# Special Aircraft Service

## Individual Mod Downloads for IL-2 1946 => SAS Essentials / Basic Mods => SAS Modact => Topic started by: SAS~CirX on June 09, 2011, 02:33:32 PM

Title: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011) [4.10]
Post by: SAS~CirX on June 09, 2011, 02:33:32 PM
(http://sas1946.com/images/cirxmages/M3background.jpg)

Its BIG, its BAD, and it is BEAUTIFUL!  :D

Everything before this is now.....old...

the SAS~UP Production & Asylum Co. is proud to present:

the SAS Seriously KickAss Mod Activator v3.06

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

Complete Installation instructions in the Guide!

For users who do not have a previous version of modact 3.0x :

http://www.mediafire.com/file/9cbtjdsdtjtmxie/SAS_Modact_306.7z
Mirror 2: Gamefront (http://www.gamefront.com/files/20422821/SAS_Modact_306.7z)
Mirror 4: Fileserve (http://www.fileserve.com/file/57fhxhu)
Mirror 5: http://www.mediafire.com/file/bwugn26yl8uaqy5/SAS_Modact_306.7z

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

If you follow the steps in the guide, you will not loose any mods or things you installed previously.

Full Modact 3.06 Includes SAS buttons v8.7 offline. The #SAS folder upgrade for guys upgrading from previous 3.0x installs contains no buttons, since it is assumed they already have updated buttons.
Update buttons as needed from this thread: http://www.sas1946.com/main/index.php/topic,97.0.html

The SAS/UP exe Selector in this modact is version 3.06 v1.2 . Check for improved and more recent versions here: http://www.sas1946.com/main/index.php/topic,16403.0.html

Changelog:

Code: [Select]
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 DGenUpdated included buttons to 8.7 offline versionUpdated 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 Storebror!

:)

SAS~CirX
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 09, 2011, 02:35:05 PM
Hotfox for MissionPro Combo: 19 June 2011

This hotfix is for both DBW and SAS Modact 3.06 users.

There are some issues with the new Beta Mission Pro that was included in these packs. Untill we sort them out, please use this. It is the version of MissionPro that was included in Modact 2.7 to 3.0. It is changed only in the fact that it reads it's QMB missions from the Missions\QuickQMBPro folder.

http://www.sas1946.com/main/index.php/topic,16647.msg178829.html#msg178829
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: U on June 09, 2011, 03:32:19 PM
Quote
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.

Very unfortunate. It was cool to build/mod over stock sounds, as I really don't like ModAct's default soundpack.

Actually I was expecting DBW so I could restore stockish sounds to UP3. I guess this is now a distant dream.

Are you guys going to support both modding over MODACT(stock) and DWB(UP3)?. I thought that I read somewhere that the future of SAS is mods only over DBW(UP3). But as I see new versions of Pure ModAct this is not the case?

Thanks, and as always excellent work.

Update: Another problem, the new UP3 weapon upgrade changes the effects of some weapons (more smoketrails and tracers). Any way to revert back to stock weapon effects?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: cgagan on June 09, 2011, 03:37:01 PM
Good evening, everyone (in this part of the globe, it is 00.33am). I supplied myself with generous portions of whisky (it helps me concentrate, that's no joke!), d/loaded the relevant folders, followed the instructions, and I now have the SAS mod activator 3.6! I tested several missions and mods and everything seems to be fine so far. I have to note, the game loads impressively fast, compared to my previous setup. To all of you, Cirx, Storebror, and the other valliant members of the SAS clan, a bif THANK YOU!!!! 8) 8) 8) 8)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Blaubaer on June 09, 2011, 03:43:55 PM

Regards,
der Blaubär
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: CWMV on June 09, 2011, 04:39:55 PM
Up and running.
Wow-with a fair amount of mods loaded in less than 5 seconds...Im impressed!
great work as always guys!
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: CWMV on June 09, 2011, 05:31:04 PM
Quote
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.

Very unfortunate. It was cool to build/mod over stock sounds, as I really don't like ModAct's default soundpack.

Actually I was expecting DBW so I could restore stockish sounds to UP3. I guess this is now a distant dream.

Are you guys going to support both modding over MODACT(stock) and DWB(UP3)?. I thought that I read somewhere that the future of SAS is mods only over DBW(UP3). But as I see new versions of Pure ModAct this is not the case?

Thanks, and as always excellent work.

Update: Another problem, the new UP3 weapon upgrade changes the effects of some weapons (more smoketrails and tracers). Any way to revert back to stock weapon effects?

Well, if you would like a game with the garbage stock sounds and effects of IL2 you could always go to fail over dover  ::)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Chupacabras84 on June 09, 2011, 06:03:07 PM
I really don't like ModAct's default soundpack.

Actually I was expecting DBW so I could restore stockish sounds to UP3. I guess this is now a distant dream.
What about deleting corresponding lines from .rc?

Edit: Dont do that, apparently this will screw your game.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 09, 2011, 07:12:21 PM
What about deleting corresponding lines from .rc?

that will remove all sound from most planes and guns, unless you also remove the buttons file, and the guns files, which will prohibit you from adding any new planes. Editing the RC file will also exclude you from using future soundmod options we have in the pipelinel without difficulty.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Chupacabras84 on June 10, 2011, 04:55:17 AM
SAS really did great job on this one, i dont think there ever was mod activator that could launch heavy modded game as fast as a stock one (Not counting modpacks in SFS because most mods are still in oldschool uncompressed files.
Not to mention really convenient selector and basic mods that comes with it.
I wish someone would do that years ago.

That thing is really KickAss and rullez  8)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 10, 2011, 05:57:53 AM
SAS really did great job on this one, i dont think there ever was mod activator that could launch heavy modded game as fast as a stock one

The guys who deserve our gratitude and thanx for that trick, would be Benitomuso, who came up with the original suggestion behind the faster loading, and most of all, Storebror, who is the guy who made the selector, and kept working at it till it was in the form it is in now (most excellent!), and who then got the loading speed thing worked out and implemented and going like a boeing.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Nicholaiovitch on June 10, 2011, 06:25:55 AM
Many thanks guys,

All installed OK and all exe open .......except for UP3 selected with #UP3 Ercan wide selected in JSGME.

I get the following error:-

(http://i303.photobucket.com/albums/nn134/Nicholaiovitch/IL-2/306_Error.jpg)

Interestingly, with SAS selected and #SAS Ercan wide selected in JSGME it loads normally.......any ideas?

(Windows XP SP3....Resolution 1920 x 1200)

Nicholaiovitch
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 10, 2011, 06:54:37 AM
Many thanks guys,

All installed OK and all exe open .......except for UP3 selected with #UP3 Ercan wide selected in JSGME.

I get the following error:-

There is a newer version of the selector available that fixes this issue. http://www.sas1946.com/main/index.php/topic,16403.0.html  :)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Blaubaer on June 10, 2011, 11:14:19 AM
Hi SAS,

as an UP3 client isn't compatible with a 4.10.1 dedi server, the "Fliegende Schweine" project decided to shift to UP3 dedi server.
For me as a confessing SAS ModAct user there will be no way to join a UP3 server. That's really too bad. Will there be any hope for me in the future?

Regards,
der Blaubaer
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Tom2 on June 10, 2011, 12:01:40 PM
Storebror and Benitomuso are real genious!
9 seconds for a fully modded install. Wow.. :)

Cheers

Tom
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Tom2 on June 10, 2011, 12:02:57 PM
Äh, make that 7. This was fast, Jesus! :o :D
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: shardana on June 10, 2011, 12:21:27 PM
I wish I could have such a "fast" mod activator for my old but fantastic 4.09 version of the game...... but I guess no chance.... ufff!
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 10, 2011, 12:24:32 PM
I wish I could have such a "fast" mod activator for my old but fantastic 4.09 version of the game...... but I guess no chance.... ufff!

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Tom2 on June 10, 2011, 12:42:05 PM
My mega big Histomod 4.6 -UP 2.01 4.09m install-31.x GB!, takes now as long as I need to take a cola from the fridge. 19 seconds max. Full of maps.. :-* :)

This is awesome. ;D
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: panzerkeil on June 10, 2011, 04:31:20 PM
Many thanks for this amazing piece of work. It feels like Werner von Braun tweaked my game personally. :P
IL2 has finally entered the jet era!   ;D
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: redfox on June 10, 2011, 06:43:17 PM
Truly Amazing.

Cheers Redfox
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Riptide_One on June 11, 2011, 12:28:16 AM
CirX,

Wow, that's a screaming fast game start up :)! Thanks.

Cheers,

Riptide
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Mission_bug on June 11, 2011, 02:03:42 AM
WOW, superb guys, thank you very much.  Haven't seen anything move that fast since
Keith Hartley last flew a Lightning at Warton. 8)

My creaky old UP 2 has been given a new lease of life, amazing. ;)

The conversion to 3.6 has also made a noticable difference there also.

Having one techi difficulty though.  With Mission pro on, although the mission does
launch. ???

(http://i293.photobucket.com/albums/mm42/Mission_bug/WithMP.jpg)

Mission Pro off.

(http://i293.photobucket.com/albums/mm42/Mission_bug/WithoutMP.jpg)

Did I mess something up or is this a bug?

Wishing you all the very best, Pete. ;D
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Slink on June 11, 2011, 04:59:42 AM
CirX, found another Thumbs.db in one of the downloads. These things, along with desktop.ini, get all over the place in windows. Trouble is you don't even see them unless you enable show hidden files and folders in explorer. Size is variable according to the graphics they're caching, but it adds up, especially if you multiply by the number of downloads over time, which all has to be paid for. You can also switch this function off completely, but the desktop.inis are always around.
Hopefully they're not in the SFS files, but UP201 had quite a few and would even download and replace the damn things if you deleted them.
Might save you some cash and resources if they were all cleaned out before packing the downloads.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 11, 2011, 06:33:22 AM
CirX, found another Thumbs.db in one of the downloads. These things, along with desktop.ini, get all over the place in windows. Trouble is you don't even see them unless you enable show hidden files and folders in explorer. Size is variable according to the graphics they're caching, but it adds up, especially if you multiply by the number of downloads over time, which all has to be paid for. You can also switch this function off completely, but the desktop.inis are always around.
Hopefully they're not in the SFS files, but UP201 had quite a few and would even download and replace the damn things if you deleted them.
Might save you some cash and resources if they were all cleaned out before packing the downloads.

