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Author Topic: C.U.P.- Module 03 - World at War Pt-18  (Read 50993 times)

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Mission_bug

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #96 on: January 20, 2016, 05:43:42 AM »

Hello Simon, first of all the Nomad and Wildcats appear to be functioning ok with the fixes you recomended although to be honest I had not tried the Wildcats prior to adding the fixes, thank you very much for those, greatly appreciated. 8)


I have now started downloading parts 9 and 10, will add the necessary files and report back. ;)

I began trying all aircraft in the QMB and got as far as the late 109s last night before I suffered Blue screens for some of them , I take it SFS 50 also includes those cockpits amongst other things.

Once I add the necessary SFS files I will have to start again and go through each aircraft just to check each one and make sure I have no further issues, even just a quick load up to check the aircraft appears means this will take some time and that is without checking vehicles and objects as well. ::(

So much content and too little time available, the testing must drive you guys nuts. :D

Take care, thank you very much for the replies, greatly appreciated.

Wishing you all the very best, Pete. ;D
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tartenmuche

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #97 on: January 20, 2016, 10:22:52 AM »

Dear Monty,
just a little, little bombsight, you know the black one, for the PBNomad, please. There are thrilling missions in the campaign " Coastal Command 19 Group" for a PBY with bombsight.
Best regards.
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BlackAce7727

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #98 on: January 20, 2016, 11:01:10 AM »

There is something I would like to understand as well, how many more aircraft will there be in CUP? Because surely you're running out LOL! You have put in most of the aircraft mods available to us! o_O
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Mission_bug

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #99 on: January 20, 2016, 11:28:44 AM »

Hello guys, I tried replacing the SFS 50 and 51 as instructed but nothing changed, however, I decided to add all the SFS_WAW files in the 9 and 10 downloads and overwrite those already there and everything is now showing. 8)

The MB-174 is finally in and the missing cockpits reported are now working correctly. ;)

I have not done a complete inspection of all aircraft but most I tried do appear in the QMB window so hopefully all is now well in my install.

Thank you very much for the help, greatly appreciated.

Take care.

Wishing you all the very best, Pete. ;D
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tartenmuche

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #100 on: January 20, 2016, 01:42:42 PM »

Dear Sirs,
I introduced trough JSGME the WAW first adder, started the game which disappeared. Her the log.text
Code: [Select]
'wagen'
PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.vehicles.tanks.NewArmorPackTank$T34_100_LB1
java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.vehicles.tanks.NewArmorPackTank$T34_100_LB1
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:107)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main begin: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.vehicles.tanks.NewArmorPackTank$T34_100_LB1
java.lang.RuntimeException: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.vehicles.tanks.NewArmorPackTank$T34_100_LB1
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:119)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1885)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[20 janv. 16 20:21:25] -------------- END log session --

Any idea?
Best regards.
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nyali

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #101 on: January 20, 2016, 01:45:32 PM »

waw first adder ? do you mean the jsgme addon by Tooslow ? If so it was made for a few versions back, its no longer compatible with WAW Tartenmuche
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tartenmuche

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #102 on: January 20, 2016, 03:17:08 PM »

Dear Nyali,
you are right, my adders are an old inheritage of Tooslow. With the new CUP technique of restore points these adders remained in my JSGME. I will erase them. Excuse me for the trouble.
Best regards.
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nyali

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #103 on: January 20, 2016, 07:00:57 PM »

lol just looked, I have his last 2 addons sitting there as well.
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Zoran395

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #104 on: January 21, 2016, 04:35:01 AM »

I just applied the latest and greatest, I was a bit late, too much playing with Microdem and Gimp in my map making adventures but .... but.... as boring as it may seem:   Everything works as always!
Good for you Simon and the gang !
Thanks for the Yaks by the way ....  ;D

Back to map making now, in CUP of course!
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #105 on: January 21, 2016, 04:38:02 AM »

Don't forget your JSGME Enema!  As promised...

https://www.sas1946.com/main/index.php/topic,50058.0.html
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dagger123456

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #106 on: January 21, 2016, 07:55:44 AM »

Hello.  After adding WAW Enginemod then adding WAWsounds andd Effect...etc, i am getting a warning "..already added and it may have an adverse effect....", do i choose Yes or No?
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bergkamp

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Re: C.U.P.- Module 03 - World at War Pt-18
« Reply #107 on: January 21, 2016, 08:54:26 AM »

Hello.  After adding WAW Enginemod then adding WAWsounds andd Effect...etc, i am getting a warning "..already added and it may have an adverse effect....", do i choose Yes or No?

I'm guessing that you are activating these options through JGSME, in which case it is safe to answer "yes" to overwrite.

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