Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3   Go Down

Author Topic: C.U.P.- Module 04 - The Jet Age Pt-10  (Read 17211 times)

0 Members and 1 Guest are viewing this topic.

SAS~Monty27

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3852
  • Action and Adventure!
    • SPEEDMACHINE
C.U.P.- Module 04 - The Jet Age Pt-10
« on: November 27, 2016, 04:09:24 AM »

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

NOTHING ELSE LIKE IT!

CUP - THE JET AGE PART-10


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



RESTORE POINT INSTALL TYPE:
Make sure you are up-to-date to JTW Part-09B from previously.

1) JSGME DISABLE everything

2) In your Main Il2 directory rem out (rename with a -) your current #JTW to -#JTW .

3) UnZIP/UnRAR 'CUP - THE JET AGE PART-10' direct to your Il2 Main Directory and allow overwrite.

4) ENABLE JSGME Options to taste.

5) Delete old -#JTW at your convenience.

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



LAND OF THE GIANTS
Modelling Jet Age Aircraft is by far the most ambitious mod project in all of Il2.  Based on engine code and flight model data developed exclusively at SAS1946.com the boundaries of sim-flight are being pushed back every day.

The SAS Team developed the best Fastjet and Helo flight models, broke the sound barrier, introduced configurable steam catapults, radar and modern weapon systems.

Jet Age aircraft are very important for Il2 Modding.  Aside from the sheer joy of flying them these new models and functions make Il2 into a completely new type of sim.

This is not to everyone's taste and largely un-necessary for the WWII purists.  This is the principal reason why I designed CUP in a modular format.  It was important to be able to separate the new Jet Age code from the rest of the sim so that we could take it anywhere without breaking the other stuff.

There are currently some huge and complex projects underway directly related to modern jets in Il2.  The Jet Age, is set to explode!  Its time to trim up CUP, get it lean and tidy and ready to recieve!

This all new Jet Age Upgrade ships with some fantastic overhauls.  These mods are huge in scope and really transform this part of the sim into something quite amazing!



PROJECT-85 BY MACE
Rarely is a new mod package so thoroughly complete as the brilliant Project-85.

With new aircraft, aircraft carriers, skins, mission objects, a complete training mission shedule and support documentation, Project-85 is a massive addon.

The Skopa Class Aircraft Carrier comes in two flavours, a straight deck and an angled carrier deck model.  The detail and moving elevators on the ships is complimented by the fact that the naval MiG-15s include the launch gear on the catapult!

Surely CUP - The Jet Age is the perfect place for such a project?  Wouldn't it be nice to have it all in there, along with the legendary easy-install of a new CUP module?

Fortunately Mace, the modder who created Project-85, agrees!  So Project-85 is now seemlessly integrated into CUP - The Jet Age.



00-DOCUMENTATION
I recommend retaining this new folder as home for your CUP Manual, V 8.0 is about to be released.  Uberdemon's #WAW Addon Suppliment should also be in there.  Alongside these I have included the Project-85 Manuals.  At an astonishing 36 and 19 pages respectively you are taken through the systems, equipment and missions in great detail.

Not everyone is keen on manuals and reading.  However, I really miss the days when a new sim came with its own illustrated book.  As an enthusiast I know a fair number of real pilots and they spend a lot of time in preparation.  As Blackadder memorably said;  pilots are; "...a lot of boring men reading about machinery..."

Thank you Mace, CUP - The Jet Age will keep pace with all further developments in Project-85.  This is some of the most enjoyable Jet Age flying ever!



MODERN SOVIET VEHICLES BY WESTERN0221
Another transformative experience is brought to you by Western0221.  The new Modern Soviet Vehicles, integrated alongside his previous GAZ-66 and BTR-152 sets, really makes me double-take. - Isn't this LOMAC?  - Yes, LOMAC with FMB, many more maps, more aircraft, ships, sound effects, Command and Control and a thousand other features unique to the modded Il2!

Thank you Western, its always very exiting to follow your work and to play with mod releases of this quality.  We are a very lucky community.



MORE NEW VEHICLES AND OBJECTS
Introduced for the latest #WAW and #JTW Upgrades: MAX_TheHitman, master of skinning and object modelling, has provided an amazing new aircrew set.  Based on 3D Modelling by SAS~GJE52 and Ranwers; these guys look so good because they have their own shadows.  Max has also given us many new animals and further expanded the vehicle catalogue to an incredible level of quality and variety.



Our friends at Aviaskins are also developing a comprehensive set of new vehicles, some of which are included here.  Modellers and painters from SAS have also assisted Aviaskins in this project.  There is a great crossover and good co-operation.



