Special Aircraft Service

the SAS Hangar => New Member Safety Area => Topic started by: kennel on July 08, 2013, 04:08:47 AM

Title: Inserting mod planes into 4.12 SAS mod act
Post by: kennel on July 08, 2013, 04:08:47 AM
Gday

What procedure must be followed to activate modded planes in 4.12 using the mod act? If this is already in an instructional thread can somebody please point it out to me please

I have had disasters trying to do this so far (its been so long I have forgotten how to do it)
Too much ROF

Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: SAS~Boomer on July 08, 2013, 05:46:38 AM
Installing a plane in any Modact is the same
A few basic things need to be done

I'll use this aircraft for an example>
https://www.sas1946.com/main/index.php/topic,8575.0.html

Download and extract to a folder on desktop you create
you will first notice that it extracts to a folder named MODS
That is because the plane was made for older Modpacks using a folder named MODS
With the new Modact 5 you have a folder named #SAS that is your Mods folder

Now open that MODS folder and inside it you will see the airplane folder "P-51D-5Ealry_NoFillet_NewSlot_newFM"
That is the airplane Mod

Now open the aircraft folder and you will see the ReadMe.txt file
Now Read it...
Inside the readme is all the info needed to be edited into your .ini files
close down the readme and.....

Cut and paste that aircraft folder to your #SAS folder so the folder structure looks like below>
IL-2/#SAS/P-51D-5Ealry_NoFillet_NewSlot_newFM

Once cut and pasted to your #SAS folder,open the planes folder and then open the readme again

air.ini: This entry is for the plane list in QMB and the FMB so you can select the plane,this is a .ini file
P-51D-5Early         air.P_51D5NTearly 1                        NOINFO  usa01 DESERT

planes:This entry is to make the name in the QMB and FMB list look more appropriate with the added ",1944" and this is a properties file
P-51D-5Early            P-51D-5 Early, 1944

weapons: These are the weapons for this aircraft and need to be edited into the necessary properties file
#####################################################################
# P-51D-5Early
#####################################################################
P-51D-5Early.default                       Default
P-51D-5Early.2x250                         2x250 lb. Bombs
P-51D-5Early.2x500                         2x500 lb. Bombs
P-51D-5Early.2x1000                        2x1000 lb. Bombs
P-51D-5Early.2xTank                        2x75 gal. Droptank
P-51D-5Early.none                          Empty

All planes install the same,and use the same files that need to be edited

Go into your #SAS folder
scroll down and open the STD folder
then open all the folders inside the STD folder> "com/maddox/il2/objects
that is where the air.ini resides

open the air.ini and add the air.ini entry
it can be added anywhere in the list you choose
I usually place it first in the list so first time I check in game it will be at the top of the plane list,eventually later moving it to where I want it
close and save the editing,I use text pad but any text editor will work

Now open>
#STD/i18n

you will find the plane and weapons .ini files in the i18n folder
open them in notepad,textpad or whatever text editor you use

starting with the planes .properties file
from the ReadMe,cop and paste the planes info>
"P-51D-5Early            P-51D-5 Early, 1944"
and paste to the top of the list in your "plane.properties" file
close and save

now open the weapons.properties file
copy the weapons info and paste to the top of your weapons.properties file
close and save

That's it,
now close out of your game folders and start the game up to check if the game works,and that the plane shows up in the QMB

Some planes are made for older versions and use a MODS folder
just ignore the MODS folder and open it to find the Mod
Your "#SAS" folder in your game, is the folder for Mods in SAS Modact 5

Above I highlighted in Red, the exact entry's needed to be added to the individual .ini and .properties files

Hope this helps a bit
Cheers

Moved to New Member Safety Area

ps:
This procedure works for all planes,and is the same for any modded version of the game
The files that need to be edited are the same in all game versions

Only the actual Mods folder is named differently from one Mod pack to another
#SAS for SAS Modact
#DBW for DBW
#UP# for Ultrapack
MODS is for HSFX users,which also uses a Files folder in conduction with there MODS folder
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: kennel on July 08, 2013, 06:11:02 AM
Thankyou
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: SAS~Boomer on July 08, 2013, 06:40:32 AM
your welcome,
please let us know how you make out   :)
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: Gremlin4 on February 04, 2014, 07:09:09 AM
These instructions were crystal clear and I carried them out to the letter. However, when I tried to run the program with the P51D, the program stopped at 60% and reverted to my desktop. I am running V4.12.2m with ModActivator 5.30. Does anyone have any idea why I should have this problem?
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: alexandre4442 on February 04, 2014, 08:03:31 AM
Hi,

try to take a look at this, it may help you : https://www.sas1946.com/main/index.php/topic,22.0.html

Regards
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: Gremlin4 on February 05, 2014, 04:13:52 AM
Thanks to SAS~Boomer and alexandre442 above, everything is fine now. I can even fly a Meteor that I last flew in 1953 (no that's not a typo!)
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: Goanna on February 05, 2014, 05:02:18 AM
I can even fly a Meteor that I last flew in 1953 (no that's not a typo!)

