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Author Topic: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23  (Read 61316 times)

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4S_Vega

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #132 on: February 23, 2017, 10:35:55 AM »

link fixed, try now
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SAS~Bombsaway

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #133 on: February 23, 2017, 10:42:21 AM »

Link is working. Downloading now. Thank you. :)
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Kilo

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    • Sqn. 71 fighter-bombing Silver Wings
Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #134 on: June 14, 2017, 06:56:38 AM »

Small problem with the aircraft (for me, at least):

No loadouts available (not even default/empty), and it can't be selected for use.

Log:
Code: [Select]
[Jun 14, 2017 12:51:22 PM] ------------ BEGIN log session -------------
[12:51:22 PM] OpenGL provider: Opengl32.dll
[12:51:23 PM] OpenGL library:
[12:51:23 PM]   Vendor: NVIDIA Corporation
[12:51:23 PM]   Render: GeForce GT 740/PCIe/SSE2
[12:51:23 PM]   Version: 4.5.0 NVIDIA 378.78
[12:51:23 PM]   Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility 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_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_parallel_shader_compile 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_robustness 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_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision 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_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture 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_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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[12:51:23 PM] Size: 1920x1080
[12:51:23 PM] ColorBits: 32
[12:51:23 PM] DepthBits: 24
[12:51:23 PM] StencilBits: 8
[12:51:23 PM] isDoubleBuffered: true
[12:51:23 PM]
[12:51:23 PM] *** Looking for Advanced CPU Instructions...
[12:51:23 PM] [x] PentiumPro
[12:51:23 PM] [x] Multimedia (MMX)
[12:51:23 PM] [x] 3D (SSE2)
[12:51:23 PM] [x] 3D (SSE2)
[12:51:23 PM] [-] 3D (3DNow)
[12:51:23 PM] ColourBits 32, ABits 0, ZBits 24
[12:51:23 PM]
[12:51:23 PM] *** Looking for Render API Extensions ...
[12:51:23 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[12:51:23 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[12:51:23 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[12:51:23 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[12:51:23 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[12:51:23 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[12:51:23 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[12:51:23 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[12:51:23 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[12:51:23 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[12:51:23 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[12:51:23 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[12:51:23 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[12:51:23 PM]
[12:51:23 PM] Maximum texture size : 16384
[12:51:23 PM] Maximum simultaneous textures :4
[12:51:23 PM] MaxAnisotropic (1.0 = none) : 16.000000
[12:51:23 PM] 15 Splashscreens available.
[12:51:23 PM] AutoMounting SFS files from folder SFS_AUTO now...
[12:51:23 PM] Trying to AutoMount SFS_AUTO\sasamt_jetwar_01.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\sasamt_jetwar_02.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Cowling Engines & Prop by PA_Jeronimo.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\Through JSGME - German Gunpods by PA_Jeronimo.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Gore For All Planes by Wolfighter.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Guncam Tracers by santobr.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\Through JSGME - New Mod Wheels by PA_Jeronimo.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Visual Mod 8 by P.A.L.sfs... mounted successfully!
[12:51:23 PM] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.sfs... mounted successfully!
[12:51:23 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2 -> 0.95 (delta = -1.05) to Range 0..0.95
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5000 -> 32 (delta = -4968) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[12:51:23 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 500 -> 32 (delta = -468) to Range 0..32
[12:51:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 4096 -> 512 (delta = -3584) to Range 1..512
[12:51:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[12:51:24 PM] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[12:51:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
[12:51:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[12:51:24 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[12:51:33 PM] Initializing DirectSound playback device...
[12:51:33 PM] Primary buffer created.
[12:51:33 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[12:51:33 PM] Not enought hardware buffers (0), hardware disabled
[12:51:33 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[12:51:33 PM] Default speaker config is : 1310724.
[12:51:33 PM] Direct sound audio device initialized successfully :
[12:51:33 PM] DX Version : 7
[12:51:33 PM] Hardware    - disabled [buffers : 0]
