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Author Topic: DBW 1.71 +SAS Engine Mod 2.6RC + JW1.3 Catapults no longer work~SOLVED  (Read 4431 times)

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sphantom

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Re: DBW 1.71 +SAS Engine Mod 2.6RC + JW1.3 Catapults no longer work.
« Reply #12 on: May 30, 2013, 06:55:37 PM »

also in the catapult ini file you must change it too.
Everything must match
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buchtik

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Re: DBW 1.71 +SAS Engine Mod 2.6RC + JW1.3 Catapults no longer work.
« Reply #13 on: May 31, 2013, 06:48:52 AM »

I have exactly the same problem  :(. I went through the Catapult.ini and Stationary.ini very carefully, but everything seemed to fit. Nevertheless, no catapults seem to work at all, although without the Engine mod 2.6 everything worked like a charm...
Here is the mission log
Code: [Select]
Loading mission single/un/F4F-3/S01.mis...
Loaded camouflage: PACIFIC
Month = 7 , Hour = 17
Temperature -     0m = 22.0 .
Temperature -  1000m = 15.51001 .
Temperature -  2000m = 9.019989 .
Temperature -  3000m = 2.5299988 .
Temperature -  4000m = -3.9599915 .
Temperature -  5000m = -10.450012 .
Temperature -  6000m = -16.940002 .
Temperature -  7000m = -23.429993 .
Temperature -  8000m = -29.919998 .
Temperature -  9000m = -36.410004 .
Temperature - 10000m = -42.899994 .
Temperature - 11000m = -49.39 .
Temperature - 12000m = -55.880005 .
Loading map.ini defined airfields:
PBuffer: suitable formats: 42

Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 42

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *706408480*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
BMPLoader bmp8PalTo4TGA4 s=PaintSchemes/Skins/F4F-3/Default s1=3DO/Plane/F4F-3(USA)/summer s2=PaintSchemes/Cache/0
java.io.FileNotFoundException
at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
at com.maddox.il2.engine.BMPLoader.bmp8PalTo4TGA4(BMPLoader.java:375)
at com.maddox.il2.engine.BmpUtils.bmp8PalTo4TGA4(BmpUtils.java:75)
at com.maddox.il2.net.NetUser.tryPrepareSkin(NetUser.java:1486)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1393)
at com.maddox.il2.game.Mission.prepareSkinInWing(Mission.java:1364)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1351)
at com.maddox.il2.game.Mission._load(Mission.java:755)
at com.maddox.il2.game.Mission.access$6(Mission.java:728)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:467)
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:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file 'PaintSchemes/Skins/F4F-3/Default'
INTERNAL ERROR: Bitmap 'PaintSchemes/Skins/F4F-3/Default' size: 0 != 512 | 1024
Mission: single/un/F4F-3/S01.mis is Playing
Time overflow (0): speed 0.63965887
warning: no files : music/takeoff
[31.05.2013 14:06:46] -------------- END log session -------------
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buchtik

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Re: DBW 1.71 +SAS Engine Mod 2.6RC + JW1.3 Catapults no longer work.
« Reply #14 on: June 01, 2013, 03:35:41 AM »

It seems I have solved the problem. I put in the Catapults.ini which comes with the 4.11 version of Engine mod 2.6, and for now, most of the carriers seem to have a working catapult.
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sphantom

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Re: DBW 1.71 +SAS Engine Mod 2.6RC + JW1.3 Catapults no longer work.
« Reply #15 on: June 01, 2013, 07:06:51 AM »

Where did you put it
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buchtik

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Re: DBW 1.71 +SAS Engine Mod 2.6RC + JW1.3 Catapults no longer work.
« Reply #16 on: June 01, 2013, 10:50:32 AM »

Instead the Catapults.ini that comes with the Engine mod for 4.101.
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superbee426ci

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Re: DBW 1.71 +SAS Engine Mod 2.6RC + JW1.3 Catapults no longer work.
« Reply #17 on: June 01, 2013, 08:14:52 PM »

So I tried buchtik's solution, and for me it works great!  8)
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brav6

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Re: DBW 1.71 +SAS Engine Mod 2.6RC + JW1.3 Catapults no longer work.
« Reply #18 on: June 02, 2013, 07:33:38 AM »

I checked buchtik's solution with various carriers, including newer ones like the Essex and Oriskany and they now work   8)

Not sure if it works for every carrier but it's a major advance. Thanks!
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