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Special Aircraft Service

The SAS Factory - Tech Help, Ancient Mods etc. => C.U.P. Downloads => Community Universal Patch (C.U.P.) => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => Module 4: JTW (The Jet Age) => Topic started by: SAS~Monty27 on December 06, 2015, 12:40:16 AM

Title: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 06, 2015, 12:40:16 AM
(http://i.imgur.com/Ka0wUk2.jpg)

******************************
Community Universal Patch
CUP Module 04 The Jet Age Pt-09

RESTORE POINT INSTALL

We have to use the Restore Point Install method this time because this upgrade involves more than just adding new content, some things should be cleaned out and a little spring cleaning done...

**************************************

RESTORE POINT INSTALL TYPE
Make sure you are up-to-date, to JTW-Part 08, from previously.

1) JSGME DISABLE everything prefixed #CUP and #JTW

2) In your Main Il2 directory rem out (rename with a -) your current #JTW to -#JTW.

3) UnZIP/UnRAR 'C.U.P. Module 04 The Jet Age Pt-09' direct to your Il2 Main Directory and allow overwrite.

4) RE-ENABLE JSGME Options to taste.

5) Delete old -#JTW at your convenience.

6) Do it this way because of the new Command and Control 412!  We absolutely must remove unwanted obselete code and begin again with this super-clean #JTW mod folder.  In order to advance; ditch the entire old #JTW and use the new one provided.

**************************************

INSTALL AND JSGME
The safest way, to be certain you have everything clean, is to de-activate all JSGME mod options before you rename (#JTW to -#JTW) and then add the new #JTW.

Next you can re-enable JSGME options starting with just eight general #CUP Options, then the others to taste.  If you have more options prefixed #CUP than the eight shown, I advise you to delete them from JSGMEMODS.

The rest, prefixed #DOF, #JTW, #WAW and #TGA refer to those individual modules and may be enabled in order to 'tune up' your setup.

You have a lot of choices available through JSGME now.  Please don't be afraid of or irritated by it.  These are options, extra cool stuff to try out and 'season to taste'.

In the case of the new #JTW Options we can swap cockpit types in and out for the F-80 Series and later Aero Series.  This is because the old F-80 cockpit is not the best option for the later jets but looks great with the appropriate aircraft.  Decide what you are going to fly and tune it up to your preference.

(http://i.imgur.com/eJw2eQF.jpg)

**************************************

FIXES AND MAINTENANCE

A CLEAN UPDATE
Quite a few people are installing their own stuff on top of CUP-The Jet Age, then breaking it and wondering how they messed up.  CUP exists to help players install mods and solve incompatabilities specifically for 412+. 

With 'Jet Age' mods the SAS_Engine MOD 2.7, with Western0221's patch, is PREREQUISITE for 412 and above.  SAS_Engine MOD comprises code for Flight Models, Weapons, Vectored Thrust and; most important of all (for Naval Aviators), Steam Powered Catapults and the ability to configure them.

Silly 'fixes' that ignore or break the SAS_Engine MOD are not helping anyone.

As Il2 ages and other developers give up, fade away or do something else, we have also decided to integrate some previously hard to get files alongside the latest Jet Age mods from the very best modders around the Il2 Community.

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CREDITS AND THREADS
Please take a look at threads and post a thank you to those modders involved:  Links are included to make this easier, but you can also use search engines to find the various modders and see just what a complex community effort is involved in creating all of these aircraft and features. 

No man is an island - and no mod is an island either!

Mikoyan-Gurevich MiG-19. V.3.1: Vega's upgrade now is standard S331541
https://www.sas1946.com/main/index.php/topic,25695.0.html
With working radar and FM upgrades by 4S_Vega.  Now with default numbers added by Ranwers.

(http://i.imgur.com/LgCRkI8.jpg)

F-105 Thunderchief by Ranwers
https://www.sas1946.com/main/index.php/topic,49077.0.html
An absolute instant classic from Ranwers, both versions of this aircraft are among the finest examples of ANY sim!  Our good friend Vega has also re-worked some important aspects of the FM and loadouts.

(http://i.imgur.com/LcXvBTN.jpg)

F-4 Phantom II - Version 2.0 4S_Vega
https://www.sas1946.com/main/index.php/topic,49144.0.html
A very good FM and functional upgrade from S4_Vega.

(http://i.imgur.com/7qSFfrO.jpg)

F-80 Shooting Stars - Unified pack 4S_Vega
https://www.sas1946.com/main/index.php/topic,48764.0.html
Despite his sometimes apparent scepticism of CUP; Vega has done a great deal for it!  His unified mods and upgrades are a big feature of JTW Pt-09.  Maybe we should talk more, love your work Vega!

(http://i.imgur.com/G4PDcYf.jpg)

Grumman F9F Pack Ver. 1.1 2015.10.20 4S_Vega
https://www.sas1946.com/main/index.php/topic,48681.0.html
Another great overhaul brings improvements, new features and several new variants to the Panther/Cougar family.  4S_Vega has included new FM fixes and the latest 3D for these aircraft.  Of particular note: Vega has implimented closed-canopy flight models for naval operation with these aircraft, an excellent step forward in realism.

(http://i.imgur.com/N2cAlUD.jpg)

F84 upgrade 23.05.2015 4S_Vega + F-84F Thunderstreak Bison_M
https://www.sas1946.com/main/index.php/topic,46435.0.html
It really is Christmas with the F-84G series upgrades and the F-84F Thunderstreak joining the CUP Flightline!

Due to other cockpit upgrades flying this aircraft yourself requires that you use JSGME to either:

'#JTW-COCKPIT Reset F-80s', for the default F-80 Placeholder, or
'#JTW-COCKPIT F-84F' for the new A-4 Style Placeholder


F-82E Twin Mustang Checkyersix
The iconic Twin Mustang made by CY6, many years ago now, was introduced for Korean War scenarios.  This aircraft has been upgraded with the latest weapon sets from SAS weapons resources and enjoys a comprehensive loadout overhaul.

(http://i.imgur.com/KYYcHv7.jpg)

F-82F Twin Mustang Barnsey12
This mod is based on the original Checkyersix P-82 with an extensive 3D rework by Barnsey12.  Weapons classfiles are from SAS weapons resources.

(http://i.imgur.com/elewV5Z.jpg)

F7F-3 Tigercat SAS Edition
The FSX ALPHSIM model begun by the FM Team and completed by the SAS Team.

(http://i.imgur.com/g7Dvynf.jpg)

US Marine Aviation Java Pack upgrade 23072015 SAS~S3
Several accumulated Loadout and Configuration Upgrades for the excellent F/A18 and AV8B.

Civil PBN Bison_M
Superb Nomad configured for Civilian ops.
https://www.sas1946.com/main/index.php?action=search2

Cockpit and 3DFX Upgrades from around the Il2 web:
F-104: Along with the 3DFX Upgrades and Insignia patch the F104 cockpit now looks the right shape and works beautifully.  The cockpit was made by the Frecce Tricolori Virtuali for the MB-339.  The sound is much improved too, although it tends to drop away at anything over 106% power.  So keep the power range realistic and you will have no issues.

(http://i.imgur.com/iVXggcw.jpg)

Sure, the F-104 is still a franken plane but try some of these amazing skins made for it by Stefano.
F-104A package skins
https://www.sas1946.com/main/index.php/topic,39940.msg446380.html#msg446380

(http://i.imgur.com/r8v2MLG.jpg)

Alongside the new cockpit we also have the aircraft it was made for; the MB-339 PAN by Marez and the Frecce Tricolori Virtuali; the Italian Il2 based Online Formation Flight Group.  Their MB-339 is an excellent model, if a little old in Il2 terms these days, that makes a fine trainer as well as an aerobatic display aircraft.  I hope that its inclusion in CUP will help to preserve the model and enable it to be developed further.

The Frecce Tricolori Virtuali analogue cockpit also fits the Albatros family very well indeed!  They all get the treatment.

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(http://i.imgur.com/SXf6YKR.jpg)

ITEMS OF INTEREST
Beech Baron G55/G58 Skipper
http://dispersalfield.ru/main/index.php/topic,881.msg16335.html#msg16335
Skipper's Beech Baron, with cockpit by Greif11 and skin by fresco23, is going to be sensational!  Currently still very much a WIP, the internals are not yet fully mapped and there is an issue with the pilot's head position when changing to outside views: Go from inside to outside from a central looking ahead attitude, otherwise the head is dislocated.  Obviously a few minor things to tidy up and we shall keep track of the development thread.  However, this Baron already looks great in the scenery, the AI can fly it and so can you.

