# Special Aircraft Service

## Individual Mod Downloads for IL-2 1946 => Other Mods => ModWorx => Topic started by: benitomuso on April 08, 2012, 12:48:13 AM

Title: Auto DiffFM+ (Updated 2013/01/04) [4.11]
Post by: benitomuso on April 08, 2012, 12:48:13 AM
***  New Version AutoDiffFM+ for HSFX6 or SAS-ModAct4 (Jan 4th 2013) ***

Since the release of the v4.10m when Team Daidalos decided to encode the buttons with a different keyword, diverse problems arised due to that fact. Old planes, old buttons, former FMs required to be adapted, recoded to the encoding demanded for v4.10m.

The strangest thing is what we know, that from v4.11m they decided to come back to the original keyword. So all the buttons and different FMs we made should be translated again.

To avoid any of these problems and due to the fact that I was kind of sick of it, I decided to make a DiffFM independent of the version.

So: you have buttons in v4.101 it will work, buttons in v4.11, it will work. Some planes having DiffFMs from v4.09m, they will work. New planes from v4.11 with DiffFM they will work too.

To wrap up, the buttons from gui/games can be in any possible format (of the two known to the moment). The individual FMs for planes in development (inside the plane MOD directory) can be in any format too.

For development, I set up a new feature, that at least for me showed to be very useful. I established the next setting in Conf.ini

Code: [Select]
[Mods]PALButtonsPrefix=
That is the default, and for that you don't have to add anything to your Conf.ini, but if you do something like this:

Code: [Select]
[Mods]PALButtonsPrefix=test.
Then your game will try to load the FMs from files starting with test. (in this example). So if you have files named:

test.buttons (in the typical gui/game folder), the FMs will be loaded from there and not from your stable buttons, so you don't have to backup anything important.

The same is valid for individual FMs. If in the directory where you have the F4 Phantom you add a file like this:

test.F4E      (under the same example of before, this FM will be loaded preferably to the F4E)

In case there wasn't any "test." FM file, the normal ones (including buttons) are loaded.

Credits to the author of the original DiffFM. As far as I know it is a work of Sani.

Regards,
Pablo

PD Updated on Jan 4th 2013:

The people of HSFX6 decided to encode the FMs of their Expert Mode in another format. So finally I added that function to this new version

New AutoDiffFM+ for HSFX6 or SAS-ModAct4 (v4.111 with Jets support):

My MOD which reads FMs from any version making easier try earlier plane MODs in newer versions of the game, etc. This version is only for HSFX6 or SAS-ModAct4. It will not work in plain v4.111 because requires the classes for Jets support.

New Features:
• Fully compatible with HSFX6 Expert Mode
• Reads 3 Encoding types: 4.10, 4.11 and HSFX6 Expert Mode
• Supresses some irrelevant information that plaged the log in original DiffFM
• Adds extra log information on fails (useful to identify problems of buttons in 60%CTDs, eventual explosion in the air due to problems with .emds, etc.)

PD Updated on Apr the 21st: the 4.101 version is a DBW DiffFM only. It includes the extra features for Jets, etc., as developed by SAS Team. Theorically it will work in UP3 too but not in a Vanilla or standard MODded v4.101.
The v4.111 of the MOD, is not DBW compatible (we still didn't have any DBW for v4.11). So it will work giving you the chance to add any MODded plane (with buttons of any version) to your v4.11 game. It doesn't mean that all will work flawlessly because some other details could be a problem in some particular cases, but most of the MODded planes of v4.101 will work in v4.11 with this one.

Old AutoDiffFM for plain v4.111 (will not work fully with HSFX6):

EDITED:

Former version of AutoDiffFM compatible with HSFX6 Expert Mode made by chrisgibon:

For those who want to use the expert mode HSFX6 after adding new aircraft I slightly modified the AutoDiffFM mod from Benitomuso.