How does the game experience flying the Meteor compare to the real thing?

Cheers
Goanna
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: SAS~Boomer on February 10, 2014, 03:16:12 AM
This would be interesting to read,would very much like to read your comments of the in game Meteor from someone who has piloted them   :)

I can even fly a Meteor that I last flew in 1953 (no that's not a typo!)
How does the game experience flying the Meteor compare to the real thing?
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: tartenmuche on February 17, 2014, 05:57:13 AM
Dear Sirs,
I tried to insert new planes using the described procedure with:
Windows 7, SAS 5.30, Il-2 4.12.2m, SAS buttons-105-test.
I tried three times airplanes PBY and T33.
They never appeared on my game.
I am at a loss.
Could you help me?
Best regards.
I checked the game, found some mistakes but now when I try to launch the game I get the message "error 0xc00014233" .
One day later, finally I got it.
It works fine.
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: tigerlima on November 29, 2015, 06:29:05 AM
~S~

I reeinstall IL2 and the last patch 4.13 RC, I need your help becouse don't install any a long time and forget all thing, help me please.
I sugest You made a video, is more easy, lot's of people like me don't andersthend English veryweel.
Tks in advance.

 ;)
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: Oldsalt on July 17, 2016, 11:44:08 PM
Can some suggest a simple plane that I can practice loading on.

Medion computer: Interl (R) Core (TM) i3 CPU 550 @3.2 GHz
RAM 4.00 gb  System 64 bit operating System.

IL2  4.10.1 SAS Mod Act 3.06   DBW 1.71    UP3_RC4
I will have to check but I think DBW 1914  is 1.61
Track IR running ok.

Over the week end I have tried to upload Duck Update Oct 2014
And the Short Sunderland 2.0

I have put them in the mods folder i.e. DBW and SAS and I have updated
the air.ini file and then put // in front when they failed to load at 60% as predicted.

I have checked the air.ini file against the published read me text.
I started on the Duck because I was worried about the various numbers
I saw in the Short Sunderland file system.  I have noted and checked the 3edo
File is on the right tier of the files.  I have also tried the Log info trick
to be quite honest I could not tell the difference between two logs one
when the Mod started up and another when it failed to load at 60%.

So could anyone suggest a the simplest of planes that hopefully will work.

All the best
Old salt
 

Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: alexandre4442 on July 19, 2016, 10:34:42 AM
Hi,

I've just tried to fly that plane under DBW 1.71 and it works fine. I think you omited to switch to 4.10 FM. Try this :

- in the mod, locate the folder called fm410

- copy the content and paste it into the main folder of the mod, say yes when prompted to overwrite

This time youd should be ok for that one. For the Sunderland, got no clue about it sorry...

As a general rule, and feel really no offense about it (I did numerous mistake due to an oversight myself), I should say read, read and read again the ReadMe as well as the relevant mod thread.

Regards
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: Oldsalt on August 06, 2016, 01:57:35 AM
Adding a plane, I found that the Short Sunderland file that i was uploading had a lot of information contained within the file, when I had decided the part of the file that i needed to load and added this to the DBW file and updated the aircraft ini file with the information found in the read me file in the version I needded to load all worked fine.  I will attempt to recreate the same effect on the duck but so far so good.  Sometimes its a case of letting it go for a few days and then coming back and having another go.  All the best to those who know and help us that struggle.  oldsalt. :)
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: Etthallon on April 15, 2017, 10:51:54 AM
I have a kinda noob question but when I insert the "plane properties" into the "air.ini" file, will the game/file still work even if I change the "air.ini" file to a "txt" file after I use for example, "Wordpad"

