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Author Topic: Gurner FX 4.3  (Read 338162 times)

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jjsrx

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Re: Gurner FX 4.3
« Reply #1008 on: June 17, 2013, 11:12:08 PM »

here is the eventlog:

[18.06.2013 4:57:07] Mission: Quick/MTO/MTORedAirbase00.mis is Playing
12:00:00 Mission BEGIN
12:00:00 r01000(0) seat occupied by Player at 65777.21 185480.33
12:00:00 r01000 loaded weapons 'default' fuel 100%
12:00:01 r01000 in flight at 65867.77 185499.5
12:01:17 11_Static destroyed by r01000 at 76541.18 186120.4
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Mad026

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Re: Gurner FX 4.3
« Reply #1009 on: June 18, 2013, 12:21:32 AM »

Hello guys.first let me say that this mod rocks.The best mod for realism I have used.I ran into a problem with it where by I had lost all my ground smokes.Mainly the building smokes and burning vehicle smokes.I found the problem was a conflict with engine mod 2.6.Once I deactivated it everything worked fine again.I was wondering if anyone found a solution to the conflict between the two.

Try to load the Gurner FX first, so put an "!" sign before the gurner FX mod folder!

example: !Gurner FX 4.3 this is what it should look like!

and put a "-" sign before the B27261D242F3990A classfile cou can find it in the SAS engine mod'sfolder

example: -B27261D242F3990A
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jjsrx

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Re: Gurner FX 4.3
« Reply #1010 on: June 18, 2013, 01:56:29 AM »

I think I have run into the same problem as Marcost on page 60 in this post.
He said the freeze only happens when engaging vehicel convoy, but he probably missed the problem was acctually caused by the fuel trucks in the convoy.
Marcost also said delete all the class files in the Gurnerfx 4.3 help to solve the problem. I tried to delete all the class files and it works!

Seems the problem was caused by the class files, but which one?

After half hour of grouping test, I have pin pointed the only sinful class file - 15E1127AE68FA29C. As long as I have this class file present in my mod, the game will freeze when I blow up fuel truck.
After I delete 15E1127AE68FA29C, the fuel truck wreckage no longer produce any smoke. No other noticeable difference so far.

Sadly I do not possess the skill to make further fix. I hope this info help those who capable.
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DIVEGUY43

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Re: Gurner FX 4.3
« Reply #1011 on: June 18, 2013, 07:35:26 AM »

Thanks Mad026.Gave that a try and still no good.Only when I competely deactivate the engine mod do my fx come back. :(
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Mad026

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Re: Gurner FX 4.3
« Reply #1012 on: June 18, 2013, 02:02:25 PM »

try to put only the Files folder into your mods folder .

Example : !files
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DIVEGUY43

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Re: Gurner FX 4.3
« Reply #1013 on: June 28, 2013, 01:52:21 PM »

I tried that also and the same thing.Only by deactivating the mod do I get my effects back :(
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hguderian

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Re: Gurner FX 4.3
« Reply #1014 on: June 29, 2013, 06:22:01 AM »

@All

Beware that it's not only a problem from class files!

All effects mods must be updated to the new .eff files/structure which the 412 patch has introduced!

Regards
Max
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SlowBurn68

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Re: Gurner FX 4.3
« Reply #1015 on: July 02, 2013, 07:12:26 PM »

Hi. I can't seem to get this to work, I have DBW 1.71 with TFM - Can someone verify I combined the folders correctly? I placed the 3DO and Effects folders inside the #DBW folder that's inside the #DBW_1.71_Gurner FX folder. Then I added the #DBW_1.71_Gurner FX folder into the jsgmemods folder and then activated it using the Mod Enabler. Did I do this correctly?

Thanks.
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BravoFxTrt

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Re: Gurner FX 4.3
« Reply #1016 on: July 02, 2013, 07:16:46 PM »

You sure did, but you should have downloaded Monty's Packed Version, "Only one Folder", you can download it from The New-TFM Thread at the Bottom of his first post.
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MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

SlowBurn68

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Re: Gurner FX 4.3
« Reply #1017 on: July 02, 2013, 07:48:42 PM »

You sure did, but you should have downloaded Monty's Packed Version, "Only one Folder", you can download it from The New-TFM Thread at the Bottom of his first post.

Thanks Bravo, I'll try Monty's version and see if that works. Kinda off topic but I no longer can make screenshots with or without enabling #DBW_MyScreenshots as TGA v2.0. Do you have any ideas?

Thanks.
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BravoFxTrt

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Re: Gurner FX 4.3
« Reply #1018 on: July 02, 2013, 08:10:40 PM »

For screenshots Open your jsgmemods folder the open  #DBW_MyScreenshots as TGA v2.0 Folder all the way, you should have a single file in there named  9782E66223D1856A  If not there then you need to replace it.
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MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

SlowBurn68

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Re: Gurner FX 4.3
« Reply #1019 on: July 02, 2013, 08:30:26 PM »

For screenshots Open your jsgmemods folder the open  #DBW_MyScreenshots as TGA v2.0 Folder all the way, you should have a single file in there named  9782E66223D1856A  If not there then you need to replace it.

It's there, but does it matter if it's sitting in the #DBW_MyScreenshots as TGA v2.0 / #DBW / XTD folder?
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