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#436 |
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Location: Banana Republic of Germany
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Damn it it seems a few eye candy things have been switched off with the engine management mod as well. The nav lights look like stock again and the cool smoke and fuel leak effects are gone too.
![]() Why didn't they separate this? What does eye candy do in an engine management mod? BTW did anyone notice the new "pin ups"? Have a look at the P39 and if you should see a Betty bomber don't look what those guys have on their cabin floor... I think someone thought this was funny.... ![]()
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#437 |
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Disregard my last post about the eye candy and the engine management. I switched the "effects" mod to low as well and that caused all the nice stuff to vanish.
![]() I had somehow forgotten about that I had changed that too. ![]() ![]()
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Putting Germ back into Germany. ![]() |
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#438 |
Admiral
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Location: Florida
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I'm very happy at the fact that I can still use most of the mods that I used in UI 1.2/1.1. Like the AAA PAT smoke and cam mod with HFSX as well as most other mod with out any problems. But I have to agree with Schroeder on the ai plane skin issue and in the some of the new campaigns bugs.
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#439 |
Rear Admiral
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Location: SPACE!!!!
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Ive had only fiew issues with the new mod... mainly that with the wind thing on takeing off from behind other planes is impossiable... (plane goes crazy, and crashes.)
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#440 |
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Another odd thing is that if you rearm your plane some of the ground targets that you have destroyed respawn. I tried it with the Japanese destroyers that can be found on the Okinawa map in the QMB. Took off with a torpedo, sank one of the two destroyers, went back home, rearmed, took off again and what did I see? There are two destroyers again.
I then tested that and switched their AAA off (to make sure I can do several runs on them without being shred to pieces). I sank one destroyer, rearmed went there again and the previously sunk destroyer was not only there again but did also fire its flak at me (remember I switched it off before). it seems the targets that you destroy with bombs or torpedoes do respawn if you rearm (though I need to test that further). Another thing I noticed is that the same weapon dropped from a different aircraft has different results. If you take a F84 and equip it with two 1000lbs bombs then you can sink the right one of the two destroyers (the right one when you take off from the allied base in the south. Oddly enough the left one can take far more damage although it seems to be the very same kind of ship). If you take a F86 or F80 the ship won't sink even though you used the same two 1000lbs bombs on it. ![]()
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#441 |
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Did do a bit of additional testing. So far it seems that ships are the only targets that respawn when rearming. Bridges and vehicles remain destroyed.
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#442 | |
Navy Seal
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#443 |
Navy Seal
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![]() ![]() P39 ![]() Betty
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#444 |
Rear Admiral
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Thats intresting...
1st one... thats old, there is a old P 39 cockpit repaint that adds that... 2nd one... well, its a jap plane, what do you expect. ![]() (oah well, I only fly the glorious peoples aircraft... and... the ocational 109... Not those imperialist pig dog aircraft...)
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Task Force industries "Taking control of the world, one mind at a time" |
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#445 |
Lucky Jack
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Well I guess when you're about to enter the next world it's a better sight than a ship rushing up to meet you...
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#446 | |
Lucky Jack
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Plop it in to root directory and alter the config.ini as directed and it seems to be working fine with me. ![]() |
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#447 |
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Putting Germ back into Germany. ![]() Last edited by Schroeder; 01-17-10 at 03:27 PM. |
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#448 |
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Is this not against the rules?
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#449 |
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Ooops, you might be right. Just deleted it.
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#450 |
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Hmmm, I don't know. Having just random sounds for fly by is not really appealing to me. It is odd to see you plane in idle speed on final approach and then hear the turbo blow for all it's worth.
I also didn't notice much of the mentioned wind sounds with the cockpit open. ![]()
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