(http://i.imgur.com/1FlNBXW.jpg)

Jetman NOW IN ITS OWN SLOT SAS~CirX
https://www.sas1946.com/main/index.php/topic,3815.0.html
Takes off and lands like a Horten (with airbrake engaged).  This is such a fun mod well overdue for inclusion in the Jet Age!

CY6_Infantry MOD CY6
This excellent, but quite old mod, enhances Command and Control (also by CY6) 412 compatibility.  It will be added to all CUP Modules as they are upgraded.

AD4 Skyraider Wing Texture
Improved shading and textures, for the Spad, now built into JTW38.SFS.  From JSGMEMODS folder: #JTW-ALT-AD4 Wing Texture may now be de-activated and deleted.

Improved Static.INI
Better organised into sections.  The ultimate goal is a fully illustrated catalogue of each object and number.

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(http://i.imgur.com/ykuhZEK.jpg)

FRANKENSTEIN'S HANGAR SPECIAL
Resident guru Bison_M has fixed a bunch of helos and added some new ones.  The equally enigmatic genius; Mission_BUG has also provided new stationary models.

Not only are these great aircraft to fly (I'm a confirmed rotorhead), they are also excellent 'scene builders' and 'targets of opportunity' in a modern battlefield setting.  Check out the threads and say; kudos!

Upgrade Cockpit Mi-8 Bison_M
https://www.sas1946.com/main/index.php/topic,48890.0.html

Ka-50-2 & Ka-52 Hokum_B (Just for fun) Bison_M
https://www.sas1946.com/main/index.php/topic,43253.0.html

Mi-8 Terminator ver. 29.10.15 Bison_M
https://www.sas1946.com/main/index.php/topic,44616.0.html

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(http://i.imgur.com/FsdhyHY.jpg)

FRANKEN CESSNA JSGME INSTANT PAINTKIT AND SKINS
Use JSGME to change the 'un-skinnable-TGA's, of the C-172 wheel spats and tail, to match your skins.

#JTW-C172-Black
#JTW-C172-Blue
#JTW-C172-Green
#JTW-C172-Orange
#JTW-C172-Red
#JTW-C172-White
#JTW-C172-Yellow

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CLEAN ENGINE MOD AND SAS UTILS
Keeping it all tidy here, the latest versions for fastjets, carrier functions and weaponry.

SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
https://www.sas1946.com/main/index.php/topic,37774.0.html

SAS Engine MOD 2.7 patch western 25/Oct./2015
https://www.sas1946.com/main/index.php/topic,39075.0.html


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(http://i.imgur.com/Z2eSWOp.jpg)

MIL 24V HIND OVERHAUL
Helicopters 2.0  benitomuso
https://www.sas1946.com/main/index.php/topic,48864.0.html

Presenting an awesome new proper helo flight model for the Hind.  I do hope Pablo can do the Huey some time!  The CUP Hind also features a new default skin that can accept all national markings (thanks to Bison_M).  The main cargo doors are also working so you can simulate deployments by landing at a hot LZ and opening the troop doors.

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(http://i.imgur.com/Zk6Ndq0.jpg)

AEROVODOCHODY OVERHAUL
Building on S4_Vega's excellent overhaul: - we now have several new cockpit choices, setups and avionics suites for our Aeros:

L-39C Albatros - Basic Trainer and Aerobatic aircraft - New Analogue Cockpit (Superb feel with Red Arrows or Brietling Teams)

This aircraft can be launched with one or two pilots, depending on the loadout screen, and a JSGME Option allows you to remove all pylons for a clean Aerobatic Display presentation.

L-139C Albatros - 2-Seat Light Strike Fighter - New Analogue Cockpit with a large variety of ordnance.
L-139Z Observer - 2-Seat Light Strike Fighter - New Analogue Cockpit with Observer Sight and Fall-Line (Pinpoint Accuracy)
L-159A Alca - Single Seat Strike Fighter - Fully digital avionics suite (like the F-16)

L-159F and L-159G Single Seat Strike Fighters - New Analogue Cockpit (Perfect 80s ambience)

(http://i.imgur.com/WbR7Pdb.jpg)

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COMMAND & CONTROL 412 OVERHAUL
Checkyersix's previous suite of FMB Functions was largely broken by the TD-412 patch - We can only assume that TD members didn't play Il2 to this level; because so many previous DBW flyers find it hard to do without!

Sputnikshock, who worked with CY6 on Command and Control, identified the offending 412 code conflict and re-designed many of the features.  We tested this several months ago and then it went into suspended animation for a time.

I continued to test the new objects and classfiles, for new campaigns and conversions, finding most items worked well and there are ways around the ones that do not.  ie; With proper use of 412 FMB we actually have most of the functions back as before and some of the previous ideas are also workable through FMB mission design.

Accordingly: We are going to release what we have so that we can also upgrade many other campaigns, such as those by Poltava, that used the old Command and Control.  This is still Sputnikshock's project and all credit is due to him.  In the event we have further updates from him they will also be integrated into CUP.

My new Korean campaigns demonstrate the use of these features and, of course, everyone will be encouraged to take my missions apart and see how they go together.

Many campaigns are coming, old ones will be fixed.  So that you can get into the new functions right now, and practice using the the systems, we are including a Demo Package - snipped from a number of WIP Campaigns.  These will be found under Single Missions - No Nation - because it is used as a general testing area.  Be sure to check out the C&C-Readme and AIRPCC_readme attached.

(http://i.imgur.com/VjgBhA8.jpg)

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(http://i.imgur.com/FwNZPQo.jpg)

SKYHAWK OVERHAUL
Introducing two new Skyhawk models to CUP: These examples technically represent many Skyhawk models, from C/E/F to the M.  They are labelled as A-4 Skyhawk Early and A-4 Skyhawk Late.

Based on the 3D Model by Ben Harber, aka "Mid7night", from the x-plane.org forums - and imported to Il2 by Barnsey12 - the mods have been further improved with the SAS Weapon classfiles, by Ranwers, and integrated into the CUP framework.

Barnsey12, CWATSON and TON414 did some great work to import this model, further polish the 3D for Il2 and install a placeholder cockpit based on the exisitng P-80.

To further improve the mod; it is important to understand the full function and code requirements of Il2 Mods-412 and upwards.  Any 'no-open canopy fix', is NOT a solution in 412 as it breaks the Steam Powered Catapults on all boats.  Its no good closing the canopy if we can't then launch the aircraft from the carrier!

'No-Open Canopy' is old code, pre-412, that is incompatible with the universally accepted SAS_Engine MOD.  The correct solution these days is a new flight model.  Until then the Skyhawk, a dedicated Naval aircraft, was not modelled properly for carrier operations! 

This is an all-new Skyhawk set; with new classfiles and navy carrier-capable flight model.  Now, thanks to SAS~Benitomuso, we have Skyhawks that operate from Steam Powered Catapults, within the configurable 412 environment, and keep their canopies closed during flight.

(http://i.imgur.com/3Mpaqat.jpg)

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DEVELOPMENT PROGRESS
Currently we don't have a gunsight pipper in the MB339 style cockpit.  With modern missiles this is not much of an issue really and tracer rounds easily pinpoint your MG/cannon shots too.  However, in time I would like to see an avionics upgrade across the whole P-80 Series Cockpits when used for modern aircraft.

#JTW-COCKPIT Hind - The Mi-24V Hind Cockpit is still WIP and yes, we all know about the green artifact at your right shoulder.  The JSGME Option will at least clean up your forward view and is fine for normal flight.

Helicopter AI - As the human helo FMs improve the AI finds it harder to cope.  Please use the dedicated AI Helos to accompany you.  Attack helicopter missions are usually single ship anyway, or co-ordinated independent single flights.

Read this, its not too difiicult and I do at least use punctuation and pictures:  Therefore, if you post an issue already covered in the readme or first post you may expect (friendly) derision!  We know a lot of Navy pilots all over the world; any one of whom will come to your house and throw a can of paint over you.  Its kind of a tradition when FNGs do something silly...

We have been here before, and I'm sure new loadouts and tweaks will be forthcoming.  Meanwhile the functionality of these jets, alongside the newest Command and Control, provides what - I am surprised to conclude these days - is STILL the best fast-jet simulator overall.  Taking into account the sheer breadth of available content and how good it all looks and the un-rivalled access to mission creation from the most incredible tool of its kind - 412 FMB!

Finally huge thanks especially to SAS~Benitomuso, co-founder of CUP, and 4S_Vega, responsible for so many changes and addons to CUP, and Ranwers, where would we be without you?

