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Author Topic: New-TFM  (Read 272607 times)

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markino

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Re: New-TFM
« Reply #288 on: July 08, 2013, 04:35:26 AM »

A quick question: I must to unzip fb410_clay01.sfs, fb410_clay02.sfs, tigersounds_1.sfs, tigersounds_2.sfs in the JSGMEMODS folder and activate them before start to install TFM 01-32?
Many thanks for your help!

Ciao!

Marco

p.s. I apologise for my hard head... :-[
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Griffon_301

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Re: New-TFM
« Reply #289 on: July 08, 2013, 05:00:19 AM »

thanks a lot Simon for the new packs :)
is it too much to ask if you could provide a readme in future packs, containing the changes one needs to apply to the various ini files?
I am pretty sure that several buys mod their install a little bit more, adding this and that and it would be fine to be able to just add the necessary stuff to the appropriate ini files without the need for winmerge for example to compare files and add stuff :)

just an idea if its possible and does not involve too much work on your side :)

cheers
phil
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SAS~Monty27

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Re: New-TFM
« Reply #290 on: July 08, 2013, 07:20:32 AM »

Phil, have a poke around in there and you will find all the 'readmes' and install notes are present...
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SAS~Monty27

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Re: New-TFM
« Reply #291 on: July 08, 2013, 07:22:39 AM »

A quick question: I must to unzip fb410_clay01.sfs, fb410_clay02.sfs, tigersounds_1.sfs, tigersounds_2.sfs in the JSGMEMODS folder and activate them before start to install TFM 01-32?
Many thanks for your help!

Ciao!

Marco

p.s. I apologise for my hard head... :-[

No Marco, the SFS files live in your Il2 root directory.  :)
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BravoFxTrt

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Re: New-TFM
« Reply #292 on: July 08, 2013, 08:14:50 AM »

Just installed #31 & #32 all is working perfect. Thanks for the upgrade Simon. :)
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Griffon_301

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Re: New-TFM
« Reply #293 on: July 08, 2013, 08:48:00 AM »

just found out that with the correct workflow, even WinMerge can be used efficiently :) it was very easy to add the new packs to my existing modded version :)
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SAS~Monty27

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Re: New-TFM
« Reply #294 on: July 08, 2013, 06:09:13 PM »

just found out that with the correct workflow, even WinMerge can be used efficiently :) it was very easy to add the new packs to my existing modded version :)

Excellent, adding ships is a bitch whoever you are, so well done.  The main criteria for any upgrade is:  will we see it or use it in campaigns? - Got some great missions coming up...  ;D

@Bravo - Those new SWOTJN's will be right up your street!  ;D ;D ;D ;D ;D
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rkalhorn109

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Re: New-TFM
« Reply #295 on: July 08, 2013, 09:49:05 PM »

I've got TFM up and running now.  Spectacular!  But I'm experiencing two problems:

1.  No flyby sounds except when an aircraft is on a takeoff roll.  Once a plane is in the air, complete silence when I hit F3.  I did make the following conf.ini adjustments:

[sound]
Attenuation=7
SoundMode=2
SamplingRate=2
NumChannels=4
SoundFlags.hardware=1

But I cannot find the [Mods] section in my conf.ini, so I cannot make this adjustment:

[Mods]
Flyby=0

Do I have to add these two lines in my conf.ini?

2.  The engine of one particular subtype of the Fw 190D-9, the Oct-Nov 1944 version, will not start its motor when I select Scramble in QMB and hit the I key for ignition.  But if I begin the mission in the air, land the aircraft, and shut off the engine, I can start the engine again by hitting the I key.  Other aircraft, including other members of the 190D series, do not seem affected by this bug.
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rkalhorn109

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Re: New-TFM
« Reply #296 on: July 08, 2013, 11:07:50 PM »

I'd like to add that the game modded with TFM now looks and runs better than I've ever seen.  8)
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Griffon_301

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Re: New-TFM
« Reply #297 on: July 09, 2013, 01:10:45 AM »

Hello Simon!

yeah, everything went smooth as silk; well it helps if one knows what ini files have seen a change during the install of a certain mod;
in my case it was mostly aircraft with the exception of the Midway map repaint that required some changes to the static.ini;
the rest was simply comparing the files with WinMerge and adding what was missing in my inis;

a good advice I am following religiously by now is to back up the ini files BEFORE adding new stuff; that way a rollback is easy to perform;

thanks for the great work and continued support :)

cheers
phil
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SAS~Monty27

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Re: New-TFM
« Reply #298 on: July 09, 2013, 02:40:13 AM »


*****************************



FMB TOOLBOX-2

#DBW-NewTFM-33-FMB TOOLBOX-2
Thanks to SAS~Malone and SAS~Epervier for these extra ordnance objects and imports from V4.12.  The new objects include BIG scrimnets, large enough for a B24!

New-TFM-33
https://www.mediafire.com/?2655602bvts6yn1

*****************************
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SAS~Monty27

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Re: New-TFM
« Reply #299 on: July 09, 2013, 03:02:52 AM »

*****************************



THE NEW-TFM STATIC OBJECTS LIST

New-TFM Objects.pdf
With New-TFM FMB now packing over 2,500 FMB static objects, its party time for the campaign makers!  To assist with their tracking and location I have recently listed them all, with pictures, and compiled this handy quick reference PDF.

New-TFM Objects.pdf
https://www.mediafire.com/download/093c2xz6d077ih9

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