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  #31  
Old 03-28-2013, 01:57 AM
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Quote:
Originally Posted by topgum View Post
Does this means
#1 that therefore you finding somewhere some UFOs on other Servers and
#2 you can use your own skins without risking beeing banned?
Sorry for the offtopic
yes, the most likely ufo is when some one turns on their recording while flying. if they don't disco, then its not a recording thing..
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  #32  
Old 03-28-2013, 11:37 AM
Anders_And Anders_And is offline
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Quote:
Originally Posted by topgum View Post
Thx a lot to Team-Fusion for the patch-mod, for your hard work and inspirations.
I just want to give you a little feedback, though I haven't spend any time on bombers.

#1 What I really love are the glints on AC-surfaces in the distance, even though I find that now approaching AC are going to be "invisible" longer than before but I will compare it with the unmoded version - will check it out & and let you now then.

#2 I like the "glossy"FX on my wings very much! If you prefere less, scale it out in the weathering sliders, works fine for me.

#3 The colours over UK are much better, but I would just suggest not to touch the colours of the French side, because weather is warmer here and fields are looking more golden during summertime.

#4 I love the introduction of all the 100-octane-fuel types, especially the 109 4/N is a thick prick. Unfortunately for all those "whiners", who complained the lack of 100oc MKI Hurris and Spits some time ago. Now the empire has stroke back

#5 I like the different Spit- & E4-pits and sure, one day we'll see animated trim wheels and the new flap indicators in the MKI-models will be animated,too.

#6 The rework of the FM is superb, the SU26 is less "helicopteric"/VTOL now and a 109 can loose a wing, because of it seems to be a little bit less sluggish now and it can take faster speed - bad surprise
I could reach the top ceiling with the 109E4/N at 10450m, even when the cooling limit of 78°C (Flea's Database) has been broken by~90°. I haven`t done it with a Spit - I got 31800ft/29900ft in Spit 1A 100Oc in the final -unmodded- patch - I'll let you know.

#7 I really appreciate that you have ironed out the CLOD-altitude bug and you have standardized the atmosphere conditions on 1015mb/760mmhg and 15°C, so I don`t have to deal with altimeter-adjustments a beginning DF in QM. It was a pretty cool event however, to impress some people eventualy around me

#8 Nevertheless, while it is still quite easy in a SpitMKI to climb after take-off and handle the revolutions of 2speedpitchprop, it becomes more and more difficult if you are above 4000ft. Then you can't use the 2nd stage of the pitch anymore without reducing the boost pressure down to somewhat of -/+0 lb/sin. Try this out in the new "Manston"Raid mission! I'm quite curious for my next top ceiling attempts in it. Take care off your cooling temp. Once the prop has stopped spinning, because you didn't, then you wish that the big van in front of you would still revolving and going on
cooling ya
When this is all due to to redesign of FM and atmosphere-density in height and the mass flow conditions in the radiator, than Chapeau for the immersion.

#9 I'm thankful that I can trying to fly blind now, because of you've stopped the icing in the clouds in
standard missions. Otherwise you had to deal with the FM.

#10 The GUI-RL-photos are much better to me than nazis-with-deutsche-Dogge-dogs-pics or "grounded" tanks while I'm waiting for ready-for-take-off.

Last but not least the things I don't like:
#1 The decals of some AC types are disappeared now, here in the photo Spit MK I, but MKII as well, decals enabled, though.
#2 Is there now emergency boost (1,45atü) in the E4/N?
#3 the evetualy longer "invisible mode" off approaching AC, described in #1

This all is said to honour your work. Please take not of that I've just tried it out for some hours, don't get me wrong when my items are not exact ore even wrong in some points, but I'm quite sure that it is a huge step into a very good direction.
TG
Attachment 12222

Attachment 12223
Isnt the "no decals" issue just a case of that specific pilot having just chosen a non default skin? I had that happening to me. I was sitting in a 109 just about to take off with some mates when they told me that i had no markings on. I exited and took default skin and the markings were back.
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  #33  
Old 03-28-2013, 03:49 PM
*Buzzsaw* *Buzzsaw* is offline
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You have some misunderstandings of the patch and the aircraft, you should read the READ ME, and Manuals, which can be found here:

http://www.theairtacticalassaultgrou...u.php?id=start

Quote:
Originally Posted by topgum View Post
Thx a lot to Team-Fusion for the patch-mod, for your hard work and inspirations.
I just want to give you a little feedback, though I haven't spend any time on bombers.

