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Author Topic: Mirage pack V1.3 - 20180925  (Read 49403 times)

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Willyp

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Re: Mirage pack V1.0 - 20170930
« Reply #36 on: November 14, 2017, 10:45:34 AM »

Hi, new here but lovin it!, first thanx to all involved in keeping IL2 1946 alive & well, I did a new BAT install w/all additions up to Angels High 3.2 & the sp1 service pack for it & everything works great, a testament to the hard work & planning put into it by all as I'm NOT a computer expert by any means, I've managed to add some campaigns & missions that have been published for BAT, & even added the DCG & a couple campaigns but feel I've gone as far as I want w/"mods", prefer to keep it "KISS" & just use campaigns, aircraft etc additions that are made by the people who know what they're doing LOL!
So, my question is, this MirageIII mod or addition has items to be added to the air.ini? file etc, I don't feel comfortable doing that, don't want to mess up a working BAT, will this & the mods/additions for the other jets offered be put into future BAT updates? TIA
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SpongeBob

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Re: Mirage pack V1.0 - 20170930
« Reply #37 on: November 14, 2017, 11:36:40 AM »

Hi Willyp,
I are a BAT user, too, and I had CUP before. In my experience, updates come quite often, and they include most of the new planes that have been recently released.
Angels High 3.2 expansion already include Mirage-IIIC, IAI-Nesher and IAI-Kfir-C2. Probably the other two versions (Mirage-IIICJ and IAI-Dagger) will be included in future releases.

If I were you, I would be patient and wait for the next BAT expansion. In the meanwhile, you have dozens of jets to fly with.
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Narvik

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Re: Mirage pack V1.0 - 20170930
« Reply #38 on: November 23, 2017, 02:21:52 PM »

I confim bug with plane getting stuck in the air after switching engine off.
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SAS~Storebror

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Re: Mirage pack V1.0 - 20170930
« Reply #39 on: November 24, 2017, 12:57:09 AM »

when I turn off my engine, or it breaks down, the plane stops moving it stop

I confim bug with plane getting stuck in the air after switching engine off.

Anyone care to post a log?
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Narvik

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Re: Mirage pack V1.0 - 20170930
« Reply #40 on: November 24, 2017, 11:03:05 AM »

