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Author Topic: C.U.P.- Module 03 - World at War Pt-15  (Read 33876 times)

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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #24 on: December 24, 2015, 08:17:01 AM »

...Never mind! I just put away the sas_sound.sfs files from SFS_AUTO and now the sounds are heard in full bloom!  :D Though unfortunately, some engine sounds can be softer than others, and the same goes for some of the gun sounds.

NEVER TOUCH sas_sound.sfs - THIS WILL BREAK CERTAIN OLDER AIRCRAFT MODS THAT DEPEND ON IT


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CUP SOUND STUDIO-WAW
Here are two JSGME activated alternative soundsets for CUP WAW.

Each has different sounds in different areas; try whichever suits what you are flying at the time.

DOWNLOAD:
https://www.mediafire.com/?lv4acwupp5g1hcp


INSTALL:
UnZIP/UnRAR straight to Il2 main directory.


SAS~Monty27

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dpeters95

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #25 on: December 24, 2015, 09:29:38 AM »

As always, THANKS to all involved!!!
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spartan18a

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #26 on: December 24, 2015, 02:54:36 PM »

Excellent new update  :-*

I have a question about the JSGMEMODS options:

TUNE YOUR EFFECTS LEVEL TO TASTE WITH ONE CLICK

Startup Smokes
#WAW_FPS 0 SMOKEOFF
#WAW_FPS 1 SMOKE
#WAW_FPS 2 SMOKE
#WAW_FPS 3 FLAMES
#WAW_FPS 4 JC-EFFECTS

If I select #WAW_FPS 4 JC-EFFECTS do I get the flames and smoke too? I mean option 4 includes the max and I don´t need to select any other?
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Winning is optional, but trying your best is not.

SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #27 on: December 24, 2015, 03:15:43 PM »

If I select #WAW_FPS 4 JC-EFFECTS do I get the flames and smoke too? I mean option 4 includes the max and I don´t need to select any other?


Hi Spartan, JC-Effects is a different overall package so for the max I would JSGME 3 FLAMES then 4 JC-EFFECTS that would make sure everything is in there.  Of course the later option will grey out the earlier one, but both will be loaded.


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PapaG39

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #28 on: December 24, 2015, 06:14:37 PM »

WOW!

The immensity of your updates just amazes me.  What you all are able to compile through your incredible
computer knowledge and, and, and...Hey! it's just magic..pure and simple.. Magic...

Thank you all. and I wish you all very Merry Christmas..

   
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maico360

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #29 on: December 25, 2015, 03:24:10 AM »

i installed parts 15, 16 and goodies and the loads and does not get past 5%. it does not ctd it just stays at 5%. any ideas?
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henkypenky

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #30 on: December 25, 2015, 04:28:57 AM »

Good morning, part 15 and 16 giving me great troubles; after the first update I tried out the B-24D-140 in QMB. Game stopped at 100% loading, mission didn't started. Than I found the JSGME #WAW-Config-B-24D-140-CO, activated it and got a complete freeze up at 45% loading.  All seemed OK after I re-installed part 15, so I got on with 16 and the Goodies bag. And now the freeze up happens almost every time I use the QMB. Thinkin something must be damaged by my simultanious download of all 7 parts, I started to re-download all parts again. ATM I have only part 15 done and I see that there is no # WAW-config-262TPF in the download, there was, however another copy of #WAW Fw190 A-D flatcanopy, from which is said it should be removed. This also goes for #WAW Pacific Themed Backgound, its not on the list presented. Should these two files be removed? For now I have the old #WAW-Option-262TPF renamed to # WAW-config-262TPF, will this work?

Thanks a lot for the Fokker C-X and Koolhoven, I asume the C-X load-outs have to figured out as they are missing.




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ol' Navy

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #31 on: December 25, 2015, 09:14:34 AM »

I also am having some difficulty.  I know, I know, you guys are probably saying "well when doesn't he", but I just want to pass this on, and read it if you want.  I was having a resources problem lately, but I downloaded/installed the Module 03 Parts 15 and prescribed, and the results - trying to play my beloved BoB campaign by Monty, all was well until I got to the loading screen and at 30% loading aircraft, all would stop.  I couldn't Alt Tab or even Ctrl Alt Del out of it.  Had to restart my PC.  I am aware of what you guys (Monty in particular) have said about trying to use campaigns not written for CUP and this one wasn't.  Also, single missions tried (P-51B e.g.) did the same thing.  Black Scorpion campaign did better I think.  I downloaded/installed Parts 16 thinking that maybe something there would fix it.  Nope, same results.  I had a thumb drive with CUP up through WAW 12 saved.  Copied it onto my HD this a.m. (you can tell my Christmas isn't too eventful) and that works fine.  Somehow, my WAW install became hosed after Part 12 was installed.  No telling.  Just wanted to pass this one for what it is worth.  Knowing me, probably not much.  Anyhow - Merry Christmas and a stupendous 2016 to you all.
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #32 on: December 25, 2015, 03:51:55 PM »

I also am having some difficulty...

Hi 'Ol Navy - No evidence that its 'hosed' at all my friend.  The BoB is hosed, its out of date and it breaks my heart to have to remake it.  But this time, as we have stated before, what gets fixed now will stay fixed.

If you have all the requisite SFS files in place, up to WAW Part-14 this is WAW58.SFS and so on back to WAW01.SFS, then you have the data required. 

You can then easily replace your Il2/#WAW with the one from Part-14 and you are back up to Level 14.  From there any result from flying out of date missions is null and void, bad data.  Make new missions, or use QMB, or use approved campaigns written in this setup, such as Black Scorpion and Beaufighters over Malta.

