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Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Vehicles + Artillery => Topic started by: Mission_bug on January 01, 2015, 02:31:51 PM
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Hello guys, this is a project that was started some time ago but ended up on the backburner due to other issues. ;)
WIP thread here:
https://www.sas1946.com/main/index.php/topic,44165.0.html
Update for January 13th 2014:
The pack has now been updated and includes the Fuel Bowser towed by the Quad tractor, Dodge 3/4 and towed ATC trailer alongside the current Army and RAF Tilley utility vehicles, AustinAmb, Firetruck and Matador.
Edit 18th Feb 2015:
For the stationary.ini:
QuadTowingFuelbowser vehicles.stationary.TomooseStationary$TilleyTowingATC 2
Should read:
QuadTowingFuelbowser vehicles.stationary.TomooseStationary$QuadTowingFuelbowser 2
Sorry for the spelling mistake guys it would stop the vehicle showing as a stationary. :-[
Link to Mediafire:
https://www.mediafire.com/?z8683873mdw8gts
Original 3d author: tomoose.
Textures: tomosse and vpmedia.
Java classes: Mission_bug.
Reorientation of some models 3d: Mission_bug.
The 3d of the vehicles still requires all lods.
Add the folder 'Vehicles by tomoose moving 4.12.2' to your mod folder.
Add the text entries found inside the folder to the necessary files in your STD folder
Tried in DBW 1.71 and TD 4.12.2 with SAS ModAct 5.30.
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tomoose25_zpse4c9bdc0.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tomoose25_zpse4c9bdc0.jpg.html)
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tomoose22_zps36b50a9d.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tomoose22_zps36b50a9d.jpg.html)
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tomoose17_zps0049807f.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tomoose17_zps0049807f.jpg.html)
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Update41_zps2fc4b44f.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Update41_zps2fc4b44f.jpg.html)
Stationary:
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Update42_zpsfc72435d.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Update42_zpsfc72435d.jpg.html)
The dead vehicles are also there as objects for populating you battlefield:
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Update43_zps7eb6c645.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Update43_zps7eb6c645.jpg.html)
Also available is the Matador for the desert:
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tomoosevehicles6_zps7374b1dd.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tomoosevehicles6_zps7374b1dd.jpg.html)
Wishing you all the very best, Pete. ;D
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Great job you are doing there, Pete! 8)
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Great job you are doing there, Pete! 8)
Glad you are happy with them, they should add a little something to missions that start and finish at a airfield.
I will update with additional vehicles as I do them. ;)
Wishing you all the very best, Pete. ;D
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Great work Pete - looking forward to some more goodies :D
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Excellent! At last our virtual IL-2 British have their own trucks! THANKS to all involved :)
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Great work Pete - looking forward to some more goodies :D
The next two vehicles are the Army and RAF Tilley utility truck, not sure when though, I will
upload a few images in the WIP thread. ;)
Excellent! At last our virtual IL-2 British have their own trucks! THANKS to all involved :)
Glad you like them Peter, gives you the chance to add a little more immersion to those superb campaigns of yours. 8)
Wishing you all the very best, Pete. ;D
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Thanks Pete! Here's a minor texture fix for the Matador trucks, one side of the vehicle had slightly different color, its visible on the third pic from the first post. I adjusted that color to match the rest of the textures:
http://ulozto.net/xcMRy37N/matadors-texture-fix1-7z
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great work, Pete, much appreciated mate. :D
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Thanks Pete! Here's a minor texture fix for the Matador trucks, one side of the vehicle had slightly different color, its visible on the third pic from the first post. I adjusted that color to match the rest of the textures:
Thank you very much for the texture update Istvan, greatly appreciated, although to be honest I had not noticed. :-[
I will add them for the next upload. 8)
great work, Pete, much appreciated mate. :D
Glad you like them Eugene. :)
Wishing you all the very best, Pete. ;D
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Thanks Pete! Here's a minor texture fix for the Matador trucks, one side of the vehicle had slightly different color, its visible on the third pic from the first post. I adjusted that color to match the rest of the textures:
Thank you very much for the texture update Istvan, greatly appreciated, although to be honest I had not noticed. :-[
... Istvan is always careful about the tiny details that make a difference, that's what makes him what he is ...
... a very talented skinner ... ;)
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... Istvan is always careful about the tiny details that make a difference, that's what makes him what he is ...
... a very talented skinner ... ;)
I have to agree with you there Mick. 8)
Wishing you all the very best, Pete. ;D
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Wonderful additions to the vehicle garage. Installation went very smoothly. Thank you.
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Wonderful additions to the vehicle garage. Installation went very smoothly. Thank you.
