[6:19:51 AM] FM called 'FlightModels/B-26B.fmd:B26B_FM' is being loaded from File: 'b26b_fm'
[6:19:51 AM] java.lang.NoSuchFieldError: printCompassHeading
[6:19:51 AM] at com.maddox.il2.objects.air.CockpitB26B.<init>(CockpitB26B.java:130)
[6:19:51 AM] at java.lang.Class.newInstance0(Native Method)
[6:19:51 AM] at java.lang.Class.newInstance(Unknown Source)
[6:19:51 AM] at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3545)
[6:19:51 AM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2858)
[6:19:51 AM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
[6:19:51 AM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[6:19:51 AM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
[6:19:51 AM] at com.maddox.il2.game.Mission._load(Mission.java:487)
[6:19:51 AM] at com.maddox.il2.game.Mission.access$000(Mission.java:135)
[6:19:51 AM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
[6:19:51 AM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[6:19:51 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[6:19:51 AM] at com.maddox.il2.game.Main.exec(Main.java:449)
[6:19:51 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: B-26B Marauder v2.2
Post by: aussiewaffe on August 02, 2014, 08:43:26 AM
It is for HSFX7 expert. Will probably not work with SAS 5.3.

For SAS 5.3 try this one:
https://www.mediafire.com/download/k2ug951u5c9j8i7/B-26_V2.2.1.ZIP (https://www.mediafire.com/download/k2ug951u5c9j8i7/B-26_V2.2.1.ZIP)

Anyone have this version, the V2.2.1? The link is Kapput
Title: Re: B-26B Marauder v2.2
Post by: BigBoyMoon on May 24, 2015, 04:38:45 PM
Is anybody else have trouble getting this to work in 4.12.2m? I installed everything and it shows up, but when I load it, it causes the camera the be on the ground and not load the model
Title: Re: B-26B Marauder v2.2
Post by: Widowmaker214 on May 29, 2015, 09:11:35 AM
Does anyone have a link to the 2.2.1 version or the complied HSFX 7?

Im trying to get this to work in HSFX 7.03 / expert...
but the links to the files needed for that.. are dead.
any help would be appreciated.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: citizen67 on June 30, 2015, 10:25:20 AM
Anyone knows if B-26 mod works in CUP?
And if yes, do I need to instal all the files (B-26 + weapons classfiles patch + Diff FM)?

thanks
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Gatrasz on June 30, 2015, 12:11:39 PM
Isn't the B-26B in CUP already ?
Title: Re: B-26B Marauder v2.2
Post by: Korrigan on June 30, 2015, 12:58:07 PM
Isn't the B-26B in CUP already ?
Yes.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: citizen67 on July 01, 2015, 03:38:22 AM
Ok, great.

thanks
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Darkwind on July 16, 2015, 08:10:04 PM
For what it's worth, I've got the 4.09 version flying in 4.13.  8)
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Maty12 on July 18, 2015, 09:38:59 AM
Darkwind's right. Bomb release modes even work. Only things that don't are the C-1 Autopilot and bomb bay doors (And the bombsight).
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: SAS~Gerax on September 07, 2015, 02:15:31 AM
As the links for a 4.12.2 version are dead I have uploaded my version
as I have it in my 4.12 Modact 5.30 (no other Mods added).
BombSight is OK,  BombBayDoors does not work.
Jeronimos Wheels B-26 Mod is included.

! I have no HSFX7 so I do not know if this will work in HSFX7.
Please try and report.

dl link:

https://www.mediafire.com/download/r3wrdqcxyv8d56p/B-26-Marauder_412.7z

Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Kopfdorfer on September 07, 2015, 02:19:50 PM
Thanks for the revitalization.


Kopfdorfer
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: CzechTexan on April 11, 2016, 10:23:18 AM
For what it's worth, I've got the 4.09 version flying in 4.13.  8)
Yes, it does work in 4.13.1 !!!

Just follow the instructions...

409m version (v2.2) courtesy of Epervier ;)

v2.2 : https://www.mediafire.com/?8pitoz0wpiiemef
update v2.2a : https://www.mediafire.com/?ss2nsp785ieec4w


- In your B-26B/3do/Arms folder, delete "Mk13_Late_new" folder.
- Copy the folder "3do" contained in the archive "update" in the folder of your B-26B !

