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The SAS Factory - Tech Help, Ancient Mods etc. => C.U.P. Downloads => Community Universal Patch (C.U.P.) => The Keepsake: Old Mod Packs, Game Versions and Guest Mods => Optional Extras => Topic started by: SAS~Monty27 on February 01, 2016, 10:22:41 PM

Title: #WAW Blenheim MkIV
Post by: SAS~Monty27 on February 01, 2016, 10:22:41 PM
#WAW_Config03-Blenheim MkIV

(http://i.imgur.com/xlmz39f.jpg)

JSGME OPTION

Frazer Nash Field Mod by Zip Comic

This is the Blenheim MkIV with heavier calibre rear top turret and chin turret.  Of course, this Blenheim also has a fully working 412 bombsight.  Bomb-Bay and Loadouts retained.

This option will be included in all subsequent WAW Upgrades but you can have it right away. 

INSTALL:
UnZIP/UnRAR Straight to main il2 Directory and allow overwrite.

WAW Blenheim MkIV
https://www.mediafire.com/?l5k0z2xbkb5et75

SAS~Monty27

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Title: Re: #WAW Blenheim MkIV
Post by: Gaston on February 02, 2016, 01:10:52 PM
Thanks for retaining the idea !

Personnally, I think the chin turret fits more the IV than the IVF, and when used, it does not affect the F which can be used normally.

Unfortunately, the mod seems not to work : turrets are not shooting at enemy planes (even human manned for the dorsal one).

Also, the dorsal one has 2 MGs from external view, but stille the Lewis gun from inside.
Title: Re: #WAW Blenheim MkIV
Post by: Dimlee on February 02, 2016, 01:38:29 PM
"Data file corrupt" for all Blenheims in QMB on Crete map after installing this one.   :(
May be due my CUP was not updated since last Sep...
Nevermind, I'll update soon to the latest versions and will try again.
Title: Re: #WAW Blenheim MkIV
Post by: SAS~Monty27 on February 02, 2016, 04:32:52 PM
Data file corrupt refers to QMB Mission not CUP.  This is explained in detail, because it needs to be, in the manual.
Title: Re: #WAW Blenheim MkIV
Post by: dpeters95 on February 02, 2016, 07:25:30 PM
"Data file corrupt" for all Blenheims in QMB on Crete map after installing this one.   :(
May be due my CUP was not updated since last Sep...
Nevermind, I'll update soon to the latest versions and will try again.

I just tried my QMB and they do load just fine with WAW 19.
Title: Re: #WAW Blenheim MkIV
Post by: SAS~Monty27 on February 02, 2016, 08:21:16 PM
Sure there are a few QMBs that will be a bit out.  But this is nothing to do with the base sim.  QMBs are emission sets and - with QMBPRO activated - can EASILY be edited on the fly with FMB.
Title: Re: #WAW Blenheim MkIV
Post by: Gaston on February 03, 2016, 07:41:57 AM
Thanks for retaining the idea !

Personnally, I think the chin turret fits more the IV than the IVF, and when used, it does not affect the F which can be used normally.

Unfortunately, the mod seems not to work : turrets are not shooting at enemy planes (even human manned for the dorsal one).

Also, the dorsal one has 2 MGs from external view, but stille the Lewis gun from inside.

I tested a bit more. With the 2 activated (IV & IVF), problem still persists... any solution, Monty ?
Title: Re: #WAW Blenheim MkIV
Post by: dpeters95 on February 03, 2016, 09:01:56 AM
I tested this mod in QMB and in FMB and here is what I found:

1)  As Gaston reported, when the mod is activated, the internal and external guns are different visually.

2) Without the mod enabled, the dorsal gunner tracks and shoots just fine.  When mod is enabled, the dorsal gunner tracks but does not shoot.  That's because, when I tried to manually fire the gun, it says, "Weapon out of Ammo".

Additionally, I tested the Blenheim IVF mod and none of these problems occur.
Title: Re: #WAW Blenheim MkIV
Post by: Dimlee on February 03, 2016, 10:22:50 AM
Sure there are a few QMBs that will be a bit out.  But this is nothing to do with the base sim.  QMBs ar emission sets and - with QMBPRO activated - can EASILY be edited on the fly with FMB.