Glad to know you are happy with them propnut27 and that you had no problems with installation. 8)
There is now a update in the first page. ;)
Wishing you all the very best, Pete. ;D
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And it's even happier I am. The Tilley is a great addition, particularly the RAF, scurrying around busy airfields while missions launch and return. Fine work. Thanks again.
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Hamm66;
I think I can partially answer the Channel map issue. It's not the vehicles it's the map (sorta).
I found this problem when I built my DCG online Battle of Britain campaign. Part of the process of "building" locations for DCG to recognize is having a 'route' on or near the location (i.e. a vehicle moving from point A to point B).
I found that I could not place moving vehicles on many of the airfields but only in certain areas near or around the airfields. The effect was similar to placing moving trains in that the start point has to be on a 'track' and will only follow a track existing on the map. For example, I could route a vehicle to go around Biggin Hill (and not that close either) but I could not route that same vehicle to drive across Biggin Hill or anyplace 'on' Biggin Hill. i.e. I would try to place a vehicle on the airfield at a start point but it wouldn't work until I moved off the airfield and found a spot that would allow the start point. So I ctrl-click to place the vehicle start point. Then I have the same problem for the next waypoint. I had to scout around the map area to find the next spot that would permit the next waypoint etc. I'll post some screenshots if I have the time.
I'm not a map modder at all but I'm guessing that the same issue that prevents you from sending a boat up certain rivers is at work at numerous areas on the map. Having said that I know there is a workaround for the rivers etc by using a ground vehicle, plotting the waypoints then switching the ground vehicle to a boat. I wonder if the same can be applied to the UK map by using an aircraft, plotting taxi waypoints, then switching the aircraft to a vehicle (I hope I explained that correctly)? I'll have to check that out when I get home.
Perhaps one of the map modders can clarify what's going on.
Regrds,
tomoose
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Hello guys, there is now a new update in the first page. ;)
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tomoose17_zps0049807f.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tomoose17_zps0049807f.jpg.html)
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tomoose22_zps36b50a9d.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tomoose22_zps36b50a9d.jpg.html)
Wishing you all the very best, Pete. ;D
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Hello guys, I have updated the link in the first post for the second time tonight. ;)
Istvan (vpmedia) very kindly provided a link to some superb textures for some of the dead vehicles so I have now added those. 8)
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/DamagedTilleyandShack_zps71f3e806.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/DamagedTilleyandShack_zps71f3e806.jpg.html)
Be aware I have changed some entries in the folders so if you downloaded the first update tonight please remove it before
adding this latest update. ;)
There have also been changes to the text in the static entries for the dead objects so again please use the latest entries
inside the download.
Wishing you all the very best, Pete. ;D
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Hello again, there has been a further development tonight, Istvan has posted additional damage textures 8)
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Damagedextras_zps33fdab4b.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Damagedextras_zps33fdab4b.jpg.html)
See the WIP thread and refer to my post after his:
https://www.sas1946.com/main/index.php/topic,44165.msg496955.html#msg496955
Wishing you all the very best, Pete. ;D
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Hello all, the first post now has a further update. ;)
The Quad towing the Fuel Bowser is included:
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tomoose25_zpse4c9bdc0.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tomoose25_zpse4c9bdc0.jpg.html)
The final version od the dead bowser:
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tomoose27_zpseab14b63.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tomoose27_zpseab14b63.jpg.html)
Still requires a dead skin:
(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/Tomoose28_zpsd42a3edb.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/Tomoose28_zpsd42a3edb.jpg.html)
Wishing you all the very best, Pete. ;D
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Works like a charm! No problems at all! Thanks Pete! :) :) :)
(And thanks to ToMoose too, for creating the vehicles in the first place!)
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Great additions! Our ally airfields are alive with action! Many thanks again, gentlemen,
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Glad to know all is working well guys, thank you very much for trying them and reporting back. 8)
I tried to add the small boats but for some reason they would not show when a mission actually played, although they were visible when applied to maps in the FMB. ???
Not to worry though as I got all the road vehicles in that I intended to add, the boats I will try again but not right now.
Next up is adding a driver to each vehicle, not sure when but it is in the pending tray. :D
Wishing you all the very best, Pete. ;D
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Hello Friends!
Let's change the models Ford Quad Traktor and Dodge on models from game "ToW" ?
Here is so!
