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Author Topic: VP Modpack Discussion  (Read 68449 times)

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Jimbo947

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Re: VP Modpack Discussion
« Reply #396 on: August 01, 2016, 11:56:38 AM »

i have only one wee problem is that in the Pilot career missions is that I can select them but none will generate.

Please post your dgenerror.log.

Most campaigns should work, I've read some error reports about a Western Front campaigns bug.

Thanks VPMedia...
 Problem solved,,,
Checked my install and found that I  had inserted the required additions to the confi. ini at  where I thought the end of the file was.
 Unfortunately this was somewhere in the middle.. Senior moment !!!!!
 Confi,ini now corrected and all the pilot careers I have tried are working

Great game
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KiwiBiggles

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Re: VP Modpack Discussion
« Reply #397 on: August 01, 2016, 08:47:02 PM »

I came to the conclusion that the overall problem is not a MissioPro issue which I thought it was and its not the issue involving the default editor since I have experienced problems using the stationary aircraft and the spawn point using both.  My stock installation of 412 and 413 work with no problems, but I have had issues with TFM, VP Mod, and CUP WAW.  I would always try to use the same map if possible, but no matter what, the pattern is pointing to modded routes.

I'm not aware of any problem with the taxi to takeoff feature. The few missions I played which had this feature seemed to work fine, but I've never built such mission. Can you upload the one youre trying to get to work so I could test it? Post it as a simple text between code tags pls.

Hi fellas,

To share my recent experience with taxi-to-takeoff, I have been creating a Midway campaign.  The land based mission from East Island is a taxi-to-takeoff job.  It's using a simplified, custom runway, taxi and parking layout (as per Spdr109) to launch and recover up to eight fighters.  Often when starting a mission (directly from full mission builder) the taxi-to-takeoff function would fail and the game would start with the player's aircraft at the wrong end of the runway facing the opposite direction, rather than from the the intended 'spawn' point.

I have seen this in other installations too, and usually restarting the mission a few times would get things back in order.  The other installations also had MissionPro enabled. 

This was becoming a real hassle testing the campaign, as you can imagine, but it came to a head when I added a custom pilot skin to the campaign (as opposed to the default pilot skin).  Whenever I selected a pilot skin in MissionPro before starting the mission, the taxi-to-takeoff was porked, every single time.

On a hunch, I disabled MissionPro, and taxi-to-takeoff worked perfectly, every single time.

This was only a few days ago, and it would need a lot more testing before it could be said to be conclusive, but it does seem to be indicating a problem of some sort. 

I can upload the mission code later today, after work.

Cheers,
KB
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mikojan3

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Re: VP Modpack Discussion
« Reply #398 on: August 02, 2016, 03:20:05 PM »

Stevens excellent channel about IL-2 mods:
https://www.youtube.com/user/darko1971?feature=watch
steven is the best i love your channel steven
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mikojan3

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Re: VP Modpack Discussion
« Reply #399 on: August 02, 2016, 03:23:11 PM »

i love you vpmedia yuhuuuu worked very good
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CzechTexan

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Re: VP Modpack Discussion
« Reply #400 on: August 02, 2016, 05:19:16 PM »

I disabled my MissionPro a couple months ago because it was screwing up while using it.  I don't use it anymore.  It's good to know I'm not the only one having problems with it.
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Ibis

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Re: VP Modpack Discussion
« Reply #401 on: August 02, 2016, 07:10:06 PM »

 I did the same for similar reasons.
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vpmedia

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Re: VP Modpack Discussion
« Reply #402 on: August 03, 2016, 01:53:28 AM »

I did not do much mission building but the few missions I made worked fine. Hence I think that the only broken feature caused by MissionProCombo is the taxi to takeoff, everything else works as usual. As you said the solution is fairly easy, disabling the mod.

vpmedia

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Re: VP Modpack Discussion
« Reply #403 on: August 03, 2016, 01:54:30 AM »

WIP Chichi Jima







Peter Lynn

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Re: VP Modpack Discussion
« Reply #404 on: August 03, 2016, 03:20:18 AM »

Looks marvellous! Always look forward to the results of your talents Istvan. I keep getting shot down because i am so busy looking at all your terrain work rather than watching my tail!

Peter Lynn
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max_thehitman

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Re: VP Modpack Discussion
« Reply #405 on: August 03, 2016, 06:47:52 AM »

WIP Chichi Jima


I am already drooling at that beautiful island map ! SUPER!
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Everything I like is either illegal, immoral or fattening ! Welcome to SAS1946

Mission_bug

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Re: VP Modpack Discussion
« Reply #406 on: August 03, 2016, 12:00:32 PM »

This excellent compilation of yours continues at a pace Istvan, each update brings yet more of those amazing repaints. 8)


Wishing you all the very best, Pete. ;D
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vpmedia

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Re: VP Modpack Discussion
« Reply #407 on: August 03, 2016, 02:23:59 PM »

Thanks guys! Its easy to repaint PTO maps because you dont have to deal with large cities. Berlin probably took more time than the recent pto updates altogether. :)

Another WIP repaint, Coral Islands dogfight map:









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