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Author Topic: Gurner FX 4.3  (Read 338220 times)

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Mick

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Re: Gurner FX 4.3
« Reply #876 on: February 09, 2013, 01:40:06 AM »

... it is not Tiger's UV3 mod that produces that smoke, it is an opening canopy version of whatever plane you use ...  ;)

ex:

https://www.sas1946.com/main/index.php?action=search2
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AbortedMan

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Re: Gurner FX 4.3
« Reply #877 on: February 09, 2013, 06:02:02 AM »

I wish it were that simple, it's happening on all of my aircraft. I cannot open my canopy on any of the 109s I've used and it still happens...I don't even have any edited cockpits activated, or canopy mods even installed.
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Maico

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Re: Gurner FX 4.3
« Reply #878 on: February 09, 2013, 01:18:27 PM »

Gurner,
  First off, thanks for this terrific mod.  Having lots of fun with it.  The FX are awesome.  There is one little bug.  When I try to use this in jsmemods folder, I cant fire the guns in the aircraft.  Its like I get one round and then nothing.    I tried it with a old install then with a new install.  Same results.   Of course not to be denied I still have it in my Mods folder where it works like a charm.  Just thought I would let you know my problem with this mod. 

Maico
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Aviar

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Re: Gurner FX 4.3
« Reply #879 on: February 09, 2013, 02:38:19 PM »

Gurner,
  First off, thanks for this terrific mod.  Having lots of fun with it.  The FX are awesome.  There is one little bug.  When I try to use this in jsmemods folder, I cant fire the guns in the aircraft.  Its like I get one round and then nothing.    I tried it with a old install then with a new install.  Same results.   Of course not to be denied I still have it in my Mods folder where it works like a charm.  Just thought I would let you know my problem with this mod. 

Maico

Actually, HSFX 6 was designed to be used WITHOUT a Mods folder. That is why the original install does not have one. I run all my HSFX 6 mods through JSGME. I also use Gurner's FX 4.3 mod and don't have any problems with it. I'm only stating this because you seem to be blaming JSGME for your particular problem with this mod.

Aviar
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marcost

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Re: Gurner FX 4.3
« Reply #880 on: February 09, 2013, 03:07:02 PM »

I've had a similar problem with mods in HSFX. The mod works in MODS folder but not through JSGME if JSGME loads it into Files folder. I put it down to priority of loading i.e. game loads the first thing it comes to and in MODS folder my mod was higher on that list than it was when it was in Files folder.

Maico you can still use JSGME to activate your mod - put it in the jsgmemods folder and make sure the structure is name_of_mod/MODS/name_of_mod/the folders such as Effects,3DO and class files

Regards

M
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Aviar

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Re: Gurner FX 4.3
« Reply #881 on: February 10, 2013, 03:15:10 AM »

I've had a similar problem with mods in HSFX. The mod works in MODS folder but not through JSGME if JSGME loads it into Files folder. I put it down to priority of loading i.e. game loads the first thing it comes to and in MODS folder my mod was higher on that list than it was when it was in Files folder.

Maico you can still use JSGME to activate your mod - put it in the jsgmemods folder and make sure the structure is name_of_mod/MODS/name_of_mod/the folders such as Effects,3DO and class files

Regards

M

An important thing to be aware of is that the folder structure for some mods needs to be different for JSGME when compared to your MODS folder. Gurner FX 4.3 is one of these mods.

If you look at Gurner's instructions for HSFX6, he tells us to put the FX 4.3 files in the MODS folder. Well, I don't think he understood that HSFX6 is different than HSFX5....it doesn't have a MODs folder. In HSFX6, mods were designed to be controlled from within JSGME. So, for FX 4.3 to work from within JSGME, the file structure needs to be slightly altered.

Aviar
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Semor

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Re: Gurner FX 4.3
« Reply #882 on: February 10, 2013, 03:41:14 AM »

Quote
If you look at Gurner's instructions for HSFX6, he tells us to put the FX 4.3 files in the MODS folder. Well, I don't think he understood that HSFX6 is different than HSFX5....it doesn't have a MODs folder. In HSFX6, mods were designed to be controlled from within JSGME. So, for FX 4.3 to work from within JSGME, the file structure needs to be slightly altered.

 ??? :D

I think Gurner understands the Folder structure in HSFX very well.....
It doesn´t matter if its HSFX 6,5,or 4 the file structure is ALWAYS the same,and you can always put a MODS folder into your HSFX install,create a STD folder in it and copy the i18n,gui,com folders from the files folder.Thats it,no magic behind.
For me, Gurners FX works very nice in the mods folder.no problem.
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Gurner

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Re: Gurner FX 4.3
« Reply #883 on: February 10, 2013, 04:56:46 AM »

And for me also!  ;)

But then, I only have two mods in my HSFX6 MODS folder - Gurners 4.3 and the distance mod, so no conflicts...
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Maico

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Re: Gurner FX 4.3
« Reply #884 on: February 10, 2013, 04:22:57 PM »

Gurner,
  First off, thanks for this terrific mod.  Having lots of fun with it.  The FX are awesome.  There is one little bug.  When I try to use this in jsmemods folder, I cant fire the guns in the aircraft.  Its like I get one round and then nothing.    I tried it with a old install then with a new install.  Same results.   Of course not to be denied I still have it in my Mods folder where it works like a charm.  Just thought I would let you know my problem with this mod. 

Maico

Actually, HSFX 6 was designed to be used WITHOUT a Mods folder. That is why the original install does not have one. I run all my HSFX 6 mods through JSGME. I also use Gurner's FX 4.3 mod and don't have any problems with it. I'm only stating this because you seem to be blaming JSGME for your particular problem with this mod.

Aviar

  Whoa there Tiger!  I am on DBW 1.7  This mod did not work for me in JSGME but I just put it in my mods folder and it works.  I am not blaming no one, just doing a little bug reporting.  Thats all

Maico
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rhinofilms

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Re: Gurner FX 4.3
« Reply #885 on: February 10, 2013, 09:07:57 PM »

I also use DBW1.7 and it worked fine with JSGME.
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AbortedMan

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Re: Gurner FX 4.3
« Reply #886 on: February 10, 2013, 10:22:48 PM »

... it is not Tiger's UV3 mod that produces that smoke, it is an opening canopy version of whatever plane you use ...  ;)

ex:

https://www.sas1946.com/main/index.php?action=search2

For anyone else that is having the problem and suspecting gurners mod...

It in fact was tiger's sound mod that was causing other players to see smoke from my aircraft. I've disabled the mod and all is well.
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Mick

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Re: Gurner FX 4.3
« Reply #887 on: February 11, 2013, 01:25:20 AM »

... THX for reporting, but since UV3 includes (which is rather odd for a sound mod) a 3D folder (dedicated to the blue flame effect from engine exhausts) I rather suspect it than the proper sound files ...  ;)

Could you please give it another try with only the 3D folder deactivated (simply put a minus sign in front of the folder (-)
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