[12:51:33 PM] Extensions  - enabled :
[12:51:33 PM]   EAX ver. 1 [ ]  - disabled
[12:51:33 PM]   EAX ver. 2 [ ]  - disabled
[12:51:33 PM]   EAX ver. 3 [ ]  - disabled
[12:51:33 PM]   I3D ver. 2 [ ]  - disabled
[12:51:33 PM]   ZoomFX     [ ]  - disabled
[12:51:33 PM]   MacroFX    [ ]  - disabled
[12:51:33 PM] SIMD render [X]
[12:51:33 PM] num channels 16
[12:51:33 PM]
[12:51:33 PM] Loading mission Records/Intro 04 Ed.trk...
[12:51:33 PM] Month = 7 , Hour = 6
[12:51:33 PM] Temperature -     0m = 16.0 .
[12:51:33 PM] Temperature -  1000m = 9.51001 .
[12:51:33 PM] Temperature -  2000m = 3.019989 .
[12:51:33 PM] Temperature -  3000m = -3.4700012 .
[12:51:33 PM] Temperature -  4000m = -9.959991 .
[12:51:33 PM] Temperature -  5000m = -16.450012 .
[12:51:33 PM] Temperature -  6000m = -22.940002 .
[12:51:33 PM] Temperature -  7000m = -29.429993 .
[12:51:33 PM] Temperature -  8000m = -35.92 .
[12:51:33 PM] Temperature -  9000m = -42.410004 .
[12:51:33 PM] Temperature - 10000m = -48.899994 .
[12:51:33 PM] Temperature - 11000m = -55.39 .
[12:51:33 PM] Temperature - 12000m = -56.5 .
[12:51:33 PM] Loading map.ini defined airfields:
[12:51:35 PM] User cancel
[12:51:35 PM] java.lang.RuntimeException: User cancel
[12:51:35 PM] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:804)
[12:51:35 PM] at com.maddox.il2.game.Mission.loadMain(Mission.java:1162)
[12:51:35 PM] at com.maddox.il2.game.Mission._load(Mission.java:829)
[12:51:35 PM] at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[12:51:35 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
[12:51:35 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[12:51:35 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[12:51:35 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[12:51:35 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[12:51:35 PM] User cancel
[12:51:35 PM] java.lang.RuntimeException: User cancel
[12:51:35 PM] at com.maddox.il2.game.Mission.LOADING_STEP(Mission.java:804)
[12:51:35 PM] at com.maddox.il2.game.Mission.loadMain(Mission.java:1162)
[12:51:35 PM] at com.maddox.il2.game.Mission._load(Mission.java:829)
[12:51:35 PM] at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[12:51:35 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
[12:51:35 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[12:51:35 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[12:51:35 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[12:51:35 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[12:51:37 PM] java.lang.ArrayIndexOutOfBoundsException
[12:51:37 PM] at com.maddox.il2.gui.GUIQuick.fillComboWeapon(GUIQuick.java:1111)
[12:51:37 PM] at com.maddox.il2.gui.GUIQuick$WComboPlane.notify(GUIQuick.java:626)
[12:51:37 PM] at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
[12:51:37 PM] at com.maddox.gwindow.GWindowComboControl.editScroll(GWindowComboControl.java:207)
[12:51:37 PM] at com.maddox.gwindow.GWindowComboControl$EditBox.notify(GWindowComboControl.java:273)
[12:51:37 PM] at com.maddox.gwindow.GWindow.mouseRelMove(GWindow.java:509)
[12:51:37 PM] at com.maddox.gwindow.GWindowRoot.doMouseMove(GWindowRoot.java:186)
[12:51:37 PM] at com.maddox.gwindow.GWindowManager.doMouseMove(GWindowManager.java:73)
[12:51:37 PM] at com.maddox.il2.engine.GUIWindowManager.msgMouseMove(GUIWindowManager.java:130)
[12:51:37 PM] at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:101)
[12:51:37 PM] at com.maddox.rts.Message._send(Message.java:1217)
[12:51:37 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[12:51:37 PM] at com.maddox.rts.Message.sendToArray(Message.java:1147)
[12:51:37 PM] at com.maddox.rts.Message.sendTo(Message.java:1128)
[12:51:37 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[12:51:37 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[12:51:37 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[12:51:37 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[12:51:37 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[12:51:37 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[12:51:39 PM] Loading mission Quick/Crimea/CrimeaRedArmor00.mis...
[12:51:39 PM] Month = 7 , Hour = 12
[12:51:39 PM] Temperature -     0m = 24.0 .
[12:51:39 PM] Temperature -  1000m = 17.51001 .
[12:51:39 PM] Temperature -  2000m = 11.019989 .
[12:51:39 PM] Temperature -  3000m = 4.529999 .
[12:51:39 PM] Temperature -  4000m = -1.9599915 .
[12:51:39 PM] Temperature -  5000m = -8.450012 .
[12:51:39 PM] Temperature -  6000m = -14.940002 .
[12:51:39 PM] Temperature -  7000m = -21.429993 .
[12:51:39 PM] Temperature -  8000m = -27.919998 .
[12:51:39 PM] Temperature -  9000m = -34.410004 .
[12:51:39 PM] Temperature - 10000m = -40.899994 .
[12:51:39 PM] Temperature - 11000m = -47.39 .
[12:51:39 PM] Temperature - 12000m = -53.880005 .
[12:51:39 PM] Loading map.ini defined airfields:
[12:51:39 PM] Detected Vertex Shaders 3.0.
[12:51:39 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[12:51:39 PM] Vertex texture units: 32
[12:51:39 PM]
[12:51:40 PM] PBuffer: suitable formats: 12
[12:51:40 PM]
[12:51:40 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[12:51:40 PM] Depth = 24, stencil = 8
[12:51:40 PM] PBuffer: suitable formats: 12
[12:51:40 PM]
[12:51:40 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[12:51:40 PM] Depth = 24, stencil = 8
[12:51:44 PM] Loading vertex/fragment programs: *1266232416*
[12:51:44 PM] *** Loading: [vpFogFar2Tex2D]
[12:51:44 PM] *** Loading: [vpFog2Tex2DBlend]
[12:51:44 PM] *** Loading: [vpFogFar4Tex2D]