Merci, Epervier!!!  :)
-------------------------------------------------------------------

I noticed one error in the Readme for Weapons ...
Should look like this:
################################################
# B-26B
################################################

Thanks to all modders for this great plane!
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: tartenmuche on June 07, 2016, 02:13:31 PM
Dear Sirs,
could anyone tell me how I could get the bombsight?
I am working with CUP 20.
Best regards.
Title: Re: B-26B Marauder v2.2
Post by: boogabooga on June 09, 2016, 11:37:21 AM
I'm wondering the same thing, working with the VP Modpack.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: citizen67 on August 30, 2016, 04:46:04 AM
same problem here,
both in C.U.P. and in VP Modpack the gunsight in the bombardier position doesn't work (C and then Shift+F1 only zoom in but don't activate the reticle).

UPDATE:

with this SAS~Gerax link, the gunsight at the bombardier position works:

As the links for a 4.12.2 version are dead I have uploaded my version as I have it in my 4.12 Modact 5.30 (no other Mods added).
BombSight is OK,  BombBayDoors does not work.
Jeronimos Wheels B-26 Mod is included.

! I have no HSFX7 so I do not know if this will work in HSFX7.
Please try and report.

dl link:

https://www.mediafire.com/download/r3wrdqcxyv8d56p/B-26-Marauder_412.7z

I tested in VP Modpack, not in C.U.P.
Title: Re: B-26B Marauder v2.2
Post by: exhausted on November 02, 2016, 08:04:45 AM
Is there any chance for a short wing version of the Marauder so we can fly B-26 missions from Guadalcanal, Australia, New Guinea and the Med?
Title: Re: B-26B Marauder v2.2
Post by: Airbourne on November 03, 2016, 03:29:14 AM
I have tried Gerax's version in CUP and it works fine as far as bombsight is concerned. When you drop bombs the bomb bay doors open, which is all you really need, even if they open and shut in a rather hurried and comical fashion. You do have to put the whole plane into the WAW file. Don't try to be smart, as I did, and just put in what you think are the relevant parts of the plane to overwrite the installed CUP version of the B-26.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: ROMULO on February 19, 2017, 07:12:29 AM
Thank you very much for this beauty, 4.13.2 SAS MODATC 6.2 :D
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Hubberranz on February 22, 2017, 11:16:05 PM
... in 412,2 SAS5.3 report on my install: reply 220.    ( To have the working Bombsight in 412 thanks to SAS~Gerax )
dropdown of weapons (only 4) shows a conflict with vega weapons pack 2016.09.23 : https://www.sas1946.com/main/index.php/topic,48603.msg589001.html#msg589001
Had to neutralize -03EDC4A4249322E4 (older file) in weapons pack. Reverse (neutralize in mod) doesn't work.

update: Do not remove arms. My test "-" worked because of mod Whitley MKV-MKVII+V3 ( with arms\M26Incendiary in it's files ) installed.
(https://www.mediafire.com/convkey/a90b/foxtddltwk4e4f17g.jpg) (https://www.mediafire.com/view/?foxtddltwk4e4f1)
'1xTorpMk13Late' shows and runs, while the "-"arms test going on.  :o

  The Mk13_LATE_new file not found anywhere else, but it did not cause trouble when out "-" : so I wonder if it's classfiles do exist... = CD1096DA6DB769E4  F024CEE239989064
   I'm positive I do not have file Mk13_LATE_new anywhere else, yet when removed "-" it still worked; quite a mystery !   :-[
   I do have torpedoes-mod and this version of Mk13 is not in it (at least in my copy of torpedoes mod...).


So neutralized -03EDC4A4249322E4 in weapons pack 2016.09.23 did the trick for me.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: robert31178 on May 20, 2017, 09:07:14 AM
I was wondering if the wobbling prop spinner had been fixed yet? Sweet plane to fly but that just killed it for me.....

~S
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: lt_eurofighter on July 21, 2017, 07:53:33 AM
That annoying problem is also biggest headache for me and I would ignore the gunsight problem if the spinner and propeller can be fixed
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Divebrake on November 04, 2017, 11:58:00 PM
OK, I finally got the 6.3 up and running, and downloaded the B-26B and update, but don't see it in quick mission with all the other aircraft, Where is it hiding, and what else must I do?
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Divebrake on November 10, 2017, 09:59:03 PM
Got It Going!!!
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: sparky on November 11, 2017, 02:22:45 AM
There's a prop fix at il2freemodding.
Title: Re: B-26B Marauder v2.2
Post by: Airbourne on November 12, 2017, 07:15:04 AM
At last. What a wonderful change it makes!
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 13, 2017, 03:49:30 AM
Hi' Guys'
The prop/wooblefix makes it completely impossible to steer on the ground   ! 4.09/2.1
Help Dr Watson  !!!!!!!
Benno
Title: Re: B-26B Marauder v2.2
Post by: Mick on November 13, 2017, 04:32:29 AM
... may be you missed this:

"(UPDATE) Here is a small fix, the plane will now steer left and right on the runway not just right"
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 14, 2017, 04:08:18 AM
Hi'
The plane does not "steer" , just goes round and round  ::( ::(
Benno
Title: Re: B-26B Marauder v2.2
Post by: Mick on November 14, 2017, 04:11:31 AM
... but did you download the second fix that comes with the propeller fix ...?  :-X
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: CWatson on November 14, 2017, 07:36:47 AM
Help Dr Watson  !!!!!!!
Benno

The fix Mick mention was made to correct the issue you are having. Have you installed it yet?


CW
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 15, 2017, 03:56:47 AM
I shall get that second fix ,  thank you  :P
Benno
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 15, 2017, 04:13:36 AM
Hi'
For some reason I cannot be allowed to log in IL2Freemodding ,  can someone help with this second fix ::(  please
Benno
Title: Re: B-26B Marauder v2.2
Post by: Mick on November 15, 2017, 04:18:55 AM
... OK, check your PM box here (allow me 2 minutes) ... ;)
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 16, 2017, 03:48:15 AM
Thank you Mick, I will report back   ;)
Benno
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: anitek on November 18, 2017, 01:48:23 PM
 Hello!
I'm addicted to this beautiful plane.
Using the most recent wobbly-prop download and fixes from here and FreemoddingIL2, the prop hub looks much improved.
For me the plane continues to turn in one direction while taxiing. If someone could direct me to a download that will solve this issue that would be ideal.
I'm preparing a B-26 mission and video for Guadalcanal ( attached image )..the fix that allows me to steer the plane is all I require to fly the mission without a wobbly prop.
I'm using the VP Modpack and 4.12.2 ( modact 5) - windows 10
Thank you in advance.
(https://s17.postimg.cc/xn1vmh8tb/il2fb_2017-11-18_12-42-42-79.jpg) (https://postimg.cc/image/gzadjze1n/)
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Epervier on November 18, 2017, 01:57:00 PM
Using the most recent wobbly-prop download and fixes from here and FreemoddingIL2, the prop hub looks much improved.
For me the plane continues to turn in one direction while taxiing.
I don't have the propellers you're talking about, but if the plane turns on itself it's because there are duplicates in the naming of the propeller hooks.
Please send me your two meshes (prop1_d0 & prop2_d0) via private messaging.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: CWatson on November 18, 2017, 07:15:39 PM
Using the most recent wobbly-prop download and fixes from here and FreemoddingIL2, the prop hub looks much improved.
For me the plane continues to turn in one direction while taxiing.
I don't have the propellers you're talking about, but if the plane turns on itself it's because there are duplicates in the naming of the propeller hooks.
Please send me your two meshes (prop1_d0 & prop2_d0) via private messaging.

The recent updated mentioned by Mick corrects the duplicate hooks. ;D


CW
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: anitek on November 18, 2017, 07:32:14 PM
Not sure how to attach a file to a message here..it keeps telling me I exceeded the limit.
I managed to fix the steering problem by combining elements of the old Prop files and the ones from my fix downloads..
because Epervier steered me in the right direction regarding hooks and how they are named.
Possibly because I have a strange animal- the infamous GOG download - upgraded and patched to 5.12.2..modded with the VP Modpack
It got weird..I was able to steer, but had the old prop hubs until the prop was at rapid rotation -
so I tried some stuff and wrecked it a couple times. But It seems to work.
ONLY ISSUE. ALL the static B-26's I put on the field disappeared. Maybe if I just put'em back.
But hey I'm flying..and maybe I don't need the static ones.I'll figure it out.
Any suggestions welcome and THANKS, guys!
This mission will make a good video..
(https://s7.postimg.cc/6gslxeay3/il2fb_2017-11-18_18-17-11-52.jpg) (https://postimg.cc/image/p94h0z7c7/)
(https://s7.postimg.cc/51r18ox0b/il2fb_2017-11-18_18-17-43-05.jpg) (https://postimg.cc/image/d7936ul93/)
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: anitek on November 18, 2017, 07:53:57 PM
Yup..that was all I had to do..
I just put the static Marauders back on the field.
Thanks to all who have contributed to making this flyable..
Now ..  time to pay "Washing Machine Charley" a little visit.
(https://s7.postimg.cc/ec35bt7ln/il2fb_2017-11-18_18-48-44-35.jpg) (https://postimg.cc/image/i8gh7ssl3/)
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Alfie Noakes on November 19, 2017, 11:55:57 PM
Excellent Marauder shots anitek !
You should post some screenies when you return from Charley's  ;)