Also eMeL and RDDR, the main Hangar-19 test crew who Upload/Download, bug hunt and test for so many hours, days on end, then talk on Skype into the early hours day and night. 

It takes a special kind of nut!

(RDDR has recently moved house and his PC is not yet up again.  However, he has also followed and OK'd this release.)



SAS~Monty27

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Community Universal Patch
CUP Module 04 The Jet Age Pt-09

https://www.mediafire.com/?ow1ra82scd38i1z

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COMPATIBILITY PACKAGE

This small Upgrade will eventually become part of JTW Part-10 but its worth getting right now if you use other CUP Modules.  The new JTW37.SFS and VCL14/15.SFS SFS_MAPS Place-holders will ensure that the new Vietnam era vehicles do not over-ride existing WWII vehicle slots and avoid interfering with #WAW!

INSTALL
UnZIP/UnRAR 'C.U.P. Module 04 The Jet Age Pt-09B' direct to your Il2 Main Directory and allow overwrite.

EVEN IF YOU HAD THE PREVIOUS #JTW PART-09B DOWNLOAD THIS ONE WILL SIMPLY GO OVER THE TOP OF IT AND TIDY UP.

Community Universal Patch
CUP Module 04 The Jet Age Pt-09B

https://www.mediafire.com/?wdcrlgb1i68siko

SAS~Monty27

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Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: eMeL on December 06, 2015, 01:08:43 AM
Congrats mate! Beautiful work as always. Skyhawk updated, very smooth looking! Thunderstreaks, Thunderchief's. Lovely stuff. Thanks for the hard work and for sharing with us.

ATB,
eMeL
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: ggrewe on December 06, 2015, 01:18:53 AM
All I can say is ...WOW!   Amazing work putting this all together over the last few months. Simon, you are a saint!
Been playing a bit of DCS lately & while it sure is pretty, always seem to come back to IL2. Mainly because of the awesome modding community & people like yourself who make it all easily accessible. Big round of applause & thanks to all for the many hours of hard work and dedication  8)
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Storebror on December 06, 2015, 01:23:32 AM
Great pack and a nice example of well coordinated teamwork efforts.
Congratulations, very well done.

Best regards - Mike
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: cgagan on December 06, 2015, 02:20:38 AM
Excellent job Simon & crew!!!! Many thanks for your continuing contribution, 8)
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Malone on December 06, 2015, 02:23:18 AM
superb additions all round, well done all! :D
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 06, 2015, 02:28:02 AM
Well its another year on lads.   8) Another bush-fire season is upon us and its the anniversary of when Pablo named CUP!  What a year its been...
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: urmel on December 06, 2015, 03:14:57 AM
Many thanks Monty& crew
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: kingsley on December 06, 2015, 07:47:55 AM
Simon
Not a bad job on all three modules just got in from a unfriendly visit to some scallywags and had a message that you did something good job. Now for your yearly burn out there would you prefer Kyoto beef or just plain hamburger.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 06, 2015, 07:50:44 AM
Hello mate!  What are you doing up so late?  My excuse is 40' tonight and the aircon has packed up!  Even so might give it a go and turn in...  :P
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: kingsley on December 06, 2015, 07:59:26 AM
Hello mate!  What are you doing up so late?  My excuse is 40' tonight and the aircon has packed up!  Even so might give it a go and turn in...  :P

Just relaxing after a visit I had to do to some alleged humans They do not like it when I visit. So your 40 of age It has been a while for me at that but a good age still young. Enjoying these new add ons you have cobbled together great work.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: dpeters95 on December 06, 2015, 09:23:55 AM
Big THANKS to all involved!
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: Ibis on December 06, 2015, 05:04:45 PM
Yes, thanks to all involved, really appreciated, wondrfull work.
  cheers
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: vegetarian on December 06, 2015, 05:21:50 PM
Quote
My excuse is 40' tonight and the aircon has packed up!

Ahh, the joys of South Aus in summer! Now I know the secret to your productivity - too bloody hot to go outside and do anything else :)

Seriously, fantastic work once again to all the team members.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 06, 2015, 05:50:35 PM
Quote
My excuse is 40' tonight and the aircon has packed up!

Ahh, the joys of South Aus in summer! Now I know the secret to your productivity - too bloody hot to go outside and do anything else :)

Seriously, fantastic work once again to all the team members.

You got it mate, the weather this last couple of weeks is bloody freakish!  You can only spend so much time at the beach and my beer-stocked 'man cave', where the PCs live, is also a good place to be.  :P

******************************

COMPATIBILITY PACKAGE


This small Upgrade will eventually become part of JTW Part-10 but its worth getting right now if you use other CUP Modules.  The new JTW37.SFS and VCL14/15.SFS SFS_MAPS Place-holders will ensure that the new Vietnam era vehicles do not over-ride existing WWII vehicle slots and avoid interfering with #WAW!

INSTALL
UnZIP/UnRAR 'C.U.P. Module 04 The Jet Age Pt-09B' direct to your Il2 Main Directory and allow overwrite.

EVEN IF YOU HAD THE PREVIOUS #JTW PART-09B DOWNLOAD THIS ONE WILL SIMPLY GO OVER THE TOP OF IT AND TIDY UP.

Community Universal Patch
CUP Module 04 The Jet Age Pt-09B

https://www.mediafire.com/?wdcrlgb1i68siko

SAS~Monty27

******************************
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: benson on December 07, 2015, 04:15:47 PM
Hi gents. I had some mods enabled with JSGME and although I disabled them before installing the new update the game is now crashing at 60% of the load screen. I have included the end lines of my logfile where I would think the problem is showing and which I tried to make sense of before I bothered you but I failed. Could someone point out my problem? Thanks in advance.

Code: [Select]
being loaded from Alternative File: 'f4e'
FM called 'FlightModels/L-39C.fmd:L39' is being loaded from File: 'l39'
FM called 'FlightModels/L-39C.fmd:L39' is being loaded from Alternative File: 'l39'
FM called 'FlightModels/L-39C.fmd:L39C' is being loaded from File: 'l39c'
FM called 'FlightModels/L-39C.fmd:L39C' is being loaded from Alternative File: 'l39c'
FM called 'FlightModels/L-39A.fmd:L39A' is being loaded from File: 'l39a'
FM called 'FlightModels/L-39A.fmd:L39A' is being loaded from Alternative File: 'l39a'
FM called 'FlightModels/L-159F.fmd:L159F' is being loaded from File: 'l159f'
FM called 'FlightModels/L-159F.fmd:L159F' is being loaded from Alternative File: 'l159f'
FM called 'FlightModels/L-159G.fmd:L159G' is being loaded from File: 'l159g'
FM called 'FlightModels/L-159G.fmd:L159G' is being loaded from Alternative File: 'l159g'
FM called 'FlightModels/AV-8B.fmd:AV8B' is being loaded from File: 'av8b'
FM called 'FlightModels/AV-8B.fmd:AV8B' is being loaded from Alternative File: 'av8b'
FM called 'FlightModels/F-16A_B10.fmd:f16_fm' is being loaded from File: 'f16_fm'
FM called 'FlightModels/F-16A_B10.fmd:f16_fm' is being loaded from Alternative File: 'f16_fm'
FM called 'FlightModels/F-16A_B10.fmd:f16_fm' is being loaded from File: 'f16_fm'
FM called 'FlightModels/F-16A_B10.fmd:f16_fm' is being loaded from Alternative File: 'f16_fm'
FM called 'FlightModels/F-16C_B25.fmd:f16_fm' is being loaded from File: 'f16_fm'
FM called 'FlightModels/F-16C_B25.fmd:f16_fm' is being loaded from Alternative File: 'f16_fm'
FM called 'FlightModels/F-16C_B30.fmd:f16_fm' is being loaded from File: 'f16_fm'
FM called 'FlightModels/F-16C_B30.fmd:f16_fm' is being loaded from Alternative File: 'f16_fm'
FM called 'FlightModels/F-16C_B30.fmd:f16_fm' is being loaded from File: 'f16_fm'
FM called 'FlightModels/F-16C_B30.fmd:f16_fm' is being loaded from Alternative File: 'f16_fm'
FM called 'FlightModels/F-16C_B52.fmd:f16_fm' is being loaded from File: 'f16_fm'
FM called 'FlightModels/F-16C_B52.fmd:f16_fm' is being loaded from Alternative File: 'f16_fm'
FM called 'FlightModels/F-16C_B52.fmd:f16_fm' is being loaded from File: 'f16_fm'
FM called 'FlightModels/F-16C_B52.fmd:f16_fm' is being loaded from Alternative File: 'f16_fm'
FM called 'FlightModels/F-18C.fmd:F18_FM' is being loaded from File: 'f18_fm'
FM called 'FlightModels/F-18C.fmd:F18_FM' is being loaded from Alternative File: 'f18_fm'
FM called 'FlightModels/F-18D.fmd:F18_FM' is being loaded from File: 'f18_fm'
FM called 'FlightModels/F-18D.fmd:F18_FM' is being loaded from Alternative File: 'f18_fm'
FM called 'FlightModels/F84F1.fmd:F84_FM' is being loaded from File: 'f84_fm'
FM called 'FlightModels/F84F1.fmd:F84_FM' is being loaded from Alternative File: 'f84_fm'
FM called 'FlightModels/F-80A.fmd:F80_FM' is being loaded from File: 'f80_fm'
FM called 'FlightModels/F-80A.fmd:F80_FM' is being loaded from Alternative File: 'f80_fm'
FM called 'FlightModels/F-80C.fmd:F80_FM' is being loaded from File: 'f80_fm'
FM called 'FlightModels/F-80C.fmd:F80_FM' is being loaded from Alternative File: 'f80_fm'
FM called 'FlightModels/T-33.fmd' is being loaded from Alternative File: 'gui/game/buttons'
FM called 'FlightModels/F-80C.fmd:F80_FM' is being loaded from File: 'f80_fm'
FM called 'FlightModels/F-80C.fmd:F80_FM' is being loaded from Alternative File: 'f80_fm'
Main begin: PlMisAir(GUIQuick): class 'air.F94B' not found
java.lang.RuntimeException: PlMisAir(GUIQuick): class 'air.F94B' not found
at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:2807)
at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:3954)
at com.maddox.il2.gui.GUI.create(GUI.java:160)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Dec 7, 2015 11:05:10 PM] -------------- END log session -------------
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 07, 2015, 04:58:46 PM
...Could someone point out my problem? Thanks in advance....

