- bug fixing in cruisse speed code, now works propely
- modified drag for dropranks
- fixed AI bounce
- modified Takeoff behaviour
- modified cruise speed & fuel consumption
MIRAGE-IIIC air.MIRAGEIIIC 1 NOINFO usa01 DESERT
MIRAGE-IIICJ air.MIRAGEIIICJ 1 NOINFO usa01 DESERT
IAI-Nesher air.IAI_Nesher NOINFO usa01 SUMMER
IAI-Dagger air.IAI_Dagger NOINFO usa01 SUMMER
IAI-Kfir-C2 air.IAI_Kfir_C2 NOINFO usa01 SUMMER
MIRAGE-IIIC Mirage-IIIC, 1961
MIRAGE-IIICJ Mirage-IIICJ, 1962
IAI-Nesher IAI Nesher, 1971
IAI-Dagger IAI Dagger, 1978
IAI-Kfir-C2 IAI Kfir-C2, 1976
On 25 June 1955, the first prototype of the Mystère-Delta, without afterburning engines or rocket motor and with an unusually large vertical stabilizer, conducted its maiden flight. In this configuration, it was able to attain a maximum speed of Mach 1.15. Following initial flights, it received a redesign that involved the vertical stabilizer being reduced in size along with the installation of afterburners and a rocket motor; it was at this point that the aircraft was renamed as the Mirage I. During late 1955, the prototype attained a recorded speed of Mach 1.3 in level flight without rocket assistance, as well as reaching Mach 1.6 when using the rocket motor. According to aviation author John F. Brindley, testing of the Mirage I and prototypes of the rival Trident and Durandal designs had demonstrated the limitations of the light fighter concept, namely limitations on both endurance and equipment/payload capacity. The small size of the Mirage I restricted its armament to a single air-to-air missile, and it was decided during flight trials that the aircraft was too small for the carriage of a useful armament. Following the completion of flying trials, the Mirage I prototype was eventually scrapped.
Dassault was keen to produce a successor to the Mirage I prototype; at one point, the firm was considering the production of an enlarged version, known as the Mirage II, which would have been furnished with a pair of Turbomeca Gabizo turbojet engine. However, the Mirage II ultimately remained unbuilt as it was bypassed for an even more ambitious design, being 30 per cent heavier than the original Mirage I, powered by the newly developed Snecma Atar afterburning turbojet engine, capable of generating up to 43.2 kN (9,700 lbf) of thrust. The Atar was an axial-flow turbojet design, having been derived from the German Second World War-era BMW 003 engine. The new Atar-equipped fighter design received the name Mirage III. There was also an even larger heavy fighter design drafted, referred to as the Mirage IV. A decisive factor had been interest from the French military, who had made its favour for the Mirage III proposal known to the company.
The Mirage III incorporated various new design principles, such as the transonic area rule concept, where changes to an aircraft's cross-section were made as gradual as possible, resulting in the famous "wasp waist" configuration of many supersonic fighters. Similar to its Mirage I predecessor, the Mirage III had provision for a booster rocket engine. On 17 November 1956, the prototype Mirage III perform its first flight. During its 10th flight, it was recorded as having attained a speed of Mach 1.52 at one point. During the course of the flight test programme, the prototype was fitted with a pair of manually-operated intake half-cone shock diffusers, known as souris ("mice"), which could be repositioning more forwards as the airspeed was increased to achieve a reduction in inlet pressure losses. Reportedly, their addition enabled an increased speed of Mach 1.65 to be reached, while use of the supplemental SEPR 66 rocket (as fitted to the Mirage I) had allowed for a speed of Mach 1.8 to be reached during September 1957.
