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Author Topic: New-TFM  (Read 272714 times)

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bergkamp

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Re: New-TFM
« Reply #876 on: February 19, 2014, 03:48:44 AM »

Quote
More New-TFM MOD content is currently being tested and will be uploaded this weekend.  Are you ready?

Hi Monty, re your quote from post 879 above. Just a general question before the onslaught begins. I am up to date with New-TFM37 installed and have added some individual mods such as fix engine and cowling updates, one or two aircraft, artillery etc. My question is, as an example, when New-TFM 36/37 was released with the Whirlwind included, I already had this a/c installed as an individual mod. Before copying in the New-TFM updates, as a precaution I removed the individual Whirlwind install. With any future New-TFM updates, should I check and delete any clash of mod, or is it ok to let the duplicated New-TFM mod copy over?

Thanks in advance, Bergkamp 
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SAS~Monty27

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Re: New-TFM
« Reply #877 on: February 19, 2014, 04:07:21 AM »

Quote
More New-TFM MOD content is currently being tested and will be uploaded this weekend.  Are you ready?

Hi Monty, re your quote from post 879 above. Just a general question before the onslaught begins. I am up to date with New-TFM37 installed and have added some individual mods such as fix engine and cowling updates, one or two aircraft, artillery etc. My question is, as an example, when New-TFM 36/37 was released with the Whirlwind included, I already had this a/c installed as an individual mod. Before copying in the New-TFM updates, as a precaution I removed the individual Whirlwind install. With any future New-TFM updates, should I check and delete any clash of mod, or is it ok to let the duplicated New-TFM mod copy over?

Thanks in advance, Bergkamp

Let the onslaught begin!   ;D As long as you can read and understand the content of each New-TFM package and incorporate them as you like, that's all well and good.  New-TFM content may still be helpful to you. 

However; with regard to support when/if you run into problems, you are on your own!  Observations and data from all kinds of users is welcome and helpful.  But obviously I can't help you bughunt an install I didn't put together.

The main idea of New-TFM was to provide everybody, regardless of expertise, with a common platform that expands on DBW.  To help everyone it is better, IMHO, to suggest content, or build an addon pack to share with everyone.  The other thing is that we want to keep an eye on the Java wall and avoid too much clutter.

My suggested method for you is this:  Use Pure-New-TFM up to the latest package then make your own addon pack building on the previous numbered New-TFM package.  When New-TFM is updated simply pull out your pack - add the latest New-TFM - Then re-examine your pack and adjust accordingly.  This is assuming you are modding using JSGME or a similar type of 'Reversible Package' system?

If not?  Then you are heading for that dark mysterious breakdown we have all worked so hard to avoid!  I'm only a virtual pilot, but even here I hate flying blind. :'(
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MJJWalsh

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Re: New-TFM
« Reply #878 on: February 19, 2014, 05:01:13 AM »

Dear Monty,

Many thanks for quick response to my post re Stranraer. When do you sleep!!!!
Have reflown 3 missions, all QMB Pro, and the engine died just the once!  Mission 1 used Europe_Channel_1940-41 map, Mission Rednone00, Alt 500, situation none, Stranraer on default load out, RAF No 6 Sqn with 2 rookie Bf 109E-4 as hostile, realistic weaponry but invulnerable. The engines died 6min 30 sec into the mission, with throttles showing themselves firmly set to zero and not adjustable with my joystick throttle.  I then reflew twice using the Europe_Channel_Spring map, against 2 CR-42 as hostile, this time with vulnerability switched on, but non realistic gunnery (you have to give a guy a chance!). The first time I was still flying after 10 mins having seen off the enemy and exited the mission, the second the engines died at 4min 26 sec.

Annoying but not worth you spending valuable time on I suggest if this hasn't come up in all your testing of the BoB campaign. I can live with that - a screwed up QMB mission isn't the end of the world!

More important, these 3 questions which have emerged as I explore the fascinating world of DBW plus new TFM.

