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SAS~Monty27

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C.U.P.- Module 03 - World at War Pt-18
« on: January 15, 2016, 10:41:45 PM »

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

C.U.P. WORLD AT WAR PART-18 - SWOTL



ALL CUP MODULES REQUIRE SAS MODULAR MAP EXPANSION TO BE IN PLACE IN ORDER TO WORK PROPERLY

PLEASE ENSURE THAT YOU HAVE INSTALLED SAS-MME PART-14 AND ALL PREVIOUS PARTS AS REQUIRED


SAS-MME Pt-13A - https://www.mediafire.com/?i6d17ky1ne27nk3
SAS-MME Pt-13B - https://www.mediafire.com/?a2webqk4t26juc4
SAS-MME Pt-13C - https://www.mediafire.com/?j55ubdd5c6x12x5
SAS-MME Pt-13D-PNG - https://www.mediafire.com/?t9yauh5e5taqylu
SAS-MME14 - https://www.mediafire.com/?wvsdq7m370oja0q

DUE TO THE NEW STRUCTURE IT IS IMPORTANT THAT YOU USE ONLY THE #WAW FOLDER PROVIDED WITH THIS INSTALL

YOUR OLD #WAW MOD FOLDER MUST GO!


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

C.U.P. WORLD AT WAR PART-18 - SWOTL - FOLLOWS ON FROM SAS MME PART-14

RESTORE POINT INSTALL TYPE: 

PLEASE ENSURE THAT YOU HAVE INSTALLED SAS-MME PART-14 (THE MAPS MODULE ONE) AND ALL PREVIOUS PARTS AS REQUIRED.

1) JSGME DISABLE ALL OPTIONS

2) In your Main Il2 directory rem out (rename with a -) your current #WAW to -#WAW

3) UnZIP/UnRAR 'CUP Module 03 World At War Pt-18' straight to your Il2 Main Directory and allow overwrite.

4) ENABLE JSGME Options to taste.

5) Delete old -#WAW at your convenience.

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

RESTORE POINT MEANS SAFE BACKUP:


#WAW Part-18 provides a full CLEAN Backup of this folder to date.  Ie; the supplied #WAW folder may be used as a replacement #WAW, at any time, which will RESET your install to this point.  SFS files, once installed, do not effect any part of Il2 unless loaded by the mod folder.  So you never need to do a 'Re-Install' - Just rem the old (-#WAW) and drag the new #WAW into place, at any time, for a full SAFE RESET.

READ THE NEW C.U.P. MANUAL V6.0



UNDERSTANDING CUP
The new CUP Manual Version 6.0 is ready now.  Be sure to check out the new 8 page section on 'Understanding CUP'.  There are many questions answered, good reference information and things you should know.

This manual is always a WIP - There are still many things to add, lots more to illustrate and talk about, but we need to release it as well.  People will benefit from reading this version now and look out for Version 7.0 later.

THE NEW C.U.P. MANUAL V6.0
https://www.sas1946.com/main/index.php/topic,49964.0.html

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



SWOTL-SECRET WEAPONS OF THE LUFTWAFFE

This 'alternative history' genre brings to life many blueprints and drawings from the the pioneering Nazi scientists who began the Jet Age.  The term generally includes material and blueprints known to be shared with the Japanese as well.

In reality the damaged manufacturing facilities, and sabotage by elements of a captive workforce, ensured that even the projects which did get off the ground remained fatally flawed.  Many of the projects were mocked up and some scale models, like the Horten 229, actually flew.  However, the more fanciful ideas never made it past the drawing board and, had they been constructed, would surely have run into a series of aerodynamic and structural problems that were not clearly understood until the advanced work of the British and American Aerospace programs in the 50's and 60's.

But... ...what if...?



I think SWOTLs can be done without too much of a fantasy element spoiling our disbelief.  Philip K. Dick's excellent novel "The Man in the High Castle" was recently televised under the direction of Ridley Scott.  I love it and believe it too.  My wife doesn't agree though...