Since its a Restore Point install JTW Part-09 provides an entirely new #JTW folder + the SFS content required.  Junk your old #JTW folder, all of it, throw it away, and use the entirely new one from Part-09.

Before you do this de-activate all JSGME options then add the ones you want back in afterwards.

With the SFS content in place (SFS_JTW and SFS_MAPS) and the new clean #JTW from Part-09 no errors are possible.

I strongly suspect you threw this in on top of your existing install.  Not a problem though, every now and then a "Restore Point" install is used to give it a good enema! (don't have an icon for that, just as well!  ;D ;D )

After Part-09 is up and running please install the COMPATIBILITY PACKAGE from the same page.  JTW Part-09B is a simple, and small, "Drop-in" install type that will eventually be superceded by JTW-Part-10.



Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: benson on December 07, 2015, 05:20:20 PM
Thank you very much. I'll get straight onto it.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 07, 2015, 05:23:27 PM
Thank you very much. I'll get straight onto it.

I meant Part-09 of course, typos... let us know, should be OK.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: benson on December 08, 2015, 05:38:21 AM
SAS~MONTY27. Reinstalled Part-09 and the Compatibility Pack as you suggested and now everything is fine. Thank you again.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: dpeters95 on December 08, 2015, 03:01:13 PM
Anyone else having problems with some of the "00-Cup-Demos" missions?  Or, have I hosed up something?

Eagles 08, 09,10 - Planes explode on carrier deck
Eagles 12 - Blue Sky
P01 Lebanon-03 - The F4 is submerged in the tarmac

I went into FMB to see if I could fix them but can only fix Eagles 08, 09,10 by changing the takeoff time of the 2nd flight.  Fixed the Blue Sky problem in Eagles 12 by checking "Player" for the 1st aircraft that was left out.  But then, I got the planes exploding problem.  And, no joy for the P01 Lebanon-03 mission.  No idea how to fix a sunken aircraft.

Any ideas,
TIA
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 08, 2015, 03:39:59 PM
Anyone else having problems with some of the "00-Cup-Demos" missions?  Or, have I hosed up something?

Eagles 08, 09,10 - Planes explode on carrier deck
Eagles 12 - Blue Sky
P01 Lebanon-03 - The F4 is submerged in the tarmac

I went into FMB to see if I could fix them but can only fix Eagles 08, 09,10 by changing the takeoff time of the 2nd flight.  Fixed the Blue Sky problem in Eagles 12 by checking "Player" for the 1st aircraft that was left out.  But then, I got the planes exploding problem.  And, no joy for the P01 Lebanon-03 mission.  No idea how to fix a sunken aircraft.

Any ideas,
TIA

Yes we know the answer Dennis - Its one of the reasons we have CUP in the first place.  These mission examples were made on an earlier version.  Aircraft that have had major changes now need to be reset in FMB.  Its frustrating and one of the reasons I have been trying to stabilise things, for about 3 years now, so that campaigns get fixed and stay fixed.

Unfortunately I included those WIPs but all the aircraft upgrades broke them!  Of course, its all fixable by tinkering in FMB, but in any case Screaming Eagles is now ready for release - patched to the latest version - and will be out later today.

The others are being updated too, did some more last night, so I will have a set that overwrites the ones you have and then you can try those too.

In future missions and campaigns for CUP will be fixed and stay fixed.  The broken WIP missions you have will also be replaced - But they are a good illustration of what we have to deal with!

Simon


Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: dpeters95 on December 08, 2015, 04:00:33 PM
Simon and all those involved, thank you, thank you, thank you!  I didn't realize these were older missions.  I just assumed they were created for this new update.  My mistake and I certainly was not trying to throw stones.  Just trying to get them sorted out.  But, it sounds like that has already been done!

Thanks again!
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: farang65 on December 08, 2015, 05:58:05 PM
Thanks Simon, crew, and Hangar 19  :D
I just noticed part 09 b and am downloading it now  ;D

I always wait patiently for CUP updates.
I NEVER mod my CUP as well.

my CUP is purely for flying and fun.  :D

Cheers
Kirby
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: Taypay on December 08, 2015, 08:45:54 PM
Thank You! ! !
 
For continuing to make IL-2 the best flight sim around....I am currently putting missions together for the F-105, using the great book...'Thud Ridge' by Col. Jack Broughton as one of my research sources, flew a test mission...12 Thuds and 2 Phantoms went in....only 6 Thuds made it home all but 1 shot to hell....Flak, 2 Mig 17, and of course SAMs, just wish the SA2 could respawn....one day but until then just be tail end charlie and the sams will be used up...hopefully!
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 08, 2015, 11:42:37 PM
Thank You! ! !
 
For continuing to make IL-2 the best flight sim around....I am currently putting missions together for the F-105, using the great book...'Thud Ridge' by Col. Jack Broughton as one of my research sources, flew a test mission...12 Thuds and 2 Phantoms went in....only 6 Thuds made it home all but 1 shot to hell....Flak, 2 Mig 17, and of course SAMs, just wish the SA2 could respawn....one day but until then just be tail end charlie and the sams will be used up...hopefully!

Sounds damn great Taypay!  Hope you will share then with us when you are ready.  Jet Age Campaigns and Missions are very challenging to put together because everything happens so much faster.  Congratulations on getting into FMB and do come join the FMB Campaign club by posting a good one!

One way around the SAM issue, I assume you want more but not going off all at once, is to add more but impose a firing delay on some of them.  That way you can have some ready and some being prepared rather than a one shot deal...

Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Gerax on December 09, 2015, 12:35:14 AM
... and of course SAMs, just wish the SA2 could respawn....

Try it with the FIX downloadable in this posts attachement.  ;)
unzip the content into your CUP/#JTW directory.

The trick is to have the classfile "400A7D1670BAAB4C"
loaded before the other classfiles with the same name.

BUT: I do not kow if there are some implications fixing the SA2 and NIKE
in this way. Maybe some Java Guru can have a look ...  :-X

Taypay, please report what you get when using this fix...
I tested the fix with SA2 and Nike in nearly stock #JTW
(latest pt-09B is installed), here it worked OK!
I placed some static Cameras to watch the Missiles...
 
When flying slow bombers like B-29s as in my test missions
fly as high as possible and avoid close formations
(I do not have this in my missions, so sometimes one SA2 hit
means: 2 bombers down  :P).
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 09, 2015, 12:42:57 AM
... and of course SAMs, just wish the SA2 could respawn....

Try it with the FIX downloadable in this posts attachement.  ;)
unzip the content into your CUP/#JTW directory.

