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Author Topic: New-TFM  (Read 277193 times)

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SAS~Monty27

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Re: New-TFM
« Reply #564 on: August 06, 2013, 01:24:11 AM »

Hello, I have a few questions: first, I disabled Gurners FX in JGSME and unzipped and placed 4.12 fx files in my DBW folder. Then, I downloaded Monty's 4.12 jgsme 2mb link and activated the effects in jgsme. Did I do that correctly? If not, what should I do from here? Also, Monty, I downloaded your radio files, put them in the correct places, assigned beacon keys, and turned on realistic navigation, but I can't get the radio to play tracks while in flight. I also tried to activate the splashscreens, but I still only see the default one when I start my game. What am I doing wrong? Sorry for the questions, but I'm having other issues with my install. I don't know if this is the place, but there is a lot of support going on here and I have DBW and TFM, so I'm going to ask: I have the true colors and textures mod and when I converted some of my skins to 2048x2048, they wouldn't work in the game. Should I convert them back? Sorry if these are dumb questions, but I just want to get in the air again!

Gurner's and 412 FX - I'm running all of the JSGME activated FX packs and looking at what shows up, its easy to enable/disable according to taste and framerates.

Splashscreens - The contents of the RARs go into JSGME, take a look at the file structure compared to other JSGME addons and you will see you probably decompressed one level short.

Radio tracks in flight - The radio stations have to be placed by the mission builder.  You can do this if you know your way around FMB or you can try any of my campaigns or single mission sets.  It won't work with a QMB mission since they don't contain radio station beacons.  My "Ace of Spades" and "The FlyingTigers" have lots of pre-placed radio beacons.

The true colors and textures mod has an excellent thread with downloadable Dlls and Classfiles all labelled clearly and activated by JSGME.  Try different combos, New-TFM-24 already provides the classfiles, some people have also had to install the dlls.  Check out the link.

https://www.sas1946.com/main/index.php/topic,33239.0.html

No questions are dumb, we are not born knowing everything.  However, all of these answers are available around the site and you will learn a lot more a lot faster once you can locate and read the relevant threads.  When I get stuck I use the search feature to see if other people are talking about the problem I just discovered.  Most of the time a whole buch of people are there already and the issue is solved before I even ask.

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Drewm3i

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Re: New-TFM
« Reply #565 on: August 06, 2013, 02:25:33 AM »

Thanks so much Monty! Your pack and campaigns are awesome. I fixed my splashscreen, and now I understand the true color and textures mod and radio stations, but I'm still a little confused on the effects. Was I supposed to drop these: https://www.sas1946.com/main/index.php/topic,36184.0.html in my DBW folder and then download your 4.12 fx link to activate in jgsme?
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SAS~Monty27

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Re: New-TFM
« Reply #566 on: August 06, 2013, 02:59:36 AM »

Thanks so much Monty! Your pack and campaigns are awesome. I fixed my splashscreen, and now I understand the true color and textures mod and radio stations, but I'm still a little confused on the effects. Was I supposed to drop these: https://www.sas1946.com/main/index.php/topic,36184.0.html in my DBW folder and then download your 4.12 fx link to activate in jgsme?
Hey 3 out of 4, we are getting there!  The 4:12 FX - Its either one really,  Bravo's drop into place, my package is the same but JSGME activated, so I would go for that if I were you.  ;D
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x-try

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Re: New-TFM
« Reply #567 on: August 06, 2013, 04:24:33 AM »

Hi everybody,
First thank you Monty and all of the modders who created this awsome pack :D I rediscover this fabulous game.
However since one month I encounter a problem, my NFM install works great to the #23 pack but when I enable the 24th I've got a 60% crash (deleting or not the old wellington folder).  :'(
I've reinstall all my game twice (1946 stock, then 4.07 to DBW superinstall and the NFM checking they work one by one) but it's still here.  :(

I've also check my air.ini when the #24 is enable and when I desactivate the Beauforts and Wellington line, the game works well but... when I install #25 (and also desactivate beauforts & wellington lines) i've got a 60% again  ???

If somebody have a solution or help me, I'd be very gratefull  :)

Have good flights  :)
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SAS~Monty27

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Re: New-TFM
« Reply #568 on: August 06, 2013, 07:57:24 AM »

Hi everybody,
First thank you Monty and all of the modders who created this awsome pack :D I rediscover this fabulous game.
However since one month I encounter a problem, my NFM install works great to the #23 pack but when I enable the 24th I've got a 60% crash (deleting or not the old wellington folder).  :'(
I've reinstall all my game twice (1946 stock, then 4.07 to DBW superinstall and the NFM checking they work one by one) but it's still here.  :(

I've also check my air.ini when the #24 is enable and when I desactivate the Beauforts and Wellington line, the game works well but... when I install #25 (and also desactivate beauforts & wellington lines) i've got a 60% again  ???

If somebody have a solution or help me, I'd be very gratefull  :)

Have good flights  :)

Reinstall yes, but not to 4:07.  DBW needs an Il2 patched all the way up to 4:101m before installing UP3RC, then DBW.  The latest 'Buttons' file is introduced in New-TFM-24 and it requires V4:101m minimum.  Selecting the Stock game for a test launch will confirm your current patch level.