Cheers

Alfie
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 20, 2017, 03:51:29 AM
C.Watson  and Mick  !
We have tryed both the fixes  and the prop corrections  , absolutely no joy  ::(
Just goes round and round  :(   
Benno  4.09/3.1
Does it require one of the wheel mod's ??
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: anitek on November 20, 2017, 07:51:41 AM
Benno -  I used the fixes ref'd to by Watson and Mick and had those results.
Had my previous prop1_d0 & prop2_d0's backed up as well as fix files.
so I backed them up (again) and did edits on the copies.
If I remember correctly ( and maybe I don't )
I divided the hooks between the two files ( 0&1 on prop1 and 3&4 on prop2 ) on the 2nd fix download
and then took the hook locations from the 1st fix download and made sure there were only two for each file..I think.
I did have to try it a couple times and got frustrated - especially when I could steer but the old wobbly hubs appeared on engine start and then changed to the news ones. I had to quit for an hour and come back to it.
But then I got it working.

Alfie - Thanks! re: shots - I have an entire video of the mission to Retaka Bay In the works.
it's a long trip. And we dropped long on the target the first time and missed.
I didn't set the bomb sight to current airspeed - just left it set for the speed shown on the waypoint over the target.
Practice makes perfect, but it cost two Marauders.
It was, indeed,  a Hell of a War.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 21, 2017, 06:53:54 AM
Anitek

Thank you for the feedback,  i do not understand whats going on, could it be conflict wih another Mod ?
Benno
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: anitek on November 21, 2017, 07:26:27 AM
Benno - Hi
If I remember correctly (?) - For me the fix was in:
1. correcting the number of hooks shown on prop1_d0 & prop2_d0
2. making sure that the hook names weren't duplicated on both files
3. and making sure that there weren't more hook locations than hooks on either file.
But I had to back up the files, comment out existing hook and hook loc code and try fix code with strange results about 3 times.
Like when the wobbly hubs appeared on engine start and then changed to the new hubs after about 3 seconds.
It actually got frustrating, but fun, at that point because I began to see how some of this works
I finally got it. but the magic was in backing up all the old files so I knew that if I blew it up, I could just revert and try again.
One thing I can see..these mods are a LOT OF WORK..and I tip my hat to all the talented mod wizards in this community.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: stanislao on November 21, 2017, 09:35:57 AM

 :)    :( Actually you can not take off manually without turning round and end up with your comrades waiting to take off ... I did not understand how to do, I reinstalled the mod but no luck ...
Anyway, I've copied some of the textures from the beautiful site [http://www.markstyling.com/wwll_s_view_header.htm] .. transferring them to the great Misha-misha and Leperemagloire textures .. the result is pleasing is just the little part of the ventral part confused and disassembled, but if you do not look underneath the rest is fine. I add textures in 2048, them are not really in HD, are in  1024 on which I added the HD signatures, they look sharper and slightly more enjoyable ... good flight kids .. and take off automatically ... is the only chance!
I've put the Link in the Skin Shop section ...


(https://i.imgur.com/yJCsqOs.jpg)
(https://i.imgur.com/qo9gFu8.jpg)
(https://i.imgur.com/CH92wYf.jpg)
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 22, 2017, 03:56:59 AM
Lovely shots ,  thanks
Benno
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 24, 2017, 03:53:13 AM
Hi'
Sorry no luck,  when I get the nice Props/Hubs it cannot be steer'd on the ground  ::(
Benno
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: anitek on November 24, 2017, 08:59:29 AM
Benno - Hi!