Thanx for the heads up. I have been removing desktop ini's form my uploads for a while now, so if you find one of those, it realy is an exception.
But I have not looked for thumbs. Thanx for the tip, I will be looking for and deleting those also from now on.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 11, 2011, 06:40:57 AM
Mission_Bug: (your name is quite fitting now isnt it! :D )

I think that, if you have that screen below with mission Pro OFF (in other words there is no MissionProCombo folder in your #SAS folder), then there must be something else buggering up your stock mission system. (because if you have removed MisiionPro, then you should be having pure stock mission interface, as there is nothing in the rest of the modact that will interfere with it.)

What other mods have you got in your #SAS folder? Or have you any idea what you may have done to cause this?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Mission_bug on June 11, 2011, 08:31:07 AM
Not sure what is going on Cirx. ???

If I start a campaign everything appears as I would expect.

(http://i293.photobucket.com/albums/mm42/Mission_bug/PALscreen.jpg)

But if I load a test mission I get the screen as I showed you before.

(http://i293.photobucket.com/albums/mm42/Mission_bug/WithMP.jpg)

In any previous install of P.A.L. the map would always show, but not here and I need to click the
fly button twice to get the mission to go.

Wishing you all the very best, Pete. ;D
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 11, 2011, 08:41:34 AM
is it this way with all single missions?

Also, the fact that some of your ranks and name and such appears in russian is worrying. It should be in english if the modact was installed properly, on an international IL2 version. It is possible you installed this modact over a previous modact, and used the #SAS folder for upgrades, thereby perhaps missing some translation files, or they are being over-ridden by other mods, which would also mean there might be other mods in there also.

Can you try the following: If you are a good mod user, then you will have a vanilla copy of stock 4.101 on your drive for testing stuff on. Use such a vanilla copy, completely unmodded, install the modact into it, and see if the same happens there.

Also, you may have a bit of corruption in the download. Who knows, but it is a possibility. A redownlaod and reinstall may sort it if that is the case. But do the above first.

You must always have some sort of vanilla install where you can test stuff, and determine if a bug you experience is in the mod itself, or is in something in your other install.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Mission_bug on June 11, 2011, 09:24:10 AM
Hell CirX, the install of 3.6 was done on a vanilla copy of 4.10.1, I screwed up the first time doing it over an existing 3.4, not paying enough attention to the readme. ::) Any mods from my backup were then added to the #SAS folder once I was sure 3.6 actually worked.

As for the Russian not sure, in every version I've had if I select a new pilot it appears in Russian
and then I just re name it to what I want.

I tried the same mission using my Vietnam map but this time I added it to the none folder, inside the
forgotten folder and everything was fine. ;)

I have a whole selection of test missions for various maps which are all loose in the missions folder,
it seems the problem only occurs if I load from there, if it is in a specific folder, say in single, no problem.
The strange thing is this never happened before, so has the Mission Pro been changed to just read
something in a specific folder?

Wishing you all the very best, Pete. ;D
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 11, 2011, 09:35:31 AM

Youd have to ask BenitoMuso for the particulars on the new MissionPro, but, hey, if it forces you into neatness, maybe that is a good thing! :D
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 11, 2011, 09:45:55 AM
OH, also, afaik, the "default" pilot name is in fact in russian. Untill you change it for your own of course.
Title: Re: Runway Lights White Bright
Post by: primo62 on June 11, 2011, 09:50:11 AM
I went from mod act 3.04b to 3.06 Everything is working until I noticed my bright white runway lights are now not so bright. I located the problem it is = sasup_effects01.sfs. I am using the new rc file but have eliminated the line, @sfs MOUNT SAS_SFS/sasup_effects01.sfs..........Now my lights are as before but I am wondering what I am missing by not using that file. In the game I am not seeing any difference at least
not anything that bites me. The runway lights have always been difficult to get them the way I want through out the different mod setups but I do like them....................
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 11, 2011, 11:08:00 AM
Hi Primo.

Dont remove that line form .rc. Without it, your guns will start missing some assigned effects and smokes and other things, and your game will crash.

Rather just "mod" the stuff you want back in.

Below is a file to put in your mods (#sas) folder, it contains the stock files. It should work, I checked and it does change the lights on the runway back to the stock ones.
Title: Re: Runway Lights
Post by: primo62 on June 11, 2011, 11:46:09 AM
Thanks alot SAS, that did do the trick. I kind of thought for sure that the file was needed so I wanted to run that by you. Thanks again........................
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Flying H on June 11, 2011, 02:11:01 PM
I´ve hardly got time to sneeze............
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: shardana on June 11, 2011, 06:22:33 PM
Thanks Cirx, my 4.09 heeeeeeaaaaaaavvvvyyyyy modded game now loads in just 35 seconds!!! before it took more than three minutes and a half!!!! astonishing!!!!
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: vivs_bigminh on June 12, 2011, 02:37:29 AM
Great work!
I only takes 9 seconds to start up favorite game, and my moded now loads in just 25 seconds, very astonishing ! Thanks Cirx !

(http://cC3.upanh.com/23.573.30632352.p3U0/bgr.jpg)

My share background: http://www.mediafire.com/?z466bb2pfbfgzwc

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: vegetarian on June 12, 2011, 03:29:45 AM
Quick question regarding ModAct3.06 and the new default skins - FBDSM.
In the Quick Guided Tour for ModACt 3.06 it says to install the FBDSM sfs files into the SAS_SFS folder, replacing the relevant placeholders already in there. (up to no. 15 I note - looks interesting!) This would make the new default skins only available for use by the ModAct version of the game, not UP or HSFX versions.
To make the new default skins available for use by those two versions of the game, I would have to install the sfs files into the root directory of the game as per the initial FBDSM instructions http://www.sas1946.com/main/index.php/topic,15030.0.html (http://www.sas1946.com/main/index.php/topic,15030.0.html), and amend the .rc file accordingly. Is that correct?
This of course would mean two installations of the same set of files. Its no big deal given the space saved by removing the other separate game installations, but is this an oversight? Or could I get around this by just installing the sfs files once in the root directory, and this would then be available to ModACt 3.06 as well as UP3.0RC and HSFX 5.01?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 12, 2011, 07:25:37 AM
Quick question regarding ModAct3.06 and the new default skins - FBDSM.
In the Quick Guided Tour for ModACt 3.06 it says to install the FBDSM sfs files into the SAS_SFS folder, replacing the relevant placeholders already in there. (up to no. 15 I note - looks interesting!) This would make the new default skins only available for use by the ModAct version of the game, not UP or HSFX versions.
To make the new default skins available for use by those two versions of the game, I would have to install the sfs files into the root directory of the game as per the initial FBDSM instructions http://www.sas1946.com/main/index.php/topic,15030.0.html (http://www.sas1946.com/main/index.php/topic,15030.0.html), and amend the .rc file accordingly. Is that correct?
This of course would mean two installations of the same set of files. Its no big deal given the space saved by removing the other separate game installations, but is this an oversight? Or could I get around this by just installing the sfs files once in the root directory, and this would then be available to ModACt 3.06 as well as UP3.0RC and HSFX 5.01?

Quote
those two versions of the game, I would have to install the sfs files into the root directory of the game as per the initial FBDSM instructions  (http://www.sas1946.com/main/index.php/topic,15030.0.html)

Yes, that is correct. From now on, your SAS Modact will read it's "FBDSM from it's own folder. UP3, DBW, and anything else, will read FBDSM from your main game folder.

Quote
This of course would mean two installations of the same set of files. Its no big deal given the space saved by removing the other separate game installations, but is this an oversight? Or could I get around this by just installing the sfs files once in the root directory, and this would then be available to ModACt 3.06 as well as UP3.0RC and HSFX 5.01?

No, it is not an oversight. When we make fuckups here at SAS, we make huge ones, not little things like this  :D
The reason is twofold.

1) We want to make it possible for Modact users to simply "drag and drop" FBDSM archives into their SAS_SFS folder, without having to worry about editing the .rc file. That meant we had to include placeholders that are already loaded. However, we wanted to include placeholders in a way that wont irritatingly overwrite archives users may already have, for UP and the like, which they would then have to replace again ect.

2) There are at least 2 archives in FBDSM so far, that is not useable by one group or the other. Archive 6 is only for stock zero's. Archive 7 is only for modded Mig3's. That means, a user who uses both UP and modact, could not use the great new skins for stock zero's, since they would mess up the zero's in UP3. And he could also not use the new Mig 3 archive for UP3, since that would mess up his stock Mig's in Modact. So, by seperating the whole bunch, players can have the best of both worlds. We know this involves a bit of duplication, but read on...

Yes, there are more efficient ways of achieving that, but I always try to keep the stuff as simple as possible. There are lots of IL2 players who cannot swtich their PC on by themselves you know, one does not want to confuse things too much ;) There is of course also a large number of player of IL2 who drool from the side of their ears, and require nurses to tie their shoelaces for them and turn them over when they sleep, but thankfully those are all at the yellow forum, and dont play with mods anyway.

The penalty for this, when the whole FBDSM series is done, would be maximum about 1.2 extra Gigs in the install, which I think is OK. We have also a number of other SFS archives that are, more or less, duplications of archives in other packs, but we seperated those, because as we go forward, UP and Modact may develop slightly independantly, and we want an environment where nothing UP, or DBW , does, will impact Modact Installs at all, and vice verca.

So my advice is, dont mess with the .rc file too much. You may save a few 100 megs of disc-space right now by being super clever, but untangling the mess, after an update or two or three further from UP, HSFX, Modact, FBDSM, ect, when it WILL come back to bite you, is something not worth contemplating. Only do it if you are sure of what you are doing.

