Hello, I've just installed the new module The Golden Age. Fantastic!
I've found only one flaw: in the full mission builder, there are some items from the object window that don't appear. The most important one that I miss is the Command and Control menu. Animated objects and Ambient sounds are also missing.
I tried to copy the DOF folder including the Command and Control mod into the TGA folder, but it doesn't seem to work.
Anyone knows how to add these features into The Golden Age module?
EDIT
Finally I managed to make Command and Control working on TGA. I copied the Command and Control folder from DOF into TGA. But it is also necessary to make some changes on a stationary file.
1.- Copy the +0000_CY6_Command_and_Control_v3.031 folder from #DOF into #TGA
2.- Open #TGA > STD > com > maddox > il2 > objects
3.- Make a backup copy of stationary file in a safe place
4.- Open #DOF > STD > com > maddox > il2 > objects > stationary (file). At the end of the text there is a section named [Command_and_Control]. Copy all this section and paste at the end of the stationary file from the #TGA folders.
Now you have the same command and control option as in the DOF module.
I hope this will be included in the next TGA upgrade. Maybe more Command and Control commands could be added too.
Thank you
Yes we could use the DOF C&C layout, that can certainly be added. Although GCI is not required the DZ, Aimpoint, Arty, barrage, box and weather options are useful I agree.
Animated objects and sounds? - Yes we can do that too, all noted.
Next on my 'wishlist' for 'The Golden Age' is the conversion of all Poltava's SCW campaigns specifically to this module. We have all the planes required, actually many more too. Just think of the extras we can add, and the scenery! If Poltava has the time to do this; all well and good. If he is too busy with other things I'm sure plenty of us would be willing to help.
Meanwhile; if any of you guys find mods that you think should be in TGA; please post the links where possible and provide a brief description and we shall get right on it and start testing. Remember; a lot of these early mods have been converted to 412 code for TGA. Frankly, its a bit of a 'black art' and we don't know what will happen until we start testing.
However, it was your suggestions that built CUP and continue to help it grow...