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Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => WIP => Topic started by: Bison_M on August 05, 2022, 04:40:54 AM

Title: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Bison_M on August 05, 2022, 04:40:54 AM
First and foremost: Thanks to Edlor and his family(c).      (Post edited 30-07-2024)

(https://i.postimg.cc/HWQFk0Cy/2022-08-05-07-03-53.jpg) (https://postimg.cc/QVdf6TC8)

(https://i.postimg.cc/J4MvDy1d/2022-08-05-07-03-55.jpg) (https://postimg.cc/c6kXPLtQ)

(https://i.postimg.cc/xdcWfW0f/2022-08-05-07-00-47.jpg) (https://postimg.cc/WDc9SYFC)

(https://i.postimg.cc/HLRFVBxQ/2022-08-05-07-00-57.jpg) (https://postimg.cc/WDm5ym03)


(https://i.postimg.cc/MHj1vQbm/2024-06-17-06-39-05.jpg) (https://postimg.cc/WqTdytyd)

(https://i.postimg.cc/grF8R2gF/2024-06-17-06-41-02.jpg) (https://postimg.cc/8f47gN8t)


An Edlor's legacy and tribute. Thank you man !(c)

We tried with the Mission_Bug to continue working on the Otter to the best of our ability.
There was an idea to make it not only on floats but also on wheels.
Pete kindly agreed to help me and made the slots and made the main landing gear legs in the 3D Editor.
I took the liberty of adding landing gear/wheels and brake pads from a Cessna-174 also made by Edlor.
Loadouts, clips and hooks have been changed, navigation lights and landing lights have been added.
And so far, for lack of a better option, an ersatz cockpit from the DC-3 adapted new cockpit used original meshes to the Otter has been installed.
While unskinable and now there is no DM.

Link:

https://www.mediafire.com/file/1icomcfnzvbonb3/DHC6_Otter_sea_and_land_WIP.7z/file (https://www.mediafire.com/file/1icomcfnzvbonb3/DHC6_Otter_sea_and_land_WIP.7z/file)

New link (13-05-2024):

https://www.mediafire.com/file/v8c11nl9svdoxsx/DHC6_update_13.05.2024_WIP.7z/file (https://www.mediafire.com/file/v8c11nl9svdoxsx/DHC6_update_13.05.2024_WIP.7z/file)

Thanks a lot to Frankiek fo correction FM!

Last UPD from Mission_bug (16-06-2024-skinable):

https://www.mediafire.com/file/9vvirjxb4m6w6w0/DH+Otter+skinable+RC+16th+June+2024.7z/file (https://www.mediafire.com/file/9vvirjxb4m6w6w0/DH+Otter+skinable+RC+16th+June+2024.7z/file)

UPD FM by Mission_bug (23-05-2024):

https://www.mediafire.com/file/8wx8e3ygx17kh3t/DHC6_FM.7z/file (https://www.mediafire.com/file/8wx8e3ygx17kh3t/DHC6_FM.7z/file)

UPD DM by Mission_bug (30-07-2024):

https://www.mediafire.com/file/jwgdeiyms1n76a9/DHC6_update_30th_July_2024_WIP_new_mapping%252BDM.7z/file (https://www.mediafire.com/file/jwgdeiyms1n76a9/DHC6_update_30th_July_2024_WIP_new_mapping%252BDM.7z/file)

air.ini:
 
DHC6L                 air.DHC6L                  1         usa01 SUMMER
DHC6W                 air.DHC6W                  1         usa01 SUMMER

plane.ru properties:

DHC6L      DHC-6 Twin Otter, 1966
DHC6W     DHC-6 Twin Otter (float), 1966

At this stage, Pete and I have done everything possible to the best of our ability.
We hope that someone will continue this work further.

Best wishes.

Mission_bug and Bison_M
Title: Re: Edlor - Havilland Canada DHC-6 Twin Otter
Post by: ZtheE on August 05, 2022, 04:44:24 AM
She looks beautiful Mr Bison  :o
Title: Re: Edlor - Havilland Canada DHC-6 Twin Otter
Post by: BlackAce7727 on August 05, 2022, 01:34:33 PM
Fantastic stuff! Nice to see another later aircraft introduced! 8)

Best regards,
BlackAce
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: ZtheE on August 05, 2022, 05:38:11 PM

(https://i.postimg.cc/1tMjqKMK/2022-08-05-23-01-17.jpg) (https://postimg.cc/MMM5kVCc)

Is there a .bmp file available that I could use to make some skins?
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Bison_M on August 06, 2022, 12:37:01 AM
Is there a .bmp file available that I could use to make some skins?
Hello.
I pointed out in the first post that the "Otter' is not skinable.
In 3Do there is a directory - Textures, there are TGA files - they are now skin.

Best wishes.
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: MADMICK71 on August 06, 2022, 01:04:35 AM

Thank you.

Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: ZtheE on August 06, 2022, 01:12:41 AM
Is there a .bmp file available that I could use to make some skins?
Hello.
I pointed out in the first post that the "Otter' is not skinable.
In 3Do there is a directory - Textures, there are TGA files - they are now skin.

Best wishes.

I must of skimmed over that part, my fault.
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on August 06, 2022, 02:46:31 AM
Hello guys, this was originally made for a different sim and unfortunately the actual aircraft uses at least six textures just for the fuselage and wings :o
A few more do the pilot, wheels and floats so as it is the aircraft cannot be skinned unless someone wants to make a set of templates for each of those
skins, quite a feat that I doubt anyone would want to undertake.  Not sure where Edlor found the aircraft but as far as I know there was no mention of the templates being with the plane so sadly we are stuck with what we have.

Could it be re-mapped?

It might be possible to shrink each texture and incorporate them all into one texture, however, you will then need to take the original mapping of the part and try to fit it into the new texture, that means taking every part into your 3d program and opening up the parts map to place it in a new position, again quite a task.

Failing that you could completely re-map the existing meshes as though you were making the model in the first place and create a skin that way, again, all the parts would need to be re-done!

Besides the above we do not know what the original author who's model this was specified we could do with it when Edlor asked for permission to use it so it might be he/she would not want us to do that kind of work to the original but use as is.  Even making the changes we have could go against that but as they do not really alter the overall model hopefully it is okay.

So far the only thing I have altered was the strut for the fuselage wheels, that is the existing part for the floats but I pulled in the vertices at one end to make it for the wheeled version and altered the orientation slightly before deleting anything else that was not needed.  I was going to re-map it but there was no room on the float texture so it gets its colour from the same place as before on the template:

Here you see the original undercarriage, I was going to remove the red part but went in a different way, these are images I originally emailed
to Alex so at the time I was mulling over what could be done and experimenting:

(https://i.postimg.cc/zDWhHwG0/Detach-Otter-undercarriage-1.jpg) (https://postimg.cc/pyWrgF8F)

This shows what I reduced to make the new strut:

(https://i.postimg.cc/rmjvfR8b/Detach-Otter-undercarriage-2.jpg) (https://postimg.cc/wytfvvRc)

All the other undercarriage parts removed to give us the new wheeled undercarriage:

(https://i.postimg.cc/02MBwBJh/Detach-Otter-undercarriage-4.jpg) (https://postimg.cc/fJsC45Cv)


Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Hubberranz on August 06, 2022, 12:38:00 PM
Upmost thank you sir from my region of the world !

