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Author Topic: F-4 Phantom II's released v1.31 for Jetwar1.2 (17/10/2012)  (Read 285102 times)

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loftyc

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #744 on: September 15, 2012, 06:49:56 AM »

grrrrrrrrr - I'm running DBW 1.71; when I add this, specifically, the air.ini lines, I keep getting a 20% crash!

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[15.09.2012 12:36:33] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Radeon HD 5700 Series
  Version: 4.0.10317 Compatibility Profile Context
  Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] '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%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-14.fmd
s = FlightModels/Fw-190D-14.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
Fw190-D15 Loading FMD: FlightModels/Fw-190D-14.fmd
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-15.fmd
s = FlightModels/Fw-190D-15.fmd
m_lastFMFile = gui/game/buttons
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
Spawn.get( com.maddox.il2.objects.air.F_4B ): com/maddox/il2/objects/air/TypeNoOpenCanopyFly
java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeNoOpenCanopyFly
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get(Spawn.java:39)
at com.maddox.rts.Spawn.get(Spawn.java:28)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:163)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeNoOpenCanopyFly
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.ClassLoader.defineClass0(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at com.maddox.rts.LDR.loadClass(LDR.java:25)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClassInternal(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.il2.game.Main.preloadAirClasses(Main.java:165)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1601)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)
at com.maddox.il2.game.Main.exec(Main.java:420)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

near as I can tell, the no_open_canopy mod is in DBW; so, ....?!?!?!?!?!?!???????????

(don't understand the problem with the 190d-14&15 either, but at least they work when the game runs, so I don't care about that)
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S3231541

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #745 on: September 15, 2012, 07:04:39 AM »

You'll need the folder 00000_000_NoOpenCanopyAI, it's already included in the download of F-4 for jetwar 1.2, just put them #DBW also and they should work fine.
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loftyc

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #746 on: September 15, 2012, 10:03:23 AM »

finally found that canopy folder, got it in place, and I'm in business. Thanks for everything!
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razor1uk

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #747 on: September 15, 2012, 10:35:56 AM »

After initial DL's were corrupted, re DL'ed, and installed as easy as pie - no different to installing in previous mods, I put latest FM in phantom folder before testing, with no obvious problems yet.

Like the transonic instabilities pre 'barrier' smashing, just got to get used to the amount of negative trim required for fast flight - and size & position of the tailplane when trimmed, when in the 'chase' view of the 'brick' still seems too much nose down - although that is likely an optical illusion caused by the massive size, angle and profile of the stabilator/elevator.

Although, yet to get used to trying to land it on deck - AI just can't seem handle higher speeds; I decided that after seeing that AI appear flummoxed in the new high speed environments to try and land myself on a escort carrier on the Biscay Map.

I Only got the slot and slope a bit wrong since theres no meetball mirror system or equivelant yet (or a narrow 'pencil' beam dim light..).
I ended up thinking I was alright, until the last few seconds when the carrier seemingly jumped towards me and upon flaring; just like described in many books, like 'Pheonix Squadron' etc, missed all the wires; touched down heavy mid deck forward of the lift, drifted portwards/left, and then took out myself and the port bow AA pits... the landing pattern was a bit hot for a first, all hanging down, airbrakes out, rock steady down til 300 Knots at 70 to 80 % power, A/C starts to fluff/wallow below that, mind still had brakes out...

Must attempt again many times methinks, possible even over land first.

Well done so far, long may it continue. and long may development carry on too :)

Monday 17th, @ 21:07
Opps, I'm using DBW 1.71 Feckin Big Download Pack upon v4.10.1/v4.1.0.1/v4101m with v9.7 Buttons
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fishfingers

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #748 on: September 17, 2012, 03:12:50 AM »

Lol what are you doing trying to land a Supersonic Jet fighter on an escort carrier? I mean you could but the room for error is tiny, try landing on a fleet carrier, far more deck space to screw up on.
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razor1uk

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #749 on: September 17, 2012, 06:24:50 AM »

Lol, impatience, in for a pound, (try to) land on a penny...
Just as well, cos' I didn't add the catapult and arrestor lines to the conf.ini, so even had I landed central, I would have drifted over the bow, looking like I was towing the ship before splashind down and being keelhauled in-plane..

Cheers 4S Vega (for your below info posting), and for all (additional posts/R&D compilations etc,) so far :D and continuing advice :P
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4S_Vega

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #750 on: September 17, 2012, 09:36:50 AM »

to allow AI landing on carrier you need the mod command and control 3.031

put the object land into your mission and jets will land on carrier without problems ;)
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BravoFxTrt

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #751 on: September 21, 2012, 07:15:57 AM »

I cant seem to download successfully???
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S3231541

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #752 on: September 21, 2012, 07:43:47 AM »

Guys, new link at first post.  :)
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BravoFxTrt

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #753 on: September 21, 2012, 08:53:03 AM »

Thanks S3 :)
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4S_Vega

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #754 on: September 28, 2012, 04:30:13 AM »

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BT~walker

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Re: F-4 Phantom II's released v1.2 for Jetwar1.2 (14/03/2012)
« Reply #755 on: October 02, 2012, 11:24:45 AM »

Any idea why I can select AGM84 in QMB but this option is not available in coop missions?...
Thnx.
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