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Author Topic: Bloch MB-210 Ready to DL - updated 30/5/13  (Read 35671 times)

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Epervier

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #48 on: June 02, 2013, 01:39:05 AM »

But why didnt he [triumphantly] change it back to Bloch, when the war ended?
He wanted to take the design and manufacture of aircraft worldwide.
To avoid anti-Semitism still possible in some countries leaving the WWII war he preferred to keep his new name.
1946 = Marcel Bloch-Dassault - 1949 = Marcel Dassault - 1950 = converted to Roman Catholicism.
It was a commercial purpose and the future proved him right ...
In another area to encourage some countries to buy his plane (Mystère-10/20/50) he changed the name the Americans do not like to name "Falcon".
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

woofiedog

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #49 on: June 02, 2013, 06:31:49 AM »

Many thank's for all of the work that went into making this aircraft... Thank's.  :)
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Vitamine!

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Mission loading failed: null
« Reply #50 on: June 02, 2013, 07:38:59 AM »

I recorded some issues after installing the plane correctly:

I tested it on: UP 3 RC 4

and: DBW 1.71 without Modact

the issues are the same:

Testing it in QMB:

I cannot open the "airplane-setting screen", as there would be no Bloch MB 210, although its name appears.



So, I choose another airplane to open the "airplane-setting screen"



and choosing the "Bloch MB 210" line again, but have a look at the picture -->



When I change the country, the Bloch MB 210 appeares but still with no loadout.



When I start to load the mission then, it crahes bei the end of loading with following error-code: "Mission loading failed: null"



By clicking "ok" the game ctd (crashes back to desktop), where I exit the selector, then.

Here is the log file for UP 3 RC 4:

Code: [Select]
[02.06.2013 15:04:19] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Radeon HD 4800 Series
  Version: 3.3.11653 Compatibility Profile Context
  Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory 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_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage 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_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_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment 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_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export 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_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 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_texture_storage 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_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_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_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_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra 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
Size: 1600x1200
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE4)
[x] 3D (SSE4)
[-] 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 : 8192
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
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
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$SWORDFISH'
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_fm'
FM called 'FlightModels/FokkerCX.fmd:FokkerCX_FM' is being loaded from File: 'fokkercx_fm'
FM called 'FlightModels/FokkerCXP.fmd:FokkerCXP_FM' is being loaded from File: 'fokkercxp_fm'
FM called 'FlightModels/D520.fmd:D520' is being loaded from File: 'd520'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MB-152.fmd:MB152' is being loaded from File: 'mb152'
FM called 'FlightModels/P-11c.fmd:PZL_P11' is being loaded from File: 'pzl_p11'
FM called 'FlightModels/VildebeestLIII.fmd:VildebeestLIII_FM' is being loaded from File: 'vildebeestliii_fm'
FM called 'FlightModels/VildebeestLIV.fmd:VildebeestLIV_FM' is being loaded from File: 'vildebeestliv_fm'
FM called 'FlightModels/BA65MA.fmd:Ba65MA_FM' is being loaded from File: 'ba65ma_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Hs-123.fmd:Hs123_FM' is being loaded from File: 'hs123_fm'
FM called 'FlightModels/Hs-123.fmd:Hs123_FM' is being loaded from File: 'hs123_fm'
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_fm'
FM called 'FlightModels/FokkerCX.fmd:FokkerCX_FM' is being loaded from File: 'fokkercx_fm'
FM called 'FlightModels/FokkerCXP.fmd:FokkerCXP_FM' is being loaded from File: 'fokkercxp_fm'
FM called 'FlightModels/D520.fmd:D520' is being loaded from File: 'd520'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MB-152.fmd:MB152' is being loaded from File: 'mb152'
FM called 'FlightModels/P-11c.fmd:PZL_P11' is being loaded from File: 'pzl_p11'
FM called 'FlightModels/VildebeestLIII.fmd:VildebeestLIII_FM' is being loaded from File: 'vildebeestliii_fm'
FM called 'FlightModels/VildebeestLIV.fmd:VildebeestLIV_FM' is being loaded from File: 'vildebeestliv_fm'
FM called 'FlightModels/BA65MA.fmd:Ba65MA_FM' is being loaded from File: 'ba65ma_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Hs-123.fmd:Hs123_FM' is being loaded from File: 'hs123_fm'
FM called 'FlightModels/Hs-123.fmd:Hs123_FM' is being loaded from File: 'hs123_fm'
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_fm'
FM called 'FlightModels/FokkerCX.fmd:FokkerCX_FM' is being loaded from File: 'fokkercx_fm'
FM called 'FlightModels/FokkerCXP.fmd:FokkerCXP_FM' is being loaded from File: 'fokkercxp_fm'
FM called 'FlightModels/D520.fmd:D520' is being loaded from File: 'd520'
FM called 'FlightModels/LeO-451.fmd:LEO451_FM' is being loaded from File: 'leo451_fm'
FM called 'FlightModels/MB-152.fmd:MB152' is being loaded from File: 'mb152'
FM called 'FlightModels/P-11c.fmd:PZL_P11' is being loaded from File: 'pzl_p11'
FM called 'FlightModels/VildebeestLIII.fmd:VildebeestLIII_FM' is being loaded from File: 'vildebeestliii_fm'
FM called 'FlightModels/VildebeestLIV.fmd:VildebeestLIV_FM' is being loaded from File: 'vildebeestliv_fm'
FM called 'FlightModels/BA65MA.fmd:Ba65MA_FM' is being loaded from File: 'ba65ma_fm'
FM called 'FlightModels/Do17Z0.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Do17Z2.fmd:Do17_FM' is being loaded from File: 'do17_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Br20.fmd:Br20_FM' is being loaded from File: 'br20_fm'
FM called 'FlightModels/Hs-123.fmd:Hs123_FM' is being loaded from File: 'hs123_fm'
FM called 'FlightModels/Hs-123.fmd:Hs123_FM' is being loaded from File: 'hs123_fm'
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 6.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - enabled [buffers : 32]
Extensions  - enabled :
  EAX ver. 1 [X]  - enabled
  EAX ver. 2 [X]  - enabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [X]  - enabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32

Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.maddox.gwindow.GWindowComboControl.get(GWindowComboControl.java:119)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:124)
at com.maddox.il2.gui.GUIAirArming.selectWeapon(GUIAirArming.java)
at com.maddox.il2.gui.GUIAirArming._enter(GUIAirArming.java)
at com.maddox.il2.game.GameState.enterPush(GameState.java:90)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:55)
at com.maddox.il2.game.GameStateStack.push(GameStateStack.java:44)
at com.maddox.il2.gui.GUIQuick$WButtonArming.notify(GUIQuick.java:726)
at com.maddox.gwindow.GWindowDialogControl._notify(GWindowDialogControl.java:51)
at com.maddox.il2.gui.GUIButton._notify(GUIButton.java:18)
at com.maddox.gwindow.GWindowDialogControl.mouseClick(GWindowDialogControl.java:86)
at com.maddox.il2.gui.GUIButton.mouseClick(GUIButton.java:22)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:514)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:443)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.maddox.gwindow.GWindowComboControl.get(GWindowComboControl.java:119)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:124)
at com.maddox.il2.gui.GUIAirArming.selectWeapon(GUIAirArming.java)
at com.maddox.il2.gui.GUIAirArming.access$300(GUIAirArming.java)
at com.maddox.il2.gui.GUIAirArming$DialogClient.notify(GUIAirArming.java)
at com.maddox.gwindow.GWindow.notify(GWindow.java:143)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl$ListArea.mouseButton(GWindowComboControl.java:235)
at com.maddox.gwindow.GWindow._mouseButton(GWindow.java:527)
at com.maddox.gwindow.GWindowRoot.doMouseButton(GWindowRoot.java:251)
at com.maddox.gwindow.GWindowManager.doMouseButton(GWindowManager.java:69)
at com.maddox.il2.engine.GUIWindowManager.msgMouseButton(GUIWindowManager.java:126)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:443)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Loading mission Quick/Crimea/CrimeaRedNoneN00.mis...
Loading mission.mis defined airfields:
Loaded camouflage: SUMMER
Loading map.ini defined airfields:
PBuffer: suitable formats: 46