It isn't too bad doing a reinstall, I do it quite regularly, messing about with the sim all the time.  Did a vanilla disc install this weekend in fact, then patched and New-TFM'd it.  It was raining all day... 8)
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x-try

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Re: New-TFM
« Reply #569 on: August 06, 2013, 08:14:52 AM »

Hi everybody,
First thank you Monty and all of the modders who created this awsome pack :D I rediscover this fabulous game.
However since one month I encounter a problem, my NFM install works great to the #23 pack but when I enable the 24th I've got a 60% crash (deleting or not the old wellington folder).  :'(
I've reinstall all my game twice (1946 stock, then 4.07 to DBW superinstall and the NFM checking they work one by one) but it's still here.  :(

I've also check my air.ini when the #24 is enable and when I desactivate the Beauforts and Wellington line, the game works well but... when I install #25 (and also desactivate beauforts & wellington lines) i've got a 60% again  ???

If somebody have a solution or help me, I'd be very gratefull  :)

Have good flights  :)

Reinstall yes, but not to 4:07.  DBW needs an Il2 patched all the way up to 4:101m before installing UP3RC, then DBW.  The latest 'Buttons' file is introduced in New-TFM-24 and it requires V4:101m minimum.  Selecting the Stock game for a test launch will confirm your current patch level.

It isn't too bad doing a reinstall, I do it quite regularly, messing about with the sim all the time.  Did a vanilla disc install this weekend in fact, then patched and New-TFM'd it.  It was raining all day... 8)

Thanks for your answer but when i launch the stock version i'm already in 4.10.1m.
The Stock game 4.10.1m works well, DBW 1.71 version too, and NFM from #1 to #23. I've also download again the #24 (if there was a download error?) but nothing change :(
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dietz

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Re: New-TFM
« Reply #570 on: August 06, 2013, 08:44:16 AM »

OK Dietz, I know it can be frustrating at times but I'm glad you are enjoying the build.  Your posts, and replies to them, continue to help everyone who reads the thread.

Here are the new 4:12 FX, packaged for your DBW JSGME.

#DBW_1.71_New 412 FX
https://www.mediafire.com/?ih1ifihv1zbfvof

(all available at the first post too)

*****************************



GEEBEE UPGRADE

#DBW-NewTFM-35-GeeBee Upgrade
Thanks to Loku for the beautiful GeeBee, MAX_TheHitman, for both his work with Loku on the GeeBee skins and a massive new FMB Object Library Upgrade, and Griffon_301 for highlighting previous loadout errors with the Typhoon MkIb.  This pack also upgrades the Il4 to 4:12 levels, upgrades Ten010's Aichi M6A Seiran and adds carrier crew to the decks of the Boxer and Valley Forge.

New-TFM-35
https://www.mediafire.com/?i9oczhug465vklq

*****************************
NOTICE
A few glitches in the FMB File structure of New-TFM-35 have been corrected.


Anyone reading this message who already has New-TFM-35 installed should disable it (JSGME) and re-download.  Sorry for the inconvenience.  The whole process just took me about 20 minutes, so not too bad.  The re-upload is slightly larger and contains a notice confirming it is the corrected version.

*****************************
Now I can play Rocketeer! If only someone could put cowl mounted 30 calibers on it ...then I could take it to the Spanish Civil War...whenever I get tat to work properly!
All kidding aside the screen shown on this post is as pretty as the rest...is it somewher in the package or did I just miss it in the other new title screens?
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Gaston

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Re: New-TFM
« Reply #571 on: August 06, 2013, 01:42:41 PM »

Thanks for all the work !

I just saw an old bug coming back : the Fokker G1... the famous no cockpit bug !

A little correction, maybe ?
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FANATIC MODDER

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Re: New-TFM
« Reply #572 on: August 07, 2013, 05:29:24 AM »

I downloaded the TFM-35, still I see the old gunner/bombadier position in IL-4 of 4.11, and not the new revised one of 4.12....
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SAS~Monty27

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Re: New-TFM
« Reply #573 on: August 07, 2013, 07:36:49 AM »

I downloaded the TFM-35, still I see the old gunner/bombadier position in IL-4 of 4.11, and not the new revised one of 4.12....
Yep, misprint, it is still at 4:11 presently, but something to aim for, it will happen eventually.

The Fokker G1 is still fine.

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FANATIC MODDER

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Re: New-TFM
« Reply #574 on: August 07, 2013, 08:41:20 AM »

I downloaded the TFM-35, still I see the old gunner/bombadier position in IL-4 of 4.11, and not the new revised one of 4.12....
Yep, misprint, it is still at 4:11 presently, but something to aim for, it will happen eventually.

Thanks
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PO_MAK_249RIP

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Re: New-TFM
« Reply #575 on: August 08, 2013, 05:05:23 AM »

I tried the new 4.12 effects on top of GurnersFX (without classfiles) but got square/rectangular smoke shadows? Anyone else noticed this? Did I do something wrong?
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