1.  Before getting into new TFM I installed Santobr's Guncam Tracer mod - and just loved it!  As far as I can see there is nothing similar included in the new TFM tracer FX - am I right?  If so, how feasible is it to include that as one of your 'optional' new TFM downloads? I guess it will not be compatible with the tracer FX you have included, plus Gurner's FX, so an overwrite isn't possible?

2. As advised I tested after enabling each new TFM pack, but loved the new splash screens so much I thought I'd try out the Mossie before I had enabled all the packs - I was at pack new TFM 12.  It worked perfectly, but when I enabled subsequent packs the game reverted to the original splash screen. Trying to disable the Mossie I got the warning that it had been overwritten by the subsequent packs so would have to disable them too.  Can I just leave it there, enabled but 'inactive' and enable the other ones?  I presume I have lost the Mossie unless I want to disable back to pack TFM 12?

3.  Finally, a really noob question  :-[ can't wait to get my hands on the new campaigns. I have downloaded Ace of Spades, extracted the files - but where do I install them? Do they all go into one place, and if so exactly where?  Or do the component files (Missions, Paintschemes etc) go into different folders?  I've tried putting them into various destination folders but no luck. Sorry to throw what must be a really basic problem at you - I'm on a very steep learning curve!
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bergkamp

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Re: New-TFM
« Reply #879 on: February 19, 2014, 05:07:31 AM »

Thanks Monty, I get what your saying, re your reply @ 11.07. I have been fairly selective and have only added half a dozen or so mods to the New-TFM pack and only downloads from this site. I have been reasonably successful in troubleshooting, solving any problems (hence I don't post too often!). I normally extract the latest New-Monty packs to a "dump" folder and examine the content before install to ensure there are no clashes with already installed mods (i.e the Whirlwind). I just wondered if I had allowed the Whirlwind in pack 36/7 to overwrite, all would have been ok. I guess the only way to find out is to do it in future. (I have backups!!)

Thanks again,

Bergkamp
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Maico

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Re: New-TFM
« Reply #880 on: February 19, 2014, 07:11:48 AM »

I don't know who is responsible for these.... BUT I LIKE IT.
Today some fantastic effects on TFM. 
During a fantastic fight with a Hamp (a6m3) We got in rolling scissors.  I was in P-38(yes, I'm hard headed) but at the bottom of the spiral he broke off.  As he came around I was there waiting for him,  I got one of them once a year 90degree deflection shots.  His wing folded and he hit the ground at over 200kph. 
  The effects are sooooo good.  The sound is out of this world.

Thanks modders.

Maico
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Benjamin2557

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Re: New-TFM
« Reply #881 on: February 19, 2014, 08:45:19 AM »

I tried to insert it in the con.ini but there is still no sound!  :(

What does it do? I think I'm doing wrong. My con.ini is on (Ubisoft/IL-2 Sturmovik 1946/conf.ini)
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Maico

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Re: New-TFM
« Reply #882 on: February 19, 2014, 10:21:35 AM »

Yes conf.ini  goes in main folder.
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Benjamin2557

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Re: New-TFM
« Reply #883 on: February 19, 2014, 12:42:34 PM »

My link sound of conf.ini is :

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=4
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

It is correct ?

For answer your question Maico, I speak French (sorry for the delay)
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Maico

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Re: New-TFM
« Reply #884 on: February 19, 2014, 02:16:30 PM »

Merci!
  benji:
  To save space, all conf.ini stuff must be posted using the # symbol above the chat box.  Click on the # then paste your conf.ini between the brackets, you will see.  Don't worry, I just learned this today.  It should look like this.(see below)   

Ok, I will try to hook you up but be aware I am no modder.  Your conf.ini should have a Mods section.  It is probably the last section.  If you don't have it, then add this

[MOD]
flyby=1

Also make sure you have these in your conf.ini SoundMode=2  Let me know if this help, then I can bill you LOL. 


