Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Ships => Topic started by: SAS~Sani on July 07, 2010, 02:42:51 PM
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(https://storebror.it.cx/sas/archive/sas2/EnsignRo/Pic/carriers.jpg)
Two more ships from archie1971 ;),Korean War era carriers (https://storebror.it.cx/sas/archive/sas2/EnsignRo/Mods/Archie1.7z).
To install these,put KoreanWarCarriers folder in your MODS.Then,read the text files to see what needs to be added to ships,chief,stationary.ini and technics_ru.properties files....they should be located in MODS\STD\com\maddox\il2\objects and technics file should be in MODS\STD\i18n.
If you don't have them,you can use these default 4.09 files (https://storebror.it.cx/sas/archive/sas2/EnsignRo/Mods/DefFiles.7z) and start with them ;)
Enjoy :)
Update
There was a small typo in Valley Forge's ships.ini lines,here (https://storebror.it.cx/sas/archive/sas2/EnsignRo/Mods/ForgeFix.7z) is the fix for it...find USSValleyForge section in ships.ini and overwrite it.
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Wouaaa ! Merci beaucoup.... heu... sorry... Thank you very much ! :):)
Everything works ! (Tout fonctionne !)
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They loaded fine, once I read the instructions properly. ::)
There seems to be a bit of a bug with skinning though. Beyond a certain distance, the hull & superstructure turns white:(http://i958.photobucket.com/albums/ae65/ajv00987k/il2fb2010-07-0723-43-46-82.jpg)
From further still, the deck goes white too. I think this may be LOD related. I'm running at pretty low graphics settings too, which might be a factor.
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Catapults are dead
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For me, there seem to be a problem... once installed, game crash at 70 % loading...
In fact, I watched the technics text to add, and it seems very short compared to other ships... would it be the cause of the problem (it is also the same with the Chester, Houston and Portland cruisers...) ?
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Oh, Sani! This is a beauty! My timid attempts beginner ridiculous ((((
Cool! (I'm sorry I did not fly on a jet)
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USS Valley Forge and USS Boxer are long-hull ships.
How big would be the expenditure to change the 3D-model and accordingly the Skin?
Now there are "only" two Essex-class-carrier in new slots with new Skin (By the way, a first-class work)
Could a "right" Ticonderoga class be made from it?
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They look awesome, but i keep getting a corrupt download.
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For me, there seem to be a problem... once installed, game crash at 70 % loading...
In fact, I watched the technics text to add, and it seems very short compared to other ships... would it be the cause of the problem (it is also the same with the Chester, Houston and Portland cruisers...) ?
That means ini file problem...text is just as it should be ;)...check again if you have added correct text to chief,ship and stationary ini files..
They look awesome, but i keep getting a corrupt download.
I just downloaded and extracted ok.
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works now :)
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Catapults are dead
I think Fireball will need to add these two new ships to the carrier takeoff mod.
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Tnxs a lot m8 very realistic ships!!
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Awesome stuff Thank you ~S
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Absolutely very very cool 8)
Great job on the carriers Archie 8)
They'll be great not just for Korea but late 50's scenarios etc.
Cheers Kirby
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I have found part of my mistake : I add the technic text in the technic ini file, not in the technic properties file !!!
So I made the correction, but still, it does not work... have these text to be located in a particular part of their respective ini's, or just at the end of them ???
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http://www.filefront.com/17044905/FILES.rar/ (http://www.filefront.com/17044905/FILES.rar/)
here to download my files com i18n.zatím and submarines without IIC
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Very cool, but catapults dont work.
Would be good to get them to work. :) Especially for korea
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would like the link to down load the ships please
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Go to the first post and click on Korean War era carriers.
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Are the cats fixed yet or should I wait to download?
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Can someone please test if this is working?This Catapult fix (https://storebror.it.cx/sas/archive/sas2/EnsignRo/Mods/CatapultFix.7z) is based on AI_3_0_and_Carrier_Takeoff_5_3_3.