And for that, my answer regarding anything techical in IL2 modding installation and management is always "If you have to ask, you should not do it"

If you want to save serious amounts of discspace, you'll probably get better results by throwing all the crap and duplicated skins out of your paintchemes folder :D

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Wildchild on June 12, 2011, 03:03:37 PM
And now i have a question. I have a stock 4.101 install, and what i did was i installed SAS 3.6, then UP3, then HSFX 5.0 and patched it to 5.0.1. After i installed 5.0, i realized that it deletes everything insidethe jsgme folder, therefore removing everything except HSFX jsgme pack. so then i tried SAS 3.6, HSFX 5.0 and patched it to 5.1 (still removed all of the SAS jsgme packs) and then UP3, except when that happened i couldnt get the IL-2 selector open unless UP3 was activated. then after i tried deactivating UP3 while the selector was open, the game would not start. So is there a certain way to place the three packs in one installation?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 12, 2011, 04:49:05 PM
yes, but as I always say, if you have to ask how, then DO NOT DO IT.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Wildchild on June 12, 2011, 06:01:18 PM
well i have done it before, i can do it again... :P but just for confirmation what is the order?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: vegetarian on June 12, 2011, 06:59:21 PM
Thanks for the comprehensive answer CirX. I didn't think it was an oversight, but I thought I would check just in case. Sometimes you can get so focused on the difficult stuff that the bleeding obvious can slip right past unnoticed - to ones embarrassment ??? When we were renovating our house, the architect got so carried away with design frippery, as is their wont, that she forgot to include a laundry!
Also, you're getting far too cynical in your old age :)
"There are lots of IL2 players who cannot swtich their PC on by themselves you know, one does not want to confuse things too much ;) There is of course also a large number of player of IL2 who drool from the side of their ears, and require nurses to tie their shoelaces for them and turn them over when they sleep, but thankfully those are all at the yellow forum, and dont play with mods anyway."
Although I know where you're coming from. Possibly a generational thing, why bother to think for yourself when you can always ask someone else. It's especially prevalent on certain forums. Learned helplessness (or just born that way!)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: DD_BadAim on June 12, 2011, 07:06:41 PM
Wildchild, While you can really do it in any order, I think you might be best off going, Clean>HSFX>UP>MODACT>FBDSM. This should keep you from having to go back and screw with stuff. Don't forget to put the appropriate FBDSM files in both the SAS_SFS folder and the main folder (so that both UP and Modact can use them).

(to be fair though, I am one of the aformentioned droolers, so you might not want to pay any attention to me :P)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: DD_BadAim on June 12, 2011, 07:10:56 PM
Thanks Veg for asking the very question I was coming here to get the answer to, and thanks CirX for answering it before I could even ask. Talk about customer service. 8)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Wildchild on June 12, 2011, 07:16:13 PM
Wildchild, While you can really do it in any order, I think you might be best off going, Clean>HSFX>UP>MODACT>FBDSM. This should keep you from having to go back and screw with stuff. Don't forget to put the appropriate FBDSM files in both the SAS_SFS folder and the main folder (so that both UP and Modact can use them).

(to be fair though, I am one of the aformentioned droolers, so you might not want to pay any attention to me :P)
Thats what I have been thinking of doing, except do I need the FBDSM? because in a previous install it worked fine without FBDSM (I play online and offline)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: DD_BadAim on June 13, 2011, 05:03:06 AM
Of course you can go without the FBDSM, but why would you want to do that to yourself? Life is too short to drink bad whiskey or fly with crappy default skins. :P  P.S. we got the RC2 now which includes the new switcher, so the order of Modact/UP is more or less irrelevant now. (I think)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: dietz on June 14, 2011, 05:30:46 PM
Have followed instructions & tried to install over new UP 3.0 install..twice.Have tried with & without #UP# folder &with & without Up mods in JSGME folder,disabled il2exe before install too.I get to startup box , have changed to SAS 3 version,activated JSGME mods.pressed start game & get nothing.I know i must have missed something ...but what? :-\
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Kazegami on June 14, 2011, 05:54:05 PM
Is UP3 disabled in JSGME?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: dietz on June 14, 2011, 11:07:31 PM
Is UP3 disabled in JSGME?
Yes=removed all mods in Jsgme before installing SAS mod.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: GerritJ9 on June 16, 2011, 10:23:40 AM
Weird problem- in my previous installation of 4.101m with modactivator 2.72, my WIP NEI maps (neither work nor progress at the moment, I'm afraid) all load without a hitch. Just created a new installation of 4.101m with latest modactivator 3.06, added exactly the same maps, and when opening the maps I get a CTD. Also tried to load several stock maps- Solomons August 1942, Kiev, Burma- same result, CTD. Any suggestions on this one?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on June 16, 2011, 10:59:09 AM
Safe settings: 512MB, no LAA. Should work.

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: GerritJ9 on June 16, 2011, 01:56:17 PM
I'd set the RAM to 1024 MB originally as I successfully used the 1 GB exe with modact 2.72. Setting the RAM to 512 MB makes no difference- still get the CTDs with my WIP maps and with some of the stock IL2 maps. Also get the CTDs with the stock maps when my maps are not installed.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on June 17, 2011, 01:19:20 AM
Well, I'm sorry but in that case from an outside spectator's point of view there's nothing left to say but "something's messed up".
Now that you're a map maker yourself, you're supposed to know exactly what you're doing. Please reconsider what changes you've applied and which of them might have caused these side effects.
If you still don't succeed, the only advice left is to start with a clean vanilla re-installation.

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on June 18, 2011, 12:20:01 AM
I guess it's just me, but I don't get what you wanna tell us.
Could you be so kind to provide some step-by-step guide (Joe User style, click here, click there, check this, look there) to get to the point where you think that something is wrong and point out what exactly is wrong then and how we can recognize that it's wrong?
Thank you very much.

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on June 18, 2011, 01:59:01 AM
yes, do you mean in QMB, or FMB, with Missionpro, without missionpro? we cannot gues these things.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Oscarito on June 18, 2011, 03:03:17 AM
Hi!

Please, could someone tell me where the game should be located instead of "Progam Files" to work properly with this ModAct?
I've tryed C:\Ubisoft\IL2 but got some error messages! ::)

Obs.: My Sistem is Windows XP...

Thanks!

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on June 18, 2011, 06:18:40 AM
got some error messages!
I've got some thoughts.
If you could be a bit more precise with your error messages, I might be more precise with my thoughts too.

My Sistem is Windows XP
The advice to keep IL-2 out of the "Program Files" tree doesn't apply to XP.

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on June 19, 2011, 12:49:24 AM
Arkbird, seriously: Are you just posting to get rid of your frustration, or do you read the replies too?
If you read the replies, which of the four lines of my previous reply to you (http://www.sas1946.com/main/index.php/topic,16382.msg178441.html#msg178441) couldn't you get?

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: dietz on June 19, 2011, 10:15:00 AM
I think I've got this up & running & will make the SAS my default player ...am delighted to have it ! I have two quick question does it bring any new maps to SAS install that UP3.0 install doesn't have ( I'm trying to redo my maps...Second how about planes are ther more or mods on existing one? Finally are ther effects that migh conflict with othe old effects I might try to add...( Maybe there's aredme I should have looked for first?) :-\
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on June 19, 2011, 01:57:49 PM
Maybe there's a readme I should have looked for first
Maybe that's the best idea ever.

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: joeytom on June 24, 2011, 04:58:01 AM
Whenever I try to load the game,it crashes at 70%
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Kazegami on June 24, 2011, 08:47:25 AM
Whenever I try to load the game,it crashes at 70%
Disable mod files cache.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: GrEaSeLiTeNiN on July 15, 2011, 11:09:10 PM
Hi,

I am new to IL-2 modding.

I have installed SAS Modact 3.06 on a clean IL2 1946 v4.101m on Vista. Works fine.
Can I now install UP3.0RC over it? (I notice UP3 comes with and uses SAS ModAct.)

Thanks & Cheers

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on July 16, 2011, 12:38:15 AM
It's unlikely that an improper mods setup could crash the selector (it could crash the game launcher, but that would get you back to the selector then).
First of all please make sure to use the latest selector version, look here: http://www.sas1946.com/main/index.php/topic,16403.0.html
Second please choose conservative memory settings. Disable Expert Mode and use 256MB RAM usage to be on the safe side first.
Third please try to setup your antivirus software to not watch the il-2 game folder. We've had issues with Bitdefender before, maybe your AVG (I guess it's AVG what I saw in your tray) causes issues with dynamically game launcher executable creation, too.

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: PeanutJelly on July 20, 2011, 11:17:37 PM
Does this Modact come with any planes? The air.ini comes with all the planes that i was hoping for, but ingame it just shows the regular stock il-2 planes...
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Paulo Hirth on July 21, 2011, 01:29:05 PM
I am have crash in quickmissions with Modactivator 3.06 in 80% of maps, in old versions no problems.
Please, is possible back the old QMB system in next version? Thank you.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: PeanutJelly on July 21, 2011, 09:17:52 PM
Am i missing something? I used to have the older modacts and i had cockpits for the b-17's, b-24's, and a bunch of awesome mod planes. Now those are all gone in this modact?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on July 21, 2011, 11:27:12 PM
Am i missing something? I used to have the older modacts and i had cockpits for the b-17's, b-24's, and a bunch of awesome mod planes. Now those are all gone in this modact?

There has never been new-flyable mods packaged with any SAS modact. If you had them it is because you added them or because you were using some other modpack. This is not a mod-pack, it is just a expanded activator.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: GrEaSeLiTeNiN on July 24, 2011, 03:36:56 AM
I don't understand the point of this mod act. It only lists Stock, Classic Mod, SAS Modact 3, Ultrapack 3, Dark Blue World. You need to install UP3 separately before you can select UP3. Then if I install something else like Uranium Mod, I'll have to activate it through the Generic Mod Enabler anyhow. And when I start IL2, I'll still only be selecting UP3 in Mod Act 3. I don't get it.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on July 24, 2011, 05:27:35 AM
The SAS Modact mainly acts as a mod enabler for those who don't want to stick with one of the big mod packs, but build up their own modded game with their own favourite mods.
If you're already running UP3 or DBW, you likely don't need the modact unless you wanna build up an additional custom modded game in parallel (remember you need most JSGME mods separately for each mod pack you're running, since they apply to different mod folders and some are based on different versions of base game classes).

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: PeanutJelly on July 24, 2011, 09:34:52 PM
I could have sworn it had add ons.. or at least made most the nonflyables flyable. I guess i was wrong. sorry guys.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: csvousden on July 27, 2011, 11:28:23 PM
Gentlemen,

I love this.  I am a fan of all the mods (HSFX, UP, and DBW, etc.), but I think I have found an issue with the extractor 1.5.
I am playing mostly DBW1.3, by the way.
I added the Swordfish 2, and now the swordfish 1 will cause a CTD if I choose to fly it under RN colors.  If I choose other non-British countries it is fine.
I switched back to the 1.3 version of the extractor and both swordfish flew under all country's colors.

