Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => SAS Essentials / Basic Mods => SAS Modact => Topic started by: SAS~Anto on December 16, 2012, 01:05:45 AM

Title: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12) [4.11]
Post by: SAS~Anto on December 16, 2012, 01:05:45 AM
(http://i19.photobucket.com/albums/b184/mumblyjoe55/SASModActBackground.jpg)

Its BACK. Now BIGGER, BADDER, and more BODACIOUS than ever!  :D

After a year in production, SAS is proud to present:

the SAS Seriously KickAss Mod Activator v4.0 Release Candidate for 4.11.1m!!



Download the GUIDE here (required! It is not included in the modact):

ModAct v4.0 (https://www.mediafire.com/view/?xxx447js6ayiz6s)

Complete Installation instructions in the Guide! Additional documentation is included with the ModAct



DOWNLOAD LINKS for MODACT 4:
Please note it is STRONGLY suggested you start with a fresh 4.11.1m install before switching over to Mod Act 4.0

Mirror 1: Packupload (http://www.packupload.com/TKGZWVE1GZT)
Mirror 2: Mediafire Link 1 (https://www.mediafire.com/?s3u1aavrkehy3j9)
Mirror 3: 4Shared (http://www.4shared.com/archive/P18yfIbY/SAS_ModAct_v4_for_4111m_RC.html)
Mirror 4: Mediafire Link 2 (https://www.mediafire.com/?do5vetgpz5wcokz)
Mirror 5: Mediafire Link 3 (https://www.mediafire.com/?v4hybl0lismmq0b)


We also STRONGLY suggest you grab the latest SAS Buttons from here
https://www.sas1946.com/main/index.php/topic,97.msg362.html#msg362



For users who have an older modact 3.0x and need to upgrade:

Unfortunately we don’t have much good news for you. With any game version change, it brings multiple changes and it is difficult to predict all of the side-effects. Therefore as much as pain it is, we STRONGLY recommend you create a fresh Il-2 install, patched all the way to 4.11.1m before installing ModAct v4.0. For HSFX 6.0 users, you are in luck: This has been tested on it and so far can report it works fine :) For the rest still on ModAct v3.06 and DBW 1.71 4.101m installs, they aren’t lost forever. We suggest porting your mods across one by one and seeing what happens. And DBW for 4.11.1m won’t be too far away either ;)

You can try just patching your current install to 4.11.1m and plonking this over the top but it is likely it won’t work. You should do this at your own risk!  We are still in the process of confirming what mods are and aren’t compatible with 4.11.1m. So far, the majority work. Once we have a better idea and done a bit more experimenting, we will post an update.



This is a Release Candidate. Is there anything wrong with it?  

No of course not! This release is highly stable and has been thoroughly tested by our modding team. The reason it is a release candidate is two-fold. First, we wanted to include a few updates to the Forgotten Countries mod and were planning on editing some of the speech packs. We weren't able to get these updates in SFS archives in time for our planned release, so we will include them in the full version. Second, we were planning on making the SAS Engine Mod (formerly SAS AI Engines Carrier & Hotkeys mod), a permanent part of the SAS ModAct experience (as we did with DBW). It still has a handful of minor bugs and decided it would be best if we just made it a JSGME option for now. So once both of these elements are ready to go, we will release ModAct full.

For now, this version is fully functional :)



Changelog:

Code: [Select]
4.0RC:
Updated to run with 4.11.1m

Latest Il-2 Selector 2.3.0

Included SAS Engine Mod (formerly SAS AI Engines Carriers and Hotkeys mod) as JSGME option.

New buttons file which works with AI mod

Updated jsgme options. Includes PAL's latest Mission Combo, PAL's Stereo3D and Visual Mod (which supercedes ErcanWide and the 6DOF mouse mods) and the High Definition mod (which enables 24bit paintschemes and 2048x2048/4096x4096 skins)

Removed any old, redundant or non-compatible JSGME options

Updated documentation

3.06:
Replaced MissionPro jsgme option with updated and imporved Mission Pro from Benitomuso. Removed seperate MissionPro Missions from jsgme, as they are now read from their own folder, which will safely be permanently installed in the Missions Folder.

Replaced IL2 selector with new and improved version from Storebror. Features increased compatibility, increased loading speed amongst other small fixes and improvements, including a "Cashe" option for installs that are big but do not change much, which drastically imporves startup time. See modact guide for details.

Added Vtrelut's additional translation files to DGen

Updated included buttons to 8.7 offline version

Updated base sound archive with more inclusive version.

Relocated SFS archives to a new dedicated folder, adjusted related jsgme options for this, as well as added placeholders for future SFS options, and also the FBDSM, seperated from other installations in the same game installation, for compatibility and stability reasons, as well as ease of future FBDSM installation and Sound SFS customisation options.

Replaced two paintscheme classes with stock for future compatibility issues.
Updated GLOrender class to reflect version on Startup.

Fix to paintschemes: Removed the SAAF taiflash from Blenheims.

Added UP3 Guns Classes and related effect files for better custom sound utilization and better researched performances.

Removed, and stopped support for the return to default sounds option, since it has become unviable to maintain, for the return of frequency of use and demand.

3.04b:
Improved il2fb.exe selector, only change in appearance is that trackIR users not have to select that option if in use.

3.02:
Improved il2fb.exe selector, following user tests and further development. Credits ammended (Spookie, Storebror), Guide rewritten, Fileslist for Soundarchives and JSGME userguide included.

3.01:
Introduced new il2fb.exe selector instead of differently named exe files, with instructions for cleaning up now obsolete exe files. Fixed an issue with RCAF markings display.



Cheers HaDeS!
Cheers Storebror!
Cheers SAS~CirX!
Cheers to SAS Team and Modders for testing

8) Salut!

SAS~Anto
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto on December 16, 2012, 01:06:06 AM
POST RESERVED
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: The_Alaska_Man on December 16, 2012, 01:17:23 AM
Cool, will try it out
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BT~walker on December 16, 2012, 02:00:31 AM
Thank you very much for bringing to my F-4E sights the "intelligent" AI opponents of 4.11.1 !
As also the immersive pilot head movement & the inability of AIs to escape to "hyperspace" !
Cheers !

Edited : Ooops! Forgot that Jet War 1.2 runs on 4.10.1 only... Guess I'll have to wait for DBW 1.8 then... :)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Semor on December 16, 2012, 05:26:49 AM
Many thanks to the SAS team for this.

But,idiot question of the Weekend: Whats the advantage of this Mod-Act in compare to HSFX? (I have HSFX installed,but I´m not really a fan of it for some reasons...)

Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Kilo on December 16, 2012, 05:50:36 AM
Many thanks to the SAS team for this.

But,idiot question of the Weekend: Whats the advantage of this Mod-Act in compare to HSFX? (I have HSFX installed,but I´m not really a fan of it for some reasons...)

You can install the mods yourself. You won't have a big bunch of mods that you don't like. You'll have only the ones you want (If you install them manually)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto on December 16, 2012, 07:08:43 AM
Semor, there is no necessary advantage of having ModAct over HSFX. Indeed HSFX comes with a wealth of content but as Kilo has stated, you can install every mod you wish manually with ModAct. If you place ModAct over your HSFX install, you can then switch it over to another setup (e.g. SAS ModAct, DBW when release) very easily and all in one install.

BT~Walker: You can get v1.2 to work with this ModAct. Just make sure you have enabled the SAS Engine Mod first (formerly known as AI Engines Carriers Hotkeys mod). I will be releasing an updated v1.3 before Christmas. It will contain some minor updates plus enable fuses for the new bombs.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BT~walker on December 16, 2012, 07:42:49 AM
Great News !  :)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Semor on December 16, 2012, 07:56:58 AM
Thanks Anto & Kilo for the explanation.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Cloyd on December 16, 2012, 10:24:00 AM
A big THANKS to all involved! I have an ancient system, so I often use a Modact setup to preserve resources.

I hate to be the first to report that I'm having a problem. I can't seem to get widescreen working, after reading the manual and documentation of course.

-Added the new files and folders to a virgin copy of 4.11.1 (OS=XP)
-Enabled #SAS_Stereo3D and Visual Mod by PAL in JSGME
-Added PAL3DEcranWide=1 to the MODS section of my conf.ini

I tried adding the other PAL mod through JSGME, no luck there either.

I must be missing a step, what am I doing wrong?