In World at War we already have a brace of these designs; thanks principally to SAS~CirX, SAS~GJE52, SAS~Sani, Birdman, mac1, Mikoyan99, Paulus, Red_Fox90, Stefan SG, Twister and vampire_pilot for developing the genre.  There are 'Prototype' and 'SWOTL' sections at the base of the #WAW Planelist.

Now we have a few more recently out of long term 412 testing.

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



Paulus has been interested in SWOTLs for a long time and brought us the Go-229 A-3 upgrade some years ago now. 

The Go-229NJ was also developed by a number of modders including; SAS~GJE52, SAS~Benitomuso, SAS~Storebror, Birdman and Twister contributing the most crucial 3d and code. 

Vampire_Pilot's Go-229 A-2 also extended the role and capability of the flying wing. 

All three aircraft have been extensively tested in the new 412 CUP structure and make a welcome return here in World at War.

The bomb laden Stealth Bomber types make much more sense than 1C Maddox's original interpretation as does the Nachtjaeger.  Wearing the amazing skins by Max The Hitman these really do embody the SWOTL genre and would be capable of some interesing missions and scenarios.  To complete the picture we have added wheels by PA_Jeronimo.

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



Barnsey12 re-imagines the Ta-183 as the Ki-202. 

Working with CWatson (class files ,cockpit,weapons and tank) and Paulus (weapons pack) Barnsey12 has made new 3do, wings and tail to create the Ki-202 'Goryo', 'Vengeful ghost', a what if aircraft project requested by Realdarko.

The aircraft features powerful cannon armament (two fuselage-mounted 20 mm Ho-5 cannons, each with 150 RPG, plus two fuselage-mounted 30 mm Ho-155-II cannons, each with 50 RPG), and is able to carry unguided air-to-air missiles, or two 150 L (40 US gal) drop tanks on either wing or a pair of 250 kg (550 lb) bombs.

Its not 're-posted' here of course, since you need all of CUP to #WAW Part-18 to even see it. - Just as we ALL need SASEngineMOD 2.7 and TD412 to actually fly it!

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



Arado Ar-234-B3 AWACS, by Mikoyan99
https://www.sas1946.com/main/index.php/topic,39183.msg436491.html#msg436491
Features a working radar, from the bombsight view, and a smart new default skin by RRG.  Sorry but that previous winter paintjob looked tatty for such an advanced aircraft.  I reckon the boffins would really look after it!

This is a fantastically advanced idea, for the time, based on a real working aircraft and thus combining some of the best elements of SWOTL, something that Mikoyan99 excels in.



This aircraft is a marvelous addition to the flightline alongside the original Blitz, the 234NJ and the C2.  The Arado 234 has one of the best cockpits too, with a perfect instrument layout and a good view.



The original Blitz bomber did, of course, actually fly.  But the follow-ups are pure SWOTL speculation.  That's why they are all grouped under SWOTL in the CUP Air.ini and planelist.

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



Me-262-HGIV Red_Fox90 with Cockpit fix by The Radge
https://www.sas1946.com/main/index.php/topic,39454.0.html
This interesting SWOTL now wears an impressive new default skin by MaxTheHitman.  The brilliant low vis scheme looks great for the Luftwaffe but will accept other markings as well, just perfect!  Note the X4 missiles on this example.  Thanks to our newest tester 'HotelAlpha' for helping to sort out the SWOTL loadouts.

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



I-16 Type-18 and Type-24 are back, following a comprehensive re-fit, and looking better than ever.  PA_Jeronimo is responsible for the beautiful new cockpits and 3d fixes.



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



YakPack : SAS's Complete Herd SAS~Cirx

https://www.sas1946.com/main/index.php/topic,4510.0.html
More Yaks than you can shake a stick at!  Our far north correspondent eMeL is responsible for collating this mighty flightline into 412 C.U.P.  Thanks to SAS~Cirx for originally rounding up the herd too.

