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Author Topic: New-TFM  (Read 272618 times)

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Griffon_301

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Re: New-TFM
« Reply #312 on: July 09, 2013, 11:10:30 AM »

@making153: why not add the Heinkels yourself if you like to have them in the game? :) it´s easy to do this and it does not take long; I´ve added quite a few birds myself and did not run into any troubles or problems yet; you just need to adjust your ini files if Simon will release a future pack containing aircraft, but WinMerge is a great tool to help you in this regard :)

alternatively, as Simon has suggested, use the new IL2 configuration program and create a dedicated #SCW section and mod file structure for it; the whole setup takes 5 minutes maybe and then you can choose if you want to fly in the Great War, in the SCW or in WW2 or Korea for that part....

that´s the greatness of this concept that Simon has nearly brought to perfection, not to forget the guys who gave us that wonderful Selector!

cheers
phil
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rkalhorn109

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Re: New-TFM
« Reply #313 on: July 09, 2013, 11:20:55 AM »

....thanks again rkalhorn109, really pleased.  Sounds better than ever now too huh?  8) 8) 8) 8) 8)

The sound effects are strikingly different from (and better than) they were before.  It's not just the engines.  The sound of wheels banging on the runway when you land makes a virtual aircraft seem solid.  Maybe it's just my imagination, but the game seems to look and flow better with the new TFM.

The one improvement I'd still like to make is adding a cowling correction mod for the C.202/205 fighters.  I've tried installing this....

https://www.sas1946.com/main/index.php/topic,30095.msg314984.html#msg314984

.... in the #DBW folder and then through JSGME, but it didn't work either way.  :-[
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BravoFxTrt

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Re: New-TFM
« Reply #314 on: July 09, 2013, 11:41:28 AM »

RKalhorn that is a link to my PM Inbox dude! ???

There I fixed it for you! lol ;D
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rkalhorn109

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Re: New-TFM
« Reply #315 on: July 09, 2013, 11:51:15 AM »

RKalhorn that is a link to my PM Inbox dude! ???

There I fixed it for you! lol ;D

Whoa, sorry about that!  ???  Thanks. (My Cesar Romero avator is really appropriate here).
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BravoFxTrt

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Re: New-TFM
« Reply #316 on: July 09, 2013, 12:02:10 PM »

LOL, roger that RK, its all good Mate!
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Griffon_301

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Re: New-TFM
« Reply #317 on: July 09, 2013, 12:28:36 PM »

@rkalhorn: have you tried renaming that Macchi folder in a way that it loads BEFORE Tigers mod?
Tigers mod contains a 3do folder with engine meshes and loading some things BEFORE that could help;
for example, I am using the stock A6Ms, not JCat´s excellent reworks just for campaign and skinning issues with various campaigns I have and do not want to spend time on changing to get the appropriate skins on the Zeros;
to get the back to stock 3d mod for the A6Ms to work, i needed to rename that one too to load before Tigers;
could help here as well, but I am sure Bravo is a more knowledgeable person in this regard :)

cheers
phil











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Griffon_301

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Re: New-TFM
« Reply #318 on: July 09, 2013, 12:39:16 PM »

Simon, I do have a question: how can I get rid of that heading bar in the lower left corner of the screen? I do have it even in cockpit view and it is annoying to say the least;
I managed to edit out the other speed bar thingies, but this one stays unfortunately;
oh and btw could someone who also uses a GeForce 600 series card show his OpenGL entries?
I would like to compare a few things with my current settings...

thanks in advance
phil
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wagslead

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Re: New-TFM Gurner's FX Causes Loading to Cease at 95%
« Reply #319 on: July 09, 2013, 12:56:13 PM »

After several failed attempts (due to my earlier mistakes), I finally figured out what to do and got all 33 #DBW-NewTFM files activated in JSGME, checking each one as I activated it.  When all were activate, the sim loaded just as it should and I could fly in the QMB.  I then activated only #DBW_1.71_Gurner FX in JSGME.  This time the sim stopped loading at 95%.  I deactivated #DBW_1.71_Gurner FX in JSGME, but loading continues to stop at 95%.

Any thoughts would be much appreciated.

Thank you,

Wagslead

Edit: Found the problem.  Needed to activate the #DBW_6dofTrackIR_ClassFiles for my TrackIR.  Apologies for the above question.
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BravoFxTrt

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Re: New-TFM
« Reply #320 on: July 09, 2013, 12:57:11 PM »

RK, you can download, RedFox's MC's then install them manually, Place a  !  in front of the Folder then you will see RedFox's Brilliant work on those Birds.
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BravoFxTrt

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Re: New-TFM
« Reply #321 on: July 09, 2013, 12:59:48 PM »

Yes Wagslead, Re install, starting from #1  to the end of them. Be patient and let the JSGME.exe do its thing, One Pack At A Time!
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PO_MAK_249RIP

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Re: New-TFM
« Reply #322 on: July 09, 2013, 02:08:11 PM »

Hi Phil, I had thought of adding the He111ABEs but I tried adding a few mapmods and stuff recently and ran into memory errors (got a slapped wrist from Monty for my troubles LOL) - so just wanted to stick to the pack route from now on if poss.

Mick
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BravoFxTrt

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Re: New-TFM
« Reply #323 on: July 09, 2013, 03:10:36 PM »

Sorry Simon, I could resist the temptation! this in my New-TFM :D


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