TIA,
Cloyd

(BTW, dropping the "old" EcranWide mod for 4.10.1 into the #SAS folder seems to work fine.)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on December 16, 2012, 11:30:23 AM
Cloyd, you did exactly right by using your old EcrinWideScreen Mod. Its what Im using as well with no problems.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: yeikov on December 16, 2012, 01:18:48 PM
Thanks a lot Anto, CirX and all!  :)
I'm such a crappy pilot that in my first test I crashed and found a bug: with AI Engines mod enabled planes bounce instead of smashing against the ground. I tried with a couple of P40s and the La5 and it was the same: AI mod=bounce, no AI mod=normal crash

Hope it helps, cheers!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: ANDYTOTHED on December 16, 2012, 02:16:16 PM
This is F&*((*^ CRAP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!11


I Lie. This is the single best thing that's happened to my IL2 since I got this Lenovo. (60 FPS consistently; get in!)
Now I can mod AND play online! I salute you kind and exceptionally beautiful sirs!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on December 16, 2012, 05:43:00 PM
Thanks Yeikov, that scenario is known and a fix is in the works.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: benitomuso on December 16, 2012, 08:34:09 PM
If anybody wants to convert HSFX6 to be SAS oriented, benefiting of the good contents, 3do and classes of Charlie Chap and his group, but want to be "in the path of DBW 1.8", one way of staring is using the air.ini of HSFX6 over the current SAS ModAct 4, but you will need to have a proper .rc, this one works:

Code: [Select]
@load com.maddox.rts.cmd.CmdParam NAME param \
HELP param <name of command> [<name param> [<value>]]

@load com.maddox.rts.cmd.CmdLoad NAME load \
HELP \
  load <full class name> \n \
\t[NAME <command name>] \n \
\t[HELP <help string>] \n \
\t[PARAM <name param> [<value>]]

@load com.maddox.rts.cmd.CmdLoad NAME unload \
HELP unload <command name>
@param unload DELETE on

@load com.maddox.rts.cmd.CmdFile NAME file PARAM CURENV on \
HELP file <file name of list commans> [BREAK] - in current environment

@load com.maddox.rts.cmd.CmdFile NAME f \
HELP f <file name of list commans> [BREAK] - in new environment

@load com.maddox.rts.cmd.CmdSet NAME set \
HELP set <name of atom> <string>

@load com.maddox.rts.cmd.CmdSet NAME del PARAM REMOVE on \
HELP del <name of atom>

@load com.maddox.rts.cmd.CmdShow NAME show \
HELP show [<pattern of name atoms>] [AREA <name of area>]

@load com.maddox.rts.cmd.CmdShow NAME history PARAM HISTORY on \
HELP history

@load com.maddox.rts.cmd.CmdHelp NAME help PARAM SIZE 10 WIDTH 60 \
HELP help [<pattern of commands>] [NAMES] [SIZE <size of colons>] [WIDTH <width>]

@load com.maddox.rts.cmd.CmdHelp NAME ? PARAM SIZE 10 WIDTH 60 \
HELP ? [<pattern of commands>] [NAMES] [SIZE <size of colons>] [WIDTH <width>]

@load com.maddox.rts.cmd.CmdAlias NAME alias \
HELP alias [<name> <string>] | [<name> REMOVE]

@load com.maddox.rts.cmd.CmdHotKey NAME hotkey \
HELP hotkey [<hot key> CMD <command>] [ENV [<environment>]] [CMDRUN [<cmdrun>] [REALTIME]]

@load com.maddox.rts.cmd.CmdHotKeyCmd NAME hotkeycmd \
HELP hotkeycmd [ENV [<environment>]] [EXEC <name> [TIME <sec>]] [START <name>] [STOP <name>]

@load com.maddox.il2.engine.cmd.CmdActorSpawn NAME spawn \
HELP \
  spawn <actor class name> \n \
\t[NAME <name>] [POSP <position>] [POSO <orientation>] \n \
\t[BASED <actor name for calculate position and orientation>] \n \
\t[BASE <name base actor>] [HOOK <name hook base actor>] \n \
\t[OWNER <name owner actor>] \n \
\t[ICON <icon name>] [MESH <mesh name>]

@load com.maddox.rts.cmd.CmdTimeout NAME timeout \
HELP timeout <timeout in ms> <command name> [<params>]

@load com.maddox.rts.cmd.CmdConsole NAME console0 \
HELP \
  console0 [WRAP [on|off]] [PAGE [<size>]] [PAUSE [on|off]] [CLEAR] \n \
\t[HISTORY [<size>]] [HISTORYCMD [<size>]] [LOG [on|off]] [LOGTIME [on|off]] \n \
\t[LOGFILE [<file name>]] [LOAD <file name>] [SAVE <file name>]

@load com.maddox.rts.cmd.CmdConsole NAME console \
HELP \
  console [CLEAR] [HISTORY [<size>]] [HISTORYCMD [<size>]] \n \
\t[LOG [on|off]] [LOGFILE [<file name>]] [LOAD <file name>] [SAVE <file name>]

@load com.maddox.il2.engine.cmd.CmdFObj NAME fobj \
HELP fobj [mask] [RELOAD]

@load com.maddox.rts.cmd.CmdSFS NAME sfs \
HELP sfs [MOUNT <lib name> [<as path>]] [UNMOUNT <lib name>]

@load com.maddox.rts.cmd.CmdGC NAME GC

@load com.maddox.il2.engine.cmd.CmdPreload NAME preload \
HELP preload [<name of resource>] [SAVE <file name>] [REGISTER] [NOREGISTER] [CLEAR]

@load com.maddox.il2.engine.cmd.CmdWindow NAME window \
HELP window [<width> [<height> [<bpp> [<stencilbits>]]]] [FULL] [PROVIDER <name.dll>]

@load com.maddox.il2.engine.cmd.CmdFov NAME fov \
HELP fov [<angle>]

@load com.maddox.il2.game.cmd.CmdMission NAME mission \
HELP mission [LOAD <name>] [BEGIN] [END] [DESTROY]

@load com.maddox.il2.game.cmd.CmdTOD NAME tod \
HELP tod [<hour.min>]

@load com.maddox.rts.cmd.CmdSocket NAME socket \
HELP \
 <empty>          (list protocols)\n \
 LISTENER [<0|1>] (enable/disable connect from remote hosts)\n \
 JOIN [BREAK]     (show status join/ break join)\n \
 <protocol>       (list sockets)\n \
 <protocol> CREATE [[LOCAL]HOST <nm>] [[LOCAL]PORT <n>] [CHANNELS <n>] [SPEED <n>]\n \
 <protocol> CHANNELS <n> [SPEED <n>] [[LOCAL]HOST <nm>] [[LOCAL]PORT <n>] \n \
 <protocol> SPEED <n> [CHANNELS <n>] [[LOCAL]HOST <nm>] [[LOCAL]PORT <n>] \n \
 <protocol> DESTROY [LOCALHOST <nm>] LOCALPORT <n> [HOST <nm>] [PORT <n>]\n \
 <protocol> JOIN [LOCALHOST <nm>] [LOCALPORT <n>] HOST <nm> [PORT <n>] [SPEED <n>]

@load com.maddox.rts.cmd.CmdSocks NAME socks \
HELP socks [ON|OFF] [HOST <socks host addr>] [PORT <socks host port>] [USER <user name>] [PWD <password>]

@load com.maddox.rts.cmd.CmdChannel NAME channel \
HELP \
 <empty>  (list channels)\n \
 <number> [DESTROY] [SPEED <b/s>] [TIMEOUT <sec>] [STAT <sec>]

@load com.maddox.rts.cmd.CmdHost NAME host \
HELP \
 <empty>  (list hosts)\n \
 PATH   (list pathes)\n \
 <name> (rename local host)

@load com.maddox.il2.game.cmd.CmdUser NAME user \
HELP [<name>|<*>] [# <N>] [ARMY <N>|<name>] [STAT]

@load com.maddox.il2.game.cmd.CmdKick NAME kick \
HELP <name>

@load com.maddox.il2.game.cmd.CmdKickN NAME kick# \
HELP <N>

@load com.maddox.il2.game.cmd.CmdBanned NAME ban \
HELP \
 [ADD] [REM] [NAME [<name>]] [PATTERN [<pattern>]] [IP [<ip mask>]]\n \
 [CLEAR] [LOAD [<file name>]] [SAVE [<file name>]]

@load com.maddox.il2.game.cmd.CmdChat NAME chat \
HELP <message> [ALL] [MY_ARMY] [TO# <N>] [TO <name>|<*>] [ARMY <N>|<name>]

@load com.maddox.il2.game.cmd.CmdRadio0 NAME rch \
HELP rch NEW|KILL|SET|LIST|INFO <name>

@load com.maddox.il2.game.cmd.CmdRadio NAME radio \
HELP radio [<name>] [NONE] [COMMON] [ARMY] [LIST]