(http://s1.postimg.cc/nmxyium1r/17_01_2015_19_10_42.jpg) (http://postimage.org/)
(http://s4.postimg.cc/bz45s3r6l/17_01_2015_19_15_39.jpg) (http://postimage.org/)
(http://s28.postimg.cc/a5ipg6r0d/17_01_2015_21_13_32.jpg) (http://postimage.org/)
(http://s13.postimg.cc/c2e736lev/17_01_2015_21_14_59.jpg) (http://postimage.org/)
(http://s29.postimg.cc/w5horoaqf/18_01_2015_11_16_37.jpg) (http://postimage.org/)
(http://s10.postimg.cc/h9t9dz409/18_01_2015_11_26_18.jpg) (http://postimage.org/)
That you think ?
;) ;) ;)
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... very nice ...! :D
Where is the download link wcat ...? :P
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I like tomoose's model.
I know his effort to modelize new vehicles from scratch, I respect it.
I also have ToW model data and knowledge/technique to convert them into 1946, but I don't like hurting other moddes/modelers' motivation, so I decide not to convert objects other modders trying.
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Wcat, they look great. I think you should upload them and then everybody can decide which one to use.
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:) :) ;)
Waw .. this proves once more that a beautiful model without a beautiful skin remains unsatisfactory work, especially after seeing a beautiful skin !!!
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western/wcat;
I have no problem with better models being 'converted'. If I had known it was possible to convert ToW models (is there a tutorial), I would have done it myself instead of doing it from scratch, LOL.
My motivation would not be hurt at all. In fact, it would make me focus more on figures etc instead of already existing vehicles. It would certainly save a lot of time! :)
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Thanks, I just downloaded them, and will install them tonight.
Edit: My DBW is chock full of other vehicle mods. So I found a technich.ru. I thought others in a similar situation might like it too. If anyone has the same for the Bedford,US Re-fueller etc pack; could they please PM itr to me?
AustinAmb Austin Ambulance
Firetruck British Firetruck
Matador Matador Truck
TilleyArmy Tilley Truck Army
TilleyRAF Tilley Truck RAF
Dodge34 Dodge 34 Truck
QuadTractor Quad Tractor
TilleyTowingATC Tilley towing ATC
QuadTowingFuelbowser Quad towing Fuelbowser
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To satisfy all comments regarding the Tow vehicles, we could have them all. 8)
I could do seperate java for the ones wcat has shown, that way we get a second version of the Dodge with a soft top and a second Quad that I could maybe use the driver from to put in the tomoose vehicles. A win win situation me thinks. ;)
More the merrier and we get to appreciate the 3d work of other talented 3d artists as well.
Wishing you all the very best, Pete. ;D
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You're not wrong, Pete.
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... go ahead Pete, that's the best win/win solution ... ;)
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Obviously, this magnificent game lives thanks to 'continuous supply of many enthusiasts
that dedicate hours and hours to improve everything, who can immediately hit the target, who later .. but the end result is the work of all.
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Hello guys, I thought that idea would appeal to you all. ;)
I would need wcat to post his 3d, with that I could make a set of classes specific for anything he may want to extract and post here.
That way wcat could have a pack with just his work in and you folks could pick whatever pack you wanted.
Wishing you all the very best, Pete. ;D
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I'd download that stuff in a nano second. Please include technics.ru files though.
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Great work here, Thanks Pete! :)
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And where you have a tractor with a barrel on the trailer? I have not found in the downloaded file.
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Hello Samurai999, the vehicle you mention is 'QuadTowingFuelbowser', the folder resides in 3do/Cars along with the others. ;)
All entries appear ok apart from this:
QuadTowingFuelbowser vehicles.stationary.TomooseStationary$TilleyTowingATC 2
Looks like I made a spelling mistake for the stationary. :-[
It should read:
QuadTowingFuelbowser vehicles.stationary.TomooseStationary$QuadTowingFuelbowser 2
Sory about that but everything else seems to be ok and no one else has reported any vehicles failing to show.
Wishing you all the very best, Pete. ;D
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Thanks for that MB - stationary.ini amended !!
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No chance for having them in 4.13.4 version? Game crashes when reaching 70% of loading. Any ideas? Please help, dear friends
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Sorry to say I do not use the 4.13 game version, so not from me. ;)
Maybe a log might help me understand what is causing your problem, usually vehicles will run in most modded game versions but it is possible TD actually changed something in 4.13 to make this incompatible. :(
Wishing you all the very best, Pete. ;D
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Game crashes when reaching 70% of loading.
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).
Important: read here (https://www.sas1946.com/main/index.php?topic=39780.0) which part(s) from the log to post
and how to post it. (code option!)
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What does this mean, friends?
