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Author Topic: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)  (Read 33954 times)

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toranamadman

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Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #48 on: July 10, 2013, 03:02:14 AM »

Sorry version 4.12 with Modact 5 . 0_fixedbombardiers , Flyable AI Classes , InstantLog , Random_Belt_Startpos and True Color HD Skins
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BravoFxTrt

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Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #49 on: July 10, 2013, 03:12:07 AM »

Dont know what to tell you taranamadman, its working Flawlessly in my 4.12 Game.
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MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

toranamadman

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Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #50 on: July 10, 2013, 05:40:07 AM »

Here's a copy of my log . Hope somebody can make sense out of it

Code: [Select]
[Jul 10, 2013 11:35:33 AM] ------------ BEGIN log session -------------
[11:35:33 AM] OpenGL provider: Opengl32.dll
[11:35:33 AM] OpenGL library:
[11:35:33 AM]   Vendor: ATI Technologies Inc.
[11:35:33 AM]   Render: AMD Radeon HD 7800 Series
[11:35:33 AM]   Version: 4.2.12217 Compatibility Profile Context 12.104.0.0
[11:35:33 AM]   Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth 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_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary 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_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect 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_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_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_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader 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_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_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_shader_image_load_store 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_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_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage 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_copy_image 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
[11:35:33 AM] Size: 1920x1200
[11:35:33 AM] ColorBits: 32
[11:35:33 AM] DepthBits: 24
[11:35:33 AM] StencilBits: 8
[11:35:33 AM] isDoubleBuffered: true
[11:35:33 AM]
[11:35:33 AM] *** Looking for Advanced CPU Instructions...
[11:35:33 AM] [x] PentiumPro
[11:35:33 AM] [x] Multimedia (MMX)
[11:35:33 AM] [x] 3D (SSE2)
[11:35:33 AM] [x] 3D (SSE2)
[11:35:33 AM] [x] 3D (3DNow)
[11:35:33 AM] ColourBits 32, ABits 8, ZBits 24
[11:35:33 AM]
[11:35:33 AM] *** Looking for Render API Extensions ...
[11:35:33 AM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[11:35:33 AM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[11:35:33 AM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[11:35:33 AM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[11:35:33 AM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[11:35:33 AM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[11:35:33 AM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[11:35:33 AM] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[11:35:33 AM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[11:35:33 AM] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[11:35:33 AM] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[11:35:33 AM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[11:35:33 AM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[11:35:33 AM]
[11:35:33 AM] Maximum texture size : 16384
[11:35:33 AM] Maximum simultaneous textures :8
[11:35:33 AM] MaxAnisotropic (1.0 = none) : 16.000000
[11:35:34 AM] 15 Splashscreens available.
[11:35:34 AM] AutoMounting SFS files from folder SFS_AUTO now...
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.SFS... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[11:35:34 AM] AutoMounting SFS files from folder SFS_AUTO finished.
[11:35:34 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:35:34 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:35:34 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:35:34 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[11:35:34 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[11:35:35 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[11:35:35 AM] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[11:35:35 AM] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[11:35:35 AM] INTERNAL ERROR: Texture required
[11:35:35 AM] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[11:35:39 AM] Initializing DirectSound playback device...
[11:35:39 AM] Primary buffer created.
[11:35:39 AM] Playback format is set : sampling rate = 22050, num channels = 2.
[11:35:39 AM] Not enought hardware buffers (0), hardware disabled
[11:35:39 AM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[11:35:39 AM] Default speaker config is : 9.
[11:35:39 AM] Direct sound audio device initialized successfully :