@load com.maddox.sound.CmdMusic NAME music \
HELP music [PLAY] [STOP] [BREAK] [VOL] [PATH <randpathname>] [FILE <filename>]

@load com.maddox.il2.game.cmd.CmdDotRange NAME mp_dotrange \
HELP mp_dotrange [FRIENDLY|FOE] [DEFAULT] [COLOR <km>] [DOT <km>] [RANGE <km>] [TYPE <km>] [ID <km>] [NAME <km>]

@load com.maddox.il2.engine.cmd.CmdFPS NAME fps \
HELP fps [START|STOP] [SHOW|HIDE] [LOG <sec>]

@load com.maddox.il2.game.cmd.CmdSpeedBar NAME speedbar \
HELP speedbar [SHOW|HIDE]

@load com.maddox.il2.game.cmd.CmdExtraOcclusion NAME extraocclusion \
HELP extraocclusion [ON|OFF]

@load com.maddox.il2.game.cmd.CmdSaveWeapons

@sfs MOUNT fb_3do.sfs
@sfs MOUNT fb_3do01.sfs
@sfs MOUNT fb_3do02.sfs
@sfs MOUNT fb_3do03.sfs
@sfs MOUNT fb_3do04.sfs
@sfs MOUNT fb_3do05.sfs
@sfs MOUNT fb_3do06.sfs
@sfs MOUNT fb_3do07.sfs
@sfs MOUNT fb_3do08.sfs
@sfs MOUNT fb_3do08p.sfs
@sfs MOUNT fb_3do09p.sfs
@sfs MOUNT fb_3do10p.sfs
@sfs MOUNT fb_3do11.sfs
@sfs MOUNT fb_3do11p.sfs
@sfs MOUNT fb_3do12.sfs
@sfs MOUNT fb_3do12p.sfs
@sfs MOUNT fb_3do13.sfs
@sfs MOUNT fb_3do13p.sfs
@sfs MOUNT fb_3do14.sfs
@sfs MOUNT fb_3do14p.sfs
@sfs MOUNT fb_3do15.sfs
@sfs MOUNT fb_3do16.sfs
@sfs MOUNT fb_3do16p.sfs
@sfs MOUNT fb_3do17.sfs
@sfs MOUNT fb_3do18.sfs
@sfs MOUNT fb_3do19.sfs
@sfs MOUNT fb_3do20.sfs
@sfs MOUNT fb_3do21.sfs
@sfs MOUNT fb_3do22.sfs
@sfs MOUNT fb_3do23.sfs
@sfs MOUNT fb_3do24.sfs

@sfs MOUNT fb_hfx3do01.sfs
@sfs MOUNT fb_hfx3do02.sfs
@sfs MOUNT fb_hfx3do03.sfs
@sfs MOUNT fb_hfx3do04.sfs
@sfs MOUNT fb_hfx3do05.sfs
@sfs MOUNT fb_hfx3do06.sfs
@sfs MOUNT fb_hfx3do07.sfs
@sfs MOUNT fb_hfx3do08.sfs
@sfs MOUNT fb_hfx3do09.sfs
@sfs MOUNT fb_hfx3do10.sfs
@sfs MOUNT fb_hfx3do11.sfs
@sfs MOUNT fb_hfx3do12.sfs
@sfs MOUNT fb_hfx3do13.sfs
@sfs MOUNT fb_hfx3do14.sfs
@sfs MOUNT fb_hfx3do15.sfs
@sfs MOUNT fb_hfx3do16.sfs
@sfs MOUNT fb_hfx3do17.sfs
@sfs MOUNT fb_hfx3do18.sfs
@sfs MOUNT fb_hfx3do19.sfs
@sfs MOUNT fb_hfx3do20.sfs
@sfs MOUNT fb_hfx3do21.sfs
@sfs MOUNT fb_hfx3do22.sfs
@sfs MOUNT fb_hfx3do23.sfs
@sfs MOUNT fb_hfx3do24.sfs
@sfs MOUNT fb_hfx3do25.sfs
@sfs MOUNT fb_hfx3do26.sfs
@sfs MOUNT fb_hfx3do27.sfs

@sfs MOUNT fb_maps.sfs
@sfs MOUNT fb_maps01.sfs
@sfs MOUNT fb_maps02.sfs
@sfs MOUNT fb_maps03.sfs
@sfs MOUNT fb_maps04.sfs
@sfs MOUNT fb_maps05.sfs
@sfs MOUNT fb_maps06.sfs
@sfs MOUNT fb_maps07p.sfs
@sfs MOUNT fb_maps08p.sfs
@sfs MOUNT fb_maps09p.sfs
@sfs MOUNT fb_maps10.sfs
@sfs MOUNT fb_maps10p.sfs
@sfs MOUNT fb_maps11.sfs
@sfs MOUNT fb_maps12.sfs
@sfs MOUNT fb_maps12p.sfs
@sfs MOUNT fb_maps13.sfs
@sfs MOUNT fb_maps14.sfs
@sfs MOUNT fb_maps15.sfs
@sfs MOUNT fb_maps16.sfs
@sfs MOUNT fb_maps17.sfs
@sfs MOUNT fb_maps18.sfs

@sfs MOUNT fb_hfxmaps01.sfs
@sfs MOUNT fb_hfxmaps02.sfs
@sfs MOUNT fb_hfxmaps03.sfs
@sfs MOUNT fb_hfxmaps04.sfs
@sfs MOUNT fb_hfxmaps05.sfs
@sfs MOUNT fb_hfxmaps06.sfs
@sfs MOUNT fb_hfxmaps07.sfs
@sfs MOUNT fb_hfxmaps08.sfs
@sfs MOUNT fb_hfxmaps09.sfs
@sfs MOUNT fb_hfxmaps.sfs

@//By PAL, from ModAct4
@sfs MOUNT SAS_SFS/sas_maps_01.sfs

@sfs MOUNT SAS_SFS/sasup_fbdsm_01.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_02.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_03.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_04.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_05.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_06.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_07.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_08.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_09.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_10.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_11.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_12.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_13.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_14.sfs
@sfs MOUNT SAS_SFS/sasup_fbdsm_15.sfs

@sfs MOUNT SAS_SFS/sasup_effects01.sfs

@sfs MOUNT fb_sound.sfs
@sfs MOUNT fb_sound01.sfs
@sfs MOUNT fb_sound02.sfs
@sfs MOUNT fb_sound03.sfs
@sfs MOUNT fb_sound04.sfs
@sfs MOUNT fb_sound05.sfs
@sfs MOUNT fb_sound06.sfs

@//By PAL, from DBW
@//@sfs MOUNT SAS_DBW/dbw_sound_01.sfs
@//@sfs MOUNT SAS_DBW/dbw_sound_02.sfs
@//@sfs MOUNT SAS_DBW/dbw_sound_03.sfs
@//@sfs MOUNT SAS_DBW/dbw_sound_04.sfs
@//@sfs MOUNT SAS_DBW/dbw_sound_05.sfs
@//@sfs MOUNT SAS_DBW/dbw_sound_06.sfs
@//@sfs MOUNT SAS_DBW/dbw_sound_07.sfs
@sfs MOUNT SAS_SFS/sas_sound_01.sfs
@sfs MOUNT SAS_SFS/sas_sound_02.sfs
@sfs MOUNT SAS_SFS/sas_sound_03.sfs
@sfs MOUNT SAS_SFS/sas_sound_04.sfs
@sfs MOUNT SAS_SFS/sas_sound_05.sfs

@//Jetwar 1.3
@sfs MOUNT sasamt_jetwar_01.sfs
@sfs MOUNT sasamt_jetwar_02.sfs

@//@sfs MOUNT fb_hfxsounds.sfs
@//@sfs MOUNT fb_hfxsounds01.sfs

@sfs MOUNT SAS_SFS/sasup_decals_01.sfs
@sfs MOUNT SAS_SFS/sasup_decals_02.sfs

@sfs MOUNT SAS_SFS/sas_basic_30.sfs

@sfs MOUNT fb_hfxcontrol.sfs
@sfs MOUNT fb_hfxPaintSchemes.sfs
@sfs MOUNT fb_hfxbeta.sfs

#preload REGISTER
@file .preload

Use the SAS buttons included in this Activator.

