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Author Topic: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)  (Read 128660 times)

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SAS~Storebror

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #60 on: June 19, 2011, 01:57:49 PM »

Maybe there's a readme I should have looked for first
Maybe that's the best idea ever.

Best regards - Mike
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joeytom

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #61 on: June 24, 2011, 04:58:01 AM »

Whenever I try to load the game,it crashes at 70%
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Kazegami

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #62 on: June 24, 2011, 08:47:25 AM »

Whenever I try to load the game,it crashes at 70%
Disable mod files cache.
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GrEaSeLiTeNiN

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #63 on: July 15, 2011, 11:09:10 PM »

Hi,

I am new to IL-2 modding.
 
I have installed SAS Modact 3.06 on a clean IL2 1946 v4.101m on Vista. Works fine.
Can I now install UP3.0RC over it? (I notice UP3 comes with and uses SAS ModAct.)

Thanks & Cheers
 
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SAS~Storebror

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #64 on: July 16, 2011, 12:38:15 AM »

It's unlikely that an improper mods setup could crash the selector (it could crash the game launcher, but that would get you back to the selector then).
First of all please make sure to use the latest selector version, look here: https://www.sas1946.com/main/index.php/topic,16403.0.html
Second please choose conservative memory settings. Disable Expert Mode and use 256MB RAM usage to be on the safe side first.
Third please try to setup your antivirus software to not watch the il-2 game folder. We've had issues with Bitdefender before, maybe your AVG (I guess it's AVG what I saw in your tray) causes issues with dynamically game launcher executable creation, too.

Best regards - Mike
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PeanutJelly

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #65 on: July 20, 2011, 11:17:37 PM »

Does this Modact come with any planes? The air.ini comes with all the planes that i was hoping for, but ingame it just shows the regular stock il-2 planes...
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Paulo Hirth

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #66 on: July 21, 2011, 01:29:05 PM »

  I am have crash in quickmissions with Modactivator 3.06 in 80% of maps, in old versions no problems.
  Please, is possible back the old QMB system in next version? Thank you.
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PeanutJelly

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #67 on: July 21, 2011, 09:17:52 PM »

Am i missing something? I used to have the older modacts and i had cockpits for the b-17's, b-24's, and a bunch of awesome mod planes. Now those are all gone in this modact?
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SAS~CirX

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #68 on: July 21, 2011, 11:27:12 PM »

Am i missing something? I used to have the older modacts and i had cockpits for the b-17's, b-24's, and a bunch of awesome mod planes. Now those are all gone in this modact?

There has never been new-flyable mods packaged with any SAS modact. If you had them it is because you added them or because you were using some other modpack. This is not a mod-pack, it is just a expanded activator.
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GrEaSeLiTeNiN

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #69 on: July 24, 2011, 03:36:56 AM »

I don't understand the point of this mod act. It only lists Stock, Classic Mod, SAS Modact 3, Ultrapack 3, Dark Blue World. You need to install UP3 separately before you can select UP3. Then if I install something else like Uranium Mod, I'll have to activate it through the Generic Mod Enabler anyhow. And when I start IL2, I'll still only be selecting UP3 in Mod Act 3. I don't get it.
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SAS~Storebror

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #70 on: July 24, 2011, 05:27:35 AM »

The SAS Modact mainly acts as a mod enabler for those who don't want to stick with one of the big mod packs, but build up their own modded game with their own favourite mods.
If you're already running UP3 or DBW, you likely don't need the modact unless you wanna build up an additional custom modded game in parallel (remember you need most JSGME mods separately for each mod pack you're running, since they apply to different mod folders and some are based on different versions of base game classes).

Best regards - Mike
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PeanutJelly

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #71 on: July 24, 2011, 09:34:52 PM »

I could have sworn it had add ons.. or at least made most the nonflyables flyable. I guess i was wrong. sorry guys.
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