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Author Topic: New-TFM  (Read 227913 times)

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SAS~Monty27

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Re: New-TFM
« Reply #84 on: June 24, 2013, 05:50:31 PM »

  Hey Simon, I think everyone likes it.  ;) ;) ;)

  No kidding, it sure has been a lot of fun as well as a lot of chuckles.....
  Hey guys, Simon loved those V1 attacks .....Lots of fun, except for the Mosquito's he wrote into the end of the mission. :'
  There had to be retribution ;)
   
  RDDR

Another brilliant idea from RDDR!  Will put those V1 and other missions in the 'Extras' section.  ;D
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SAS~Monty27

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Re: New-TFM
« Reply #85 on: June 24, 2013, 05:53:54 PM »

We have a lot of content now, for only a fraction of the size of original TFM.  Those strict limits will mean adding in a few more items to polish it up, and here's another example:

*****************************



POLTAVA'S UPGRADE

#DBW-NewTFM-25
1) LeO451
2) MB120
3) Dewoitine D.520
4) Koolhoven FK51
5) Static Aircraft
6) CY6 Mortars and Infantry

For full compatability with Poltava's early war Blitzkrieg campaigns, some essential rare aircraft are added to New-TFM.  These beautiful models are most welcome and performance is not effected even though our toybox is truly packed now!

New-TFM-25
http://www.mediafire.com/download/5e69v2khb3wd3e4

*****************************



MAP UPGRADE

#DBW_NewTFM-26
Gilles Babin's wonderful Westfront maps.

Map Upgrades take up disc space but, since they only run one at a time, don't greatly effect performance.  The huge Map packs from TFM original have been broken into reduced size pieces to maintain the small uploads and fast JSGME loading.  This last one fills in a few gaps, they all work now!

New-TFM-26
http://www.mediafire.com/?nri30d1miib0wfn

*****************************
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ol' Navy

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Re: New-TFM
« Reply #86 on: June 24, 2013, 06:18:03 PM »

I did just as instructed.  I got rid of all the previous mods, activated all the new TFM packs in jsgme in order and then activated that Ecran Wide thing, and that is all that is showing up when I look at the JSGME installer.  I had added those four SFS files, deleted the AIR WELLINGTON III mod as instructed. Went into the Selector to start my game.  Happily, the new loading screen showed up, indicated it was loading up through 70% so I thought all was good, and then I get kicked back to my desktop.  Thought maybe I should restart my PC, run CCleaner, etc., but still back to the desktop.  DBW 1916 loads just fine.  I tried reducing the memory down from 512.  Same result.  What have I missed, or screwed up?  Any guesses?  Does the loading to 70% indicate something or other?  Thanks for any advice and help.
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SAS~Monty27

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Re: New-TFM
« Reply #87 on: June 24, 2013, 06:22:46 PM »

I did just as instructed.  I got rid of all the previous mods, activated all the new TFM packs in jsgme in order and then activated that Ecran Wide thing, and that is all that is showing up when I look at the JSGME installer.  I had added those four SFS files, deleted the AIR WELLINGTON III mod as instructed. Went into the Selector to start my game.  Happily, the new loading screen showed up, indicated it was loading up through 70% so I thought all was good, and then I get kicked back to my desktop.  Thought maybe I should restart my PC, run CCleaner, etc., but still back to the desktop.  DBW 1916 loads just fine.  I tried reducing the memory down from 512.  Same result.  What have I missed, or screwed up?  Any guesses?  Does the loading to 70% indicate something or other?  Thanks for any advice and help.

Bugger, 70% is usually an Aircraft screwup...

What now?  Go ahead and install the next packs (above) New-TFM-25 & New-TFM-26, since they replace many crucial INI files and will probably fix your issue.

If no joy then, deactivate one at a time until you can launch OK and we can pinpoint the problem area, might be a bad download or something missing.  Don't worry about the deleted Wellington, that won't effect anything as you roll back, I did it many times over the weekend!

EDIT:
Another thing I noticed, did you use a VANILLA #DBW Folder, because stuff left in there from previously is enough to wreck the new install.


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SAS~Monty27

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Re: New-TFM
« Reply #88 on: June 24, 2013, 06:29:23 PM »

Quote
Yep, 24Bit Skins mod is in #DBW-NewTFM-24.  8)

Just that I noticed the game appears to be using the original il2_core.dll files, not the HD Texture DLLs (il2_core.dll and il2_corep4.dll) by carsmaster. Or am I confused how the mod works, which is probably the case  ???

High Resolution / True Color Textures Mod

http://www.sas1946.com/main/index.php/topic,33239.0.html

This excellent mod ships with a full set of JSGME packs and a Manual.  I have included the 24Bit Skins folder with classfiles in New-TFM (Bomber Command Upgrade) and it all works fine here. 

The thread has more detail but I never had any other issues with it.




