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Author Topic: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback  (Read 32458 times)

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FNRennier

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #72 on: November 03, 2022, 04:52:05 PM »

I just installed UP 3.4 Cassie on a  4.12.2 .
The launching screen shows that I have the patch 0 .
Did I get the complete game or are there other patches to install ?

Hi! Note the current version:


and here the link to download and update.
https://www.sas1946.com/main/index.php/topic,67406.0.html
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FNRennier

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #73 on: November 03, 2022, 04:55:01 PM »

I have a question... What is the number of the workshop object, please?

Thanks!  ]thumleft[

Hi FNRennier,
Try 163, it works in my case.

Thanks, Sol!
Mine is not working. when using RRR, only repair aircraft does not work.

Hm,
when you use a building for RRR (repair) purpose you can check the name of the building in the mission file. This is taken from Zuti's pdf explaining MDS:
"List of stationary RRR units
Fuel objects
- House$AirdromeBarrelBlock1
- House$AirdromeBarrelBlock2
- House$IndustrialFactoryTank1
- House$AirdromeTank1
- House$AirdromeFuelTank
- House$FTankS_01
- House$FTankS_02
- House$46FTankDEW
- House$46FtankRU
- House$46FtankDE
- House$46FTankCIV
- House$TrainOilTank
- House$AirdromeFuelTankW
- House$AirdromeTank1W
- House$AirdromeBarrelBlock1W
- House$AirdromeBarrelBlock2W
- House$IndustrialFactoryTank1W
Fuel related objects must have “Tank”, “tank” or “Barrel” in their name.
Ammo objects
- House$46Palette
- House$46TRBoxes
- House$46LWBoxes
- House$46JuBoxes
- House$46GRBoxes
Ammo related objects must have “Palette” or “Box” in their name.
Repair objects
- House$3Duby_Workshop
- House$3Duby_HQ
Repair related objects must have “Workshop” or “HQ” in their name."

Hope this will help you.
S!

Wow!
Thank you very much for showing me this list!!  ]notworthy[
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Knochenlutscher

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #74 on: November 04, 2022, 12:46:49 PM »

Thanks Mike for the new Joystick/Hardware options.
I find it very handy at first glance, not that complicated in use.
And what's more important, what I suppose to tweak, instantly applies,
is visible and playable. Top notch feature.

Before this Patch I hated this Hardware config, this one gets me deeper into
prepping my stuff.

Best wishes
Tobias
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Draken

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #75 on: November 04, 2022, 05:01:42 PM »

Thanks !
Now i have the complete game .

However , the new mouse panning feature in external view is strange .
How to disable it , and reset the stock game mouse panning feature , please ?
As a screenshots maker and video maker , I need precision with the mouse panning feature .
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SAS~Storebror

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #76 on: November 05, 2022, 12:58:58 AM »

"New" is relative.
About a year ago we've implemented some features of VisualMOD9 in Ultrapack.
Press F11 to get to the ingame menu and untick all options in the "Option" section to get back stock game behaviour, see:

https://www.sas1946.com/main/index.php/topic,62392.msg732218.html#msg732218

]cheers[
Mike
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Sun

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #77 on: November 10, 2022, 03:12:08 PM »

We all know some airplanes have a limited (default) amount of ammo.
For example, in Quick Mission, if you pick a plane, you can set the amount of fuel, the weapons, but not the number of bullets for your machine guns or cannons.

I would like to have more ammo on my cannons, to be able to set percentages of ammo for cannon and the same for machine guns (like we do with fuel).

Is it possible to have more cannon shells (20mm or 30mm shells) on aircrafts, more than the default number already set for each plane?

For example, if someone is flying a bomber intercept mission, to be able to increase the amount of ammo, especially for heavy guns for instance.

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Geschirr

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #78 on: November 10, 2022, 07:10:36 PM »

I just noticed that there is the taxi to takeoff function along with delay.  Thank you, this helps create some more atmosphere around bases.
If only we could find a way to add airfield plates to the objects list I could build some decent air bases :)  Thanks again Mike!

https://www.sas1946.com/main/index.php/topic,63119.msg694569.html#msg694569
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SAS~Storebror

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #79 on: November 10, 2022, 10:41:41 PM »

We all know some airplanes have a limited (default) amount of ammo.
All do.
But you can turn off limited ammo in the difficulty settings, which is all you need.
If you want to "cheat" by giving planes an unrealistic amount of ammo, IMHO it doesn't matter whether that turns out to be 1000% of the realistic amount or ∞.

I just noticed that there is the taxi to takeoff function along with delay.
I've carried it over now that the new formation and patrol waypoint options got implemented anyway, yet I decided not to announce this feature as I have never ever tested whether it actually works. YMMV.

]cheers[
Mike
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Geschirr

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #80 on: November 12, 2022, 03:30:20 PM »

Quote
I've carried it over now that the new formation and patrol waypoint options got implemented anyway, yet I decided not to announce this feature as I have never ever tested whether it actually works. YMMV.

It "kinda" works.  It defaults the plane to the runway starting point, but then the plane starts up and taxis to the second "taxi to takeoff point" and then resumes following taxi way points from there.  If there are more than one aircraft in the flight the rest start up, but don't move.  I understand that this isn't something you mean to include, I at least find it useful to have AI taxing around making life difficult for people trying to take off :)
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Frankiek

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #81 on: November 12, 2022, 04:17:44 PM »

It used to be a feature of HSFX I personally don't like it as normally you should have control tower and ground crews sorting the traffic and authorizing take off and maybe this could be a nice feature to have
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Geschirr

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #82 on: November 12, 2022, 06:35:49 PM »

I prefer it, I remember it coming around in 4.11 or 4.12.  I like to place them around an airfield, gives it life. Or when attacking an airfield, the delayed takeoff allows the player to attack aircraft that result in damage/smoke/fire compared to a static plane that just explodes to black.
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Geschirr

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Re: Ultrapack 3.4 "Cassie" Discussion, Talks, Feedback
« Reply #83 on: November 18, 2022, 07:52:15 AM »

Thanks for the no hit box runways Mike.  Works great... I think.  I put a TEST Runway Wide no collision box down on a flat piece of land (angled correctly using the other runways for proper orientation and direction) and landed, but there was still bumping, like I had only landed on grass, taxied on and off the area with no problems.  I tried the Wide Test Runway normal and when I landed I was a few inches off the ground, but smooth and even taxied on and off without blowing up or popping around (weird?).  I then reset the homebase friction to 0 with the Test Runway Wide no collision box and things worked okay, but I think that was due to there being no friction.  I probably still need to tinker around with things (i'm probably doing something wrong somewhere), but I am grateful altogether.  Also what does the Java 8 do?  I haven't implemented it, just curious.  Thank you.
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