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tested. works for me. ;D ;D 8)
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Tested and working. Put a couple of fully loaded Panthers aboard and fired off into the blue!
Tested a couple of hand flown cat launches and watched the AI wingman too, no problem.
Here's a few screenies...
Thanks Sani!
(http://farm5.static.flickr.com/4105/4839994181_1b1bdbb237.jpg)
(http://farm5.static.flickr.com/4146/4839994183_7c2434095f.jpg)
(http://farm5.static.flickr.com/4110/4839994189_2a237d8a28.jpg)
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Do you ship builders think that down the road you may build any angled deck carrier's that came into production in the early 50's??
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Thanks for your work Sani. I test your fix on UP2.01 with Zuti 1.13 MDS active. Carrier 5.3.3 is integrated in mds Zuti mod, so i replace the four original class by those of your fix in Zuti mod directory. Catapult works well with the fix, but game crash few time after using catapult.
Zuti had pehaps modified the original java classes to integrate carrier 5.3.3 in his v1.13_MDS mod, so the catapult_fix's java class don't works totaly well with Zuti_MDS.
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Hi Sani and thanks for these ships.
If I create a mission with Forge, I can proceed on without a problem but my aircraft is dying in a big explosion on the deck when I am starting the mission. With the Boxer it is impossible to choose it as a home base (but the icon of the CV is present on the initial map).
If I don't make any mistake in my prep (!) I think there is a bug with the Zuti mod: when you are searching the spawn points in the Zuti,no spawn for these two CV, that's (perhaps) the source of the troubles, no integration in the Zuti?
But it is working fine with no Zuti on,thanks!
Cheers
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People,
I envy a little the ones who are able to take off a Panther from these ships. Since the Sani upgrade to the classes, the planes are engaged for the catapult without problem, and it "works" for me, but the jets don't receive enough impulse as to fly even with no load, I allways end at the sea.
In fact I realised that it is a problem I have with all the american carriers. To really take off a Panther, the only carrier which is useful is the british HMS Illustrious.
Does anybody share these problems? Is there a problem with the speed of the catapults? I'm not using Zuti MDS, only the AI 3-0 and CarrierTakeoff5_3_3 updated with the Sani classes.
Regards,
Pablo
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@ benitomuso
Put this line in your config.ini...
CatapultBoost=1
That should help you get air born.
Another thing you could try is to speed up the ships to simulate a head wind. In the [Chiefs] section of the .mis file, here’s how you change the speed of the carrier...
First find the carrier…
[Chiefs]
0_Chief Ships.USSIntrepidCV11 1 0 2 1.0
Next change the speed of the carrier. The last group of numbers will change the speed of the carrier.
Change it from this…
[0_Chief_Road]
440002.63 259998.08 120.00 0 2 9.774444580078125
To this…
[0_Chief_Road]
440002.63 259998.08 120.00 0 2 20.555555555555555
This will speed up the carrier and make it much easier to get air born in the Panther.
NOTE: You will have to do this with a text editor. And if you go back to the FMB and change the mission again, You will have to do this process all over again because the FMB will put the values back to stock. Good luck.
Slikk
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This is NOT mine. This was posted by someone back in 2008. Sorry to say, I've lost the name. Just thought I'd pass it along. This will allow you to increase the speed of any ship, permanently. It really works. Again, I can take no credit for this but whoever it was, I say, thanks a bunch! Here is his posting:
YES!!! I found it! Go into Files folder, then Com, then Madox, then IL2, then Objects, then open up Ships in Notepad, and scroll down until you come across the CVEs - there will be separate entries for each one, and you will see two sets of numbers side by side. The first is it's default speed in the FMB, and the second is it's max speed. I set it to 56 for the default, and 70 for the max. 56 kph is the max speed for the Essex class CVs, and 70 is the max for the DD's. I then went into the FMB and checked it out, and presto! 56 kph was the default speed of the Cassablanca when I gave her two waypoints. You can do this for any of the ships BTW.