I am hoping that the swordfish 2 will simply be part of one of the upcoming builds of DBW, but in the meantime I thought I would bring this to your attention.

Thanks for a great effort.  I love your work, and I envy you your talent.
C
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Docholiday on July 28, 2011, 12:47:22 PM
Gentlemen,

I love this.  I am a fan of all the mods (HSFX, UP, and DBW, etc.), but I think I have found an issue with the extractor 1.5.
I am playing mostly DBW1.3, by the way.
I added the Swordfish 2, and now the swordfish 1 will cause a CTD if I choose to fly it under RN colors.  If I choose other non-British countries it is fine.
I switched back to the 1.3 version of the extractor and both swordfish flew under all country's colors.

I am hoping that the swordfish 2 will simply be part of one of the upcoming builds of DBW, but in the meantime I thought I would bring this to your attention.

Thanks for a great effort.  I love your work, and I envy you your talent.
C

Unfortunately the same problem in my installation  (Swordfish II  amd Liberator V.)  of DBW + Default skin mod. The game freezes after some seconds flying these planes.    :( UP 3 or HSFX no issues.

Doc
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: CzechTexan on July 29, 2011, 02:27:58 PM
This is  my first time using any kind of SAS mod package.  Previously I used the old AAA package and just added mods that I like as I go along.
This SAS mod activator is perfect for me because this way I can get up to date with using mods with 4.10.1 without having to download the huge UP3 package... which includes mods that I may not want.

I'd like to say thanks to the SAS people who made this and everything else possible.

I started transferring my old mods into the #SAS folder last night.  I noticed some mods cause the modact not to load.  The best way to transfer is to just do a few at a time in case there is a problem with one.

I had a mod named Collision Height or something like that and that caused my FMB not to load.
The DIFF-FM mod also would not allow the modact not to load.  I assume it's already in there?

I noticed that I don't have a mod folder for a flyable P-36/Hawk-75.  My AAA had a flyable one but I don't know how to get that into this Modact.  There are probably other planes with the same problem but I haven't had a chance to transfer my planes yet.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on July 29, 2011, 04:14:29 PM
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: CzechTexan on July 29, 2011, 04:53:40 PM
I was just making some comments about the experiences I had and thought this might help others.
I can live without the mods that i had problems with, no big deal.

All is working fine so far.
I just need to continue adding my old mods to the #SAS folder (I have two seperate IL2 folders, one Mods and one Basic IL2+Modact).

I appreciate the help.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: GrEaSeLiTeNiN on July 31, 2011, 05:20:44 AM
Hi,

I have 4.10.1m + SAS Modact 3.06 + UP3 RC3. I enabled UP3 in Gen Mod Enabler. Then started up Modact 3.06 (with UP3 selected). Game starts fine. But my mods (00_Richochet and 00_FX Revolution) in the #SAS folder are no longer working. I would like them to work with and over UP3. What should I do?

Thanks.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: DonaldDuck on July 31, 2011, 11:36:41 AM
HI,

I have the same problem like GrEaSeLiTeNiN,
I have added my mods in the SAS folder, added the entries in the air.ini, plane_ru.properties, and weapons_ru.properties, but everytime i select weapons, the game completely crashes while loading the aircraft at 30%, especially when I fly  the B-24 SP "Enola Gay".

Sorry for my English...
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: redfox on July 31, 2011, 05:55:06 PM
Sorry GrEaSeLiTeNin, but if you are selecting UP3 then it will ignore everything in #SAS, Mods, Files and #DBW folders, if you have them.

To use mods with UP3, you need those mods in your #UP# folder.

Redfox
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: GrEaSeLiTeNiN on July 31, 2011, 07:49:36 PM
Sorry GrEaSeLiTeNin, but if you are selecting UP3 then it will ignore everything in #SAS, Mods, Files and #DBW folders, if you have them.

To use mods with UP3, you need those mods in your #UP# folder.

Redfox

Thanks Redfox,

I realise that now. I am beginning to get use to this mod thing.
I'll just have to copy those mods into the #UP# folder and select UP3.

Cheers!
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: CzechTexan on August 02, 2011, 07:04:10 PM
I really like this Modact.

But problem:  Now tthe player plane will not takeoff with autopilot.  I have to manually takeoff and once in the air the autopilot will work.

Autopilot will start engine and warm up but it just sits there.  If I am the leader, planes behind me will also start engines, run a while but then shut off.

***PROBLEM SOLVED  Zuti newest version of CTO+ground attack MOD fixed it.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Paulo Hirth on August 03, 2011, 04:34:08 PM

Please, do you have the 3.06 Modactivador quick missions working correct? Is all in SFS files now... how to fix now?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: flying scotsman on August 13, 2011, 02:12:41 AM
Hi Cirix,
Have basic 4.101, no up/jismge,bigme etc etc, just Big modact3.06 - keeps it simple
My problem is some aircraft fw190/bf109/b26, fire the guns, out of ammo,
Everything else brilliant, latest button added, no change
Read these posts, no information, but this is somthing really simple, is there a weapons loadout file I can amend.
Running the game in c:\1946, so it's not Win7 problem.
A steer in the right direction appreciated.

Thanks
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: flying scotsman on August 13, 2011, 08:22:55 AM
:D Having read many other posts, Cirx wisely advises us to have multiple copies of the game and in various states of mod, so that we can play, tinker, patch etc. So decided to bite the bullet and make copies 4.09/10/10.1 and a 'trial' copy, it may take ages, but once it's done, it's done...having a 1Tb backup drive helps a lot.
so disregard the above & yes we do read the posts
Cheers
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: teddybear on August 14, 2011, 02:27:53 AM
This things been driving me fucking nuts! The hours ive wasted triyng to get this thing working, I have always managed to get every other mod done for this superb program going before, placing new flyable aircraft in manually and changing the .ini's etc was better than this nightmare! WHY can't SOMEONE create a working .exe that puts everything in the right place first go? Its done all the time with patches so why not with the 3.06.
I HAVE followed every instruction , Read every tutorial, visited every forum, for weeks now, These "Mod" sites are becoming far too enclosed and "clique" No newbie's = Death of a site, or just a few sad techno's that still live with their mums?
Come on guys think outside the box, its not like you can't do it right? Please don't post saying their of plenty of people who got it going Durrr? I get it.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Malone on August 14, 2011, 06:43:58 AM
Its done all the time with patches
i assume here you are talking about official game patches?
we are not privy to the same tools as the official guys, so we have to make do with our own workarounds....

some of your other comments about mod sites being 'clique' and so on....hmmm....we have gone to great lengths with tutorials and guides to help newcomers, all that is required of them is to read it.
modding Il2 has never been a simple exe installation, or very rarely, at least - for the simple reason that using exe installations is more dangerous in the hands of a newcomer than other options, because the possibility of over-writing existing mods is very real, if you don't know what you're doing.
this option has caused havoc in the past, and the current way of modding avoids these pitfalls.
for us to think out of the box is easy, but then to convey that way of thinking to newcomers and older guys alike, is not as easy.
please remember, we do what we can for other lovers of this sim, without any official support from 1C, etc, so often we'll have to make do with what we have.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Kazegami on August 14, 2011, 11:57:37 AM

If a mod used a .exe to install it, it would mean replacing the .ini files with new ones that already have the lines added. It can get too confusing and drive you nuts. With what we have now, a .exe can't open the .ini files or .properties files and add the lines for you. They can only replace them with complete .ini's. So if you added your own lines already, before the file was replaced, you will lose them and have to add them all over again whenever you install something new.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on August 15, 2011, 03:35:38 AM

I HAVE followed every instruction , Read every tutorial, visited every forum, for weeks now, These "Mod" sites are becoming far too enclosed and "clique" No newbie's = Death of a site, or just a few sad techno's that still live with their mums?

Have a good day.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: LuseKofte on August 15, 2011, 08:41:56 AM
In short I am too a newbee, I can only say that the death or life of a site is more an issue of behavior, mutual respect and finding solutions among all members of it. I can only say "teddybear" thank you for your contribuion and welcome back
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: 24BodhI24 on August 16, 2011, 01:11:56 AM
Hi, i'm a newbie  ;D
Before the mods will work... you'll need to have this downloaded right?
Plz answer, it makes me insane because my mods never work no mather what i try (I did everything like they said in the topic about adding a new plane....)
Cheers
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: LuseKofte on August 16, 2011, 02:17:42 AM
Yes to mod your game you need this or one of the package, If you play only offline the best thing you can do is to DL DBW, Then you got all the planes (almost) you got all objects and less conflicts, If you are online Ultrapack or HSFX is good packages. But if you go on installing this modact remember to add the lines in the ini files and look at the folderdepth of mods you install. it goes like this maingamefolder\MODS(or#SAS# or#DBW#)\your mod\3do some mods got when you dl them an extra folder that contain the mod you want and then you will expirience ctd, it is important you take the mod out and put that in MOD folder.
Be sure you got a working IL2 patched up to atleast 4,09 but recomendable 4,101, and watch the icon of mods you DL on what these are compatible on.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: teddybear on August 17, 2011, 05:47:24 AM
Ok Thankyou for the sensible explanations regarding WHY they cant do a complete Auto install .exeto make mods work. I,m sure other newbies will appreciate that too?

