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Author Topic: Carrier MOD (Beta)  (Read 58578 times)

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sanka

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Re: Carrier MOD (Beta)
« Reply #72 on: December 20, 2011, 11:36:06 AM »

OK here is a (hopefully) working version of the Carrier Mod for Ultrapack 3, based on western0221's last version:
Now the AI using carriers shouldn't crash the game anymore ;D

Download Carrier MOD for UP3

To install, just extract in your #UP# folder.
Please tell me i it works for you.

Credits: Fireball, Pablo, fokker95, western0221

Cheers 8)
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The_Alaska_Man

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Re: Carrier MOD (Beta)
« Reply #73 on: December 20, 2011, 02:15:05 PM »

OK here is a (hopefully) working version of the Carrier Mod for Ultrapack 3, based on western0221's last version:
Now the AI using carriers shouldn't crash the game anymore ;D

Download Carrier MOD for UP3

To install, just extract in your #UP# folder.
Please tell me i it works for you.

Credits: Fireball, Pablo, fokker95, western0221

Cheers 8)

all the carriers that have a catupult work. BUT the planes go to the catapult launch but they dont get enough speed and land in the ocean.

its like they launch under theyre own power

but the arrestor wires work. they stop the planes really good
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western0221

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Re: Carrier MOD (Beta)
« Reply #74 on: December 20, 2011, 07:32:39 PM »

all the carriers that have a catupult work. BUT the planes go to the catapult launch but they dont get enough speed and land in the ocean.

its like they launch under theyre own power

but the arrestor wires work. they stop the planes really good

Set Mission's Condition - Year after 1946.
Before 1945 set in mission, Catapult power is the same as old MOD.
After 1946, Catapult power increase by 3 stage. In 1954 , Heavy jets can take-off from StationaryShip carriers.
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The_Alaska_Man

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Re: Carrier MOD (Beta)
« Reply #75 on: December 20, 2011, 08:45:31 PM »

thanks that was it

but i have the FMB+ plus mod (the one that adds all the new objects like the concrete slabs etc) and it wont let me go into configure to change the date. so i have to get uninstall FMB+ make the mission add FMB+ again and fly the mission.

and ideas why this wont let me acces configure
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sanka

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Re: Carrier MOD (Beta)
« Reply #76 on: December 21, 2011, 04:32:55 AM »

thanks that was it

but i have the FMB+ plus mod (the one that adds all the new objects like the concrete slabs etc) and it wont let me go into configure to change the date. so i have to get uninstall FMB+ make the mission add FMB+ again and fly the mission.

and ideas why this wont let me acces configure

Hi The_Juneau_Man,

You can modify your mission date by editing your mission file (.mis) in notepad. Add for example:
Code: [Select]
[SEASON]
  Year 1960
  Month 6
  Day 15
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benitomuso

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Re: Carrier MOD (Beta)
« Reply #77 on: December 21, 2011, 06:45:12 AM »

thanks that was it

but i have the FMB+ plus mod (the one that adds all the new objects like the concrete slabs etc) and it wont let me go into configure to change the date. so i have to get uninstall FMB+ make the mission add FMB+ again and fly the mission.

and ideas why this wont let me acces configure

You can modify your mission date by editing your mission file (.mis) in notepad. Add for example:
Code: [Select]
[SEASON]
  Year 1960
  Month 6
  Day 15

Yes, as Sanka said, if you don't change your FMB to Mission Editing Mode (the normal mode to have active except you are editing maps) you can change it manually in the .mis file. Consider thar pre 4.10 missions didn't have the [SEASON] section because the 4.09 game didn't take into account those parameters. In that case you have to add it completely following Sanka's sample.

Regards,
                    Pablo
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sanka

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Re: Carrier MOD (Beta)
« Reply #78 on: December 21, 2011, 08:59:33 AM »

This is the final version of the Carrier Mod for Ultrapack 3, based on western0221's last version.
I fixed a bug in the previous version that could've potentially crashed the game. This is the last update, I promise :D

Download Carrier MOD for UP3

To install, just extract in your #UP# folder.

Credits: Fireball, Pablo, fokker95, western0221

Cheers 8)
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The_Alaska_Man

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Re: Carrier MOD (Beta)
« Reply #79 on: December 21, 2011, 11:47:19 AM »

WOW thanks sanka and Pablo

Merry christmas everyone  ;D
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western0221

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Re: Carrier MOD (Beta)
« Reply #80 on: December 22, 2011, 09:50:00 PM »

Excuse me waiting you - HSFX5 users!!

Carrier Catapult / Arresting wire MOD for HSFX5 only (Temporary BETA6)
ttp://www.mediafire.com/?83s79japigcgebc

!!! TODAY's FEATURE !!!
For AI pilots , using Catapults needs "Carrier Take-off MOD".
HSFX5 contains Carrier Take-off MOD version5.4.
At normal HSFX5 with CTO5.4 enabling, AI pilots use Catapults well.
But when you have installed "1956 The Jet Era" pack,
this pack conflicts and disables Carrier Take-off MOD.
So, with "1956 The Jet Era" pack, AI pilots don't use Catapults.
You can use Catapults with "1956 The Jet Era" Jets or F8 Crusader.
I tested OK.

This is the last update, I promise :D

Sorry, my tweaking this Catapult MOD is not finished.
I will a bit plus, a bit plus, add a new feature to this MOD.
But these minor version up will be not important. UP3 users can enjoy flying with this Sanka's version in a long time.

At last, major version up "ship deciding algorythm avoid out from MOD code" will be done.
Then, UP3 version will have to be remaked.
But that is far future.
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western0221

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Re: Carrier MOD (Beta)
« Reply #81 on: December 27, 2011, 04:09:34 AM »

New Carrier Catapult / Arresting wire MOD Temporary7!
Today's version supports DBW1.6 / HSFX5.0.1 / SASModAct3.0.6.
Each environment is depended by this MOD each zip.
I can't share same MOD class files to 2-3 environments.

For DBW1.6 : ttp://www.mediafire.com/?d6cq3styajmke6m

For HSFX5.0.1 : ttp://www.mediafire.com/?4kp06xdln64ddbc

For SASModAct3.0.6 : ttp://www.mediafire.com/?wzbt4be3uxyd6v2

I think today's version Temporary7 is the final of old style program coding inside.
Next version will be new style coding version and it will be neccesary new Carrier Take-off MOD inovation.
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duffys tavern

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Re: Carrier MOD (Beta)
« Reply #82 on: December 27, 2011, 08:13:04 AM »

Thank you very much for your fine mod. However I can't get it to work on any of the new "Essex Angle Deck" CVs. The default CVs and Colossus work fine with all a/c. Followed the directions: "Copy 00_PAL-Carriers_Temp7ModAct" folder to your "#SAS" folder. And the arresting wires are still not strong enough to keep the AI F-8 From going over the edge. ZUTI Friction mod installed. Any help appreciated.
4.10.1, ModAct 3.6.
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western0221

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Re: Carrier MOD (Beta)
« Reply #83 on: December 27, 2011, 08:29:05 AM »

Thank you very much for your fine mod. However I can't get it to work on any of the new "Essex Angle Deck" CVs. The default CVs and Colossus work fine with all a/c. Followed the directions: "Copy 00_PAL-Carriers_Temp7ModAct" folder to your "#SAS" folder. And the arresting wires are still not strong enough to keep the AI F-8 From going over the edge. ZUTI Friction mod installed. Any help appreciated.
4.10.1, ModAct 3.6.

Can you upload the Mission files in a zip ?
(foobar.mis and foobar.properties)
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