Thanks for any help, I'm kinda new to the modding part of il2 sturmovik xD
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: SAS~Ghost129er on April 15, 2017, 10:56:58 AM
I have a kinda noob question but when I insert the "plane properties" into the "air.ini" file, will the game/file still work even if I change the "air.ini" file to a "txt" file after I use for example, "Wordpad"

Try it and see for yourself, may be a cool experiment 8)
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: Etthallon on April 15, 2017, 10:58:40 AM
Well no XD

haven't seen anyone talking about it so kinda wanted to ask before I changed to much ^^
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: SAS~Ghost129er on April 15, 2017, 11:14:51 AM
I believe that anyone who wants to mod IL-2 should never fear about breaking the game or having crashes to desktop. As a modder, when things first crash, sure you're disappointed but when your own mod works and finally doesn't crash, the satisfaction and joy you get is just amazing.

Experiment, do things, that's how I find so many new ways and features to IL-2 (such as materials) that you would have never known could have existed before. 8)

Keep modding and don't stop! Even if you break the game, delete it, reinstalled and start again!

Well no XD
haven't seen anyone talking about it so kinda wanted to ask before I changed to much ^^

This is where backups come in handy my friend. ;) Backups are your BEST friend in IL-2 modding. 
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: fuzzytrexy on June 29, 2017, 07:42:17 PM
For some reason when I download airplane files I have no idea how to extract them there not in zips
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: SAS~Skylla on June 30, 2017, 01:55:20 AM
For files with .7z or .rar file extensions you will need an extra programme (7zip (http://www.7-zip.org/) or WinRAR (http://www.win-rar.com)) to extract.

Best Regards,
skylla

Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: SAS~Ghost129er on July 01, 2017, 02:17:01 AM
For files with .7z or .rar file extensions you will need an extra programme (7zip (http://www.7-zip.org/) or WinRAR (http://www.win-rar.com)) to extract.

I highly recommend that you DO NOT use WinRAR to extract .7z files. Although compatible, I've been having errors slapped and thrown at me from left right and center when attempting to use WinRAR to extract stuff from .7z files, I highly recommend Skylla's 7-zip (http://www.7-zip.org) link provided for using/extracting .7z files.

Just my advice to you and anyone reading this.
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: sewerwisp on December 24, 2017, 05:24:43 AM
Too bad I didnt see this before I wrote my little teensie weensie guide for the TBD-1. But my experience was different, but Boomer is right, the #SAS folder is all important. My current problem on the TBD-1 flyable add on is no gunsight, even with the gunsight control, and maybe lack of power. But I did get to 290 kmh, but this was only a 200 mph machine, so...
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: sixstrings on January 31, 2019, 07:06:43 PM
Thanks Boomer for the advice. A quite a bit more difficult installing aircraft in IL-2 '46 than in CFS3 ,but it's not too bad,i hope. Will try it out and see. IL-2 '46 VP and BAT have it just about all covered anyhow so not much needed. A little nervous on my first install but will make sure i read all i can first. Thanks for the detailed instructions. Regards,Scott
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: firefox_25 on October 11, 2019, 06:48:02 AM
But what is with mod planes and the weapons? For example I installed the Bf-109 Ultimate Pack v4, all works fine, I can fly all planes.
But when I use the Quick Mission Builder and choose weapons for this plane something went wrong. See example :

Bf-109K-14.1xMK108                           U3: 1x MK 108 = works fine
Bf-109K-14.1xSC250                           R1: 1x SC 250 = the games load up to 30% and them I´m back to the Il-2 Selector.

This happens with all mod planes, if I choose bombs, torpedos or droptanks, the plane loads only uo the 30%

I´m using version 4.13.3m and SAS Mod 6.30

Can someone give me a hint to solve this problem ?

many thx
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: western0221 on October 11, 2019, 06:52:51 AM
"Bf-109 Ultimate Pack v4" is not said compatible to 4.13m or later game versions.
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: firefox_25 on October 12, 2019, 05:47:24 AM
Thx a lot for this hint. I made a roll back to version 4.12.2 and SASMod 5.30 and now the most planes work fine.
But some plane, which work befor, now don´t work, seems I have to find a version for my 4.12.2.

So thx again
Karsten
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: katie360 on March 30, 2020, 03:14:30 AM
Hi there

I also recently installed a clean 4.07 version of IL-2 1946 and added the 4.12.2 Megapatch and SAS_Modact_5.30 (https://www.sas1946.com/main/index.php/topic,37662.0.html). I am trying to install the Ar-234 pack from https://www.sas1946.com/main/index.php/topic,37893.0.html (https://www.sas1946.com/main/index.php/topic,37893.0.html).

