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Author Topic: New-TFM  (Read 272530 times)

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BravoFxTrt

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Re: New-TFM
« Reply #60 on: June 23, 2013, 07:46:05 PM »

Well, Griffon, the Mod Enabler, is way too slow to my liking, and that is why I Install all Large Mod Packs "Directly", and havnt had any issues doing so.

But thats just Me! I always do things a little unorthodox., , sorry, but it only means "I can" and get away with what I can. Been doing it that way since UP 1.8, lol
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Griffon_301

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Re: New-TFM
« Reply #61 on: June 23, 2013, 07:52:51 PM »

lol Bravo, the direct method is most often the best :D
and thats why I am doing it that way too! of course thats only possible because the TFM packs are laid out that well

as you seem to be a man of great knowledge, can you tell me how I should rename the folders containing files for reskinning the pits of the TBolts and the Mustangs?
should I use the a/c names as laid out in the air.ini or the planes.ru? or the skins folders names?
I want to add cromhunts pits...
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BravoFxTrt

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Re: New-TFM
« Reply #62 on: June 23, 2013, 07:58:28 PM »

Well, lets both tackle this, I assume you are talking about Cromhunts Pits?

I think I have them some where, Ill see.

When I find the way, Ill post it for you!
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SAS~Monty27

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Re: New-TFM
« Reply #63 on: June 23, 2013, 08:25:37 PM »

Gentlemen ....GREAT work!
Simon, that whole TFM idea is just great and the new names for the folders is a mighty innovation bringing order to the chaos :)

Bravo, your Holy Grail method looks awesome, and should I find some time in the near future, I will surely try to add HSFX and maybe the new UP 3.1 as well, although HSFX looks more promising, if its based on 4.12.

what makes me sceptic a little bit is past bad experience with the Mod enabler in Silent Hunter IV;
the Mod Enabler ruined a working SHIV install after adding RFB and then trying to revert back to stock and up to TMO afterwards; I ended up installing the whole game again and adding mods for Silent Hunter directly, without the Mod Enabler....once bitten twice shy

cheers
phil

I know that one Phil  ;D, still run TMO, RSRD, Op Monsun and you are dead right about the pitfalls of JSGME.  The structure of DBW is the answer.  Replace the #DBW and you are back to Vanilla DBW-171, that's the key.  I will eventually go with TotalModder, but still have a lot to learn there...

V4.12 now has the SAS Modact-4.  I just setup a new install patched to 4.12 with the SAS Modact and Flyables.  DBW+New-TFM is the best for WWII-Korea content right now, and V4.12 SAS Modact-4 is the future for me, the Jetwar era and beyond!  ;D

https://www.sas1946.com/main/index.php/topic,35348.0.html

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kpn.kardif

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Re: New-TFM
« Reply #64 on: June 24, 2013, 12:14:56 AM »

Satus Report:  New TFM installed with gurner's, and all seems to work wonderfully.  Tracks all play fine, quick missions are great, and I'm REALLY stoked to have all of Tiger's sounds back, and working with cockpit sounds to boot! 

I have run into a problem with my in-progress JG-53 campaign though.  I am currently on the 6th mission.  Loading into it, I expected to be on the airfield waiting to take off.  Instead, I'm about 1k up with an inoperable engine and heading straight for the deck.  I have time to correct and I can glide about a bit, probably do a belly landing if I let the mission go that far before killing the game.  Any idea what might cause this, and how to fix it?  The campaign was started with the old TFM, so I would assume that some difference between the two version has to be the problem.  I could just start the campaign over again, but missions 3 and 4 are mostly waiting with TC at 8x...  Perhaps I should take the chance to work on my patience  :-[

I'll probably load up a different campaign and muck around with it until I know whether or not I can fix this one. 
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SAS~Monty27

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Re: New-TFM
« Reply #65 on: June 24, 2013, 12:21:03 AM »

Satus Report:  New TFM installed with gurner's, and all seems to work wonderfully.  Tracks all play fine, quick missions are great, and I'm REALLY stoked to have all of Tiger's sounds back, and working with cockpit sounds to boot! 

