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Author Topic: C.U.P.- Module 03 - World at War Pt-20  (Read 31693 times)

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Captain Dawson

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #24 on: February 06, 2016, 04:53:04 PM »

But don't worry, in the Battleship's exhibit, I would put all visitors on empty loadout. They don't need machine guns!  ;D
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"It's totally foolproof, until you mess something up." -Captain Dawson My OP rig: CybertronPC Palladium custom desktop computer, GPU: NVidia GeForce GTX 1060 6GB GDDR5, CPU: Intel Core i5-6600K 3.5 GHz 6M Cache Skylake Quad-Core, RAM: 8.00 GB, Motherboard: Intel H110 Chipset, SSD: 240GB, HDD: 1TB, OS: Windows 10

jpten

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #25 on: February 06, 2016, 09:07:48 PM »

posted by Captain Dawson: "On CUP Part 20,
The Kingfisher now has a 20mm cannon instead of the .30cal gun."

-Despite all of ComicZip's fine work to fix turret problems and add rear gunners and stuff, I always had issues with SOME of his 'Heavy Caliber' upgrades and labeling them as 'Field Mods which I feel should be reserved for a RL fielded modification.'.  Changing the Blenheim upper turret to a heavier caliber could be justified to represent going from a one MG mounting to two MGs without making a new turret model but many of the MG to cannon changes were not historically based.  I prefer to fly historical would have liked to see the original load out maintained as an option.  I never added them when I flew a modded install but since going CUP 20 I will just pass over flying those planes.
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Marsouin

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #26 on: February 07, 2016, 10:27:57 AM »

Hello,

i have noticed that on the J2F Duck and on the Devastator the weapon of the gunner is right from outside view, a .50 machine gun, but in the cockpit the gun looks like a german weapon.

The weapon gunner for the vindicator isn't good too.


Bye.


Marsouin
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Griffon_301

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #27 on: February 07, 2016, 01:08:52 PM »

Technically the weapons are .030 cal machine guns but in game they may be different in the gunner view..no problem if CUP but this comes from the original mods...
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Captain Dawson

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #28 on: February 07, 2016, 02:49:49 PM »

Well, I've flown the Kingfisher multiple times with and without CUP part 20, which I assume includes the new Kingfisher 1.7 patch, and before it had the .30cal, with little punching power, and now it has a large powerful gun with same sound as Me-109 cannons, and the same destructive power. Even more interestingly, the tail gunner has this cannon as well! Completely overpowering against Zeros!  ;D  I have a feeling this is a problem with the Kingfisher 1.7 mod though... I posted there a few days ago.
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"It's totally foolproof, until you mess something up." -Captain Dawson My OP rig: CybertronPC Palladium custom desktop computer, GPU: NVidia GeForce GTX 1060 6GB GDDR5, CPU: Intel Core i5-6600K 3.5 GHz 6M Cache Skylake Quad-Core, RAM: 8.00 GB, Motherboard: Intel H110 Chipset, SSD: 240GB, HDD: 1TB, OS: Windows 10

dpeters95

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #29 on: February 07, 2016, 03:06:56 PM »

All,
   I contacted Poussin and reported the Spitfire problem in Darwin Spitfires with WAW #20.  He kindly updated the campaign and re-posted for download here:

https://www.sas1946.com/main/index.php/topic,47831.msg528429.html#msg528429

Thank you Poussin!

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EHood

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #30 on: February 07, 2016, 06:36:16 PM »

Just replaced the original Darwin Spitfires with the revised version, and it's working perfectly.

Many, many thanks to dpeters95 and Poussin!

 ;D ;D ;D ;D
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A ya tsi-tsalagi.

Captain Dawson

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #31 on: February 07, 2016, 07:48:33 PM »

Monty, what do you think about the Kingfisher with the 20mms and no .30cals? Is it conceivable to add back the forward and rear firing .30cals as a default? Or is it better to take out whatever field mod mod added the 20mms? Or is it better to leave the Kingfisher the way it is and let the Imperial Japanese Navy face the wrath of my cannon armed OS2U! ;D
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"It's totally foolproof, until you mess something up." -Captain Dawson My OP rig: CybertronPC Palladium custom desktop computer, GPU: NVidia GeForce GTX 1060 6GB GDDR5, CPU: Intel Core i5-6600K 3.5 GHz 6M Cache Skylake Quad-Core, RAM: 8.00 GB, Motherboard: Intel H110 Chipset, SSD: 240GB, HDD: 1TB, OS: Windows 10

Marsouin

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #32 on: February 08, 2016, 10:57:30 AM »

Hello Griffon_301,


Thanks for your reply. Maybe it will be fixe later because the SBS Dauntless has the good weapon in the gunner view.


Marsouin
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #33 on: February 08, 2016, 06:18:38 PM »

...is it better to take out whatever field mod mod added the 20mms? Or is it better to leave the Kingfisher the way it is and let the Imperial Japanese Navy face the wrath of my cannon armed OS2U! ;D

Zip's version launches off the boat, other versions don't.  You can start such missions from the water beside the boat, but no cat on other versions of the Kingfisher.  I would be inclined therefore to just empty the cannons for such flights.
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Captain Dawson

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #34 on: February 09, 2016, 08:30:38 AM »

Ok, I guess that's good enough. It's more important to be able to take off from the catapult.  ;D
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"It's totally foolproof, until you mess something up." -Captain Dawson My OP rig: CybertronPC Palladium custom desktop computer, GPU: NVidia GeForce GTX 1060 6GB GDDR5, CPU: Intel Core i5-6600K 3.5 GHz 6M Cache Skylake Quad-Core, RAM: 8.00 GB, Motherboard: Intel H110 Chipset, SSD: 240GB, HDD: 1TB, OS: Windows 10

papagallo

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Re: C.U.P.- Module 03 - World at War Pt-20
« Reply #35 on: February 09, 2016, 10:28:43 AM »

Have successfully completed Darwin Spitfires WAW Pt 20 missions 1,2,4,10,12 all others missions crashed after initial load.
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