At time of writing i have re done everything all over again following the instructions to the letter. now im getting CTD with the Jetmod at 70% but a fully working game with the JSME activator in stock game mode etc.
I think the problem is that In the extensive   instructions you say change the ru.and air ini and weaspons but im not convinced either,... where they are ,? or that i have changed the right ones? i mean the .inis that come with the mods can you give me the correct path to find the right  all 3 .ini's to change?

also when i re did the whole thing i place it all in H\ubisoft and not in program files as i read in the instructions not to put it in program files, but then i read on the forums that this does not apply to XP which I Have T.I.A :-\
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: LuseKofte on August 17, 2011, 06:19:37 AM
70 % is a matter of static ini if I remember right. The clue with ini's in general is to make an folder called -Backup inside the objects foolder that containe the inis. When you have a fully working game you copy all the ini's into that folder. the "-" make the program not reading it. When you change the ini's do it one section at the time. Air.ini then check if that worked continue with static.ini try again. this way you will allways have a working backup. If somthing fail you will know what entry you did wrong and can only copy that ini from your backup. When you have done changes that work remember doing the backup again right away so you are backed up on status quo. You are not alone when it come to reinstalling games. I have done it many times. No I have selected me a package DBW so the good guys do the work for me. It is really no more CTD for me anymore.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: teddybear on August 19, 2011, 05:58:39 AM
Thankyou Le0ne for your concise and helpful reply. It amazing how you guys can tell / diagnose a problem just by seeing at what "%" the game ctd's Also i cant find any reference in the extensive instructions regarding the "Static.ini" Until your post i did not know there was one or where to find it! So FYI future mod makers and Tutorial writers, Many times you will see Senoir "Modders" (bless them all) Scolding Newbies for not reading the tutorial properly, Come on guys give us all chance!

Fabulous what youve done, only wish i had stuck to the "old Manual way" when i had all the jets working
Well here goes another 5 hours i expect?
Thanks again Le0ne
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: stugumby on August 28, 2011, 10:22:34 PM
Im having a problem in vista and up-3. My stock and sas modacts work fine but up-3 will start to select but falls back to game 4101 original. i had removed up-3 from the right side of jsgme before nstalling sas selector and mod act. I may have missed an exe? buried somewhere in up-3? I have the latest, 20 july version of the exe.Will tinker further in daytime.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Plowshare on August 29, 2011, 07:41:20 PM
Hi all:

Well, I've finally gone through all my versions of Il2 - v4.10.1, DBW, UP3RC4, and, lastly, this ModAct.

I like all the maps in DBW and UP3 but am having hell's own time with another aspect - vehicles.

My question here is: is there one download to get all the maps from DBW into this ModAct? How about all the aircraft?

I realize that I could better use UP3 and DBW and get most everything I want but right now I'm fixating on the vehicles - I can only get about 3 stationary US Army vehicles to show in one place in DBW and UP3. Even in 4.10.1 the limit seems to be about 15 or so then meshes get lost or flicker; still, that's a far cry from 3.

Thanks for any help.

Bob
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: LuseKofte on August 30, 2011, 01:02:17 PM
You do not need this modact if you have DBW . Modact is only if you mod a clean il2 4.101
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Plowshare on August 30, 2011, 04:55:00 PM
LeOne:

As I said in my post:

"I realize that I could better use UP3 and DBW and get most everything I want but right now I'm fixating on the vehicles - I can only get about 3 stationary US Army vehicles to show in one place in DBW and UP3. Even in 4.10.1 the limit seems to be about 15 or so then meshes get lost or flicker; still, that's a far cry from 3."

ModAct lets me have far more vehicles showing and it is this reason alone that prompted my request for the maps.

Bob
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: redfox on August 31, 2011, 02:24:29 AM
If you have DBW and UP3, then you already have all the maps and a/c. It's just a case of getting ModAct (I assume you are using the #SAS folder) to mount them via your .rc file.

It's really a case of how confident you are at copying the relevant contents of one .rc file and .ini files from #DBW to #SAS. Because if you get it wrong you'll compromise your ModAct game. Backup first is the name of the game.

If your happy with IL2's file structure, then one way to go is disable your current #SAS folder (i.e -#SAS), make a new #SAS folder and copy the Mapmods, STD and XTD folders from #DBW to the new #SAS folder. Then run the SAS ModAct game and in theory all the maps and a/c from DBW should be available, but you may still end up with the vehicle limit you mentioned. If that process doesn't work then it's a case of deleting the new #SAS folder and enabling the original one.

Cheers - Redfox

Title: SAS Modact 3.06 and Mat Manager interaction
Post by: greybeard on September 03, 2011, 03:01:00 AM
Installed last evening Modact 3.06.

First nice news reading instruction was that installation of 3.06 was possible without removing anything added after stock 4.10.1 installation: very appreciated.

Among these, I had Mat Manager and, although I was unable to notice any difference after 3.06 installation, I would be curious to know how its markings interact with previous ones.

I greatly appreciated new sounds: stock ones were really ugly IMO and often identical for different aircrafts; now I hear lovely and different engine noises :)

I like as well gun sounds. On the whole, a careful and comprehensive work was done IMO; my huge thanks to its authors.

I feel now like a kid who got a real tank to play: so powerful and dangerous that I fear to harm, but immensely fashinating ;D

Best regards,
GB
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Aragorn1963 on September 11, 2011, 12:37:35 AM
I also installed this great mod. Simple and solide. A well-meant thank you to all who made it possible. I salute you.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: misha.misha on September 14, 2011, 04:26:20 PM
I am have crash in quickmissions with Modactivator 3.06 in 80% of maps, in old versions no problems.
Please, is possible back the old QMB system in next version? Thank you.

I join to Paulo Hirth's appeal.
Some maps just don't work (especially with new nations selected).

Any solutions?
Title: Re: SAS Modact 3.06 bug
Post by: greybeard on September 18, 2011, 10:05:45 AM
Hi!

I got a bug with ModAct 3.06 in Ardennes having ALL aircrafts involved in mission exploding as soon as mission is loaded and cockpit appears.

If I load mission in stock IL2, it works.

Airport is that of Metzbroek, but I had same problem at Eindhoven. Also, loading a mission which starts from an aerodrome a few kilometers north of Bagerovo, near Kerch, I see no cockpit, just a pink propeller...

I see that I'm third person in two months signalling this problem (see misha.misha and Paulo Hirth ones above): hope SAS team will read and check...

Thank you!
GB
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on September 18, 2011, 11:11:02 AM
You're still talking about QMB missions?
If yes: Tell your exact settings in QMB (screenshots would help for instance).
If not: Please provide the mission file you're using.

Which mods do you have installed?
Which type of il2fb.exe are you using?
If it's the selector, tell us your settings (better: Post your il2fb.ini).
For the no cockpit, pink propeller issue: Which aircraft?

There could be 100 persons reporting trouble like this, and all of you could use as big font as you like, unless we get some information about how to reproduce the issue, it's pretty unlikely that you'll get back any valuable response.

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: greybeard on September 19, 2011, 02:35:36 AM
You're still talking about QMB missions?

No sir, I'm speaking about careers

Quote
If not: Please provide the mission file you're using.

Gladly I would attach mission file, but when I click on "attachments" button below I get nothing useful to attach anything :(

Quote
Which mods do you have installed?

Ultimate_Bf109s_v31
Combined_Bf109CockpitsPack_V4_CirXcustom_Lowrez_4.101
Fw190_CockpitsPack_SAScomplete_v1.2_for_4.101
Ki61CP_color_SAS
Ki84CPs_color_SAS_v2
CobraCockpits_ReColor

and a bunch of new flyables, NONE of them required to play crashing mission.

Quote
Which type of il2fb.exe are you using? If it's the selector, tell us your settings (better: Post your il2fb.ini).

My selector settings were:
SAS ModAct 3 or later
1200MB RAM usage

Quote
For the no cockpit, pink propeller issue: Which aircraft?

P-39Q-1

GB
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: greybeard on September 19, 2011, 08:52:44 AM
Thanks Boomer.

Unfortunately, it doesn't work in my case.

I uploaded all campaign folder and DGen text I got after failed mission at my site:

http://greybeard.xoom.it/virgiliowizard/sites/default/files/sp_wizard/docs/dgen_c_ddgbarbegris0_0.zip

http://greybeard.xoom.it/virgiliowizard/sites/default/files/sp_wizard/docs/DGen_failed_mission_GB_0.txt

S!
GB
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on September 19, 2011, 12:57:17 PM
Nice, some files.
Which goes where?
Sorry but I don't know what to do in order to reproduce your issue and I just don't have time to guess myself.
Some step by step instruction to get there would be very helpful.

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: greybeard on September 19, 2011, 03:44:33 PM
OK, I'll try.

First of all, you should install Vtrelut's French Wings 1940-45 v.10 (unmodded for stock game) that you may find at following link:

this patch requires previous install of Enjoyr patch at following link:

then you may unzip my file "dgen_c_ddgbarbegris0_0.zip" into your "Programs\Ubisoft\IL-2 Sturmovik 1946\Missions\Campaign\FR"  directory.

Then you may enter the game (by selector on "SAS Modact 3") and open my french campaign: I left only one mission, that which crashes, so you should be able to launch it and see.

You can also give a glance to my "DGen_failed_mission_GB_0.txt" I previously attached, who details how all aircrafts involved in mission collided with ground.

GB
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Boelcke on September 20, 2011, 04:51:14 AM
OK, I'll try.

First of all, you should install Vtrelut's French Wings 1940-45 v.10 (unmodded for stock game) that you may find at following link:

this patch requires previous install of Enjoyr patch at following link:

then you may unzip my file "dgen_c_ddgbarbegris0_0.zip" into your "Programs\Ubisoft\IL-2 Sturmovik 1946\Missions\Campaign\FR"  directory.

Then you may enter the game (by selector on "SAS Modact 3") and open my french campaign: I left only one mission, that which crashes, so you should be able to launch it and see.

You can also give a glance to my "DGen_failed_mission_GB_0.txt" I previously attached, who details how all aircrafts involved in mission collided with ground.

GB

didn´t dl the attached files (i´m at work) but exploding planes at spwan and/or pink props are usualy caused by incompatibility of the planes, plane description or changed loadouts for some planes
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: greybeard on September 20, 2011, 03:45:45 PM
...exploding planes at spwan and/or pink props are usualy caused by incompatibility of the planes, plane description or changed loadouts for some planes

Oddly, same mission works if loaded setting selector on "Stock Game", so planes should be incompatible with SAS Modact 3, since they're all stock and in Modact's air.ini, plane.ru and weapon.ru I didn't change any of them.

Vtrelut suggested me that could be a glitch about maps in SFS files...

Regards,
GB
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: greybeard on September 21, 2011, 01:24:38 AM
Another question, if I can ask.

Since I had previously installed MAT Manager and would prefer to keep its national markings, would be possible to add an option to remove SAS Modact stock national markings?

Thank you,
GB
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: greybeard on September 22, 2011, 03:31:06 AM
Nice, some files.

