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Author Topic: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0  (Read 29061 times)

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Mad026

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #12 on: July 26, 2014, 10:44:17 AM »

I have a strange problem with this aircraft, I can't switch between the engines and I can't start them, and the recon version of this plane is in light violet colour... ( DBW 1.71)


Is anybody experiencing something similar?
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SAS~Malone

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #13 on: July 26, 2014, 11:21:15 AM »

haven't installed them yet, but i can say the violet/pink problem is normally due to a model using i high-res texture, and this will happen if you don't have the high-res textures mod....
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Mad026

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #14 on: July 26, 2014, 12:05:21 PM »

I have it and it's working with the other high resolution aircrafts
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SAS~Malone

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #15 on: July 26, 2014, 12:20:01 PM »

ok, then there is only one other instance i know of when this happens, and that is that one of the planes in the mission has a wrong loadout.
first thing i would do is to delete the 'last.quick' file in the Quicks folder, and try again.
if it still happens, then we need to check your error log to see if there's anything about missing weapons or such...
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Mad026

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #16 on: July 26, 2014, 12:25:10 PM »

ok i'm doing it now
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Mad026

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #17 on: July 26, 2014, 12:31:19 PM »

well the proplem is still there
this is my last section of the log file

Code: [Select]
flightmodels/ju-87g-2(ofrudel).fmd
s = FlightModels/Ju-87G-2(ofRudel).fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/me-262(ofnowotny).fmd
s = FlightModels/Me-262(ofNowotny).fmd
m_lastFMFile = gui/game/buttons
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/Atlantic_BayOfBiscay/Atlantic_BayOfBiscayRedNoneA00.mis...
Loaded camouflage: SUMMER
Month = 6 , Hour = 12
Temperature -     0m = 15.0 .
Temperature -  1000m = 8.51001 .
Temperature -  2000m = 2.019989 .
Temperature -  3000m = -4.470001 .
Temperature -  4000m = -10.959991 .
Temperature -  5000m = -17.449997 .
Temperature -  6000m = -23.940002 .
Temperature -  7000m = -30.429993 .
Temperature -  8000m = -36.92 .
Temperature -  9000m = -43.410004 .
Temperature - 10000m = -49.899994 .
Temperature - 11000m = -56.39 .
Temperature - 12000m = -56.5 .
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 1024x1024 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 2048x2048 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *1300205720*
*** 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] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
LongBridge: too big offset
Load static objects
##### House without collision (3do/Buildings/England/semi2/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/Airdrome/earth_2/live.sim)
##### House without collision (3do/Buildings/French/frenchvillage1/live.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/England/jetty3/live.sim)
##### House without collision (3do/Buildings/England/jetty2/live.sim)
##### House without collision (3do/Tree/Tree2.sim)
##### House without collision (3do/Buildings/England/phonebox/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort2/live.sim)
##### House without collision (3do/Buildings/French/querqueville_fort1/live.sim)
##### House without collision (3do/Buildings/England/jetty5/live.sim)
##### House without collision (3do/Buildings/England/jetty4/live.sim)
##### House without collision (3do/Buildings/England/jetty6/live.sim)
##### House without collision (3do/Buildings/French/rubble/live.sim)
##### House without collision (3do/Buildings/French/rubble_block/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/46/ATTrench1_W/live.sim)
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
sFMDir = ki-177_fm
s1 = flightmodels/ki-177tbp.emd
s = FlightModels/Ki-177TBP:Ki-177_FM.emd
m_lastFMFile = gui/game/buttons
getting fm file ki-177_fm
sFMDir = ki-177_fm
s1 = flightmodels/jumo004.emd
s = FlightModels/Jumo004:Ki-177_FM.emd
m_lastFMFile = ki-177_fm
Hook '_MGUN05' NOT found in mesh of class com.maddox.il2.objects.air.KI_177
Hook '_MGUN06' NOT found in mesh of class com.maddox.il2.objects.air.KI_177
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Ki-61/Hydraulics.tga'
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Ki-61/Frames.tga'
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/Ki-61/Seat.tga'
Mission: QuickQMBPro/Atlantic_BayOfBiscay/Atlantic_BayOfBiscayRedNoneA00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Prop2_D0'
warning: no files : music/inflight
[26.07.2014 18:31:04] -------------- END log session -------------
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Piotrek1

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #18 on: July 27, 2014, 03:35:14 AM »

Hello! Mad026
I have a strange problem with this aircraft, I can't switch between the engines and I can't start them, and the recon version of this plane is in light violet colour... ( DBW 1.71)
Is anybody experiencing something similar?
I tried to install the K-177 on my DBW 4.10 and I have exactly the same problem :(.
That should solve the problem with a violet color plane::
Open QMB select eg. Ki-61-I-Otsu set skin or leave it on the „default”, go to the folder> PaintSchemes <> Cache < inside folder you will find the Ki-61-I-Otsu, copy the contents and replace the files in the summer K-177 folder.
regards,
PIOTREK
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mikoyan99

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #19 on: July 27, 2014, 04:26:05 AM »

That is the issue, yes - the default skin for the recon version is slightly purple, you just need to use and aftermarket Ki-61 skin as a replacement. Both engines are tied together to the same throttle, as de-coupling them allows the computer to generate a massive torque from the differing thrusts, spinning the aircraft around.
-Matt
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Piotrek1

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #20 on: July 27, 2014, 04:39:54 AM »

Thank you for the clarification. 8)
best regards,
Piotrek
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Mad026

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #21 on: July 27, 2014, 09:23:39 AM »

That is the issue, yes - the default skin for the recon version is slightly purple, you just need to use and aftermarket Ki-61 skin as a replacement. Both engines are tied together to the same throttle, as de-coupling them allows the computer to generate a massive torque from the differing thrusts, spinning the aircraft around.
-Matt
but I can't start the engines, the only thing that i can do is to turn them off after the autopilot started it
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Mad026

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #22 on: July 27, 2014, 09:36:50 AM »

Hello! Mad026
I have a strange problem with this aircraft, I can't switch between the engines and I can't start them, and the recon version of this plane is in light violet colour... ( DBW 1.71)
Is anybody experiencing something similar?
I tried to install the K-177 on my DBW 4.10 and I have exactly the same problem :(.
That should solve the problem with a violet color plane::
Open QMB select eg. Ki-61-I-Otsu set skin or leave it on the „default”, go to the folder> PaintSchemes <> Cache < inside folder you will find the Ki-61-I-Otsu, copy the contents and replace the files in the summer K-177 folder.
regards,
PIOTREK



Thank you Pirotek it worked!!!  :D
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Piotrek1

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Re: IJA Kawasaki Ki-177 and Ki-177-Ko, Version 1.0
« Reply #23 on: July 27, 2014, 12:42:47 PM »

You're welcome. :)
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