Anyone care to post a log?
Part of the Log.lst starting from the mission loading.
Code: [Select]
17:25:00] Loading mission QuickQMBPro/BAT_SandsOfTimeR/BAT_SandsOfTimeRrednone00.mis...
[17:25:00] Month = 6 , Hour = 12
[17:25:00] Temperature -     0m = 39.0 .
[17:25:00] Temperature -  1000m = 32.51001 .
[17:25:00] Temperature -  2000m = 26.019989 .
[17:25:00] Temperature -  3000m = 19.529999 .
[17:25:00] Temperature -  4000m = 13.040009 .
[17:25:00] Temperature -  5000m = 6.549988 .
[17:25:00] Temperature -  6000m = 0.05999756 .
[17:25:00] Temperature -  7000m = -6.4299927 .
[17:25:00] Temperature -  8000m = -12.920013 .
[17:25:00] Temperature -  9000m = -19.410004 .
[17:25:00] Temperature - 10000m = -25.899994 .
[17:25:00] Temperature - 11000m = -32.39 .
[17:25:00] Temperature - 12000m = -38.880005 .
[17:25:00] Loading map.ini defined airfields:
[17:25:00] Detected Vertex Shaders 3.0.
[17:25:00] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[17:25:00] Vertex texture units: 32
[17:25:00]
[17:25:03] PBuffer: suitable formats: 12
[17:25:03]
[17:25:03] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[17:25:03] Depth = 24, stencil = 8
[17:25:03] PBuffer: suitable formats: 12
[17:25:03]
[17:25:03] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[17:25:03] Depth = 24, stencil = 8
[17:25:04] Loading vertex/fragment programs: *1267658784*
[17:25:04] *** Loading: [vpFogFar2Tex2D]
[17:25:04] *** Loading: [vpFog2Tex2DBlend]
[17:25:04] *** Loading: [vpFogFar4Tex2D]
[17:25:04] *** Loading: [vpFogFar8Tex2D]
[17:25:04] *** Loading: [vpFogNoTex]
[17:25:04] *** Loading: [vpFog4Tex2D]
[17:25:04] *** Loading: [vpFog4Tex2D_UV2]
[17:25:04] *** Loading: [vp4Tex2D]
[17:25:04] *** Loading: [vp6Tex2D]
[17:25:04] *** Loading: [vpTexUVTex2D]
[17:25:04] *** Loading: [vpWaterGrid_NV]
[17:25:04] *** Loading: [vpWaterSunLight_NV]
[17:25:04] *** Loading: [vpWaterSunLight_ATI]
[17:25:04] *** Loading: [vpWaterSunLight_FP]
[17:25:04] *** Loading: [vpTreeSprite]
[17:25:04] *** Loading: [vpTreeTrunk]
[17:25:04] *** Loading: [vpVAObjectsN]
[17:25:04] *** Loading: [vpVAObjectsL0]
[17:25:04] *** Loading: [vpSprites]
[17:25:04] *** Loading: [vpSimpleGL]
[17:25:04] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[17:25:04] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[17:25:04] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCoastBump] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[17:25:04] *** Loading: [fpCaustic] -> NV3X Optimized!
[17:25:04] *** Loading: [fpSprites] -> NV3X Optimized!
[17:25:04] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[17:25:04] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[17:25:04] *** Loading: [fpSimpleGL]
[17:25:04] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[17:25:04] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[17:25:04] *** Loading: [fpRiverCoastAA]
[17:25:04] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[17:25:04] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[17:25:04] *** Loading: [vpWaterDM_CPU]
[17:25:04] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[17:25:04] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[17:25:04] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[17:25:04] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[17:25:04] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[17:25:04] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[17:25:04] *** Loading: [fpWaterLFogDM]
[17:25:04] *** Loading: [fpIceWater] -> NV3X Optimized!
[17:25:04] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[17:25:04] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[17:25:04] *** Loading: [fpNearBlend] -> NV3X Optimized!
[17:25:04] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[17:25:04] *** Loading: [fpFarBlend] -> NV3X Optimized!
[17:25:04] *** Loading: [fpForestPlane] -> NV3X Optimized!
[17:25:04] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[17:25:04] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[17:25:04] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[17:25:04] Land2DText load failed: null
[17:25:04] java.util.NoSuchElementException
[17:25:04] at java.util.StringTokenizer.nextToken(Unknown Source)
[17:25:04] at java.util.StringTokenizer.nextToken(Unknown Source)
[17:25:04] at com.maddox.il2.engine.Land2DText.load(Land2DText.java:128)
[17:25:04] at com.maddox.il2.game.Mission.loadMain(Mission.java:1176)
[17:25:04] at com.maddox.il2.game.Mission._load(Mission.java:829)
[17:25:04] at com.maddox.il2.game.Mission.access$600(Mission.java:121)
[17:25:04] at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:501)
[17:25:04] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
[17:25:04] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[17:25:04] at com.maddox.il2.game.Main.exec(Main.java:449)
[17:25:04] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[17:25:04] Load bridges
[17:25:04] Load static objects
[17:25:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse02/live.sim)
[17:25:04] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse03/live.sim)
[17:25:05] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse08/live.sim)
[17:25:05] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse10/live.sim)
[17:25:05] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse11/live.sim)
[17:25:05] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse01/live.sim)
[17:25:05] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/live.sim)
[17:25:06] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse06/live.sim)
[17:25:06] ##### House without collision (3do/Buildings/Egypt/houses/Egypthouse05/dead.sim)
[17:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[17:25:06] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[17:25:08] *** IL-2 Selector 3.1.4.2 Build 15062901 loaded ***
[17:25:08] SAS Common Utils Game Version = 4.122
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1L'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1R'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2L'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2R'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1L'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1R'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2L'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2R'
[17:25:08] ERROR file: File users/0/Icons not found
[17:25:08] Mission: QuickQMBPro/BAT_SandsOfTimeR/BAT_SandsOfTimeRrednone00.mis is Playing
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CollimateurLamp'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Colli01'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Colli02'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Gun01'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Gun02'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Contact02a'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Contact02b'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CageSelect1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CageSelect2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Flaps1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Target1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Suction86'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Extinguisher1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Extinguisher2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact2'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact1'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControl'
[17:25:08] INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControlRange'
[17:25:09] INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
[17:25:09] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
[17:25:09] warning: no files : music/inflight
[24.11.2017 17:25:21] -------------- END log session -------------