Thanks.
Confirm: tested on other maps, no issues.
Title: Re: #WAW Blenheim MkIV
Post by: SAS~Monty27 on February 03, 2016, 03:52:32 PM
Great.  We could probably do with a QMB tidy up too, but that's a separate issue and doesn't, necessarily, always indicate mods problems, just QMB tweaks required.
Title: Re: #WAW Blenheim MkIV
Post by: dpeters95 on February 03, 2016, 04:05:25 PM
Sure there are a few QMBs that will be a bit out.  But this is nothing to do with the base sim.  QMBs ar emission sets and - with QMBPRO activated - can EASILY be edited on the fly with FMB.

Thanks.
Confirm: tested on other maps, no issues.

Dimlee,  Just so you know.  If you really want to fly the Crete QMB missions, four of the six work fine with the Blenheim in the WAW #19 install.
Title: Re: #WAW Blenheim MkIV
Post by: Dimlee on February 03, 2016, 04:34:29 PM
Sure there are a few QMBs that will be a bit out.  But this is nothing to do with the base sim.  QMBs ar emission sets and - with QMBPRO activated - can EASILY be edited on the fly with FMB.

Thanks.
Confirm: tested on other maps, no issues.

Dimlee,  Just so you know.  If you really want to fly the Crete QMB missions, four of the six work fine with the Blenheim in the WAW #19 install.

Noted , thanks.
Title: Re: #WAW Blenheim MkIV
Post by: SAS~Monty27 on February 03, 2016, 06:55:12 PM
...four of the six work fine with the Blenheim in the WAW #19 install.

...and the other two can be opened up through QMBPRO - FMB and fixed.  Go on, get in there!  8)
Title: Re: #WAW Blenheim MkIV
Post by: dpeters95 on February 04, 2016, 09:48:42 PM
...four of the six work fine with the Blenheim in the WAW #19 install.

...and the other two can be opened up through QMBPRO - FMB and fixed.  Go on, get in there!  8)

Good idea.  Speaking of which, do you remember a batch file someone made to check missions so that it would be easier to make missions/campaign files CUP compatible?  I had a copy but now can't find it and don't remember the exact name.  I searched the forum but nothing came up except the static.ini checker, but that's not it.

The file would certainly come in handy now!

Title: Re: #WAW Blenheim MkIV
Post by: SAS~Monty27 on February 04, 2016, 10:27:08 PM
Just as easy to go into QMBPRO then across to FMB one by one because there is nothng like that personal touch. 

Once you start adding a few vehicles, some sounds (how many people add ambient sounds? - not many I bet) put in some of the C&C 412 icons for the appropriate missions, skin some of the statics etc.  Add some Taxi to Takeoff starts...

Because, let's be honest, EVERYTHING is out of date besides CUP.  We have so many new features you could transform those QMB sets, anyone could.  No checker is going to find these things before CUP because it is quite simply packing more features than anything previously.

I'm not interested in backwards compatibility with old stuff.  CUP is way out there and it is going to have to drag the rest of the campaign and mission material, kicking and screaming, up to the next level.  8)

The ONLY guy to have properly tackled QMBPRO so far is Decipher.  His Deci-Benghalli set is a masterpiece that will only run in CUP and makes all other QMBPRO look ready for the knackers yard.  I hope he does more but whether or not I have learned a lot by studying those.  We all could.  That's the way to go.


Title: Re: #WAW Blenheim MkIV
Post by: Gaston on February 05, 2016, 05:47:22 AM
I tested this mod in QMB and in FMB and here is what I found:

1)  As Gaston reported, when the mod is activated, the internal and external guns are different visually.

2) Without the mod enabled, the dorsal gunner tracks and shoots just fine.  When mod is enabled, the dorsal gunner tracks but does not shoot.  That's because, when I tried to manually fire the gun, it says, "Weapon out of Ammo".

Additionally, I tested the Blenheim IVF mod and none of these problems occur.

But what about this, Monty ?

Problems persists, even with WAW20. Any idea why ?
Title: Re: #WAW Blenheim MkIV
Post by: Whiskey_Sierra_972 on February 05, 2016, 07:08:24 AM
Maybe the modified heavier gun point at a different version (or also to a missing) weapon classfile....thus the no ammo issue....
Title: Re: #WAW Blenheim MkIV
Post by: dpeters95 on February 05, 2016, 10:05:45 AM
Just as easy to go into QMBPRO then across to FMB one by one because there is nothng like that personal touch. 

I agree Simon!  But that will take some time...  I just wanted to get the QMB missions working first without having to load each and every single one to see if it has a problem.  I will keep looking for the program (I know I have it somewhere) because it can read every mission and report back what QMB missions should and should not work so I can narrow the field a bit to make corrections for the time being...