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Author Topic: Problems with torpedos  (Read 3684 times)

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D.Rasta

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Problems with torpedos
« on: November 03, 2015, 08:34:58 PM »

Suddenly I noticed problem with torpedoes in my both game versions (4.12.2m + SAS Modact 5.30 and 4.12.2m + HSFX 7.03).

Torpedoes of all types do not explode when hit (I don't see explosion and ship have no damage...)!

But when I use the Autopilot torpedoes works normal. On AI planes they works normal too...




"Fragile torpedoes ON"/"Fragile torpedoes OFF" and activating/deactivating mods (Expert, GurnerFX and other) didn't solved the problem...

This problem did not exist some time ago in my 4.12.2m + HSFX 7.03 (checked in some missions)! In 4.12.2m + SAS Modact 5.30 I didn't checked it earlier...

What could cause this problem and how to fix it?

Please, help!

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<Gunny>

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Re: Problems with torpedos
« Reply #1 on: November 03, 2015, 10:58:46 PM »

As a guess - check your arming time.
If your to close to the ship when dropped they well not go off.
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D.Rasta

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Re: Problems with torpedos
« Reply #2 on: November 04, 2015, 07:29:55 AM »

As a guess - check your arming time.
If your to close to the ship when dropped they well not go off.
Is the "arming time" a time from torpedo dropping to torpedo hit?
In my case, distance to the ship does not affect the no explosion...
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<Gunny>

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Re: Problems with torpedos
« Reply #3 on: November 04, 2015, 09:36:38 AM »


"Is the "arming time" a time from torpedo dropping to torpedo hit"
Yes that is the arming time.
If your to close they will not arm.
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D.Rasta

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Re: Problems with torpedos
« Reply #4 on: November 04, 2015, 03:59:57 PM »

Problem is not in arming time because AI planes and Autopilot have the same arming time but haven't this problem!

What else can be suggested?
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Dreamk

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Re: Problems with torpedos
« Reply #5 on: November 04, 2015, 08:50:59 PM »

If you receive a "TorpedoHit" message on the HUD, this means that your torpedo did arm (if not you would have received the message "TorpedoDidNotArm") and that the collision indeed took place between the torpedo and the target.

1) Try to replicate such a torpedo hit and post your log - this will show whether you are missing some file that prevents the explosion (though this is not not very probable as the AI works correctly).

2) Check whether this phenomenon happens when you are inside cockpit AND when you are in external view as well.

2) In the Torpedoes and Gliding torpedoes Pack I uploaded some time ago (https://www.sas1946.com/main/index.php/topic,46400.msg516525.html#msg516525) , you''ll find a folder called "!_AerialTorpedo_class_upgraded " which is helpful for debugging torpedoes by displaying a lot of info on the HUD in real time. Install it in your mod folder and try to torpedo some ship and see what happens.
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D.Rasta

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Re: Problems with torpedos
« Reply #6 on: November 12, 2015, 05:33:23 AM »

If you receive a "TorpedoHit" message on the HUD, this means that your torpedo did arm (if not you would have received the message "TorpedoDidNotArm") and that the collision indeed took place between the torpedo and the target.

1) Try to replicate such a torpedo hit and post your log - this will show whether you are missing some file that prevents the explosion (though this is not not very probable as the AI works correctly).

2) Check whether this phenomenon happens when you are inside cockpit AND when you are in external view as well.

2) In the Torpedoes and Gliding torpedoes Pack I uploaded some time ago (https://www.sas1946.com/main/index.php/topic,46400.msg516525.html#msg516525) , you''ll find a folder called "!_AerialTorpedo_class_upgraded " which is helpful for debugging torpedoes by displaying a lot of info on the HUD in real time. Install it in your mod folder and try to torpedo some ship and see what happens.

Thank you very much for your answer. Later I will write about the results of the proposed action.