The trick is to have the classfile "400A7D1670BAAB4C"
loaded before the other classfiles with the same name.

BUT: I do not kow if there are some implications fixing the SA2 and NIKE
in this way. Maybe some Java Guru can have a look ...  :-X

Taypay, please report what you get when using this fix...
I tested the fix with SA2 and Nike in nearly stock #JTW
(latest pt-09B is installed), here it worked OK!
I placed some static Cameras to watch the Missiles...
 
When flying slow bombers like B-29s as in my test missions
fly as high as possible and avoid close formations
(I do not have this in my missions, so sometimes one SA2 hit
means: 2 bombers down  :P).

Interesting, thanks Gerhard, will give these a good going over...
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 10, 2015, 10:29:37 AM
Hi guys, many thanks for this amazing pack!! My big thanks to all involved!

I installed it few days ago and I tried it. I had a couple of troubles and I hope you can reply to these questions:


Many thanks for all your helps!!

Ciao.

Marco

Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 10, 2015, 06:00:27 PM
You need training Marco!  Also some Key Mapping I suspect.  Take a look at the USMC Hornet and Harrier missions under Single/UM/2015-Hornet_Training.  I wrote these when learning the new keys and its all explained.

Here are shots taken a few minutes ago in my Jet Age, any excuse for a test, setup as a turkey-shoot for weapons testing.  Note the weapon selection messages and status of the missile seeker: caged/un-caged/auto etc.  This F4-E is packing SAHR AIM-7 Sparrows - lock and guide.  Semi-Active-Homing-Radar Missiles, like Sparrows and Mavericks (for air to ground) will announce they are locked and ready with a 'Launch Authorised' audible message (I recognise this stern female voice from early days in LOMAC).  Heat seekers will growl when un-caged and ready to lock.  The tone will become a high warble when ready to fire.  You have to be in a good position, or 'aspect', in order to prevent the enemy from dodging your shot.  Don't fire missiles while turning too hard and G-loading the wings, for example, and don't allow the enemy to evade the shot.

If you are targetted the onboard RWR (Radar Warning Receiver) shows a coloured asterisk in Il2.  Red for 'Holy Shit!' to Yellow for 'That was close!' (These are the correct technical terms, I talk to pilots!  ;D ) - at which point you break turn hard and pump chaff, for SAHR, or drop flares if a heater has you.  I just pump everything and pull hard!

(http://i.imgur.com/DGVUeNU.jpg)

...So let's shoot some drones.  Use your 'Lock Enemy Air Key' to make sure you have them and listen for 'Launch Authorised'.  Its not easy to capture in a quick screenie but see how the AIM-7D actually drops off the rail before igniting and streaking away...

(http://i.imgur.com/PVhBvSW.jpg)

...the missiles are fired with the rockets key - Weapon-3 - but selection is hard-coded to 'Select missile Type' key...

(http://i.imgur.com/RIxyFkf.jpg)

...'Wheelbrakes' key becomes the seeker cage key when airborne...

(http://i.imgur.com/vXqIKNE.jpg)

...then we can try a 'heater' AIM-9D Sidewinder, rear aspect self guiding heat seeker...

(http://i.imgur.com/IaKk7dm.jpg)

...note the missile selection, need to map a key to that...

(http://i.imgur.com/11TlppV.jpg)

...AIM-9D ignites more quicky, jumps off the rail and guides immediately. That's why the smoke trail passes over the wing at this point...

(http://i.imgur.com/7iX4B16.jpg)

...and you can follow the trail and watch it guide in...

(http://i.imgur.com/Yl8pxeb.jpg)

...then we can open up with the Internal cannon and SUU Gunpods...

(http://i.imgur.com/aGoNc3s.jpg)

...I didn't use any extra effects packages here because I test with a clean setup...

(http://i.imgur.com/aCbq6p9.jpg)

Do the test missions and re-map your keys.  These weapon systems are quite astonishing and the degree of sophistication now available in Il2 mods has to be seen to be believed.  My favourite? - CCIP (look it up and try it with an F/A18 or F16). 

The HUD MODES (not yet in the Phantom but developed for the F/A18 and others) and weapons coding, like the canopy code, engines and steam catapults (no Navy jet operations without these), all owe their genesis to mods and code developed here at SAS.  These features are slowly finding their way into all Il2 jet type mods because SAS freely share unique code advances and do not practice restrictive modding.

Back to Boot Camp for you Marco - Go find those Hornet missions and get training!  ;D


Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 11, 2015, 11:21:40 AM
Hi Simon, many thanks for your help! I really need the Hornet training and re-mapping keys also!
Today I re-map the select missile/rocket with a button on throttle and now the missiles works....the internal cannon not yet but I hope to solve this trouble also....  :P
I am the real turkey jet pilot  :D :D

And for the Baron? It is an AI plane only?

Ciao!

Marco
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: dpeters95 on December 11, 2015, 03:20:32 PM

And for the Baron? It is an AI plane only?

Ciao!

Marco

Marco, you mean the Beechcraft Baron G58?  It flies ok for me.  Try QMB missions under, "JTW_Edwards_AFB".

Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 11, 2015, 09:18:11 PM
Yep, still a WIP but fresco23's skin is fantastic, what a looker!

(http://i.imgur.com/SXf6YKR.jpg)
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 12, 2015, 04:14:38 AM
Hi guys, thanks for replies!

Marco, you mean the Beechcraft Baron G58?  It flies ok for me.  Try QMB missions under, "JTW_Edwards_AFB".

Yes, I mean Beechcraft Baron G58. I tried as you suggested but the system crash always at 30% loading aircraft.... :(

This my logfile last part, I hope usefull for you to help me to solve this trouble:

Code: [Select]
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
Loading mission QuickQMBPro/JTW-Edwards_AFB/JTW-Edwards_AFBRedNone00.mis...
Month = 6 , Hour = 17
Temperature -     0m = 37.0 .
Temperature -  1000m = 30.51001 .
Temperature -  2000m = 24.019989 .
Temperature -  3000m = 17.529999 .
Temperature -  4000m = 11.040009 .
Temperature -  5000m = 4.549988 .
Temperature -  6000m = -1.9400024 .
Temperature -  7000m = -8.429993 .
Temperature -  8000m = -14.920013 .
Temperature -  9000m = -21.410004 .
Temperature - 10000m = -27.899994 .
Temperature - 11000m = -34.39 .
Temperature - 12000m = -40.880005 .
Loading map.ini defined airfields:
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: *700968976*
*** 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!
Land2DText load failed: null
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.engine.Land2DText.load(Land2DText.java:128)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1090)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Load bridges
Load static objects
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse08/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse10/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse11/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse06/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.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
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from Alternative File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from Alternative File: 'baron_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from Alternative File: 'baron_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from Alternative File: 'baron_fm'

Many thanks for all!

Ciao!

Marco
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: spartan18a on December 12, 2015, 02:42:02 PM
Thanks Monty, Finally I manage to lock missiles and get some of those drones. Very useful info you put in here!  :)
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: dpeters95 on December 13, 2015, 10:19:11 PM
Marco, I am not a great log file troubleshooter like some others in the forum so my best recommendation would be to try a "restore Point" re-install of JTW Parts 9 and 9b.  It always corrects any few problems that I may encounter.  If that doesn't work, try downloading the files again and then try the re-install.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 15, 2015, 11:23:48 AM
Hi dpeters95, if possible I wish to avoid to re-install part 9....provided there is another alternative of course.... ;)

I never performed the procedure of restore point. There are some instructions about this procedure?

Many thanks for your help!

Ciao.

Marco
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: eMeL on December 15, 2015, 12:35:06 PM
RESTORE POINT INSTALL TYPE: 
Make sure you are up-to-date, to Part 08, from previously.

1) JSGME DISABLE everything prefixed #CUP and #JTW

2) In your Main Il2 directory rem out (rename with a -) your current #JTW to -#JTW.

3) UnZIP/UnRAR 'C.U.P. Module 04 The Jet Age Pt-09' direct to your Il2 Main Directory and allow overwrite.

4) ENABLE JSGME Options to taste.

5) Delete old -#JTW at your convenience.


Taken straight from the read me file, included in each new pack. Note the part number may not be correct, only as reference in this case. The same method applies to DOF, WAW and TGA. Hope this will help. :)
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: dpeters95 on December 15, 2015, 04:25:56 PM
Hi dpeters95, if possible I wish to avoid to re-install part 9....provided there is another alternative of course.... ;)

I never performed the procedure of restore point. There are some instructions about this procedure?

