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Author Topic: New-TFM  (Read 276327 times)

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Griffon_301

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Re: New-TFM
« Reply #528 on: August 03, 2013, 01:21:50 PM »

hello guys!

ok, just back from some testing:

@rkalhorn: the Ponies in my install behave as they should; just took both, the P-51D30 and the F-51D30 into Hawkinge, landed there, taxied to the hangars and shut down the engines on both planes with the assigned keys for starting and stopping the engines, in my install CTRL+I; so no problem here;

@dietz: your problem with the Wellington is easy to solve; the first mission in the KiT campaign that has Wellis in is #4;
if you look into the .mis file for it, you will find a class entry for the Welli titled "Wellington_MKIII" - this is the culprit!
it should read "Wellington3" as per air.ini
if you work through all the .mis files and change those class entries for the Wellington, the missions load up and you can fly them plus you get the reworked Wellington that really looks great;
btw, mission #4 in that campaign seems to be a blast! right out of a chapter of the "Nachtjagd War Diaries", both volumes of which I can highly recommend for getting a picture of what nightfighting meant for LW crews;

your problem with the mini map is not reproduceable here: I have it working an can switch between nav, radar and other modes easily; maybe remove the version you have and get the most recent from the forum here;

cheers
phil
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SAS~Monty27

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Re: New-TFM
« Reply #529 on: August 03, 2013, 05:31:25 PM »

Killer in the Dark is a brilliant campaign made by Poltava.  However, it was built in the days before New-TFM and is not yet fully compatible.  From the start of New-TFM Poltava agreed to upgrade his campaigns for New-TFM and I believe he is presently doing so. 

This is a very time consuming project and will probably take many long hours.  We may eventually look forward to a New-TFM Poltava Campaigns thread, and that project is in his very capable hands.  Meanwhile, as Phil has illustrated, there are some temporary teaks and fixes, although personally I am going to wait for the new editions, they will be epic!  ;D ;D ;D ;D ;D
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BravoFxTrt

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Re: New-TFM
« Reply #530 on: August 03, 2013, 06:32:24 PM »

Guys, if you want all the Effects from 4.12, then download this and drag it to your New-TFM #DBW Folder. https://www.mediafire.com/download/kondnai4fbrvdv4/%23412_Effects_Files.zip

The screenshot of the 4.12 Blue Start up Smoke, only in 4.12, well up until now! 8)
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rkalhorn109

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Re: New-TFM
« Reply #531 on: August 03, 2013, 07:45:39 PM »

Guys, if you want all the Effects from 4.12, then download this and drag it to your New-TFM #DBW Folder. https://www.mediafire.com/download/kondnai4fbrvdv4/%23412_Effects_Files.zip

The screenshot of the 4.12 Blue Start up Smoke, only in 4.12, well up until now! 8)

I'm beginning to think there is nothing the modders here cannot do, given sufficient time to work on a problem.  :D

Update:  Just installed and tried it.  It works great.  Thanks!
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rkalhorn109

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Re: New-TFM
« Reply #532 on: August 03, 2013, 07:48:47 PM »

@rkalhorn: the Ponies in my install behave as they should; just took both, the P-51D30 and the F-51D30 into Hawkinge, landed there, taxied to the hangars and shut down the engines on both planes with the assigned keys for starting and stopping the engines, in my install CTRL+I; so no problem here;

I found the same twitch with another Mustang (D20) today, so evidently something went wrong during the install.  It's only a minor inconvenience.  Thanks for checking and verifying that it's an isolated problem rather than a genuine New-TFM bug.
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SAS~Monty27

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Re: New-TFM
« Reply #533 on: August 03, 2013, 08:48:55 PM »

Guys, if you want all the Effects from 4.12, then download this and drag it to your New-TFM #DBW Folder. https://www.mediafire.com/download/kondnai4fbrvdv4/%23412_Effects_Files.zip

The screenshot of the 4.12 Blue Start up Smoke, only in 4.12, well up until now! 8)

mmmmmmmmmmmm gonna give that a try, thanks Bravo.  8)
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redshirt78

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Re: New-TFM
« Reply #534 on: August 04, 2013, 02:17:36 AM »

I had just found The Full Monty a few days ago until I came across the new TFM.  If I am correct I think I noticed the F4 Phantom and MiG21 in the first TFM (I never finished installing it to find out).  I was hoping to see some semi modern jets in Il2...any hope of those two airplanes being put into the New TFM?