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



ADDITIONAL ARMOUR
New_Armor_Pack_v5.1 The Radge
https://www.sas1946.com/main/index.php/topic,40604.0.html
Thanks to The Radge, who has re-worked the Il2 armour, revising and adding a great deal with his New_Armor_Pack_v5.1.  Just look at that Japanese Tiger tank, what?



Credits:
1C Games, Daidalos Team - the source 3D models of the vehicles
wcat, wingflur - conversion of the 3D models from "Theatre of War" game
western0221 - help in creating Java classes (versions of the mod before 4.0)
Gio963tto - help in editing 3D (versions of the mod before 5.0)

Particular thanks to wcat for SU-76 conversion from the "Theatre of War" game :)

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



PROJECT MUSTANG
https://www.sas1946.com/main/index.php/topic,2728.0.html
Presenting: the 'missing' AAA Cutouts for 412 CUP!  With loadout classfiles resolved for 412, Redfox and PA_Jeronimo 3d upgrades, PA_Jeronimo cockpits, AMT Hydraulics mod and Guzknife opening canopies.



P-51D-20NT, P-51D-25NA, P-51D-D30NA and F-51D-D30NA

One number and one word to consider: 412 Compatibility.  Still think 'C.U.P.' is simply 'jamming mods' into a pack?

This set, the accumulated work of more than 20 dedicated modders, completes the most comprehensive 412 Mustang collection in Il2 mods and has taken, on and off, around six months to assemble, test and integrate into the Il2 Supermod.



Works best with Soundset-03.

Original AAA Readme included. 

 

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



Macchi C.202AS/CB Serie XII fighter bomber Spitwulf
https://www.sas1946.com/main/index.php/topic,27612.msg289234.html#msg289234

Aer. Macchi C-202 & 205 overhaul Red_Fox90
https://www.sas1946.com/main/index.php/topic,30095.0.html

Combined into a fantastic Jabo overhaul armed for bear...



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

NEW JSGME OPTIONS ADDED:



#WAW_Config-TORPS
DreamK's Torpedo and Mine laying enhancements improve all suitable CUP aircraft. The Russian TB-3, in particular, has a very interesting Torpedo and Mine combination loadout. However; this new Torpedo loadout precludes the other FAB Bomb options for this aircraft series due to classfile conflicts.

Therefore this set of loadouts is now added as a JSGME Option. 

This is no reflection on the mod.  Its just that C.U.P. has a huge content load to handle and, in this case, we have to be able to switch this section in and out as we need it.



#WAW_Config-TORPS - OFF - Normal TB-3 function and FAB Bomb loadouts.
#WAW_Config-TORPS - ON - Torps and mines for the TB-3 but no FAB Bombs.

Most of the time you can activate and leave this option ON for all the lovely new Torps and Mines.  If you want to go bombing with a TB-3 - Turn it OFF.

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

#WAW_Config-RETICLES
pdittrich's somewhat better but nonhistorical nightfighter reticles.

This mod replaces the bright, large reticles in some nightfighters with night vision friendly, small, greenish reticles. (In fact, they are the same colour as your cockpit instruments.)

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

#WAW Soundset-03
This is largely similar to Soundset-02 but with improved weapon sounds and reduced machine gun lag.  This is my personal favourite, turn it up to loud!

Tiger33's Flyby sounds are not altered by soundsets and are instead an integral part of the CUP install.

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

IMPROVED DEFAULT SKINS
Adapted by applying original skins and saving the cache file:  Ju-87B-1 (cheruskerarmin), Ju-87R-1 (cheruskerarmin), LaGG Series (Mangas), MC202 (Phas3e), Go-229 Series (MaxTheHitman), Me-262-HGIV (MaxTheHitman).  A huge improvement, thanks to the great skinners for their work.