This is the most appreciate tribute for Edlor !  :angel:
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: oldschoolie on August 06, 2022, 02:08:58 PM
Great piece of work..a real charmer. Thank you.
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dsawan on August 07, 2022, 12:12:13 AM
I know this is wip, but installed and they crash the game. get 3do error message. I tried putting edlors riginal model and that crashes too. I use bat 4.2.1 modded.
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dsawan on August 07, 2022, 12:33:30 AM
hi again, tested in 4.2 modded and it works.uses the old pit.
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dona on August 07, 2022, 02:37:41 PM
You know while skinning it would be great the CAF livery it already has is perfect. Well done and thank you!!
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Glaciar on August 08, 2022, 10:44:06 AM
First and foremost: Thanks to Edlor and his family(c).

(https://i.postimg.cc/HWQFk0Cy/2022-08-05-07-03-53.jpg) (https://postimg.cc/QVdf6TC8)

(https://i.postimg.cc/J4MvDy1d/2022-08-05-07-03-55.jpg) (https://postimg.cc/c6kXPLtQ)

(https://i.postimg.cc/PfYn8s1N/2022-08-05-06-58-56.jpg) (https://postimg.cc/QV8yRz4r)

(https://i.postimg.cc/xdcWfW0f/2022-08-05-07-00-47.jpg) (https://postimg.cc/WDc9SYFC)

(https://i.postimg.cc/HLRFVBxQ/2022-08-05-07-00-57.jpg) (https://postimg.cc/WDm5ym03)

An Edlor's legacy and tribute. Thank you man !(c)

We tried with the Mission_Bug to continue working on the Otter to the best of our ability.
There was an idea to make it not only on floats but also on wheels.
Pete kindly agreed to help me and made the slots and made the main landing gear legs in the 3D Editor.
I took the liberty of adding landing gear/wheels and brake pads from a Cessna-174 also made by Edlor.
Loadouts, clips and hooks have been changed, navigation lights and landing lights have been added.
And so far, for lack of a better option, an ersatz cockpit from the DC-3 adapted to the Otter has been installed.
While unskinable and there is no DM.

Link:

https://www.mediafire.com/file/1icomcfnzvbonb3/DHC6_Otter_sea_and_land_WIP.7z/file (https://www.mediafire.com/file/1icomcfnzvbonb3/DHC6_Otter_sea_and_land_WIP.7z/file)

air.ini:
 
DHC6L                 air.DHC6L                  1         usa01 SUMMER
DHC6W                 air.DHC6W                  1         usa01 SUMMER

plane.ru properties:

DHC6L      DHC-6 Twin Otter, 1966
DHC6W      DHC-6W Twin Otter, 1966

At this stage, Pete and I have done everything possible to the best of our ability.
We hope that someone will continue this work further.

Best wishes.

Mission_bug and Bison_M


THIS IS BEAUTIFULL!!!! I hope the best wishes for this!!!
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on August 08, 2022, 10:47:40 AM
You know while skinning it would be great the CAF livery it already has is perfect. Well done and thank you!!

Yes, you are right the livery is very striking, I assume it was intended as high res hence the amount of textures but it would be better if we could skin it easily, unfortunately not. :(

If time was available someone could make a set of basic textures from what there is, might be able to extract the lines and then just have some kind of straight forward generic civil or military scheme without codes, maybe one of both. A standard civil livery set and a camouflaged set so they could just be replaced in the texture folder depending on your mission but doing six or whatever it is just for the air frame would be a pain for any of us.  As it stands we only have this one, I don't think we even have a map of Canada do we or a part of just to use this as is, strange that the USA and Canada are so neglected. :o

It could do with the right engines unfortunately, I know not how for a turbojet, I looked in other things but nothing came to light so what is there is just a placeholder unless someone can come to the rescue. ;)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dona on August 08, 2022, 12:30:09 PM
Well I guess the lack of maps is because the two countries (colonies) have not been at war since the 1750s.  :P    ASW missions off the Atlantic Coast would fun though.  :D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dsawan on August 09, 2022, 09:24:16 PM
has anyone else have the same issue of crashing in 4.2.1?
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dsawan on August 09, 2022, 09:34:23 PM
Heres my log

Code: [Select]
1>mp_dotrange FRIENDLY DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Mission: QuickQMBPro/Desert_Sinai/Desert_Sinairednone00.mis is Playing
java.lang.NoSuchFieldError: listenTACAN
at com.maddox.il2.objects.air.Cockpit.updateBeacons(Cockpit.java:816)
at com.maddox.il2.objects.air.Cockpit.access$600(Cockpit.java:52)
at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:104)
at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:690)
at com.maddox.il2.game.Main3D$RenderCockpit.preRender(Main3D.java:676)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)
at com.maddox.il2.engine.Renders.paint(Renders.java:253)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
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)

Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dsawan on August 09, 2022, 10:35:39 PM
Now I am getting this 3do error/crash with other planes, the p-80 in bat and the su9u and the dh vampire from bat 4.2.1. here is what i am seeing. I post a snaphot. The me 1101 is flying fine. I dont know if saini map is ausing it because it did it in bat south vietnam.


(https://i.postimg.cc/RVhHWCCH/booga.png) (https://postimages.org/)
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dsawan on August 09, 2022, 10:39:25 PM
heres the log with crashes or 3do executable error with the vamp and p-80 and the dh otters

Code: [Select]
[Aug 10, 2022 12:28:30 AM UTC -4] ------------ BEGIN log session -------------

[Aug 10, 2022 12:28:31 AM UTC -4] ----------- Switched to pipe mode ----------
OpenGL provider: dx8wrap.dll
OpenGL library:
  Vendor: 1C.Multimedia.Dev/Maddox.
  Render: DirectX8.
  Version: 1.1
  Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
Size: 1280x960
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
DirectX Joystick NOT created: DirectX joystick driver: device not attached

*** 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.
[-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 1.000000
WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
WARNING: 'Perfect' Mode required pixels shaders
WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
15 Splashscreens available.
 *** IL-2 Selector 4.0.2.3 Build 21070901 loaded ***
SAS Common Utils Game Version = 4.122
Ship: Value of [SU_Smolensk]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.Ship413.<clinit>(Ship413.java:48)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.Ship413$SU_Smolensk
Ship: Value of [Bretagne]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAsheMN.<clinit>(ShipAsheMN.java:63)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAsheMN$Bretagne
Ship: Value of [HMSJupiter]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:188)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJupiter
Ship: Value of [HMSJavelin]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:189)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSJavelin
Ship: Value of [HMASNapier]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:190)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMASNapier
Ship: Value of [HMSKipling]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:191)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSKipling
Ship: Value of [HMSWarspite]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:195)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$HMSWarspite
Ship: Value of [RMCaioDuilio]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAshe.<clinit>(ShipAshe.java:197)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAshe$RMCaioDuilio
Ship: Value of [Nelson]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAsheRN.<clinit>(ShipAsheRN.java:119)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAsheRN$Nelson
Ship: Value of [Vampire]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAsheRN.<clinit>(ShipAsheRN.java:121)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAsheRN$Vampire
Ship: Value of [Devonshire]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAsheRN.<clinit>(ShipAsheRN.java:122)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAsheRN$Devonshire
Ship: Value of [Ajax]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAsheRN.<clinit>(ShipAsheRN.java:123)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAsheRN$Ajax
Ship: Value of [Hermes]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:231)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:309)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:485)
at com.maddox.il2.objects.ships.ShipAsheRN.<clinit>(ShipAsheRN.java:124)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:240)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1542)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1475)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:405)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipAsheRN$Hermes
ScreenMode Library Version 0.01 loaded successfully.
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 : 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 16
Cannot open audio file samples/infinite 1

