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Author Topic: Frequently Asked Questions...  (Read 6717 times)

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SAS~crazyflak

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Frequently Asked Questions...
« on: June 29, 2010, 04:07:50 AM »

This is the zillion time I had to copy-paste or rewrite the same damn info as a Tech help answer. So I decided to put a F.A.Q. sticky (Please, SAS-team mates: feel free to add, edit, correct, improve).


Q: What do I need to get my game ready to mod?

A: Make sure you have a working copy of IL2 Sturmovik 1946 version of the game patched to 408m and then to 409m (not 409b1) version.
Then you have 2 options:
-the custom install with SAS-modactivator http://www.sas1946.com/main/index.php/topic,3969.0.html; or (higly recommended for beginners)
-you can install a big mod-pack (UP2.01 or HSFX 4.11) which already include a modactivator, read here for more detailed info http://www.sas1946.com/main/index.php/topic,2652.0.html
Here for direct link:  http://ultrapack.il2war.com/index.php?board=7.0

as usuall: read "how to install readme" first!

Q: Where are the ".ini" files like "air.ini"?
They are in Files/com/maddox/il2/objects, BUT the ones you modify are the copies you put in MODS/STD/maddox/IL2/objects (see below in this thread), DO NOT TOUCH THE ONES IN FILES!

Q: What is the difference between the Ultrapack, HSFX and using the SAS mod activator?

A: SAS mod activator is not a mod pack, it just modifies your (vanilla) game to be able to "see" the mods. It is a prerequisite to mods.
All bigmod packs like UP201 or HSFX already come with a modactivator included, so no other modactivator should be put on top . UP201 is based on HSFX so in many ways it includes it.

Q: If I want to use  UP2.01 or HSFX and add some of the new mods (maps/planes, etc.)...how do I go about this as there is no mod folder to add them to?

A: Once your UP201 is installed and running you'll have to do some "dirty" job yourself   (time to get more familiar with your game structure, enjoy!), step by step:

1) create a "MODS" folder in main directory (il2 1946 sturmovik\MODS), then an "STD" folder inside it.
2) copy the folders "i18n", "gui", "com" from Files folder to STD folder.
(don't forget to replace the buttons inside MODS\STD\gui\game\ by the latest SAS buttons, here: http://www.sas1946.com/main/index.php/topic,97.0.html)

3) create a folder "mapmods" inside "MODS" and
4) create a "maps"  folder and a "3do" folder inside "mapmods"
5) create a "_Tex" folder inside "maps"
6) go to Files\maps\all.ini  copy "all.ini" file into MODS\mapmods\maps

You should be ready to install any plane/map/texture... (for detailed explanations on how to do it, see the tutorial links, below)
If you don't want to do all this manually by yourself, our cool Boss made a special download just for you: http://www.sas1946.com/main/index.php/topic,7949.0.html  :D

WARNING: on UP use 409m MODS ONLY, also when using the 410m stock enabler in jsgme, it does NOT allow to use mods, for the moment only custom installs with 410m modactivator allows 410 mods, UP is is 410m-modded  incompatible

Q:How do I know which planes are already in UP201?

A: To know which planes are already included in UP201 you can take a look at the air.ini file (after reading the tutorials linked below you know where to find this and what it is) and compare it to the air.ini entry of the mod you're interested in. This is rough indication, as UP201 might not always include the latest version of a mod.
 
Q: I screwed up my UP201 install, do I have to reinstall

A: To fix your install it might be that it is enough to use the "restore" option of UP201 so try that first to see if it works (read UP readme file for details of how to use it).

Q: When you install a "Modded" plane does it take the place of a plane in the game?

A: every modded plane usually comes with its own "air.ini" entry (these are the "new slot" planes), which means they don't replace any stock plane. However, there are mods that modify stock planes, like cockpit repaints or 3d (visual) improvements...

So, in general: NO replacement of stock planes. But...

1) It happens, however, that some (newer) mods replace older ones. So a modded plane *can* replace another modded plane (with same "air.ini" entry). In those cases you are asked to remove the latter to avoid conflicts.

2) A few mods use a stock "slot", in which case they replace it ("Jetman", for instance, used to replace the stock Lerche until Skipper provided its own independent slot).
When a plane replaces a stock plane, it is *always* stated, in fact:

if you need to add "air.ini" lines = new slot, no replacement of stock plane
if you don't need to add "air.ini" lines= replaces stock plane or some other previously installed plane


ABSOLUTELY NECESSARY
Read the basic tutorials, believe me: you'll need them all the time to install new planes and troubleshooting issues. Absolutely necessary to study:

How to install a plane http://www.sas1946.com/main/index.php/topic,1353.0.html
How to install a map: http://www.sas1946.com/main/index.php/topic,726.0.html
What to do in case of Crash to Desktop besides calling your mom: http://www.sas1946.com/main/index.php/topic,22.0.html
What is the "buttons" file: http://www.sas1946.com/main/index.php/topic,21.0.html
How to add mods to Ultrapack 201:http://www.sas1946.com/main/index.php/topic,2652.0.html
Cirx modactivator for 410m custom install http://www.sas1946.com/main/index.php/topic,12162.0.html
Guide to get IL1946 modactivated http://www.sas1946.com/main/index.php/topic,5310.0.html
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