THE CAMPAIGN MAKERS
Vehicles and textures can be quite intimidating to install.  Not beyond anyone, but results can vary and it does require some patience.  The whole reason for CUP is to achieve a Common Install so that we can all enjoy making and sharing mission sets and campaigns.

Rather than get bogged down in a series of complex requirements and a long modlist, anyone with CUP can be sure that even the most esoteric missions made in CUP will work in CUP!

As a campaign maker I feel that this set clearly points the way towards possibilities un-dreamed of before now!



HELO PROJECTS BY ONT_R AND BISON
Although they don't all have their own slots yet, a simple JSGME will activate these wonderful models in place of existing slots.

The AH64D Apache temporarily replaces the AH1 Cobra slot, when activated in JSGME.  The AH1W Cobra model does the same, updating the AH1 to a later version.  Both old and new Cobras, single and twin engined, have a good cockpit (by Kesselbrut for SF-Project 1) and one of the best helo flight models (BT~wasted, S4_Vega, S3 and SAS~Benitomuso).  You can hover and fly backwards with confidence and no sudden instability that is a feature of some of the early FMs. 

The Apache 3D goes on top of this, at the moment, so the cockpit is not yet an ideal fit yet.  However, its a perfectly acceptable option to fly helos with no cockpit view, using the instrument overlay.  This model is an AH64D Longbow, which I know well from many hundreds of hours over the years flying Janes, DiD (still the best in many ways but outdated) and EECH (which also survives in modded form).  We don't yet have Hellfires and Laser designation but all of the tools are there in the current sim, should anyone decide to pursue the idea further.

Thanks to ONT_R for making a great start.  These aircraft are fine to fly and look good around the scenery too.



The Bell-47 M.A.S.H. and Float versions also replace the default model; providing further choices through JSGME.  Look down the JSGME list for options prefixed: #JTW-ALT-...

The MH6E and MD500 are permanent models, along with their AI counterparts.



AI-Helicopters
The AI don't handle helos very well.  As a compromise new AI flight models, dedicated just to AI control, allow for AI helos to be treated as a kind of STOL aircraft.  It works very well but remember this is for FMB mission writers only.  The AI helos won't work in QMB and are not available there.  It is also not a good idea to simply assign AI helos, in QMB, using the regular flight models.

You may fly, practice and test helos effectively in QMB.  For proper missions you need the AI FMs and a session in FMB.



Huey Expansion By Beowulf & CY6
This is a very old set of mods that has seen little or no development for many years.  It may be that in the future we shall see new 3D models and FMs.  For now the original models are what we have and Vietnam has waited long enough.  With all due respect and credit to the original authors - Original documentation included.

Thanks to MAX_TheHitman for the improved default skins on all Hueys and MissionBUG for the Stationary FMB Models.  Original source Readmes included in "Huey Readmes".

It is my personal hope that the improved helo Models by ONT_R will eventually be able to use these slots.  He does have at least one new Huey on his project list.  We congratulate ONT_R and hope that our supermod platform will provide further context and justification for pursuing these wonderful mod projects.



THE MOD FOLDER
At just 85Mb the new #JTW Mod Folder is astonishingly compact and free off all potential classfile conflicts and performance hitting duplicate files.  With the SFS 3Do content safely handled by remote folders you are free to experiment, mod, to test new projects and push your own knowledge. 

Remember your backup.  This package contains the complete #JTW Mod Folder - Before you started messing with it.  So you always have a replacement if the unexpected occurs, which is in the nature of modding.



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

SAS~Monty27

DOWNLOAD:
https://www.mediafire.com/?j8ldw9gfyejy38a


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

Don't forget to boost your CUP up to the next level, including full module updates, with SAS Modular Map Expansion SAS-MME Part-15.

Install SAS MME Part-15A and Part15B - After you have installed The Jet Age Part-10.

https://www.sas1946.com/main/index.php/topic,53111.0.html

***************************************
Logged

MIKEGTJK

  • member
  • Offline Offline
  • Posts: 198
    • http://www.facebook.com/#!/michael.j.koebel
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #1 on: November 27, 2016, 04:10:50 AM »

HELL YA #1 to get it !
Logged

urmel

  • member
  • Offline Offline
  • Posts: 834
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #2 on: November 27, 2016, 04:18:27 AM »

Thanks Guys!
Logged

SAS~Monty27

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3852
  • Action and Adventure!
    • SPEEDMACHINE
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #3 on: November 27, 2016, 05:20:53 AM »

HELL YA #1 to get it !

No you weren't - I was!  ;D
Logged

spartan18a

  • Supporter
  • member
  • Offline Offline
  • Posts: 688
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #4 on: November 27, 2016, 09:20:04 AM »

Find no words for so much appreciation ..... ;) unbelievable as usual.

