Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Aircraft => Twins => Topic started by: crazyflak on March 29, 2012, 09:37:10 AM
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Me-210 & Me-410 family upgrade V3b
DOWNLOAD:
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1332
For 4.09 users !
Link v3b : https://www.mediafire.com/?7wc3iyoa8bcwc39
First of all: HATS OFF to the original modding team behind Me410... it was a LOT of extremely TEDIOUS work to mod without import/export tools and they did a great job!
New features at a glance (details in the credits -see README-):
- Greatly reduced game load
- reduction of 47 classfiles to only 24
- old "franken method" replaced by the standard "import/export method", which eliminates around 18 parasitic meshes (on each plane folder of Me410 mod) making it more clean, organized and easy to edit
The old franken method used parts from Bf110, Bf109, P-38.... as you can see here:
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/0020.jpg)
- new default skins by Phas3e
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2903201216-00-04-1.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2903201215-58-46-1.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2903201215-57-18-1.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2903201215-55-11-1.jpg) - landing gear damage
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/I.jpg) - engine meshes prepared for start up & blue exhaust flames (but the effect itself is activated by a mod to be available here https://www.sas1946.com/main/index.php/topic,24178.0.html as version 3)
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/290320129-46-49.jpg) - reworked cockpit with new AFN instrument & working navigation (central panel keeps folding with "reticle dimmer" key) and nightligths fix from Stoupa
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/Sinttulo-23.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/290320129-42-39.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/290320129-42-50.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/290320129-53-54.jpg) - schräge muzik reticle for night fighting, connected to instruments illumination
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/M-1.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/0709201121-16-24.jpg)
Instruments light OFF = no SMK reticle
(http://i912.photobucket.com/albums/ac325/crazyflak/gauges%20tutorial/0304201221-09-39.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/gauges%20tutorial/0304201221-09-31.jpg)
Instruments light ON= SMK reticle appears
(http://i912.photobucket.com/albums/ac325/crazyflak/gauges%20tutorial/0304201221-09-17.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/gauges%20tutorial/0304201221-09-52.jpg)
- Further repaints/corrections in cockpit + recalibration of some instruments
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/0104201216-43-55.jpg) - adjusted wing slats movement which was barely noticeable, now more visible
Before Now
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2903201210-18-48.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2803201215-10-58.jpg) - improved FM (in particular: correct engines for Me210 and true Dive Brakes)
- D & DNJ mods now absorbed into Me-410B (X4s are now fired separately, btw)
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/0609201122-04-38.jpg) - P38 gunbarrels replaced by MG151 ones and corrected shell-ejection ports
Before Now
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2903201210-15-36.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2903201210-16-05.jpg)
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2903201210-18-16-1.jpg) (http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2903201210-56-25.jpg) - corrected the "dead gunner" bug (which kept firing at you)
- turret angles corrected to historical values -as per official manual-
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/Me410turrets.png) - BK5 cannon is prone to jam if fired under G-loads, as historically reported
- entirely revised loadouts and weapon hooks fully redone
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/2903201211-00-41.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/0909201116-50-35.jpg) - removed level bombing sights which Me-210s/410s NEVER had.
- Propellers finally have the blades correctly oriented (Thank you Birdman!) They have always been inverted until now
(http://i912.photobucket.com/albums/ac325/crazyflak/1607201216-20-50.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/2107201214-57-30.jpg)
- some changes on Type implemented (affects AI behaviour)
- Me210Ca1 implements TypeDiveBomber (will *not* attempt to engage in air combat, only fast dive-bomber as originally intended)
- Me210Ca1zstr implements TypeBNZFighter, TypeStormovik, TypeStormovikArmored (will engage in air combat against bombers, transports and sturmoviks -never against other figthers- and will perform ground strafing attacks)
- Me410A implements TypeStormovik, TypeStormovikArmored, TypeDiveBomber (will engage in air combat against bombers, transports and sturmoviks -never against other figthers- but will perform ground attacks including dive bombing)
- Me410B implements TypeBNZFighter, TypeStormovik, TypeStormovikArmored, TypeX4Carrier (like Me210Ca1zstr)
- (in version V2) for the very first time, a true BK5 cannon with historical rate of fire, correct gun barrel (borrowed from Me262A1/U4) and recoil animation (all previous Me410 mods used the stock "1946" weapon MK214 of much greater rate of fire). 2 options: standard (HE) for bombers and AP for tanks. The cannon recoil speed is adjusted to the different rates of fire, 540kg weigth added to the plane when BK5 is selected.
