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Author Topic: Belchite-republic Campaign for CUP-TGA module  (Read 3268 times)

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edc1

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Belchite-republic Campaign for CUP-TGA module
« on: March 28, 2016, 10:31:44 AM »

Hi all,
Poltava gave me permission to modify his campaign Belchite-republic to run in
CUP (in the TGA module) so here it is.
He first uploaded it in 2012 then re uploaded it in2015 after a comprehensive overhaul.
 The link to download is  https://www.mediafire.com/download/fl8yncyywcvjdjf/Belchite_republic_Campaign_CUP_TGA.zip
Hope you will enjoy - good dog fights
Again many thanks to Poltava, Monty, The SAS team and all you modders.
Cheers edc1 (stan)
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SAS~Poltava

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Re: Belchite-republic Campaign for CUP-TGA module
« Reply #1 on: March 29, 2016, 01:25:56 PM »

Stan,

many thanks for doing this! (As I don't have CUP myself.)

Was there much work involved? What was the trickiest bits? Just curious  :)

All the best
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Oleksii Tsykhaniuk & Ihor Prokopiuk May 29 2023

edc1

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Re: Belchite-republic Campaign for CUP-TGA module
« Reply #2 on: March 30, 2016, 12:18:09 PM »

Hi Poltava,
No problem I enjoyed doing it.
Will do more for the TGA module as I think this module is ok for SCW campaigns and missions,
 frame rates are good and you can use X8 speed when testing etc., with no problems
       Anyway it took me between 1 to 2 hours for each mission some took less than 1/2 an hour to convert and test
       (1 mission per night for me rest spent flying)
     1.   First I check the aircraft used against the air.ini to make sure the aircraft are there and are named ok, if not I edit or change them
           within the mission then save. (just the aircraft name).
     2.  Next I load mission in FMB and alter the player plane to taxi and take off and make a note of any missing Chiefs that are
          displayed when the mission loads up.
     3. Then open and edit the mission and make any changes to the chiefs names to ensure all chiefs are used and ground objects move .
         (Biggest problem is that there is  no infantry so I replace with Carscolumns or vehicles etc) then save mission.
     4. Then reload in FMB and add , change or even delete static vehicles to give say the airfield a busy look  and add to the
          buildings section by adding people ,equipment, trees and buildings etc.,then save.
      5. If the same airfield is used, I Copy the buildings section completely  and replace the next mission's building section with this one. then save mission
          a quick check to may sure no important buildings  etc.,have been missed out by the copy.
          That's about it .

 The biggest problem is the missing objects such as infantry, fiat trucks, Beige cars  (maybe Monty will add these at a late date) or a changed name  but you can replace with other similar objects.
 It takes time but some campaigns are worth doing even if you need to change some things from the Original.

I think you should download CUP and the TGA module just to produce SCW campaigns I'm sure you would get hooked on it

Cheers edc1 (stan)
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VonWaffen

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Re: Belchite-republic Campaign for CUP-TGA module
« Reply #3 on: April 26, 2016, 06:36:15 PM »

Thank a lot this is a other i will try for sure : )
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The enemy is stupid. Believing it's us the enemy,when it's him

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Re: Belchite-republic Campaign for CUP-TGA module
« Reply #4 on: November 04, 2016, 07:41:40 PM »

Excellent work Stan - ESPECIALLY the Taxi to take off alterations.  It is clear that you have a deep understanding of the 412 features and make full use of them too.

Realistically I can't look back to 410 because its 'modded out'.  The java wall hit us and we couldn't go any further. 

Rather than losing such a great body of work as Poltava's, or consigning it to the past, your efforts have saved this material.  Using the CUP 412 tools you have actually improved on the original.

Of course we shall always remember the fact that Poltava researched and wrote the campaigns, which takes many, many hours, even days to sort out.  It is very generous of Poltava to open up this work for 412 editing.

Your efforts, along with respect for the original work, deserve a lot of thanks.  The campaigns that Poltava wrote, and you edited for CUP 412, are wonderful additions to everyone's collections.
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EHood

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Re: Belchite-republic Campaign for CUP-TGA module
« Reply #5 on: November 04, 2016, 08:14:17 PM »

Just happened across the latest post in this thread, and I was reminded of a couple of screenshots I'd like to post, along with a note of thanks to Poltava, edc1, and Monty. Unfortunately, photobucket is down this evening, so the screenshots will have to wait. For now I'd just like to say that this campaign works perfectly well in my CUP installation. The relatively unusual aircraft types, rather a trademark of Poltava's, add to the appeal; time was, I would never have imagined myself flying a campaign, let alone a mission, in one of those Dewoitine parasols.

EDIT: Here we go:





Pedestrian shots, to be sure, of a relatively easy mission. The mission does, however, offer opportunities to learn the handling characteristics of the Dewoitine, and a look at other unusual types in action.


Again, many thanks to all concerned.  ;D  ;D  ;D  ;D
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Re: Belchite-republic Campaign for CUP-TGA module
« Reply #6 on: November 05, 2016, 06:23:24 AM »

Just happened across the latest post in this thread, and I was reminded of a couple of screenshots I'd like to post, along with a note of thanks to Poltava, edc1, and Monty. Unfortunately, photobucket is down this evening, so the screenshots will have to wait. For now I'd just like to say that this campaign works perfectly well in my CUP installation. The relatively unusual aircraft types, rather a trademark of Poltava's, add to the appeal; time was, I would never have imagined myself flying a campaign, let alone a mission, in one of those Dewoitine parasols.

Again, many thanks to all concerned.  ;D  ;D  ;D  ;D

And mainly - thank YOU!  :)
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Oleksii Tsykhaniuk & Ihor Prokopiuk May 29 2023
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