The success of the Mirage III prototype resulted in an order for 10 pre-production Mirage IIIA fighters. Although the type had initially conceived of as an interceptor, the batch had been ordered with the intention of using them to develop the type for additional roles as well. The Mirage IIIA were almost 2 meters longer than the Mirage III prototype, had an enlarged wing of 17.3 per cent greater area, a chord reduced to 4.5 per cent, and an Atar 09B turbojet capable of generating afterburning thrust of up to 58.9 kN (13,200 lbf). The SEPR 841 rocket engine was also retained. The Mirage IIIA was also fitted with a Thomson-CSF-built Cyrano Ibis air intercept radar, operational-standard avionics, and a drag chute to shorten its landing roll.
During May 1958, the first Mirage IIIA conducted its first flight. During October of that year, this aircraft achieved a top speed of Mach 2.2 during one of its test flights, thus becoming the first European aircraft to exceed Mach 2 in level flight. During December 1959, the tenth and final Mirage IIIA was rolled out; the last six pre-production aircraft were largely representative of the subsequent initial production standard. The test regime involved a wide variety of tasks, including the evaluation of the newer SEPR 841 rocket motor, various underwing drop tanks, and other major systems. One Mirage IIIA was powered by a Rolls-Royce Avon 67 engine capable of generating 71.1 kN (16,000 lbf) of thrust, to serve as a test model for Australian evaluation, which was given the Mirage IIIO designation. This variant flew in February 1961, but the Avon powerplant was ultimately not adopted upon production aircraft.
The first major production model, the Mirage IIIC, first flew in October 1960. The IIIC was largely similar to the earlier IIIA, being less than a half meter longer and featuring a full operational fit. The Mirage IIIC was a single-seat interceptor, with an Atar 09B turbojet engine, featuring an eyelid type variable exhaust. The Mirage IIIC was armed with twin 30 mm DEFA cannon fitted in the belly with the gun ports under the air intakes. Early Mirage IIIC production had three stores pylons, one under the fuselage and one under each wing; another outboard pylon was soon added to each wing, for a total of five, excluding a sleek supersonic tank which also had bomb-carrying capacity. The outboard pylon was intended to carry an AIM-9B Sidewinder air-to-air missile, later replaced by the Matra R550 Magic and also was armed with the radar guided Matra R530 Missile on the center line pylon.
Although provision for the rocket engine was retained, by this point in time, the era of the high-altitude bomber seemed to already be over; as such, the SEPR rocket engine was rarely or never fitted in practice. In the first place, it required removal of both the cannon armament and one of the internal fuel tanks, and in the second, apparently it had a reputation for setting the aircraft on fire. The space for the rocket engine was used for additional fuel, and the rocket nozzle was replaced by a ventral fin at first, and an airfield arresting assembly later.
A total of 95 Mirage IIICs were obtained by the French Air Force (Armée de l'Air, AdA), with initial operational deliveries in July 1961. The Mirage IIIC remained in service with the AdA until 1988.
Mirage IIIC
Single-seat all-weather interceptor-fighter aircraft, with longer fuselage than the IIIA (14.73 m (48.3 ft)) and equipped with a Cyrano Ibis radar. The Mirage IIIC was armed with two 30 mm (1.181 in) cannon, with a single Matra R.511, Nord AA.20 or Matra R530 air-to-air missile under the fuselage and two AIM-9 Sidewinder missiles under the wings. It was powered by an Atar 9B-3 turbojet engine, which could be supplemented by fitting an auxiliary rocket motor in the rear fuselage if the cannon were removed. 95 were built for the French Air Force.
(https://s26.postimg.cc/ksylfjs9l/Mirage-_IIIC.jpg) (https://postimg.cc/image/fhjouu66t/)
Mirage IIICJ
Mirage IIIC for the Israeli Air Force, fitted with simpler electronics and with provision for the booster rocket removed 72 delivered between 1961 and 1964.
(https://s26.postimg.cc/6b1e7k0yh/Mirage-_IIICJ.jpg) (https://postimages.org/)
Israel had to replace more than 60 aircraft lost during the Six Day War and the War of Attrition which followed. Before the war, Israel began co-development with Dassault to build the Mirage 5 and it was eventually built by Israel and named Raam in Hebrew (thunder).