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/020520128-24-10.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/animation.gif) - (in version V2) Brand new cannon barrel (borrowed the BK37 barrel from Hs129) for Me-210Ca1Zerstörer with canon recoil animation!
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/020520128-25-04.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/020520128-13-02.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/020520129-41-18.jpg)(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/020520129-41-08.jpg) - (in version V2) even better MK103 gun barrels taken from Hs129, remapped and reskinned
(http://i912.photobucket.com/albums/ac325/crazyflak/Me410family/020520128-14-40.jpg) - (in version V2) turret guns "sinking in fuselage bug" corrected, cockpit floor reskinned, adjusted Bombay bomb hooks by Epervier, outer wing damage bug corrected by Birdman and an alternative solution for cockpit reticles by dfrog
[/list]
Planes:
Warning: *BIG COCKPIT TEXTURES* sorry for that, I couldn't reduce the tga's without a disastrous result, so I leave as it is
Version 3b is up, erase previous version (including weapons) before installing
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update! Version 3 is up!
Mainly: engine hooks from Tiger33, propellers from Birdman.
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At last (..again) the kinky schmitt is back!!
well I'd say its one sexiest twin props around in WWII :o those cowlings have some nice compound curves upon them...
Pity they never thought of junking the gunners turrets and related rear weapon systems to make way for radar equip, but suppose that'd been the case if the jet developement was only bombed into oblivion, mind the CoG would be then way out of whack.
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Reticle bug !!!
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Reticle bug !!!
You need to be specific. What reticle bug? Explain why it is a bug. What is it doing / not doing?
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Reticle bug !!!
Shift+F1...
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Reticle bug !!!
Shift+F1...
LoL of the day.
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Shift+F1 :hint (célzás) O.K.
Shift+F1.:hanging in the air in the middle (lóg a leveg?ben középen)
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Ok: I have reticle bug too
(http://i977.photobucket.com/albums/ae253/crimarpo/grab0001.jpg)
Cheers.
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I admire your ability to produce all this stuff in your sparetime, I use mine flying all your stuff. Many thanks CF ;D
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Strange...for me none of recoil animation does not work...
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-so you do *see* the cannons in game (in mission), but they don't move when firing? Really strange and I have no clue what could be (I can't imagine what sort of mod conflict could cause that)-
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Users 4.09 !
Version 3b !
See first post !
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For some reason I have lost the engine start up flame and the blue exhaust flame effect with v3b crazyflak,you did put it in there didn't ya? DBW 1.71 and not using Tigers sound mod.
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-so you do *see* the cannons in game (in mission), but they don't move when firing? Really strange and I have no clue what could be (I can't imagine what sort of mod conflict could cause that)-
Hello Crazy,
Yes - indeed.
Everything works fine, except gun recoil.
In my folder "Mods" I have found folder "Me-410 weapons" and I thought it may cause the problem. But - after disabling this mod - still the same.
Is there any possibility of checkin' what is the reason?
Gun recoil looks so cool and I don't wanna miss it in my game.
Thank You.
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THX a lot Maurice, very nice pack, I really like the BK5 recoil ... :D
THX Epervier, it works for me so ... it should work for the Universe too ... :P
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For some reason I have lost the engine start up flame and the blue exhaust flame effect with v3b crazyflak,you did put it in there didn't ya? DBW 1.71 and not using Tigers sound mod.
oops, when I cleaned the thread I erased my own warning, yes, flames mod will be available separately (I only need to finish checking/comparing all my meshes with all Tiger33's meshes to take the best of both worlds)
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Hello Guys,
Do You have gun recoil working in Your installation?