Regards,
                            Pablo

PD: I have a later version of the MissionPro, that apart of some bug fixes, it properly says QMBPro v4.111. I have it ready a long time ago, but never had the time to start a proper post.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: duffys tavern on December 16, 2012, 08:56:09 PM
Question: I have 4.11. Where do I find the update to 4.11.1? Any help appreciated.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: cgagan on December 16, 2012, 11:58:07 PM
https://www.sas1946.com/main/index.php/topic,25121.0.html  ;)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: duffys tavern on December 17, 2012, 12:16:02 AM
Thanx for the help but it says, the topic or board is either missing or off limits. Any ideas?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto on December 17, 2012, 12:48:04 AM
He linked it to the admin only area of the forum. Here are the links:

Readme:
http://forum.1cpublishing.eu/showthread.php?t=31412

Official Patch:
http://forum.1cpublishing.eu/showthread.php?t=31446
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BT~walker on December 17, 2012, 01:11:42 AM
Oh yes! Jets work ! Thanks for the directions Anto... So immersive !...
I was expecting the modded 4.11.1 version of the game cause of the AIs...

http://www.youtube.com/watch?v=yiy0orZD4DY
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: cgagan on December 17, 2012, 01:14:01 AM
Oooops! Sorry folks,   :-[
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Hey_Joe on December 17, 2012, 01:28:30 AM
I am getting a error message from 7 zip, "unsupported compression method".
Is anyone else having this? Tried three links so far and all are the same.

Thanks, HJ 
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto on December 17, 2012, 01:38:47 AM
Download the latest version of 7zip
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: fishfingers on December 17, 2012, 02:21:30 AM
Downloading it right now,but I must say that picture of the 262s in the alps is beautiful.......death machines fighting a war in such a pristine place.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Hey_Joe on December 17, 2012, 02:27:36 AM
Download the latest version of 7zip

That did the trick Anto. Thank you for the assist.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto on December 17, 2012, 03:32:57 AM
For all users, I suggest you download the latest SAS Buttons v10.0 from here:
https://www.sas1946.com/main/index.php/topic,97.msg362.html#msg362

These contain a few small updates over the existing buttons in ModAct and will enable the majority of aircraft available here to work with no problems.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: cgagan on December 17, 2012, 06:17:05 AM
With the new buttons, I was able to install and enjoy "Rebel's" Ki-44. The Fokker G1 still explodrs on mission start though; Before installing the new buttons, I installed and succesfully play with  Ashes' HMS Warspite, HMS Eagle, Pride, Archie's Wilke's class destroyers, shippack 2, adapted for 410 by Ashe, and Flakiten's landing ships...
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: duffys tavern on December 17, 2012, 06:26:18 AM
Thanx guys, got it.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto on December 17, 2012, 09:19:39 AM
Fokker G1 explodes? Cool, thanks for the heads up :)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: GerritJ9 on December 17, 2012, 09:36:21 AM
Downloading as I type this.... thank you very much for your hard work, gentlemen! And thank you also to the makers of the beta modactivator for 4.11 for the hours of IL2 they made possible while waiting for the official activator.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Narvik on December 17, 2012, 10:51:37 AM
Recent days some screenshots were posted with up to 3 planes taking off in tight formation. Is it new Modact feature or it was achieved by default 4.11.1 tools (take off in pairs, take off in line)?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on December 17, 2012, 11:49:30 AM
Narvik its an option in 4.11.1m :) Even Line abreast.

Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: <Gunny> on December 17, 2012, 11:58:03 AM
This works great. Thanks to all that worked on this. Job well done.:)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: bomberkiller on December 17, 2012, 12:39:31 PM
Hi HaDeS, Storebror, SAS~CirX, SAS~Anto, SAS Team, Modders and Testers,

a real big 'n' great work!

Thank you very much for all your efforts!

Wbr, Gerhard  :)   :D   ;D

Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto on December 17, 2012, 11:25:18 PM
For those experiencing the 'bouncing fuselage' bug when running the SAS Engine Mod, an easy fix. Install either H&G Plutonium Effects (minus classfiles) or Gurner's FX 4.3 (minus classfiles). There is an effect missing which is causing this bug.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Hey_Joe on December 18, 2012, 07:11:26 AM
Hi Anto, maybe you saw this already but thought I would mention it.

In the rc file these two entries:

//@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
//@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs

are still trying to be read. They show in the log file. I changed them to:

#@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
#@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs

and the log does not show them anymore. I realize they are empty placeholders but was not sure if this would have any effect on the sim.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: benitomuso on December 18, 2012, 01:19:40 PM
Hi Anto, maybe you saw this already but thought I would mention it.

In the rc file these two entries:

//@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
//@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs

are still trying to be read. They show in the log file. I changed them to:

#@sfs MOUNT SAS_SFS/sasamt_jetwar_01.sfs
#@sfs MOUNT SAS_SFS/sasamt_jetwar_02.sfs

and the log does not show them anymore. I realize they are empty placeholders but was not sure if this would have any effect on the sim.

Joe,
           those lines are if you have JetWar 1.2 or 1.3 pack in SFS. Those are the contents of the planes (jets). The .rc is not conflictive if you give it a command that doesn't exist (like //@sfs). It will show you as a fault true, but without consequences. The problem is giving it a real command (like @sfs) and a file that doesn't exist. In such a case, the game will not load.

  If you have the corresponding JetWar .SFS files in SAS_SFS/ you can without any risk activate the lines. With the classe of the JetWar it will run.

  Regards,
                          Pablo
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: yeikov on December 18, 2012, 02:33:30 PM
For those experiencing the 'bouncing fuselage' bug when running the SAS Engine Mod, an easy fix. Install either H&G Plutonium Effects (minus classfiles) or Gurner's FX 4.3 (minus classfiles). There is an effect missing which is causing this bug.

Thanks for the quick fix!  ;)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: ANDYTOTHED on December 18, 2012, 05:44:24 PM
I like the bug, I'll remove it when I see fit. Here's why.
1. It is actually hilarious to crash an aircraft from 10,000M try it (make sure it doesn't go too fast though)
2. competition plane skipping. Try and see how far you can get your wreck from your crash point.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: duffys tavern on December 18, 2012, 08:31:12 PM
Question: When I install the SAS EngineMod, thru JSGME, to get the cats to work, everything is fine until I attempt to land. When my hook catches the wire, the sim freezes and I get the following msg:
"0x5ed0530e" referenced memory at "0x0000051c". The memory could not be "read". Anyone else had a problem with this? Any help appreciated.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Hey_Joe on December 19, 2012, 01:16:20 AM
It will show you as a fault true, but without consequences.

I understand now. Thanks Pablo.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Lee on December 19, 2012, 09:29:24 AM
This does kick some serious ass. 4.10 mods and dcg 3.47 work as well
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: HotelAlpha on December 20, 2012, 11:46:07 AM
I'm getting a 60% crash...
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on December 20, 2012, 01:27:17 PM
Buchon, Log.lst please!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: HotelAlpha on December 20, 2012, 02:02:59 PM
Quote
Buchon, Log.lst please!
   

I don't understand!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: benson on December 20, 2012, 04:22:31 PM
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.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on December 20, 2012, 07:08:57 PM
Its not Mods any more its #SAS Folder you need.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: HotelAlpha on December 20, 2012, 07:54:49 PM
OK It works fine now :D   

Thank you to all of those that worked so hard to make this possible 8) 

It is very good that we are making awesome mods all the time!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: yeikov 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
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: benson on December 21, 2012, 05:47:44 AM
yeikov. Thanks for that.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Ghost129er on December 21, 2012, 08:05:10 AM
Can we use old (4.101) mods on 4.11.1 with this?
Ghost
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Whiskey_Sierra_972 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)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt 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" ;)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BT~walker on December 22, 2012, 12:52:16 AM
I just love my Hellenic Aegean Blue Phantom in 4.11.1 !

VIDEO :
(https://www.sas1946.rocks/images/imageshit/img855/672/2212201272719.jpg) (http://www.youtube.com/watch?v=-UtX97br5uE)

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 !
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto 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 :)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on December 23, 2012, 01:12:48 AM
S! Anto.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: cgagan 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)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto 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.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Bowie57 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.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt 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.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: cgagan on December 30, 2012, 02:03:57 AM
I get most of the 110s to work, not the G4, but I do get the G4NJ (I use Greif's version of the SAS bf110 pack)
EDIT: I also don't get the 110C-4B. I can select in in FMB but it does n ot show.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on December 30, 2012, 08:12:14 AM
I the same here, Its like it's missing the Cockpit, sure puts the damper on some missions Id like to fly, but Im sure in time itll all be sorted~!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: cgagan on December 30, 2012, 08:28:56 AM
Bravo, I also have issues with the Ju-52 (I've got Ranwer's combo mod installed, plus the Ju-52mg3 used by the Kondor Legion). Planes are selectable, the mission starts and then, blank screen, and "mission over"... Do you have similar problems?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on December 30, 2012, 09:24:27 AM
None of that sort currently. I did try the 110 G4 again on a clean 4.0 and its working as well as the 110 Family with the exeption of F2 all others work. Ill try the 52 and see if I get your error. On this clean 4.0 Im only testing each plane one at a time.