All of my large campaigns, BoB, Malta, Ace of Spades, Flying Tigers, Desert Air Force, Spitfire Scramble etc, are going through the re-write process.  This is only bearable because I know this time they will stay fixed!

Honestly my friend, we have worked to eliminate mysterious effects, install differences and unknown gremlins.  CUP is designed to eradicate uncertainty - about Il2/1946 that is- other global issues remain snafu  8).  We have proved that we can match installs anywhere so that advances are shared.  Other problems and 'shit-still-to-fix' are also shared, but by WAW Part-16 that is a much smaller to-do-list and shrinking fast. 
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Goanna

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #33 on: December 25, 2015, 05:22:24 PM »

Hi Monty,
Couple of quick questions if I may,

TUNE YOUR EFFECTS LEVEL TO TASTE WITH ONE CLICK

Startup Smokes
#WAW_FPS 0 SMOKEOFF
#WAW_FPS 1 SMOKE
#WAW_FPS 2 SMOKE                                  => this one is not in your screen dump of your JSGME, keep/not keep?
#WAW_FPS 3 FLAMES
#WAW_FPS 4 JC-EFFECTS

Sim Effects
#WAW_00 HQ Props MOD
#WAW_00_PAL-ChocksMOD
#WAW_00_PAL-ChocksNAVY
#WAW_DEF-SKIES
#WAW_German Gunpods by PA_Jeronimo
#WAW_Guncam Tracers by santobr
#WAW_Hiryu Lights OFF
#WAW_Random Belt Start Pos
#WAW_TORP TXT

Aircraft Configurations
#WAW_Config-B-24D-140-CO                          => this one is not in your screen dump of your JSGME, keep/not keep?
#WAW_Config-F6C4-FullPANTS
#WAW_Config-F6C4-NoPANTS

FW190 Config
#WAW_Config-Fw190 A-D Flat Canopy
#WAW_Config-Fw190 Night Reticles
#WAW_Config-Fw190-A_FockeWulf_Logo
#WAW_Config-Fw-Ta152H1 EZ42

Ju-87 Config
#WAW_Config-Ju87 NO GEAR COVERS
#WAW_Config-Ju-87-Bomb Release Gear

RW8 Config
#WAW_Config-RW8_MILITARY

XC47 Config
#WAW_Config-XC47-3-Tone
#WAW_Config-XC47-Blue
#WAW_Config-XC47-Metal

262TPF Radar
#WAW-Config-262TPF                                => I don't have this one and looking at the rar files doesn't appear to be in any parts of 15 or 16

I also managed to score a JSGME #WAW_PACIFIC THEMED BACKGROUNDS folder which is in part 15A of the download, do I need to keep this?
In your screen dump of your JSGME there is a #WAW_Config-Fw190 Magnetos OFF folder which I don't have and is not in your list above, are we supposed to have it or is that something you and your team are working on?

A suggestion/thought for you and your team.... is it possible to do a "restore point" for the JSGME stuff similar to what you now do with the #WAW stuff? I realise that some play around with their own jsgme stuff, but if we all had the "core" jsgme mods as a starting point, that would be a good thing yeah?

Keep up the great work CUP Team

Cheers

Goanna
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #34 on: December 25, 2015, 06:30:33 PM »

i installed parts 15, 16 and goodies and the loads and does not get past 5%. it does not ctd it just stays at 5%. any ideas?

@ maico360 From Page One post...

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SUPPORT:
CUP is huge and fairly complex.  User reports and suggestions have helped a great deal to improve it.  However; incomplete data is useless data - Simply posting 'any ideas?' with no Logfile really is Crystal Ball gazing.  CUP was NOT built upon guess-work.  We want to help all we can but please read the instructions and post enquiries clearly and with relevant data.

At this stage your default position should be the realisation that: CUP works!

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@ henkypenky

#WAW_Config-B-24D-140-CO
The new TD413 Liberator ball turret code breaks all the other Liberators!  JSGME activate this to fly the B-24D-140-CO but you will loose function on all other Liberators.

...old #WAW-Option-262TPF renamed to # WAW-config-262TPF, will this work? - Yes of course its just a little mesh option and looks tidier with the others.  None of the JSGME Options are game breakers.  Some are repeated because of the improved structure, I just suggested a way to tidy up those repeates.  You can identify an option repeat easily by the file size, structure and contents.

In any case - test without any JSGME Options.  The exception is Aircraft Configs, like the B-24D, for obvious reasons.  I will be happy to do a complete JSGMEMODS folder update, where you can throw away everything prefixed #WAW and start again.

JSGME Options sourced elsewhere, in the case of Deci's excellent Pacific backgrounds are not commented on.  That's not a negative and of course use and apply them if you wish, I rather like them too.

I will flush my JSGME when back from swimming this arvo.  Then you can disable everything, wipe out all prefix #WAW and take mine as they are now.  Sorry for the confusion.

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@ Goanna - Written details and readme postdate screenshot illustrations.  Pictures are only guides to help people see where to look.  The Readme and post always have the latest info.

as above...

#WAW-Config-262TPF  is an age old mesh option included earlier in JSGMEMODS and probably called something else.  You could find it in there and we could also update the name in the next set.

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Goanna

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Re: C.U.P.- Module 03 - World at War Pts-15
« Reply #35 on: December 25, 2015, 08:04:50 PM »

Cheers Monty, found the 262 stuff in part 4..... hmmmm so what did I do back then for it not to be there now... off to investigate :-)

Cheers

G
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