Sent from my XT1032 using Tapatalk

Logged
Winning is optional, but trying your best is not.

nyali

  • Supporter
  • member
  • Offline Offline
  • Posts: 501
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #5 on: November 27, 2016, 10:29:57 AM »

CUP the gift that keeps giving, thankyou Simon
Logged

whistler

  • Modder
  • member
  • Offline Offline
  • Posts: 2784
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #6 on: November 27, 2016, 11:41:30 AM »

There is a lot new stuff to learn in this last pack! People may like flying jets or not but it is undeniable what a complete experience is to be able to fly ANY kind of aircraft on a same game engine. This is where CUP excels at: same base engine and same base maps, any era or theater, endless possibilities! Thanks once again for your dedication CUP team, I love The Jet Age.
Logged
NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

dagger123456

  • member
  • Offline Offline
  • Posts: 224
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #7 on: November 27, 2016, 11:55:41 AM »

Thanks for the update.  Somehow the F16 and F18 flaps animation are gone again.  How do i fix those again?
Logged

SAS~Monty27

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3852
  • Action and Adventure!
    • SPEEDMACHINE
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #8 on: November 27, 2016, 12:55:22 PM »

There is a lot new stuff to learn in this last pack! People may like flying jets or not but it is undeniable what a complete experience is to be able to fly ANY kind of aircraft on a same game engine. This is where CUP excels at: same base engine and same base maps, any era or theater, endless possibilities! Thanks once again for your dedication CUP team, I love The Jet Age.

Thanks Whistler.  You have always understood what we were about from day one.  When other people 'get it' you know its working.  I'm making progress on some very modern Jet Age campaigns.  They are complex to put together but I think that with this set they are worth completing and will stand the test of time.

Thanks for the update.  Somehow the F16 and F18 flaps animation are gone again.  How do i fix those again?

Not so:  Remember this install proceeds with a clean mod folder.  You must ensure that everything prior to this, the old #JTW, is gone, and only the new #JTW supplied is active.

You should then add the SAS Modular Map Expansion SAS-MME Part-15A and Part15B.

https://www.sas1946.com/main/index.php/topic,53111.0.html

From there re-add your JSGME options...



The F16 needs to be started in order to power the hydraulics for the flight systems.



The F/A18 is modelled with an independent system and doesn't need to be started first.



Logged

dagger123456

  • member
  • Offline Offline
  • Posts: 224
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #9 on: November 27, 2016, 01:11:54 PM »

I put the minus sign on my Part09 #JTW (-#JTW) then the Part10 supplied me a new #JTW.  Yes i know about the engine being started first.  I also installed the MME 15 a and b.  On part09, me and Congo already have this flaps problem.  We installed the US Marine Aviation Pack and it fixed it.  I installed it now in my part10 but somehow it doesnt work.  I already contacted Congo and waiting for his reply.  I will let you know if he can figure it out.  Thanks by the way.  OR do you mean start installing from part01 to part10 of JTW?
Logged

dagger123456

  • member
  • Offline Offline
  • Posts: 224
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #10 on: November 27, 2016, 01:28:47 PM »

Alright, i disabled Stab4all from JSGME.  Flaps wont animate in half flap(i can still see the dialogue AUTO, HALF and FULL).  Animates only in full flap. Is there anything i should enable or disable more from JSGME?
Logged

SAS~Monty27

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3852
  • Action and Adventure!
    • SPEEDMACHINE
Re: C.U.P.- Module 04 - The Jet Age Pt-10
« Reply #11 on: November 27, 2016, 01:29:32 PM »

I put the minus sign on my Part09 #JTW (-#JTW) then the Part10 supplied me a new #JTW.  Yes i know about the engine being started first.  I also installed the MME 15 a and b.  On part09, me and Congo already have this flaps problem.  We installed the US Marine Aviation Pack and it fixed it.  I installed it now in my part10 but somehow it doesnt work.  I already contacted Congo and waiting for his reply.  I will let you know if he can figure it out.  Thanks by the way.  OR do you mean start installing from part01 to part10 of JTW?

It sounds like you are already adding stuff to the mod folder!  Start with a clean mod folder.  There really is no need to add anything.  Just because you don't see the folders within #JTW doesn't mean the code and fixes are not already there.  The #JTW is constructed as if in a clean room.  The structure is different to user added mods, although it allows for them.

Have you really tested the aircraft with this clean #JTW without adding anything?
Logged
Pages: [1] 2 3   Go Up
 

Page created in 0.096 seconds with 24 queries.