Dassault Aviation had developed the Mirage 5 at the request of the Israelis, who were the main foreign customers of the Mirage III. The Israeli Air Force (IAF) wanted the next version to have less all-weather capability in exchange for improved ordnance carrying capacity and range as the weather in the Middle East is mostly clear.
In January 1969, the French government arms embargo on Israel (in response to the 1968 Israeli raid on Lebanon) prevented the first 30 Mirage 5 aircraft (which were already paid for by Israel) plus optional 20 from being delivered and cut off support for the existing Mirage IIICJ fleet.
This was a setback for the Israeli Air Force, who needed the new Mirage to compensate for the losses of the Six Day War and was still using the Mirage IIIC. Israel then decided to produce the (Raam A and B project) airframes as it had the necessary plans, although Israel did not officially obtain a manufacturing license.
Officially, Israel built the aircraft after obtaining a complete set of drawings. However, some sources claim Israel received 50 Mirage 5s in crates from the French Air Force (AdA), while the AdA took over the 50 aircraft originally intended for Israel.
IAI Nesher
Production began in 1969 with the first empty airframes with no weapons, electronics, seat, or engine included, delivered directly from Dassault Aviation. The first Raam A was delivered in May, 1971. In November, 1971 the plane was renamed Nesher.
The Neshers' airframe was identical to the Mirage 5, but there was an extensive refitting of Israeli avionics, a Martin-Baker zero-zero ejection seat, and improved provisions for a wider range of AAMs (Air-to-Air Missiles), including the Israeli Shafrir heat-seeking missile. Fifty-one Nesher fighters (Nesher S) and ten Nesher two-seat trainers (Nesher T) were built in all.
The Nesher had simpler avionics than the Mirage IIIC and was slightly less maneuverable. However, it had longer range and bigger payload. The reduced maneuverability did not prevent the Nesher from performing well in air combat during the Yom Kippur war.
51 Nesher fighters and 10 Nesher two-seat trainers were built for the IAF. The first Nesher prototype flew in September 1969, with production deliveries to the IAF beginning in May 1971, ending in February 1974. These aircraft performed well during the 1973 Yom Kippur War, claiming over a hundred kills.
(https://s26.postimg.cc/xplksufo9/IAI_Nesher.jpg) (https://postimg.cc/image/8jkmm0edx/)
IAI Dagger
The remaining Israeli aircraft were refurbished and exported to the Argentine Air Force in two batches, 26 in 1978 and 13 in 1980, under the name Dagger, comprising 35 Dagger A single-seat fighters and four Dagger B two-seat trainers.
They formed a new unit, 6th Air Group, and were immediately enlisted with the help of the 8th Air Group (Mirage IIIEA) and the Peruvian Air Force, already a user of the Mirage 5, due to the escalating crisis with Chile that year.
During the 1982 Falklands War, they were deployed to the southern naval airbase of Río Grande, Tierra del Fuego, and an airfield in Puerto San Julián and despite the distance to their targets and lack of aerial refueling capability, managed to make 153 sorties against both ground and naval targets on the 45 days of operations. In the last role, they damaged HMS Antrim, Brilliant, Broadsword, Ardent, Arrow and Plymouth. Eleven Daggers were lost in combat (nine by AIM-9L Sidewinders fired from Sea Harriers and two by surface to air missiles).
(https://s7.postimg.cc/5ipte17xn/IAI-_Dagger.jpg) (https://postimg.cc/image/43o8pb6uf/)
IAI Kfir
The Kfir programme originated in the quest to develop a more capable version of the IAI Nesher, which was already in series production. After General De Gaulle embargoed the sale of arms to Israel, the IAF feared that it might lose qualitative superiority over its adversaries in the future, which were receiving increasingly advanced Soviet aircraft. The main and most advanced type of aircraft available to the IAF was the Mirage, but a severe problem developed due to the Mirage fleet's depletion due to attrition after the Six-Day War. Domestic production would avoid the problem of the embargo completely; efforts to reverse engineer and reproduce components of the Mirage were aided by Israeli espionage efforts to obtain technical assistance and blueprints from third party Mirage operators.