Mods/ShipPack/Com/Maddox/il2/objects
Example:
//----------------------------------------------------------------------
[USSCasablancaCVE55]
Description Casablanca Class Escort Carrier
Icon shipDestroyer
// Model
Mesh 3do/Ships/USSCasablancaCVE55/Hier.him
// Motion Parameters
SliderDistance 390.25
Speed 56.0 //70.0
SoundMove models.Ship
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People,
I envy a little the ones who are able to take off a Panther from these ships. Since the Sani upgrade to the classes, the planes are engaged for the catapult without problem, and it "works" for me, but the jets don't receive enough impulse as to fly even with no load, I allways end at the sea.
In fact I realised that it is a problem I have with all the american carriers. To really take off a Panther, the only carrier which is useful is the british HMS Illustrious.
Does anybody share these problems? Is there a problem with the speed of the catapults? I'm not using Zuti MDS, only the AI 3-0 and CarrierTakeoff5_3_3 updated with the Sani classes.
Regards,
Pablo
You can use ZloyPetrushko ATM_mod to set Wind direction and speed too.
A Carrier, full speed (56km/h or 30 knots) and with 18 km/h (10 Knots) wind on the noze, you have 74 km/h of relative wind on the deck. With the line Catapultboost=1 on conf.ini's mods section added, i think you can catapult a Panther with full load without difficulty. To be tested.
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@ archie
Check your PM
Slikk
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Could I get some advice about where to put the additions to the ini files?
I would even be grateful for copies of th revised ini files with these added in. I have added the Bismark and Matabele without a problem, but these carriers make my game funky. Some maps simply will not open with these ships in the ini, but without them, everything is okay. I think I must have them in the wrong places somehow.
Thanks for any advice I can get.
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Very nice additions to my fleet, thanks a lot 8)
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Hi
The line "CatapultBoost=1" in config.ini... where exactly does it have to go or it doesn't matter?
Thanks
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70% crashes, I find, are usually related to an error in static.ini, stationary.ini, or technics.ini.
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Hi Sani,
Thanks,your fix works well,but only when I disable ZUTIs MDS.They cant work together,kind of conflict there.You can start once,but when you land and try to do smtg (like fold your wings or chock again) game totaly freezes.
How it can be implemented,that it'll work like on other carriers? Is it ZUTI MDS related or Archie has to do smtg? I am just curious and maybe I can talk Archie to take a look at it (he is Czech so no language barrier with me) Or maybe Flakiten will know? His Collosus works just fine as out of the box.
cheers and thanks again
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Hi!
I´ve a small problem. I would like use mods from this webpages, but I always read about MODS folder in "Read me". Where can I find this folder? There are folders bin, DGen, Files, ForceFeedback, GSData, HSFX, i18n, Intros, jsgmemods, lib, Missions, mod_slot_coop, NGen, PaintSchemes, Quicks, records, samples, Training and UPUpdate in D:\Programy\Ubisoft\IL-2 Sturmovik 1946. What´s in it are the MODS? Or can I create this file "somewhere"? I use Sturmovik 1946 with UP 2.01. Thank you in advance for your help and Flight Enjoy!
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Hi welcome to the sight.
The read me is with almost every download. it dose not come with the game. what you do is create a folder on you desktop ( i call mine IL-2 DL), then you download and put the files from the downloads in the folder on your desktop.
When that's done open up the downloaded file and search it for a read me, then u do what it says.
I hope you enjoy the mods and this sight. Just remember to use the search button if you have a question, then u might find some 1 else asked and answered the question.
(SOS for bad spelling.)
