Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5   Go Down

Author Topic: C.U.P.- Module 04 - The Jet Age Pt-09  (Read 32976 times)

0 Members and 2 Guests are viewing this topic.

Taypay

  • member
  • Offline Offline
  • Posts: 75
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #24 on: December 08, 2015, 08:45:54 PM »

Thank You! ! !
 
For continuing to make IL-2 the best flight sim around....I am currently putting missions together for the F-105, using the great book...'Thud Ridge' by Col. Jack Broughton as one of my research sources, flew a test mission...12 Thuds and 2 Phantoms went in....only 6 Thuds made it home all but 1 shot to hell....Flak, 2 Mig 17, and of course SAMs, just wish the SA2 could respawn....one day but until then just be tail end charlie and the sams will be used up...hopefully!
Logged
Semper Fi

SAS~Monty27

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3852
  • Action and Adventure!
    • SPEEDMACHINE
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #25 on: December 08, 2015, 11:42:37 PM »

Thank You! ! !
 
For continuing to make IL-2 the best flight sim around....I am currently putting missions together for the F-105, using the great book...'Thud Ridge' by Col. Jack Broughton as one of my research sources, flew a test mission...12 Thuds and 2 Phantoms went in....only 6 Thuds made it home all but 1 shot to hell....Flak, 2 Mig 17, and of course SAMs, just wish the SA2 could respawn....one day but until then just be tail end charlie and the sams will be used up...hopefully!

Sounds damn great Taypay!  Hope you will share then with us when you are ready.  Jet Age Campaigns and Missions are very challenging to put together because everything happens so much faster.  Congratulations on getting into FMB and do come join the FMB Campaign club by posting a good one!

One way around the SAM issue, I assume you want more but not going off all at once, is to add more but impose a firing delay on some of them.  That way you can have some ready and some being prepared rather than a one shot deal...

Logged

SAS~Gerax

  • SAS Team
  • member
  • Offline Offline
  • Posts: 4766
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #26 on: December 09, 2015, 12:35:14 AM »

... and of course SAMs, just wish the SA2 could respawn....

Try it with the FIX downloadable in this posts attachement.  ;)
unzip the content into your CUP/#JTW directory.

The trick is to have the classfile "400A7D1670BAAB4C"
loaded before the other classfiles with the same name.

BUT: I do not kow if there are some implications fixing the SA2 and NIKE
in this way. Maybe some Java Guru can have a look ...  :-X

Taypay, please report what you get when using this fix...
I tested the fix with SA2 and Nike in nearly stock #JTW
(latest pt-09B is installed), here it worked OK!
I placed some static Cameras to watch the Missiles...
 
When flying slow bombers like B-29s as in my test missions
fly as high as possible and avoid close formations
(I do not have this in my missions, so sometimes one SA2 hit
means: 2 bombers down  :P).
Logged
i7-13700K, MSI RTX4090, Kingston 64GB, Asus Z790-P, Crucial SSD 1TB, Kingston SSD 4TB;

SAS~Monty27

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3852
  • Action and Adventure!
    • SPEEDMACHINE
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #27 on: December 09, 2015, 12:42:57 AM »

... and of course SAMs, just wish the SA2 could respawn....

Try it with the FIX downloadable in this posts attachement.  ;)
unzip the content into your CUP/#JTW directory.

The trick is to have the classfile "400A7D1670BAAB4C"
loaded before the other classfiles with the same name.

BUT: I do not kow if there are some implications fixing the SA2 and NIKE
in this way. Maybe some Java Guru can have a look ...  :-X

Taypay, please report what you get when using this fix...
I tested the fix with SA2 and Nike in nearly stock #JTW
(latest pt-09B is installed), here it worked OK!
I placed some static Cameras to watch the Missiles...
 
When flying slow bombers like B-29s as in my test missions
fly as high as possible and avoid close formations
(I do not have this in my missions, so sometimes one SA2 hit
means: 2 bombers down  :P).