However, it keeps crashing at 60% even though I have followed all the instructions from https://www.sas1946.com/main/index.php/topic,1353.0.html.

I placed the '3do' file in this address C:\IL2 - Simulator\IL-2 Sturmovik 1946 - 4.12.2m\#SAS\Ar-234_NoFillet_NewSlot_newFM\3do

I have copied and pasted the log here;

Code: [Select]
2020-03-30 21:01:33:219 (dinput.dll) : IL-2 Process ID = 0000338C
2020-03-30 21:01:33:219 (dinput.dll) : Starting Watchdog at C:\IL2 - Simulator\IL-2 Sturmovik 1946 - 4.12.2m\bin\selector\basefiles\IL-2 Watchdog.exe
2020-03-30 21:01:33:251 (dinput.dll) : Watchdog process started.
2020-03-30 21:01:33:266 (dinput.dll) : JVM Parameters injector activated
2020-03-30 21:01:33:273 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2020-03-30 21:01:33:273 (dinput.dll) : Adding JVM Option: -Xms444M
2020-03-30 21:01:33:288 (dinput.dll) : Adding JVM Option: -Xmx444M
2020-03-30 21:01:33:288 (dinput.dll) : Adding JVM Option: -Xss4096K
2020-03-30 21:01:33:288 (dinput.dll) : Adding JVM Option: -XX:PermSize=64M
2020-03-30 21:01:33:304 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=64M
2020-03-30 21:01:33:304 (dinput.dll) : Checking duplicate JVM Options...
2020-03-30 21:01:33:304 (dinput.dll) : Checking mandatory JVM Options...
2020-03-30 21:01:33:320 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2020-03-30 21:01:33:320 (dinput.dll) : Adding JVM Option: -Xincgc
2020-03-30 21:01:33:320 (dinput.dll) : Adding JVM Option: -Xverify:none
2020-03-30 21:01:33:320 (dinput.dll) : Adding JVM Option: -Xcomp
2020-03-30 21:01:33:335 (dinput.dll) : Final JVM Option List:
2020-03-30 21:01:33:335 (dinput.dll) : -Xms444M
2020-03-30 21:01:33:351 (dinput.dll) : -Xmx444M
2020-03-30 21:01:33:351 (dinput.dll) : -Xss4096K
2020-03-30 21:01:33:351 (dinput.dll) : -XX:PermSize=64M
2020-03-30 21:01:33:373 (dinput.dll) : -XX:MaxPermSize=64M
2020-03-30 21:01:33:373 (dinput.dll) : -Djava.class.path=.
2020-03-30 21:01:33:373 (dinput.dll) : -Xincgc
2020-03-30 21:01:33:389 (dinput.dll) : -Xverify:none
2020-03-30 21:01:33:389 (dinput.dll) : -Xcomp
2020-03-30 21:01:33:273   (watchdog) : IL-2 Parent Process Handle = 000001A4, ID=0000338C
2020-03-30 21:01:33:473   (watchdog) : IL-2 Watchdog started.
2020-03-30 21:01:33:489   (watchdog) : Message Window Created.
2020-03-30 21:01:33:451 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2020-03-30 21:01:33:520 (dinput.dll) : JVM Parameters injected successfully
2020-03-30 21:01:33:536    (wrapper) : ProcessAttach, attached Processes =  1
2020-03-30 21:01:33:551    (wrapper) : Calling GetCommandLineParams()
2020-03-30 21:01:33:551    (wrapper) : Command Line Parameter No. 1 = /f:none
2020-03-30 21:01:33:567    (wrapper) : Command Line Parameter No. 2 = /m:#sas
2020-03-30 21:01:33:567    (wrapper) : Command Line Parameter No. 3 = /lb:il2fb.exe
2020-03-30 21:01:33:574    (wrapper) : MODS Folder = "#sas"
2020-03-30 21:01:33:574    (wrapper) : No FILES Folder set.
2020-03-30 21:01:33:589    (wrapper) : Calling LinkIl2fbExe()