"Edit" iI tried Ranwers and Eperviers Ju-52's and the game didnt launch at all. With Ranwers, CTD at 20%. Sorry man.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Dinga on January 03, 2013, 12:56:01 AM
Many thanks to all the guys that made this modact.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Semor on January 03, 2013, 08:00:59 AM
Hi to all. I don´t want to make doubble posts/threats.

So,can someone please have a look at my "little problem":

https://www.sas1946.com/main/index.php/topic,31219.0.html

Many thanks.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: sphantom on January 03, 2013, 07:12:05 PM
Semor
I installed the original widescreen mod in the sas folder in the 4.11.1 game mod and it works love that splash screen you will find it in the effects area I believe
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Whiskey_Sierra_972 on January 07, 2013, 11:46:28 AM
Tested some missions with Bessarabia map:

1) I got bouncing trouble with my PWS-26 flown in AI mode , the bouncing make it takeoff misaligned and crash into the trees;

2) Some other small planes have the same bouncing issue but less prone to crash at takeoff;

3) TU-2 still have the odd FM that make it crash at take off with heavy loads....maybe add the fix into the XTD files is a simple solution;

4) B-17 - B-24 - B-29 crashing at first waypoints / not starting engines preventing full flights to takeoff (average 7 stopped every 16 planes) / balls of fire dancing on the grund of downed B-17.

Anyway here is the errors I find into the log for the B-17 in more than one mission:

Code: [Select]
Mission: QuickQMBPro/Bessarabia/BessarabiaBlueScramble00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
warning: no files : music/takeoff
warning: no files : music/inflight
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/TankSmokeSPD.eff'
WARNING: object '3DO/Effects/Aircraft/TankSmokeSPD.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/TankSmokeSPD.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/TankSmokeSPD.eff' NOT loaded

at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.NewPosMove(Eff3DActor.java:188)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:159)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:137)
at com.maddox.il2.fm.AircraftState.doSetTankState(AircraftState.java:614)
at com.maddox.il2.fm.AircraftState.setTankState(AircraftState.java:546)
at com.maddox.il2.fm.AircraftState.hitTank(AircraftState.java:574)
at com.maddox.il2.objects.air.B_17.cutFM(B_17.java:710)
at com.maddox.il2.objects.air.Aircraft.nextCUTLevel(Aircraft.java:617)
at com.maddox.il2.objects.air.Aircraft.nextDMGLevel(Aircraft.java:555)
at com.maddox.il2.objects.air.Aircraft.nextDMGLevels(Aircraft.java:596)
at com.maddox.il2.objects.air.Aircraft.msgCollision(Aircraft.java:906)
at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
-------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash
Time overflow (7650): speed 0.29761904
Loading mission QuickQMBPro/Bessarabia/BessarabiaBlueScramble00.mis...
Loaded camouflage: SUMMER
Month = 6 , Hour = 12
Temperature -     0m = 24.0 .
Temperature -  1000m = 17.51001 .
Temperature -  2000m = 11.019989 .
Temperature -  3000m = 4.529999 .
Temperature -  4000m = -1.9599915 .
Temperature -  5000m = -8.450012 .
Temperature -  6000m = -14.940002 .
Temperature -  7000m = -21.429993 .
Temperature -  8000m = -27.919998 .
Temperature -  9000m = -34.410004 .
Temperature - 10000m = -40.899994 .
Temperature - 11000m = -47.39 .
Temperature - 12000m = -53.880005 .
Loading map.ini defined airfields:
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 106,  Vert 2600,  Ind 11859
WARNING: * Buf1 : Obj: 515,  Vert 34575,  Ind 89622
WARNING: * Buf2 : Obj: 98,  Vert 60280,  Ind 100416
Load bridges
Load static objects
WARNING: ****( Unexpected txr reload (tfNoDegradation,tfNoCompress16Bit,tfCompressMajorAlpha,tfTranspBorder): '3DO/Cockpit/B-25J/skin1.tga'
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/B-25J/blank.tga'
WARNING: ****( Unexpected txr reload (tfNoDegradation,tfNoCompress16Bit,tfCompressMajorAlpha,tfTranspBorder): '3DO/Cockpit/B-25J-AGun/skin.tga'
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Bessarabia/BessarabiaBlueScramble00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap03_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'Flap04_D0'
warning: no files : music/takeoff
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.objects.air.B_17.doWoundPilot(B_17.java:826)
at com.maddox.il2.fm.AircraftState.doSetPilotState(AircraftState.java:2003)
at com.maddox.il2.fm.AircraftState.setPilotState(AircraftState.java:1831)
at com.maddox.il2.fm.AircraftState.setPilotState(AircraftState.java:1817)
at com.maddox.il2.fm.AircraftState.hitPilot(AircraftState.java:1844)
at com.maddox.il2.objects.air.Aircraft.msgEndAction(Aircraft.java:741)
at com.maddox.rts.MsgEndAction.invokeListener(MsgEndAction.java:59)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.objects.air.B_17.doWoundPilot(B_17.java:832)
at com.maddox.il2.fm.AircraftState.doSetPilotState(AircraftState.java:1999)
at com.maddox.il2.fm.AircraftState.setPilotState(AircraftState.java:1831)
at com.maddox.il2.fm.AircraftState.bailout(AircraftState.java:2515)
at com.maddox.il2.fm.AircraftState.update(AircraftState.java:2405)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:63)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:810)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:192)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:879)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
INTERNAL ERROR: Can't open file '3DO/Effects/Aircraft/TankSmokeSPD.eff'
WARNING: object '3DO/Effects/Aircraft/TankSmokeSPD.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/TankSmokeSPD.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file '3DO/Effects/Aircraft/TankSmokeSPD.eff' NOT loaded

at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.NewPosMove(Eff3DActor.java:188)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:159)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:137)
at com.maddox.il2.fm.AircraftState.doSetTankState(AircraftState.java:614)
at com.maddox.il2.fm.AircraftState.setTankState(AircraftState.java:546)
at com.maddox.il2.fm.AircraftState.hitTank(AircraftState.java:574)
at com.maddox.il2.objects.air.B_17.cutFM(B_17.java:708)
at com.maddox.il2.objects.air.Aircraft.nextCUTLevel(Aircraft.java:617)
at com.maddox.il2.objects.air.Aircraft.nextDMGLevel(Aircraft.java:555)
at com.maddox.il2.objects.air.Aircraft.nextDMGLevels(Aircraft.java:596)
at com.maddox.il2.objects.air.Aircraft.msgCollision(Aircraft.java:906)
at com.maddox.il2.engine.MsgCollision.invokeListener(MsgCollision.java:72)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.objects.air.B_17.doWoundPilot(B_17.java:826)
at com.maddox.il2.fm.AircraftState.doSetPilotState(AircraftState.java:2003)
at com.maddox.il2.fm.AircraftState.setPilotState(AircraftState.java:1831)
at com.maddox.il2.fm.AircraftState.setPilotState(AircraftState.java:1817)
at com.maddox.il2.fm.AircraftState.hitPilot(AircraftState.java:1844)
at com.maddox.il2.objects.air.Aircraft.msgEndAction(Aircraft.java:741)
at com.maddox.rts.MsgEndAction.invokeListener(MsgEndAction.java:59)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1158)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Time overflow (14344): speed 0.89285713
java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.objects.air.B_17.doWoundPilot(B_17.java:832)
at com.maddox.il2.fm.AircraftState.doSetPilotState(AircraftState.java:1999)
at com.maddox.il2.fm.AircraftState.setPilotState(AircraftState.java:1831)
at com.maddox.il2.fm.AircraftState.bailout(AircraftState.java:2515)
at com.maddox.il2.fm.AircraftState.update(AircraftState.java:2405)
at com.maddox.il2.fm.AIFlightModel.update(AIFlightModel.java:63)
at com.maddox.il2.ai.air.Maneuver.update(Maneuver.java:810)
at com.maddox.il2.ai.air.Pilot.update(Pilot.java:192)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:879)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:434)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Time overflow (26565): speed 0.78125
Time overflow (26585): speed 0.91463417
Time overflow (26814): speed 0.9259259
Time overflow (26834): speed 0.66964287
Time overflow (26884): speed 0.872093
Time overflow (26927): speed 0.9259259
Time overflow (27088): speed 0.77319586
Time overflow (27108): speed 0.82417583
Time overflow (27347): speed 0.8152174
Time overflow (27367): speed 0.8333333
Time overflow (27633): speed 0.88235295
Time overflow (30007): speed 0.91463417
Time overflow (41225): speed 0.6756757
[07.01.2013 19:03:39] -------------- END log session -------------
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 07, 2013, 01:38:35 PM
Walter, it took me several attempts to start my B-17G but all the other's (AI) had no problems starting engines.