Loading mission QuickQMBPro/Desert_Sinai/Desert_Sinairednone00.mis...
Y=1940 / M=6 / H= 12 , Temperature - 0m = 30.0 .
Loading map.ini defined airfields:
Load bridges
Load static objects
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03/live.sim)
##### House without collision (3do/flora/palms/LiveAg1.sim)
##### House without collision (3do/flora/palms/LiveBg2.sim)
##### House without collision (3do/flora/palms/LiveAg2.sim)
##### House without collision (3do/Buildings/Mideast/JBuildBlock/live.sim)
##### House without collision (3do/flora/palms/LiveBg1.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse04/live.sim)
##### House without collision (3do/flora/palms/LiveAs1.sim)
##### House without collision (3do/Buildings/46/Trench3/live.sim)
##### House without collision (3do/Buildings/46/Trench1/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/46/Trench7/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/46/Trench2/live.sim)
##### House without collision (3do/Buildings/46/Trench5/live.sim)
##### House without collision (3do/Buildings/46/Trench8/live.sim)
##### House without collision (3do/Buildings/46/Trench6/live.sim)
##### House without collision (3do/Buildings/46/Trench4/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench1/live.sim)
##### House without collision (3do/Buildings/Mideast/BuildBlock_t2/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench6/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench1/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench3/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench5/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench4/live.sim)
##### House without collision (3do/Buildings/Mideast/flag_eg/live.sim)
##### House without collision (3do/Buildings/46/Desert_Trench/Trench8/live.sim)
##### House without collision (3do/Buildings/Russia/Kiev/TypeL-beton/live.sim)
##### House without collision (3do/Buildings/Mideast/JBuildBlock2/live.sim)
##### House without collision (3do/Buildings/Mideast/BuildBlock3_t2/live.sim)
##### House without collision (3do/flora/palms/LiveAg2.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
##### House without collision (3do/Buildings/Mideast/JBuildBlock3/live.sim)
##### House without collision (3do/Buildings/Mideast/BuildBlock4/live.sim)
##### House without collision (3do/Buildings/Mideast/Mosque1/live.sim)
##### House without collision (3do/Buildings/Mideast/BuildBlock3/live.sim)
##### House without collision (3do/Buildings/Mideast/Mosque2/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse08/live.sim)
##### House without collision (3do/Buildings/Mideast/Mosque3/live.sim)
##### House without collision (3do/Buildings/Mideast/BuildBlock6_t2/live.sim)
##### House without collision (3do/Buildings/Mideast/flag_il/live.sim)
Mission error, ID_04: java.lang.RuntimeException: Weapon set '2xDT50' not registered in air.PA18
java.lang.RuntimeException: Weapon set '2xDT50' not registered in air.PA18
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java:2973)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2598)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1324)
at com.maddox.il2.ai.Wing.load(Wing.java:143)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:667)
at com.maddox.il2.game.Mission.access$600(Mission.java:124)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:412)
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)
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: ActorSpawn for 'vehicles.planes.F_4Estatic$F_4E' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$FJ_3M' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: ActorSpawn for 'vehicles.planes.MiG21Static$MIG_21PF' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.planes.Plane$Mig_17F' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$ZPU4' not found
Mission: class 'ships.Ship$Tanker2' not found
Mission: class 'ships.Ship$HospitalShip' not found
Mission: class 'ships.Ship$Fisherman2' not found
Mission: class 'ships.Ship$Fisherman' not found
Mission: class 'ships.Ship$HospitalShip' not found
Mission: class 'ships.Ship$Tanker2' not found
Mission: class 'ships.Ship$Fisherman2' not found
Mission: class 'ships.Ship$Fisherman' not found
Mission: class 'ships.Ship$Fisherman' not found
Mission: class 'ships.Ship$Fisherman2' not found
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:47)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:86)
at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:77)
at com.maddox.sound.SoundPreset.get(SoundPreset.java:107)
at com.maddox.sound.SoundFX.<init>(SoundFX.java:47)
at com.maddox.il2.engine.Actor.newSound(Actor.java:646)
at com.maddox.il2.engine.GunGeneric.set(GunGeneric.java:521)
at com.maddox.il2.objects.ships.BigshipGeneric.CreateGuns(BigshipGeneric.java:2107)
at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2323)
at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2246)
at com.maddox.il2.objects.ships.Ship$Destroyer_USSR_Type7_44.<init>(Ship.java:57)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.actorSpawn(BigshipGeneric.java:456)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:1631)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:1666)
at com.maddox.il2.game.Mission._load(Mission.java:684)
at com.maddox.il2.game.Mission.access$600(Mission.java:124)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:412)
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)
Cannot load sound preset weapon.cannon130 (java.lang.Exception: Invalid preset format)
SectFile load failed: null
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:47)
at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
at com.maddox.rts.SectFile.<init>(SectFile.java:126)
at com.maddox.rts.SectFile.<init>(SectFile.java:86)
at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:77)
at com.maddox.sound.SoundPreset.get(SoundPreset.java:107)
at com.maddox.sound.SoundFX.<init>(SoundFX.java:47)
at com.maddox.il2.engine.Actor.newSound(Actor.java:646)
at com.maddox.il2.engine.GunGeneric.set(GunGeneric.java:521)
at com.maddox.il2.objects.ships.BigshipGeneric.CreateGuns(BigshipGeneric.java:2107)
at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2323)
at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2246)
at com.maddox.il2.objects.ships.Ship$Tashkent.<init>(Ship.java:100)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.actorSpawn(BigshipGeneric.java:456)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:1631)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:1666)
at com.maddox.il2.game.Mission._load(Mission.java:684)
at com.maddox.il2.game.Mission.access$600(Mission.java:124)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:412)
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)
Cannot load sound preset weapon.cannon200 (java.lang.Exception: Invalid preset format)
Mission: class 'vehicles.planes.UTI15Static$Mig_15UTI' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.UTI15Static$Mig_15UTI' not found
Mission: class 'vehicles.planes.UTI15Static$Mig_15UTI' not found
Mission: class 'vehicles.planes.UTI15Static$Mig_15UTI' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.UTI15Static$Mig_15UTI' not found
Mission: class 'vehicles.planes.UTI15Static$Mig_15UTI' not found
Mission: class 'vehicles.planes.UTI15Static$Mig_15UTI' not found
Mission: class 'vehicles.planes.UTI15Static$Mig_15UTI' not found
Mission: class 'vehicles.planes.UTI15Static$Mig_15UTI' not found
Mission: class 'vehicles.planes.UTI15Static$Mig_15UTI' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.planes.Mig19Static$Mig_19S' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M26' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M26' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M26' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M26' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M26' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M26' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M26' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M26' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M26' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M26' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$M113' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_amb' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$ChallengerMkI' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_amb' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$US_ambulance' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_staff' not found
Mission: class 'vehicles.stationary.Stationary$Bedford' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford' not found
Mission: class 'vehicles.stationary.Stationary$Bedford' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$Bedford' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$US_ambulance' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_staff' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$Bedford' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.Stationary$Bedford_Trk' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_amb' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$US_ambulance' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_staff' not found
Mission: ActorSpawn for 'vehicles.planes.PlaneBeoHuey$Huey_Gunship' not found
Mission: ActorSpawn for 'vehicles.planes.PlaneBeoHuey$Huey_Gunship' not found
Mission: ActorSpawn for 'vehicles.planes.PlaneBeoHuey$Huey_Gunship' not found
Mission: ActorSpawn for 'vehicles.planes.PlaneBeoHuey$Huey_Gunship' not found
Mission: ActorSpawn for 'vehicles.planes.PlaneBeoHuey$Huey_Gunship' not found
Mission: ActorSpawn for 'vehicles.planes.PlaneBeoHuey$Huey_Gunship' not found
Mission: ActorSpawn for 'vehicles.planes.PlaneBeoHuey$Huey_Gunship' not found
Mission: ActorSpawn for 'vehicles.planes.PlaneBeoHuey$Huey_Gunship' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$PT76' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$PT76' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$PT76' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$PT76' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.artillery.ArtilleryMRF$T54' not found
Mission: class 'vehicles.stationary.StationaryGAB$GAZ_AA_TTA_Z61K' not found
Mission: class 'vehicles.stationary.StationaryGAB$GAZ_AA_TTA_Z61K' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_amb' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$RUS_fuel_TRK' not found
Mission: class 'vehicles.stationary.Stationary$RUS_fuel_TRK' not found
Mission: class 'vehicles.stationary.Stationary$RUS_fuel_TRK' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_WH' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_WH' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_500lbs' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_500lbs' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_500lbs' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_Rocket' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_Tiny' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_Mk8x' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_Tiny' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_Tiny' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_Tiny' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_Mk8x' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_Mk8x' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_Rocket' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_Mk8x' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_500lbs' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_amb' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_WH' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$RUS_fuel_TRK' not found
Mission: class 'vehicles.stationary.Stationary$RUS_fuel_TRK' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_WH' not found
Mission: class 'vehicles.stationary.Stationary$RUS_fuel_TRK' not found
Mission: class 'vehicles.stationary.Stationary$Voit2P_Beige' not found
Mission: class 'vehicles.stationary.StationaryGAB6a$Tug_500lbs' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_WH' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$Citerne_POMP' not found
Mission: class 'vehicles.stationary.Stationary$RUS_fuel_TRK' not found
Mission: class 'vehicles.stationary.Stationary$RUS_fuel_TRK' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_WH' not found
Mission: class 'vehicles.stationary.Stationary$RUS_fuel_TRK' not found
Mission: class 'vehicles.stationary.StationaryGAB6b$Blitz_bus_WH' not found
1>mp_dotrange FRIENDLY DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE DOT 14.000001 COLOR 6.0000005 RANGE 6.0000005 TYPE 6.0000005 ID 6.0000005 NAME 6.0000005 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Mission: QuickQMBPro/Desert_Sinai/Desert_Sinairednone00.mis is Playing
java.lang.NoSuchFieldError: listenTACAN
at com.maddox.il2.objects.air.Cockpit.updateBeacons(Cockpit.java:816)
at com.maddox.il2.objects.air.Cockpit.access$600(Cockpit.java:52)
at com.maddox.il2.objects.air.Cockpit$Draw.preRender(Cockpit.java:104)
at com.maddox.il2.objects.air.Cockpit.preRender(Cockpit.java:690)
at com.maddox.il2.game.Main3D$RenderCockpitMirror.preRender(Main3D.java:653)
at com.maddox.il2.engine.Renders.doPaint(Renders.java:337)
at com.maddox.il2.engine.Renders.paint(Renders.java:253)
at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
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)

Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on August 10, 2022, 03:12:47 AM
Well I guess the lack of maps is because the two countries (colonies) have not been at war since the 1750s. 

Is it that long ago :o 

The reason I say about maps is that there was a lot of training carried out in both Canada and the USA so even though really there is
really only off shore sub hunting from a combat stand point maps of the area would be good to use as a lead in to actual campaigns
that could start with that part of a pilots career. 

Then again what about the Luft46 what if scenarios. :D


has anyone else have the same issue of crashing in 4.2.1?

Hello dsawan, The aircraft was tested in ModAct 5.30 and BAT both 4.12 based and for me and Alex there were no issues that have not been dealt with before release. ;)

I also have what I call a basic ModAct 5.30 that does not have all the vast collection of stuff I have in it just the dependencies usually recommended for
various mods and in there all was okay.

Everything in the mod is so named that all that is needed is within the mod, the cockpit is named for the aircraft as is the FM so it should not need any other mod to run, I am sorry to say I do not know what to suggest for your issue. :(

Even the textures are 1024 and even though some of the meshes are close to certain limits it should run okay. :-|

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Glaciar on October 30, 2022, 05:54:32 PM
Hello everybody!! I use to fly very often with these Twin Otter, here in Patagonia Argentina. I hope this continue going on!! And we can make the skins from Argentinian Air Force.

Keep safe!
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Bison_M on May 10, 2024, 06:36:14 AM
Otter Cockpit Update

(https://i.postimg.cc/L6F6sQFy/2024-05-03-10-22-57.jpg) (https://postimg.cc/yWnzQPd9)

Thank you very much to Mission_bug for your help with mesh changes and Java for the cockpit (Thanks Pete!), and also to Ranwers for the cockpits for the B-25 and DC-3!

Link added to the 1st post.

Have a nice flight!

Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Draken on May 10, 2024, 08:42:00 AM
Wow !
I only discover today thay this plane exists in the game !
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Frankiek on May 10, 2024, 11:09:28 AM
Twin Otter a great plane very safe and can land anywhere (or nearly so)
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: barber on May 11, 2024, 07:41:00 AM
 
Hi
The land version sinks like this, otherwise everything seems to be ok,
I use BAT latest version.

Cheers
Barber
(https://i.postimg.cc/nryrqzt2/2024-05-11-13-29-39.jpg) (https://postimg.cc/wRk9p9MR)
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Bison_M on May 11, 2024, 09:56:31 PM

Hi
The land version sinks like this, otherwise everything seems to be ok,
I use BAT latest version.

Cheers
Barber

This problem is caused by the landing gear not being released. The FM for the wheeled version specifies the release/retraction of the landing gear. The AI ​​retracts the landing gear after takeoff. Although the landing gear is not visually retractable, its hooks disappear. therefore, the landing gear must be lowered (watch the green light).
Unfortunately, we are not able to make changes to the FM, but if someone takes up the task of adjusting the FM, then this will only be welcomed.
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on May 12, 2024, 06:16:00 AM
Hello guys, the undercarriage is set to one at the moment in the FM  but I think if I set it to zero that might solve the issue that was mentioned, I will continue to tinker.  ;)

I have tried various engines for this from other turboprops, the Tu-95 and C-130, each worked but made the aircraft much faster than it should it and rocket take off. :D

Alex sent me some numbers with which to alter the C-130 figures but that ended up messing with the sounds of the engine and gave a strange look to the proeller rotation, the land plane got airborne but the seaplane not. ::(

I have just tried the Astazou from the Pucara and that seems okay but a bit loud and the landplane seems to fly okay with that, however, the seaplane will not get airborne.