Many thanks for your help!

Ciao.

Marco

If you didn't perform it before, you may have several problems.  A lot of the last few updates required you to perform the "Restore Point" method before adding the new modules.  The procedure is always listed in the same post by Monty when he provides the download link.

I see that eMel has provided the process so I won't do it again.

Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 16, 2015, 10:32:34 AM
Hi guys, many thanks for your help!

@dpeters95: any problems till now mate, this is my first one. I did not understand that the normal installing procedure is the restore points procedure also.... As eMel has posted....

My mistake, sorry...

Ciao!

Marco

Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Gerax on December 16, 2015, 10:48:42 AM
Marco, read this Step-by-step thread by the letter,
there you see where the "restore point install procedure" is needed.
https://www.sas1946.com/main/index.php/topic,47647.0.html

also read all the threads where you see "restore point" next to the dl links.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: killerbee759 on December 16, 2015, 11:04:58 AM
Hi everybody!! I have installed CUP JTW many times following instructions but i still have a problem. When i fly F-4 Phantom, my wingman refuse to shoot AAM to enemy planes. And no WSO on screen also!!! I hope to resolve because CUP is Amazing!!!
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: P51vsFw190 on December 16, 2015, 11:57:18 AM
My thanks goes out to everyone that made this amazing piece of work happen.

You have all earned my respect and I thank you from the bottom of my heart.

I am glad I can be a part of this fantastic community.

Happy Holidays!  :)


Sincerely,

James
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 16, 2015, 02:14:47 PM
Hi Gerax, many thanks for your reply. I downloaded again part 9 and 9b. I done by the letter the restore point procedure (as Emel and you suggested), but I still have the same problems. When I try to flight with Beechcraft G58 baron the system crash at 30% loading error.
Here the logfile for Baron:

Code: [Select]
Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3084)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3052)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2691)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1666)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:627)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:567)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:531)
at com.maddox.il2.game.Mission._load(Mission.java:897)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1270)
at com.maddox.il2.gui.GUIAirArming._enter(GUIAirArming.java:748)
at com.maddox.il2.game.GameState.enterPush(GameState.java:92)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
at com.maddox.il2.gui.GUIQuick$WButtonArming.notify(GUIQuick.java:1450)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1270)
at com.maddox.il2.gui.GUIAirArming._enter(GUIAirArming.java:748)
at com.maddox.il2.game.GameState.enterPush(GameState.java:92)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
at com.maddox.il2.gui.GUIQuick$WButtonArming.notify(GUIQuick.java:1450)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1270)
at com.maddox.il2.gui.GUIAirArming._enter(GUIAirArming.java:748)
at com.maddox.il2.game.GameState.enterPush(GameState.java:92)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
at com.maddox.il2.gui.GUIQuick$WButtonArming.notify(GUIQuick.java:1450)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loading mission QuickQMBPro/Crimea/CrimeaRedNone00.mis...
Month = 6 , Hour = 17
Temperature -     0m = 22.0 .
Temperature -  1000m = 15.51001 .
Temperature -  2000m = 9.019989 .
Temperature -  3000m = 2.5299988 .
Temperature -  4000m = -3.9599915 .
Temperature -  5000m = -10.450012 .
Temperature -  6000m = -16.940002 .
Temperature -  7000m = -23.429993 .
Temperature -  8000m = -29.919998 .
Temperature -  9000m = -36.410004 .
Temperature - 10000m = -42.899994 .
Temperature - 11000m = -49.39 .
Temperature - 12000m = -55.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0,  Vert 0,  Ind 0
WARNING: * Buf1 : Obj: 75,  Vert 26638,  Ind 77625
WARNING: * Buf2 : Obj: 0,  Vert 0,  Ind 0
Load bridges
Load static objects
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
FM called 'FlightModels/L-39C.fmd:L39C' is being loaded from File: 'l39c'
FM called 'FlightModels/L-39C.fmd:L39C' is being loaded from Alternative File: 'l39c'
FM called 'FlightModels/IvchenkoA:L39A.emd' is being loaded from File: 'l39a'
FM called 'FlightModels/IvchenkoA:L39A.emd' is being loaded from Alternative File: 'l39a'
Flight Model File FlightModels/L-39C.fmd:L39C contains no Mach Drag Parameters.
FM called 'FlightModels/L-39C.fmd:L39C' is being loaded from File: 'l39c'
FM called 'FlightModels/L-39C.fmd:L39C' is being loaded from Alternative File: 'l39c'
ERROR loading sound control sample.339_idle_x4.wav.rpm
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
cannot open file for reading
Cannot open audio file samples/339_fuelsystem.wav

ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Crimea/CrimeaRedNone00.mis is Playing
warning: no files : music/inflight
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 22 was clamped to (1 .. 16)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 22 was clamped to (1 .. 16)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 22 was clamped to (1 .. 16)
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 22 was clamped to (1 .. 16)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 22 was clamped to (1 .. 16)
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 22 was clamped to (1 .. 16)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 22 was clamped to (1 .. 16)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 22 was clamped to (1 .. 16)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 22 was clamped to (1 .. 16)
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
Loading mission QuickQMBPro/Crimea/CrimeaRedNone00.mis...
Month = 6 , Hour = 17
Temperature -     0m = 22.0 .
Temperature -  1000m = 15.51001 .
Temperature -  2000m = 9.019989 .
Temperature -  3000m = 2.5299988 .
Temperature -  4000m = -3.9599915 .
Temperature -  5000m = -10.450012 .
Temperature -  6000m = -16.940002 .
Temperature -  7000m = -23.429993 .
Temperature -  8000m = -29.919998 .
Temperature -  9000m = -36.410004 .
Temperature - 10000m = -42.899994 .
Temperature - 11000m = -49.39 .
Temperature - 12000m = -55.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 2,  Vert 173,  Ind 306
WARNING: * Buf1 : Obj: 298,  Vert 47982,  Ind 105639
WARNING: * Buf2 : Obj: 10,  Vert 5519,  Ind 9120
Load bridges
Load static objects
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
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from Alternative File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from Alternative File: 'baron_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from Alternative File: 'baron_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from Alternative File: 'baron_fm'

It is no simple to restart the system, I must to try several time because the mouse also doesn't work, with several time with alt+ctrl+canc; I must to move to  buttons by "tab".

During one of these attempts it appeared this message:

(http://i1375.photobucket.com/albums/ag479/Marvel0169/TFM412_Troubleshooting/95762f06-cdd6-4464-b9ec-10c24c7b0d7e_zpsadqywsz0.jpg)

Again...I tried to flight with MI_8 Terminator but the mission load failed. The message is: "mission loading failed: null". Below the corresponding logfile:

Code: [Select]
Loading mission QuickQMBPro/Crimea/Crimearedscramble00.mis...
Month = 7 , Hour = 17
Temperature -     0m = 23.0 .
Temperature -  1000m = 16.51001 .
Temperature -  2000m = 10.019989 .
Temperature -  3000m = 3.5299988 .
Temperature -  4000m = -2.9599915 .
Temperature -  5000m = -9.450012 .
Temperature -  6000m = -15.940002 .
Temperature -  7000m = -22.429993 .
Temperature -  8000m = -28.919998 .
Temperature -  9000m = -35.410004 .
Temperature - 10000m = -41.899994 .
Temperature - 11000m = -48.39 .
Temperature - 12000m = -54.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 576,  Vert 15295,  Ind 22710
WARNING: * Buf1 : Obj: 390,  Vert 87604,  Ind 198174
WARNING: * Buf2 : Obj: 17,  Vert 16620,  Ind 30912
Load bridges
Load static objects
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
FM called 'FlightModels/Mi-8.fmd:MI' is being loaded from File: 'mi'
FM called 'FlightModels/Mi-8.fmd:MI' is being loaded from Alternative File: 'mi'
FM called 'FlightModels/MI:MI.emd' is being loaded from File: 'mi'
FM called 'FlightModels/MI:MI.emd' is being loaded from Alternative File: 'mi'
FM called 'FlightModels/MI:MI.emd' is being loaded from File: 'mi'
FM called 'FlightModels/MI:MI.emd' is being loaded from Alternative File: 'mi'
Flight Model File FlightModels/Mi-8.fmd:MI contains no Mach Drag Parameters.
FM called 'FlightModels/Mi-8.fmd:MI' is being loaded from File: 'mi'
FM called 'FlightModels/Mi-8.fmd:MI' is being loaded from Alternative File: 'mi'
Hook '_MGUN01' NOT found in mesh of class com.maddox.il2.objects.air.MI_8TERMINATOR
Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3084)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3052)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2691)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1666)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
FM called 'FlightModels/Li-2.fmd' is being loaded from Alternative File: 'gui/game/buttons'
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:627)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:567)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:531)
at com.maddox.il2.game.Mission._load(Mission.java:897)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loading mission QuickQMBPro/Crimea/Crimearednone00.mis...
Month = 6 , Hour = 17
Temperature -     0m = 22.0 .
Temperature -  1000m = 15.51001 .
Temperature -  2000m = 9.019989 .
Temperature -  3000m = 2.5299988 .
Temperature -  4000m = -3.9599915 .
Temperature -  5000m = -10.450012 .
Temperature -  6000m = -16.940002 .
Temperature -  7000m = -23.429993 .
Temperature -  8000m = -29.919998 .
Temperature -  9000m = -36.410004 .
Temperature - 10000m = -42.899994 .
Temperature - 11000m = -49.39 .
Temperature - 12000m = -55.880005 .
Loading map.ini defined airfields:
Load bridges
Load static objects
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
FM called 'FlightModels/Mi-8.fmd:MI' is being loaded from File: 'mi'
FM called 'FlightModels/Mi-8.fmd:MI' is being loaded from Alternative File: 'mi'
FM called 'FlightModels/MI:MI.emd' is being loaded from File: 'mi'
FM called 'FlightModels/MI:MI.emd' is being loaded from Alternative File: 'mi'
FM called 'FlightModels/MI:MI.emd' is being loaded from File: 'mi'
FM called 'FlightModels/MI:MI.emd' is being loaded from Alternative File: 'mi'
Flight Model File FlightModels/Mi-8.fmd:MI contains no Mach Drag Parameters.
FM called 'FlightModels/Mi-8.fmd:MI' is being loaded from File: 'mi'
FM called 'FlightModels/Mi-8.fmd:MI' is being loaded from Alternative File: 'mi'
Hook '_MGUN01' NOT found in mesh of class com.maddox.il2.objects.air.MI_8TERMINATOR
Mission error, ID_04: java.lang.ArrayIndexOutOfBoundsException
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3084)
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:3052)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2691)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1666)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
at com.maddox.il2.game.Mission._load(Mission.java:762)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:627)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:567)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:531)
at com.maddox.il2.game.Mission._load(Mission.java:897)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Dec 16, 2015 8:33:01 PM] -------------- END log session -------------

I hope you can help me to solve these problems.
Many thanks for all!

Ciao.

Marco



Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 16, 2015, 11:50:55 PM
Hi everybody!! I have installed CUP JTW many times following instructions but i still have a problem. When i fly F-4 Phantom, my wingman refuse to shoot AAM to enemy planes. And no WSO on screen also!!! I hope to resolve because CUP is Amazing!!!

@killerbee759 - Enable Subtitles for WSO. 

I know this is probably a language thing but what do you mean by refuse to shoot - you asked him to?  ie:  Did you lock a target and hear your wingman respond?  In most cases simply locking an enemy aircraft is enough for the AI to "roger that" and go for your target.

If you just float around up there and do not direct the fight its 50/50 on QMB.

Of course; in a proper QMB mission you can Flightplan the course and encounters, pre-designate the attackers and decide who does what, properly.

Get into FMB, write some encounters and share them.  Soon we will have a part of the Forum didicated to just this sort of excercise, as well as a place for all of our missions and campaigns.  So you will get the answers.  ;D

@ Marco -Can you confirm you are testing with no JEGME options enabled?

Also - stop messing about in QMB and write some proper missions in FMB for the aircraft you want to fly.  I'm not surprised you are locking up trying to use WWII QMB with jetage planes.  There are some JTW-scenarios for QMBPRO - Please start with those.

Its also very easy to put an aircraft anywhere and write a simple scenario in FMB.  QMB is an interesting feature and a nice 'side program' but it is not the place to test.  For the reasons I have explained thousands of times over many years QMB is not for testing and NO result from QMB is a reliable indicator of ANYTHING other than whether that particular QMB combo worked at that particular time.

Fly out of FMB, post the mission, and let's see what is happening.

Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 17, 2015, 10:24:21 AM
Hi Simon, many thanks for your reply!

Well, I have all jsgme options activated, #cup and #jtw.

I tried to set a mission with BE 58 in North Korea 1950 map, just the plane at 1000 ft  at 250 kts speed. I save the mission as "Baron BE58 test", then I select play, but when I do "fly" the system even crash at "30% loading plane". Here the logfile:

Code: [Select]
java.lang.ClassNotFoundException
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.gui.GUIBriefingGeneric._enter(GUIBriefingGeneric.java:1317)
at com.maddox.il2.gui.GUIBriefing._enter(GUIBriefing.java:200)
at com.maddox.il2.gui.GUIBriefingGeneric.enterPush(GUIBriefingGeneric.java:912)
at com.maddox.il2.gui.GUIBriefing.enterPush(GUIBriefing.java:183)
at com.maddox.il2.gui.GUISingleBriefing.enterPush(GUISingleBriefing.java:22)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
at com.maddox.il2.builder.PlMission.playMission(PlMission.java:2693)
at com.maddox.il2.builder.PlMission.access$5300(PlMission.java:53)
at com.maddox.il2.builder.PlMission$58.execute(PlMission.java:2548)
at com.maddox.gwindow.GWindowMenu.execute(GWindowMenu.java:119)
at com.maddox.gwindow.GWindowMenu.doExecute(GWindowMenu.java:125)
at com.maddox.gwindow.GWindowMenuItem.mouseButton(GWindowMenuItem.java:38)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:569)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
Loading mission Single/Tempperprove/Baron BE58 Test.mis...
Month = 6 , Hour = 12
Temperature -     0m = 13.0 .
Temperature -  1000m = 6.51001 .
Temperature -  2000m = 0.019989014 .
Temperature -  3000m = -6.470001 .
Temperature -  4000m = -12.959991 .
Temperature -  5000m = -19.449997 .
Temperature -  6000m = -25.940002 .
Temperature -  7000m = -32.429993 .
Temperature -  8000m = -38.92 .
Temperature -  9000m = -45.410004 .
Temperature - 10000m = -51.899994 .
Temperature - 11000m = -56.5 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0,  Vert 0,  Ind 0
WARNING: * Buf1 : Obj: 136,  Vert 27767,  Ind 78774
WARNING: * Buf2 : Obj: 2,  Vert 1248,  Ind 1968
Load bridges
Load static objects
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
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from Alternative File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from Alternative File: 'baron_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from Alternative File: 'baron_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from Alternative File: 'baron_fm'

This is the last part af my logfile, after lines as:
Code: [Select]
FM called 'FlightModels/FFR-41MR.fmd:FAF' is being loaded from File: 'faf'
FM called 'FlightModels/FFR-41MR.fmd:FAF' is being loaded from Alternative File: 'faf'
FM called 'FlightModels/Saucer.fmd:Saucer_FM' is being loaded from File: 'saucer_fm'
FM called 'FlightModels/Saucer.fmd:Saucer_FM' is being loaded from Alternative File: 'saucer_fm'
null

I don't know if is the right part of logfile.

I tried also with BE58 in QBM jtw-scenarios (jtw-grand canyon, to take off my doubt) but the results is always the same.....system crash at "30% loading plane". Here the logfile:

Code: [Select]
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

null
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1270)
at com.maddox.il2.gui.GUIAirArming._enter(GUIAirArming.java:748)
at com.maddox.il2.game.GameState.enterPush(GameState.java:92)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
at com.maddox.il2.gui.GUIQuick$WButtonArming.notify(GUIQuick.java:1450)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.gui.GUIAirArming.prepareWeapons(GUIAirArming.java:1270)
at com.maddox.il2.gui.GUIAirArming._enter(GUIAirArming.java:748)
at com.maddox.il2.game.GameState.enterPush(GameState.java:92)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
at com.maddox.il2.gui.GUIQuick$WButtonArming.notify(GUIQuick.java:1450)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:556)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
Loading mission QuickQMBPro/JTW-Grand Canyon/JTW-Grand CanyonRedScramble00.mis...
Month = 6 , Hour = 17
Temperature -     0m = 17.0 .
Temperature -  1000m = 10.51001 .
Temperature -  2000m = 4.019989 .
Temperature -  3000m = -2.4700012 .
Temperature -  4000m = -8.959991 .
Temperature -  5000m = -15.450012 .
Temperature -  6000m = -21.940002 .
Temperature -  7000m = -28.429993 .
Temperature -  8000m = -34.92 .
Temperature -  9000m = -41.410004 .
Temperature - 10000m = -47.899994 .
Temperature - 11000m = -54.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
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: *700575760*
*** 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!
WARNING: Texture 'MAPS/VKG_Grand_Canyon/map_R.tga' - has non power of 2 dimensions (528 x 336)
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Russia/Kiev/Hangar_Lrge3/live.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.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
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from Alternative File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from Alternative File: 'baron_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from Alternative File: 'baron_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from Alternative File: 'baron_fm'

How can I post to you the Baron BE58 test mission, please?