Two powerplants were initially selected for trials, the General Electric J79 turbojet and the Rolls-Royce Spey turbofan. In the end, the J79 was selected, not least because it was the same engine used on the McDonnell Douglas F-4 Phantom II, which the Israelis began to acquire from the United States in 1969, along with a license to produce the J79 themselves. The J79 was clearly superior to the original French Atar 09, providing a dry thrust of 49 kN (11,000 lbf) and an afterburning thrust of 83.4 kN (18,750 lbf).
In order to accommodate the new powerplant on the Mirage III's airframe, and to deliver the added cooling required by the J79, the aircraft's rear fuselage was slightly shortened and widened, its air intakes were enlarged, and a large air inlet was installed at the base of the vertical stabilizer, so as to supply the extra cooling needed for the afterburner. The engine itself was encased in a titanium heatshield.
The Kfir entered service with the IAF in 1975, the first units being assigned to the 101st "First Fighter" Squadron. Over the following years, several other squadrons were also equipped with the new aircraft. The role of the Kfir as the IAF's primary air superiority asset was short-lived, as the first F-15 Eagle fighters from the United States were delivered to Israel in 1976.
The Kfir's first recorded combat action took place on November 9, 1977, during an Israeli air strike on a training camp at Tel Azia, in Lebanon. The only air victory claimed by a Kfir during its service with the IAF occurred on June 27, 1979 when a Kfir C.2 shot down a Syrian MiG-21.
By the time of the Israeli invasion of southern Lebanon in 1982 (Operation Peace for Galilee) the IAF was able to use both its F-15s and F-16s for air superiority roles, leaving the Kfirs to carry out unescorted strike missions.
(https://s7.postimg.cc/ffi6kqoxn/IAI_Kfir_2.jpg) (https://postimg.cc/image/7ziwyy187/)
Mirage III use this mod https://www.sas1946.com/main/index.php/topic,56464.msg625120.html#msg625120
If you don't use this mod delete Gloss1D0o.mat and rename -Gloss1D0o.mat at Gloss1D0o.mat.
and use skins with rivets from https://www.mediafire.com/file/2ff9ri1q9gj1df8/MIRAGE-IIIC-skins.rar
Tango: Original 3d of IAI-Dagger
Ranwers: Original 3d of Mirage III, Cockpit and conversion of Dagger into IAI Kfir C2
Edlor: 3d modifications in IAI Nesher/Dagger
mm: Skins
Max: Skins
Dreamk: Weapons
Western: Weapons
Benitomuso: FM debug tools
Vega: fm and Java
Hawker Hunter is available in BAT.
Just a suggestion. Maybe somebody else has noticed it.Could be. I have notice that too. But better to keep in mind these acts as elevator too: "tailerons" or such.
The ailerons animations are reversed. Maybe you can correct that in a further update.
The plane turns in the correct direction when moving the stick to the sides but the animation moves to the opposite way.
when I turn off my engine, or it breaks down, the plane stops moving it stop
I confim bug with plane getting stuck in the air after switching engine off.
Anyone care to post a log?Part of the Log.lst starting from the mission loading.
17:25:00] Loading mission QuickQMBPro/BAT_SandsOfTimeR/BAT_SandsOfTimeRrednone00.mis...
[17:25:00] Month = 6 , Hour = 12
[17:25:00] Temperature - 0m = 39.0 .
[17:25:00] Temperature - 1000m = 32.51001 .
[17:25:00] Temperature - 2000m = 26.019989 .
[17:25:00] Temperature - 3000m = 19.529999 .
[17:25:00] Temperature - 4000m = 13.040009 .
[17:25:00] Temperature - 5000m = 6.549988 .
[17:25:00] Temperature - 6000m = 0.05999756 .
[17:25:00] Temperature - 7000m = -6.4299927 .