Empirically, I found that this problem came with the UP~Boomer pack installation https://www.sas1946.com/main/index.php/topic,30853.msg536127.html#msg536127
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D.Rasta

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Re: Problems with torpedos
« Reply #7 on: December 07, 2015, 04:04:27 PM »

If you receive a "TorpedoHit" message on the HUD, this means that your torpedo did arm (if not you would have received the message "TorpedoDidNotArm") and that the collision indeed took place between the torpedo and the target.

1) Try to replicate such a torpedo hit and post your log - this will show whether you are missing some file that prevents the explosion (though this is not not very probable as the AI works correctly).

2) Check whether this phenomenon happens when you are inside cockpit AND when you are in external view as well.

2) In the Torpedoes and Gliding torpedoes Pack I uploaded some time ago (https://www.sas1946.com/main/index.php/topic,46400.msg516525.html#msg516525) , you''ll find a folder called "!_AerialTorpedo_class_upgraded " which is helpful for debugging torpedoes by displaying a lot of info on the HUD in real time. Install it in your mod folder and try to torpedo some ship and see what happens.

1) In log file I found this:

[20:17:37]   WARNING: Clear VBuf 118561
[20:17:37]   WARNING: Clear IBuf 327102

[20:19:12]   Total number of airports for loaded mission: 0
[20:19:12]   WARNING: ObjectVACache_Clear()
[20:19:12]   WARNING: * Buf0 : Obj: 331,  Vert 54768,  Ind 153258
[20:19:12]   WARNING: * Buf1 : Obj: 524,  Vert 146607,  Ind 229461
[20:19:12]   WARNING: * Buf2 : Obj: 1,  Vert 1472,  Ind 4608


Maybe this is the reason?

2)  This phenomenon happens in both situations...
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western0221

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Re: Problems with torpedos
« Reply #8 on: December 07, 2015, 04:12:10 PM »

1) In log file I found this:

Maybe this is the reason?

No.
Those warnings are only small problems in 3D visual rendering.
Nothing game progress related.
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D.Rasta

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Re: Problems with torpedos
« Reply #9 on: December 07, 2015, 05:01:21 PM »

No.
Those warnings are only small problems in 3D visual rendering.
Nothing game progress related.

But there are no these lines in another game copy log (without this problem)!

SAS Modact 5.30 log with torpedo problem:

