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Author Topic: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts - Update Patch 2017-10-31  (Read 103337 times)

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352nd_Hoss

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #156 on: August 11, 2013, 09:52:07 PM »

I have it in DBW Anto, and it works where I have it, but there is some mod I have that messes it up if it's too far down the stack O Mods.............

Cheers

Hoss

Whiskey_Sierra_972

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #157 on: August 12, 2013, 04:41:20 AM »

Ahh bloody hell, forgot that 4.101m doesn't use fuses (I stopped using 4.101m a long time ago). I'll upload another version soon for 4.101m users.

Now for 4.12m users, were the Meteors working prior to this update? Just find it odd that some of you are now get 30% errors and cockpit problems. I haven't touched the cockpits in any way.

In my installation Meteor weapons folder is lower than other weapons so the fuze don't effect the loading....in a DBW installation with some modded weapons added , try to make that folder loading among last....

About 412 I have downloaded only the last and installed it in a vanilla 412 SAS Modactivator 5.21....maybe there is the need of some missing stuff....original Meteors IIRC are released in a DBW environment....
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Bowie57

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #158 on: August 12, 2013, 06:09:40 AM »

For use in 412 with Modact 5.21: Which Diff_FM version would Work?
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Whiskey_Sierra_972

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #159 on: August 12, 2013, 06:54:11 AM »

No needs to change the DiffFM , is included in the mod activator!

DON'T USE A DIFFERENT ONE!!!!!
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SAS~Anto

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #160 on: August 12, 2013, 07:26:24 AM »

Okay everyone, a much friendly version, compatible with 4.101m thru 4.12.1m is available. I have tested it and it all works. A few little tips:

- Remove all previous versions (include HVAR fix)
- For 4.101m users, rename the two classes starting with "-". This will remove the triggers and allow you to use them without a game crash.

Apologies for the mess. My main install is 4.11.1m with JetWar and a whole host of material loaded in background. Some of it has been around since UP2.01 days and I just assume that it is essentially 'stock game material' now, which clearly isn't the case!
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Whiskey_Sierra_972

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #161 on: August 12, 2013, 08:40:44 AM »

First test in my 412:

1) Planes loading and show weapon correctly.
2) Since Mk.III don't take off by AI (see point 2 below) and my drive skill are lower I can't exclude that the exploding plane at take off with 180 gal (maybe due a misplaced collision box) is still present....I still explode at take off and message refer to the 180 gal. tank....

Those issue are due new 412 engine management:

1) AI take off impossible even at ACE level due almost immediate overheating.
2) First player take off difficult because due the immediate overheating above 80% power take off run is really long....
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SAS~Anto

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #162 on: August 12, 2013, 08:55:35 AM »

Overheating is a problem with 4.12.1m, not the Meteors. Almost all jets overheat rapdily from 4.11.1m onwards due to the new engine code
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Whiskey_Sierra_972

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #163 on: August 12, 2013, 08:59:37 AM »

Yes mate , I wrote 'Those issue are due new 412' I have now specified that those issue are '....due the new 412 engine management'.
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Whiskey_Sierra_972

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #164 on: August 12, 2013, 09:07:08 AM »

Tested in 410 (with the disabled classfiles enabled)

1) Planes load and show weapon correctly;
2) Mk.III still explode at take off with some loadout....and now even the Mk.4....since the message after the explosion report fuel tank on fire and explosion happen with other loadout....atm I'm thinking that if this is due some misplaced collision box or of the 180 gal droptank or of the plane tail that at take off strike the ground causing plane explosion.
3) Mk.8 is flawless....but it have a new tail design....
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SAS~Anto

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #165 on: August 12, 2013, 06:51:42 PM »

Sorry Walter if I came off as rude, posted that just before I went to bed!

I haven't as of yet seen the explosion on take-off, but it may be due to what you sent. I'll put up the Ranwers signal and see if he can find a solution. Glad to hear though that at least they are all appearing in game with working loadouts :)
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Gaston

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #166 on: August 12, 2013, 11:46:51 PM »

No problems here, with the 3 versions... but did not try all loadouts yet.
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Whiskey_Sierra_972

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Re: Gloster Meteor Mk.III, F.4, F.8 - Updated with New Loadouts
« Reply #167 on: August 13, 2013, 12:57:35 PM »

In my clean vanilla installation if I try to take off with the F.III with the 180 gal belly tank driven by AI at AVERAGE skill level it explode after rotation....in the same condition F.4 explode with load heavier than the 2x1000 lbs and 180 gal. belly tank....my test map is desert on line....if you can test in the same condition can be useful....
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