2020-03-30 21:01:33:589    (wrapper) : Trying to link back to C:\IL2 - Simulator\IL-2 Sturmovik 1946 - 4.12.2m\il2fb.exe through LoadLibrary()
2020-03-30 21:01:33:589    (wrapper) : Calling CreateModsFolderList()
2020-03-30 21:01:33:605    (wrapper) : Scanning #sas folder took 5 milliseconds.
2020-03-30 21:01:33:620    (wrapper) : Total number of modded files = 935.
2020-03-30 21:01:33:620    (wrapper) : Calling SortList()
2020-03-30 21:01:33:636    (wrapper) : Sorting modded files list took 0.176 milliseconds.
2020-03-30 21:01:33:636    (wrapper) : Calling RemoveDuplicates()
2020-03-30 21:01:33:636    (wrapper) : Removing 0 Duplicates took 0.009 milliseconds.
2020-03-30 21:01:33:605   (watchdog) : Splash Screen Created.
2020-03-30 21:01:36:798    (wrapper) : ThreadAttach, attached Threads =  1
2020-03-30 21:01:36:798    (wrapper) : ThreadAttach, attached Threads =  2
2020-03-30 21:01:39:381   (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x001206F4
2020-03-30 21:01:39:404   (watchdog) : Activating IL-2 Main Window (0x001206F4) using SwitchToThisWindow()
2020-03-30 21:01:39:566    (wrapper) : ThreadAttach, attached Threads =  3
2020-03-30 21:01:39:635    (wrapper) : ThreadAttach, attached Threads =  4
2020-03-30 21:01:39:711    (wrapper) : ThreadAttach, attached Threads =  5
2020-03-30 21:01:39:923    (wrapper) : ThreadAttach, attached Threads =  6
2020-03-30 21:01:40:043    (wrapper) : ThreadAttach, attached Threads =  7
2020-03-30 21:01:40:053    (wrapper) : ThreadAttach, attached Threads =  8
2020-03-30 21:01:40:082    (wrapper) : ThreadAttach, attached Threads =  9
2020-03-30 21:01:40:107    (wrapper) : ThreadAttach, attached Threads =  10
2020-03-30 21:01:40:167    (wrapper) : ThreadAttach, attached Threads =  11
2020-03-30 21:01:40:417   (watchdog) : Successfully activated IL-2 Main Window (Handle: 0x001206F4)
2020-03-30 21:01:48:218    (wrapper) : ThreadDetach, attached Threads =  10
2020-03-30 21:01:48:218    (wrapper) : ThreadDetach, attached Threads =  9
2020-03-30 21:01:48:233    (wrapper) : ThreadDetach, attached Threads =  8
2020-03-30 21:01:48:736    (wrapper) : ThreadDetach, attached Threads =  7
2020-03-30 21:01:48:883   (watchdog) : IL-2 Main Window destroyed: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x001206F4
2020-03-30 21:01:48:936   (watchdog) : IL-2 main window (handle 0x001206F4) disappeared, checking process status.
2020-03-30 21:01:48:952   (watchdog) : il2fb.exe process exited safely with exit code 0.
2020-03-30 21:01:48:999    (wrapper) : ProcessDetach, attached Processes =  0
2020-03-30 21:01:48:999    (wrapper) : Total files opened = 33393
2020-03-30 21:01:49:036    (wrapper) : Total search time consumed = 0.062 milliseconds (0.000061799998 Seconds)
2020-03-30 21:01:49:099    (wrapper) : Search Time per File = 1.851 nanoseconds (0.000000001851 Seconds)
2020-03-30 21:01:49:169    (wrapper) : Average Search Iterations required per File = 7.0
2020-03-30 21:01:49:209 (dinput.dll) : JVM Parameters injector deactivated