Main begin: PlMisChief: section 'Vehicles.AustinAmb' not found
[10:36:36] java.lang.RuntimeException: PlMisChief: section 'Vehicles.AustinAmb' not found
[10:36:36] at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:74)
[10:36:36] at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:497)
[10:36:36] at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
[10:36:36] at com.maddox.il2.builder.Builder.<init>(Builder.java:2363)
[10:36:36] at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
[10:36:36] at com.maddox.il2.gui.GUI.create(GUI.java:166)
[10:36:36] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:849)
[10:36:36] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:508)
[10:36:36] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[10:36:36] at com.maddox.il2.game.Main.exec(Main.java:422)
[10:36:36] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[18.09.2018 10:36:36] -------------- END log session -------------
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What does this mean, friends?
Main begin: PlMisChief: section 'Vehicles.AustinAmb' not found
[10:36:36] java.lang.RuntimeException: PlMisChief: section 'Vehicles.AustinAmb' not found
The vehicle "AustinAmb" is not correctly installed or does not exist in your game.
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Very strange, cause I installed it the usual way into MODS folder and added all info into all inis as specified in the mod readme
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Or this is the issue I use 4.13.4? Very strange, other mods for 4.12.2 work in my 4.13.4
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Hello Marat, I just installed the pack into my 4.13.2 with ModAct 6.2 and there was no crash at 70%. ;)
Normally that would indicate a text entry problem.
Moving:
(https://i.postimg.cc/TYMtDrbX/2018.09.18_19-34-48.jpg) (https://postimg.cc/YjRNcL8X)
Static:
(https://i.postimg.cc/zvmFTrVk/2018.09.18_19-35-04.jpg) (https://postimg.cc/R6Rtz213)
However, there was a issue with the vehicles in some instances not being visible, only the shadows could be seen, not sure what that is. o_O
Could be the fact there is only the one lod or the visibility settings are wrong or possibly my config needs tweaking. :D
Hope that helps.
Wishing you all the very best, Pete. ;D
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Hi! Many thanks for your reply!
In fact I have SAS Modact with VPMedia 4.12.2, where these vehicles are availble.
Meanwhile I am engaged now with 4.13.4 as well and spend a lot of time for installing of this pack. Where is the problem I did not understand at all. The log shows it does not see the vehicle. I just copied and entered the info from the pack into all inis. So that means that there are mistakes?
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Hello Marat, I just brought my game to the same update as you, downloaded the pack and entered the necessary text and all is okay apart from some visual issues.
I cannot add anything further, I cannot replicate your problem, sorry but it looks to me like you entered the text incorrectly and that was why you got the CTD.
All the best, Pete. ;D
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Can any other vehicle mods somehow interfere this mod and make conflicts? Cause I do not understand what I do wrong when I just copy and paste ini entries into specified ones((
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If I do not enter info to my chief.ini, everything is OK, except the last two vehicles, which have onlt shadows. So without this, the vehicles appear as stationary. Do not know where is the problem in my chief.ini. I checked the vehicles one by one, deleting info one by one from chief.ini in order to find that one, which causes CTD. All of them cause CTD. The log shows only this:
Main begin: PlMisChief: section 'Vehicles.AustinAmb' not found
[10:36:36] java.lang.RuntimeException: PlMisChief: section 'Vehicles.AustinAmb' not found
and same with next vehicle
Anyway, now I have them as stationary and that's is great! Many thanks!!! :)
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Main begin: PlMisChief: section 'Vehicles.AustinAmb' not found
[10:36:36] java.lang.RuntimeException: PlMisChief: section 'Vehicles.AustinAmb' not found
Strange !
It doesn't make sense!
Did you correctly add the lines in the chief.ini?
Logically you should have: com.maddox.il2.objects.vehicles.cars.TomooseCar$AustinAmb
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My God!
How foolish it was from my part everytime not to scroll down and notice the further info to be added into chief.ini!!!
Now everything is fine!!! How far I am as an amateur from understanding how things work!!!
Many thanks to you!!! I would never manage myself :)
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Dear friends
Did anybody experience the FPS drop using these beautiful British vehicles. I started to create Battle of Britain missions and experienced FPS drop after installation of stationary or transport vehicles in the mission. Having replaced them by stock and other odded ones, everything becomes OK. After installation of British ones, again FPS drop and rather considerably. I reduced the resolution of tga from 1024 to 512 thinking it would help, but it did not. What and where the issue may be? BoB missions without real British vehicles sounds not well ((
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I have just made a test with installation of these vehicles in a mission. FPS is dropped from 60 to 20, that means by three times. With other vehicles it remains the same 60. I am so eager to use these beautiful vehicles for my BoB missions, so can anybody explain what can be done with this issue? I reduced tga from 1024 to 512 and for dead ones from 512 to 256 but it did not help. What is the reason? ((( Please help
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I downloaded the same vehicles from https://www.sas1946.com/main/index.php/topic,44555.0.html. Now everything is fine))) FPS is OK