You've probably tried it and it's a hack..
I was going on what I was told by Epervier - to whom I am very grateful - obviously one of the very knowledgeable members of SAS.
 He mentioned turning on the ground caused by duplicate hook names.
SO - if you have the original Prop do files backed up - if not back them up..
try keeping the body of code from those - if that doesn't work try the code body from the fix files  after backing them up.
then try the code below - it works for me. but it's a hack.
In my Prop1_DO - here's where you can see I've commented out the existing and replaced  the locations.
Code: [Select]

[Hooks]
_Clip00 <BASE>
_Clip01 <BASE>
//_Clip02 <BASE>
//_Clip03 <BASE>

//[HookLoc]
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -1.09523e-006 0.0502622 2.07603
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.0821e-007 0.0502627 -2.07864
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.08601 0.0502625 0.0254872
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 2.08316 0.0502625 0.0254881

[HookLoc]
1 0 0 0 -1 0 0 0 -1 0 0.0501001 1.89752
1 0 0 0 -1 0 0 0 -1 0 0.0501001 -1.90542



Prop2_DO
Code: [Select]

[Hooks]
//_Clip00 <BASE>
//_Clip01 <BASE>
_Clip02 <BASE>
_Clip03 <BASE>

[HookLoc]
1 0 0 0 -1 0 0 0 -1 -1.91256 0.0501001 0.02562
1 0 0 0 -1 0 0 0 -1 1.90356 0.0501001 0.02562

//[HookLoc]
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -1.09523e-006 0.0502622 2.07603
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.0821e-007 0.0502627 -2.07864
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.08601 0.0502625 0.0254872
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 2.08316 0.0502625 0.0254881
 

Hope it works..
I figured that if I can't get my own stuff running..I don't belong on Guadalcanal.

(https://s7.postimg.cc/dsb4tkcej/il2fb_2017-11-18_18-17-43-05.jpg) (https://postimg.cc/image/8gw88uqbr/)
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: stanislao on November 24, 2017, 10:12:13 AM
 :) I will try  this evening... Thanks.

Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: anitek on November 24, 2017, 10:35:13 AM
Although I'm steering OK..my AI squadron needs a little work.
Oops!
(https://s7.postimg.cc/bgcs71laj/il2fb_2017-11-24_09-32-02-58.jpg) (https://postimg.cc/image/xfj6u924n/)
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Epervier on November 24, 2017, 11:37:35 AM
@ anitek
If you have in the propeller meshes of your game the following data:

Code: [Select]
[b]Prop1_D0[/b]

[Hooks]
_Clip00 <BASE>
_Clip01 <BASE>
_Clip02 <BASE>
_Clip03 <BASE>

[HookLoc]
1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -1.09523e-006 0.0502622 2.07603
1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.0821e-007 0.0502627 -2.07864
1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.08601 0.0502625 0.0254872
1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 2.08316 0.0502625 0.0254881


[b]Prop2_D0[/b]

[Hooks]
_Clip00 <BASE>
_Clip01 <BASE>
_Clip02 <BASE>
_Clip03 <BASE>

[HookLoc]
1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -1.09523e-006 0.0502622 2.07603
1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.0821e-007 0.0502627 -2.07864
1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.08601 0.0502625 0.0254872
1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 2.08316 0.0502625 0.0254881


It's better to put it on:
Prop1_D0

[Hooks]
_Clip00 <BASE>
_Clip01 <BASE>

[HookLoc]
1 0 0 0 -1 0 0 0 -1   0 0.0502622 2.07603
1 0 0 0 -1 0 0 0 -1   0 0.0502627 -2.07864


Prop2_D0

[Hooks]
_Clip02 <BASE>
_Clip03 <BASE>

[HookLoc]
1 0 0 0 -1 0 0 0 -1   0 0.0502622 2.07603
1 0 0 0 -1 0 0 0 -1   0 0.0502627 -2.07864

 ;)

Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: stanislao on November 24, 2017, 12:25:25 PM
 :D    ;D    Thanks to both of you, my Marauder has stopped turning round on flight track ... there is only the problem of manual starting of the engines, if they turn off after starting with the autopilot then there is no way to restart them ........ ;)

Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 25, 2017, 03:29:43 AM
It's a mess  :-X
Benno
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: LameHawk on November 25, 2017, 06:54:34 AM
After having tried everything (I think) and the plane only running around in circles, I gave it a last chance with your suggestion, Epervier.

I can only say: it worked perfectly!  ;D

Thank you very much
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: anitek on November 26, 2017, 09:20:45 AM
Benno!
Hi -
from what I see, the only difference in what I am using and what  Maestro Epervier put here is the  [HookLoc] code.
I also recall some [materials] referring to a table named "HALTED" in the fix code file and I swapped that for previous code.
here's what I have again, previous code is commented out:
( back up files before editing )
Prop1_DO
Code: [Select]
[Common]
NumBones 0
FramesType Single
NumFrames 1

[LOD]
500

[Hooks]
_Clip00 <BASE>
_Clip01 <BASE>
//_Clip02 <BASE>
//_Clip03 <BASE>

[HookLoc]
1 0 0 0 -1 0 0 0 -1 0 0.0501001 1.89752
1 0 0 0 -1 0 0 0 -1 0 0.0501001 -1.90542