Many thanks for all our help!

Ciao!

Marco


Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 17, 2015, 02:02:16 PM
Yes, good idea I will post some FMB test scenarios as soon as can get clear.

Also, reading through the threads about 6Dof errors, try JSGME disabling VisualMOD...  It works for most, me included, but it seems that different versions affect individual O/Ss in different ways.

I suggest testing with all JSGME options disabled, except for MissionPRO.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 18, 2015, 09:46:54 AM
Hi Simon,  next I will post my BE58 mission by "insert code" (#)...I think is the correct way to do this.

I have not any VisualMOD enabled. In the past me too had  many problems with it.

Quote
I suggest testing with all JSGME options disabled, except for MissionPRO.

Just #jtw or #jtw and #cup?

Ciao!

Marco
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 18, 2015, 08:21:20 PM
Marco - Never overlook the obvious.  I was testing some new mods in JTW, went to fly the Baron, whammo, its stuffed.

I minussed out the test #JTW (-#JTW) reverted to the previous clean #JTW from Part-09, then Part-09B on top.  Its fine again, no problems, even in QMB.

Advise trying this.  Throw away your #JTW and put in the Part-09 #JTW and Part-09B JTW over the top.

(http://i.imgur.com/oplV967.jpg)
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 19, 2015, 05:16:31 AM
Hi Simon, well, I deactivated all jsgme mods from part 9, but  I held the previous #jtw mods. Now the BE58 Baron works!  :o

Now I will test which mod affect BE58 Baron and I report the results.

For the Mi8 Terminator always the same problem in QMB at 100% load it shows an error: "Mission loading failed: null" , but now in FMB loading mission it shows "no cockpit for Mi8 terminator_AI", so I suppose is a mod cockpit problem. I will try to understand which mod affect te Mi8 terminator.

Thanks for your input!!

Ciao!

Marco
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 19, 2015, 07:37:18 AM
Well, I done several test and I discovered that the mods as below cause to my installation some problems (till now I discovered problems with BE 58 Baron, I don't know if there are some others):

#JTW-cockpit F-84F: the mission starts, both QMB and FMB, but I have no cockpit and the flying is steady, but the external views works, the plane flying... (?!?)

#JTW-L-39 aerobatic and #JTW cockpit reset F-80s: system crash at "30% loading aircraft"...and I must to do several time ctrl+canc+alt to restart the system.

With other mods of part 9 the game works. Well...I cal live without these problematic (for me) mods...

For Mi 8 Terminator in QMB I have the same problems as reported before, but in the FMB mission I made for this helicopter when I start flying is shows this message: "the plane Mi-8T_AI does not have cockpit to fly it! Please choose a different one"

You have any ideas on how to fix it?

Many thanks! Ciao!

Marco
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 19, 2015, 03:53:11 PM
Well, I done several test and I discovered that the mods as below cause to my installation some problems (till now I discovered problems with BE 58 Baron, I don't know if there are some others):

#JTW-cockpit F-84F:...

#JTW-L-39 aerobatic and #JTW cockpit reset F-80s:..

For Mi 8 Terminator in QMB I have the same problems...


#JTW-cockpit F-84F:...
This is an option - but you must disable #JTW cockpit reset F-80s first.
 
#JTW-L-39 aerobatic and #JTW cockpit reset F-80s:..
Never both together! - The F-80 option is ONLY if you are flying F-80, otherwise JSGME disable this.  #JTW-L-39 aerobatic removes the pylons for a clean aerobatic aircraft, nothing more.  This is an option only.

For Mi 8 Terminator in QMB I have the same problems...
I agree there is an issue with the Terminator.  Mission loading failed Null message almost always indicates a loadout problem.  Often it is useful to try different loadouts.  In this case some additional classfiles at the top of the order solve the issue:

Put this folder inside #JTW as it is and the Terminator will be OK again!

This fix is incoporated into #JTW Part-10, thanks to Marco!

! SAS Classfiles.zip
https://www.mediafire.com/?e4qxg0tjgc19dcf

Be so kind as to drop this into #JTW, Marco, and let us know your results...
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: markino on December 21, 2015, 10:02:22 AM
Hi Simon, many thanks for explanations about jsgme mods, very useful!!

I set the !SAS classfile as you suggested and now Mi 8 Terminator and Hip works well also with different loadouts, both QMB and FMB.

Many many thanks for all!!

Ciao!

Marco
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: kostasfw190d on December 23, 2015, 02:28:34 PM
hi to everyone Thanks for a great job that you have dan but I face some problems with some mods and I would like to kindly ask for your assistance

1 the  Mi-24V guided missile not working I press b i fire but refuse to work

2 the su-25 i Press Misc Key 5 to turn on the laser but i don't see a dot in front of the plane

3 the f-16 and  L-159A Alca  laser guide (flir pod) don't see I try to move it around with the mouse but The Cross remain stable at the same Point US Marine Aviation pack working properly

just wondering if anyone has confront with the same problems before and how he made to work

thanks in advance merry Christmas to all
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on December 23, 2015, 09:46:25 PM
hi to everyone Thanks for a great job that you have dan but I face some problems with some mods and I would like to kindly ask for your assistance

1 the  Mi-24V guided missile not working I press b i fire but refuse to work

2 the su-25 i Press Misc Key 5 to turn on the laser but i don't see a dot in front of the plane

3 the f-16 and  L-159A Alca  laser guide (flir pod) don't see I try to move it around with the mouse but The Cross remain stable at the same Point US Marine Aviation pack working properly

just wondering if anyone has confront with the same problems before and how he made to work

thanks in advance merry Christmas to all

Thanks Kostas - We will be reviewing all functions with JTW Part-10 and updating the C.U.P. Manual with detailed guidance on their usage.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: dagger123456 on December 27, 2015, 12:42:20 PM
My experience with F18.  On QMB, it will run straight on runway for take off but in the campaign the aircraft tends to shift to the right.  It can be controlled by using left rudder but when tailwheel is locked, the aircraft will shift to the left off the runway.  And its much worst during landing. 
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: SAS~Monty27 on January 31, 2016, 02:09:34 AM
My experience with F18.  On QMB, it will run straight on runway for take off but in the campaign the aircraft tends to shift to the right.  It can be controlled by using left rudder but when tailwheel is locked, the aircraft will shift to the left off the runway.  And its much worst during landing.

If you are referring to the Hornet Training Campaign it does have some pretty high wind speeds.  Accelerating more gently and steering into the wind is the way to deal with it.  Winds are designed to make it more challenging and require gentler stick inputs and compensation.  By entering FMB to edit the mission it is possible to turn down the wind if its too annoying or difficult.  Its under the Edit/Conditions window.
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: Gatrasz on March 05, 2016, 08:09:11 AM
COMPATIBILITY PACKAGE

The new JTW37.SFS and VCL14/15.SFS SFS_MAPS Place-holders will ensure that the new Vietnam era vehicles do not over-ride existing WWII vehicle slots and avoid interfering with #WAW!
Hi ! I'm not sure to understand ; VCL14.sfs and VCL15.sfs have been in the SFS_MAPS folder since MME.Pt13, they are quite big files (252Mb & 533Mb). Are the ones included in JTW Pt09B meant to replace those files, as each one of them is 1.24Mb only ? I did replace them at first and lost some maps (like Berlin Reconstruction) so I guess something's wrong  :D
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: bigans on April 03, 2016, 11:57:07 AM
If I want install over C.U.P.-J.T.W. only my W.I.P. maps, what is the folder where placing the map, the _tex folder and the all.ini to modify? Thank you
Title: Re: C.U.P.- Module 04 - The Jet Age Pt-09
Post by: bomberkiller on April 04, 2016, 07:12:02 AM
Maingame-folder\ #JTW\ MAPMODS\ MAPS. On the bottom you'll see the "all.ini" file.

Be sure to have your W.I.P. - files only in the "_tex" folder! Put this "_tex" folder in the "MAPS" folder too. But in this case I'm not sure.

Good luck.

Best regards, Gerhard  :)