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

SAS~Benitomuso and #SAS~Storebror Classfile Upgrades

The co-authors of C.U.P. and resident code and classfiles experts provide a new #WAW structure with many redundancies cleared away.

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

Principle testing of #WAW Part-18
RDDR, eMeL, HotelAlpha, SAS~Monty27
Thanks to those who test, and test, and test...  Its great fun but also quite laborious at times, bloody frustrating at others...   eMeL in particular this time, my good friend, is a nit-picking S.O.B. and probably the main reason any of this works!

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

RETROFIT ENGINE-MOD
Changes, from SASEngineMOD 2.7 + Western's patch, introduced in #WAW Part-12, are responsible for breaking the catapults on the Iowa Class vessels, but not the I-400 which continues to be OK.  The later version 2.7 is has 56 more classfiles than the previous version upon which #WAW was initially constructed.

The solution is more likely to be found in the construction of the Iowa Mod.  There is nothing wrong with SASEngineMOD 2.7 + Western's Patch - in fact it is essential to fly most things in 412 properly and it stops the AI from flying like dickheads!  However, I would still like to launch off the battleship sometimes and even make a mission set for the fabulous Grumman Duck and Kingfisher models.  So why can't we have the best of both worlds? - This is C.U.P. - of course we can have both!



Choices:
You start out, with #WAW Part-18, fitted with the original smaller SASEngineMOD modified for C.U.P.  The Iowa Cats work, as do all others, and all other Iowa Class Ships!  Carrier parking is also perfect.  There are two missions attached to check these out. (.../Single/None/00-Demos)

#WAW_Config-EngineMOD
Revert to Full SASEngineMOD 2.7 + Western's Patch

This JSGME Option will step you back up to the larger SASEngineMOD 2.7 + Western's Patch.  This is probably better all round (depends how many AI you are dealing with and how they behave) but you will lose the Iowa Cats for the time being...



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

IMPORTANT:
Just as most people run #CUP_Forgotten Countries and #CUP_MissionProCombo-v4122 most of the time; be sure that you have #WAW_Config-EngineMOD enabled for the best AI behaviour from SASEngineMOD 2.7 + Western's Patch.

You start with the option to use the older SASEngineMOD because the Iowa cats don't work on the later versions, yet. 

Don't forget to enable #WAW_Config EngineMOD for better AI behaviour.



This is a shot of SAS~Gerax's Carrier Parking test mission, included with this download.  This was using the exact same #WAW I just uploaded.  The level of carrier parking is un-affected whether you use the default simple SASEngineMOD, included to start with in Part-18, or JSGME up to 2.7 again (recommended to use this option #WAW_Config-EngineMOD).

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

CUP CLASSFILE BLACKLIST
4B598398AD1D180C - (Seafire loadout breaker)
08447B2E29097EB0 - (Seafire loadout breaker)
AAF46F6E19676E80 - (Yak-7 Spawn breaker)

Modding yourself? - Don't let these guys in...

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

I consider this stage, WAW Part-18, updates to the most complete WWII modset ever assembled for 412.  We have come a long way from DBW and TFM...



Finally thanks again to Mission_BUG, who has provided a wealth of material and expertise throughout the C.U.P. project from day-one.  Most recently he has given us upgrades for the Potez family and static aircraft for the Go229s and 234's.  Even if you don't fly the SWOTL's you can now decorate your latewar bases with them, or hide one in a hangar while it waits for Project Paperclip to scoop it up...

CUP World at War Part-18B - Patch for Perfection!

INSTALL:
Please ensure that you have CUP Module 03 World At War Pt-18 - SWOTL up and running as described.

Simply UnZIP/UnRAR CUP World at War Part-18B straight to your main Il2 Directory.

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

FIXES - Part-18B Patch:



Ha 1112M1L failure - Reported by henkypenky - FIXED (new classfiles plus new WAW69.SFS)

Thanks to Stefan_SG for the 412 classfile upgrades and a better default skin.