Title: Re: Auto DiffFM
Post by: Hangman on April 08, 2012, 01:16:20 AM
Interesting, so does this mean that I can take plane which is only for 4.09 and install it my DBW and got it work?
Title: Re: Auto DiffFM
Post by: CWMV on April 08, 2012, 01:35:05 AM
Wow...this sounds epic
Title: Re: Auto DiffFM
Post by: SAS~Anto on April 08, 2012, 02:50:32 AM
Great idea Pablo :)
Title: Re: Auto DiffFM
Post by: hguderian on April 08, 2012, 03:03:53 AM
Another great step forward!! Thanks benitomuso!
Title: Re: Auto DiffFM
Post by: II/JG51-Lutz on April 08, 2012, 04:25:58 AM
Yes, but.... I am a little bit afraid because a new "standard" for buttons will be create and I am pretty sure that some people will stay with the différent old standards...
It is a marginal point (perhaps I have to think about), but a difffm cannot be integrated inside an SFS.

It is easy to see in the class which call the opening of buttons file to see if it is the good "decoding", as soon as the first bytes are loaded and decoded. If not, restart with a new suffix key.

Doing that, you will have a full compatibility with all versions and you prepare the future in case of in a next patch, DT change again the way of coding.
Remember that DT.dll is not needed to increase performance (seing what is inside) but only a means to increase difficulties to mod.
Title: Re: Auto DiffFM
Post by: Verhängnis on April 08, 2012, 06:42:00 AM
So does this mean we no longer compile FM's specific for a version, instead we can compile with the 4.09 tool but it will work in 4.10 or 4.11 provided that the end user has the Auto DiffFM?
Title: Re: Auto DiffFM
Post by: mojojojo on April 08, 2012, 06:46:05 AM
wait, so does this make planes that use 4.09 buttons work in 4.10?
Title: Re: Auto DiffFM
Post by: Hangman on April 08, 2012, 06:55:18 AM
Yes you can use only 4.09 planes in your 4.10 installation :)
Title: Re: Auto DiffFM
Post by: mojojojo on April 08, 2012, 07:15:13 AM
Yes you can use only 4.09 planes in your 4.10 installation :)
OH YEAH BABY!!!!!!
thanks bentisumo!!!!!!!!
:)
Title: Re: Auto DiffFM
Post by: benitomuso on April 08, 2012, 09:17:31 AM
People,

As said by others and by me, most of the MODded planes v4.09 will work without any effort in v4.10 and later in v4.11 with this MOD. Nothing extra is required. But there are some (a few) former planes that had any kind of trouble with the transfer from 4.09 to 4.10 not beacuse of the FM but of some methods of the classes. There are some features as the Beacons that would not be handled, because they were not included in the cockpit classes of 4.09 planes.

In the case of migrating directly planes from 4.10 to 4.11, by using the v4.11 of this MOD (not released yet) I have made some experiments and a very evident problem appears ni Bombers. The bombardier cockpit doesn't move to the bombsight view. People of TD recoded the way the switch to the bombsight view is performed, and our 4.10 cockpits miss a part of code to properly move the sight.

As most of you know, theorically the reason why TD changed the encoding string for v4.10 was that they introduced some new parameters in the FMs, related to G forces and a Reference Weight. Any plane without that specified will fly perfectly, because the v4.10 onwards code assume some default values.

It is easy to see in the class which call the opening of buttons file to see if it is the good "decoding", as soon as the first bytes are loaded and decoded. If not, restart with a new suffix key.

Lutz, that is exactly what I do here. First I try with the 4.10 encoding, if I can open it, is OK, if not I try with the v4.09/v4.11 one.

If eventually another encoding is established, would be very easy to add other checking in the same structure. We are covered for the future.

So does this mean we no longer compile FM's specific for a version, instead we can compile with the 4.09 tool but it will work in 4.10 or 4.11 provided that the end user has the Auto DiffFM?

Verhängnis,
that's correct. If the user has this Auto DiffFM, you can make your MODs in any of the current known encoding versions and it will work. As I stated before: consider that version portability implies something else that a readable buttons. Some features can be lost or produce failures, but you don't have to worry about FMs anymore.