The search continues, if anyone can do these two an FM, I for one would be grateful, FM work is certainly not my forte. :-[

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Frankiek on May 12, 2024, 07:04:48 AM
I just changed the landing gear control that is now set to 0 tested in sas modact 5.3 and works even if ai landing is for a tail dragger but no crash and undercarriage is still there
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Bison_M on May 13, 2024, 12:53:31 AM
I just changed the landing gear control that is now set to 0 tested in sas modact 5.3 and works even if ai landing is for a tail dragger but no crash and undercarriage is still there
Thanks a lot Frankiek! ]salut[
I repack link and added in 1st post.

Regards! ]cheers[
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: barber on May 14, 2024, 12:47:49 AM

 Hi
 Now it works fine. Thank you! 

Cheers
Barber
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on May 16, 2024, 02:58:23 PM
Hello guys, to further update on the engine changes I have tried so far. :D

I eventually got the engine Otter FM to load a renamed EMD from the AT-27 Tucano and some issues are there and here I am stuck. :(

The sounds work and that was the main emphasis on trying to add something from the sim that was a turboprop and it seems okay in this respect in that the sounds seem to run without issues, so so far so good. However, the EMD will complain of engine overheats, especially for Alex who has this set, me I turn those things off because of the age-old issue of aircraft not being able to catch up. In Alex's install this causes fires. o_O Now for me in my ModAct 5.30 the aircraft controlled by AI will climb and level out without issue, same in BAT but here the overheat message comes on but still the aircraft will climb and level out and no fires. So, different installs are affected in different ways it seems so it could be one or both of us are short of something in the installs we use, not sure.
The EMD from the Tucano has been left as was, I have not changed its parameters so for now I am at a loss as to where to go with it, try and reduce the weights of the aircraft or change the power of the PT-6 EMD or both but I lack an understanding of the process, I can add certain things such as a name change but that is as far as I get.

Next problem is the landplane sits on the water. :o Yes you read that correctly, but it is set as a landplane in the FM and each type of aircraft has its own classfile, one for the landplane and one for the seaplane and there is nothing I can see in the java, that said I am as bad with java as with the FM files. ::(

So the WIP is stuck there, maybe I could just add the sounds to the existing EMD you are currently using, maybe not, I am stuck.

The lack of being able to paint this thing has also been annoying, there is no template I am aware of and there are about eight in total needed to paint this aircraft! It was developed earlier for another sim, not made for IL-2 but adapted by Edlor, so I am trying to re-map the model:


(https://i.postimg.cc/7Lbrtgwh/Otter-re-map-3.jpg) (https://postimg.cc/xkrZcNkV)

This brings up another issue in that even if I ever finish it, can it be released, I do not know if Edlor built this himself or used a model built by someone else. Why is that important you may ask? Well, usually if people allow their models to be added to IL-2 some make stipulations on what exactly can be done with it and there is the issue if I finish what is a test on my part, could it, should it, be altered to make it skinable?

Anyway, there it is so far, what is going on slowly behind the scenes with all this black magic mumbo jumbo, it keeps Alex and me awake at night
stressing out. :D

Alex is making some changes to the cockpit but does not want to upload in its current form, I for one say add a second WIP link for you guys to try the turbojet changes as they are, what do you guys think?

Anyway, enough for today, I had mentioned the engine changes earlier so figured I should at least let you all know where we are at. ;)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: ZtheE on May 16, 2024, 05:35:11 PM
I've been looking forward to be able to make skins for this bird for sometime. Hopefully you both don't over work yourselves  :D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Bison_M on May 17, 2024, 03:24:48 AM
Hi all.
Here is an archive with an update to FM about the problems of which Pete wrote in the post above (https://www.sas1946.com/main/index.php/topic,69309.msg789173.html#msg789173 (https://www.sas1946.com/main/index.php/topic,69309.msg789173.html#msg789173)):

https://www.mediafire.com/file/39mj2pfomjibgmm/Otter_update_FM_13th_May_2024.7z/file (https://www.mediafire.com/file/39mj2pfomjibgmm/Otter_update_FM_13th_May_2024.7z/file)

Sorry, but this update was delayed for me due to lack of time and other problems.
If any of the modders suddenly have an interest in fixing the FM otter, we will be very grateful.
Unfortunately, I am not fully able to support this project (like others) due to the conditions in which I find myself.
Therefore, I apologize in advance if I cannot answer on time.

Best wishes

Bison_M
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on May 17, 2024, 12:07:30 PM
I've been looking forward to be able to make skins for this bird for sometime. Hopefully you both don't over work yourselves  :D

Hello ZtheE, the process will not be fast as health issues mean I cannot do much with my arms and fingers without pain so the mapping is very much a side project that I will do as and when I can, hopefully I will finsh it. I have been contemplating doing this for some time but do not know how it will turn out and as with Alex I do not know how much time I can dedicate to the project at the moment so you guys will need patience. ;)

The pack Alex has posted above is what I last sent to him with the intention of adding in the PT-6 engine and sounds but as I already mentioned I did as much as I was able with that so the link is for testing and tinkering if any of you wish to, if not then just ignore it, for now the link in the first post is the main one for you guys to use for the moment.
Note in the entry of the FM for the landplane I had not noticed it was still listed as a seaplane when I posted it to Alex, mix up in files and all that. :-[

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Hubberranz on May 18, 2024, 05:33:39 PM
Thank you again. Great updates, cockpit and all.

IMPORTANT notice.   

.. as stated by Mission_bug:             Main post seaplane  DHC6W_FM     8/3/2022  works fine.
                                                     #33  later seaplane  DHC6W_FM    5/13/2024 does not lift off from water.
                                                               
                                                                    landplane DHC6L_FM      5/12/2024 do work very fine.
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on May 19, 2024, 01:52:39 PM
Thank you very much Hubberranz for the tests, really appreciated.

I myself was able to confirm mainly what Alex and yourself have found, unfortunately my main install has the overheat turned off and I forgot so it
was only in BAT I started see what both of you had.  ;)
The performance on take-off was better unloaded, I found the AI could get both of the Otter versions up into the sky and levelled out, however, try and load the seaplane and the engines failed and set ablaze quite quickly.  ::(  The hope in posting up the experimental version was that one of you guys might be able to tinker with what was there and maybe get something close to what we would like but FM/EMD work is not everyone's forte, certainly not mine, so it might be we just go with what is in the first post, maybe with better sounds more in keeping with a turboprop.

For my part it is the mapping I will be concentrating on and this is as far as I have got as of this post:

(https://i.postimg.cc/GhKPFPqY/Otter-re-map-5.jpg) (https://postimg.cc/qztC0KfM)

If I can get that into a format our normal textures are in the sim then I will be happy, shrinking the existing
maps might have worked and then placing them together on one texture but I opted to do it this way as I think
there is a better chance of me arranging things more to suit our purpose in IL-2, we will see if I get there or
fail miserably in the next few weeks as I have decided to focus on this for the time being and leave the Bedford
until later when this is hopefully completed. :D

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Hubberranz on May 19, 2024, 05:15:46 PM
to my test single:  https://www.sas1946.com/main/index.php/topic,72468.0.html

Not easy to implement such single, but now there's news of gunny0134 who has install it in JTW.

Skinnable will be, in the end, GREATLY appreciated.
Thank you for your efforts. Take your time and good luck with your endeavors.