DON'T FORGET TO APPLY A SOUNDSET - #WAW Soundset-03 - IS BEST

This is also a good opportunity to include Redfox's extra Buchon Skins...

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



CVL Shamrock Bay - Reported by Bergkamp - FIXED (new WAW41.SFS)

Good work by Bergkamp.  The replacement 'Heir' still preserves the individual appearance of the carrier but fixes the mesh error that stopped it showing up.

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



F4F Wildcat exploding on Carriers - Reported by ashton1972 - FIXED (WAW65.SFS)

Due to a bad mesh,that crept back in there, now resolved in WAW65.SFS.  Be careful and do not modify your Wildcats further.  We have known about the bad mesh for some time, its my fault it got packed again, but its gone forever now!

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



Do-17Z0/Do-17Z2/Do-217K1/Do-217K2/Do-217M1 BOMBSIGHTS by Stefan_SG

Stefan_SG continues to upgrade mods, especially bombsights, to 412.  This time he has provided the resources for 5 fully functional low level bombers.  With #CUP_VisualMOD9-v4122 activated the bombsight is deadly accurate and very easy to use.  You still need nerves of steel though.

Thanks to SAS~Gerax for the reminder.  8)

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

NEW JSGMEMODS OPTION

Startup smoke reduced for less FPS impact and Full Throttle Flames! - by dpeters95

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

Why is the 'Patch' so big?  Because tiny parts of three crucial SFS files have been altered and you need all three complete.  The good news is that these SFS files are fixed and will stay that way now.  Its a bugger to have even three minor mistakes but we have got them cleared, and added some new things, now so lets go forward from here...

CUP World at War Part-18 - SWOTL
The Main Download - Restore Point Install WAW Part-18
https://www.mediafire.com/?lz3dwr3w715ma7t

CUP World At War Part-18B - Patch
The Patch - WAW Part-18B. UnZIP/UnRAR Straight to your main Il2 directory and allow overwrite.
https://www.mediafire.com/?5tonzcc055j5b9c

BUCHONTANK
New 3do for the improvised Buchon Fuel Tank. UnZIP/UnRAR Straight to your main Il2 directory and allow overwrite.
https://www.mediafire.com/?qtshkhe09rc0uai

X4 Missiles
X4 Missiles Fixed for SWOTLS. UnZIP/UnRAR Straight to your main Il2 directory and allow overwrite.
https://www.mediafire.com/?ld9dvn53tvgsd5t

PBN FIX NEW;
Missing classfiles for PBN Nomad. UnZIP/UnRAR Straight to your main Il2 directory and allow overwrite.
https://www.mediafire.com/?t7xsel88ibcntr7

Obviously I hoovered up too many loose classfiles.  All accumulated fixes of this nature will seamlessly become Part-19 in time...

SAS~Monty27


*************************
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vegetarian

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #1 on: January 16, 2016, 12:37:20 AM »

Let me be the first to congratulate the team on another fantastic achievement.
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Ojisan_bart

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #2 on: January 16, 2016, 12:48:47 AM »

Thank you very much Monty for this iincredibble update...
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hadji4

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #3 on: January 16, 2016, 01:02:28 AM »

Thank you very much Monty!!!
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urmel

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #4 on: January 16, 2016, 01:37:25 AM »

Many thanks Guys
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Griffon_301

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #5 on: January 16, 2016, 03:56:04 AM »

great stuff!

thanks a lot Simon! :)
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markino

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #6 on: January 16, 2016, 04:29:03 AM »

Wow fellas! I have the short breath to follow you!  ;)

Super congratulations for all your effort!!

Ciao!!

Marco
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chupag72

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #7 on: January 16, 2016, 04:38:31 AM »

Guys I have a problem.Planes Yak-7A
Yak-7B
Yak-7B_late explode at the start .The link to the log file is attached.I do not understand what the problem is.
http://rghost.net/7WCnhKsTL
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whistler

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #8 on: January 16, 2016, 04:46:39 AM »

Hi Simon,

New #WAW_Config-EngineMOD conflicts with #WAW_FPS XXX mods! How do we go about it?