[17:25:00] Temperature - 8000m = -12.920013 .
[17:25:00] Temperature - 9000m = -19.410004 .
[17:25:00] Temperature - 10000m = -25.899994 .
[17:25:00] Temperature - 11000m = -32.39 .
[17:25:00] Temperature - 12000m = -38.880005 .
[17:25:00] Loading map.ini defined airfields:
[17:25:00] Detected Vertex Shaders 3.0.
[17:25:00] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[17:25:00] Vertex texture units: 32
[17:25:00]
[17:25:03] PBuffer: suitable formats: 12
[17:25:03]
[17:25:03] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[17:25:03] Depth = 24, stencil = 8
[17:25:03] PBuffer: suitable formats: 12
[17:25:03]
[17:25:03] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[17:25:03] Depth = 24, stencil = 8
[17:25:04] Loading vertex/fragment programs: *1267658784*
[17:25:04] *** Loading: [vpFogFar2Tex2D]
[17:25:04] *** Loading: [vpFog2Tex2DBlend]
[17:25:04] *** Loading: [vpFogFar4Tex2D]
[17:25:04] *** Loading: [vpFogFar8Tex2D]
[17:25:04] *** Loading: [vpFogNoTex]
[17:25:04] *** Loading: [vpFog4Tex2D]
[17:25:04] *** Loading: [vpFog4Tex2D_UV2]
[17:25:04] *** Loading: [vp4Tex2D]
[17:25:04] *** Loading: [vp6Tex2D]
[17:25:04] *** Loading: [vpTexUVTex2D]
[17:25:04] *** Loading: [vpWaterGrid_NV]
[17:25:04] *** Loading: [vpWaterSunLight_NV]
[17:25:04] *** Loading: [vpWaterSunLight_ATI]
[17:25:04] *** Loading: [vpWaterSunLight_FP]
[17:25:04] *** Loading: [vpTreeSprite]
[17:25:04] *** Loading: [vpTreeTrunk]
[17:25:04] *** Loading: [vpVAObjectsN]
[17:25:04] *** Loading: [vpVAObjectsL0]
[17:25:04] *** Loading: [vpSprites]
[17:25:04] *** Loading: [vpSimpleGL]
[17:25:04] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[17:25:04] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[17:25:04] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCoastBump] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCaustic] -> NV3X Optimized!
[17:25:04] *** Loading: [fpSprites] -> NV3X Optimized!
[17:25:04] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[17:25:04] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[17:25:04] *** Loading: [fpSimpleGL]
[17:25:04] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[17:25:04] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[17:25:04] *** Loading: [fpRiverCoastAA]
[17:25:04] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[17:25:04] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[17:25:04] *** Loading: [vpWaterDM_CPU]
[17:25:04] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[17:25:04] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[17:25:04] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[17:25:04] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[17:25:04] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[17:25:04] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpWaterLFogDM]
[17:25:04] *** Loading: [fpIceWater] -> NV3X Optimized!
[17:25:04] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[17:25:04] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[17:25:04] *** Loading: [fpNearBlend] -> NV3X Optimized!
[17:25:04] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[17:25:04] *** Loading: [fpFarBlend] -> NV3X Optimized!
[17:25:04] *** Loading: [fpForestPlane] -> NV3X Optimized!