//[HookLoc]
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -1.09523e-006 0.0502622 2.07603
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.0821e-007 0.0502627 -2.07864
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.08601 0.0502625 0.0254872
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 2.08316 0.0502625 0.0254881

[Materials]
PROPHD26
Gloss26D0o

[FaceGroups]
1466 1038
0 0 1285 0 696
1 1285 181 696 342

prop2_DO
Code: [Select]
[Common]
NumBones 0
FramesType Single
NumFrames 1

[LOD]
500

[Hooks]
//_Clip00 <BASE>
//_Clip01 <BASE>
_Clip02 <BASE>
_Clip03 <BASE>

[HookLoc]
1 0 0 0 -1 0 0 0 -1 -1.91256 0.0501001 0.02562
1 0 0 0 -1 0 0 0 -1 1.90356 0.0501001 0.02562

//[HookLoc]
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -1.09523e-006 0.0502622 2.07603
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.0821e-007 0.0502627 -2.07864
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 -2.08601 0.0502625 0.0254872
//1.0 0.0 2.135e-007 0.0 -1.0 0.0 2.135e-007 0.0 -1.0 2.08316 0.0502625 0.0254881

[Materials]
PROPHD26
Gloss26D0o

[FaceGroups]
1466 1038
0 0 1285 0 696
1 1285 181 696 342

Hope it helps -
 
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Benno on November 27, 2017, 04:02:32 AM
Epervier
Thank you, it works a dream  !! :-*
Benno
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: anitek on November 27, 2017, 07:33:35 AM
Benno -
Awesome!
It's more immersive to fly missions with good prop hubs.
I just flew my mission from Guadalcanal to Santa Isabel Island and my group got bounced right after the bomb run by 8 Nakajima Ki-43 Hayabusa "Oscar"s.
Group held tight formation - fought them off during the running battle - my own gunners got down 3.
But I was in the rear of the formation and got shot up good.
thus.. it was my turn to fly all the way back to Henderson field and land - with a dead, smoking engine..
I'm piecing the video together now.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: NavyAce on July 05, 2018, 08:54:27 PM
Hello,

       I am using this plane in my v 412.2m SAS Modact v 5.3 game to build a mission about a strike on Rabaul from New Guinea. The problem I am having is that although I have put in correct altitude and speed information in the WPs for the bomb run, the GA, and the initial exit from the target area, none of the planes in either flight will maintain assigned altitude. Just prior to bomb drop they will make like dive bombers and pitch over and lose about 2000 feet and then pull up sharply to try and regain bomb run altitude. I have tried different altitudes speeds WPs and clearing  the assigned target at the GA WP, but nothing I try has worked. Someone has told me that the game looks at anything with forward firing guns (the plane in the DL has the fuselage package guns which I don't believe the B models had) as a fighter or dive bomber and gives it that push over. If this is true no matter what I do I won't be able to have the Marauders make a level bomb run and drop, and the B-26 was certainly not a dive bomber! Is there a DL version of the B-26 out there without the package guns, or is there a way to disable or delete them from this plane so that the AI doesn't keep trying to make the plane do something it wasn't designed to do? Any help anyone can give me would be greatly appreciated.

           NavyAce
 
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: western0221 on July 05, 2018, 11:51:21 PM
The problem I am having is that although I have put in correct altitude and speed information in the WPs for the bomb run, the GA, and the initial exit from the target area, none of the planes in either flight will maintain assigned altitude. Just prior to bomb drop they will make like dive bombers and pitch over and lose about 2000 feet and then pull up sharply to try and regain bomb run altitude. I have tried different altitudes speeds WPs and clearing  the assigned target at the GA WP, but nothing I try has worked.

Java program codes --- B_26B.class has attributes of "Strormovik" and "StrormovikArmored" as same as B_25H1.class , even B_26B.class doesn't have any rocket (HVAR) loadouts or Anti-tank roles though.

Those attributes makes AIs to want to shallow dive for ground attacking, instead of level bombing.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Epervier on July 06, 2018, 02:37:53 AM
@NavyAce

Try with this new Class...
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: anitek on July 06, 2018, 11:52:04 AM
I'm certain Epervier's fix will work.

