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Author Topic: C.U.P.- Module 03 - World at War Pts-13 & 14  (Read 51178 times)

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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #72 on: December 07, 2015, 09:29:33 PM »

Funny enough I already have a couple of Bearcats.  Although Kingsley has got a bloody liger!

Simon Now there is a pair of babies how cute fits on laps a lot easier than mine yup she thinks she is a lap cat. Now I am going to need a baby sitter for 2 weeks would you and your wife/boss like to baby sit my little cat.
Great job on all the modules

Love to but we have the rellies down too.  Got a big enough place to accomodate more of them now, which means they are here for the hols, don't you love Christmas!  Its good to see them but by the New Year I will be ready for a spot of time as a hermit...  8)
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Griffon_301

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #73 on: December 07, 2015, 10:50:53 PM »

Great job on the new packs Simon!
Thank you very much for your continued support!
Now I need to integrate them into my modded installs :D
ohh let the winmerge fun begin again :D :D :D
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #74 on: December 08, 2015, 04:06:42 AM »

Great job on the new packs Simon!
Thank you very much for your continued support!
Now I need to integrate them into my modded installs :D
ohh let the winmerge fun begin again :D :D :D

Too complicated for me Phil!  8)
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decipher

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #75 on: December 08, 2015, 04:29:58 AM »

eeeeeeh. gratulations on the new update. i don't have the time to install all of this and test out all the new toys (looking forward to the C&C stuff for mission building!) but can't wait to dive into CUP again soon.

goodjob!
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spartan18a

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #76 on: December 08, 2015, 04:43:02 AM »

Is C&C working in BlueScramble00?
Getting Info in red but not in blue ... Anybody else?

 Only more thing, the info text stays for just a couple of seconds. Any way to make it stay longer on screen or see it again? Thanks

One of the best mods I've seen so far!!!
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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 Pt-13
« Reply #77 on: December 08, 2015, 06:02:59 AM »

Is C&C working in BlueScramble00?
Getting Info in red but not in blue ... Anybody else?

 Only more thing, the info text stays for just a couple of seconds. Any way to make it stay longer on screen or see it again? Thanks

One of the best mods I've seen so far!!!

You see it works in quick demo.  At this point the best way to proceed is to open the attached documentation that came with WAW Part 14.  Read up on the various objects, how they are placed and what their effect is.  Its a good read actually.

Next, open the mission directly from QMB into FMB and you can see the objects, change them, or add others.  Everyone has an opinion; but there's nothing like direct experience!  8)

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Jenato

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #78 on: December 08, 2015, 07:28:21 AM »

Thanks for your reply, Simon! Your explination made the difference for me! And yes, if I encounter anomalies in the FMB world, I will report them.
True, the IL-2 has become quite something, isn't it? Just go back some years in time and visualise where it all started… and where we are standing now! I enjoy it every day… Thanks all who are behind CUP for the immense effort! There are no TV shows where you can get an award for that…  :(

Keep up the good work and thanks!

Greetings,

Jenato
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bergkamp

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #79 on: December 08, 2015, 08:19:26 AM »

Thank you Monty!
Thanks to all involved, lets get cracking with this update!
Great to see C&C overhauled.

On the side, looking at the B17 exploding in your first screenshot, do you have JapanCat Marge effects on? I just started using it, absolutely brilliant (and stable so far)  :)

That's a roger!  The JC Effects Package is available as a JSGME Option, so its perfectly safe to try out and I have had no problems with it at all.

Community Universal Patch
JSGME-JC Effects

https://www.mediafire.com/?68jbmyaefi6c4bm

Anyone else noticed, with JC Effects activated, the FOV toggle keys are screwed,
 
ie: I can only get 35deg and 110deg FOV, with the toggle FOV key and no response at all with the increase/decrease FOV (by increment) keys.

Deactivate JC Effects and all back to normal. I have C.U.P. patched to the latest modules and have no additional mods in my install and nothing else activated in Jsgme to conflict.

Bergkamp

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Mcoady

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #80 on: December 08, 2015, 01:26:42 PM »

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bergkamp

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #81 on: December 08, 2015, 02:01:51 PM »

bergkamp, your answer is right here, reply #9
https://www.sas1946.com/main/index.php/topic,49109.0.html?PHPSESSID=c63118b92b049b14e783026abf915e71

Thanks, Mcoady. Didn't pay enough attention to that topic. The brain goes walkabout too easy these days!
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #82 on: December 08, 2015, 02:03:16 PM »

...long story short, you can disable the custom FOV by renaming
the classfile  in the !SAS_Engine_Mod_MargeEffects_20151031R folder

Code: [Select]
19EF8DC806613AE4
to

Code: [Select]
-19EF8DC806613AE4
I forgot to do that too!  Easily corrected will re-upload the set for future customers.  :-[

...Done and on the Step By Step page:

https://www.sas1946.com/main/index.php?topic=47647.msg526775#msg526775

OPTIONAL EXTRAS

JSGME-JC Effects
https://www.mediafire.com/?lxv33fe9tfsnilt
Effects MODs will always be a matter of taste, available PC performance and other factors.  Therefore Japancat's new !SAS_Engine_Mod_MargeEffects_20151031R  is made available here as a JSGME Option.  Effects=3 recommended.  Install-UnZIP/UnRAR direct to Il2 Main Directory and Activate/Deactivate through JSGME.  Two Options are created; #WAW and #JTW...

CUP dirtbloxxMC PROPS
https://www.mediafire.com/?28zk9y430zben8j
This effect works very well with most props; providing sharper definition to the the spinning disc for a very good look.  Again, this is easily switched on or off in seconds with JSGME, season to taste!



...testing at Deci's Place, love it there...

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tom petersen

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Re: C.U.P.- Module 03 - World at War Pt-13
« Reply #83 on: December 08, 2015, 09:08:26 PM »

Question on the installation of Part 14.   The instructions call for restore point method.  In the past this included reinstalling MME-12 afterwards.  I do not see that step in the instructions for Parts 13 and 14.  So its not required?   Sorry if dumb question.  Followed instructions for 13 and 14 to the T and managed to break my stable WAW install with map loading .ini errors.  No biggy I will reinstall CUP.  Just wanted to know about the restore method at this point.  Kudos to all for the magnificent work!!


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