I'm trying to find out where the hell problem is, maybe I should present my mods list, probably one of these causes conflict with this functionality of awesome Crazyflak's ...
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WOW! What a complete make-over for this cool airplane. I completely missed seeing
this post. Fantastic looking screenshots. 8)
I must fly this plane soon to check it out. There seems to be ALOT of new great changes done to it.
-- Is this new airplane MOD already available in the UP+DBW game-mod-Package??I
What I mean is... the airplane that is posted here in this thread already included in the UP+DBW package, or do I have to download this one and install it?
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No, it was released after DBW1.7, so it is not included. ;)
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For some reason I have lost the engine start up flame and the blue exhaust flame effect with v3b crazyflak,you did put it in there didn't ya? DBW 1.71 and not using Tigers sound mod.
oops, when I cleaned the thread I erased my own warning, yes, flames mod will be available separately (I only need to finish checking/comparing all my meshes with all Tiger33's meshes to take the best of both worlds)
Oh okay will the patch or whatever it is be available here or in your Landing Gear Damage & Blue/start up Flames mod VERSION 2 thread?
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Users 4.09 !
Version 3b !
See first post !
:) ;) Thanks Epervier !
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Landing Gear Damage & Blue/start up Flames mod VERSION 2 thread?
It will be posted there as V3 when ready.
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Excuse my lack of knowledge here. I've searched the forum for how to install aircraft mods, but this file has a lot of extras I just can't seem to find a home for. Can one of you wonderful people please tell me where everything goes?
Thanks
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Excuse my lack of knowledge here. I've searched the forum for how to install aircraft mods, but this file has a lot of extras I just can't seem to find a home for. Can one of you wonderful people please tell me where everything goes?
Thanks
Let's start out with what game version are you running?Basically no matter what version you have the czk_Me-210-410 DBW pack V3b folder either goes in your Mods folder or your #DBW folder.
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Hi Gumpy -
I'm running 4.11.
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This is either 4.09 or 4.10 compatible,I doubt like heck you'll have any luck with it in 4.11 but,you can always try.Updated post above.If your running the mod activator for 4.11 then put this in your Mods folder.
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Ok: I have reticle bug too
EDITED !
Cheers.
Any updates on this problem? I love this plane but the reticle bug is something that should be changed :-X
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The Pack works in SAS ModAct 4.0. Very nice job, thank you.
(https://www.sas1946.rocks/images/imageshit/img16/7798/23122012192426.jpg)
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Hallo Crazyflak.
Could You please empty Your Inbox ?
Cheers
Doc
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Öhm, how do I use the Scope ? I choose ZFR4 Version, see it from the outside but I cannot switch in the Zoom Position ;(
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Users 4.09 !
Version 3b !
See first post !
Link doesn't work!
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Links for 4.09 users work now!
Thank you very much.
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Bravo! ;)
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This works in 4.12 :)
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Thanks, for the plane. It works in 4.12 .I do however have an issue: no recoil for either the BK5 cannon nor any other canon ?
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Well it works differently if you have limited or unlimited ammo
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Thank you, SAS~Le0ne. You solved my issue: on the setting " limmited ammo" I now have canon recoil! 8)
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The Pack wont work for me in 4.12. 100% Loading crash in QMB :-[
Any ideas?
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log?
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Links for previous versions of Me-410 mods. Found on AviaSkins.
Link for Me-410A/B/D: ftp://195.177.105.5/MODs/4.09/Planes...AS_Combined.7z
Link for Me-410D Nightfighter: ftp://195.177.105.5/MODs/4.09/Planes...0410D%20NJ.rar
Hope they will work in 4.12.1
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log?
Ups,sorry Walter
Here s the Log file,I must cut it a bit,the Damn Code function ...
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 16
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le samples/Gun_Static_01.wav
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es/Gun_Static_11-.wav
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Loading mission Quick/Algeria_Tunisia_Sicily/Algeria_Tunisia_SicilyRedNoneN00.mis...