I had the same problem, you can set waypoints for level bombing, but this plane acts like an A-20 when it hits the attack waypoint.
my solution was to be the "Lead Bombardier Navigator".
stay in formation to the target all waypoints set to "normal" and all ships ABOVE 1300 meters ALTITUDE according to instructions..line up your bomb site
but use the tab key to command the bombers to "drop on my command" so they release when you do.
i.e. keys : "tab>7>6>8..
set the commands before you get to the target - of course.
This means the learning curve on how to use the tab/command options.
And you have to actually "lead" the mission..which gets crazy.
And they will only be as accurate as you are..but realistically - these missions were a bitch and things would always go wrong..
Sometimes you do all this and still miss the target. That's how it was..
Happy flying 8)
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: NavyAce on July 06, 2018, 12:51:27 PM
Many thanks guys for the replies. Western, it's good to know about the Java code. That reinforces what I was told about the plane's proclivity for dive bombing. Anitek, I will try the manual bomb run and see what that does. Epervier, I downloaded your fix with the new class file. When I opened it and compared the number letter string to those in my DL I found that I already have that file. Is the one in your fix updated and or modified so that it is different from the included one even though they have the same letter/number combination? Thanks again to all.
Title: Re: B-26B Marauder v2.2
Post by: Vampire_pilot on July 06, 2018, 12:56:57 PM
it's probably altered in content. so back up the original and try the new one, see if that changes anything.
The file name is just... the file name. Means nothing.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: NavyAce on July 06, 2018, 02:09:13 PM
Thanks for the clarification vampire_pilot. Epervier, I unzipped your B-26_fix and dropped the enclosed class file into my plane folder and overwrote, but when I tried running the mission I had the same dive bombing problem at the same spot, so unfortunately it didn't help. Anitek, I found that if I change my GA waypoint to a NormFly and don't attach a target to the player flight I can get the planes to stay at altitude, but without a designated GA waypoint they won't drop.  I tried assigning a target to the lead flight with a NormFly waypoint, but as soon as I do that the game changes it back to a GA. So I am going to have to experiment with manually dropping the bombs as you suggest and commanding the rest of the planes to drop on me. I'll keep you posted.
 
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Epervier on July 06, 2018, 02:27:03 PM
With this new Class the B-26 is a pure bomber!
I tested it in my 409.
The bombardment is properly done...
Check;
- the WP before the attack (altitude, speed)
- the WP following the attack (altitude, speed)
- the altitude and speed of the attack
- that you don't have the same Class name in another folder...
Title: Re: B-26B Marauder v2.2
Post by: Vampire_pilot on July 06, 2018, 02:50:47 PM
Have you tried GAttack waypoint without any assigned target?
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: NavyAce on July 06, 2018, 03:32:09 PM
Hi again,

Yes vampire I did and I had the same problem. Epervier will be glad to know I finally had some success. The first time I tried the game after my previous popst I ran it with the airspeeds and altitudes double checked for all waypoints to make sure they were all the same (a couple of the speeds were a bit off so I changed them to conform) and ran the mission with the GA waypoint and a target attached, with the same problem resulting. I next tried leaving the GA waypoint and clearing the target and this time the planes stayed at altitude. Without the attached target the bomb drop was not as accurate but I played around with moving the GA waypoint and got better results, and I can always do a manual run after I figure out how to use the bombsight! Thanks to all for your help. I think I am ahead of the power curve now.

NavyAce
Title: Re: B-26B Marauder v2.2
Post by: Vampire_pilot on July 06, 2018, 11:38:51 PM
Great to hear!

The rule for mission building usually is this:

GAttack + Target set -> leads to pinpoint attack attempts until set target is destroyed (aka. divebombing and multiple passes, even for big bombers) -> this is good for fighterbomber/dive bomber setup.

GAttack (no target set) -> heavy bombers will just drop in level flight, the whole flight at once. It is not as accurate and covers a wide area, but that can be even desired. Formation pattern and approach vector needs to be taken into account in planning the actual pattern of the bomb drop.
Fighter bomber class aircraft will attack nearest/visually identifiable targets at random in fighter bomber approaches.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: <Gunny> on December 18, 2019, 09:07:56 AM
The B-26_V2.2
For this pass week I have been trying to get this plane to work in all of my installs.
At frist I wanted the bomb sight to work and I did get it to work in one install.
Next I copied it to an install that I use for only Korea.
All looked good I added the plane to the air.ini started the game and it all went well.
Opened QMB to try this bird out.
When slected I had a blank screen in the arming area.All the weapons showed but no plane.
I went around and around trying to figure out.
Why one install and nothing in the other.
I did figure it out and now I have this plane working in all of my installs plus it has the bombsight.
I really would like someone else to test this to see if it works with your installs.
My game is 4.12.2 + MA 5.3

I take NO credit for this plane as I had nothing to do with it.. I do like it ...Thank You 
https://www.mediafire.com/file/yefl82m0lh8tjc9/B-26_V2.2bombsight.7z/file
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: bomberkiller on December 19, 2019, 01:30:25 AM
Hello Gunny,

your version will not run in my 4.10 & #DBW.

