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Author Topic: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test  (Read 156520 times)

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western0221

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #204 on: May 29, 2018, 10:43:37 AM »

You can use B.A.T. or VP modpack.
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blackshark

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #205 on: June 21, 2018, 07:38:40 AM »

Hi, I am "studying" this beautiful sim to enjoy it better, so I have two questions about SAS Engine mod 2.7.

In the first post, among the many features I read " ... and most of all, tweak the default AI routines", and then I read in feature at a glance: "AI tweaks (mostly superceded by TD's AI code)".

I am above all interested in AI changes from stock, so my questions are:
- may you tell me more about which "AI tweaks" (not superceded by TD) change the stock 4.12 AI ?
- are those AI tweaks for WWII planes too or just for jets ?

In other words, given that I use WWII end not jets, should I install it to improve my wwii sim ?

thank you all for your help




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max_thehitman

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #206 on: February 14, 2019, 06:33:30 AM »


Gerald, look into Western´s post once again.
He has made new update ...
https://www.sas1946.com/main/index.php/topic,52489.0.html
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Flash56

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #207 on: January 16, 2021, 10:16:22 AM »

Hello everyone, I have a question: when installing an older version of MA 3.06 and patch 4.10, do you need buttons 10 or 10.3 version or 10.5 version will also work on 4.10? Thanks in advance.
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FL2070

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #208 on: January 16, 2021, 01:43:47 PM »

when installing an older version of MA 3.06 and patch 4.10, do you need buttons 10 or 10.3 version or 10.5 version will also work on 4.10?

Versions 4.10m and 4.10.1m use a specific type of buttons encoding that no other version uses, and hence, no buttons made for any version other than 4.10 will work for 4.10, and vice versa. To fix this, you will need to AutoDiffFM mod, which (if I remember correctly) compensates for this by allowing for both standard buttons encoding and 4.10 buttons encoding.

Not only that, but new engine overheating code in 4.11 means that the thermal properties of the engines will work differently with the same flight models. Really, buttons files made for other versions, especially 4.11 and later, should not be used for version 4.10.

If you're looking for the latest buttons for 4.10, look no further than the "SAS Buttons : DL the latest" post in the SAS essentials section.

Cheers :)
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Flash56

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #209 on: January 17, 2021, 08:29:54 AM »

Thank you again) :)
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Keyholebud

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #210 on: August 20, 2021, 01:47:52 PM »

Great MOD guys, I appreciate all the hard work you guys are putting into this  Sim.

I got everything loaded up to this point and running well.

When I extracted the zip to the #sas folder it didn't seem to install right. But that's all the instructions said. It look like the files needed to go into the sub folders. Am I missing something?

Well I can't post images of my folders setup.

#SAS_
          3do
          com
          i18n
          presets
          samples
          then a bunch of yada yada .file

Is this correct?
         
         



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FL2070

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #211 on: August 20, 2021, 04:58:56 PM »

Well I can't post images of my folders setup.

#SAS_
          3do
          com
          i18n
          presets
          samples
          then a bunch of yada yada .file

Is this correct?

No. All of that should be in a subfolder of the #SAS folder, not in the #SAS folder directly. Such as:

Code: [Select]
#SAS/
  !SAS_Engine_Mod/
    3do/
    com/
    i18n/
    presets/
    samples/
    etc file
    etc file
    etc file
    etc file
    etc file
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Keyholebud

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #212 on: August 20, 2021, 05:26:43 PM »

INSTALLATION
1. Ensure you have SAS Mod Act v5.3 installed and working over IL-2 4.12.2m
2. Extract the above archive to your #SAS folder
3. *OPTIONAL* Find and locate your 'buttons' file (usually found in #SAS/STD/gui/game). Replace it with the 10.5 buttons tester. This will enable some additional features for many aircraft and will eliminate the overheating bug for most jets.
4. PLAY!!

So.... Am I extracting it wrong? I chose the #sas folder like the instructions said. Maybe my #SAS folder is wrong?

#SAS _
           CommonUtils
           InstantLog
           MAPMODS
           STD
           XTD

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FL2070

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #213 on: August 20, 2021, 09:17:37 PM »

Maybe my #SAS folder is wrong?

#SAS _
           CommonUtils
           InstantLog
           MAPMODS
           STD
           XTD



That #SAS folder looks fine.

Am I extracting it wrong? I chose the #sas folder like the instructions said.

The files that must be accounted for are the SAS Engine Mod files. I explained how to organize those in my first response, so refer to that post for the appropriate folder structure that you should have.
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Keyholebud

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #214 on: August 20, 2021, 10:02:15 PM »

Ok great. Good to know. Weird that it did not extract correctly.
 :)
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bomberkiller

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Re: SAS Engine Mod v2.7 for 4.12.2m + Buttons 10.5 test
« Reply #215 on: August 22, 2021, 11:42:52 AM »

Hello IL-2 starters and friends,

just to clarify in general:

To the 1st: In your (whatever) #Mods-folder at 1st there is the anyway called mod.

To the 2nd: The 3do folder must first be in this named folder (and maybe other folders and/ or files)!



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