[12:51:44 PM] *** Loading: [vpFogFar8Tex2D]
[12:51:44 PM] *** Loading: [vpFogNoTex]
[12:51:44 PM] *** Loading: [vpFog4Tex2D]
[12:51:44 PM] *** Loading: [vpFog4Tex2D_UV2]
[12:51:44 PM] *** Loading: [vp4Tex2D]
[12:51:44 PM] *** Loading: [vp6Tex2D]
[12:51:44 PM] *** Loading: [vpTexUVTex2D]
[12:51:44 PM] *** Loading: [vpWaterGrid_NV]
[12:51:44 PM] *** Loading: [vpWaterSunLight_NV]
[12:51:44 PM] *** Loading: [vpWaterSunLight_ATI]
[12:51:44 PM] *** Loading: [vpWaterSunLight_FP]
[12:51:44 PM] *** Loading: [vpTreeSprite]
[12:51:44 PM] *** Loading: [vpTreeTrunk]
[12:51:44 PM] *** Loading: [vpVAObjectsN]
[12:51:44 PM] *** Loading: [vpVAObjectsL0]
[12:51:44 PM] *** Loading: [vpSprites]
[12:51:44 PM] *** Loading: [vpSimpleGL]
[12:51:44 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpSimpleGL]
[12:51:44 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpRiverCoastAA]
[12:51:44 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[12:51:44 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[12:51:44 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[12:51:44 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[12:51:44 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[12:51:44 PM] *** Loading: [vpWaterDM_CPU]
[12:51:44 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[12:51:44 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[12:51:44 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[12:51:44 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[12:51:44 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[12:51:44 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[12:51:44 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[12:51:44 PM] *** Loading: [fpWaterLFogDM]
[12:51:44 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[12:51:44 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[12:51:44 PM] Load bridges
[12:51:44 PM] Load static objects
[12:51:44 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[12:51:44 PM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[12:51:45 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[12:51:45 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[12:51:45 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[12:51:45 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Hook1_D0'
[12:51:46 PM] SectFile load failed: null
[12:51:46 PM] java.io.FileNotFoundException
[12:51:46 PM] at com.maddox.rts.SFSInputStream.<init>(SFSInputStream.java:65)
[12:51:46 PM] at com.maddox.rts.SFSReader.<init>(SFSReader.java:19)
[12:51:46 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:227)
[12:51:46 PM] at com.maddox.rts.SectFile.loadFile(SectFile.java:154)
[12:51:46 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:126)
[12:51:46 PM] at com.maddox.rts.SectFile.<init>(SectFile.java:86)
[12:51:46 PM] at com.maddox.sound.SoundPreset.<init>(SoundPreset.java:77)
[12:51:46 PM] at com.maddox.sound.SoundPreset.get(SoundPreset.java:107)
[12:51:46 PM] at com.maddox.sound.SoundFX.<init>(SoundFX.java:47)
[12:51:46 PM] at com.maddox.il2.engine.Actor.newSound(Actor.java:658)
[12:51:46 PM] at com.maddox.il2.objects.sounds.MotorSound.<init>(MotorSound.java:53)
[12:51:46 PM] at com.maddox.il2.objects.sounds.SndAircraft.initSound(SndAircraft.java:366)
[12:51:46 PM] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2150)
[12:51:46 PM] at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:2106)
[12:51:46 PM] at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2618)
[12:51:46 PM] at com.maddox.il2.game.Mission.loadAir(Mission.java:1752)
[12:51:46 PM] at com.maddox.il2.ai.Wing.load(Wing.java:144)
[12:51:46 PM] at com.maddox.il2.game.Mission.loadWings(Mission.java:1430)
[12:51:46 PM] at com.maddox.il2.game.Mission._load(Mission.java:838)
[12:51:46 PM] at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[12:51:46 PM] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
[12:51:46 PM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[12:51:46 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[12:51:46 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[12:51:46 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[12:51:46 PM] Cannot load sound preset motor.rrviper (java.lang.Exception: Invalid preset format)
[12:51:46 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3.5 -> 2 (delta = -1.5) to Range 0..2
[12:51:46 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3.5 -> 2 (delta = -1.5) to Range 0..2
[12:51:46 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 10.5 -> 2 (delta = -8.5) to Range 0..2
[12:51:46 PM] ERROR file: File users/doe/Icons not found
[12:51:46 PM] Mission: Quick/Crimea/CrimeaRedArmor00.mis is Playing
[12:51:46 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'NoseF_D0'
[12:51:46 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Nose_D0'
[12:51:46 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Nose_D0'
[12:51:46 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Z_HUD_AH1'
[12:51:46 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Z_Radarmissile'
[12:51:47 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Prop2_D0'
[12:51:47 PM] warning: no files : music/inflight
[12:52:57 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[12:52:57 PM] -------------------------------- MISSION FAILED ---------------------
[12:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'NoseF_D0'
[12:52:57 PM] warning: no files : music/crash
[Jun 14, 2017 12:53:40 PM] -------------- END log session -------------
[/s]