PS Forgot to mention - I've installed Mirage Pack above BAT early version (06 or 07 I think) by replacing lines in air.ini.
Logged

taskf53

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Re: Mirage pack V1.0 - 20170930
« Reply #41 on: November 24, 2017, 02:31:18 PM »

Bug with plane getting stuck in the air after out of fuel.412.2 ma 5.3

Code: [Select]
TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
warning: no files : music/crash
Loading mission QuickQMBPro/MTO/MTOrednone10.mis...
Month = 6 , Hour = 16
Temperature -     0m = 26.0 .
Temperature -  1000m = 19.51001 .
Temperature -  2000m = 13.019989 .
Temperature -  3000m = 6.529999 .
Temperature -  4000m = 0.040008545 .
Temperature -  5000m = -6.450012 .
Temperature -  6000m = -12.940002 .
Temperature -  7000m = -19.429993 .
Temperature -  8000m = -25.919998 .
Temperature -  9000m = -32.410004 .
Temperature - 10000m = -38.899994 .
Temperature - 11000m = -45.39 .
Temperature - 12000m = -51.880005 .
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: *221311008*
*** 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
Load static objects
##### House without collision (3do/Buildings/Port/Floor/live.sim)
##### House without collision (3do/Buildings/Furniture/5x1_White/mono.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Russia/Kiev/Hangar_typeG/live.sim)
##### House without collision (3do/Buildings/Airdrome/Tank1/mono.sim)
##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
ERROR [com.maddox.sound.Sample@6c955e] cannot load sample: null
ERROR [com.maddox.sound.Sample@425ffa] cannot load sample: null
ERROR [com.maddox.sound.Sample@2b198d] cannot load sample: null
ERROR [com.maddox.sound.Sample@1a9a6e] cannot load sample: null
ERROR [com.maddox.sound.Sample@10cdeb] cannot load sample: null
ERROR [com.maddox.sound.Sample@3f1a01] cannot load sample: null
ERROR [com.maddox.sound.Sample@44560a] cannot load sample: null
ERROR [com.maddox.sound.Sample@6cc0f8] cannot load sample: null
ERROR [com.maddox.sound.Sample@710e92] cannot load sample: null
ERROR [com.maddox.sound.Sample@73b4ce] cannot load sample: null
ERROR [com.maddox.sound.Sample@63746b] cannot load sample: null
ERROR [com.maddox.sound.Sample@7024b1] cannot load sample: null
ERROR [com.maddox.sound.Sample@7906a5] cannot load sample: null
ERROR [com.maddox.sound.Sample@233efb] cannot load sample: null
ERROR [com.maddox.sound.Sample@7bf267] cannot load sample: null
ERROR [com.maddox.sound.Sample@676b51] cannot load sample: null
ERROR [com.maddox.sound.Sample@36a606] cannot load sample: null
ERROR [com.maddox.sound.Sample@4de8cb] cannot load sample: null
ERROR [com.maddox.sound.Sample@6ea083] cannot load sample: null
ERROR [com.maddox.sound.Sample@6c2bb6] cannot load sample: null
ERROR [com.maddox.sound.Sample@29de5c] cannot load sample: null
ERROR [com.maddox.sound.Sample@457189] cannot load sample: null
INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1L'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon1R'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2L'
INTERNAL ERROR: HierMesh: Can't find chunk 'Pylon2R'
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 50 was clamped to (1 .. 48)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 50 was clamped to (1 .. 48)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 50 was clamped to (1 .. 48)
ERROR file: File users/nuscul/Icons not found
Mission: QuickQMBPro/MTO/MTOrednone10.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CollimateurLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_GunLamp'
INTERNAL ERROR: HierMesh: Can't find chunk 'Colli01'
INTERNAL ERROR: HierMesh: Can't find chunk 'Colli02'
INTERNAL ERROR: HierMesh: Can't find chunk 'Gun01'
INTERNAL ERROR: HierMesh: Can't find chunk 'Gun02'
INTERNAL ERROR: HierMesh: Can't find chunk 'Contact02a'
INTERNAL ERROR: HierMesh: Can't find chunk 'Contact02b'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CageSelect1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_CageSelect2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Flaps1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Target1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Z_Suction86'
INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro1'
INTERNAL ERROR: HierMesh: Can't find chunk 'ContactHydro2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Extinguisher1'
INTERNAL ERROR: HierMesh: Can't find chunk 'Extinguisher2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact2'
INTERNAL ERROR: HierMesh: Can't find chunk 'Canopy_Contact1'
INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControl'
INTERNAL ERROR: HierMesh: Can't find chunk 'MissileControlRange'
Time overflow (0): speed 0.8759124
warning: no files : music/inflight
INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
INTERNAL ERROR: Str2FloatClamp() - Clamped 55 -> 32 (delta = -23) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 0.15 -> 0.1 (delta = -0.05) to Range 0..0.1
[24 nov. 17 21:20:42] -------------- END log session -------------