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hi slejsa, welcome to SAS! :)
in many cases, if you do not have a MODS folder, simply create one in the root folder of your Il2 game. then you can start installing mods into this folder.
there are many good introduction/tutorial guides on the site, mostly they will be in the 'stickied' topics at the top of each section.
i recommend you take the time to read through these first, because they will help explain many of the basic info's needed for modding.
once you have read through these, it will be much clearer to you. if you then have a problem/question that you cannot solve by yourself with this info, then you can post for help in the Tech Help section.
happy flying! :D
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Can someone please test if this is working?This Catapult fix (https://storebror.it.cx/sas/archive/sas2/EnsignRo/Mods/CatapultFix.7z) is based on AI_3_0_and_Carrier_Takeoff_5_3_3.
Hi mate!!
Sorry to bother you but I noticed that the classfiles are also into the Zuti Friction mod....is your fix compatible with it?
All the best!
walter
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Hi
The line "CatapultBoost=1" in config.ini... where exactly does it have to go or it doesn't matter?
Thanks
I would like to know the same information, as i can never takeoff with enough speed. were does it have to be placed in the config.ini?
Also how do i get the catapults to work in UP3?
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Hi
The line "CatapultBoost=1" in config.ini... where exactly does it have to go or it doesn't matter?
Thanks
I would like to know the same information, as i can never takeoff with enough speed. were does it have to be placed in the config.ini?
Also how do i get the catapults to work in UP3?
CatapultBoost=1 goes in the [Mods] section of the conf.ini
If there is no [Mods] section, just make one.
[Mods]
CatapultBoost=1
Also I really need some way to get the catapults working in UP3 :'(
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To maximise deck acceleration, I only select (or go through to) 'take off' flaps once the 'tail' has risen and is 'flying' and as soon as the gear leaves the end of deck I select gear up too and keep the controls as they are - slight nose up held while balancing yaw and roll smoothly until aircraft isn't at risk of splashing out.
I have experimented a little with having flaps (or elevator trim) 'secondary' mapped to my mousewheel (or an axis trim/slider,) as a flap-wheel can/could give better results after testing once you've found a setting for that plane & its selected fuel & weapon loadings, as sometimes for heavy or carrier take-offs, 'combat' flaps is too little angle (of lift verses acceleration loss/drag) but 'take off' to much to gain enough climbing speed for smoother/less control input - hence cleaner faster (overall) flying.
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In UP3 RC simply press Autopilot and see if catapult works for you or not.
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Doesn't work in UP3. Autopilot does a rolling takeoff.
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Kazegami, either apply +20 Speed (use SAS search for CV speed and how to change) or practise day and night, you heard razor1uk,
a master speaking.
In my long experience with IL-2, years since Pacific Fighters came out, I could only T/O once without ditching in a fully loaded Corsair in default stock IL-2 FMB settings.
I flew one of these huge Campaigns from M4T and I was so freaked-out until I had it, then the next day, :-\ I couldn't remember what I did , never happened again. :'(
I read all the advises from Experts, still you must practice yourself, and that's the real point.
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Getting off the deck isn't my problem. I can take off easy with no catapult. I just want realism :P
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fair enough, could be a missing line in the catipult enabling the A/C to use it?
I have flown ingame IL2 a very longtime offline & some understanding of real-life flight principles. But I'm no master though...
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I have been having problems also with the carrier take off. The catapults work fine on the US and RN ships but I can't get them to work on the KM ships. I have UP3.0 RC3. I added the [mods] Catapult=1 that was suggested earlier on this thread but it did not make a difference. Also the autopilot does not make any difference and does not work even on the allied boats. I have to taxi to the catapult which is not a problem. The problem is trying to take off in a Ju-87C with a bomb load off the short KM carriers. Any assistance would be appreciated.
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For the Catapult Fix ("If you have the Boxer & V.Forge Catapults") Go Here: https://www.sas1946.com/main/index.php/topic,23327.msg368520.html#msg368520
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For info - There is a new "Long Hull" version of USS Boxer in the works. Korean War version. Skin by Boyan.
https://www.sas1946.com/main/index.php/topic,33601.msg370209.html#msg370209
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Working in 4.12
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Very nice!! Having fun with them flying TBM-3 :) landing on Valley Forge is great pleasure