Code: [Select]
[07.12.2015 23:53:10] ------------ BEGIN log session -------------
[23:53:10] OpenGL provider: Opengl32.dll
[23:53:11] OpenGL library:
[23:53:11]   Vendor: ATI Technologies Inc.
[23:53:11]   Render: AMD Radeon HD 5800 Series
[23:53:11]   Version: 4.5.13399 Compatibility Profile Context 15.200.1062.1003
[23:53:11]   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_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_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access 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_enhanced_layouts 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_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image 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_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture 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_image_samples 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_barrier 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_mirror_clamp_to_edge 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_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query 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_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_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_polygon_offset_clamp 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_shader_integer_mix 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_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float 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_OES_EGL_image 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
[23:53:11] Size: 1920x1080
[23:53:11] ColorBits: 32
[23:53:11] DepthBits: 24
[23:53:11] StencilBits: 8
[23:53:11] isDoubleBuffered: true
[23:53:11] DirectX Joystick NOT created: DirectX joystick driver: device not attached
[23:53:11]
[23:53:11] *** Looking for Advanced CPU Instructions...
[23:53:11] [x] PentiumPro
[23:53:11] [x] Multimedia (MMX)
[23:53:11] [x] 3D (SSE2)
[23:53:11] [x] 3D (SSE2)
[23:53:11] [x] 3D (3DNow)
[23:53:11] ColourBits 32, ABits 8, ZBits 24
[23:53:11]
[23:53:11] *** Looking for Render API Extensions ...
[23:53:11] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[23:53:11] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[23:53:11] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[23:53:11] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[23:53:11] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[23:53:11] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[23:53:11] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[23:53:11] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[23:53:11] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[23:53:11] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[23:53:11] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[23:53:11] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[23:53:11] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[23:53:11]
[23:53:11] Maximum texture size : 16384
[23:53:11] Maximum simultaneous textures :8
[23:53:11] MaxAnisotropic (1.0 = none) : 16.000000
[23:53:11] 15 Splashscreens available.
[23:53:11] AutoMounting SFS files from folder SFS_AUTO now...
[23:53:11] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sas_ai_3do01.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Blender Waves by Herra Tohtori.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Cowling Engines & Prop by PA_Jeronimo.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - German Gunpods by PA_Jeronimo.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Gore For All Planes by Wolfighter.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Guncam Tracers by santobr.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - HakenCross Disabler.SFS... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - New Mod Wheels by PA_Jeronimo.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.sfs... mounted successfully!
[23:53:11] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.sfs... mounted successfully!
[23:53:11] AutoMounting SFS files from folder SFS_AUTO finished.
[23:53:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[23:53:11] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:53:12] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[23:53:12] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[23:53:12] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[23:53:12] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[23:53:12] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[23:53:12] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[23:53:12] INTERNAL ERROR: Texture required
[23:53:12] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[23:53:15] FM called 'FlightModels/Vultee-Vengeance.fmd:Vengeance_FM' is being loaded from File: 'vengeance_fm'
[23:53:15] FM called 'FlightModels/Vultee-Vengeance.fmd:Vengeance_FM' is being loaded from File: 'vengeance_fm'
[23:53:16] FM called 'FlightModels/Vultee-Vengeance.fmd:Vengeance_FM' is being loaded from File: 'vengeance_fm'
[23:53:18] Initializing DirectSound playback device...
[23:53:18] Primary buffer created.
[23:53:18] Playback format is set : sampling rate = 44100, num channels = 2.
[23:53:18] Not enought hardware buffers (0), hardware disabled
