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Author Topic: Pack Fw 190 & Ta 152  (Read 441806 times)

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mikejr

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Re: Pack Fw 190 & Ta 152
« Reply #300 on: February 16, 2012, 08:12:06 AM »

EDIT: This HUD message:
...this message which does not normally appear at the start of a flight:

Such a message has appeared with aircraft before that make the beacon features entirely unavailable, even if there are no beacons on the map and no hot-keys to select beacons have been pressed...does only appear in the 190's on any map. I flew a mosquito and one or two others on the Normandy map and the message did not appear at the start of a flight...  :-\

Just tried a lot of Claymores 190er, Ta's in DBW (I know, you have MAct, but it will work in the same way there when its 4.101 based) and in all cases Nav worked well.

And its working in your game too I see. You have this beacon NONE message at the start of the mission because you haven't choosen a Nav channel yet, do so with the keys "Next beacon" and "Previous beacon" and you will get wheter a Radio or some "beep" sound etc and a screen message about the channel when there are Nav objects on the map.

You will not get the Message with Mossies because they have no Nav feature AFAIK. There are only a few planes with this feature (some default 4.101 and some more mod planes where the Nav was made available by some modders).

Read the 4.101 pdf manual how to use the Nav features.  ;)

Hi Gerax,

That's fair enough - but I think there is a misunderstanding.  :-\ I am fully aware of how the navigation features work in 4.10.1. With this pack installed, radio nav' is not available at all, in any aircraft, even if it is available on the map and even in appropriate aircraft. I can press "Select Next Beacon" or "Select Prev. Beacon" and literally nothing happens, even if there should be beacons available.  :( Something in the pack must override the feature... I'm still fairly sure the "Beacon None" message at flight start-up is an element of this bug, as the map on which I took that screenshot never had any beacons anyway, and other a/c in which the beacon systems are available never had the "Beacon None" message at flight start up on the same map...  ???

I tested the stock Coral Sea Online map in QMB where there are Nav's for the carriers and tried to tune them with the A6M3 from JapanCat, which i know has had working radio navigation before and here too the beacons were non selectable. Before this mod was installed on my system radio navigation was avaliable across the board.  ::)

It's not a rant just I think I explained it poorly before.  :)

I hope it can be sorted.  :-X

Michael.
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C6_Claymore

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Re: Pack Fw 190 & Ta 152
« Reply #301 on: February 16, 2012, 08:43:01 AM »

Whick kind of installation are you running ?

UP3.0 ?

DBW ?

Or this "bloody hell" SaS modact ?  >:(
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mikejr

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Re: Pack Fw 190 & Ta 152
« Reply #302 on: February 16, 2012, 09:25:44 AM »

The
"bloody hell" SaS modact ?  >:(
I'm afraid!  ;D

In IL2 4.10.1. With a whole load of mods. I like the SAS Modact install because it is highly customisable and I'm not a big fan of clogging my hard drive with a whole load of (mostly non-WW2) mods I might not use.  :-\

Here are all my current mods (fairly self-explanatory):


I know it must be a pain... If it's any help (the navigation is a big issue for me in this sim' - I am a fan of realism and one day I hope to be a IFR pilot!) I posted something here: https://www.sas1946.com/main/index.php/topic,20723.0.html about mods which stop the beacons from working in the same way that your pack does (you can see which of these mods are disabled in the above image)... don't know if it's a common set of class files or whatever.  ::)

EDIT: Just disabled some of my other mods which I installed recently and still no luck. It's definitely the Fw-190's. What is weird though is that the stock Bf-110 navigation single mission is fine - all the beacons work here, so only the Bf-110 works as normal... but when I test whether the beacons work or not I use the B-25 USAAF navigation mission as the standard, and nowt. I press the approprate keys and nothing. Not even the "Beacon: None" message at flight start up (which leads me to believe the Fw-190's contain this bug, as described).  :(

Sorry to be a nuisance but I hope I'm helping you polish this already gleaming pack off...  ;D

Michael.

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CWMV

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Re: Pack Fw 190 & Ta 152
« Reply #303 on: February 16, 2012, 09:46:21 AM »

Quote from: Mick
try this prior to take off, general external view of the plane, slightly above it, now move the stick in all directions and watch the pilot's right arm, your flaps and elevator ...  :P Like in real life isn't it ...??!!

