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Author Topic: TBM/TBF ~ the Avengers!!!! v2.0  (Read 59220 times)

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dietz

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #36 on: June 17, 2014, 01:16:17 PM »

I know ...a bit late in the day , but is there any way to make this compatible with 4.12? I have old missions that want to know...now that I'm all on the newest SAS TFM :-\
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duffys tavern

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #37 on: June 17, 2014, 02:22:34 PM »

Yea, lookin' for a away to get the canopy to open on the TBF/TBM. Any one found anything out there yet? Thanx in advance.
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Flamer50

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #38 on: June 17, 2014, 06:20:02 PM »


Here's a good one for you. I had the SAS Avengers in a 412m modAct5.30
install and every time I tried to fly anything in the QMB the game would lock up
at about 23-32% load up.It didn't matter which aircraft or map I tried to use
(including the SAS Avengers), same problem every time. After crashing back to
desktop a window would pop up stating:
IL-2 6Dof/TIR Enabled Executable for modded
IL-2 Sturmovik 1946 has stopped working..etc


I do not have a 6Dof mod of any kind in that 412 install.
I disabled the SAS Avenger Pack and the problem was gone.
It appears that there is somthing in the cockpit files that the
game doesn't like. But why it would come up with a 6Dof error
is a mystery to me.

Here's the bottom 1/3rd of the log if anyone is interested,
I was attempting to fly the F2A on the Pacific Islands map
at the time:
Code: [Select]
Loading mission Quick/Net8Islands/Net8IslandsBlueBridge00.mis...
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: *689896712*
*** 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
java.lang.NoSuchFieldError: limits6DoF
at com.maddox.il2.objects.air.CockpitF2A2.<init>(CockpitF2A2.java:280)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3534)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2858)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1368)
at com.maddox.il2.ai.Wing.load(Wing.java:144)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1111)
at com.maddox.il2.game.Mission._load(Mission.java:487)
at com.maddox.il2.game.Mission.access$000(Mission.java:135)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
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)


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duffys tavern

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #39 on: July 07, 2014, 09:13:31 AM »

Any fix for 4.12 yet?
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western0221

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #40 on: May 12, 2015, 05:18:50 AM »

I'll try 4.12.2m conversion of this MOD.
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Griffon_301

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #41 on: May 12, 2015, 07:09:39 AM »

Wowww that would be great! I proceeded as far as not getting any crashes during mission load (a 30% crash) but ended up with mission load null error
this after removing some classfiled which i cannot
remeber now....
but might be only one or two classfiles you need to look into
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western0221

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #42 on: May 12, 2015, 08:35:20 AM »

New classfiles for 4.12.2m!

version 01st/Aug./2015 , overriding 10.5 button FM one (Recommended until update of SAS button)
https://www.mediafire.com/download/n7ddq1d07zijzq6/4122patch_SAS_Avengers_V2_03.7z

- Forcing manual Bomb Bay Door functions on all TBF/TBMs.
- Forcing default trims on Airlon/Elevator/Rudder on TBF-1,1C/TBM-3s.
-- When you enable "SAS AI flyables" in JSGME, you have to rename the folder from "SAS_Avengers_V2" into "0_SAS_Avengers_V2" to make superior this patch.


version 12th/May/2015 , non overriding button FM one
https://www.mediafire.com/download/q6xoxwagk83n763/4122patch_SAS_Avengers_V2_02.7z
(Limitation: In this version, TBM-1 doesn't have a manual Bomb Bay Door function.)


======

How to install...

1. Install original "SAS Avenger Pack V2".

2. Delete ALL of old classfiles from the folder "SAS_Avengers_V2".
   19 classfiles may exist there.
   When you forget this task, a serious conflict and crash will come.

3. Install new 4.12.2m classfiles from this archive onto the folder "SAS_Avengers_V2".
   15 classfiles exist.

4. Edit these 3x ini / properties files.
   These entries are ALL changed in 4.12.2m, not compatible from 4.09m time "V2" ones.
(The entries are written in Readme4122patch.txt)

======
When SAS_button will be updated, TBM-1 will have a manual Bomb Bay Door function and trim parameters on other variants.... so no need to overriding version.
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Knochenlutscher

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #43 on: May 12, 2015, 08:37:59 AM »

Wow, thanks a bunch Mate
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SAS~Gerax

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #44 on: May 12, 2015, 08:54:36 AM »

great work Western. Put 412 icon and a link to first post.  ;)
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western0221

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #45 on: May 12, 2015, 10:03:28 AM »

Sorry, I made a bug at folding wings on TBF-1 and TBM-1.

New "_02" archive fixing them is written in my last post.
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Kopfdorfer

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #46 on: May 12, 2015, 10:13:09 AM »

I don't know if you have incorporated it in this evolution , but there is now a mod that corrects the prop rotation so that it is in the correct direction.

See here :     https://www.sas1946.com/main/index.php/topic,42904.0.html

Kopfdorfer
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BravoFxTrt

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Re: TBM/TBF ~ the Avengers!!!! v2.0
« Reply #47 on: May 12, 2015, 11:18:11 AM »

Thanks Western.
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