[23:53:18] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[23:53:18] Default speaker config is : 1310724.
[23:53:18] Direct sound audio device initialized successfully :
[23:53:18] DX Version : 7
[23:53:18] Hardware    - disabled [buffers : 0]
[23:53:18] Extensions  - enabled :
[23:53:18]   EAX ver. 1 [ ]  - disabled
[23:53:18]   EAX ver. 2 [ ]  - disabled
[23:53:18]   EAX ver. 3 [ ]  - disabled
[23:53:18]   I3D ver. 2 [ ]  - disabled
[23:53:18]   ZoomFX     [ ]  - disabled
[23:53:18]   MacroFX    [ ]  - disabled
[23:53:18] SIMD render [X]
[23:53:18] num channels 16
[23:53:18]
[23:53:34] PBuffer: suitable formats: 84
[23:53:34]
[23:53:34] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[23:53:34] Depth = 24, stencil = 8
[23:53:34] PBuffer: suitable formats: 84
[23:53:34]
[23:53:34] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[23:53:34] Depth = 24, stencil = 8
[23:53:36] Loading vertex/fragment programs: *699920416*
[23:53:36] *** Loading: [vpFogFar2Tex2D]
[23:53:36] *** Loading: [vpFog2Tex2DBlend]
[23:53:36] *** Loading: [vpFogFar4Tex2D]
[23:53:36] *** Loading: [vpFogFar8Tex2D]
[23:53:36] *** Loading: [vpFogNoTex]
[23:53:36] *** Loading: [vpFog4Tex2D]
[23:53:37] *** Loading: [vpFog4Tex2D_UV2]
[23:53:37] *** Loading: [vp4Tex2D]
[23:53:37] *** Loading: [vp6Tex2D]
[23:53:37] *** Loading: [vpTexUVTex2D]
[23:53:37] *** Loading: [vpWaterGrid_NV]
[23:53:37] *** Loading: [vpWaterSunLight_NV]
[23:53:37] *** Loading: [vpWaterSunLight_ATI]
[23:53:37] *** Loading: [vpWaterSunLight_FP]
[23:53:37] *** Loading: [vpTreeSprite]
[23:53:37] *** Loading: [vpTreeTrunk]
[23:53:37] *** Loading: [vpVAObjectsN]
[23:53:37] *** Loading: [vpVAObjectsL0]
[23:53:37] *** Loading: [vpSprites]
[23:53:37] *** Loading: [vpSimpleGL]
[23:53:37] *** Loading: [fpWaterSunLightFast]
[23:53:37] *** Loading: [fpWaterSunLight]
[23:53:37] *** Loading: [fpWaterSunLightBest]
[23:53:37] *** Loading: [fpCoastBump]
[23:53:37] *** Loading: [fpCoastFoam]
[23:53:37] *** Loading: [fpCoastFoamFast]
[23:53:37] *** Loading: [fpCoastFoamFarFogTex]
[23:53:37] *** Loading: [fpCausticSimple]
[23:53:37] *** Loading: [fpCaustic]
[23:53:37] *** Loading: [fpSprites]
[23:53:37] *** Loading: [fpObjectsL0]
[23:53:37] *** Loading: [fpObjectsL0_2L]
[23:53:37] *** Loading: [fpSimpleGL]
[23:53:37] *** Loading: [fpNearLandFog]
[23:53:37] *** Loading: [fpFarLandFog]
[23:53:37] *** Loading: [fpRiverCoastAA]
[23:53:37] *** Loading: [vpWaterDM_CPU]
[23:53:37] *** Loading: [fpWaterDM_CPU]
[23:53:37] *** Loading: [fpWaterDM_CPULo]
[23:53:37] *** Loading: [fpWaterLFogDM]
[23:53:37] *** Loading: [fpIceWater]
[23:53:37] *** Loading: [fpNearNoBlend]
[23:53:37] *** Loading: [fpNearNoBlendNoise]
[23:53:37] *** Loading: [fpNearBlend]
[23:53:37] *** Loading: [fpNearBlendNoise]
[23:53:37] *** Loading: [fpFarBlend]
[23:53:37] *** Loading: [fpForestPlane]
[23:53:37] *** Loading: [fpForestPlaneNoise]
[23:53:37] *** Loading: [fpForestPlaneEdges]
[23:53:37] *** Loading: [fpForestPlaneEdgesNoise]
[23:53:37] Load bridges
[23:53:37] Load static objects
[23:53:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:53:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[23:53:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:53:37] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[23:53:46] Loading mission Campaign/JA/Bur/777.mis...
[23:53:46] Load bridges
[23:53:46] Load static objects
[23:53:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:53:46] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[23:53:46] WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/TBM/fuselage01.tga'
[23:53:47] ERROR file: File users/0/Icons not found
[23:53:47] Mission: Campaign/JA/Bur/777.mis is Playing
[23:53:48] warning: no files : music/inflight
[23:55:35] WARNING: ObjectVACache_Clear()
[23:55:35] WARNING: * Buf0 : Obj: 187,  Vert 13002,  Ind 54867
[23:55:35] WARNING: * Buf1 : Obj: 772,  Vert 140526,  Ind 316704
[23:55:35] WARNING: * Buf2 : Obj: 9,  Vert 2480,  Ind 6480
[23:55:35] Load bridges
[23:55:35] Load static objects
[23:55:35] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:55:35] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[23:55:35] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[23:55:35] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[07.12.2015 23:55:39] -------------- END log session -------------

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western0221

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Re: Problems with torpedos
« Reply #10 on: December 07, 2015, 06:37:03 PM »

No.
Those warnings are only small problems in 3D visual rendering.
Nothing game progress related.

But there are no these lines in another game copy log (without this problem)!

I see those lines many many times without any torpedo loadouts and the games have no errors, no problems in their progresses.
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sniperton

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Re: Problems with torpedos
« Reply #11 on: December 08, 2015, 11:14:27 AM »

A probably silly question: when you don't see explosions, is it in real-time, or when you review a recorded track?
I ask it because it's quite common in recorded tracks that you don't see exactly what happened.
(https://www.youtube.com/watch?v=mutWQBdRkUE)
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