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Author Topic: C.U.P.- Module 03 - World at War Pt-22  (Read 25645 times)

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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #36 on: December 02, 2016, 02:47:08 PM »

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The phenomena and the solution have been known for some time and the fix available from Part-21.
Oops, your right Simon, I knew this but had the idea - don't know where from - that this was fixed  :-[ A good solution IMHO would be to replace 'your' Vb Trop with Knochenklutschers VB Trop. This one was made
Quote
for 4.12 Users facing trouble with the "Haussegen" over conflicts with stock VC Pits.

No because it has a collapsed tail wheel bug that ruins the plane (try starting off from the ground).  This is testing loaded highest in my Mod folder, no other conflicts and yes the pit is then OK.  But the tail is sunk into the ground with no tailwheel visible.  Taxiing becomes impossible.  In QMB the tailwheel is visible, but it just folds up like paper on the deck.

A loaded-high test, with ZERO classfile conflicts or duplicates, is the cleanest we can do and good enough for every other aircraft in CUP.   Knochenklutschers VB Trop did not work for us.



As it stands we have a tiny fix for those ocassions where you want to fly the Trop.  AFAIK only I have even written a campaign featuring this aircraft!  'Desert Air Force' is in line for full conversion to the current standard.
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Mission_bug

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #37 on: December 02, 2016, 03:19:15 PM »

Hello Simon, I just want to say thank you very much to you and the guys for each of the latest updates, they are really appreciated as always. 8)

I have been trying for days to actually get it all downloaded and installed, think I finally got there, phew. :o


Not sure I will ever get time enough to actually fire each unit up and test it but at least it is there ready. :D


Wishing you all the very best, Pete. ;D
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SAS~Monty27

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #38 on: December 02, 2016, 03:41:58 PM »

Hello Simon, I just want to say thank you very much to you and the guys for each of the latest updates, they are really appreciated as always. 8)

I have been trying for days to actually get it all downloaded and installed, think I finally got there, phew. :o


Not sure I will ever get time enough to actually fire each unit up and test it but at least it is there ready. :D


Wishing you all the very best, Pete. ;D

You have always been a big part of it Pete.  Your work is all over C.U.P. and we do our best to acknowledge that wherever possible.  The fact is that you help so many modders, over and above your own projects, that none of this could exist without you.  That's why its all of us who thank you.  :) :) :) :) :)


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henkypenky

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #39 on: December 03, 2016, 04:03:18 AM »

Hi Simon,
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No because it has a collapsed tail wheel bug that ruins the plane (try starting off from the ground).
Sad but true, been fiddling with this also; repair one kill another one  ::(
Thanks for explaining.
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Mcoady

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #40 on: December 03, 2016, 01:11:11 PM »

Pt-22 killed my Full throttle flames...can someone check to see if they have the same issue, before I start meddling? I was using JC effects + flames. It's not working on any aircraft.
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tnewell

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #41 on: December 03, 2016, 01:47:51 PM »

No problem here. Just tried 6 different aircraft. 3 109s, 2 Spitfires and 1 Hurricane. Not running JC effects.
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Mcoady

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #42 on: December 03, 2016, 02:01:23 PM »

Great thanks! I think it's most likely one of the Jsgme mods I have activated. I'll start adding one at a time
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tnewell

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #43 on: December 03, 2016, 03:38:20 PM »

Forgot to mention I'm running #WAW_FPS 5 SMOKE & FLAMES in JSGME
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nyali

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #44 on: December 03, 2016, 07:16:13 PM »

try activating #WAW_FPS 6 WEPFIX as well
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baggo

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #45 on: December 04, 2016, 05:20:06 AM »

Mcoady don't forget to enable engine mod first.I lost my flames on part 22 but got them back with waw fps weapons fix then 00 engine mod then 00fps 4 jc effects worth a try buddy worked for me.hope you cracking it,kev.
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nyali

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #46 on: December 04, 2016, 07:24:41 AM »

engine mod needs to be activated first
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Mcoady

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Re: C.U.P.- Module 03 - World at War Pt-22
« Reply #47 on: December 04, 2016, 08:16:12 AM »

Thank you for the help. The combo that ended up working was:
FPS 6 WEPFIX
EngineMOD
FPS 5 JC EFFECTS + FLAMES
FPS 3 SMOKE AND FLAMES

Only difference was before Pt-22 was I didn't need the WEPFIX

I don't know why I am so obsessed with those FLAMES!!!!

Update: it looks like the cockpit sounds mod is causing the issue.
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