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Author Topic: Gurner FX 4.3  (Read 338160 times)

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Royzewic

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Re: Gurner FX 4.3
« Reply #1128 on: June 02, 2014, 08:56:36 PM »

thanks for the corrections guys! Nice work!
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yughun

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Re: Gurner FX 4.3
« Reply #1129 on: June 08, 2014, 09:36:39 AM »

Why doesn't the carrier decks catch on fire when hit by a bomb?
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santobr

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Re: Gurner FX 4.3
« Reply #1130 on: June 09, 2014, 05:26:20 AM »

It was implemented only in update 4.12, it is not related with this mod.



santobr.
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rotte7teufel

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Re: Gurner FX 4.3
« Reply #1131 on: June 18, 2014, 08:05:21 AM »

Does anyboy know how to correctly put Gurner FX on MA.5.3/TFM 412 ... because I put it on #SAS and I didnt see any difference even more I enable it by JSGME and still nothing ( already I Can say it was enable without conflict ) ... so maybe I do smoething wrong ? or GURNER not work properly with TFM ? ... chrs 
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I know what you're thinking: "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya, punk?

rotte7teufel

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Re: Gurner FX 4.3
« Reply #1132 on: June 19, 2014, 02:27:45 AM »

OK Solved I put wrong Gurner :P ..... learning all the time :)
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I know what you're thinking: "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya, punk?

kiberniths

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Re: Gurner FX 4.3
« Reply #1133 on: June 22, 2014, 04:22:36 PM »

does anyone can answer clearly if this gurner 4.3 fx works with modact 5.30 in 4.12.2 patch?
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Oscarito

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Re: Gurner FX 4.3
« Reply #1134 on: June 22, 2014, 05:12:07 PM »

Surely it works! But do not forget to set Conf.ini according to reply #1124 on previous page to avoid any bug.
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v4.12+MA 5.3 - Win 7

kiberniths

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Re: Gurner FX 4.3
« Reply #1135 on: June 22, 2014, 05:54:49 PM »

can you tell me the exact steps of what i do because in the instructions have so many  threads! For dbw for one for the other and i got lost in all those! I wanted the steps exactly for modact 5.30 4 12.2  what to do to work properly .Hope it wont difficult for you to tell me the steps
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Oscarito

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Re: Gurner FX 4.3
« Reply #1136 on: June 22, 2014, 06:34:55 PM »

No problem! Just follow this link:
https://www.mediafire.com/?p13cz0bmdcxkedl
Extract the content directly to your #SAS folder in game directory.
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v4.12+MA 5.3 - Win 7

rotte7teufel

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Re: Gurner FX 4.3
« Reply #1137 on: June 23, 2014, 03:05:41 PM »

Oscarito did it include Distance View mod ?
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I know what you're thinking: "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya, punk?

Oscarito

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Re: Gurner FX 4.3
« Reply #1138 on: June 24, 2014, 04:05:42 AM »

I don't think so since there are extra class files that must be added to get this. I do not use this feature but guess those files marked for UP3 are the correct... 
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v4.12+MA 5.3 - Win 7

rotte7teufel

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Re: Gurner FX 4.3
« Reply #1139 on: June 24, 2014, 07:51:24 AM »

Oh .... OK thanks :)
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I know what you're thinking: "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya, punk?
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