[11:35:39 AM] DX Version : 7
[11:35:39 AM] Hardware    - disabled [buffers : 0]
[11:35:39 AM] Extensions  - enabled :
[11:35:39 AM]   EAX ver. 1 [ ]  - disabled
[11:35:39 AM]   EAX ver. 2 [ ]  - disabled
[11:35:39 AM]   EAX ver. 3 [ ]  - disabled
[11:35:39 AM]   I3D ver. 2 [ ]  - disabled
[11:35:39 AM]   ZoomFX     [ ]  - disabled
[11:35:39 AM]   MacroFX    [ ]  - disabled
[11:35:39 AM] SIMD render [X]
[11:35:39 AM] num channels 32
[11:35:39 AM] Cannot open audio file samples/infinite 1
[11:35:39 AM]
[11:36:04 AM] Loading mission single/us/P-47/USAAF Balaton.mis...
[11:36:05 AM] PBuffer: suitable formats: 44
[11:36:05 AM]
[11:36:05 AM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[11:36:05 AM] Depth = 24, stencil = 8
[11:36:05 AM] PBuffer: suitable formats: 44
[11:36:05 AM]
[11:36:05 AM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[11:36:05 AM] Depth = 24, stencil = 8
[11:36:09 AM] Loading vertex/fragment programs: *699199520*
[11:36:09 AM] *** Loading: [vpFogFar2Tex2D]
[11:36:09 AM] *** Loading: [vpFog2Tex2DBlend]
[11:36:09 AM] *** Loading: [vpFogFar4Tex2D]
[11:36:09 AM] *** Loading: [vpFogFar8Tex2D]
[11:36:09 AM] *** Loading: [vpFogNoTex]
[11:36:09 AM] *** Loading: [vpFog4Tex2D]
[11:36:09 AM] *** Loading: [vpFog4Tex2D_UV2]
[11:36:09 AM] *** Loading: [vp4Tex2D]
[11:36:09 AM] *** Loading: [vp6Tex2D]
[11:36:09 AM] *** Loading: [vpTexUVTex2D]
[11:36:09 AM] *** Loading: [vpWaterGrid_NV]
[11:36:09 AM] *** Loading: [vpWaterSunLight_NV]
[11:36:09 AM] *** Loading: [vpWaterSunLight_ATI]
[11:36:09 AM] *** Loading: [vpWaterSunLight_FP]
[11:36:09 AM] *** Loading: [vpTreeSprite]
[11:36:09 AM] *** Loading: [vpTreeTrunk]
[11:36:09 AM] *** Loading: [vpVAObjectsN]
[11:36:09 AM] *** Loading: [vpVAObjectsL0]
[11:36:09 AM] *** Loading: [vpSprites]
[11:36:09 AM] *** Loading: [vpSimpleGL]
[11:36:09 AM] *** Loading: [fpWaterSunLightFast]
[11:36:09 AM] *** Loading: [fpWaterSunLight]
[11:36:09 AM] *** Loading: [fpWaterSunLightBest]
[11:36:09 AM] *** Loading: [fpCoastBump]
[11:36:09 AM] *** Loading: [fpCoastFoam]
[11:36:09 AM] *** Loading: [fpCoastFoamFast]
[11:36:09 AM] *** Loading: [fpCoastFoamFarFogTex]
[11:36:09 AM] *** Loading: [fpCausticSimple]
[11:36:09 AM] *** Loading: [fpCaustic]
[11:36:09 AM] *** Loading: [fpSprites]
[11:36:09 AM] *** Loading: [fpObjectsL0]
[11:36:09 AM] *** Loading: [fpObjectsL0_2L]
[11:36:09 AM] *** Loading: [fpSimpleGL]
[11:36:09 AM] *** Loading: [fpNearLandFog]
[11:36:09 AM] *** Loading: [fpFarLandFog]
[11:36:09 AM] *** Loading: [fpRiverCoastAA]
[11:36:09 AM] *** Loading: [vpWaterDM_CPU]
[11:36:09 AM] *** Loading: [fpWaterDM_CPU]
[11:36:09 AM] *** Loading: [fpWaterDM_CPULo]
[11:36:09 AM] *** Loading: [fpWaterLFogDM]
[11:36:09 AM] *** Loading: [fpIceWater]
[11:36:09 AM] *** Loading: [fpNearNoBlend]
[11:36:09 AM] *** Loading: [fpNearNoBlendNoise]
[11:36:09 AM] *** Loading: [fpNearBlend]
[11:36:09 AM] *** Loading: [fpNearBlendNoise]
[11:36:09 AM] *** Loading: [fpFarBlend]
[11:36:09 AM] *** Loading: [fpForestPlane]
[11:36:09 AM] *** Loading: [fpForestPlaneNoise]
[11:36:09 AM] *** Loading: [fpForestPlaneEdges]
[11:36:09 AM] *** Loading: [fpForestPlaneEdgesNoise]
[11:36:09 AM] Load bridges
[11:36:10 AM] Load static objects
[11:36:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:36:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[11:36:11 AM] INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/due.bmp'
[11:36:11 AM] cannot open file for reading
[11:36:11 AM] Cannot open audio file samples/dive_1.wav
[11:36:11 AM] cannot open file for reading
[11:36:11 AM] Cannot open audio file samples/dive_2.wav
[11:36:11 AM]
[11:36:12 AM] cannot open file for reading
[11:36:12 AM] Cannot open audio file samples/dive_1.wav
[11:36:12 AM] cannot open file for reading
[11:36:12 AM] Cannot open audio file samples/dive_2.wav
[11:36:12 AM]
[11:36:13 AM] ERROR file: File users/doe/Icons not found
[11:36:13 AM] java.lang.NoSuchMethodError
[11:36:13 AM] at com.maddox.il2.objects.air.Aircraft.missionStarting(Aircraft.java:3453)
[11:36:13 AM] at com.maddox.il2.game.Mission.doMissionStarting(Mission.java:2283)
[11:36:13 AM] at com.maddox.il2.game.Mission.doBegin(Mission.java:2353)
[11:36:13 AM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission.java:83)
[11:36:13 AM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[11:36:13 AM] at com.maddox.il2.gui.GUIMission$4.doAction(GUIMission.java:106)
[11:36:13 AM] at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
[11:36:13 AM] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[11:36:13 AM] at com.maddox.rts.Message._send(Message.java:1217)
[11:36:13 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:36:13 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[11:36:13 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:36:13 AM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[11:36:13 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:36:13 AM] at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
[11:36:13 AM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
[11:36:13 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:36:13 AM] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:36:13 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Logged