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 46

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *688008840*
*** 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/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_fm'
FM called 'FlightModels/Gnome-Rhone_14K:Bloch210_FM.emd' is being loaded from File: 'bloch210_fm'
FM called 'FlightModels/Gnome-Rhone_14K:Bloch210_FM.emd' is being loaded from File: 'bloch210_fm'
FM called 'FlightModels/Bloch210.fmd:Bloch210_FM' is being loaded from File: 'bloch210_fm'
java.lang.RuntimeException: Weapon set 'default' not registered in air.Bloch210
at com.maddox.il2.objects.air.Aircraft.weaponsLoad(Aircraft.java)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java)
at com.maddox.il2.game.Mission.loadAir(Mission.java)
at com.maddox.il2.ai.Wing.load(Wing.java)
at com.maddox.il2.game.Mission.loadWings(Mission.java)
at com.maddox.il2.game.Mission._load(Mission.java)
at com.maddox.il2.game.Mission.access$600(Mission.java)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java)
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:443)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Searching for missing resources...
Done!
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java)
at com.maddox.il2.game.Mission._load(Mission.java)
at com.maddox.il2.game.Mission.access$600(Mission.java)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java)
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:443)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[02.06.2013 15:04:54] -------------- END log session -------------

as the logfile for dbw 1.71 isn't possible to post (whyever) I will it give by request per PM.

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Vitamine!

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #51 on: June 02, 2013, 08:10:58 AM »

I did it, as you can see, i did it already for the former lofgile.

But is not possible for me to post the dbw logfile. No insert code workes anymore. I tried it with an new posting. But it doesnt work.
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Tofolo

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #52 on: June 02, 2013, 08:14:08 AM »

Looks like the lewis error.

Did you install the Lewis gun class file?

https://www.sas1946.com/main/index.php/topic,34784.msg376643.html#msg376643

If you did not, just unzip the file into any arms folder.
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Vitamine!

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #53 on: June 02, 2013, 08:28:23 AM »

Oh my goodness ... yes  8) THANKS!  ;D

Now it works and it is a beautiful plane an much needed in our Il2 World! :)

Thank you very much Dreamk!
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stanislao

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #54 on: June 03, 2013, 09:44:38 AM »

 :)      :)      :D

Dear Dreamk, many thanks for your wonderful work and for the amount of the models that you have proposed,  ... at the cost of sound excessive ...   I have  memory of a wonderful model Savoia Marchetti 81 whose images you have published a year ago .. without nothing detracting from the nice model of Gio693tto ... it would be great to have even your own, maybe we could cover with a lot of skins ... thanks in any case.


.
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Dreamk

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #55 on: June 03, 2013, 10:18:03 AM »

don't worry, it's on its way :))
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Whiskey_Sierra_972

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #56 on: June 03, 2013, 10:18:36 AM »

Hi mate!

A huge thanks for this great plane!

Now our SCW skies are full of target!

I have briefly tested this new bird and I find it more easy to shot down than the Potez 540 , about at more realistic level , also I discovered that upper gunner continue to shoot even after killed and belly gunner don't shoot at all (or the muzzle flash and trails are missing) , unsure if the not shooting gunner is true also for frontal gunner as no near front passage was done by enemy fighters and in the distant one I have noticed no shoots from it.

Hope to have reported useful information....

Thanks again for the great plane you have done!

All the very best!

walter
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Dreamk

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #57 on: June 03, 2013, 12:52:55 PM »

All gunners do shoot - in right conditions - attack angles of teh AI planes - so the frontal gunner shoots quite unoften, the belly gunner only above a given altitude and the dorsal gunner the most often. I'll check the issue of the upper gunner going on shooting after he's killed - you mean after a message "upper gunner killed" or after seing him killed (D1 mesh instead of D0 mesh)?
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Whiskey_Sierra_972

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #58 on: June 03, 2013, 01:31:12 PM »

After message "upper (or waist) gunner killed"....
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Dreamk

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Re: Bloch MB-210 Ready to DL - updated 30/5/13
« Reply #59 on: June 03, 2013, 02:25:51 PM »

Ok - this is a problem with the listing order of the "pilots" in the FM - I'll check that
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