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Author Topic: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)  (Read 64738 times)

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yeikov

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #48 on: December 21, 2012, 04:48:10 AM »

Downloaded and installed fine. Great work and thanks to everyone concerned. The only thing that's thrown me is this instruction..'Under the [MODS] section in your Conf.ini file, add the following etc.':..... I can't find a 'Mods' section in my Conf.ini file.

If you don't have it already you can just add it at the end of the conf.ini file
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benson

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #49 on: December 21, 2012, 05:47:44 AM »

yeikov. Thanks for that.
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Ghost129er

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #50 on: December 21, 2012, 08:05:10 AM »

Can we use old (4.101) mods on 4.11.1 with this?
Ghost
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Whiskey_Sierra_972

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #51 on: December 21, 2012, 09:01:23 AM »

Can we use old (4.101) mods on 4.11.1 with this?
Ghost

x 409:

modded planes have high compatibility but lack of G values ,  ship lack of beacon devices;

x 410:

modded planes have less compatibility but have G values ,  ship have beacon devices;

MY SUGGESTION:

Install freely ships and all moving/static objects , install at first 410 planes and if game don't load them and you relly need that kind of plane try in second instance the 409 version!

IMPORTANT

To have the autodiffFM you should or activate by JSGME the SAS_Engine... mod or use PAL_AutoDiffFM in it's 411 version (search in the site for it's tread)
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BravoFxTrt

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #52 on: December 21, 2012, 03:16:26 PM »

Exactly what Walter explains, Im using Planes and Mods from al 3 Instances 4.09  4.10.1m   4.11.1n and all is working fine, you just have to try each Mod Plane or Mod one at a time, or you'll be posting WTF Posts'.                                       "one at a time" ;)
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BT~walker

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #53 on: December 22, 2012, 12:52:16 AM »

I just love my Hellenic Aegean Blue Phantom in 4.11.1 !

VIDEO :


But there seem to be present bugs/no-compatibilities with 4.11.1 Airports :
-A-7s just crash at the country don't managing to land
-F-4 though there is a static plane for it, can not be used succesfully as a spot spawn holder & also
have taxiing problem crashing on each other... (T-33s fit very well though!...)
-Jet Engines Overheat, causing them to catch up fire if u insist...

I definitely like much better the black smokes coming out of jet engines (& not the current white ones that look like tails following the plane...)-If anyone knows how
I may change it, it would be much appreciated !... 

Said these, nevertheless, mod planes in 4.11.1 are so much innovative in 4.11.1 version of IL2 & thank's for that !
Happy Holidays to you all !
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SAS~Anto

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #54 on: December 22, 2012, 07:42:57 PM »

Some people have told me they are having problems with the latest buttons. Thanks for the bug reports and apologies for the issues.

I will be restoring the link to the last stable version for 4.101m built by Piet (v10). For now, I'll leave v10.1 up for those who wish to test it. It may take a day or two for me to resolve the errors but I'll post my results once I'm done. I am also in the process of trying to find a SAS Team member willing to take on the buttons and manage it for the site. It is a big undertaking, but it will allow me to focus on other issues here.

Cheers for your patience and I'm glad many of you are enjoying modded 4.11.1m :)
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BravoFxTrt

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #55 on: December 23, 2012, 01:12:48 AM »

S! Anto.
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cgagan

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #56 on: December 23, 2012, 01:55:24 AM »

We can wait as long as it takes! Many thanks for all your efforts and continuous support,  8)
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SAS~Anto

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #57 on: December 24, 2012, 02:14:16 AM »

x 409:

modded planes have high compatibility but lack of G values ,  ship lack of beacon devices;

x 410:

modded planes have less compatibility but have G values ,  ship have beacon devices;

MY SUGGESTION:

Install freely ships and all moving/static objects , install at first 410 planes and if game don't load them and you relly need that kind of plane try in second instance the 409 version!

IMPORTANT

To have the autodiffFM you should or activate by JSGME the SAS_Engine... mod or use PAL_AutoDiffFM in it's 411 version (search in the site for it's tread)

Not quite true Walter. 4.09m planes, whilst more likely to load into game (due to same buttons format), they are more likely to have bugs as they lack numerous code refines. They include and are not limited to how 4.101m onwards handles player and crew member death/injuries, G-Forces and rocket properties. So while they won't crash the game on first load, you might have invisible gunners, aircraft that can pull 20Gs with no effect and rockets that freeze the game mid-mission.

The safest bet is to use the 4.101m version of a mod with the AutoDiffFM mod. That way, code and buttons are both 100% compatible. And as Bravo said, one aircraft at a time.
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Bowie57

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #58 on: December 25, 2012, 07:28:50 AM »

How does one edit the hud_log(_ru) file? I have tried both in STD and in XTD, but with no result.
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BravoFxTrt

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Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
« Reply #59 on: December 29, 2012, 07:02:25 PM »

Has any one got the SAS Bf-110 Family to work? or the G4? I get some 110's but not all and not the G4 working.
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