So what?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~Storebror on September 22, 2011, 04:51:51 AM
Thanks for your explanations greybeard, copied that.
In the meantime I take the liberty to live the life I have to live, earn some money to be able to continue doing so and schedule this issue for the next round of hours I'm able to spend for it.

Best regards - Mike
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Boelcke on September 22, 2011, 05:27:45 AM
...exploding planes at spwan and/or pink props are usualy caused by incompatibility of the planes, plane description or changed loadouts for some planes

Oddly, same mission works if loaded setting selector on "Stock Game", so planes should be incompatible with SAS Modact 3, since they're all stock and in Modact's air.ini, plane.ru and weapon.ru I didn't change any of them.

it´s not trivial like this, but finaly you have to consider that this campaign was made for former versions of Il2
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: greybeard on September 22, 2011, 10:02:43 AM
In the meantime I take the liberty to live the life I have to live, earn some money to be able to continue doing so and schedule this issue for the next round of hours I'm able to spend for it.

Of course, Mike.

GB
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: greybeard on September 22, 2011, 10:06:56 AM
... this campaign was made for former versions of Il2

True. But it's also true that it works fine with 4.10.1m.

S!
GB
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Whiskey_Sierra_972 on September 22, 2011, 10:30:29 AM
@ D Prosser

When you load the game after 3.6 installation you should activate the option sas mod act 3 in the launch window and add mods in the #SAS folder....
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: David Prosser on September 22, 2011, 08:36:33 PM
@ D Prosser

When you load the game after 3.6 installation you should activate the option sas mod act 3 in the launch window and add mods in the #SAS folder....

[DJP]  OK, I'll try that. I just reinstalled 4.101 International version, then HSFX 5.1. It gets a 5% crash. I'd removed all the .ini files as per instructions, before installing Modact. That includes the ones in HSFX docs. There are several in zipped form. I think my HSFX is corrupted. It won't actually launch. I'll delete it.

So, I am deleting, and re-installing. Game + 408 +409m, + 4.101 +Modact. The readme is very emphatic about using 4.101, not 4.10m. I'll add some mod planes to #SAS and see if they appear. I can do without HSFX. Every time I d/l Up 3.0, the torrent is corrupted.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: David Prosser on September 23, 2011, 05:00:33 AM
@ D Prosser

When you load the game after 3.6 installation you should activate the option sas mod act 3 in the launch window and add mods in the #SAS folder....

[DJP]  I've installed IL-2 + the mega patch that brings it up to 4.101. Then I installed Modact, and selected the sas modact 3 option. When I try to add a plane by putting the 3DO file in #SAS, and inserting the air.ini line in the supplied air ini, I get a 70% CTD.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: vtrelut on September 23, 2011, 05:47:09 AM
OK, I'll try.

First of all, you should install Vtrelut's French Wings 1940-45 v.10 (unmodded for stock game) that you may find at following link:

this patch requires previous install of Enjoyr patch at following link:

then you may unzip my file "dgen_c_ddgbarbegris0_0.zip" into your "Programs\Ubisoft\IL-2 Sturmovik 1946\Missions\Campaign\FR"  directory.

Then you may enter the game (by selector on "SAS Modact 3") and open my french campaign: I left only one mission, that which crashes, so you should be able to launch it and see.

You can also give a glance to my "DGen_failed_mission_GB_0.txt" I previously attached, who details how all aircrafts involved in mission collided with ground.

GB

Actually it is far easier to just install the *.mis file contained in the zip, in Missions/Single/FR/Test and then load the mission in game from the single missions menu. No need to install any campaign or patch.

This mission works OK in stock 4.101m and in DBW. Usually when planes explode immediately after spawning on the ground, something is wrong with the airfield.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Whiskey_Sierra_972 on September 23, 2011, 06:21:39 AM
@ D Prosser

When you load the game after 3.6 installation you should activate the option sas mod act 3 in the launch window and add mods in the #SAS folder....

[DJP]  I've installed IL-2 + the mega patch that brings it up to 4.101. Then I installed Modact, and selected the sas modact 3 option. When I try to add a plane by putting the 3DO file in #SAS, and inserting the air.ini line in the supplied air ini, I get a 70% CTD.

Have you update the buttons?

http://www.sas1946.com/main/index.php/topic,97.0.html
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: redfox on September 23, 2011, 08:45:19 AM
@ D Prosser

When you load the game after 3.6 installation you should activate the option sas mod act 3 in the launch window and add mods in the #SAS folder....

[DJP]  I've installed IL-2 + the mega patch that brings it up to 4.101. Then I installed Modact, and selected the sas modact 3 option. When I try to add a plane by putting the 3DO file in #SAS, and inserting the air.ini line in the supplied air ini, I get a 70% CTD.

I think you may be missing a folder level. The 3DO folder shouldn't be directly inserted in the #SAS folder it should be #SAS/Folder_name/3DO. i.e 3DO folder should be two levels removed from #SAS folder.

Cheers - Redfox
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: David Prosser on September 24, 2011, 02:39:34 AM
@ D Prosser

When you load the game after 3.6 installation you should activate the option sas mod act 3 in the launch window and add mods in the #SAS folder....

[DJP]  I've installed IL-2 + the mega patch that brings it up to 4.101. Then I installed Modact, and selected the sas modact 3 option. When I try to add a plane by putting the 3DO file in #SAS, and inserting the air.ini line in the supplied air ini, I get a 70% CTD.

I think you may be missing a folder level. The 3DO folder shouldn't be directly inserted in the #SAS folder it should be #SAS/Folder_name/3DO. i.e 3DO folder should be two levels removed from #SAS folder.

Cheers - Redfox

[DJP]  Sorry, I should have proof read my post. I meant to say that I install IL2, then the mega-patch to bring it up to 4.101, then HSFX 5.0, 5.1 hotfix, then Modact and the latest buttons. I put the plane in the air.ini, and the file; Hawk III, or whatever in #SAS. Still a 70% crash. I'm manually down loading HSFX5, as I dont like torrents. The UP 3 torrent is always corrupt here in Korea.

cheers

David Prosser

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Whiskey_Sierra_972 on September 24, 2011, 02:50:31 AM
Yes mate you should have told that to us!

You need go and read here: http://www.sas1946.com/main/index.php/topic,14767.0.html because you need to make your HSFX mod activator friendly before add mods!!!

If you still have trouble after I suggest you to ask that HSFX dedicated section for a quick and more precise reply!

All the best!

walter
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Whiskey_Sierra_972 on September 26, 2011, 05:07:29 AM
Hi!

Just a little suggestion for a little addition at this mod act.

Since the exe give you , among the others , the option for a classic mod loading , the addition of the MODS folder with MAPMOD , STD and XTD folder can be advisable otherwise if missing the game loading freeze at 95% and a newbe can think strange things!

All the best!

walter
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: David Prosser on September 26, 2011, 08:28:34 AM
Yes mate you should have told that to us!

You need go and read here: http://www.sas1946.com/main/index.php/topic,14767.0.html because you need to make your HSFX mod activator friendly before add mods!!!

If you still have trouble after I suggest you to ask that HSFX dedicated section for a quick and more precise reply!

All the best!

walter

[DJP]  I'd almost had it with the Modact. So, I gave it one last chance. I installed precisely as instructed. Then I added the Walrus, P-35, and Airacobra1 alphabetically to an HSFX air.ini. They appeared in game when I launched using the SAS Modact option. Count me as a convert!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Now, by way of an experiment, I'll try to add a plane or two from guest mods. I'm using it with HSFX 5.1. Each time I d/l UP3.0, it's corrupted and crashes on launch. Pity. I really enjoyed UP 1.8.

cheers

David Prosser

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Whiskey_Sierra_972 on September 27, 2011, 04:23:57 AM
You should try got it by torrent....
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: David Prosser on September 27, 2011, 10:24:32 AM
You should try got it by torrent....

[DJP]  That's how I do it. About 80% through the patching, the DGEN missions for Germany won't go on. Then of course UP3.0 just DTDs. The HSFX 4.0 with it works OK though. So I have a workable 409m game too. Swings and round abouts, I guess.

I've just been doing the Channel Front 1941-42 Campaign. I've substituted the Airacobra1 for the early Spitfire 5. No wonder the Poms didn't buy a lot of them.

cheers

David Prosser
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: SAS~CirX on October 10, 2011, 08:37:10 AM
Just a heads up, I am currently busy with an update/new version of this Modact, 3.07 (numbered provisionally). It will both be available as a new install, or as an upgrade for 3.06. It will include mainly bugfixes, and a little expanded content to be suited to our later gen buttons and other stuff. Not a big leap, but a neccesary consolidation and update.

Should be done in 2 weeks (real 2 weeks, not IL2 2 weeks  :D ).