BoB
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Bison_M on May 23, 2024, 12:02:09 AM
FM update from Mission_bug - Thank you so much Pete! ]cheers[

https://www.mediafire.com/file/8wx8e3ygx17kh3t/DHC6_FM.7z/file (https://www.mediafire.com/file/8wx8e3ygx17kh3t/DHC6_FM.7z/file)

The main objective of this update was to replace the sound from piston to turboprop.

Link added to first post.

Best wishes!
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: gunny0134 on May 23, 2024, 01:26:13 AM
The engine sound is close to the jet...

  - on 4.12.2m, BAT 4.1_JTW

Beautiful plane !!

(https://i.postimg.cc/pdnq8LYX/2024-05-23-at-06-51-46.jpg) (https://postimg.cc/4Ks6RZSr)
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on May 23, 2024, 01:59:58 AM
Hello guys, as Alex said the FM merely replaces the sounds, other than that it is as per the link Alex put up in the first page but with the undercarriege issue also sorted out. ;)

As for the beauty, yes it is and so hopefully in the not too distant future we might be able to paint her
up in our own favourite scheme, still a bit to do though on the re-map but here as from yesterday:


(https://i.postimg.cc/j5zGDg2M/Otter-re-map-7.jpg) (https://postimg.cc/jwS89hzf)


Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Hubberranz on May 25, 2024, 07:36:16 AM
bump
..works like a charm. Thank you.  8)
bump
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Bison_M on May 26, 2024, 12:50:31 AM
The engine sound is close to the jet...

  - on 4.12.2m, BAT 4.1_JTW

Beautiful plane !!
Thanks  for your feedback! :)
All credits to Edlor...

Best wishes! 8)

bump
..works like a charm. Thank you.  8)
bump
Thanks for your feedback! :)
Glad you like it.

Best wishes! 8)
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 01, 2024, 01:56:19 PM
Hello guys, just a quick update on the re-map test. ;)


Nearly everything is now mapped except wheels and props:

(https://i.postimg.cc/GtVDbW75/Otter-re-map-11.jpg) (https://postimg.cc/CnC5NQVG)


(https://i.postimg.cc/JzwXvWBy/Otter-re-map-12.jpg) (https://postimg.cc/crm6t2hZ)

Alex pointed out that the rear light did not move with the rudder so I cut it off the Blister1_D0 and
attached it to the rudder:

(https://i.postimg.cc/ZqHyWBs3/Otter-re-map-13.jpg) (https://postimg.cc/zLLfMBrX)

Here we see the rudder with the test texture:

(https://i.postimg.cc/0QNKDkh4/Otter-re-map-14.jpg) (https://postimg.cc/7CpLykH1)

Here is what will ultimately become the template:

(https://i.postimg.cc/fWJ8mmnM/Otter-re-map-15.jpg) (https://postimg.cc/rz2GLdwH)

As you can see the texture as it is cannot accomodate the floats so I have to decide how to cope with that,
it maybe we have two textures and I move things about to fit the floats if I can, failing that maybe I can shrink
what I have and adjust all the meshes to allow more to fit the texture or we just have the floats as a separate
texture.

I also need to decide whether to leave the props and wheels using their existing textures or fit them somewhere
on the new map, with that done it is extraction of the re-mapped parts to see what a mess I have made. :D

Anyway, eneough, I am going to watch a filim. ;)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: ZtheE on June 01, 2024, 03:13:21 PM
YIPPEEE  ]wav[
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 02, 2024, 12:24:31 PM
YIPPEEE  ]wav[

Glad you like it ZtheE. 8)

Today I started to add the various parts into the sim:


(https://i.postimg.cc/T1XvyFwm/2024-06-02-18-18-24.jpg) (https://postimg.cc/Vr4Vp7XL)


I made a second skin just to check all was well in selecting another:


(https://i.postimg.cc/YqMwM5TB/2024-06-02-18-19-04.jpg) (https://postimg.cc/F1W6xB9T)


While changing the meshes over I noticed there are no co-commons set so I guess this aircraft was not intended
to be shot at and destroyed, strange for a combat sim. o_O :D

Anyway, I am doing skin changing, the rest is for others. ;)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dona on June 02, 2024, 03:21:06 PM
 ]thumleft[ ]thumleft[ ]hello2[ ]hello2[
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 03, 2024, 11:58:17 AM
]thumleft[ ]thumleft[ ]hello2[ ]hello2[

Glad you like it so far dona. 8)


I got the wings in today:

(https://i.postimg.cc/Pr98b4q6/2024-06-03-13-06-55.jpg) (https://postimg.cc/8jd5NLMW)

Unfortunately there was a snag, I had missed some of the very smallest faces and so the wings had to be
done again, or at least the top had. ::( This can be so tedious, however, while I was at it I took the chance
to look again at the leading edges and add some of the lower faces into the top part of the texture that did
not quite link up but were difficult to detect before the colour was added and so it holds things up a little. :(

Anyway, onward we go, we will get there eventually. :D

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Hubberranz on June 04, 2024, 04:49:04 AM
]thumleft[ ]thumleft[ ]hello2[ ]hello2[
+1
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 04, 2024, 12:55:20 PM
We are getting there Hubberranz you will be happy to know but not without a few difficulties. ;)

If you look at the starboard side of the cockpit in the previous image you will see part of the window has a strut in yellow, I had not noticed this before as in gmax it cannot be seen so this morning was spent tormenting myself as to what the hell was causing it. I looked at the CF_D0 and noticed there was a piece missing, or at least at that moment I thought so and duly repaired it but when I added the CF_D0 back into the game still the yellow strut was showing. o_O Turns out that the offending faces were on the Cockpit mesh and so I removed those faces and so all was good, eventually. :D
That ruined a morning that was supposed to be used adding the control surfaces and so that was begun a while ago only to hit another snag. ::( When I looked at one of the flaps the pattern was slightly out as it consists of two parts over one another and so another correction was needed and the mapping done again for the top part, anyway, I have had enough for now, I give up, and I am going to watch football. :D

I will return to this madness tomorrow, who said this stuff was fun wants their head reading. :P

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 05, 2024, 02:43:41 PM
Hello again guys, just a quick update. ;)

The wings and fuselage seem to okay as far as codes go, I tried all the main surfaces upper
and lower and as long as you take account of how I ended up separating various surfaces you
should be okay:

(https://i.postimg.cc/D04dSxrX/2024-06-05-18-33-06.jpg) (https://postimg.cc/7JDTcMQH)


(https://i.postimg.cc/y6DwhBnF/2024-06-05-18-33-18.jpg) (https://postimg.cc/F1QWmMMR)


All the essential elements are done and in place for both aircraft:


(https://i.postimg.cc/rwk3L4TJ/2024-06-05-20-02-41.jpg) (https://postimg.cc/bsm3xssD)

For the seaplane there is an issue with the gear as you can see by the yellow colouring, not sure how to do this
at the moment but it might be the simplest way is to cut off the piece and attach in the hier separately as there
is no room to actually map the floats:


(https://i.postimg.cc/L82CWMkQ/2024-06-05-20-04-11.jpg) (https://postimg.cc/4m2QKqSp)

I spent parts of the day rectifying things, one of the ailerons needed to have the map flipped and a few faces
were detached due to some nasty looking areas and so as of now here we are.