Regards,
Pablo

PD: I was thinking about adding an extra checking in every plane FM opened, that if the newer v4.10 parameters were not present notify the user in the log by saying something as "FM for class AIR.He219 has only v4.09 legacy information, check if there is an updated version for this plane." Obviously AIR.He219 is an example.
Title: Re: Auto DiffFM
Post by: Gaston on April 08, 2012, 11:39:43 AM
This is absolutely interesting ! Thanks, Pablo.

I made a test. You remember the famous Martlet MkI and II, and the A-24 Banshee, which are supposed not to work in 4.101 ? I put this new DiffFM in my UP install, and added these 3 planes, and it is working ! I can fly them !

But for a reason I do not know, when I do the same in my DBW install, the game crashes at 60 %... has someone else tried this ?
Title: Re: Auto DiffFM
Post by: Ectoflyer on April 08, 2012, 12:00:37 PM

A genial improvement !!!  Thank you !!!  :)
Title: Re: Auto DiffFM
Post by: benitomuso on April 08, 2012, 12:47:25 PM
This is absolutely interesting ! Thanks, Pablo.

I made a test. You remember the famous Martlet MkI and II, and the A-24 Banshee, which are supposed not to work in 4.101 ? I put this new DiffFM in my UP install, and added these 3 planes, and it is working ! I can fly them !

But for a reason I do not know, when I do the same in my DBW install, the game crashes at 60 %... has someone else tried this ?

Gaston,
are you completely sure that the DiffFM is loaded in first term in DBW? Consider that SAS_AI_Engine_HotKeys_Carriers, 1956_Core_v12, and the DBW core itself have their own versions of DiffFM, which will not read 4.09 or 4.11 FMs. Be positive that this new Auto DiffFM is loaded before any of the above.

Regards,
Pablo
Title: Re: Auto DiffFM
Post by: Gaston on April 08, 2012, 12:48:34 PM
OK, man ! I will try to put it at the top of the list ! Thanks for the tip !

Edit : I did what you said, put it in the top of the list by changing the name of the folder to "_0_0_PAL-DiffFM", and it put it at the top of my DBW folder. But still, it does not work and crashes at 60 %. I think the problem comes from the fact that another DiffFM comes in the SFS of the DBW addon... I do not see another logical reason...

Edit again. Found the solution ! named it with a "+", and not a "_" to make it work !

Now, I use Martlets and Banshee in DBW !

Pablo, you da king !
Title: Re: Auto DiffFM
Post by: Badmuthafunker on April 08, 2012, 01:36:00 PM
Good evening gentlemen.

I can report that both Martlets are up and running in my DBW.

Thanks Pablo; vital stuff!  :)
Title: Re: Auto DiffFM
Post by: BT~wasted on April 08, 2012, 01:49:39 PM
Really epic!  :o

Thanks alot!
Title: Re: Auto DiffFM
Post by: Gaston on April 08, 2012, 04:06:53 PM
Good evening gentlemen.

I can report that both Martlets are up and running in my DBW.

Thanks Pablo; vital stuff!  :)

How did you name the file containing the new DiffFM ? because here, it does not want to work...
Title: Re: Auto DiffFM
Post by: Badmuthafunker on April 08, 2012, 05:56:01 PM
Hi Gaston  :)

Sorry mate, I wanted to clarify my post with some vital detail that could be of some help. But the truth is, I just banged the folder in "as read", and installed the planes in the usual fashion. I can only list the mods that precede this in my #DBW folder, in the hope that it might help.