Also I had a bug concerning a ship in the FMB.  I was scrolling through ships to place in a map editor (Football field I think?) and the game kinda crashed while scrolling through the ships.  Not quite sure which ship I got to though.  The map went black (While zoomed in to see the terrain) and I had to ctrl alt del to restart the sim.  Just food for thought in case I found a bug.  I'll try to recreate it soon.
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SAS~Poltava

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Re: New-TFM
« Reply #535 on: August 04, 2013, 02:52:22 AM »

Killer in the Dark is a brilliant campaign made by Poltava.  However, it was built in the days before New-TFM and is not yet fully compatible.  From the start of New-TFM Poltava agreed to upgrade his campaigns for New-TFM and I believe he is presently doing so.

Yes, I am working on that right now, albeit at a slow pace due to a lot of RL distractions at the moment ;)

But I eventually hope to upgrade if not all than most of my campaigns to New TFM standards. At the moment I am doing a NTFM  version of "Abbeville Boys", but "Killer in the Dark" will come pretty soon after that.

My problem is not just lack of time, but also the temptation to add some of the new gadgets that comes with NTFM...  :o 
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Oleksii Tsykhaniuk & Ihor Prokopiuk May 29 2023

SAS~Monty27

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Re: New-TFM
« Reply #536 on: August 04, 2013, 03:00:46 AM »

Killer in the Dark is a brilliant campaign made by Poltava.  However, it was built in the days before New-TFM and is not yet fully compatible.  From the start of New-TFM Poltava agreed to upgrade his campaigns for New-TFM and I believe he is presently doing so.

Yes, I am working on that right now, albeit at a slow pace due to RL distractions  ;)

But I eventually hope to upgrade if not all than most of my campaigns to New TFM standards. At the moment I am doing a NTFM  version of "Abbeville Boys", but "Killer in the Dark" will come pretty soon after that.

My problem is not just lack of time, but also that I get tempted to use all the new gadgets that comes with NTFM...  :o

Know exactly what you mean mate, I have a few more campaign projects so close to completion, but you can't hurry this kind of work!    ;D

In your own time my friend, we are looking forward to them.  8)


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BravoFxTrt

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Re: New-TFM
« Reply #537 on: August 04, 2013, 07:10:39 AM »

RedShirt78, New-TFM is based exclusively for Periods from 1938 to Korean War thus there were no Modern Jets in these Periods. Its, World War II in its Finest Pack thanks to Monty27. Thank you very much!
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dietz

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Re: New-TFM
« Reply #538 on: August 04, 2013, 10:44:53 AM »

hello guys!

ok, just back from some testing:

@rkalhorn: the Ponies in my install behave as they should; just took both, the P-51D30 and the F-51D30 into Hawkinge, landed there, taxied to the hangars and shut down the engines on both planes with the assigned keys for starting and stopping the engines, in my install CTRL+I; so no problem here;

@dietz: your problem with the Wellington is easy to solve; the first mission in the KiT campaign that has Wellis in is #4;
if you look into the .mis file for it, you will find a class entry for the Welli titled "Wellington_MKIII" - this is the culprit!
it should read "Wellington3" as per air.ini
if you work through all the .mis files and change those class entries for the Wellington, the missions load up and you can fly them plus you get the reworked Wellington that really looks great;
btw, mission #4 in that campaign seems to be a blast! right out of a chapter of the "Nachtjagd War Diaries", both volumes of which I can highly recommend for getting a picture of what nightfighting meant for LW crews;

your problem with the mini map is not reproduceable here: I have it working an can switch between nav, radar and other modes easily; maybe remove the version you have and get the most recent from the forum here;

cheers
phil

Thanks for this advice- I see that a new verion of KitD is planned , so I'll be patient for that.

As to working Mini map would this be V2.4 found elsewher in SAS?
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Raven Morpheus

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Re: New-TFM
« Reply #539 on: August 04, 2013, 11:54:59 AM »

Hello

I'm having a few problems with framerates with this super-mod.  I wasn't sure if I should load all of the 33 packs, or just some, so I loaded all the packs (took about an hour or so).  However, with HSFX 6.17 and Patch 4.11.1m I get about 50fps on average, but with TFM and patch 4.10.1m I'm getting 30fps on average!

I've tried disabling gurnersFX pack, and also the single file mentioned, and that doesn't improve matters much.

I've also set the RAM usage in the selector to 1024, I previously tried 512, but again there is little difference in fps.

Can anyone tell me what else is a resource hog that I can disable to improve framerates?

Also here's my PC specs -

AMD Phenom II x4 @3.2ghz
Sapphire Radeon HD 5870 1GB
8GB RAM 1333mhz

And here's my OpenGL settings in my conf.ini (would DX8 give me a significant, i.e. 20-30 fps, boost?) -

Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=1
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-3.0

I've also put this at the end of the conf.ini as suggested in the first post of this thread -

Code: [Select]
[Mods]
FOV=110 - I put this in because I'm using the DefaultFOV mod
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

Thanks in advance.
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