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Author Topic: C.U.P.- Module 03 - World at War Pt-15  (Read 33534 times)

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PapaG39

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #84 on: January 08, 2016, 03:06:10 PM »

Hey Monty27 et al...
Just wanted to say that I have been having a blast these last several days since I brought it up to pts 17.
I finely took the Vis MOD09 out & just use a few CUP & only the WAW Flames 3 for my standard Jsgme setup.

I have been trying the different sound mods every which
way, but danged if I can tell the difference from Cup Disable,  or between soundset 01 or 02.
They all sound the same to me.  Fine..No complaints, but I
can't tell the difference except to say that it is much better then it was....
Thank you for all the work that I can tell you did on these sounds.
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spartan18a

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #85 on: January 09, 2016, 04:16:32 AM »

I have sounds 01 and 02 at the same time. It seems to work. I don´t know if we were supposed to choose just one of them ...  :-|
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PapaG39

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #86 on: January 09, 2016, 09:00:46 AM »

I believe the read-me is referring to one or the other, but not both at the same time...
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spartan18a

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #87 on: January 09, 2016, 12:48:05 PM »

I believe the read-me is referring to one or the other, but not both at the same time...

ok, I´ll try both separately too see if I notice sth different.  :)

by the same way, what about the chocks MODs, do you have both at the same time or you choose only one? Because here I see that the ChocksNavy Mod overwrites sth of the normal Chocks Mod and the chocks work on the ground but not on carriers  :-| What am I doing wrong?
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #88 on: January 11, 2016, 03:48:56 AM »

Just one at a time Spartan, its that's the nature of options.  ;D

The Chocks Mod option works perfectly in most situations.  The Navy option one is still a WIP as far as I know, so just keep it parked for now.
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spartan18a

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #89 on: January 11, 2016, 04:52:42 AM »

Just one at a time Spartan, its that's the nature of options.  ;D

The Chocks Mod option works perfectly in most situations.  The Navy option one is still a WIP as far as I know, so just keep it parked for now.

Roger! Thanks for the quick reply  :)
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tartenmuche

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Re: C.U.P.- Module 03 - World at War Pt-15
« Reply #90 on: February 01, 2016, 08:08:44 AM »

Dear MontY,
I am currently struggling wih the restore points. I am troubled because I found some discordance between the instructions given in the thread "Step by Step" and the individual instructions in each parts: for parts 9 and 10 the explanation is given with the part 10 and the restore point is located ahead of part 10 so it is clear, but in the case of parts 15 in "Step by Step" it is written "overwrite" for 15A and 15B and "restore" in 15C but inside the part 15C it is written that the restore point is ahead of part 15A. As a result now when in QMB I ask for a PBN Nomad I get either a Bf109 in case of the map Slovakia, a Zero in case of the map Solomons Island and a IL2 in case of the map Crimea but never a Nomad.
I started also with a vanilla game in order to track the Bombsight of the PBN Nomad, there was one until CUP 15B and it disappeared with 15C, but then I got a CTD, reason see above.
In my DBW game, which still exists on my PC, a bombsight is also present.
By the way when I try the single mission DE Bf 109 N I get a null.
Best regards.
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Gatrasz

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Re: C.U.P.- Module 03 - World at War Pt-15
« Reply #91 on: February 01, 2016, 08:42:41 AM »

As a result now when in QMB I ask for a PBN Nomad I get either a Bf109 in case of the map Slovakia, a Zero in case of the map Solomons Island and a IL2 in case of the map Crimea but never a Nomad.
I started also with a vanilla game in order to track the Bombsight of the PBN Nomad, there was one until CUP 15B and it disappeared with 15C, but then I got a CTD, reason see above.
Wasn't the problem with PBN solved since WAW pt18 ? With the advantage of a new Restore Point...
https://www.sas1946.com/main/index.php/topic,49967.msg545823.html#msg545823
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tartenmuche

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Re: C.U.P.- Module 03 - World at War Pt-15
« Reply #92 on: February 01, 2016, 09:19:14 AM »

Dear Gatrasz,
The main problem is to know whether the restore point is ahead of 15C like written in the thread "Step by step" or ahead of 15A like written in the instructions inside part 15C.
In the last text included in part 19 it  is written that there is no bombsight for the PBNomad. I just write that there was one, a Pe2 model, until part 15C, but not above.
Regards.
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-15
« Reply #93 on: February 01, 2016, 09:26:12 PM »

Dear Gatrasz,
The main problem is to know whether the restore point is ahead of 15C like written in the thread "Step by step" or ahead of 15A like written in the instructions inside part 15C.
In the last text included in part 19 it  is written that there is no bombsight for the PBNomad. I just write that there was one, a Pe2 model, until part 15C, but not above.
Regards.

Part-15 is one piece Part-15.  But its too big to upload so there are three bits to it 15A/15B/15C.  15A and 15B simply contain SFS information - Hence overwrite - throw them in and forget.  Part-15C contains your vital #WAW Mod folder, the bit that the Restore Point always refers to.

There are subsequent Restore Points.  Which means that errors are not repeated or transmitted.  Once you dump an old mod folder you dump all of the baggage that came with it.  You won't get a classfile error carried over, since the SFS files only contain 3Do information and all of the configuration is done by the mod folder.

You must know there is no 412 Bombsight for the PBN and there is no flyable PBN in the stock game.  The latest PBN Thread, which you posted on, explains this clearly.  It was being tested and reported on in September 2015.  WAW Part-15 was released three months later and nothing new was acheived with regard to the Catalina or PBN bombsight code.