Fixed it. Deleted and then reinstalled JetWar.
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western0221

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #135 on: November 04, 2017, 01:37:22 AM »

I cannot find this window - glass problem is already reported or not ....
and is it common one about any PC environments ? or only on some limited visual setting PC ? I'm not sure.

I've tested both v1.4 and v1.6 . Each of them have the same problem.
The material file
3do/Plane/IL-28(Multi1)/ Glass2.mat
(timestamp is 24th/Jan./2017 or 16th/Jan./2017) 's parameter is incompatible to other Glass2.mat using mod aircrafts like F9F, T-33 (F-80 also? not checked yet), OV-10.

When I fly a mission with those aircrafts IL-28 / F9F8-T / T-33 / OV-10 ..... IL-28 doesn't have problems but others' canopy glasses become white out.


Using MiG-19 instead of IL-28 , the problem doesn't come.


After I found the difference of Glass2.mat between IL-28 folder and F9F8T folder, I copy and overwrite F9F8T folder's Glass2.mat  (dated 03rd/Mar./2009) onto IL-28 folder , then the problem disappear.
The different line is only 1 .... tfMipmap.
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PhantomII

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #136 on: November 04, 2017, 10:15:24 AM »

Hi western. no problems on my end in 4.12.2 modact 5.3 Il-28 v1.6. File date on glass2.mat is 24th/Jan./2017.
Using planes in QMB. Don't know if this makes a difference.





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KingTiger503

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #137 on: November 04, 2017, 10:58:59 AM »

You guys are Testing 1.3 or 1.6 right.
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Narvik

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #138 on: November 04, 2017, 12:42:24 PM »

Since 1.6 update several upgrades were made by various people at Aviaskins:
Realistic vertical stabilizer by Molva (see post #87):
http://forum.aviaskins.com/showthread.php?t=4632&page=5
New damage model+ default skin (see post #101)& fix for default skin (see post #105) by Sapsan
http://forum.aviaskins.com/showthread.php?t=4632&page=6
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western0221

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #139 on: November 05, 2017, 07:20:35 PM »

Hi western. no problems on my end in 4.12.2 modact 5.3 Il-28 v1.6. File date on glass2.mat is 24th/Jan./2017.