PBuffer: suitable formats: 44
Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 44
Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *716107808*
*** 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]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/46/GunTrench/live.sim)
##### House without collision (3do/Buildings/46/ATTrench2/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
WARNING: ****( Unexpected txr reload (tfMipmap): '3DO/Plane/ME-410-B/teleskope1o.tga'
FM called 'FlightModels/Me-410B.fmd:ME210410_FM' is being loaded from File: 'me210410_fm'
FM called 'FlightModels/DB-603:ME210410_FM.emd' is being loaded from File: 'me210410_fm'
FM called 'FlightModels/DB-603:ME210410_FM.emd' is being loaded from File: 'me210410_fm'
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.fm.Polares.loadMachParams(Polares.java:789)
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:473)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:734)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:114)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:277)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2263)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2253)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2759)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
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:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
FM called 'FlightModels/Me-410B.fmd:ME210410_FM' is being loaded from File: 'me210410_fm'
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Me410fam/JU87_Stuvimod.tga'
cannot open file for reading
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Mission: Wrong chief's type [Ships.HMSCossack]
Mission: Wrong chief's type [Ships.Tanker2]
Mission: Wrong chief's type [Ships.Italia1]
Mission: class 'vehicles.planes.Plane$HurricaneMkIb' not found
Mission: class 'vehicles.planes.Plane$HurricaneMkIb' not found
Mission: class 'vehicles.planes.Plane$HurricaneMkIb' not found
Mission: class 'vehicles.planes.Plane$HurricaneMkIb' not found
Mission: class 'vehicles.planes.Plane$HurricaneMkIb' not found
Mission: class 'vehicles.planes.Plane$HurricaneMkIb' not found
Mission: class 'ships.Ship$Tanker0' not found
Mission: class 'ships.Ship$HospitalShip' not found
Mission: class 'ships.Ship$TroopTrans2' not found
Mission: class 'ships.Ship$TroopTrans2' not found
java.lang.NoSuchMethodError
at com.maddox.il2.objects.air.PaintSchemeBMPar09.prepareNum(PaintSchemeBMPar09.java:185)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.activateMesh(PlaneGeneric.java:625)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:412)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric.<init>(PlaneGeneric.java:385)
at com.maddox.il2.objects.vehicles.planes.Plane$CantZ506B.<init>(Plane.java:956)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.planes.PlaneGeneric$SPAWN.actorSpawn(PlaneGeneric.java:1216)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:1769)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:1805)
at com.maddox.il2.game.Mission._load(Mission.java:507)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
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:448)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
and thanks Stefan,I will try your version,maybe this works..
Edit: The ME-410 brings my complete QMB to crash!
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stefan,I can not open your Links, I´ll get a " 550 The system cannot find the file specified" error ?
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It is not my version. I found links only.
log?
and thanks Stefan,I will try your version,maybe this works..
Edit: The ME-410 brings my complete QMB to crash!
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Downloaded them to my mediafire.
Pls try links below:
Me-410A/B/D: https://www.mediafire.com/download/m1b53mejh2drakr/ME-410_SAS_Combined.7z
Me-410D Nightfighter: https://www.mediafire.com/download/ucnpk4yzuq3ns0u/Me_410D_NJ.rar
stefan,I can not open your Links, I´ll get a " 550 The system cannot find the file specified" error ?
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Me-410A/B/D: https://www.mediafire.com/download/m1b53mejh2drakr/ME-410_SAS_Combined.7z
Me-410D Nightfighter: https://www.mediafire.com/download/ucnpk4yzuq3ns0u/Me_410D_NJ.rar
Tested in 4.12.1m SAS ModAct 5.20 successfully! :) Thank you!
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Yup.Confirmed. it works. Thanks Guys ;)
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Is this mod implemented in the last version of DBW?
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Sorry to dig up this old thread, but can yu select the rear gunners in the 410's?
I am using the latest 4.12.2 with latest SAS modact etc. If i use the files that were linked by Stefan I get the planes ingame and working fine and the me210 you hit c and hey its the rear gunner but no go on the 410. If i use the links in the first post i cannot select the rear gunners for either 210 or 410
ideas?
