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Author Topic: Community Universal Patch C.U.P.  (Read 515185 times)

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SAS~Tom2

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Re: Community Universal Patch C.U.P.
« Reply #156 on: March 05, 2015, 11:49:31 AM »

A very belated congrats to all who assembled and created this magnificent pack.  :P :-* :)

~S~

Thorst.
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spartan18a

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Re: Community Universal Patch C.U.P.
« Reply #157 on: March 05, 2015, 12:07:51 PM »

Now we would need a new thread for campaigns to get the max of this piece of art!!
I'll start with this: https://www.sas1946.com/main/index.php?topic=29171.msg311709.msg#311709
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rickster

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Re: Community Universal Patch C.U.P.
« Reply #158 on: March 05, 2015, 12:21:34 PM »

If I wanted to add mods to WAW,where would I put them?Would they go in the WAW folder?
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victor639514

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Re: Community Universal Patch C.U.P.
« Reply #159 on: March 05, 2015, 12:33:34 PM »

I know this requires SAS Modact 5.3, but does it also require the SAS AI Flyables pack?
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creature

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Re: Community Universal Patch C.U.P.
« Reply #160 on: March 05, 2015, 12:47:59 PM »

I know this requires SAS Modact 5.3, but does it also require the SAS AI Flyables pack?

Quote
BEST INSTALL ADVICE:

The C.U.P. Modules drop into any install of - Il2/1946 + 412 + SAS MODACT (5.3) and do not effect existing #SAS folders

ONLY THE BASIC SAS MODACT 5.3 IS REQUIRED

Hey Victor:

this is from page 1:))  So no. 

enjoy

c
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"Can you put that in Captain dummy Talk"  Capt Malcom Reynolds // no sim pilots=no one to fly modded planes//no modders =no modded planes to fly

mac1

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Re: Community Universal Patch C.U.P.
« Reply #161 on: March 05, 2015, 12:56:43 PM »

A truly stunning achievement, congrats guys, this is amazing work
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Fresco23

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Re: Community Universal Patch C.U.P.
« Reply #162 on: March 05, 2015, 01:12:08 PM »

anyone else having to authorize the DL in mediafire??
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Barkhorn1x

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Re: Community Universal Patch C.U.P.
« Reply #163 on: March 05, 2015, 01:14:59 PM »

anyone else having to authorize the DL in mediafire??

Yes, they make you work a bit for the larger files.  Just keep trying as it is SOOO worth it!  :P
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ianp

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Re: Community Universal Patch C.U.P.
« Reply #164 on: March 05, 2015, 01:29:47 PM »

Thank you very much Monty and all the Team for producing this C.U.P. sure to be many hours of fun ahead for all players. On the instillation, thanks go to Griffon_301 for the temp fix in Reply #147, sorted me out.
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Griffon_301

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Re: Community Universal Patch C.U.P.
« Reply #165 on: March 05, 2015, 01:41:30 PM »

thanks ianp, you´re welcome :)
and yes, if one wants to mod WAW, all mods go into the WAW folder; just make sure to back up the STD folder beforehand, might spare you some trouble if there goes something wrong and you have to revert back to stock WAW;

all I can say so far is WOW; just came back from a 2 vs 2 dogfight over Tobruk, us in 109F4s vs 2 British Tomahawks; this 4.12 AI is hot; even on average I had my hands full against those two Tomahawks; seems I need to get much more sticktime into IL2 now to get halfway near proficient enough to live through a campaign in 4.12

cheers Simon and Team, you have produced an instant classic
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Peachy9

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Re: Community Universal Patch C.U.P.
« Reply #166 on: March 05, 2015, 02:04:47 PM »

All

Having been through a lot of tests I am only getting one other issue in Logfile.txt - I am not sure if its a problem - I have 46 pages of the attached text regarding Ships - it looks like a problem but doesn't seem to be causing an issue in the game except that some of these ships listed are not available in FMB. The attached code is a sample - I didn't want to put 46 pages in here - any ideas anyone?

Having great fun with this pack!





Code: [Select]
Ship: Value of [IJNMusashi_1942]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
at com.maddox.il2.objects.ships.ShipJFC1.<clinit>(ShipJFC1.java:22)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Problem in spawn: com.maddox.il2.objects.ships.ShipJFC1$IJNMusashi_1942
Ship: Value of [IJNMusashi_1944]:<Mesh> not foundCan't set property
java.lang.RuntimeException: Can't set property
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.getS(BigshipGeneric.java:226)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.LoadShipProperties(BigshipGeneric.java:422)
at com.maddox.il2.objects.ships.BigshipGeneric$SPAWN.<init>(BigshipGeneric.java:774)
at com.maddox.il2.objects.ships.ShipJFC1.<clinit>(ShipJFC1.java:23)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:84)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.game.Main.preloadChiefClasses(Main.java:243)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1648)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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nyali

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Re: Community Universal Patch C.U.P.
« Reply #167 on: March 05, 2015, 02:07:25 PM »

many thanks for this release  :D, was really champing at the bit to try it out  8), then hit mediafire hell  ??? LOL.... all parts downloaded once, some twice, some others on third attempts, mediafire really playing up today lol
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