#1 What I really love are the glints on AC-surfaces in the distance, even though I find that now approaching AC are going to be "invisible" longer than before but I will compare it with the unmoded version - will check it out & and let you now then.

#2 I like the "glossy"FX on my wings very much! If you prefere less, scale it out in the weathering sliders, works fine for me.

#3 The colours over UK are much better, but I would just suggest not to touch the colours of the French side, because weather is warmer here and fields are looking more golden during summertime.

#4 I love the introduction of all the 100-octane-fuel types, especially the 109 4/N is a thick prick. Unfortunately for all those "whiners", who complained the lack of 100oc MKI Hurris and Spits some time ago. Now the empire has stroke back

#5 I like the different Spit- & E4-pits and sure, one day we'll see animated trim wheels and the new flap indicators in the MKI-models will be animated,too.

#6 The rework of the FM is superb, the SU26 is less "helicopteric"/VTOL now and a 109 can loose a wing, because of it seems to be a little bit less sluggish now and it can take faster speed - bad surprise
I could reach the top ceiling with the 109E4/N at 10450m, even when the cooling limit of 78°C (Flea's Database) has been broken by~90°. I haven`t done it with a Spit - I got 31800ft/29900ft in Spit 1A 100Oc in the final -unmodded- patch - I'll let you know.

#7 I really appreciate that you have ironed out the CLOD-altitude bug and you have standardized the atmosphere conditions on 1015mb/760mmhg and 15°C, so I don`t have to deal with altimeter-adjustments a beginning DF in QM. It was a pretty cool event however, to impress some people eventualy around me

#8 Nevertheless, while it is still quite easy in a SpitMKI to climb after take-off and handle the revolutions of 2speedpitchprop, it becomes more and more difficult if you are above 4000ft. Then you can't use the 2nd stage of the pitch anymore without reducing the boost pressure down to somewhat of -/+0 lb/sin. Try this out in the new "Manston"Raid mission! I'm quite curious for my next top ceiling attempts in it. Take care off your cooling temp. Once the prop has stopped spinning, because you didn't, then you wish that the big van in front of you would still revolving and going on
cooling ya
When this is all due to to redesign of FM and atmosphere-density in height and the mass flow conditions in the radiator, than Chapeau for the immersion.

#9 I'm thankful that I can trying to fly blind now, because of you've stopped the icing in the clouds in
standard missions. Otherwise you had to deal with the FM.

#10 The GUI-RL-photos are much better to me than nazis-with-deutsche-Dogge-dogs-pics or "grounded" tanks while I'm waiting for ready-for-take-off.

Last but not least the things I don't like:
#1 The decals of some AC types are disappeared now, here in the photo Spit MK I, but MKII as well, decals enabled, though.
#2 Is there now emergency boost (1,45atü) in the E4/N?
#3 the evetualy longer "invisible mode" off approaching AC, described in #1

This all is said to honour your work. Please take not of that I've just tried it out for some hours, don't get me wrong when my items are not exact ore even wrong in some points, but I'm quite sure that it is a huge step into a very good direction.
TG
Attachment 12222

Attachment 12223
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  #34  
Old 03-28-2013, 04:05 PM
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Quote:
Originally Posted by Anders_And View Post
Isnt the "no decals" issue just a case of that specific pilot having just chosen a non default skin? I had that happening to me. I was sitting in a 109 just about to take off with some mates when they told me that i had no markings on. I exited and took default skin and the markings were back.
The decal issue happens on standard skin, it is also affecting the players AC, see pics, external view of mine, last pic shows decal again when you zoom in.
Axis planes don't seem to be concerned.
Attached Images
File Type: jpg Spit_decals 1.jpg (104.8 KB, 42 views)
File Type: jpg Spit_decals 2.jpg (46.6 KB, 37 views)
File Type: jpg Spit_decals 3 zoom in.jpg (23.8 KB, 40 views)
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  #35  
Old 03-28-2013, 08:15 PM
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Quote:
Originally Posted by *Buzzsaw* View Post
You have some misunderstandings of the patch and the aircraft, you should read the READ ME, and Manuals, which can be found here:

http://www.theairtacticalassaultgrou...u.php?id=start
Sorry, Buzzard,I read the README, manuals & historicalmanual section, but I haven't had a look in the "CLOD-Flightmanual" section. In there I found infos for the use of MKI 2speed pitch.
Thx for the tip.
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  #36  
Old 03-29-2013, 06:53 AM
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GF_Mastiff GF_Mastiff is offline
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Quote:
Originally Posted by topgum View Post
The decal issue happens on standard skin, it is also affecting the players AC, see pics, external view of mine, last pic shows decal again when you zoom in.
Axis planes don't seem to be concerned.
That looks like a LOD issue with mexhshowlod=0 should be at 1

Conf.ini file
[core]
RandSeed = 0
TexQual=3
TexFlags.PolygonStipple=0
Shadows=1
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
LandShading=2
LandDetails=2
Sky=3
Forest=3
VisibilityDistance=8
LandGeom=2
DrawCollisions=1
Water=-1
Effects=2
EffFlags.Light=1
EffFlags.SpriteRender=0
Grass=3
CordEffect=1
UseFog=0
UseLandCube=1
UseLandConnectedObject=1
LinearObjectManager=1
Roads=1
Sun=1
Clouds=1
EffFlags.LightSpritesProj=1
ShadowMapSize=5
TexFlags.AsyncLoad=1
TexFlags.ShowTexture=0
SimpleMesh.SWTransform=0
SimpleMesh.QuadTreeClip=1
SimpleMesh.InstancingHW=1
EffFlags.LightContextSprites=1
CloudsFlags.Detailed=1
TexFlags.CreateHDR=1
Decals=2
EffFlags.SWLight=0
TexFlags.CockpitOnePass=0
MegaTexture=0
TexFlags.Reflection=1
RenderTargetQual=3
MSAA=0
MeshStatics=2
MeshStaticsDetail=3
SimpleMesh.QTNoCompose=0
MeshFirstLod=0
MeshShowLod=1
SpawnHumans=0
TexFlags.SSAO=1
TexFlags.VSync=1
TexFlags.FastTransparency=1
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  #37  
Old 03-29-2013, 10:16 AM
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Quote:
Originally Posted by GF_Mastiff View Post
That looks like a LOD issue with mexhshowlod=0 should be at 1
conf.ini
...
MeshShowLod=1
...
Fantastic, Mastiff, thanks a lot, that did for me! Bizzar, the standard CLOD-Conf.ini-MeshShowLod=0
Anyway, great job!
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  #38  
Old 04-01-2013, 02:29 AM
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I installed this patch and now the water is ugly, no waves ...

What can I do?

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  #39  
Old 04-01-2013, 04:03 AM
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Answer in Portuguese (OP native language).

Quote:
Provavelmente quando a pasta MOD em Documentos\1c Soft Club\... foi criada, copiou antigos Conf.ini, ConfUser.ini (talvez setados nos primeiros patchs da 1c) da pasta onde o jogo esta instalado (Steamapps), o que com pode ter gerado este problema.

A configuração padrão para a àgua no Conf.ini é

Water=-1

Teste com este valor. Lembro de ter mechido neste valor certa vez, e a agua acabou deste jeito ai...
Se não fez backup - como recomendando no readme do MOD - destes ".ini" antes de instalar o MOD pegue com alguem que tenha feito, no caso terá que reconfigurar o josytick e comandos de teclado personalizados.
Sokol1

Last edited by Sokol1; 04-01-2013 at 04:08 AM.
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  #40  
Old 04-01-2013, 04:46 AM
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valew Sokol obrigado!!!

consegui...

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Last edited by =BLW=Pablo; 04-01-2013 at 07:58 AM.
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