Pack is working perfectly in my dbw 1.7
Must say its looking good, but I wish there was an option to disable the quoted feature. I really don't notice it as I'm always in cockpit, and the incompatibility with the wonderful new pilot models is a huge drawback.

Other than this very minor issue I am amazed at the completeness and detail contained here. Bravo all!

Hi CWMV, if you don't want to have the quoted feature in cockpit (I mean power %, flaps extented etc...) you have only to edit a hud_log_ru.properties and delete or modify all the right entries you won't see on screen.

About the new pilots from Barnesy, I have the impression to be the only one to think that, and without wanting to seem offensive, but honnestly I don't find that they are at the good size and specialy their head, they haven't the moving arms and especially their helmet is not in accordance with a german fighter pilot.
Actually I was referring to the new pilot animations (moving arms). I hate to say it, as I understand that a good amount of work was put into them, and its great to see that it can be done, but in reality its a feature that I never use as I'm always in the cockpit-not outside looking in.
Regardless of the accuracy of the helmet used in the new pilot models, to me they just plain look more like people!
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flightdok74

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Re: Pack Fw 190 & Ta 152
« Reply #304 on: February 16, 2012, 09:49:36 AM »

 :(Does anyone know a link to this mod. in the 4.101 version that is in english, sorry, I don,t read or speak other languages...... :(
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OberstDanjeje

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Re: Pack Fw 190 & Ta 152
« Reply #305 on: February 16, 2012, 10:23:24 AM »

You don't nee to know the french, I don't know it too, just follow the istruction on the first post, there are some picture that tell you what to do, quite easy ;)
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flightdok74

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Re: Pack Fw 190 & Ta 152
« Reply #306 on: February 16, 2012, 10:57:07 AM »

Ok, thanks oberst, I could not get it to the download part of the original one, but I got the Mirror 1 to work for v.4.101, but it is a slow download and shows 6 and 1/2 hrs.......:(.........thankyou
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Boelcke

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Re: Pack Fw 190 & Ta 152
« Reply #307 on: February 16, 2012, 12:11:20 PM »

Is there any chance to make this mod compatible with Wolfighters pilots? I can't live with the old stock big heads, no way.
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Mick

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Re: Pack Fw 190 & Ta 152
« Reply #308 on: February 16, 2012, 01:20:43 PM »

... it already is compatible with Wolfighter's pilots, provided you delete all FW/Ta folders from it ...  ;)

But then of course if you mean using Wolfighter's pilots in FW/Ta cockpits then I can't answer that question, the only thing I know is that in order to have the pilot's arm animation, Clay had to heavily modify things that render Wolfighter's pilots incompatible with his mod ...
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C6_Claymore

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Re: Pack Fw 190 & Ta 152
« Reply #309 on: February 16, 2012, 02:03:00 PM »

... and I think it's for me more quick to do if I modify the original head by myself  ::)

The question is; Am I going to have the courage to make it...
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OberstDanjeje

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Re: Pack Fw 190 & Ta 152
« Reply #310 on: February 16, 2012, 02:13:33 PM »

Please, please, go ahead, take your time, your Foke-Wulf pack is so great, but with a new pilot it will be even better ;)
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gianluca

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Re: Pack Fw 190 & Ta 152
« Reply #311 on: February 16, 2012, 04:05:26 PM »

Hi Bruno, definitely I'm not having luck with the v2....
Expeimented a lot in trying to overcome the "reticle crosshair" problem and in the process I learned that the two files responsibles to show both new 3do features and crosshair are MainHull.msh and hier.him. That said and extracted from sfs to an appropriated folder created in MODS the result is always nihil; however the same two files from the v1 in the same folder work and I have then o course cross hair back but without new 3do features... tried the MainHull.msh v2 and hier.him v1 but no luck: ok crosshair but no new 3d....
Then I tried a simple mission from airfield and to my surprise I noticed that the canopy spawns closed and the magnetos are on even though not selected in jsgme; moreover when moving th elock/unlock feture through stick movement does not work anymore. I have to say all these feature4s where working in v1.
Now I think is my install but then I wonder why v1 was fully working and  this one not on the very same install(409UP201) with the folders in the same position inside MODS (they load first).
Are the fixes the cause? On one side they solved some probs but gave way to this new ones? I have no answer by now but tomorrow I will try to "extract" the fixes and try again at leats to see if those last two issues are somehow related to the fixes....
Best regards and good night!
Gianluca
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