Code: [Select]
"9147012A04461808" has already been altered by the "#WAW_FPS 3 FLAMES" mod.
"C1175F8CD8B28230" has already been altered by the "#WAW_FPS 3 FLAMES" mod.
Folder "#WAW\Classes-!SAS-EngineMod\3do" has already been added by the "#WAW_FPS 3 FLAMES" mod.
Folder "#WAW\Classes-!SAS-EngineMod\3do\Effects" has already been added by the "#WAW_FPS 3 FLAMES" mod.
Folder "#WAW\Classes-!SAS-EngineMod\3do\Effects\Aircraft" has already been added by the "#WAW_FPS 3 FLAMES" mod.
Folder "#WAW\Classes-!SAS-EngineMod\3do\Effects\Fireworks" has already been added by the "#WAW_FPS 3 FLAMES" mod.
Folder "#WAW\Classes-!SAS-EngineMod\3do\Effects\TEXTURES" has already been added by the "#WAW_FPS 3 FLAMES" mod.
"SmokeMkIII.tga" has already been altered by the "#WAW_FPS 3 FLAMES" mod.
"Start.mat" has already been altered by the "#WAW_FPS 3 FLAMES" mod.
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #9 on: January 16, 2016, 05:04:00 AM »

Guys I have a problem.Planes Yak-7A
Yak-7B
Yak-7B_late explode at the start .The link to the log file is attached.I do not understand what the problem is.
http://rghost.net/7WCnhKsTL

My first thought was that this classfile is a known Yak killer -AAF46F6E19676E80- Look for it and delete it. 

Have you added anything to the #WAW folder?  Like a Yak Open-Canopy mod?

However, your log indicates a sound problem looking for a 'my_samples' folder?  I don't know this folder, maybe your setup is fundementally different somehow...

Code: [Select]
my_samples/expl_cb_1_79_3.wav but file is not found
Loading original sample from SFS samples/expl_cb_1_79_3.wav
Tried to load preset my_presets/sounds/explode.middle.prs but file is not found
Tried to load sample my_samples/exp3_07.wav but file is not found
Loading original sample from SFS samples/exp3_07.wav
Tried to load sample my_samples/exp3_04.wav but file is not found
Loading original sample from SFS samples/exp3_04.wav
Tried to load sample my_samples/exp3_10.wav but file is not found
Loading original sample from SFS samples/exp3_10.wav
Tried to load sample my_samples/expl_ltl_2_75_1.wav but file is not found
Loading original sample from SFS samples/expl_ltl_2_75_1.wav
Tried to load sample my_samples/expl_ltl_2_75_2.wav but file is not found
Loading original sample from SFS samples/expl_ltl_2_75_2.wav
Tried to load sample my_samples/expl_ltl_2_75_3.wav but file is not found
Loading original sample from SFS samples/expl_ltl_2_75_3.wav
Tried to load preset my_presets/sounds/explode.middleI.prs but file is not found
Tried to load sample my_samples/exp3_07.wav but file is not found
Loading original sample from SFS samples/exp3_07.wav
Tried to load sample my_samples/exp3_04.wav but file is not found
Loading original sample from SFS samples/exp3_04.wav
Tried to load sample my_samples/exp3_10.wav but file is not found
Loading original sample from SFS samples/exp3_10.wav
Tried to load sample my_samples/expl_ltl_2_75_1.wav but file is not found
Loading original sample from SFS samples/expl_ltl_2_75_1.wav
Tried to load sample my_samples/expl_ltl_2_75_2.wav but file is not found
Loading original sample from SFS samples/expl_ltl_2_75_2.wav
Tried to load sample my_samples/expl_ltl_2_75_3.wav but file is not found
Loading original sample from SFS samples/expl_ltl_2_75_3.wav
-------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash
Tried to load sample my_samples/music/menu/ru.wav but file is not found
Loading original sample from SFS samples/music/menu/ru.wav

Whatever the cause it remains highly likely that you do NOT have the clean #WAW provided with Part-18.  You must delete the old one and use ONLY the new #WAW supplied.