For guys waiting for DBW 1.7, it will come after that, there are some things from some of our lead programmers that are in the pipeline and is I thought was worth waiting for, not to mention getting closer or on top of the final UP3 version.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Thylacine on October 23, 2011, 12:40:06 AM
Hi
I installed this on a vanila install of 4.101 and just tested but when i launch "SAS modact 3" from the selector it just flash the load screen, and then nothing i have tried both with and with -out expert mode on. also i am useing windows7 with 4g ram, the slide says exeding system memory if i take it over 1224mb, not that i care about that,i just want to run modact as it sounds great, I never moded IL-2 before, but i have other games and flight sims.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Thylacine on October 23, 2011, 04:34:15 AM
Further to my above post, it crashes at 5% so i have tried replaceing all SFS files and iv trie the "fall back selector" still always crashes at 5%....?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Thylacine on October 23, 2011, 08:56:17 PM
here is my log:
Code: [Select]
[24.10.2011 2:40:50] ------------ BEGIN log session -------------[2:40:50] OpenGL provider: Opengl32.dll[2:40:50] OpenGL library:[2:40:50]   Vendor: ATI Technologies Inc.[2:40:50]   Render: ATI Radeon HD 5700 Series[2:40:50]   Version: 4.1.11079 Compatibility Profile Context[2:40:50]   Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control[2:40:50] Size: 1024x768[2:40:50] ColorBits: 32[2:40:50] DepthBits: 24[2:40:50] StencilBits: 8[2:40:50] isDoubleBuffered: true[2:40:50] [2:40:50] *** Looking for Advanced CPU Instructions... [2:40:50] [x] PentiumPro[2:40:50] [x] Multimedia (MMX)[2:40:50] [x] 3D (SSE)[2:40:50] [x] 3D (SSE2)[2:40:50] [-] 3D (3DNow)[2:40:50] ColourBits 32, ABits 8, ZBits 24[2:40:50] [2:40:50] *** Looking for Render API Extensions ... [2:40:50] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).[2:40:50] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.[2:40:50] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.[2:40:50] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.[2:40:50] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.[2:40:50] [x] 'GL_ARB_multitexture' extension - Multitexturing.[2:40:50] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.[2:40:50] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.[2:40:50] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.[2:40:50] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering[2:40:50] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders[2:40:50] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%[2:40:50] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.[2:40:50] [2:40:50] Maximum texture size : 16384[2:40:50] Maximum simultaneous textures :8[2:40:50] MaxAnisotropic (1.0 = none) : 16.000000[2:40:50] ERROR sfs: SFS library (fb_3do22.sfs) NOT Mounted: No such file or directory: fb_3do22.sfs[2:40:50] com.maddox.rts.SFSException: No such file or directory: fb_3do22.sfs[2:40:50] at com.maddox.rts.SFS.mount(Native Method)[2:40:50] at com.maddox.rts.cmd.CmdSFS.exec(CmdSFS.java:35)[2:40:50] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)[2:40:50] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)[2:40:50] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)[2:40:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:413)[2:40:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)[2:40:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)[2:40:50] at com.maddox.il2.game.Main.exec(Main.java:420)[2:40:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)[2:40:50] ERROR sfs: SFS library (fb_maps17.sfs) NOT Mounted: No such file or directory: fb_maps17.sfs[2:40:50] com.maddox.rts.SFSException: No such file or directory: fb_maps17.sfs[2:40:50] at com.maddox.rts.SFS.mount(Native Method)[2:40:50] at com.maddox.rts.cmd.CmdSFS.exec(CmdSFS.java:35)[2:40:50] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)[2:40:50] at com.maddox.rts.cmd.CmdFile.exec(CmdFile.java:132)[2:40:50] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:655)[2:40:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:413)[2:40:50] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:357)[2:40:50] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211)[2:40:50] at com.maddox.il2.game.Main.exec(Main.java:420)[2:40:50] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)[2:40:50] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32[2:40:50] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60[24.10.2011 2:40:51] -------------- END log session -------------
I have spent a long time reading and trying to fix this, from fresh game files i have no trouble running the stock game frome the selector, I understand 5% crashes are usually to do with sfs files, and i see the line:
ERROR sfs: SFS library (fb_maps17.sfs) NOT Mounted: No such file or directory:

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: redfox on October 23, 2011, 09:15:08 PM
You're also missing another sfs file:-

ERROR sfs: SFS library (fb_3do22.sfs) NOT Mounted: No such file or directory: fb_3do22.sfs

Check to see if they are in the folder you unzipped to
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Thylacine on October 23, 2011, 11:03:53 PM
Thanks redfox
no i do not have that file, how can i get it? as it's not in my orig game file either (neither is fb_3do22.sfs) I haven't lost them (have i? orig runs fine).
i read and followed all guides, FAQs and forum topic i can find to do with this, where am i going wrong i used 7zip, i am useing norton AV, but i have already tried disabling this. :(

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Thylacine on October 24, 2011, 03:58:28 PM
Thank You Gerax
I had not run the 4.101 update i guess, just the 4.1, but i did read the guide before i started.
embarresed but happy now Thanks to SAS team for the great work.
~SOLVED~ ;D
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: JG26 von Richten on October 28, 2011, 04:46:22 PM
I need help, I just uninstalled my 4.09m and upgraded to 4.101, but I still have all of the previous folders from my last MODACT in the Il-2 root folder, I want to add this modact, but I dont wanna fuck anything up, help?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: wellwill on October 29, 2011, 04:32:08 AM
All is done and enter, Japan zero , the landing gear?? :'(
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: wellwill on October 30, 2011, 12:19:42 AM
greetings
IL2 was damaged. Has been installed UP, DBW1.6, and MODact3, but after using start any options ? STOCK, SAS, UP, DBW ?, is the same effect, ? forgive, English worse ?

From HongKong
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: LuseKofte on October 31, 2011, 02:19:01 PM
Why did you install Modact 3 You only need the #DBW# folder with all in , it follow the DBW install. You should not install Modact on top of this
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: wellwill on October 31, 2011, 07:23:28 PM
Thank you,
I Modact to lack of a true basic common sense, it just install several folders and a starter? Or completely change my Il2?
Why not play a role MOD? In the # UP# inside any one, such as SmallFont Mod.
I'm offline, I just hope to get a better picture, the special effects, whether I'm not suitable for installation?
My other Il2, HSFX5, compatibility is very good, almost all of which are running normal MOD.
salute
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Sharkzz on November 02, 2011, 05:26:50 PM
~S~
8) I reckon it looked good, from this angle, is the landing gear straight up ? or straight out in front of the wing ?. I hope straight up as it would make for some fun landings  :D
good luck.
~S~
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Lewicide on November 07, 2011, 12:16:44 AM
Here's a weird one;

mode copy of vanilla 4.101

put it outside of programs folder (win 7 pro)

unzipped contents of 3.06 into it

can load and run but esc doesn't work to get out of missions

have to use task manager to shut down the program

have deleted and re-installed several times, always the same result

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: OberstDanjeje on November 07, 2011, 06:44:06 AM
Do you have this line in your conf.ini?

[HotKey gui]
Escape=activate
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Lewicide on November 07, 2011, 01:36:41 PM
yes

i noticed two conf  files

one was a text file

it had those lines in it

can't pan the mouse view into the lower half of the field of view either same with external views.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Jafa on November 16, 2011, 03:00:26 PM
;D I like it so far just upgraded from an old 2.5 and this loads so fast its perfect for a modder....thanks SAS  ;D
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Lewicide on November 22, 2011, 06:30:52 PM
Problem fixed, win 7 was saving the config as a txt file. Got rid of the config and config txt file and replaced them with

a config ini file from anther copy of 4.101... fixed it seems.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: DimAurora on December 03, 2011, 04:55:13 PM
Where is the Modact for 4.10?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: hguderian on December 03, 2011, 05:11:44 PM
In the first post, perhaps?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: ANDYTOTHED on December 04, 2011, 04:22:48 AM
well I'm back to modact, and I officially dislike DBW now thanks to some truly frustrating incidents involving a fresh install CtD, and UP somehow working when DBW doesn't.
I would not recommend DBW
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: LuseKofte on December 05, 2011, 02:43:19 PM
I have only one reinstall since I installed DBW and it was fu**ed up inientryes that did it. DBW is recomended for those using IL2 exclusive offline and want lots of planes, with short loadingtime. It is misleading to advice otherwise, Modact with same amount of planes will use 100 time more loadingtime since mods in DBW is packed in SFS files
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: drcarnage52 on December 12, 2011, 11:16:15 AM
two problems. Last night i finaly got modact 3.06 working. When i flew it (i had the same problem with the original game before i installed modact) the camera was fixed on looking at the far right of the cockpit, and i cannot move the screen back to the centre view exept when i pause the game. Now a day later when i try to start the game, i click start il2 now, and the dialog goes away, and nothing happens. Please help.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: nic1 on December 12, 2011, 02:03:03 PM
It's possible to have a french version?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: bigpickle on December 13, 2011, 09:03:11 AM
Is it possible to have HSFX running as well as as Modact 3.06 ? Like could I transfer my HSFX folder into my #SAS mod folder or would that mess it up?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Avimimus on December 24, 2011, 10:18:07 AM
Any chance of getting a lightweight modact again? That is what I always loved about SAS - options and not being forced to accept other people's preferences...
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: GrechuxD on December 27, 2011, 05:47:03 PM
Hello. I have a question? I installed a clean version il 2 Sturmovik from v4.09 to v.4.10.1 UP then install 3.0. In UP 3.0 does not work mods do not know why and I was nervous. Now it is time for SAS v3.06 MODACT. Can you give more detailed installation instructions for SAS MODACT 3.06 UP 3.0? : - [My SAS MODACT still does not read the other mods to version 4.10 (1) are only those contained in the SAS 3.06 MODACT tell me why? Do not read UP 3.0 mods? Is something wrong? And as I run Il 2 is I choose 3 or SAS UltraPack MODACT 3 as I have installed MODACT? Please reply immediately; (
And how to choose options for SAS 3 is MODACT crashes me to desktop with a 35% ...
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: spartangrayteam@yahoo.com on January 10, 2012, 12:22:50 PM
Hi. I'm a noob at mods in general and it seems I've run into a problem: I accidentally set the Il2 Executable Selector to "Launch immediately" ,so I cannot access the settings tab or fully initiate Modact 3.06. Is there anything I can do to undo this?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Pitbull on February 29, 2012, 03:56:22 AM
Helo, J have new Modact 3.6 and j have problems:
1. When J Lauch QMB , J havent oponenent in dogfight.
2. J can't save misions in FMG.

Pleeas, J need help :-[
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: mojojojo on February 29, 2012, 02:35:46 PM
guys, you are flooding this thread with questions. it would be easier (and more people would look at them) if they were in the tech help center.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Oscarito on March 06, 2012, 02:22:37 PM
Hi!

I'm not sure if this is the right place to post this question (maybe DBW related threads...) but anyway, I'd like to know if I can install this ModAct over DBW1.71 following instructions from the guide.
I've applied the SuperBigPack on stock v4.07. Everything is working fine so far.
Now I want to implement the ModAct3.06 version but I'm not quite sure about what to do because there will be another selector, JSGME, Mods folder, executable, etc. Should them be replaced ("Yes to All")?

Thanks!
:) ;) ;D
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: mojojojo on March 06, 2012, 03:23:03 PM
modact can run side-by-side with DBW.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: dsawan on March 26, 2012, 10:56:06 PM
hi, i ran this fine yesterday. today the selector is saying no hl found. how you fix this? thx.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: dsawan on March 28, 2012, 11:12:36 PM
Well? don't mean to be difficult, but I checked and cant find anyhting on this. it worked sunday night and I did a defrag of the drive this install was in. Only thing I did was the defrag using quicksys.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: mojojojo on March 29, 2012, 02:38:41 PM
modact is not recommended for online playing, so id say use UP3 or HSFX 5
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: BT~Tarik on March 30, 2012, 12:50:58 AM
Why ? Maybe if you dont watch out for what you throw in, but if you dont put "Online compatibility warning" mods in it and fly on the right server (mods allowed) then it is ok...
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: HermannKrieg on March 30, 2012, 03:18:41 AM
Hello people!, does anyone know how to fix this?

