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Author Topic: C.U.P.- Module 03 - World at War Pts-13 & 14  (Read 51182 times)

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farang65

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #96 on: December 10, 2015, 05:56:42 PM »

Gees Simon

Your too fast some times  :D

I was just getting use to part 13 and now I see a part 14 available.

Keep up the great file compiling and providing members an awesome platform to really enjoy the sim  ;D

Cheers
Kirby
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #97 on: December 10, 2015, 06:55:23 PM »

Hi Kirby,

Well fortunately you and I are making the next SAS Map Expanion for CUP, so no surprises, you control the pace there my friend! 

Thorsten has sent the material requested, thanks Thorsten, he didn't need asking either it was already in my inbox, he's too efficient!  I'm working on a new static.ini in order to add more infantry to all modules as well.  While we are here I can show you what we have so far:

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

Infantry and Airfield Personnel in CUP.

The combined resources of Develpier, Wngflyr and Tomoose present a huge variety of military personnel.  These detailed soldiers look great in dioramas, stuff you would see from your aircraft at an airfield or over a target.

Develpier made the original Aircrew and Soldier mods; with detailed skins and a new look to the figures.  The individual work of Wngflyr and Tomoose features additional figures with detailed skins, different poses and varying elevations, so that some figures can stand on vehicles or buildings.



These guys will function very well to bring an airfield, target or ground battle to life when joined by the appropriate effects, flak, artillery and vehicles.



The new CUP Static.INIs will place these figures at the start of the list, so you don't have to go hunting all over for them.  They are followed in sequence by groups of weaponry and clutter before getting to the buildings.

These CUP upgrades will apply to all modules and will be available with the next SAS Modular Map Expansion (SAS MME) Part-13.

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

I think all modules because Tomoose's partisans would be great for Spain as well and his MPs and Command Personnel will work equally well in a modern setting.  Wngflyr's personnel also work across several eras and look fantastic with artillery pieces and support vehicles.


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EHood

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #98 on: December 10, 2015, 10:39:33 PM »

Today I added WAW parts 13 and 14 to my CUP installation. So far almost everything is working just as it should. Indeed, during a QMB test mission in the D.521, a rooftop-height, one-on-one fight with a Bf 109 E, I managed to bag the Messerschmitt.

However, I have encountered one problem, with the crew stations in the Martin B-10B. I've started a specific thread, with a couple of screenshots illustrating the problem(s), here:

https://www.sas1946.com/main/index.php/topic,49375.0.html

The long and short of it is that while the aircraft does fly alright, and the cockpit and dorsal gunner's position are functional, there is no bombardier's view, just a peculiar sort of half-view of the fuselage interior, and a nose gun and turret which refuse to respond to mouse inputs.

Once again, however, on the whole, the new parts seem to be working well. Once again, many, many thanks to Simon and everyone else concerned.

 ;D  ;D  ;D  ;D
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A ya tsi-tsalagi.

SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #99 on: December 10, 2015, 11:00:13 PM »

Discussed on Page-47 of CUP-Manual-V05

THE C.U.P. USERS MANUAL
https://www.mediafire.com/?1mz323ft5kksz6l
(Currently Version-V05)

Basically TD-412 applied different coding for the animation switch, breaking many mods in the process.  Many have since been retro-patched and work fine, many more still have to be fixed but it is getting done.

There is more advice on ways around it and what does and doesn't work in the manual there, its worth a look.  8)
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PapaG39

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #100 on: December 11, 2015, 05:10:59 PM »

WOW!... You all are just awesome.  The amount of work and time spent on this upgrade and
your dedication to detail is incredible.   I salute you all  :D

After all of your time and work I even hate myself for asking a question...but...

Is there any chance that the RU aircraft, namely the:  I-16, LaGG's,  La's,  Yaks &  the il2's  Cannon & MG's be replaced with jivers MG & Cannon sounds
or that the Tigers sounds be turned up from within.  The I-16's & the cannons for the Il2's especially are bearly audible while the others can be heard, but are to low key to be identified as actual gun shots...

Even if you can't I still love you all...What you have done to this game since it's beginning has helped my sanity....  !S

   
 
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A Pilots Prayer:  "May you not run out of airspeed, altitude and ideas all at the same time".

SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #101 on: December 11, 2015, 07:59:46 PM »

WOW!... You all are just awesome.  The amount of work and time spent on this upgrade and
your dedication to detail is incredible.   I salute you all  :D

After all of your time and work I even hate myself for asking a question...but...

Is there any chance that the RU aircraft, namely the:  I-16, LaGG's,  La's,  Yaks &  the il2's  Cannon & MG's be replaced with jivers MG & Cannon sounds
or that the Tigers sounds be turned up from within.  The I-16's & the cannons for the Il2's especially are bearly audible while the others can be heard, but are to low key to be identified as actual gun shots...

Even if you can't I still love you all...What you have done to this game since it's beginning has helped my sanity....  !S
 

Never be afraid to ask.  Please get involved and point stuff out.  We all welcome it.  This is a BIG project now.  CUP is, by far, the biggest modset in all l2 ever.  Nobody can be everywhere so we trust you all to help us out.  ;D

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

For the record - what we can't stand - is vagueness.  You get that odd feeling that something is wrong but don't know what?  If you say "this particular thing is acting up" - great, we know where to go.  If you say - "a plane is broke or; a ship is missing", well that is just abuse of our good will...

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

Did some test flights: It seems not just the cannon sound but also the overwhelming wind noise in the cockpit.  So we need to look at, and test, some sounds for those areas.   Sure we can fix 'em up good and have 'em right for the next upgrade.  8)


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btasm

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #102 on: December 11, 2015, 08:00:06 PM »

Apropos of the prior posts here regarding the A-20 bomb sight, at least in my install, when employing the bomb sight in the B-25A (Late), the B-25B and the B-25B Raiders, the screen freezes and no sight appears. (The B-25C and Js work fine.)

I don't know if this only occurred after the most recent WAW update, however. Thanks.

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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #103 on: December 11, 2015, 08:04:45 PM »

Apropos of the prior posts here regarding the A-20 bomb sight, at least in my install, when employing the bomb sight in the B-25A (Late), the B-25B and the B-25B Raiders, the screen freezes and no sight appears. (The B-25C and Js work fine.)

I don't know if this only occurred after the most recent WAW update, however. Thanks.

I think this goes back to the original 412 busted bombsight feature.
 
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jpten

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #104 on: December 11, 2015, 10:38:57 PM »

I thought the B25b Raiders version intentionally had no bomb sight in the game because the sights were removed from the planes in real life to prevent them falling into Japanese possession.  They had a makeshift aiming sight called the "Mark Twain" sight.
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PapaG39

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #105 on: December 11, 2015, 11:07:00 PM »

I tried to load & fly the:  Juinkers W34, 1926 in the QMB -smolensk ubisoft RedNone A00 but just got an error message stating
mission loading failed
error in FM, problem loading flt models/ww1_eng.emd not present in file.

I re-downloaded and re-installed part 14  (667) but that didn't help.. selector is set to WAW and I re jasgmed my CUP  & SAS files
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #106 on: December 12, 2015, 12:16:32 AM »

I tried to load & fly the:  Juinkers W34, 1926 in the QMB -smolensk ubisoft RedNone A00 but just got an error message stating
mission loading failed
error in FM, problem loading flt models/ww1_eng.emd not present in file.

I re-downloaded and re-installed part 14  (667) but that didn't help.. selector is set to WAW and I re jasgmed my CUP  & SAS files

Whoops!  Fixed for WAW Part-15.

To fix now download this folder "YTD" and put it into your #WAW folder.  Mine is fixed now, it will stay that way for Part-15 promise!

YTD.ZIP
https://www.mediafire.com/?nuki9iqanyqx92b

Thanks PapaG39 - have you checked your PMs lately?
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PO_MAK_249RIP

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Re: C.U.P.- Module 03 - World at War Pts-13 & 14
« Reply #107 on: December 12, 2015, 03:06:38 AM »

Hi Monty

Any chance of squeezing in Ectoflyers excellent Berlin Ruins/Reichstag? I've made a JSGM install for CUP but they dont show I believe its down to a missed/extra line in the .sfs files??

Mick
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