Bessarabia Map    QuickQMBPro     ModAct 4.0
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Whiskey_Sierra_972 on January 07, 2013, 02:12:52 PM
Try a full flight of 16 , blue side....
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 04:16:44 PM
Can someone explain to me how to install  Sas modact 4? I tried but now the game freezes up .Does it just  unzip into the main game folder ? Or Which folder do I extract the 4 modact to ? I do get the Me262 screen  and then to the game screen then it freezes up and I have to restart .I'm not that familiar  with the Sas so any help would be welcome . I did use 7zip (the latest version I could find .
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 04:33:55 PM
Pencon, welcome to SAS! :)

Please download the Guide, where it says:    Download the GUIDE here (required! It is not included in the modact):  From First Page. It will guide you!

https://www.sas1946.com/main/index.php/topic,30856.msg326317.html#msg326317
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 04:52:06 PM
I did read the guide but I'm still unclear on where to  unzip the sas4 to ..I didn't spot where , if the info is in fact there ..I've already had to delete 3 copies of the game so I must be doing something wrong ..
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 04:58:25 PM
Take all the Folders and Files and place them in your 4.11.1m Game Folder  And Please:

Go here     https://www.sas1946.com/main/index.php/topic,3969.msg40749.html#msg40749
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 05:06:31 PM
You can just Drag and Drop Them,

You are Patched up to 4.11.1m, right?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 06:22:34 PM
Yes I am
So anywhere in the game folder , they'll sort themselves out?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 06:24:09 PM
Thanks Sasbravo that's what I need , an Idiots giude because I am no computer genius . I haven't got a clue how to install pretty much everything other than basic patches ..
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 06:53:38 PM
Its all good, If you get stuck just Post it.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 08:38:18 PM
 It worked on stock game  had the Me262  splash screen , but as soon as I enabled UP3 the screen freezes at 95 % and I lose my mouse .Maybe I didn't  install the buttons  correctly ,  when I went to extract it with 7zip  there ws a games but no buttons folder . But when I look at the game in windows there's a game folder  with buttons and the  extracted info beside but not in buttons .Buttons wn't open .
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 08:50:18 PM
what i've got is il21946411.1/#SAS/STD/gui/game/    and then  buttons is in the game folder but it's just a file  .In the same games folder , I 've got  4 other folders  of buttons - 4101_SAS_Offline_buttons  to 4111_SAS_online_buttons , SAS_soundfile_Reference_Matrix-v6.9xls as well as the original buttons file. Now , what I'm wondering is : Should the files come out of the four buttons folders ?  Or just leave them in their original folders ?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 09:03:10 PM
After reading more of the idiots guide it says to  replace the  origianl buttons file with one from the extracted folder , so what i did is delete the original  then copy and pasted  one from one of the downloaded buttons folders.When I tried to copy and paste the rest of the button files from out of their folders  windows tells me it's the same as the last one ? Scratching my head here.So if they're the same why are there 4 seperate buttons folders ? 
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 09:13:57 PM
Pencon UP3 is for 4.10.1m    Not  4.11.1m.   SAS Modact 3.06     See here:   https://www.sas1946.com/main/index.php/topic,16382.msg176098.html#msg176098      is what you want to use if you want UP3 to work right.

SAS ModActivator 4.0 is Stand Alone for 4.11.1m, and can be used with HSFX 6.0 or what ever it is now.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 09:15:17 PM
Ok did that, is that the only mod that works with  this Sas4 ? Why are the others listed in the jsme then ?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 09:17:32 PM
Because when you installed UP3 it copied all the folders from the UP3 JSGME folder to the SAS 4.0 jsgmemods folder.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 09:20:53 PM
 In my drop down  game type I have listed : Stock game ,classic mod game, Sas modact 3,UP3,Dark blue world ,and dark blue world 1916 . Is SAS modact3 the only one I can use ? Should the rest  be deleted ? Also what about the buttons question I asked earlier ? Should they be out of their individual folders  of left in seperate folders ? Sorry for all the questions  but I'm new to all this modding and would be lost if i didn't ask. Some of the articles don't cover all the questions ..
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 09:25:41 PM
Well SAS ModAct 3.06 is a Stand Alone Mod Pack as well, you dont need it. UP3 and DBW is all you need, but you have to have UP3 first then DBW, that is all. The ModAct is if you want to manualy Mod your game your self, UP3 and DBW are a Mod Pack.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 09:27:45 PM
Pencon read this    https://www.sas1946.com/main/index.php/topic,16523.msg177461.html#msg177461

https://www.sas1946.com/main/index.php/topic,16371.msg176032.html#msg176032    this too
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 09:35:25 PM
Sas~Bravo , I do have UP3 installed in another folder on a 4.10.1  install . How do  Ilink that with this Sas4 ? Or is that even possible ? This is all very confusing to us mod noobs .. also could one of you guys please clear up my buttons question ? Should they all be in seperate folders ?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 09:41:57 PM
no SAS 4. is only for Patched Game Version 4.11.1m  UP3 and DBW wont work with SAS 4 

Your Buttons goes in  #DBW/STD/gui/game/Buttons
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 09:46:48 PM
I realize they go in  the buttons folder , what I'm asking is -in my buttons folder,  there are 4 other buttons folders inside . Should the files be left in those indivual folders or should the files all be out of their seperate folders and be placed in the main buttons folder??
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 09:51:55 PM
When you first opened tha folder what ever folders or files stay in that Game Folder you dont move any thing but you can add a new Buttons, read here     https://www.sas1946.com/main/index.php/topic,97.msg362.html#msg362
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 09:56:16 PM
SO I guess Hsfx 6.0.1 is an entirely different thing ? I noticed with this new 4 version  most of the  Jets are gone . Which is the  version that would allow installing of the new jet files that are coming out like the soon to be released Mig21 and the F4 ?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 10:02:19 PM
HSFX is a hole different Game Version. If you want the Jets now you should stick with UP3/DBW. But please read the Tutorials, They are there for Noobs and us oldtimers as well.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 10:14:27 PM
Getting up there myself . That's why I have trouble with the tutorials , too much to take in. By the time I'm on the second page I forgot what I just read ..oldtimerz sets in .I guess I'll just have to spend more time reading like you say and hopefully something will stick . You guys should do an online youtube tutorial  , seeing is easier  sometimes than reading .At least it works now but I don't know what to do with the jsme mod option .How do I get the SAS4  going? I mean I do get the  me 262 splash screen but I really don't see much else different other than less aircraft options than hsfx 6.0 ..
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 15, 2013, 10:28:52 PM
SAS 4 is only the Basic Planes that are in the 4.11/ 4.11.1m Patch. Its only for those who would rather have a Simple Modded Game For the Do it Your Self, Guys. Its up to the User to what they put in the ModAct #SAS Folder.  On the DBW side has many Mods Packed in SFS files already for the User to enjoy.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 15, 2013, 11:02:09 PM
Alright fellas , well thanks for all your help ..
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: skulz on January 17, 2013, 02:47:17 PM
Now this is a great news for me, IL2 v4.11.1 with modact, Improved AI and other great stuff like radiator, No more forced mods I will choose them manually. Thanks a bunch.
PS which version of buttons do I have to download to my "#SAS" Folder?