[17:25:04] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[17:25:04] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[17:25:04] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[17:25:04] Land2DText load failed: null
[17:25:04] java.util.NoSuchElementException
[17:25:04] at java.util.StringTokenizer.nextToken(Unknown Source)
[17:25:04] at java.util.StringTokenizer.nextToken(Unknown Source)
[17:25:04] at com.maddox.il2.engine.Land2DText.load(Land2DText.java:128)
[17:25:04] at com.maddox.il2.game.Mission.loadMain(Mission.java:1176)
[17:25:04] at com.maddox.il2.game.Mission._load(Mission.java:829)
[17:25:04] at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[17:25:04] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
[17:25:04] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[17:25:04] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[17:25:04] at com.maddox.il2.game.Main.exec(Main.java:449)
[17:25:04] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:25:04] Load bridges
[17:25:04] Load static objects
[17:25:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
[17:25:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03/live.sim)
[17:25:05] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse08/live.sim)
[17:25:05] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse10/live.sim)
[17:25:05] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse11/live.sim)
[17:25:05] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
[17:25:05] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/live.sim)
[17:25:06] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse06/live.sim)
[17:25:06] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.sim)
[17:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[17:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[17:25:08] *** IL-2 Selector 3.1.4.2 Build 15062901 loaded ***
[17:25:08] SAS Common Utils Game Version = 4.122
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1L'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1R'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2L'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2R'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1L'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1R'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2L'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2R'
[17:25:08] ERROR file: File users/0/Icons not found
[17:25:08] Mission: QuickQMBPro/BAT_SandsOfTimeR/BAT_SandsOfTimeRrednone00.mis is Playing
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CollimateurLamp'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Colli01'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Colli02'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Gun01'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Gun02'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Contact02a'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Contact02b'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CageSelect1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CageSelect2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Flaps1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Target1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Suction86'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Extinguisher1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Extinguisher2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControl'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControlRange'
[17:25:09] INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
[17:25:09] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
[17:25:09] warning: no files : music/inflight
[24.11.2017 17:25:21] -------------- END log session -------------
TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
warning: no files : music/crash
Loading mission QuickQMBPro/MTO/MTOrednone10.mis...
Month = 6 , Hour = 16
Temperature - 0m = 26.0 .
Temperature - 1000m = 19.51001 .
Temperature - 2000m = 13.019989 .
Temperature - 3000m = 6.529999 .
Temperature - 4000m = 0.040008545 .
Temperature - 5000m = -6.450012 .
Temperature - 6000m = -12.940002 .
Temperature - 7000m = -19.429993 .
Temperature - 8000m = -25.919998 .
Temperature - 9000m = -32.410004 .
Temperature - 10000m = -38.899994 .
Temperature - 11000m = -45.39 .
Temperature - 12000m = -51.880005 .
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: *221311008*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Russia/Kiev/Hangar_typeG/live.sim)
##### House without collision (3do/Buildings/Airdrome/Tank1/mono.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
ERROR [com.maddox.sound.Sample@6c955e] cannot load sample: null
ERROR [com.maddox.sound.Sample@425ffa] cannot load sample: null
ERROR [com.maddox.sound.Sample@2b198d] cannot load sample: null
ERROR [com.maddox.sound.Sample@1a9a6e] cannot load sample: null
ERROR [com.maddox.sound.Sample@10cdeb] cannot load sample: null
ERROR [com.maddox.sound.Sample@3f1a01] cannot load sample: null
ERROR [com.maddox.sound.Sample@44560a] cannot load sample: null
ERROR [com.maddox.sound.Sample@6cc0f8] cannot load sample: null
ERROR [com.maddox.sound.Sample@710e92] cannot load sample: null
ERROR [com.maddox.sound.Sample@73b4ce] cannot load sample: null
ERROR [com.maddox.sound.Sample@63746b] cannot load sample: null
ERROR [com.maddox.sound.Sample@7024b1] cannot load sample: null
ERROR [com.maddox.sound.Sample@7906a5] cannot load sample: null
ERROR [com.maddox.sound.Sample@233efb] cannot load sample: null