I might still map the props but other than that I guess it is done, other issues are the damage model. This was built
over another aircraft, most of it does not have the co-commons to even activate the damage textures and what was
there that would work used other parts and so I just have the D1 through 3 of the main parts now using the actual
Otter meshes. So then, to do still is the prop maps and to make a decision on whether I at least do the co-commons
for the meshes, the CAPs also use things from the previous aircraft this was built over so we are talking the entire
damage model really needs doing but I don't feel up to it, been down too many rabbit holes previously to want to go
there, no LODs either but at least you can now paint it. :D


Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 10, 2024, 07:16:20 AM
Hello again guys, last details of the mapping. ;)

As I said I might map the propellers as well and so it was:

(https://i.postimg.cc/rmhNZ2mc/Otter-re-map-16.jpg) (https://postimg.cc/xJzmq7MF)

The finished item:

(https://i.postimg.cc/wjKcGV6t/Otter-re-map-17.jpg) (https://postimg.cc/3dBvy207)

Both sides of the blades were done so you should be able to portray any existing propeller colours:

(https://i.postimg.cc/g0sVrb3R/Otter-re-map-18.jpg) (https://postimg.cc/JyyDdg64)

(https://i.postimg.cc/j5jz73h1/Otter-re-map-19.jpg) (https://postimg.cc/7CpGvVd1)

The texture for the rotating prop now uses a standard texture from the sim so it covers any you might paint
but for those who like the existing funky pattern I have added a layer onto the template of that copied from
the original so you can paint most versions you might have seen. The downside is if you want that rotating of
the original mesh active with your prop you will have to rename the texture it picks up from. This was the only
way to do this really and be able to add different schemes for the blades and spinner.

And finally, the template main parts all set out, not the best I will admit and no room for the floats but it is
better than nothing, this is only the second full aircraft, the Lysander the first,  I have mapped overall and
it has provide a few headaches. :D

(https://i.postimg.cc/pTDmGgBr/Otter-re-map-20.jpg) (https://postimg.cc/7GZPbtdr)

I wanted to align the wings and things such as flaps and ailerons in a way that they were all in line, however,
this had to be altered as I ran into various problems aligning stuff so sadly it is a little broken up as I had to
change my original placing of the maps. :(

The rear of the cargo door is now a separate mesh and uses a plain grey texture so we do not have the see-through
I mentioned earlier if you look into the passenger cabin, quite a few have things had to be mapped twice to deal with
certain issues hence why it took until now to post this progress up.

There are no lines or rivets yet as the above was really just to get everything in order so I guess next up is making
those lines and stuff to complete the work, anyone want to make the template?

Take care and be safe.

Wishing you all the very best, Pete. ;D



Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 12, 2024, 06:57:08 AM
Hello guys, the mapping is now done. ;)

The next decision is do I make a template or release what there is as it is at the moment and let others do the skin work. :-|

While I think about that I doodled a little in gmax:

(https://i.postimg.cc/HWSsQyqn/Otter-column.jpg) (https://postimg.cc/3WvThdJQ)

Bizarrely there is not an actual control column inside the Otter model! That is really strange as those things
are usually installed as they can be seen externally, for the column in the cockpit Alex had to use two from
the A-20 I think with one positioned the opposite way around to make what you see at the moment but I am trying
to make something that looks a little closer to the real thing for use in the external model and cockpit.

The above is my final design, there are various versions of the theme and so I picked the photograph as the
main base for what I have made using other images to gain information on other parts of the column design.

Now I need to map and paint.

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 13, 2024, 04:09:31 AM
Hello again guys, just a quick update. ;)


The main items have now been mapped and just need colouring but I decided to actually try and add
the other components so here they are so far:


(https://i.postimg.cc/SQfRVbk3/Otter-column2.jpg) (https://postimg.cc/8ssTP3Fm)


Hopefully once finished and painted it will look something like. :D

Take care and be safe.

Wishing you all the very best, Pete. ;D


Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 14, 2024, 02:41:46 PM
Hello guys, I sent a new update to Alex to take a look at. ;)

There is now a control column complete and mapped and painted:


(https://i.postimg.cc/Hsrqy5H8/Otter-re-map-21.jpg) (https://postimg.cc/SJp10nnm)



(https://i.postimg.cc/DwsRCTS2/Otter-re-map-22.jpg) (https://postimg.cc/18mWtb0T)


This has been added in the plane folders so it can be seen in the external view where there was none before:


(https://i.postimg.cc/GpxVCxPV/Otter-re-map-23.jpg) (https://postimg.cc/NyLp8Tzk)


And finally, the working parts in the player cockpit:


(https://i.postimg.cc/DZm9PbsN/Otter-re-map-24.jpg) (https://postimg.cc/8JQX1cZd)


The damage model still remains untouched and there is not a full template only my test version to check were
colours and other things were, right now I do not have the will to do anything further as I need to get back to other stuff
that has been neglected for far too long so hopefully others can step in to add what is still required. ;)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: KingTiger503 on June 15, 2024, 06:00:13 AM
Nice Job Mission_Bug and Bison-M... Well done.



Best Regards KT503
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 15, 2024, 03:22:02 PM
Nice Job Mission_Bug and Bison-M... Well done.



Best Regards KT503

Glad you like it so far KT. 8)

I passed things on to my quality controller, Alex, he found some issues that needed fixing so I spent this evening trying to sort those out and will pass them on to him. :(
He may have other things he wants to correct but power outages are hindering things for him at the moment and so delaying a new upload as we pass things between us. ::(

When you do a project, you become fixated on certain elements of it so it is always good to pass it on to someone else to get a second opinion, I am sure once we upload it there will be many more issues spotted. :D

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 16, 2024, 03:54:55 AM
Hello guys, well here it is finally an Otter you can skin. ;)

It has been quite a while in development and has gone through various transitions and through the hands of various modders
but here at last a version to put skins on in the normal IL-2 way:

https://www.mediafire.com/file/9vvirjxb4m6w6w0/DH+Otter+skinable+RC+16th+June+2024.7z/file

Please backup any version you already have as you might want to go back to that earlier iteration if the skinnable does not
appeal to you.

The basic templates and the stationary files are in the download, please check the readme in the mod for credits of stuff used
and full description of alterations.


The model is far from perfect but hopefully useable to you all, there is not a template as such available only the test version
I used to evaluate were to put certain colours and test lettering, nothing more, it does not have lines and rivets etc and was
merely a guide for me as I went along the skinning route so is basic. If I don't eventually make a full template, I am sure you
will find a way to colour it yourself.

One issue I cannot improve on is the shading on the upper wings so sadly you are stuck with it for now
unless someone can improve it or advise me how best to improve it:


(https://i.postimg.cc/kXJDk9fT/2024-06-16-09-10-14.jpg) (https://postimg.cc/PN7tDGGD)

I made another attempt this morning but just made things worse. :( ::( I have tried shading and moving stuff
all to no avail so sadly it is as it is unless someone can improve it themselves in a 3d program. This model now
has been through various hands as it has been adapted for IL-2 and each time it has been imported into a 3d
program there will have been some form of errors made to the original model.


Anyway, here it is for you to play with, use and poke fun at if you wish but I have done as much as I can and
so, it is time to go back to my other projects.