Best regards, Gerhard  :)

gui/game/buttons
s1 = flightmodels/pw_r-2800_series.emd
s = FlightModels/PW_R-2800_Series.emd
m_lastFMFile = gui/game/buttons
null
java.lang.reflect.InvocationTargetException: java.lang.NoSuchMethodError
   at com.maddox.il2.objects.air.B26.moveGear(B26.java:60)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.il2.objects.air.Aircraft.forceGear(Aircraft.java:1660)
   at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1974)
   at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1940)
   at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2393)
   at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
   at com.maddox.il2.ai.Wing.load(Wing.java:134)
   at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
   at com.maddox.il2.game.Mission._load(Mission.java:455)
   at com.maddox.il2.game.Mission.access$000(Mission.java:129)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:437)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.reflect.InvocationTargetException: java.lang.NoSuchMethodError
   at com.maddox.il2.objects.air.B26.moveGear(B26.java:60)
   at java.lang.reflect.Method.invoke(Native Method)
   at com.maddox.il2.objects.air.Aircraft.forceGear(Aircraft.java:1660)
   at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1976)
   at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1940)
   at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2393)
   at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
   at com.maddox.il2.ai.Wing.load(Wing.java:134)
   at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
   at com.maddox.il2.game.Mission._load(Mission.java:455)
   at com.maddox.il2.game.Mission.access$000(Mission.java:129)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:437)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NoSuchFieldError: printCompassHeading
   at com.maddox.il2.objects.air.CockpitB26B.<init>(CockpitB26B.java:50)
   at java.lang.Class.newInstance0(Native Method)
   at java.lang.Class.newInstance(Unknown Source)
   at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:2973)
   at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2450)
   at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
   at com.maddox.il2.ai.Wing.load(Wing.java:134)
   at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
   at com.maddox.il2.game.Mission._load(Mission.java:455)
   at com.maddox.il2.game.Mission.access$000(Mission.java:129)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:437)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: ADG_Dragón on October 30, 2024, 09:51:08 PM
Hello, I have tried to install the B-26B Marauder on my HSFX v7.0.3 including Expert-Mode, and the most I can achieve is that it appears in QuickMissions without its 3d, please can you help me.
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: Epervier on October 31, 2024, 03:16:01 AM
No LOG, no help !

- Read how to get the log here (https://www.sas1946.com/main/index.php/topic,13457.0.html), and the instant log here (https://www.sas1946.com/main/index.php/topic,19308.0.html) (Except for BAT which contains InstantLog).

- When you want to post only the relevant parts from the log
read here (https://www.sas1946.com/main/index.php?topic=39780.0) how to do this. (code option!)

- If you want to post all lines of the logfile we suggest to use https://pastebin.com/
to paste your log and then paste the link here which you got from them.
Read and see here (https://www.sas1946.com/main/index.php/topic,39780.msg627220.html#msg627220) how to do this.

Note:
- It is preferable to provide the LOG in its entirety!
- HSFX is known to have many incompatibilities...
Title: Re: B-26B Marauder v2.2 [4.09] [4.10] [4.11] [4.12]
Post by: ADG_Dragón on October 31, 2024, 03:18:56 PM
No LOG, no help !

- Read how to get the log here (https://www.sas1946.com/main/index.php/topic,13457.0.html), and the instant log here (https://www.sas1946.com/main/index.php/topic,19308.0.html) (Except for BAT which contains InstantLog).

- When you want to post only the relevant parts from the log
read here (https://www.sas1946.com/main/index.php?topic=39780.0) how to do this. (code option!)

- If you want to post all lines of the logfile we suggest to use https://pastebin.com/
to paste your log and then paste the link here which you got from them.
Read and see here (https://www.sas1946.com/main/index.php/topic,39780.msg627220.html#msg627220) how to do this.

Note:
- It is preferable to provide the LOG in its entirety!
- HSFX is known to have many incompatibilities...

I have tried it and it doesn't work either, I think it is a matter of not having the correct B-26 since it worked for some, grateful for your help.