ERROR [com.maddox.sound.Sample@7bf267] cannot load sample: null
ERROR [com.maddox.sound.Sample@676b51] cannot load sample: null
ERROR [com.maddox.sound.Sample@36a606] cannot load sample: null
ERROR [com.maddox.sound.Sample@4de8cb] cannot load sample: null
ERROR [com.maddox.sound.Sample@6ea083] cannot load sample: null
ERROR [com.maddox.sound.Sample@6c2bb6] cannot load sample: null
ERROR [com.maddox.sound.Sample@29de5c] cannot load sample: null
ERROR [com.maddox.sound.Sample@457189] cannot load sample: null
INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1L'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1R'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2L'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2R'
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 50 was clamped to (1 .. 48)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 50 was clamped to (1 .. 48)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 50 was clamped to (1 .. 48)
ERROR file: File users/nuscul/Icons not found
Mission: QuickQMBPro/MTO/MTOrednone10.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CollimateurLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Colli01'
INTERNAL ERROR: HierMesh: Can't find chunk 'Colli02'
INTERNAL ERROR: HierMesh: Can't find chunk 'Gun01'
INTERNAL ERROR: HierMesh: Can't find chunk 'Gun02'
INTERNAL ERROR: HierMesh: Can't find chunk 'Contact02a'
INTERNAL ERROR: HierMesh: Can't find chunk 'Contact02b'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CageSelect1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CageSelect2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Flaps1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Target1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Suction86'
INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro1'
INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Extinguisher1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Extinguisher2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact1'
INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControl'
INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControlRange'
Time overflow (0): speed 0.8759124
warning: no files : music/inflight
INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
[24 nov. 17 21:20:42] -------------- END log session -------------
I confim bug with plane getting stuck in the air after switching engine off.
I think I could be possible to fix this with some small changes in [Gear] section in FM.
Yes, it could be fix by FM fileI'll try to do fix FM today evening.
you need last engine modUnfortunately SAS Engine Mod 2.8.2 conflicts with some mods and after some attemps I returned to 2.7.5.
The Mirage III is (and will remain) for me the most beautiful fighter plane in the world.For me too. But I think that his younger brother Mirage V and his son Mirage 2000 look no worse. ;)
Why it fail a 100 pourcent in QMB in can only seat on the plane when i'm playing in a server but I can't move the plane
[Sep 17, 2019 2:24:29 AM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 1050 Ti/PCIe/SSE2
Version: 4.6.0 NVIDIA 436.15
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 32768
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/ShipFrontWave.mat'
WARNING: object '3DO/Effects/TEXTURES/ShipFrontWave.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/ShipFrontWave.mat'
WARNING: object '3DO/Effects/TEXTURES/ShipFrontWave.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/TEXTURES/ShipFrontWave.mat'
WARNING: object '3DO/Effects/TEXTURES/ShipFrontWave.mat' of class 'TMaterial' not loaded
Fw190-D15 Loading FMD: FlightModels/Fw-190D-14.fmd
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
java.lang.ClassNotFoundException: weapons.BombGunContainerCardboard
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:273)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2244)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassNotFoundException: weapons.BombGunMine_M_Mk25mod0a1
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:273)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2244)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2238)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassNotFoundException: weapons.BombGunMine_M_Mk13mod9
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:273)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2244)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2238)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassNotFoundException: weapons.BombGunMk53Charge
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:273)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2244)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2238)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2238)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 8.
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 16
Cannot open audio file samples/infinite 1
Loading mission Records/Intro 04 Ed.trk...
Y=1940 / M=7 / H= 6 , Temperature - 0m = 16.0 .
Loading map.ini defined airfields:
Load bridges
Load static objects
Mission error, ID_05: java.lang.RuntimeException: User cancel
User cancel
java.lang.RuntimeException: User cancel
at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:629)
at com.maddox.il2.game.Mission._load(Mission.java:745)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:409)
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:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loading mission Quick/Okinawa/OkinawaBlueScramble02.mis...