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Greetings all,
Found a conflict using this bird. With the 410's ingame it causes the cannon pods on the hs129 to glitch out. If you select either the 101 or 103 cannon pod and then go ingame both canon pods are showing on the Hs129.
Removed the 410's and the canons were back to normal.
Ideas?
***Ok to update, I have admitted defeat with these and I am using the V3 d/l from the first post, SAS Engine mod 2.7, This gives me the 410 and also allows the cannons to appear ingame with out conflict. The downside is I cannot access the rear gunner of the 210 anymore or the 410 and In theQMB loadout screen none of the underslung cannons appear on the viewer for either the hs129 and the 410 but they appear fine once you launch the game.
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Hey guys!
Sorry to bring back to life such an old topic, but I have two questions about this mod.
First, since I am installing these separately, is there any way to apply the new cockpit to the old Me410D? I've already installed the new 210s and 410A/B, but I kept the 410D for use as a "what if 1946" aircraft. I'm not playing online anymore, so it doesn't much matter to me that I'm not keeping to a standard.
Second, is there any way to make the 210s and 410s take a more active stance when they encounter enemy fighters? I understand that they're programmed not to seek out and attack enemy fighters, but once they get attacked shouldn't they fight back just a little bit harder than cruising along straight and level?
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Just change the Java Class 410D.
And then test if it works correctly.
410D all options are now integrated into the 410B release.
There is no need to keep the old version of 410D ... :-X
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I kept the 410D for sort of a "Luft 46" type aircraft.
Also, unless it's just the design of the missions I've got, it looks like the Me410 is unwilling to attack any air or ground target anymore?
Is there a way to remove the part of the mod that effect the stock 210s?
I tried messing with the Me410 java classes. So far all I can do it make it crash my game.
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I have a question.
Has anyone been able to switch seating positions and play the Rear Gunner?
I have the Version 3b installed and it seems to be working alright , so far I have not noticed
any problems, but I am unable to switch seating positions.
Is it because this airplane version cannot do that ?
Any and all information to my question will be helpful.
Because I want to make sure I get some details painted correctly when I sit in the Rear Gunners position.
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as I remember we never could switch seat in the me-210/410...
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For me both the 210's and 410's have a gunner station, but without graphics/just a reticle.
The 210 works fine in 4.12 (SAS AI flyables mod).
The 410 gunner station is inactive, you can switch to it (Ar-234B-2-Bombardier sight looking forward, dunno whats the deal with that) only the AI can use it, you cant fire the guns. The 210 rear gunner is different, you got a wide view and a nice reticle.
I'll do a test in DBW 4.10 later.
Btw I'm using czk_Me-210-410 DBW pack V3b.7z downloaded from m4t in SAS modact 5.3 / 4.12.
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in 413-Me-210 works the Rear Gunner
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OK guys, thank you so much for that information. I thought that maybe I was missing something in my airplane
or some needed update.
At the moment I am re-working a new skin-template for each of these airplane versions, because I am
not too satisfied with the skin-template which is out there. It is a very fine template, but could use some
more little details. I will make the new skins available ASAP for everyone.
The new skin-templates will also be made available to those who wish to paint some skins for the Me-210 and
the Me-410 series.
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Me-410A/B/D: https://www.mediafire.com/download/m1b53mejh2drakr/ME-410_SAS_Combined.7z
Me-410D Nightfighter: https://www.mediafire.com/download/ucnpk4yzuq3ns0u/Me_410D_NJ.rar
https://www.mediafire.com/download/8zg95ts5gqv7un7/ME-410.7z
Rear shooter series for the me-410.Tested in 4.12.2 SAS ModAct 5.30 successfully!May work on other versions but not guaranteed!!! ;)
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another cool mod! thanks GUZ, much appreciated :D
can i just ask, is it necessary for both folders, or can i install just the Me-410_All_Combined folder?
what's the purpose of two individual folders, anyway? just curious.....