Thanks to Alex for his help and criticism of what I was able to do, really appreciated. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Whiskey_Sierra_972 on June 16, 2024, 04:51:28 AM
Thanks for the hard work you've put in it to make a great mod yet more greater!
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Frankiek on June 16, 2024, 05:42:26 AM
Don't worry if it is not perfect it is really much better now thank you   
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 16, 2024, 06:34:27 AM
Hello guys, glad you like it so far. 8)

I think of all things being able to easily paint an aircraft can give it such potential for mission/campaign builders, not just the aircraft itself but stationary ones also add so much to overall feel of these, hopefully now we will get some skinners make use of it. ;)

The model still really needs a FM optimised for it that properly portrays the powerplants but that is not my forte as such so hopefully someone will step up with that sometime in the future.

Take care and be safe.

Wishing uoyou all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Bison_M on June 16, 2024, 07:28:57 AM
Thank you so much Pete for your titanic work! ]cheers[
Link added to first post.

Best wishes! ]thumleft[

P.S.
In my version 4122m+SASModact, the engines overheat even before takeoff, so I use fm from 05/23/2024 (see 1st post).
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dona on June 16, 2024, 02:57:40 PM
great!!!!!!
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 16, 2024, 04:03:54 PM
great!!!!!!

Sorry dona that there is not a full template, I hope I have not left too many problem areas and that you can manage with what little there is. ;)

Enjoy.

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dona on June 17, 2024, 06:34:00 PM
I expect it will all work well. Great job!
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 18, 2024, 02:38:44 AM
I expect it will all work well. Great job!

I tried as much as possible to deal with issues even actually remapping some meshes again so it should not be far off. One major issue was the tail as it had a door internally that I think must have been able to be opened in the original sim it was intended for and I removed the internal but maybe had left some of it while welding up the meshes and that caused an issue were it seemed the pattern went the other way, the lower section also does not quite seem to match the fuselage sides, what happened there I know not but this has been through various modders so I think each of us will have caused some problems within the model.

I also had an issue with the elevators and had to move those as well as some wing parts but I think it is now as good as it gets, it is difficult to imagine how the template might look as you start mapping and you just try and fit things in where you can and hope it all comes together at the end but some things ended up being reorientated so it is not as obvious just where the patterns lie, unfortunately with the elevators because they were orientated for extraction in the 3d program I had them the wrong way around, upside down and back to front it seemed. :D I also tried to add all the wing parts so they would join easily but had to separate some things due to length issues hence why the gaps now.
I used the green camo pattern as a way to help see what was the right way around and also give you and other skinners a sense of where gaps are that do not quite join up and so need some tinkering.

Anyway, I hoppe it does not cause you skin artists too much stress.

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: dona on June 18, 2024, 09:53:50 PM
I think there will be many opportunities for skinning this beauty. Thank you Pete! ;) ;)
 
(https://i.postimg.cc/GhtwsfTX/2024-06-19-03-44-25.jpg) (https://postimg.cc/rzBYBQJ4)
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on June 19, 2024, 03:01:40 AM
Excellent, keep them comming dona. 8)

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on July 15, 2024, 01:25:58 PM
Hello guys, a little update on current work on the Otter. ;)

I have tried to activate all the Co-Commons (hit boxes) on the Otter using stuff from
the A-20EXZ as that seems to be what was used as the base for the Otter when it
was imported. The A-20EXZ is a floatplane by Beowolf if memory serves.

I cannot guarantee all of them work but so far in test I have seen something appear
on most of the airframe, however, you can test and test and some things you never
seem to see but at least it works, the large piece of wing was from the A-20 as those
CAPs were used to set everything up and each will need replacing:

(https://i.postimg.cc/zvX1RWyf/2024-07-11-19-08-49.jpg) (https://postimg.cc/VrThxJBy)


(https://i.postimg.cc/gcNpbM7L/2024-07-12-19-18-27.jpg) (https://postimg.cc/Sj23WGkm)


Yesterday I added the first of the CAPs all of which I will have to make:


(https://i.postimg.cc/wv2CHvwY/2024-07-14-21-58-21.jpg) (https://postimg.cc/VrSGWYyK)


Stay tuned, mayhem and mischief are about. :D

Take care and be safe.

Wishing you all the very best, Pete. ;D
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Mission_bug on July 19, 2024, 02:02:49 PM
Hello guys, work goes on, nearly there. :o

I have added an internal skin to all the wings; however, I have not re-mapped it all to a separate texture
but if someone does a proper damage skin ever at least there is something to see inside as the holes open
up even if it is a repeat of the external scheme.

Some parts I did do a separate internal skin and mapped that to a second texture but that is mainly on the
actual CAPs, there is some internal spars and end caps for those to help block off holes but it has to be
restrained so as not to take things above the poly limit:

(https://i.postimg.cc/gcnTZ4X8/Otter-re-map-27.jpg) (https://postimg.cc/Wtc8RG71)

Same with the engines, just the internal skin and some bulkheads to cover those empty spaces, the CAP
for the Engine1 and the complete Engine2, nothing fancy but hopefully it will do the job:

(https://i.postimg.cc/4drbt6qQ/Otter-re-map-28.jpg) (https://postimg.cc/CBsqpqFR)

Starting the work for the Keel with the main Lod cloned and flipped for the inside and a few spars and aerofoils
for the structure:

(https://i.postimg.cc/nVBqgQNN/Otter-re-map-29.jpg) (https://postimg.cc/PNfL8NXM)

Cutting up the keel to make that CAP:

(https://i.postimg.cc/R0WHR3cs/Otter-re-map-30.jpg) (https://postimg.cc/PLkJf5VY)


And finally, please do not do this at home folks, running our Lovely Otter into a C-47/Li-2 is not good for it:


(https://i.postimg.cc/cLbKrsVQ/Otter-re-map-31.jpg) (https://postimg.cc/Mn1ZL8ZT)

(https://i.postimg.cc/vTY80jJY/Otter-re-map-32.jpg) (https://postimg.cc/1ndZtWR2)

Flying it over a fleet of warships will do it no good either as you will ruin those beautiful skins dona made for us:

(https://i.postimg.cc/02N2mTGZ/Otter-re-map-33.jpg) (https://postimg.cc/bdKhfFB2)


Take care and be safe.

Wishing you all the very best, Pete. ;D


Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: Bison_M on July 30, 2024, 12:14:41 AM
DM update by Mission_bug.
A huge thanks to Pete for his titanic work! ]cheers[
See Add_to_air-ini for details.

(https://i.postimg.cc/3wcYYwmr/2024-07-17-06-04-26.jpg) (https://postimg.cc/TygZcftB)

(https://i.postimg.cc/C1nY1VsG/2024-07-30-06-00-19.jpg) (https://postimg.cc/5YJD7TGy)

(https://i.postimg.cc/s2XskWB0/2024-07-30-06-00-28.jpg) (https://postimg.cc/MnhCRvmy)

https://www.mediafire.com/file/jwgdeiyms1n76a9/DHC6_update_30th_July_2024_WIP_new_mapping%252BDM.7z/file (https://www.mediafire.com/file/jwgdeiyms1n76a9/DHC6_update_30th_July_2024_WIP_new_mapping%252BDM.7z/file)

Link added to first post.
Title: Re: Edlor - de Havilland Canada DHC-6 Twin Otter
Post by: <Gunny> on August 07, 2024, 08:41:07 PM
I have flown in this plane many many times... It is one GREAT plane..A few time in some kick ass weather....But we made it. :D