Y=1940 / M=7 / H= 17 , Temperature - 0m = 22.0 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
*** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32
PBuffer: suitable formats: 12
Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
PBuffer: suitable formats: 12
Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
Depth = 24, stencil = 8
Loading vertex/fragment programs: *992423560*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Tree/Tree2.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
java.util.MissingResourceException: Can't find resource for bundle java.util.PropertyResourceBundle, key Mk82_gn16
java.util.MissingResourceException: Can't find resource for bundle java.util.PropertyResourceBundle, key Mk82_gn16
java.util.MissingResourceException: Can't find resource for bundle java.util.PropertyResourceBundle, key Mk82_gn16
java.util.MissingResourceException: Can't find resource for bundle java.util.PropertyResourceBundle, key Mk82_gn16
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit,tfCompressMajorAlpha): '3DO/Plane/Textures/propellor.tga'
1>mp_dotrange FRIENDLY DOT 20.0 COLOR 20.0 RANGE 3.0000002 TYPE 2.0 ID 5.0 NAME 1.0 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 2
1>mp_dotrange FOE DOT 20.0 COLOR 6.0000005 RANGE 3.0000002 TYPE 2.0 ID 5.0 NAME 1.0 ALTICON 0.1 ALTSYMBOL - ALTCOLOR 1
Mission: Quick/Okinawa/OkinawaBlueScramble02.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CollimateurLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Colli01'
INTERNAL ERROR: HierMesh: Can't find chunk 'Colli02'
INTERNAL ERROR: HierMesh: Can't find chunk 'Gun01'
INTERNAL ERROR: HierMesh: Can't find chunk 'Gun02'
INTERNAL ERROR: HierMesh: Can't find chunk 'Contact02a'
INTERNAL ERROR: HierMesh: Can't find chunk 'Contact02b'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CageSelect1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CageSelect2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Flaps1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Target1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Suction86'
INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro1'
INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Extinguisher1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Extinguisher2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact1'
INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControl'
INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControlRange'
Time overflow (0): speed 0.8
warning: no files : music/takeoff
INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
warning: no files : music/inflight
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
WARNING: tfSpecularMap must be in the last layer
[Sep 17, 2019 2:27:53 AM] -------------- END log session -------------
java.lang.ClassNotFoundException: weapons.BombGunContainerCardboard
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:273)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2244)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassNotFoundException: weapons.BombGunMine_M_Mk25mod0a1
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:273)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2244)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2238)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassNotFoundException: weapons.BombGunMine_M_Mk13mod9
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:273)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2244)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2238)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ClassNotFoundException: weapons.BombGunMk53Charge
at com.maddox.rts.ObjIO.classForName(ObjIO.java:138)
at com.maddox.il2.objects.air.Aircraft$_WeaponSlot.<init>(Aircraft.java:273)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2244)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2238)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.weapons(Aircraft.java:2238)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:221)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1540)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Do you have the STATIONARY planes installed ?Yes everything properly installed and for the stationary.ini readme only showed the iai dagger or this "Dagger_A vehicles.planes.DaggerAStatic$Dagger_A 1" im just confused why i don't get more loadouts on the iai kfir-c2 when there are images that show it has more weapon loadout than i got.
Disable the Stationary planes and then you will get the load out...I removed the the line from the line from my last post in the stationary.ini but didn't work?
That is what I had to do with my install which is just like your's.....
Try it.
Did you disable ALL of them ?...I found if you leave only one you don't have the load outs..
Mirage III use this mod https://www.sas1946.com/main/index.php/topic,56464.msg625120.html#msg625120
If you don't use this mod delete Gloss1D0o.mat and rename -Gloss1D0o.mat at Gloss1D0o.mat.
and use skins with rivets from https://www.mediafire.com/file/2ff9ri1q9gj1df8/MIRAGE-IIIC-skins.rar
Kfir C2 aren't skinnableTry this: https://www.sas1946.com/main/index.php/topic,56876.msg629165.html#msg629165 (https://www.sas1946.com/main/index.php/topic,56876.msg629165.html#msg629165)
works flawless now
had to rearrange SAS folder
Shift Tab Log - "WARNING: tfspecularMap must be in last layer."I don't know if you have found a solution.
works flawless now
had to rearrange SAS folder
Hi Rikske,
How did you manage to resolve your sound problem? I have the same problem you had...
No sound on Mirage III except for Kfir. Why???