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Author Topic: C.U.P.- Module 04 - The Jet Age Pt-09  (Read 32975 times)

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SAS~Monty27

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #48 on: December 18, 2015, 08:21:20 PM »

Marco - Never overlook the obvious.  I was testing some new mods in JTW, went to fly the Baron, whammo, its stuffed.

I minussed out the test #JTW (-#JTW) reverted to the previous clean #JTW from Part-09, then Part-09B on top.  Its fine again, no problems, even in QMB.

Advise trying this.  Throw away your #JTW and put in the Part-09 #JTW and Part-09B JTW over the top.

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markino

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #49 on: December 19, 2015, 05:16:31 AM »

Hi Simon, well, I deactivated all jsgme mods from part 9, but  I held the previous #jtw mods. Now the BE58 Baron works!  :o

Now I will test which mod affect BE58 Baron and I report the results.

For the Mi8 Terminator always the same problem in QMB at 100% load it shows an error: "Mission loading failed: null" , but now in FMB loading mission it shows "no cockpit for Mi8 terminator_AI", so I suppose is a mod cockpit problem. I will try to understand which mod affect te Mi8 terminator.

Thanks for your input!!

Ciao!

Marco
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markino

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #50 on: December 19, 2015, 07:37:18 AM »

Well, I done several test and I discovered that the mods as below cause to my installation some problems (till now I discovered problems with BE 58 Baron, I don't know if there are some others):

#JTW-cockpit F-84F: the mission starts, both QMB and FMB, but I have no cockpit and the flying is steady, but the external views works, the plane flying... (?!?)

#JTW-L-39 aerobatic and #JTW cockpit reset F-80s: system crash at "30% loading aircraft"...and I must to do several time ctrl+canc+alt to restart the system.

With other mods of part 9 the game works. Well...I cal live without these problematic (for me) mods...

For Mi 8 Terminator in QMB I have the same problems as reported before, but in the FMB mission I made for this helicopter when I start flying is shows this message: "the plane Mi-8T_AI does not have cockpit to fly it! Please choose a different one"

You have any ideas on how to fix it?

Many thanks! Ciao!

Marco
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SAS~Monty27

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #51 on: December 19, 2015, 03:53:11 PM »

Well, I done several test and I discovered that the mods as below cause to my installation some problems (till now I discovered problems with BE 58 Baron, I don't know if there are some others):

#JTW-cockpit F-84F:...

#JTW-L-39 aerobatic and #JTW cockpit reset F-80s:..

For Mi 8 Terminator in QMB I have the same problems...


#JTW-cockpit F-84F:...
This is an option - but you must disable #JTW cockpit reset F-80s first.
 
#JTW-L-39 aerobatic and #JTW cockpit reset F-80s:..
Never both together! - The F-80 option is ONLY if you are flying F-80, otherwise JSGME disable this.  #JTW-L-39 aerobatic removes the pylons for a clean aerobatic aircraft, nothing more.  This is an option only.

For Mi 8 Terminator in QMB I have the same problems...
I agree there is an issue with the Terminator.  Mission loading failed Null message almost always indicates a loadout problem.  Often it is useful to try different loadouts.  In this case some additional classfiles at the top of the order solve the issue:

Put this folder inside #JTW as it is and the Terminator will be OK again!

This fix is incoporated into #JTW Part-10, thanks to Marco!

! SAS Classfiles.zip
https://www.mediafire.com/?e4qxg0tjgc19dcf

Be so kind as to drop this into #JTW, Marco, and let us know your results...
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markino

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #52 on: December 21, 2015, 10:02:22 AM »

Hi Simon, many thanks for explanations about jsgme mods, very useful!!

I set the !SAS classfile as you suggested and now Mi 8 Terminator and Hip works well also with different loadouts, both QMB and FMB.

Many many thanks for all!!

Ciao!

Marco
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kostasfw190d

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #53 on: December 23, 2015, 02:28:34 PM »

hi to everyone Thanks for a great job that you have dan but I face some problems with some mods and I would like to kindly ask for your assistance

1 the  Mi-24V guided missile not working I press b i fire but refuse to work

2 the su-25 i Press Misc Key 5 to turn on the laser but i don't see a dot in front of the plane

3 the f-16 and  L-159A Alca  laser guide (flir pod) don't see I try to move it around with the mouse but The Cross remain stable at the same Point US Marine Aviation pack working properly

just wondering if anyone has confront with the same problems before and how he made to work

thanks in advance merry Christmas to all
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SAS~Monty27

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #54 on: December 23, 2015, 09:46:25 PM »

hi to everyone Thanks for a great job that you have dan but I face some problems with some mods and I would like to kindly ask for your assistance

1 the  Mi-24V guided missile not working I press b i fire but refuse to work

2 the su-25 i Press Misc Key 5 to turn on the laser but i don't see a dot in front of the plane

3 the f-16 and  L-159A Alca  laser guide (flir pod) don't see I try to move it around with the mouse but The Cross remain stable at the same Point US Marine Aviation pack working properly

just wondering if anyone has confront with the same problems before and how he made to work

thanks in advance merry Christmas to all

Thanks Kostas - We will be reviewing all functions with JTW Part-10 and updating the C.U.P. Manual with detailed guidance on their usage.
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dagger123456

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #55 on: December 27, 2015, 12:42:20 PM »

My experience with F18.  On QMB, it will run straight on runway for take off but in the campaign the aircraft tends to shift to the right.  It can be controlled by using left rudder but when tailwheel is locked, the aircraft will shift to the left off the runway.  And its much worst during landing. 
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SAS~Monty27

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #56 on: January 31, 2016, 02:09:34 AM »

My experience with F18.  On QMB, it will run straight on runway for take off but in the campaign the aircraft tends to shift to the right.  It can be controlled by using left rudder but when tailwheel is locked, the aircraft will shift to the left off the runway.  And its much worst during landing.

If you are referring to the Hornet Training Campaign it does have some pretty high wind speeds.  Accelerating more gently and steering into the wind is the way to deal with it.  Winds are designed to make it more challenging and require gentler stick inputs and compensation.  By entering FMB to edit the mission it is possible to turn down the wind if its too annoying or difficult.  Its under the Edit/Conditions window.
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Gatrasz

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #57 on: March 05, 2016, 08:09:11 AM »

COMPATIBILITY PACKAGE

The new JTW37.SFS and VCL14/15.SFS SFS_MAPS Place-holders will ensure that the new Vietnam era vehicles do not over-ride existing WWII vehicle slots and avoid interfering with #WAW!
Hi ! I'm not sure to understand ; VCL14.sfs and VCL15.sfs have been in the SFS_MAPS folder since MME.Pt13, they are quite big files (252Mb & 533Mb). Are the ones included in JTW Pt09B meant to replace those files, as each one of them is 1.24Mb only ? I did replace them at first and lost some maps (like Berlin Reconstruction) so I guess something's wrong  :D
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bigans

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #58 on: April 03, 2016, 11:57:07 AM »

If I want install over C.U.P.-J.T.W. only my W.I.P. maps, what is the folder where placing the map, the _tex folder and the all.ini to modify? Thank you

bomberkiller

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Re: C.U.P.- Module 04 - The Jet Age Pt-09
« Reply #59 on: April 04, 2016, 07:12:02 AM »

Maingame-folder\ #JTW\ MAPMODS\ MAPS. On the bottom you'll see the "all.ini" file.

Be sure to have your W.I.P. - files only in the "_tex" folder! Put this "_tex" folder in the "MAPS" folder too. But in this case I'm not sure.

Good luck.

Best regards, Gerhard  :)

 
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