Can someone help?

Regards Alex

Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: asheshouse on March 30, 2020, 11:35:25 AM
Wrong log posted. Look here https://www.sas1946.com/main/index.php/topic,13457.0.html
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: katie360 on March 30, 2020, 04:08:45 PM
Hi there

I recently installed a clean 4.07 version of IL-2 1946 and added the 4.08 - 4.12.2 Megapatch and SAS_Modact_5.30. I am trying to install the from Arado-234 Pack for 4.12 / SAS ModAct 5.30 Stephan SG

However, it keeps crashing at 60% even though I have followed all the instructions written in another post.

Here is the correct log, I tried to post it as described in 'Be able to look into the LOGFILE !' but it keeps saying; 'Sorry, you are not allowed to post external links'.

Anyway, here are the relevent error codes from the logfile. Thanks for the pointer asheshouse.

[9:37:36 PM]   Spawn.get( com.maddox.il2.objects.air.AR_234B2NJ ): com.maddox.il2.objects.air.AR_234B2NJ
[9:37:36 PM]   java.lang.ClassNotFoundException: com.maddox.il2.objects.air.AR_234B2NJ

[9:37:36 PM]   Spawn.get( com.maddox.il2.objects.air.AR_234C2 ): com.maddox.il2.objects.air.AR_234C2
[9:37:36 PM]   java.lang.ClassNotFoundException: com.maddox.il2.objects.air.AR_234C2

[9:37:42 PM]   com.maddox.il2.objects.air.AR_234B2NJ
[9:37:42 PM]   java.lang.ClassNotFoundException: com.maddox.il2.objects.air.AR_234B2NJ

[9:37:42 PM]   com.maddox.il2.objects.air.AR_234C2
[9:37:42 PM]   java.lang.ClassNotFoundException: com.maddox.il2.objects.air.AR_234C2

[9:37:42 PM]   Main begin: PlMisAir: class 'air.AR_234B2NJ' not found
[9:37:42 PM]   java.lang.RuntimeException: PlMisAir: class 'air.AR_234B2NJ' not found

Regards Alex


Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: western0221 on March 30, 2020, 06:31:07 PM
The log looks like :
 - New Arado-234 entries are written in air.ini .
 - But its classfiles are not found.

So, I guess the folder structure level of copied "Ar-234 mod" is wrong.

Code: [Select]
IL-2 4.12.2 installed folder
   +--- <#SAS>
          +--- <Ar234pack>
                     +--- <3do>
                     +--- 0123456789abc fed987123654 51839a2f4a   <---- hashed classfiles
          +---  <STD>
          +---  <XTD>
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: katie360 on March 30, 2020, 07:06:44 PM
Thanks for the advice western0221

My folder structure is;

IL2 - Sturmovilk 1946 - 4.12.2m
   +--- <#SAS>
          +--- <Ar234Pack
                 +--- <3do>
                        +--- <Cockpit>   
                        +--- <Plane>
                 +---''Hashed classifieds''

Does anyone see any problems here?

Also can someone explain how to post images on here, everytime I use the postimages.org website or try to insert code using the hash button it says ''Sorry, you are not allowed to post external links.'' 

Thanks so much

Regards Alex
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: katie360 on March 30, 2020, 08:41:54 PM
Solved, it took a while to find the correct buttons file.

Going now.

Thank You
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: SAS~GJE52 on August 07, 2020, 02:34:53 AM
Quote
"Bf-109 Ultimate Pack v4" is not said compatible to 4.13m or later game versions.
.. and you can thank TD for that.  ;)


