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Author Topic: C.U.P. Module-03 World at War PART-09 and PART-10  (Read 30950 times)

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Gaston

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #24 on: June 16, 2015, 03:40:26 PM »

Thanks, Monty ! Very nice !

For the beginning, I just went to test planes that I know have bugs :

-Fokker G1 (no cockpit bug),
-FW-190A-4 (all A-4) and Ta-152C (all Cs) : they are all bugged if the "#SAS_Cowling Engines & Prop by PA_Jeronimo"  mod is used.

I have the solution for both Fokker G1 and Ta-152C family, but FW-190A-4s not...

But I do not know how to add zip files in my messages !
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RDDR Hangar19

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #25 on: June 16, 2015, 06:37:02 PM »

Hi Gaston,
Christopher here. Just read your post.I don't understand, as I tested the FW's myself before we released.
I haven't gone back over all the variants today, but I did take the A4 up for a spin and threw it all over on the Crimea
skies to see what might be wrong.
Snap rolls,dives,tight turns,stalls and it responded like a real soldier.
No missing cockpit, mg's,and canons responsive, flaps had quick activation when needed and when landing, the sink rate
worked beautifully producing a sweet three pointer on touchdown.
I wonder what the problem is? One possible glitch,although it's not really one, is to make sure that the canopy is buttoned up prior to takeoff or you'll lose it.

   









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markino

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #26 on: June 17, 2015, 12:26:42 AM »

Hello everybody! Monty my big heaetfelt for this new great job!!

A quick question: after the first step disabling all options prefixed #cup and #waw by jsgme and installed the new #waw folder, can I re-enabling by jsgme the previous disabled options #cup and #waw or only the newest as below?

Quote
NEW JSGME OPTIONS
#WAW_DEF-SKIES
tbauchot sky textures are now applied to most CUP maps as standard.  In rare cases, often under texture compression, the user may wish to restore the default skies.  This option restores all 'default' skies for your World at War install.

#WAW_FLAMES Add Engine Flames
Enables Flame Effects.  These work great for almost every aircraft now.  If you are ever bothered by a wierd one, that is not yet fixed, in a particular mission or campaign, then you may switch the effect off.

#WAW_XC47-3-Tone Floats
#WAW_XC47-Blue Floats
#WAW_XC47-Metal Floats
Add different types of floats to the XC47.  With this mod the float colour is independent of the skin.

#WAW_F6C4-NoPANTS
#WAW_F6C4-FullPANTS
For the F6C4 Hawk - Switch between the usual Half-Wheel-Pants and Full-Wheel-Pants or remove them altogether.

#WAW_Ju52-MAXXED
NEW - JUNKERS-52 = ALL Versions Changes max_thehitman
https://www.sas1946.com/main/index.php/topic,46521.msg517599.html#new

I hope I explained myself in good way...

Many thanks! Ciao!

Marco
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hello

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #27 on: June 17, 2015, 12:41:00 AM »

Hi there monty, thanks so much for this new addition!

I have a question. Is there a list of solved bugs somewhere? I'd like to know if I can remove the seperate bugfixes from the WAW folder (for instance, the Wep fix, or the Opel Blitz fix).

Thanks again for your efforts.
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SAS~Monty27

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #28 on: June 17, 2015, 12:43:13 AM »

Hello everybody! Monty my big heaetfelt for this new great job!!

A quick question: after the first step disabling all options prefixed #cup and #waw by jsgme and installed the new #waw folder, can I re-enabling by jsgme the previous disabled options #cup and #waw or only the newest as below?

Quote
NEW JSGME OPTIONS
#WAW_DEF-SKIES
tbauchot sky textures are now applied to most CUP maps as standard.  In rare cases, often under texture compression, the user may wish to restore the default skies.  This option restores all 'default' skies for your World at War install.

#WAW_FLAMES Add Engine Flames
Enables Flame Effects.  These work great for almost every aircraft now.  If you are ever bothered by a wierd one, that is not yet fixed, in a particular mission or campaign, then you may switch the effect off.

#WAW_XC47-3-Tone Floats
#WAW_XC47-Blue Floats
#WAW_XC47-Metal Floats
Add different types of floats to the XC47.  With this mod the float colour is independent of the skin.

#WAW_F6C4-NoPANTS
#WAW_F6C4-FullPANTS
For the F6C4 Hawk - Switch between the usual Half-Wheel-Pants and Full-Wheel-Pants or remove them altogether.

#WAW_Ju52-MAXXED
NEW - JUNKERS-52 = ALL Versions Changes max_thehitman
https://www.sas1946.com/main/index.php/topic,46521.msg517599.html#new

I hope I explained myself in good way...

Many thanks! Ciao!

Marco

Yes Marco, put JSGME Options back as you like them afterwards.  You must disable the #CUP and #WAW Options prior to replacement of the #WAW - Otherwise JSGME will loose track of where they were.
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Gwalch

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #29 on: June 17, 2015, 02:35:01 AM »

Hello,
I have much reduced frame rates now, not so much in actual game play but when using time compression.
I have tried replacing default skies and fiddled with some other jgme options but no change.
Anyone else have this problem.
Must add thank you and say this is only little problem I have had with CUP except for those caused by my ineptitude.
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wildblue

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #30 on: June 17, 2015, 02:45:33 AM »

I have problems downloading the modules. I already tried 4 times and it said "unexpected end of archive". I didn't pause the download at all.
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decipher

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #31 on: June 17, 2015, 02:47:21 AM »

Hello,
I have much reduced frame rates now, not so much in actual game play but when using time compression.
I have tried replacing default skies and fiddled with some other jgme options but no change.
Anyone else have this problem.
Must add thank you and say this is only little problem I have had with CUP except for those caused by my ineptitude.

just guessing:
make sure you enable the JSGME optional: #WAW_FLAMES !

important, if this is NOT enabled the wepeffect error will happen, slowing your game down especially on time compression.

if this does not help with your slowdown... maybe you need to look into reducing the size of your air.ini. some people already made optional patches for this, but i won't link to them now, because they are not yet compatible with these new WAW updates (the air.ini files changed now of course with new planes).

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Gaston

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #32 on: June 17, 2015, 07:01:23 AM »

Hi Christopher !

You did not understand me, or maybe is it my fault as I maybe have not been clear : sorry my byd English, because it is not my language, man...

I was meaning this :







This bug only happens if I activate the "#SAS_Cowling Engines & Prop by PA_Jeronimo".

But now, I think about one thing : this mod comes with ModAct6, if I remember well... so maybe, with C.U.P., it is supposed not to be used... am I right ? that would be the solution, because when desactivated, all is beck to normal with these planes.
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Gwalch

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #33 on: June 17, 2015, 08:18:01 AM »

Thank you decipher, much appreciated.
I have flames "on" but will watch here and learn from you and others.
Edit; re applied all JSGEM option including "flames" and everything seems to work fine!
O ne little question, should there be any new art\splash screens with this 10 version?
Thank you.
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KevinHoggard

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #34 on: June 17, 2015, 08:30:48 AM »

Downloaded and installed as per directions, works great. Thank you to everyone involved in this project. The only problem I had.... well used up all my free uses for WinZip and had to buy the program  ;D

I have not experienced any frame rate drops at all.
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RDDR Hangar19

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Re: C.U.P. Module-03 World at War PART-09 and PART-10
« Reply #35 on: June 17, 2015, 08:43:18 AM »

Morning Gaston,
 Yes. ??? I guess that could be a problem.
  Don't ya just luv QMB.
 I'll be talking to Simon,hopefully later.
 Cheers,
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