Code: [Select]
[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=4
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0
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SAS~Monty27

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Re: New-TFM
« Reply #885 on: February 19, 2014, 03:17:35 PM »

Dear Monty,

Many thanks for quick response to my post re Stranraer. When do you sleep!!!!
Have reflown 3 missions, all QMB Pro, and the engine died just the once!  Mission 1 used Europe_Channel_1940-41 map, Mission Rednone00, Alt 500, situation none, Stranraer on default load out, RAF No 6 Sqn with 2 rookie Bf 109E-4 as hostile, realistic weaponry but invulnerable. The engines died 6min 30 sec into the mission, with throttles showing themselves firmly set to zero and not adjustable with my joystick throttle.  I then reflew twice using the Europe_Channel_Spring map, against 2 CR-42 as hostile, this time with vulnerability switched on, but non realistic gunnery (you have to give a guy a chance!). The first time I was still flying after 10 mins having seen off the enemy and exited the mission, the second the engines died at 4min 26 sec.

Annoying but not worth you spending valuable time on I suggest if this hasn't come up in all your testing of the BoB campaign. I can live with that - a screwed up QMB mission isn't the end of the world!

More important, these 3 questions which have emerged as I explore the fascinating world of DBW plus new TFM.

1.  Before getting into new TFM I installed Santobr's Guncam Tracer mod - and just loved it!  As far as I can see there is nothing similar included in the new TFM tracer FX - am I right?  If so, how feasible is it to include that as one of your 'optional' new TFM downloads? I guess it will not be compatible with the tracer FX you have included, plus Gurner's FX, so an overwrite isn't possible?

2. As advised I tested after enabling each new TFM pack, but loved the new splash screens so much I thought I'd try out the Mossie before I had enabled all the packs - I was at pack new TFM 12.  It worked perfectly, but when I enabled subsequent packs the game reverted to the original splash screen. Trying to disable the Mossie I got the warning that it had been overwritten by the subsequent packs so would have to disable them too.  Can I just leave it there, enabled but 'inactive' and enable the other ones?  I presume I have lost the Mossie unless I want to disable back to pack TFM 12?

3.  Finally, a really noob question  :-[ can't wait to get my hands on the new campaigns. I have downloaded Ace of Spades, extracted the files - but where do I install them? Do they all go into one place, and if so exactly where?  Or do the component files (Missions, Paintschemes etc) go into different folders?  I've tried putting them into various destination folders but no luck. Sorry to throw what must be a really basic problem at you - I'm on a very steep learning curve!

Hi MJJWalsh

Sleep:  I'm in South Australia, so probably when most of you guys are up and about!

Answers: -

1) Tracers - We already have 00_PAL-SmokeTrails mod built into New-TFM at an early stage and tuned for performance.

2) JSGME can be awkward in the way it overwrites one-way.  'Switches' ie: packs that go in and out as required, should be unloaded and reloaded last in your order.  A quick solution here is to make a copy of the Mossie Splashscreen pack, rename it with a 2 on the end, and activate at the end of the JSGME order.  Just remember to temporarily unload it when you upgrade.

3) The file/folder structure for campaign/mission sets is:

Campaigns
Root Dir/Missions/Campaign/{Nationality DE/DK/GB etc as required}/Campaign Folder

Single Missions
Root Dir/Missions/Single/{Nationality DE/DK/GB etc as required}/Single Mission Folder

Skins
Root Dir/PaintSchemes/Skins/New Skin Folder named by aircraft type

My campaign/mission sets are packed like this so you should be able to unpack them right into the main directory.  With WinRAR I also prefer drag and drop from window to the target.  Take a look inside the zipped folders and compare the folder positions with your Il2 install.


Simon (SAS~Monty27)
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Benjamin2557

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Re: New-TFM
« Reply #886 on: February 19, 2014, 11:27:05 PM »

Thank you anyway Maico but it does not work!  >:(
These are just the MODS aircraft added by TFM.
Have you got sound in fly-bye ?
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Maico

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Re: New-TFM
« Reply #887 on: February 20, 2014, 12:55:14 AM »

Yes.  I have flyby sounds.  Don't worry about it.  It is just a small feature.  Go kill some planes.  You feel better.  ;D
  Also look at Sounds on the front page of this forum.  Read Tiger33 sounds thread. On last page see the settings u Must have.
  Is making a w install an option?
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