Interesting, thanks Gerhard, will give these a good going over...
Logged

markino

  • member
  • Offline Offline
  • Posts: 516
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #28 on: December 10, 2015, 10:29:37 AM »

Hi guys, many thanks for this amazing pack!! My big thanks to all involved!

I installed it few days ago and I tried it. I had a couple of troubles and I hope you can reply to these questions:

  • The Phantom II does not shoot anything...no cannons, no missiles. I load the missiles, but when I try to shoot it, e.g. vs bombers the missiles stays on the racks.
  • I tried to fly with Baron but I had a 30% CTD...is normal I think because the Baron is not for flight, right? Sorry but my English is not so good.

Many thanks for all your helps!!

Ciao.

Marco

Logged

SAS~Monty27

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3852
  • Action and Adventure!
    • SPEEDMACHINE
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #29 on: December 10, 2015, 06:00:27 PM »

You need training Marco!  Also some Key Mapping I suspect.  Take a look at the USMC Hornet and Harrier missions under Single/UM/2015-Hornet_Training.  I wrote these when learning the new keys and its all explained.

Here are shots taken a few minutes ago in my Jet Age, any excuse for a test, setup as a turkey-shoot for weapons testing.  Note the weapon selection messages and status of the missile seeker: caged/un-caged/auto etc.  This F4-E is packing SAHR AIM-7 Sparrows - lock and guide.  Semi-Active-Homing-Radar Missiles, like Sparrows and Mavericks (for air to ground) will announce they are locked and ready with a 'Launch Authorised' audible message (I recognise this stern female voice from early days in LOMAC).  Heat seekers will growl when un-caged and ready to lock.  The tone will become a high warble when ready to fire.  You have to be in a good position, or 'aspect', in order to prevent the enemy from dodging your shot.  Don't fire missiles while turning too hard and G-loading the wings, for example, and don't allow the enemy to evade the shot.

If you are targetted the onboard RWR (Radar Warning Receiver) shows a coloured asterisk in Il2.  Red for 'Holy Shit!' to Yellow for 'That was close!' (These are the correct technical terms, I talk to pilots!  ;D ) - at which point you break turn hard and pump chaff, for SAHR, or drop flares if a heater has you.  I just pump everything and pull hard!



...So let's shoot some drones.  Use your 'Lock Enemy Air Key' to make sure you have them and listen for 'Launch Authorised'.  Its not easy to capture in a quick screenie but see how the AIM-7D actually drops off the rail before igniting and streaking away...



...the missiles are fired with the rockets key - Weapon-3 - but selection is hard-coded to 'Select missile Type' key...



...'Wheelbrakes' key becomes the seeker cage key when airborne...



...then we can try a 'heater' AIM-9D Sidewinder, rear aspect self guiding heat seeker...



...note the missile selection, need to map a key to that...



...AIM-9D ignites more quicky, jumps off the rail and guides immediately. That's why the smoke trail passes over the wing at this point...



...and you can follow the trail and watch it guide in...



...then we can open up with the Internal cannon and SUU Gunpods...



...I didn't use any extra effects packages here because I test with a clean setup...



Do the test missions and re-map your keys.  These weapon systems are quite astonishing and the degree of sophistication now available in Il2 mods has to be seen to be believed.  My favourite? - CCIP (look it up and try it with an F/A18 or F16). 

The HUD MODES (not yet in the Phantom but developed for the F/A18 and others) and weapons coding, like the canopy code, engines and steam catapults (no Navy jet operations without these), all owe their genesis to mods and code developed here at SAS.  These features are slowly finding their way into all Il2 jet type mods because SAS freely share unique code advances and do not practice restrictive modding.

Back to Boot Camp for you Marco - Go find those Hornet missions and get training!  ;D


Logged

markino

  • member
  • Offline Offline
  • Posts: 516
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #30 on: December 11, 2015, 11:21:40 AM »

Hi Simon, many thanks for your help! I really need the Hornet training and re-mapping keys also!
Today I re-map the select missile/rocket with a button on throttle and now the missiles works....the internal cannon not yet but I hope to solve this trouble also....  :P
I am the real turkey jet pilot  :D :D

And for the Baron? It is an AI plane only?