Umm.... some PC environmental dependency ? or  .....

If new Glass2.mat 's tfMipmap value changing is not needed , reverting into oldies value makes higher compatibility , I think.
I request.


 ~~~

I found another bug on v1.6 (perhaps v1.3 - 1.4 didn't have it).

IL-28's pilot and crew relationship between .... numbered 3D human models -- FM crew numbers and function values -- Java codes about getting injured -- looks mismatched.
When IL-28 is shot down (exploding in the air) by an enemy missile, those error log is made.
Code: [Select]
[2:00:07 AM] java.lang.ArrayIndexOutOfBoundsException
[2:00:07 AM] at com.maddox.il2.fm.AircraftState.hitPilot(AircraftState.java:1771)
[2:00:07 AM] at com.maddox.il2.objects.air.Aircraft.killPilot(Aircraft.java:2715)
[2:00:07 AM] at com.maddox.il2.objects.air.IL_28X.cutFM(IL_28X.java:669)
[2:00:07 AM] at com.maddox.il2.objects.air.Aircraft.nextCUTLevel(Aircraft.java:581)
[2:00:07 AM] at com.maddox.il2.objects.air.IL_28X.nextCUTLevel(IL_28X.java:523)
[2:00:07 AM] at com.maddox.il2.objects.air.Aircraft.nextDMGLevel(Aircraft.java:538)
[2:00:07 AM] at com.maddox.il2.objects.air.IL_28X.nextDMGLevel(IL_28X.java:516)
[2:00:07 AM] at com.maddox.il2.objects.air.Aircraft.nextDMGLevels(Aircraft.java:565)
[2:00:07 AM] at com.maddox.il2.objects.air.Aircraft.msgExplosion(Aircraft.java:927)
[2:00:07 AM] at com.maddox.il2.ai.MsgExplosion.invokeListener(MsgExplosion.java:62)
[2:00:07 AM] at com.maddox.rts.Message._send(Message.java:1217)
[2:00:07 AM] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[2:00:07 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[2:00:07 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[2:00:07 AM] at com.maddox.rts.Message.send(Message.java:1091)
[2:00:07 AM] at com.maddox.il2.ai.MsgExplosion.send(MsgExplosion.java:37)
[2:00:07 AM] at com.maddox.il2.objects.weapons.Rocket.doExplosion(Rocket.java:87)
[2:00:07 AM] at com.maddox.il2.objects.weapons.Rocket.msgCollision(Rocket.java:70)
[2:00:07 AM] at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
[2:00:07 AM] at com.maddox.rts.Message._send(Message.java:1217)
[2:00:07 AM] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[2:00:07 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[2:00:07 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[2:00:07 AM] at com.maddox.rts.Time.loopMessages(Time.java:252)
[2:00:07 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2:00:07 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[2:00:07 AM] at com.maddox.il2.game.Main.exec(Main.java:422)
[2:00:07 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

AircraftState.class's hitPilot() method is here.
Code: [Select]
public void hitPilot(Actor actor1, int i, int j) {
setPilotState(actor1, i, astatePilotStates[i] + j);
}
ArrayIndexOutOfBoundsException means given "i" value for astatePilotStates [ i ] is over too big than the size of astatePilotStates[] array defined.

In example, if IL-28 FM defines crew numbers is 3, then astatePilotStates[] array size is defined 3 ..... 0 , 1 and 2.
And when astatePilotStates[3] is called ..... ArrayIndexOutOfBoundsException occurs.

From where that incorrect "i" value comes ?  FM ? IL_28X.cutFM(IL_28X.java:669) ? or IL_28X.nextCUTLevel(IL_28X.java:523)
? or (IL_28X.java:516) ?
If the value of "i" is automatically filled by the name of human model or its collision name texts , fixing the name is needed perhaps.
Please fix.
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KingTiger503

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #140 on: November 05, 2017, 07:45:07 PM »

It must have a conflict, why don’t you ask Bison-M or Vega
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vpmedia

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #141 on: February 09, 2018, 09:29:41 AM »

steeldust

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #142 on: February 09, 2018, 09:55:38 AM »

that looks like a very nice skin,
we don´t have much for the beagle
Thank you !


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dona

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Re: Ilyushin Il-28 Beagle Ver. 1.3 & 1.6 2017-02-23
« Reply #143 on: February 17, 2018, 08:01:29 PM »

Excellent skin! Thank you.
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