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we're talking about four different me-410 models
ME-410_All_Combined:
ME-410-A
ME-410-B
ME-410-D
ME-410_NightFighter:
ME-410-DNJ
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oooh....kayyy..... o_O
but...this pack as i understand it, does not have the D and DNJ model..... my understanding is that the D and DNJ model were dropped and incorporated with the B model..... and my install seems to reflect this.....
and this, from the first post of the thread - D & DNJ mods now absorbed into Me-410B
so, once again, i'm ready to be shown the error of my ways... :D
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Yup, it's working now and the rear gunner is now under control
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vpmedia's new skins got me interested in this plane (Me-210/Me-410) which I haven't had much experience with before. I'm curious about its operational history on the Eastern Front, particularly 1945. I've searched and have not found much. I assume the Hungarians probably still used it in '45 and maybe had bases in Czechoslovakia??
The Luftwaffe probably had it phased out by '45 or maybe used it as photo-recon?? I'm just wondering if I could put the plane in some missions on the Slovakia or Ostrava, Moravia map.
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In hungarian service they were used as fast bombers, the night fighter and destroyer role was not significant.
(http://www.montazsmagazin.hu/wp-content/uploads/2014/10/villam10.jpg)
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Wanted to bump this back to the top and ask a question... It looks like Crazyflak hasn't been on here for over a year. Unfortunately, I do not have any real Java skills...I can use a class file editor that only sees partially into the class file to change guns, change what FMD file or cockpit is used, thats about it.
Is there any way a member on here can make a new slot copy of the Me-210CA-1 and rename it the Me-210A-1?
It looks like an Me-210A FMD file has been in the buttons for some time now and I think it would be great to have the whole complete family in IL-2.
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It has been along time ago but I wonder if there is the posibillity someone could reupload Rear shooter series for the me-210 and me-410
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Wanted to bump this back to the top and ask a question... It looks like Crazyflak hasn't been on here for over a year. Unfortunately, I do not have any real Java skills...I can use a class file editor that only sees partially into the class file to change guns, change what FMD file or cockpit is used, thats about it.
Is there any way a member on here can make a new slot copy of the Me-210CA-1 and rename it the Me-210A-1?
It looks like an Me-210A FMD file has been in the buttons for some time now and I think it would be great to have the whole complete family in IL-2.
There is something here.
http://forum.aviaskins.com/showpost.php?p=205611&postcount=2349
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hi. can anyone give a file to control the rear shooter?
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Greetings and salutations.
I seem to have a problem.
I have 4.12 with 5.3 modact, ai flyables, and common utilities. (I don't think it needs Diff_FM because 5.3 already has it built in)
I got the mod.
I put the airplane files in the #SAS folder.
I copy paste air.ini lines into #SAS air.ini (just below the Me 210s in base game)
I copy paste lines into Weapons.properties
No problem in splash screen.
No problem in main menu loading screen.
Open mission builder.
Choose loadout.
Select play.
Crash at 30%.
What did I do wrong?
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What did I do wrong?
Crystal ball is out of order today, so there's only one way to know: the log.lst file. It's in your main game folder. We need the last 50-100 lines or so.
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Mission crash at 30% indicates a problem loading the plane. Log.lst will tell you exactly what caused the crash.
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This is a problem in the cockpit class.
There is probably another Me-210 mod in the build.
Updated FM for Me-210:
http://forum.aviaskins.com/showpost.php?p=205611&postcount=2349
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Greetings and salutations
Thanks for your offers of help.
I installed the SAS engine mod and somehow both the Me 410 and Ju 188 mods are fixed.
Or it might have been the JSGME mods form the mod pack that I also added to the game.
Either way, it is now in full operating order.
Thanks everyone.
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Ok.
New problem.
I got a bunch of new stuff.
Ki-96 and Ki-108
The problem is when I load up the quick mission builder, when I click on them on the aircraft section, there's no aircraft. It's just the generic blue background
And when I load in the quick mission, the camera is at a low height and the water below is black.
What is wrong now?
Following is a link to the Ki 108 mod:
https://www.sas1946.com/main/index.php?topic=67136.0