Ciao!

Marco
Logged

dpeters95

  • Modder
  • member
  • Offline Offline
  • Posts: 450
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #31 on: December 11, 2015, 03:20:32 PM »


And for the Baron? It is an AI plane only?

Ciao!

Marco

Marco, you mean the Beechcraft Baron G58?  It flies ok for me.  Try QMB missions under, "JTW_Edwards_AFB".

Logged

SAS~Monty27

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3852
  • Action and Adventure!
    • SPEEDMACHINE
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #32 on: December 11, 2015, 09:18:11 PM »

Yep, still a WIP but fresco23's skin is fantastic, what a looker!

Logged

markino

  • member
  • Offline Offline
  • Posts: 516
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #33 on: December 12, 2015, 04:14:38 AM »

Hi guys, thanks for replies!

Marco, you mean the Beechcraft Baron G58?  It flies ok for me.  Try QMB missions under, "JTW_Edwards_AFB".

Yes, I mean Beechcraft Baron G58. I tried as you suggested but the system crash always at 30% loading aircraft.... :(

This my logfile last part, I hope usefull for you to help me to solve this trouble:

Code: [Select]
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
Loading mission QuickQMBPro/JTW-Edwards_AFB/JTW-Edwards_AFBRedNone00.mis...
Month = 6 , Hour = 17
Temperature -     0m = 37.0 .
Temperature -  1000m = 30.51001 .
Temperature -  2000m = 24.019989 .
Temperature -  3000m = 17.529999 .
Temperature -  4000m = 11.040009 .
Temperature -  5000m = 4.549988 .
Temperature -  6000m = -1.9400024 .
Temperature -  7000m = -8.429993 .
Temperature -  8000m = -14.920013 .
Temperature -  9000m = -21.410004 .
Temperature - 10000m = -27.899994 .
Temperature - 11000m = -34.39 .
Temperature - 12000m = -40.880005 .
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 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *700968976*
*** 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!
Land2DText load failed: null
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.engine.Land2DText.load(Land2DText.java:128)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1090)
at com.maddox.il2.game.Mission._load(Mission.java:754)
at com.maddox.il2.game.Mission.access$600(Mission.java:120)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
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:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Load bridges
Load static objects
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse08/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse10/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse11/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse06/live.sim)
##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.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
INTERNAL ERROR: Str2FloatClamp() - Clamped 4 -> 2 (delta = -2) to Range 0..2
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from Alternative File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from Alternative File: 'baron_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron:Baron_FM.emd' is being loaded from Alternative File: 'baron_fm'
Motor resolveFromFile starter = 0
Motor resolveFromFile starter = 0
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from File: 'baron_fm'
FM called 'FlightModels/Baron.fmd:Baron_FM' is being loaded from Alternative File: 'baron_fm'

Many thanks for all!

Ciao!

Marco
Logged

spartan18a

  • Supporter
  • member
  • Offline Offline
  • Posts: 688
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #34 on: December 12, 2015, 02:42:02 PM »

Thanks Monty, Finally I manage to lock missiles and get some of those drones. Very useful info you put in here!  :)
Logged
Winning is optional, but trying your best is not.

dpeters95

  • Modder
  • member
  • Offline Offline
  • Posts: 450
Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #35 on: December 13, 2015, 10:19:11 PM »

Marco, I am not a great log file troubleshooter like some others in the forum so my best recommendation would be to try a "restore Point" re-install of JTW Parts 9 and 9b.  It always corrects any few problems that I may encounter.  If that doesn't work, try downloading the files again and then try the re-install.
Logged
Pages: 1 2 [3] 4 5   Go Up
 

Page created in 0.085 seconds with 20 queries.