Best regards.
Logged

Fresco23

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  • F.A.C. #23
Re: Mirage pack V1.0 - 20170930
« Reply #42 on: November 26, 2017, 04:51:18 PM »

Hey all, is there a template available? I'ld like to try painting a few skins for the Kfir.

Ecuadorean and Colombian for certain, maybe Sri-lanka and USAF Aggressor skins also.

Thanks in advance
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cogito, ergo sum armatus

Segasensei

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Re: Mirage pack V1.0 - 20170930
« Reply #43 on: December 01, 2017, 05:52:58 AM »

Hey there, GREAT addition mates !

Just a question : are these included in the last BAT update ? Because i installed it and i still got the old Mirage mod (the one where there's only an Israeli skin)
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Narvik

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Re: Mirage pack V1.0 - 20170930
« Reply #44 on: December 08, 2017, 02:25:00 PM »

*bump*
Is there anything new on bug with Mirage getting stuck in the air after switching the engine off?
Log is posted here:
https://www.sas1946.com/main/index.php/topic,56872.msg633529.html#msg633529
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MADMICK71

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Re: Mirage pack V1.0 - 20170930
« Reply #45 on: January 15, 2018, 06:08:56 PM »

Hi,

Is someone working on a fix for the Mirage III pack bugs as mentioned above, everyone is busy etc, just a quick reply letting the community know that it is being looked at would be nice. It is a shame that such a great addition to the simulation suffers freezes when damaged or engine is turned off, run out of fuel. Cockpit is very good.

Kind regards.

Mick.
Logged
FACTIS NON VERBIS

Stefan SG

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Re: Mirage pack V1.0 - 20170930
« Reply #46 on: March 04, 2018, 10:49:17 AM »

I confim bug with plane getting stuck in the air after switching engine off.

Please try this to solve the problem with Mirage crafts getting stuck in the air.

https://www.mediafire.com/file/1w9cmsm1j0obf52/fix_Mirage.zip

But suppose this as a temporary solution until a fix would be ready.
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4S_Vega

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Re: Mirage pack V1.0 - 20170930
« Reply #47 on: March 04, 2018, 12:00:59 PM »

Tnx Stefan

I will look into your work, in order to solve the this problem faster  ;)
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