G;
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: wave04 on December 08, 2020, 07:37:02 AM
Hello, trying to install the F-14. Everything works without adding it to the air.ini file, after you add it however...
Code: [Select]
[08.12.2020 14:32:55] ------------ BEGIN log session -------------
[14:32:56] OpenGL provider: dx8wrap.dll
[14:32:58] OpenGL library:
[14:32:58]   Vendor: 1C.Multimedia.Dev/Maddox.
[14:32:58]   Render: DirectX8.
[14:32:58]   Version: 1.1
[14:32:58]   Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[14:32:58] Size: 1920x1080
[14:32:58] ColorBits: 32
[14:32:58] DepthBits: 24
[14:32:58] StencilBits: 8
[14:32:58] isDoubleBuffered: true
[14:32:58]
[14:32:58] *** Looking for Advanced CPU Instructions...
[14:32:58] [x] PentiumPro
[14:32:58] [x] Multimedia (MMX)
[14:32:58] [x] 3D (SSE)
[14:32:58] [x] 3D (SSE2)
[14:32:58] [-] 3D (3DNow)
[14:32:58] ColourBits 32, ABits 0, ZBits 24
[14:32:58]
[14:32:58] *** Looking for Render API Extensions ...
[14:32:58] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[14:32:58] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[14:32:58] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[14:32:58] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[14:32:58] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[14:32:58] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[14:32:58] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[14:32:58] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[14:32:58] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[14:32:58] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[14:32:58] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[14:32:58] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[14:32:58] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[14:32:58]
[14:32:58] Maximum texture size : 8192
[14:32:58] Maximum simultaneous textures :8
[14:32:58] MaxAnisotropic (1.0 = none) : 1.000000
[14:32:58] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[14:32:58] WARNING: 'Perfect' Mode required pixels shaders
[14:32:58] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[14:32:58] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[14:32:58] 15 Splashscreens available.
[14:32:59] AutoMounting SFS files from folder SFS_AUTO now...
[14:32:59] Trying to AutoMount SFS_AUTO\sasamt_jetwar_01.sfs... mounted successfully!
[14:32:59] Trying to AutoMount SFS_AUTO\sasamt_jetwar_02.sfs... mounted successfully!
[14:32:59] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[14:32:59] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[14:32:59] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[14:32:59] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[14:32:59] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[14:32:59] AutoMounting SFS files from folder SFS_AUTO finished.
[14:32:59] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[14:32:59] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[14:33:00] Spawn.get( com.maddox.il2.objects.air.F_16A_B10 ): com/maddox/il2/objects/air/TypeLaserDesignator
[14:33:00] java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeLaserDesignator
[14:33:00] at java.lang.ClassLoader.defineClass0(Native Method)
[14:33:00] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:00] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:00] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[14:33:00] at java.lang.ClassLoader.loadClass(Unknown Source)
[14:33:00] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[14:33:00] at java.lang.ClassLoader.defineClass0(Native Method)
[14:33:00] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:00] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:00] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[14:33:00] at java.lang.ClassLoader.loadClass(Unknown Source)
[14:33:00] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[14:33:00] at java.lang.ClassLoader.defineClass0(Native Method)
[14:33:00] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:00] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:00] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[14:33:00] at java.lang.ClassLoader.loadClass(Unknown Source)
[14:33:00] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[14:33:00] at java.lang.Class.forName0(Native Method)
[14:33:00] at java.lang.Class.forName(Unknown Source)
[14:33:00] at com.maddox.rts.Spawn.get(Spawn.java:39)
[14:33:00] at com.maddox.rts.Spawn.get(Spawn.java:28)
[14:33:00] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
[14:33:00] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
[14:33:00] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[14:33:00] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[14:33:00] at com.maddox.il2.game.Main.exec(Main.java:432)
[14:33:00] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[14:33:01] java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeLaserDesignator
[14:33:01] at java.lang.ClassLoader.defineClass0(Native Method)
[14:33:01] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:01] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:01] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[14:33:01] at java.lang.ClassLoader.loadClass(Unknown Source)
[14:33:01] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[14:33:01] at java.lang.ClassLoader.defineClass0(Native Method)
[14:33:01] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:01] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:01] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[14:33:01] at java.lang.ClassLoader.loadClass(Unknown Source)
[14:33:01] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[14:33:01] at java.lang.ClassLoader.defineClass0(Native Method)
[14:33:01] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:01] at java.lang.ClassLoader.defineClass(Unknown Source)
[14:33:01] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[14:33:01] at java.lang.ClassLoader.loadClass(Unknown Source)
[14:33:01] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[14:33:01] at java.lang.Class.forName0(Native Method)
[14:33:01] at java.lang.Class.forName(Unknown Source)
[14:33:01] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:218)
[14:33:01] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1646)
[14:33:01] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1579)
[14:33:01] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[14:33:01] at com.maddox.il2.game.Main.exec(Main.java:432)
[14:33:01] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Anyone know what happened?
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: Epervier on December 08, 2020, 09:03:13 AM
[14:33:00]   Spawn.get( com.maddox.il2.objects.air.F_16A_B10 ): com/maddox/il2/objects/air/TypeLaserDesignator
[14:33:00]   java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeLaserDesignator
[14:33:00]      at java.lang.ClassLoader.defineClass0(Native Method)
The version of your game is not compatible with this Mod which seems to use laser aiming!
Or you forgot to install another essential Mod!

NOTE: you seem to be a specialist in duplicates to ask the same questions!
So a piece of advice: stop it because you're starting to get on my nerves!

https://www.sas1946.com/main/index.php/topic,54452.msg718458.html#msg718458
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: Koty on December 09, 2020, 06:26:11 AM
Quote
"Bf-109 Ultimate Pack v4" is not said compatible to 4.13m or later game versions.
.. and you can thank TD for that.  ;)


G;

Huh... works for me...  :-X
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: Whifflees on September 28, 2021, 02:41:01 AM
Does it work on 4.13.4
Title: Re: Inserting mod planes into 4.12 SAS mod act
Post by: SAS~Storebror on September 28, 2021, 02:41:55 AM
Adding mod planes to 4.13.4 is just the same as adding them to 4.12.
That being said: Yes it works.

]cheers[
Mike