BravoFxTrt

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  • Flying Ass Clown #13
Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #51 on: July 28, 2013, 05:57:34 AM »

00-PAL-LimittedAmmofor 4.11.1m, works in 4.12 :)
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MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

BravoFxTrt

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  • Flying Ass Clown #13
Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #52 on: August 01, 2013, 07:41:59 PM »

Hi Pablo, Is there a way to Manually turn off Mission Saving Function in QMB? Thanks.
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MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

Whiskey_Sierra_972

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  • In memory of my beloved hero: Saburo SAKAI!
Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #53 on: August 12, 2013, 05:41:35 AM »

Tested the HUD mod in a clean 412.1 with SAS MA 5.21 but haven't got the additional information:

Here are the lines added into [MODS section]

Code: [Select]
[MODS]





; 0_0_0 PAL HUD Configuration

MixedSpeedbar=1
FullSpeedbar=1
SpeedbarUnits=3
ShowSIToo=1
BombSightAssist=1
BombSightAssistConf=3
HUDGauges=2
SpeedbarSpdKMH=1
SpeedbarSpdMPH=1
SpeedbarSpdKnots=1
SpeedbarAltMeters=1
SpeedbarAltFeet=1
PALMODsColor=1

SpeedbarGMode=3
SpeedbarTrimSet=9.0
SpeedbarFlapsSet=8.0
SpeedbarDragSet=7.0
SpeedbarWeightSet=6.0
SpeedbarHPSet=5.0
SpeedbarRPMSet=4.0
SpeedbarTempSet=3.0
SpeedbarAoASet=2.0
SpeedbarVSpeedSet=1.0

Since here is reported that should work , any help 'll be really appreciated!

Thanks in advance!

walter
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benitomuso

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Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #54 on: August 12, 2013, 08:28:39 AM »

Bravo,
                     there isn't any setting to disable saving of the last mission just because one of the main features of the Mission Pro is not requiring you to start from 0 every time. I never considered that chance or need.

  Walter, I'll be slowly checking and confirming my MODs in 4.12 because it is a tedious work and v4.12 even when it is a good (perhaps the best stock version of the game) still doesn't have any big pack for it, so lots of contents we were accustomed to are out.

  Regards,
                        Pablo
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Whiskey_Sierra_972

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Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #55 on: August 12, 2013, 09:25:00 AM »

Thanks Pablo for your reply!

I'll wait for your check....no hurry BTW , 412 is a bit tricky to work and test over....
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too-cool

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Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #56 on: August 15, 2013, 05:53:21 AM »

Bravo,
                     there isn't any setting to disable saving of the last mission just because one of the main features of the Mission Pro is not requiring you to start from 0 every time. I never considered that chance or need.

  Walter, I'll be slowly checking and confirming my MODs in 4.12 because it is a tedious work and v4.12 even when it is a good (perhaps the best stock version of the game) still doesn't have any big pack for it, so lots of contents we were accustomed to are out.

  Regards,
                        Pablo
Hi benitomuso's, as I understand one of your post on this up-dated Hud mod you had question on how HP was represented in IL-2, I was just wondering if by any chance you can add the MP to the list?  Thanks and by the way this is a great mod, to bad TD didn't include it in 4.12.  TC
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benitomuso

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Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #57 on: August 15, 2013, 06:57:15 AM »

TC,
           sorry but what is the MP parameter?

  And yes, calculating the HP delivered by the plane is not easy. It seems that in previous versions there was a method to retrieve a rough value for it.

  Regards,
                        Pablo
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too-cool

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Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #58 on: August 15, 2013, 06:40:50 PM »

TC,
           sorry but what is the MP parameter?

  And yes, calculating the HP delivered by the plane is not easy. It seems that in previous versions there was a method to retrieve a rough value for it.

  Regards,
                        Pablo
Manifold Pressure. Thanks TC
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benitomuso

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Re: benitomuso's MODs for 4.111m and HSFX6 (Beta, Upd 2012/08/03)
« Reply #59 on: August 15, 2013, 08:21:25 PM »

Sorry, I didn't know
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