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Crash_MX06

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Re: New-TFM
« Reply #89 on: June 25, 2013, 12:58:57 AM »

Part 25 and 26 downloaded in 1 minute  :-* Thank you 8)
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vegetarian

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Re: New-TFM
« Reply #90 on: June 25, 2013, 08:30:32 AM »

Simon,  yep the Bomber Command Upgrade solved my Pink Lancaster problem.
And thanks for all your fantastic work in compiling these packs.
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si1va

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Re: New-TFM
« Reply #91 on: June 25, 2013, 11:08:46 AM »

Thanks for the updates :)
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matori

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Re: New-TFM
« Reply #92 on: June 25, 2013, 11:40:21 AM »

Hi guys,
 I can not start the new TFM, I put those sfs files and tiger sounds in the main folder of IL-46, in order JSGM I installed 01 to 24 of TFM, I could not find the folder DBW Wellington Mk III, I installed and a new mode selector sas modact _5.10 for Il-2_ 4.12 to jsgme I VANILLA DBW put in front of TFM, I do not know where I'm wrong and the Mod Activator gives me DBW_NEW TFM, help if you can.Thank you ~S~
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Heretic

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Re: New-TFM
« Reply #93 on: June 25, 2013, 02:25:32 PM »

Thanks for the pack!
It surely is a gigantic endeavour and quite useful for a one-stop IL-2 install.



If anyone has problems with the radio beacons (crashing, freezing), rename the "CockpitSounds" folder to load last, i.e. by calling it "ZZZ_PAL_CockpitSounds". Picked that up in the old thread and it definitely fixed the crashing for me.

Maybe a new version of TFM could incorporate this by default?



The frame-rate drag in camapigns is quite peculiar though.
I can hardly have 25 planes loaded at once when running a DCG campaign with TFM.
With a "cherry picked" TFM - in my case without most of the plane mods - I have 100+ planes in a single DCG mission without major issues.

So it's either a very unfortunate combination of too many mods or a single (aircraft?) mod dragging down performance.




- Edit:

So far, the v2.6 EngineMod didn't crash for me. And planes now use cats after I replaced the catapult.ini with the one for the 4.11.1m version as described in the respective thread.

*Fingers crossed*
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SAS~Monty27

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Re: New-TFM
« Reply #94 on: June 25, 2013, 04:37:27 PM »

Hi guys,
 I can not start the new TFM, I put those sfs files and tiger sounds in the main folder of IL-46, in order JSGM I installed 01 to 24 of TFM, I could not find the folder DBW Wellington Mk III, I installed and a new mode selector sas modact _5.10 for Il-2_ 4.12 to jsgme I VANILLA DBW put in front of TFM, I do not know where I'm wrong and the Mod Activator gives me DBW_NEW TFM, help if you can.Thank you ~S~

This set is - Il/1946 - Patched to V4.101 - Added to that - DBW 1.71 - Added to that New-TFM.  Patching into this install with V4.12 will certainly break it.   ???
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SAS~Monty27

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Re: New-TFM
« Reply #95 on: June 25, 2013, 05:04:00 PM »

Renaming !00_00_PAL-CockpitSounds to load last is the SAME as turning them off, so I advise NO - please don't do this.  You may as well delete !00_00_PAL-CockpitSounds if you don't like them.

TEST the wonderful effect by flying a quick mission in a B-17 against 12 109s and hear the screams...  This mod does currently kill the Beacon Function, so its one or the other, you have a choice.

From the first Post:

SOUNDS, BEACONS & FLAMES
The integration of Tiger33's Engine Sounds and Pal's Cockpit Sounds works really well here.  The sounds are so immersive and yet have no effect on performance.  However, Pal's Cockpit Sounds uses the same classfiles as the Engine Flames Mod and also kills the Advanced-Nav Beacon Function.  So if you wish to use use your radio stations in a mission or campaign, and listen to music while you fly, you must first disable (-) !00_PAL-CockpitSounds.  This mod is easily switched ON/OFF from within #DBW, depending on your preference.  While it is pleasant enough listening to period tunes as you cruise over Europe, there is also nothing quite like the urgent breathing mask sounds when you are working your Sabre hard over the Yalu, so its good to have the choice as long as we remember the switch.

...and again, from the first post...

...the result is an incredible sound experience inside and out, with additional functions like Steam-Catapults on the crucial Korean era aircraft carriers.

SAS ENGINE MOD
SAS AI Hotkeys Mod V2.5 is used here in favour of SAS AI Hotkeys Mod V2.6.  This is because I found perfect stabilty with V2.5 but was able to generate a CTD with V2.6.  This is no reflection on V2.6, just the particular combination of mods in this setup that works better with V2.5 and can get wobbly with V2.6 on DBW/V4,101m.  I personally recommend keeping it that way for this install, update New-TFM further at your own risk.





One other small point, my Beta Testers are great pilots and Il2/1946 fanatics, and while we are good friends, they know me to be a bastard over empirical data.

By all means test New-TFM, beat the crap out of New-TFM, but please make sure you are running 100% New-TFM for the good of everybody who reads these threads.  A thread like this becomes a knowledge base.  We all learn from it.  IMHO it is a little unfair to suggest tweaks and renames when running a different setup to that you are commenting on.

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