SAS Buttons 10 (Current Stable Build for 4.101m ONLY)

SAS Buttons 10.2 (Beta Build for all versions) so which one is for v4.11.1?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 17, 2013, 03:33:59 PM
Skulz Maybe the one that says 4.10.1m Only might have gave a clue to which one you should use.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: skulz on January 17, 2013, 04:51:20 PM
I downloaded "Modact v4" in "v4.11.1" but used "SAS_BUTTONS_v10.2" will this be a problem? Im an offline player. Thanks for the fast reply.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 17, 2013, 04:56:49 PM
In the Down load Folder, there are 4 Folders 2 for 4.10.1m On line and Off line, and 2 for 4.11.1m On Line and Off line, if your an off liner you should pick the 4.11.1m Off Line Buttons! Hope this helps!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: skulz on January 17, 2013, 07:22:18 PM
Thanks bravo i did as you said,seems no errors.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 21, 2013, 01:22:59 PM
Hello , I  just installed DBW over UP3RC4  and  then I noticed I still have Sasmodact 2.2.2 . Is it possible to still update it to version  4.0 ?Or do i have to install it before DBW ?Can my new modded DBW be salvaged ?
Could I just continue to use 2.2.2 and keep updating  DBW ?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: HotelAlpha on January 21, 2013, 02:41:32 PM
   Probably yes :) 

The basic files for Modacts by SAS are the same, so take the Modact 4 files and put them right into your Il2 folder, like the way you install modact, and overwrite files if asked to ;) 

I hope it works. Oh yeah and remember the JSGME switcher.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto on January 22, 2013, 04:41:25 AM
Buchon, you don't know what you are talking about. Pencon, you can't run ModAct v4.0 over UP3RC4. Ultr@pack is designed for 4.101m game versions, ModAct v4.0 is designed for 4.11.1m ONLY.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pencon on January 22, 2013, 11:58:02 AM
Ok well I now have 2.6  , is that ok ?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto on January 22, 2013, 11:59:34 PM
That is fine. Updating your mod selector is fine (As this only concerns the launcher program) but placing ModAct v4.0 over Ultrapack is a bad idea.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: skyrover on January 27, 2013, 09:50:23 AM
Hello,
Maybe someone could help me , I am running the game in 4.11.1 version and tried to install this new mod activator , but if I try to run the modded version (with IL2 selector) choosing "SAS3 mod" mode I get the welcome screen but the game crash on reaching 60% of loading, always with the IL2 selector if I select the "stock game" option everything works fine; any suggestion?
regards to all of you
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on January 28, 2013, 05:50:27 AM
@ skyrover, have you sorted  your problem?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: skyrover on January 28, 2013, 01:56:48 PM
@ skyrover, have you sorted  your problem?
Unfortunately not, the only way I found has been to delete completely the #SAS folder and substitude it with the empty one that comes with Mod Activator 4 , the game start fine but I have any modded planes than! Also I cannot understand why the game 4.11m was working fine with Mod Activator 3 !!
Could you help?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Venator77 on February 15, 2013, 06:20:47 AM
Idiot question of the week:

Can any of the 4.10.1 mods work with this Modact?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Malone on February 15, 2013, 07:01:57 AM
yes, some of them should, but there's no guarantee.
you can try, just be sure that, if it requires files to be overwritten when installing, that you first make backups of any such files. VERY important. ;)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: VF111Sundowner on February 28, 2013, 06:13:52 AM

 OK a little note; MOD ACT 4 will not work with 4.11 it crashes right away (at least it happened to me 4 out of 4 tries)
Almost to the point of frustration I booted the game in standard and saw the splash screen was 4.11
Added the 4.11.1 patch and now everything is happy.

Quick question though.  I noticed my frame rates are slightly lower and drop a little faster when strafing compared to the vanilla 4.11.1 install.
Does the MOD ACT change some effects?  I have nothing active in the JSGME, and the only additional mod is Santobr's Guncam tracers. Which I placed after I noticed the slowdown.
I don't mind the stock effects over the fps loss if that is the case.

I read that sounds may affect the fps, and the MOD ACT did change (sorry, greatly IMPROVED) the sounds.
But if it is due to the IMPROVED sound I will live with it.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Boomer on February 28, 2013, 06:25:26 AM
OK a little note; MOD ACT 4 will not work with 4.11 it crashes right away

Hi
states in first post the Modact is for 4.111m not 4.11  ;)

Quick question though.  I noticed my frame rates are slightly lower and drop a little faster when strafing compared to the vanilla 4.11.1 install.
Does the MOD ACT change some effects?  I have nothing active in the JSGME, and the only additional mod is Santobr's Guncam tracers. Which I placed after I noticed the slowdown.
I don't mind the stock effects over the fps loss if that is the case.

No,not that I know anyway
no effects have been added or changed

If the Mod you placed called Santobr\s Guncam Tracers,shows tracers when straffing then most likely that would be the slow down in Fps
Try disabling the Mod to see if Fps come back up without using the Tracers

I read that sounds may affect the fps, and the MOD ACT did change (sorry, greatly IMPROVED) the sounds.
But if it is due to the IMPROVED sound I will live with it.

Usually if sound effects Fps,then it is how you have your sound settings set up
read up on sound configuration to try and set up your sound better

Cheers
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: VF111Sundowner on February 28, 2013, 07:17:08 AM

 Yes it does state 4.11.1 In the first post. I was just stating I hadn't realized I didn't patch it to 4.11.1 and the Modact is real picky about it.

The slow down was noticed before I placed the gun cam tracers into my #SAS Folder.

I will look into the sound configuration and see if that helps.

Thanks
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Boomer on February 28, 2013, 12:48:21 PM
I was just stating I hadn't realized I didn't patch it to 4.11.1 and the Modact is real picky about it.

Oh ya ok  :D
If not sound,then config.ini also may help
seeing as the Tracers don't seem to effect it
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pieisgood on March 15, 2013, 06:27:58 PM
could someone please go a little more in depth on how to make HSFX 6 work with modact 4? I have both installed, and activated hsfx in jgsme, but it doesn't seem to work in game. I've looked around for answers, but I'm a complete newbie to this so most of the stuff I found made zero sense to me. I would greatly appreciate any help.
Thanks!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Boomer on March 15, 2013, 06:44:19 PM
Hi  pieisgood

better to post here,may get more results from SAS members who have HSFX installed
https://www.sas1946.com/main/index.php/board,188.0.html

Or go right to the source for support
http://www.242sqn.com/phpBB2/index.php

Usually,it is just patching your game accordingly to the correct version needed
then installing the Modact

I believe myself,that you do not need this Modact to use HSFX
HSFX actually comes with its own Modact

This Modact,is more for those people who want to instal every single mod on there own
to tailer make an install to be using just the Mods that they personal want to use
This Modact does not come with any mods at all,all it does is Mod your game so it will accept Mods

hope this helps

Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: WindWpn on March 15, 2013, 09:15:58 PM
could someone please go a little more in depth on how to make HSFX 6 work with modact 4? I have both installed, and activated hsfx in jgsme, but it doesn't seem to work in game. I've looked around for answers, but I'm a complete newbie to this so most of the stuff I found made zero sense to me. I would greatly appreciate any help.
Thanks!

This can work, I use it exclusively for HSFX 6.17.  the key is a need for a "mod" folder.  Basically with the SAS Selector, set up your memory configs and choose "Classic Mod Game"

Then with JSGME, enable HSFX History mod, perhaps Expert mode, and a key third pack which includes a "mod" folder.  UV3 Expert or Standard for HSFX fits well to suit this need as it contains a "mod" folder. 

Then if you wish to fly SAS Mod, simply disable all the JSGME related to HSFX (this will remove the "Mod" folder) and use the SAS Selector to choose SAS, and wala, you now load up SAS Modact 4. 

All in all, you can have it all in one install of code with 4.11 as the base line.

JSGME is your ticket on or off complemented by the SAS selector.

~S~
wind
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: pieisgood on March 15, 2013, 09:59:24 PM
BOOM! It works just fine now. Thanks so much for the help, it is so awesome that you guys respond so quickly!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on March 26, 2013, 09:49:13 AM
This ModAct works with HSFX 6.17
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: 52Zebra on March 31, 2013, 02:45:01 PM
Can I go from 4.10.1 directly to 4.11.1 and how do I activate 4.10.1 if you go to this link you can see where I am at. I can not see any mods



http://i10.photobucket.com/albums/a103/52Zebra/SPC_zps19be7f1f.jpg


Never mind. the above post .


