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Author Topic: C.U.P. Module-03 World at War PART-09 and PART-10  (Read 30982 times)

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hadji4

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #60 on: June 20, 2015, 12:09:19 AM »

Hey here Thank you understand!
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Mission_bug

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #61 on: June 20, 2015, 02:45:49 AM »

Thank you very much for the updates guys, greatly appreciated. 8)

Just a observation, the Potez 630 model is the one without bomb doors, there was a update posted in the thread which Bison_M probably did not put in the first post. ;)

https://www.sas1946.com/main/index.php/topic,42119.msg490641.html#msg490641

Wishing you all the very best, Pete. ;D
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68th_Charos

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #62 on: June 20, 2015, 09:09:26 AM »

Hi all - after I installed the new modules ( Yes - I followed the instructions for my old -WAW-folder)...I am not able to see all maps in my mission editor - many of them are out of range - Sorry - but what to do now?...Greetings Charos
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Griffon_301

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #63 on: June 20, 2015, 01:54:29 PM »

DBW designed campaigns might throw up some troubles as they might contain objects, chiefs, or ships that are not contained within WAW currently...
stock 4.12 designed ones on the other hand should work...

pay attention when trying 4.09 campaigns as they might throw up problems with aircraft too; I can remember that "Operation Aegeus" gave me loads of troubles when I ported my game from 4.09 to 4.10 as in between versions and mod packs, some of the 109s received new slots and weapon loadouts and those killed 4.10 compatibility for Aegeus back then...
might be a problem with some other old 4.09 109 campaigns when you try to run them under 4.12 or even DBW...
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Raven Morpheus

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #64 on: June 20, 2015, 08:21:22 PM »

Sorry SAS~Monty27 I'm a little confused with this update, and I don't usually get confused easily by such things.

I understand the process as this -

Download the 2 modules - 09 and 10, linked to at the bottom of the first post.
Uninstall any mods I may have in #WAW via JSGME (thus making it a "clean" #WAW folder?).
Install the 2 new modules.
Reinstall, via JSGME, the mods I had previously in #WAW if I want to
Download and install (in order of how they are noted in the first post?) each of the other mods (the ones individually linked to in the first post)


Is that correct?

TIA
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sniperton

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #65 on: June 21, 2015, 03:07:11 AM »

1) Download
2) Disable all mods in JSGME
3) Rename (or delete) old #WAW folder (e.g. to -#WAW)
4) Install 09 and 10 (will create new #WAW folder)
5) Re-enable mods in JSGME
6) If everything's OK, delete old (renamed) -#WAW folder
7) Enjoy
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markino

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #66 on: June 21, 2015, 05:11:09 AM »

2) Disable all mods in JSGME

Hi,  Monty said to my to disable by jsgme only mods marked #cup and #waw, then activate them again after new #waw folder was created.

I have done it and all works well.

Ciao.

Marco
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porschefan

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #67 on: June 21, 2015, 06:27:59 AM »

Hi guys,

I've noticed that I've lost the reworked B17 cockpit with WAW 9 and 10. I deleted the 'old' WAW folder so is this missing from the latest updates?

Thanks.
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Raven Morpheus

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #68 on: June 21, 2015, 11:26:49 AM »

1) Download
2) Disable all mods in JSGME
3) Rename (or delete) old #WAW folder (e.g. to -#WAW)
4) Install 09 and 10 (will create new #WAW folder)
5) Re-enable mods in JSGME
6) If everything's OK, delete old (renamed) -#WAW folder
7) Enjoy

So I don't need to download the individually linked mods from the first page then?  Are they optional or are they included in the 09/10 module downloads linked at the bottom of the page?
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taraboulba

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #69 on: June 21, 2015, 11:59:27 AM »

So I don't need to download the individually linked mods from the first page then?  Are they optional or are they included in the 09/10 module downloads linked at the bottom of the page?

Hello Raven,

In his first post, Monty kindly listed all the improvements included in WaW-09 & WaW-10. You will get them all by installing this joint package. The improvements, or new features which are optional are the ones under the JSGME section (they are also included in the zip files and could be activated through JSGME).



Kind Regards
Tara
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Griffon_301

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #70 on: June 21, 2015, 12:08:19 PM »

Porschefan, I still have the new B-17 pits after #11; you might check if you installed something wrong?
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Raven Morpheus

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #71 on: June 21, 2015, 04:18:10 PM »

OK thanks guys, I have installed parts 09 and 10 and all is working fine.  As it's all working I will assume the other links in the first post (like the Spitfire Mk IX 3d update) are optional extras and not required.
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