[KTR] E Units - CRIP Rock Island 630/652

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Re: [KTR] E Units - CRIP Rock Island 630/652

Unread postby buzz456 » Fri Dec 05, 2025 8:01 pm

I can assure both of you that I just did the D/L in the last couple of days and the file is solid. Good luck.
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Re: [KTR] E Units - CRIP Rock Island 630/652

Unread postby Chacal » Sat Dec 06, 2025 2:00 pm

Maybe you need to clear the blueprint cache.
The game creates a .pak file (BLUEPRINT.PAK) for each engine you use.
If I recall correctly from my days of creating content, I had to delete this file before I tried my changes.
I did that in Windows explorer, but I'm sure it's in the game's settings somewhere.
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Re: [KTR] E Units - CRIP Rock Island 630/652

Unread postby cnwfan » Fri Jan 09, 2026 1:52 pm

Just a quick follow up on this post. First off, PullmanCar fixed some things in the initial files that resolved various issues I was experiencing. Hopefully he'll release an updated version of his zip file at some point. Also, Kman and I worked on his issue with the units not appearing in scenarios. It turns out there was a folder issue and it has been resolved.
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