I copied my 4.07m and installed the super pack going directly to 4.11.1
it works fine. Now all I need is a version of the Douglas A-26 with the authentic A-26 cockpit .
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Boomer on April 04, 2013, 12:21:17 AM
your at 4.10
you need to patch to 4.11
and then you need to patch to 4.111m which is a small fix for 4.11 patch

either way,patches do not instal Mods,nor do they Mod your game
you need to use a Mod activator(Modact) to make your game Moddable

SAS Modact 4 is for 4.111m
DBW etc. is only for 4.10 and does not work on 4.11 or 4.111m

You could copy paste your game to another folder
then install DBW to your 4.10 game and then patch the copy to 4.111m and instal SAS Modact 4
then you would have the best of both worlds   ;)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Catania on April 08, 2013, 09:11:45 PM
I had this and with the 1.11.1m and it worked fine. When I tried to play Jetwar, it didn't work. Do I have to wait for Jetwar to work with it or am I doing something wrong?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on April 08, 2013, 10:08:31 PM
If it aint working, then Yeah, your doing something wrong!!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: duffys tavern on April 12, 2013, 08:30:07 AM
4.11.1, MOD 4.0
The default P-47s show up in the selector screen for FMB & QMB Pro but when I try to fly the mission I get: "mision loading failed: null". Has anyone else experinced this? Am I missing something? Any help greatly appreciated. Problem Fixed! Latest buttons. Sorry for the false alarm.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on April 12, 2013, 10:03:22 AM
Lol, I did the same thing early on.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Gann on April 13, 2013, 07:52:10 AM
O.K. I have 4.101 game + SAS ModAct 3.06 + latest buttons for this. Every mod works like charm.
Now, I want to patch my game to 4.11 + 4.11.1 and start using ModAct 4 for it. My question is: do I need to fully clear my game of ModAct 3.06 before and how to do it?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Gerax on April 13, 2013, 08:18:21 AM
O.K. I have 4.101 game + SAS ModAct 3.06 + latest buttons for this. Every mod works like charm.
Now, I want to patch my game to 4.11 + 4.11.1 and start using ModAct 4 for it. My question is: do I need to fully clear my game of ModAct 3.06 before and how to do it?

when not knowing exactly what you are doing
then don't install OVER the existing MA3.6.
so best would be to make a separate install for stock 4.11.1 with MA4.0. 
so you would have have both worlds 4.10 and 4.11 then. ;)

this is from the ModAct 4.0 Guide:
Quote
Upgrading from previous SAS Modacts or Other Packs:
Unfortunately we don’t have much good news for you. With any game version change, it brings multiple changes and it is difficult to predict all of the side-effects. Therefore as much as pain it is, we STRONGLY recommend you create a fresh Il-2 install, patched all the way to 4.11.1m before installing ModAct v4.0.

Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Xjrtaz on April 18, 2013, 02:59:05 PM
SAS team,
Congrats guys, just installed modact 4 using your EASY to understand instructions and running superbly, well done the SAS team.
quick question, what large campaigns can I run withit, Boelcke;s defence of the Reich for example?

Krys
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Xjrtaz on April 23, 2013, 05:00:12 AM
hey chaps,
a question for the future...!
when (and if, appearing out of the cosmos on a UFO carried by big huge busty women) 4.12 comes out will it work straight away with modact 4 or will that need updating?

Krys
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Gerax on April 23, 2013, 08:36:00 AM
4.12 comes out will it work straight away with modact 4 or will that need updating?

some patient please.  ;)

Quote
appearing out of the cosmos on a UFO carried by big huge busty women)

Oh yes, for this I waited my whole life ..
when it turns out that aliens are "Oktoberfest Big-Boob Beer Girls" 8)


(http://s28.postimg.cc/xclxrdrtp/130840_Sodannprost_1_medium.jpg) (http://postimage.org/)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on April 23, 2013, 08:45:23 AM
Yes I want one too!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Xjrtaz on April 23, 2013, 01:32:21 PM
oh dear what have i started now, apologies for hijacked thread!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Oscarito on May 01, 2013, 01:15:57 AM
Is this the smoke effect included in the #SAS_FX_Small Collection?
(http://i1243.photobucket.com/albums/gg560/Oscarito109/z.jpg) (http://s1243.photobucket.com/user/Oscarito109/media/z.jpg.html)
If so, is there some smoke effect applicable to v4.11.1m+ModAct 4? Anything better than this stock effect would be enough for me... ;)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on May 01, 2013, 03:50:40 AM
Im using the  SAS_FX_Small Collection from DBW  in my SAS MA 4/HSFX 6.17

Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Anto on May 09, 2013, 11:21:09 PM
Hey all,

We've been planning on releasing a full version of the Mod Activator for a while. We probably could push it out soon but need to check a few things. Anyway one of the final pieces is an updated sas_decals_01.sfs file which fixes some minor bugs with the Forgotten Nations mod. Here it is for your convenience if you wish to try it:
https://www.mediafire.com/?qc2zm67f1cfus4q
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on May 10, 2013, 08:11:48 AM
Thanks Anto!
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Whiskey_Sierra_972 on May 10, 2013, 09:01:49 AM
About Forgotten Nations , I was looking to change the Generic Blue and Red markings towards something less....'fantasy'....but I can't find their tga files....any help please?
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: BravoFxTrt on May 11, 2013, 03:13:24 PM
Lol, Iv been looking for North Vietnam and Turkey.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Zigarrenbill on May 26, 2013, 06:35:28 AM
I need help. I install  IL2 Sturmovik 1946 (forgotten battles,pacific fighters) and after that all patches till 411.1m. It works grate. But never I install any mods. Now I tray to install  the the SAS Mod Activator v4. to use some of this wonderful mods. In the description is written “ You have to copy all the 12 items in the modact, and paste them into your main IL2 installation “ I do not found any  mods ore modact in the main IL2. I can use. May be I am understand something wrong. All the 12 items are in the mode-activator. Modeact means the mode-activator? I tray it and put this mode-activator  in the main IL2 but nothing happens.  You see I am helpless. Thanks for helping.
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Radoye on May 26, 2013, 06:58:55 AM
Mod Activator does not contain any mods by itself, it just allows you to start installing mods. Without it you can't use any mods.

After you installed the activator, you can download and install mods you'd like to use.

Just make sure you download mods for the correct version of the game (4.11 in this case). :)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Zigarrenbill on May 26, 2013, 03:07:34 PM
Thanks I understand what you mean. But that is not my question. Please read my post again. I do not undestand how to install the modaktivator for  411.1m. I am  still a absolutly greenhorn concerning working in the deep of a computer game. I read the tutorials but  cod ones are interesting all are in English and it make it more difficult for me to understand. I am glad I was able to install the game and die only in every second carrierlanding in a fire ball.  :-[
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Boomer on May 26, 2013, 03:12:37 PM
Hi

extract the zip file
inside there is nine folders,two tex files and two .exe files

cut and paste all nine folders,
the two tex files and the two .exe files
to your Root IL-2 game folder,allow to overwrite  :)


The #SAS folder is the MODS folder, that you install your new Mods into  ;)

hope this helps

Cheers
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Zigarrenbill on May 28, 2013, 06:31:07 AM
Thanks for your patience Boomer. Yes it helps. I understand the "how to do" and it was more easier I thought. I was really happy. ;D. The game runs and I can activate it by the red button. But after launching I see no SAS Modact 3.06 loadscreen  and no  beautiful new GUI. To ceck it out I tray to activate the hookcros enabler in the JSGME but it didn’t work. I think I do something wrong again. >:(. But no idea what it could be. So if you have this idea ...I would be glad. Otherwise thanks for your help. I must live without mods.  :(

Ciao
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Boomer on May 28, 2013, 04:08:22 PM
Ok,make sure you are trying to use the "IL-2 Selector.exe"
to start your game

The selector will give you choices "change settings" click that
then up top after,click the "game type" icon
select game> "SAS Modact 3"
save settings,then click start game

you should then see the SAS Modact 4 start screen
It say's Modact 3 on the selector,but it starts modact 4  ;)

As long as yoiur stock/default game is Ptached to 4.11.1m
and that it starts at default patching of 4.11.1m
then it should work,starting in SAS Modact 4 with that start screen

Just keep trying,and re-installing
you'll get it working  :)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: Zigarrenbill on May 30, 2013, 03:09:51 PM
 Thanks, it works. The sound of the engines, wow I love it. The smoking guns, everything. But what happens, after I have install the mod act, my pretty thunderstorm waves with white crests  are away. ??? ( I am playing most Pacific Fighters).But I will instal the whole bunch new once more. I worked to tough in the sensitive bowl of the game. And the rest, to put the mods in the SAS file, I read about this yesterday, it sounds complicated.  It seams not like drag and play. But first I will tray to handle it by myself.  Bay the way, my be you interested in a book with really all fighters and bombers from ww1 +ww2 in color, for each plane 2 pages with all important facts and a comparison to the other kind of fighters concerning  it's performance. From the English publisher  Amber Books- 445 pages, all countries, ISBN-978-1-907446-39-9. Since I was a boy I bought a lot of books. But this, it  makes me breathless. " CLASSIC MILITARY AIRCRAFT the world's fighting aircraft : 1914 – 1945". But  what I tell you. I shure you know it. Thanks a lot Boomer for your help.  But, if you have bad luck, you will hear me again. ;)
Title: Re: SAS Mod Activator v4.0RC for 4.11.1m (16-Dec-12)
Post by: SAS~Boomer on May 30, 2013, 04:41:32 PM
Ah good to see you got it sorted out somewhat

cheers  :)