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Author Topic: New-TFM  (Read 265363 times)

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BravoFxTrt

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Re: New-TFM
« Reply #516 on: July 31, 2013, 12:57:13 PM »

It wont hurt FlyinH, you got three different 109 Pits to choose from. Just go to the Pit Section here at SAS and do some widow shopping, lol
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lyteyr

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Re: New-TFM
« Reply #517 on: August 01, 2013, 06:19:26 PM »

Good evening,

This is a message I received when extracting NTFM-17 using WINRAR.  Anyone know what it means?  I closed the error screen and continued extracting.  How can I tell if all the items were successfully extracted to JSGMEMODS folder?  Sorry I could not print the screen, will copying suffice?


!   C:\Desktop\#DBW-NewTFM-17.rar: Cannot create #DBW-NewTFM-17\#DBW\Wflyr_NEW_Armor_Cars_Flaktower\3do\Buildings\Furniture\BF_109_MOTOR\1-Bf-109E-8.JG2-replacing-Daimler-Benz-601-engine-Octeville-France-1940-01.jpg

    Total path and file name length must not exceed 260 characters
    The system cannot find the path specified.

Thanks in advance,
lyteyr
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Kaoclya

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Re: New-TFM
« Reply #518 on: August 01, 2013, 06:46:00 PM »

Good evening,

This is a message I received when extracting NTFM-17 using WINRAR.  Anyone know what it means?  I closed the error screen and continued extracting.  How can I tell if all the items were successfully extracted to JSGMEMODS folder?  Sorry I could not print the screen, will copying suffice?


!   C:\Desktop\#DBW-NewTFM-17.rar: Cannot create #DBW-NewTFM-17\#DBW\Wflyr_NEW_Armor_Cars_Flaktower\3do\Buildings\Furniture\BF_109_MOTOR\1-Bf-109E-8.JG2-replacing-Daimler-Benz-601-engine-Octeville-France-1940-01.jpg

    Total path and file name length must not exceed 260 characters
    The system cannot find the path specified.

Thanks in advance,
lyteyr

If "#DBW-NewTFM-17" in in the JSGME folder and it lets you enable it then you should be fine. I did not get that message myself but I do always have issues with winrar and I am able to continue and use the content.
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Griffon_301

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Re: New-TFM
« Reply #519 on: August 02, 2013, 03:03:39 AM »

ehm, try to not use an "extract to..." path but simply copy the rar into a temp folder and then use "unzip here" and copy the file later on; this has always worked for me so far :)
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SAS~Monty27

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Re: New-TFM
« Reply #520 on: August 02, 2013, 03:26:08 AM »

ehm, try to not use an "extract to..." path but simply copy the rar into a temp folder and then use "unzip here" and copy the file later on; this has always worked for me so far :)

I agree, never trust RAR's and especially installers.  De-compress it somewhere clear and empty then drag and drop the contents into place.  That way you learn the file structure and can check the contents.  I have a '00-DUMP' Folder where everything goes first, like a waiting room.
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dietz

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Re: New-TFM
« Reply #521 on: August 02, 2013, 02:59:25 PM »

After a few false starts TFM is installed & working...GREAT STUFF! ;)
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Griffon_301

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Re: New-TFM
« Reply #522 on: August 02, 2013, 03:48:06 PM »

great to hear Dietz that you are montied up now as well :)

btw Simon, I noticed a small glitch today when adding some more aircraft: the czk_Typhoon Ib is missing a few loadout options;
those are included in the readme that comes with it, but they did not find their way into the weapons.ru, at least not on my install, which has TFM as a base;
it´s just a copy and paste job, maybe something for the first page to add :)

cheers
phil
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SAS~Monty27

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Re: New-TFM
« Reply #523 on: August 02, 2013, 10:16:36 PM »

great to hear Dietz that you are montied up now as well :)

btw Simon, I noticed a small glitch today when adding some more aircraft: the czk_Typhoon Ib is missing a few loadout options;
those are included in the readme that comes with it, but they did not find their way into the weapons.ru, at least not on my install, which has TFM as a base;
it´s just a copy and paste job, maybe something for the first page to add :)

cheers
phil

Thanks phil, much appreciated, will get a patch up or include the fix in New-TFM35, which adds Max's objects, carrier crew to the Boxer and Valley Forge, plus a few tweaks.
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rkalhorn109

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Re: New-TFM
« Reply #524 on: August 02, 2013, 11:16:31 PM »

This evening I noticed that one of the P-51D's in New-TFM will not allow you to shut off the engine after landing.  I've tried hitting the I key and switching off the magnetos.  No effect either way.
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Griffon_301

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Re: New-TFM
« Reply #525 on: August 03, 2013, 02:11:23 AM »

good morning guys!

@rkahlhorn: which of the D-model Ponies shows this behaviour? I tested all of the D models yesterday (only in flight though) because I installed new pits for them plus the P-82 but none of them showed a weird behaviour in any form...(canopies open, gears extend, blue flames show up etc. :) )

@Simon: cool to hear you add some more content; as you are adding the carrier crews to the Happy Valley and the Boxer, how about adding some new ships in the process too;
the US Pacific fleet could need some more battlewagons, the Iowa, the Colorado and the Tennessee maybe; and as we have the Enterprise and her sisters in game now, how about also adding the reworked Lady Lex?
I added them all yesterday and they look great in formation and in game, but maybe for some guys it is a little bit over the top to add those ships as it is a little bit more complicated than adding a new aircraft....

and while we are speaking about aircraft-I also noticed that the D-30/40 and the N model Jugs are not included in the new TFM; I did not realize this until yesterday when I wanted to test something using the N Jug :)

oh and those beautiful Griffon Seafires to go along with the nice new RN Carriers ..... :D I am just drooling

just some ideas though;
cheers
phil
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rkalhorn109

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Re: New-TFM
« Reply #526 on: August 03, 2013, 06:57:11 AM »

@rkahlhorn: which of the D-model Ponies shows this behaviour? I tested all of the D models yesterday (only in flight though) because I installed new pits for them plus the P-82 but none of them showed a weird behaviour in any form...(canopies open, gears extend, blue flames show up etc. :) )

I've experienced this problem on two separate occasions in the P-51D-30NA.  :-X
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dietz

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Re: New-TFM
« Reply #527 on: August 03, 2013, 09:03:47 AM »

SAS-Monty71
Not sure how universal this apparent glitch is:inthe Killer in the Dark offline campaign there are missions against Brit Bombers including the Wellington;in my one try to get back into this campaign the "new & improved Wellington "( in the#24 package , I think) was not recognized & the little inserted note telling me so would not go away no matter what i tried .It even stayed when I went to a single mission elsewhere. I did not try to re-do the KitD mission with the older very of the Wimpy, because the new version is better visually to me.Any ideas? All of these great newTFM mods have been put into a fresh install so I'm more or less sure there are no prior mods interacting here.
BTW in my last version of DBW I could never quite get the "new & improved Lancaster" but it does now with no problems & it really is beautiful! to work!

p.s. Just tried the Mini Map mod that i really have enjoyed over the years that does away with the leather surround & gives 4 different versions of the map,& it causes a CTD going to mission.Is there a version that works?-Thanks! :-\
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