(http://s8.postimage.org/bvmf3s951/001jh.png)

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Music on April 05, 2012, 03:51:21 AM

I have installed all the maps into the 3.06ModAct ver of the game, everything works fine. Now I would like to add a few of the planes from the DBW UP3 packages, is that possible, and as easy as the map installation was, or am I going to have to dl and install each plane individually?

Thanks again,
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: dsawan on April 08, 2012, 04:39:34 PM
hi, i still get no hl found in the config menu next to thr ram indicator. is there a way to fix this. i did nothing to the folder either. I would appreciate some assistance here. Thx.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: 12doze12 on April 09, 2012, 01:49:25 PM
Hey, I didn't want to start another thread so...

I installed Modact 3.06 on my 4.101 and it worked fine, I installed a couple of mods and I was happy with it, well when open JSGME I notice a mod called NormalMouse by PAL so I decised to give it a try and it was just what I needed (no money for TrackIR :)).

I then installed a couple of other mods in JSGME and in the Mods folder and suddently NormalMouse stopped working so I decided to take out every other mod and run the game only with NormalMouse however the mod still doesn't work and I can find another download link for it.

Does anyone know a way to fix it ???
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Kazegami on April 09, 2012, 03:10:08 PM
What exactly is the problem?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: mojojojo on April 09, 2012, 03:27:04 PM
hi, i still get no hl found in the config menu next to thr ram indicator. is there a way to fix this. i did nothing to the folder either. I would appreciate some assistance here. Thx.
are you actually using hl to play online, or is it just saying that.
if you are using it to play online, make sure your hyperlobby directory is your il2 game.
if it is just saying this and you are worried about it, just run the game normally, it will work fine.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: 12doze12 on April 10, 2012, 11:58:05 AM
What exactly is the problem?

I can't get NormalMouse to work and I already tried reinstalling it in JSGME and in the Mods folder and it's fully compatible with my game version.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Kazegami on April 10, 2012, 12:18:31 PM
What do you mean "not working?" Does your view act normal, like the mod's disabled, or does it crash?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: 12doze12 on April 13, 2012, 08:20:48 AM
It's just like if the mod is disabled, the game runs well but when I press the key to change the angle like I've done before it just locks the camera
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: HermannKrieg on May 18, 2012, 05:39:52 PM
Hello people!, does anyone know how to fix this?

(http://s8.postimage.org/bvmf3s951/001jh.png)

Ehm.. people, I really need this to be fixed, does anybody knows anything to solve it, please??
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Tex-Twil on May 21, 2012, 12:13:23 PM
Hi,
the game does not start when I use the "Classic Mod Game". Instead the SAS welcome screen appears again (the one with "Start Il2 now"). Same when I chose UP3 or DBW ..

I did the installation on a clean 4.10.1

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Tex-Twil on May 22, 2012, 04:11:28 AM
You should not be trying to use "classic mod game"

For SAS Modact
you need to choose "SAS Modact 3"

I'm trying to install my own mod. So I want to use the SAS ModAct just as a mod activator without actually activating the SAS Mods
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Tex-Twil on May 22, 2012, 04:23:06 AM

There is no "SAS Mods"
in SAS Modact
It is "just a Mod activator"....

In fact,you have to add Mods
otherwise you would not have any at all
aha. So where an I supposed to put my mod (folder with classes) so that it gets activated ?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Tex-Twil on May 22, 2012, 10:48:39 AM
The #SAS folder is ..... the "MODS" folder
All right. It works now. Thanks
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: flightorfight on May 22, 2012, 11:30:49 AM
I'm ready to download and install this pack but is this really the latest and greatest? This is close to a year old, as far as the download that is at the top of this thread I mean. Anything being worked on lately that will supersede this soon or should I just download this?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: HermannKrieg on May 23, 2012, 04:07:05 PM
Thanks for your answer!, well, I don't have that "DGen\MOD\Message folder", so should I download the SAS Modact again or just reinstall it?, when I put the stock game everything is allright..
You know.. this problem isn't REALLY a big issue but seeing all my german comrades with russian letters seems a little bit "uncomfortable"  ;)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: HermannKrieg on May 24, 2012, 04:59:16 PM
Just reinstalled.. nothing changed.. tried to find that "Ru.dat" but I don't have any matches, sure there's a lot of "xxx_ru" files, but not that one.. *sigh*, I just don't know if I'm doing something wrong, if I'm the master of the noobs or if I'm just plain dumb, but I can't fix this damn thing.
Anyway, good night all.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Flying H on May 25, 2012, 04:46:30 AM
Herman type *_ru.dat and you´ll have all the ru_dat files in a list! remove them and then you rename all .dat files that has no _xx extension to them to "Whatever"_ru.dat, where "Whatever" means the original name in front of the .dat. (Somewhere around I seem to remember someone made a batchfile to do this but it was years ago)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: HermannKrieg on May 25, 2012, 01:16:56 PM
Goddamn.. you're not going to believe that neither of your solutions work.. man.. just WTF?, seems like I'm that strange person, like 1 in 1000000, that have a "rare disease" and cannot be cured.. just.. wow..
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: vpmedia on May 31, 2012, 02:54:36 PM
Copy the contents of your dgen/finns.dat into finns_ru.dat.

The modded game uses the russian versions exe file which reads the *_ru files.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: HermannKrieg on June 01, 2012, 04:16:20 PM
New updates.. I tried both vpmedia & UP Boomer solutions and... (what do you think?) none of them work.. jeez, at this point I think it's easier for me to actually learn russian than fixing this.. haha.
Anyway, many thanks to you both for trying to help me and sorry for waisting your time..
HK.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: vpmedia on June 01, 2012, 10:57:23 PM
Since the 'Rank' column is correct I'm confident that we can fix this, only the right method is needed.

Btw did you install any EnjoyR dgen patch from mission4today? Imho it would be best to update first to have the highest possible number of dgen campaigns and then fix the russian characters. I havent looked into it but maybe EnjoyR fixed these error.
If youre interested in the update I'm gonna download the patch and see if it has the errors, if they're there I'm gonna fix them and upload a corrected patch. If youre not interested in the update can you send me the dgen files of yours? Everything from the root of Dgen folder in one zip?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: airacobra100 on June 08, 2012, 04:58:54 AM
Hello!
Is there a DF server for this Modact 3.06?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: warriorrim on June 23, 2012, 10:46:21 AM
Hey everyone, im new to il2 and am trying to get this working so i can install mods to enhance the game etc, problem i have i i have a fresh install of il2 and then followed the instructions to install this now the game loads and crashes at 60% does anyone know why this happens and how i can fix this? thanks in advance.

PS my game is version 4.11.1m is this the obvious problem if so is there a fix to enable it to work with this version?

Cheers
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Stephen on June 28, 2012, 11:10:43 AM
With 4.101 + HSFX 5.01 is possible utilize SAS modAct 3.06 and if yes what is the correct procedure, i have try but i am not able. Thanks.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Shika on June 28, 2012, 09:23:21 PM
Anyone having problems getting Steam to run it without you manually going into your folder and running it, you need to DL the new SAS/UP selector here

http://www.sas1946.com/main/index.php/topic,16403.0.html (http://www.sas1946.com/main/index.php/topic,16403.0.html)

thanks to the team, very happy to get all of this up and running and still supported by Steam(I care about it tracking my time and having an easy popup chat)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Alan Grey on July 25, 2012, 12:44:07 AM
Good day
In the future SAS Seriously Kickass Modact for 4.11.1m?

Alan Grey
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: cyberolas on July 25, 2012, 04:38:33 AM
Hm, I ask you too... we want it...:)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Aragorn1963 on August 05, 2012, 10:34:16 PM
We very much would like to have it please.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Blubullet101 on August 23, 2012, 01:04:07 PM
Hiya guys on the sas modact 3.06 i have all that crap but what version of the game do you need for this modact? ???

Bluebullet101
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: OberstDanjeje on August 24, 2012, 12:45:00 AM
So, it name is Modact 3.06 for 4.101, I'm quite sure it's for 4.10.1 ;)
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: razor1uk on August 24, 2012, 11:12:04 AM
Yep, 4101, 4.10.1, 4.101 are the same, and SM3, 306, 3.06 is for that patch version of IL2FB, IL2, 1946 blah etc confussion.

As for a 411, 4.11, 4.11m version of SM, I think at the moment that there won't yet be a suitable version specifically for that patch, but as ever, I reserve the right to be wrong - I'm sure theres some sticky topic in the main area pertaining to ths...
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Blubullet101 on September 04, 2012, 06:40:06 AM
2 things

1: cant open modact 3.06 guide

2: how do uinstall mods on it it has no mods folder

Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: OberstDanjeje on September 04, 2012, 10:45:13 AM
Right click, new folder, rename it #SAS, put your mods there.

EDIT
I have a copy of SAS_Modact_306 and there is the #SAS folder.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: waffen-79 on November 14, 2012, 09:50:28 PM
Hi guys does this version supports version 4.11.1?

If not, is there ongoing support for mod act?
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Dark Apostle on November 15, 2012, 07:54:26 AM
The "for 4.101" part of the topic header didn't give it away?

There eventually will be support for either 4.11 or 4.12. Depends on where they are with working the magic.
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: HotelAlpha on December 14, 2012, 07:10:06 PM
I must personally thank the guys at the SAS for the wonderful work they do in their free time (Hopefully, unless the Russians captured the modders and put them under force labor) that really does a good job at making a game with an unoriginal name seem very fun.  :) :)

SALUTE!
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Sputty on July 27, 2013, 03:12:35 AM
Okay, when the mod selector ends the countdown to 'start il-2 now', or when I click on it, Il-2 doesn't open, and nothing happens when I open it myself!
Title: Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
Post by: Toobone on September 19, 2013, 05:41:22 AM
Hi,Sputty!
Absolutly identical problem with this Selektor. I just ignor it@ start with Modact 3.06 only. Reinstall all without Selektor@ enjoy 8)