I did - I actually deleted my test folder and have the one from the download, same as everyone else, that's how I know.

The Yaks are just fine here.  Took these five mimutes ago.








Hi Simon,

New #WAW_Config-EngineMOD conflicts with #WAW_FPS XXX mods! How do we go about it?

Code: [Select]
"9147012A04461808" has already been altered by the "#WAW_FPS 3 FLAMES" mod.
"C1175F8CD8B28230" has already been altered by the "#WAW_FPS 3 FLAMES" mod.
Folder "#WAW\Classes-!SAS-EngineMod\3do" has already been added by the "#WAW_FPS 3 FLAMES" mod.
Folder "#WAW\Classes-!SAS-EngineMod\3do\Effects" has already been added by the "#WAW_FPS 3 FLAMES" mod.
Folder "#WAW\Classes-!SAS-EngineMod\3do\Effects\Aircraft" has already been added by the "#WAW_FPS 3 FLAMES" mod.
Folder "#WAW\Classes-!SAS-EngineMod\3do\Effects\Fireworks" has already been added by the "#WAW_FPS 3 FLAMES" mod.
Folder "#WAW\Classes-!SAS-EngineMod\3do\Effects\TEXTURES" has already been added by the "#WAW_FPS 3 FLAMES" mod.
"SmokeMkIII.tga" has already been altered by the "#WAW_FPS 3 FLAMES" mod.
"Start.mat" has already been altered by the "#WAW_FPS 3 FLAMES" mod.

Whistler my friend, shame on you, schoolboy error!  It is perfectly normal for JSGME to advise of the load order of your options.  OF COURSE they are overwriting; the options use the SAME folder setup.  Options are supposed to do that.

Anyway mate, its normal - go ahead and overwrite and enjoy the new options.

Greying out the previous overwrite option is JSGME's way of ensuring that you remove them in the right order, nothing more.  8)

Another thing to make clear about these EngineMOD options.  #WAW_Config-EngineMOD is the Baseline - If you add them your way around you will lose the intended effect.

Activate #WAW_Config-EngineMOD FIRST - Then configure the level of Smoke and Flames you want with the other options.
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whistler

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #10 on: January 16, 2016, 05:47:46 AM »

Dear Simon, you keep improving the best IL2 all-round environment ever and the support you provide is just plain AWESOME!

Love the new manual, by the way! Does your day come with 24 hours? No, I think you exist in a dilated parallel reality  :P

It is admirable what the community accomplished  o_O
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #11 on: January 16, 2016, 05:53:26 AM »

Dear Simon, you keep improving the best IL2 all-round environment ever and the support you provide is just plain AWESOME!

Love the new manual, by the way! Does your day come with 24 hours? No, I think you exist in a dilated parallel reality  :P

It is admirable what the community accomplished  o_O

I'm just glad you have a sense of humour mate!  Some things we don't have time for...

The manual is a WIP - Key is to collect thoughts, keep notes and ideas, then write it up on a spare afternoon.   8)

Chris (RDDR) and Marcus (eMeL) and me were playing over Skype last night, (night for me) across an 8.5 hour time difference Adelaide to Helsinki and a further 8 hours difference Helsinki to Puerto Vallarta.  It was a good meeting and what we enjoy about C.U.P. is the experience of getting all these mods to work together in a common install that we share.

We all share that here on SAS as well - A world in which we all just went off and experimented separately would be a bleak place indeed.  Little would be learned, there would be no campaign and missions sets for anything other than the basic vanilla game, community would be non-existent and sod all of any consequence would get done.

So yes, I am pleased to be part of this bigger thing and help a bit - because we all get way more back out than we put in.   ;D



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