Griffon_301 would certainly have noticed even if I missed it!


https://www.sas1946.com/main/index.php/topic,36461.msg525786.html#msg525786

If anyone can find such a thing, it is possible I have overlooked something after all, please post a link, or a picture, or something - because there is no evidence of a working 412 bombsight for the PBN as far as I can discern from this website or any others.


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tartenmuche

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Re: C.U.P.- Module 03 - World at War Pt-15
« Reply #94 on: February 02, 2016, 07:01:54 AM »

Dear Monty,
I am sorry to insist but I meet some trouble with the restore points.
In order to track the PBN I started from a vanilla game.
1) vanilla game: no trace of a PBN
2) with megapatch 4.12.2m: in FMB a PBN Nomad 1942, in QMB none
3) with Modact 5.3: in FMB a PBN Nomad 1942, in QMB none
4) with WAW parts 1 to 8: in QMB a PBN Nomad 1942 with bombsight
5) with WAW parts 9 to14: in QMB a PBN Nomad 1942 with bombsight
6) with WAW part 15A installed following your instruction i.e. overwriting: in QMB a PBN Nomad 1942 with bombsight
7) with WAW part 15B installed in the same way: I got a message "error 0xc 0000142" (I don't know where the smiley is coming from, really I am not smiling)
8) with WAW part 15C installed with remming the WAW folder: still "error 0xcr 0000142"
9) restoration from PT14 using your recommandation: still "error 0xcr 0000142"
10)restoration from Pt 14 with remming done on 15A: still "error 0xcr 0000142"
11)restoration from point 10 and check after part 14 but still the message 0000142.

In my basic game that I tried to restore I don't remember from which point, I got as result that when I call a PBN in QMB the plane shown depends of the choosen map.( see my previous message)

(3 hours later) I just finished to install a other complete game from a vanilla, it went smoothly, the only difference is that I didn't install the part SAS MME15Latest, it was the case in my previous attempt. In the same way as above I lost my PBN Nomad bombsight after part 15.

If I remember well, my problems with my basic game started when I introduced this MME15Last part.

Is there a way to recover my basic game by removing mme part15latest?

Best regards.
 
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-15
« Reply #95 on: February 02, 2016, 04:21:48 PM »

Dear Monty,
I am sorry to insist but I meet some trouble with the restore points...

...Is there a way to recover my basic game by removing mme part15latest?

Hello Tartenmuche

My apologies, I was wrong.  Basically you have two parts to your question - The interesting part is obscured by what you are doing wrong.  So lets get that out of the way first:

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

Look into the CUP Manual section 'Understanding CUP' it really should help to 'de-mystify' the process.  There is never any need to go through long ordeals like this.  Your base game has not been changed and you need never re-install it.  The ONLY folder of importance with regard to new aircraft and functions in World at War is #WAW - That's it - NOTHING ELSE.

If you have the SFS content in place, currently SFS_WAW up to WAW70.SFS and SFS_MAPS of course, you can leave them alone.  These do NOTHING to the base game, they do not effect SAS Modact or Stock.

The ONLY thing to look at here is the folder #WAW - When we do a RESTORE POINT we REPLACE THIS FOLDER.  We kill the old one, and all its content, and put a completely new folder in there.

Depending on the Restore Point we use we can actually go back and forward in time, or level, anywhere within a CUP Module.

How else could we continue to mod to this level without fear of breaking everything before it?  CUP is not a 'house of cards'.  CUP is designed to get away from that approach.

Basically - CUP install and level changing is very easy and simple.  If you do not find it so, there is something you have yet to understand about the methods or principles.  I do a lot of modding.  It isn't really that tedious and if it took a long time how did we get this far?

I hope this helps the first stage andt he first part of your enquiry.

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

Quite apart from the information and reasoning I have already provided it is easy to revert to an earlier stage, Part-12, for example, to physically test what you say:

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

Having just read this it took less than 30 seconds to revert to WAW Part-10 and launch.  It took longer to actually type this.  The PBN Bombsight is indeed present at that level.  The Catalina mod doesn't have a bombsight.

Subsequent Level tests show that the PBN sight was disabled after the classfile re-structure of Part-15.

We know that it is not affected by the SFS content, since the test worked with existing SFS in place.

Therefore; a classfile, or classfiles, was wrongly overwritten (a common ocurrence during the classfile folder re-structure) and it should indeed be possible to re-activate the PBN Bombsight by restoring that small classfile, or classfiles, providing it doesn't conflict elswhere. 

We should aim for a JSGME test first in case anything else crops up.  JSGME is always the safest way to test such things.  Reports to the contrary are, technically speaking, bollocks.  There are 577 potential classfiles in the test group.  I test such things reductively in groups, quickly eliminating the obvious and refining the result to a final 40 within one cup of coffee (how we measure time at home ;D).

The Catalina remains unchanged, ie no bombsight, but the PBN does have one, again.  SASEngineMOD and 'Config TORPS' do not effect the result.

So far so good.  I advise that you continue to install to WAW Part-19.  Regardless of where you get to I will provide a small addon, in the JSGME Options section, that will re-activate the PBN Bombsight.

We shall have to call this the 'Tartenmuche PBN Fix!'

best regards

Simon

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

here it is:
https://www.sas1946.com/main/index.php/topic,50272.0.html

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