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Author Topic: New-TFM  (Read 272603 times)

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SAS~Monty27

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Re: New-TFM
« Reply #300 on: July 09, 2013, 03:21:37 AM »

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.

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

A very good point rkalhorn109, all of us testing New-TFM noticed this right away.   ;D  Hopefully, once you have the [Mods] section in CONF.INI sorted out you will also find that it sounds better than ever too!

You really must have a [Mods] section, if it ain't there, make one and insert it after Sounds.  Here is my [Mods] section to compare and cut and paste if you wish.

Code: [Select]
[Mods]
BombSightAssist=1
BombSightAssistConf=3
MixedSpeedbar=1
FullSpeedbar=1
PALMODsColor=1
ShowSIToo=1
3DGunners=1
SpeedbarUnits=3
SpeedbarSpdKMH=1
SpeedbarSpdMPH=1
SpeedbarSpdKnots=1
SpeedbarAltMeters=1
SpeedbarAltFeet=1
SpeedbarTAS=1
DumpFuel=1
ToggleMusic=1
SeparateRadiatorOpenClose=1
SeparateHookUpDown=0
SideDoor=1
BombBayDoors=1
CatapultAllow=1
CatapultAllowAI=1
CatapultBoost=1
StandardDeckCVL=1
CatapultAI_CVE=1
CatapultAI_CVL=1
CatapultAI_EssexClass=1
CatapultAI_LexingtonClass=1
CatapultAI_AkagiClass=1
CatapultAI_IllustriousClass=1
CatapultAI_CasablancaClass=1
CatapultAI_ShokakuClass=1
CatapultAI_GrafZep=1
NoNavLightsAI=1
PALQMBLinesPl0=24
WepEffect=1
Flyby=0
FlybyFov=60.0
PALQMBLinesMap=24
PALQMBLinesPl0=24
PALQMBLinesPl1=18
PALQMBLinesPl2=18
PALQMBLinesPl3=17
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=24
PALQMBLinesPl7=24
AFACDelay=15
FACDelay=15
GCIRange=150
GCIVarAlt=1
SARDelay=12
RESCAPDelay=12
AirShowSmoke=1
/AirShowSmoke=2       <----- white smoke
/AirShowSmoke=3       <----- blue smoke

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Whiskey_Sierra_972

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Re: New-TFM
« Reply #301 on: July 09, 2013, 04:07:31 AM »

Monty , even if most of the mods section value are default one , you should add it into first post so users that have a clean vanilla can add at their conf.ini!

You can also teach them to use their conf.ini file with the property set to 'read only' to avoid unwilled modification from IL2 engine when shut off the game....
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SAS~Monty27

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Re: New-TFM
« Reply #302 on: July 09, 2013, 05:23:18 AM »

Monty , even if most of the mods section value are default one , you should add it into first post so users that have a clean vanilla can add at their conf.ini!

You can also teach them to use their conf.ini file with the property set to 'read only' to avoid unwilled modification from IL2 engine when shut off the game....

Good point Walter, we tend to forget that while New-TFM is an addon for DBW, some people are new even to DBW.
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rkalhorn109

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Re: New-TFM
« Reply #303 on: July 09, 2013, 05:36:03 AM »


A very good point rkalhorn109, all of us testing New-TFM noticed this right away.   ;D  Hopefully, once you have the [Mods] section in CONF.INI sorted out you will also find that it sounds better than ever too!

You really must have a [Mods] section, if it ain't there, make one and insert it after Sounds.  Here is my [Mods] section to compare and cut and paste if you wish.


That fixed the sound problem right away!  Thanks for your help.  ;D
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SAS~Monty27

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Re: New-TFM
« Reply #304 on: July 09, 2013, 05:39:19 AM »


A very good point rkalhorn109, all of us testing New-TFM noticed this right away.   ;D  Hopefully, once you have the [Mods] section in CONF.INI sorted out you will also find that it sounds better than ever too!

You really must have a [Mods] section, if it ain't there, make one and insert it after Sounds.  Here is my [Mods] section to compare and cut and paste if you wish.


That fixed the sound problem right away!  Thanks for your help.  ;D

RESULT!  The lack of a proper [Mods] section hadn't ocurred to me.  Now its on the first page, thanks again rkalhorn109, really pleased.  Sounds better than ever now too huh?  8) 8) 8) 8) 8)
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PO_MAK_249RIP

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Re: New-TFM
« Reply #305 on: July 09, 2013, 06:32:29 AM »

Hi Monty do you intend to provide a pack for the He111 ABEs - I wouldnt mind these without having to install SCW ?
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matori

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Re: New-TFM
« Reply #306 on: July 09, 2013, 07:58:27 AM »

"Once you activate the Bomber Command Upgrade with JSGME you must delete the folder AIR_Wellington MK_III from #DBW."
I did that and the game fell to 60%, when I came to mention the file plays normally start until TFM 28, when I put it on, it drops to 60% when I put the last 27 TFM's all good. Know I'm boring but if you can advice, thanks ~ S ~
Know I`m boring but if you can ADVICE,please,thanks ~S~ :'(
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markino

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Re: New-TFM
« Reply #307 on: July 09, 2013, 08:25:07 AM »

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

Hi Monty27 many thanks for your kindly reply and patience...
Ciao!

Marco
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dpeters95

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Re: New-TFM
« Reply #308 on: July 09, 2013, 08:50:49 AM »

Simon,
I just wanted to take a moment to say THANK YOU for helping all of us enjoy this game more every day!  This game is still around and better than ever because of those of you who share your time and talent with the rest of us.

Thanks,
Dennis
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SAS~Monty27

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Re: New-TFM
« Reply #309 on: July 09, 2013, 09:00:53 AM »

@ making153 - No mate, I don't plan to make a pack for the early He-111s because they are outside the remit of New-TFM.  SCW is well worth installing and real easy to do.  I recommend it honestly. Plus you get the campaigns and missions for those aircraft in the set where they belong.

https://www.sas1946.com/main/index.php/topic,31973.0.html

@ matori - Scientific method is all we have.  Plus the fact that the packs don't take long to copy over, really, a couple of coffees at most.  Therefore, back to #DBW - make sure you have a clean one with no stray bits and pieces in it.  Activate in order and test fly as you go.

@ Cheers Dennis, I also have some wicked new campaigns in development and they will see the light of day soon.  More selfishly, we all get to benefit from Poltava's incredible panoply, can't wait to fly those great campaigns in New-TFM.
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'MadDog'

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Re: New-TFM
« Reply #310 on: July 09, 2013, 09:05:52 AM »

Hello Simon

The posts referring to the conf. file are interesting. I had installed the New-TFM on top of a virgin 1946 4.10.1 and there wasn't any [Mods] section in the conf. file. I have added the section now to include Flyby=0 and altered various other settings to tweak the in-cockpit  sound. I am now  wondering about all the other  entries in your specimen file. Maybe it's just  that I hadn't used any of these mods in a mission so the relevant entries hadn't been written into the conf. file. But my finding is the same  as  others who  say that they don't have this section. If I include your conf entries into mine, could there be any negative consequencies?

Thanks for your  assistance

Euan
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BravoFxTrt

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Re: New-TFM
« Reply #311 on: July 09, 2013, 09:45:57 AM »

Euan, the Stock Conf.ini from 4.07 doest have the [Mods] section in it, and never had it, it is up to the Users to Make that section, and it will not have any Negative consequences, at all, If done right that is. In fact it is necessary to have to be able to enjoy the riches from further Editing your conf.ini with the relevant entries.

I hope this helps you further understand what the [Mods] section is for.
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