I have run into a problem with my in-progress JG-53 campaign though.  I am currently on the 6th mission.  Loading into it, I expected to be on the airfield waiting to take off.  Instead, I'm about 1k up with an inoperable engine and heading straight for the deck.  I have time to correct and I can glide about a bit, probably do a belly landing if I let the mission go that far before killing the game.  Any idea what might cause this, and how to fix it?  The campaign was started with the old TFM, so I would assume that some difference between the two version has to be the problem.  I could just start the campaign over again, but missions 3 and 4 are mostly waiting with TC at 8x...  Perhaps I should take the chance to work on my patience  :-[

I'll probably load up a different campaign and muck around with it until I know whether or not I can fix this one.

Thanks kpn.kardif, that's a classic case of a mission made on one mod-base conflicting with another.  In the short term it has to be opened up in FMB and re-saved, that often fixes things as any missing/conflicting items are removed.  If that fails the planelist and loadouts have to be examind more closely.  I am currently working through JG-53 and a number of others and will do my best to post the newly upgraded campaigns and mission sets on a single thread as soon as possible.  8)

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Crash_MX06

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Re: New-TFM
« Reply #66 on: June 24, 2013, 12:35:11 AM »

If I rename my #DBW folder (containing the old TFM) in #DBW_old and then add the Clean #DBW folder (in my main folder) and patch it with New TFM, can I switch of TFM just by renaming the folders or need I to replace the .sfs files too?

But I think I'll make two differents installs, one with the Holy Grail and New TFM and one just with DBW and old TFM.
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kpn.kardif

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Re: New-TFM
« Reply #67 on: June 24, 2013, 12:44:20 AM »

It was actually mission 7, turns out.  Anyhow, I opened it in FMB and resaved it, the exited FMB and loaded the campaign.  Still had the same result.  I was curious what would happen if I landed and applied though, so I did.  Mission 8 loaded up just fine, so I think I'm back in business.  I'm sure it was nothing more than changing mod packs mid campaign. 
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SAS~Monty27

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Re: New-TFM
« Reply #68 on: June 24, 2013, 02:26:28 AM »

Hi Simon,
Pardon the confusion..
Are the F-86E/F and MIG 15/17 included in the New-TFM?
Thanks,
Smilinjack

Yes mate, they are all part of the original DBW Korean era aircraft, to which New-TFM adds Meteors, Cougars, more F-80s, F84G1 ThunderJet and the P-82.



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rollnloop

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Re: New-TFM
« Reply #69 on: June 24, 2013, 06:15:20 AM »

Thanks a lot Monty for this reboot of TFM, i've been enjoying previous iteration and will sure have fun with this new refit  :)

I didn't see either D520, Leo451 or Fiat BR-20, all these are WWII aircraft, is there a chance of future integration or should i add them manually for my own install ?

Cheers and thanks again  8)
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SAS~Monty27

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Re: New-TFM
« Reply #70 on: June 24, 2013, 07:01:31 AM »

Thanks a lot Monty for this reboot of TFM, i've been enjoying previous iteration and will sure have fun with this new refit  :)

I didn't see either D520, Leo451 or Fiat BR-20, all these are WWII aircraft, is there a chance of future integration or should i add them manually for my own install ?

Cheers and thanks again  8)
Fiat BR-20 is there, New-TFM-09, the others are being tested currently.  At this stage I would advise to wait for a short time...
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Smilinjack

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Re: New-TFM
« Reply #71 on: June 24, 2013, 07:14:48 AM »

Simon,
Thanks for the clarification.
I'm now all modded up with the New-TFM and loving life.  ;D
Great job with the New-TFM mod packs!
Smilinjack 
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