Code: [Select]
_00_Channel40_beta_map_update_v1_00_F-4 Phantom II_06_Hs-123_411_for410_v1.02_06_Ki-45_411_for410_v1.02_06_TBD-1_411_for410_08_Object_Oil_Well_COCKPIT_il-2~000_Snk_3d_Smoke_Trail_V2+0000_CY6_Command_and_Control0_0 P-51 Hydraulics00000_000_NoOpenCanopyAI0_0_ Plutonium_Universal_max_Effects_V100_4_Realistic Airfield Lighting v1.500_aClasses Fw190 Pack00_Db.60000_PAL6DOFNormalMouse00_PAL-CockpitSounds
That's it. Sorry I couldn't be of more use, Gaston. To be honest, when I tested the Martlets, I expected the same results as you.

Hope you manage to get it sorted.  ;)
Title: Re: Auto DiffFM
Post by: Roger Smith on April 08, 2012, 09:02:39 PM
what exactly does a DiffFM do. will it change the way my aircraft feels in anyway?
Title: Re: Auto DiffFM
Post by: Verhängnis on April 08, 2012, 09:03:58 PM
what exactly does a DiffFM do. will it change the way my aircraft feels in anyway?

Have you been living in a cave for the past year?  ??? :D

DiffFM allows the game to use an independent flight model file from within a mod folder which is not contained in the buttons.
Title: Re: Auto DiffFM
Post by: Roger Smith on April 08, 2012, 09:06:47 PM
what exactly does a DiffFM do. will it change the way my aircraft feels in anyway?

Have you been living in a cave for the past year?  ??? :D

DiffFM allows the game to use an independent flight model file from within a mod folder which is not contained in the buttons.

I don't know the technical stuff, I just know how to install them
Title: Re: Auto DiffFM
Post by: Roger Smith on April 09, 2012, 08:35:49 AM
It's great to be flying the SU-26 again
Title: Re: Auto DiffFM
Post by: Badmuthafunker on April 09, 2012, 09:30:57 AM
The Wellington returns!  ;D
Title: Re: Auto DiffFM
Post by: mojojojo on April 09, 2012, 03:24:13 PM
The Wellington flies returns!  ;D
the wellington worked fine with 4.10 anyway.
this is a great mod. im happy to fly the Yak-3 VK-107 3xB20s
Title: Re: Auto DiffFM
Post by: Korrigan on April 09, 2012, 03:30:50 PM
Great ! Thank you very much Pablo !
It's great to be flying the SU-26 again
Solo, you only need to add this line:
Su-26 air.SU_26M2 1 NOINFO r01 SUMMER
to your air.ini to have the SU-26 back in DBW.
Title: Re: Auto DiffFM
Post by: Badmuthafunker on April 09, 2012, 04:54:54 PM
The Wellington flies returns!  ;D
the wellington worked fine with 4.10 anyway.
this is a great mod. im happy to fly the Yak-3 VK-107 3xB20s

Oops, excuse the typo!  :-[

Not in my 4.10. So I'm happy.  :)
Title: Re: Auto DiffFM
Post by: Roger Smith on April 09, 2012, 04:56:59 PM
Great ! Thank you very much Pablo !
It's great to be flying the SU-26 again
Solo, you only need to add this line:
Su-26 air.SU_26M2 1 NOINFO r01 SUMMER
to your air.ini to have the SU-26 back in DBW.
I did. I am said that it is great to be flying it once again now that it works in 4.101
Title: Re: Auto DiffFM
Post by: dimax on April 22, 2012, 04:47:45 AM
***  New Version for 4.11 included (Apr the 21st) ***

Since the release of the v4.10m when Team Daidalos decided to encode the buttons with a different keyword, diverse problems arised due to that fact. Old planes, old buttons, former FMs required to be adapted, recoded to the encoding demanded for v4.10m.

The strangest thing is what we know, that from v4.11m they decided to come back to the original keyword. So all the buttons and different FMs we made should be translated again.

To avoid any of these problems and due to the fact that I was kind of sick of it, I decided to make a DiffFM independent of the version.

So: you have buttons in v4.101 it will work, buttons in v4.11, it will work. Some planes having DiffFMs from v4.09m, they will work. New planes from v4.11 with DiffFM they will work too.

To wrap up, the buttons from gui/games can be in any possible format (of the two known to the moment). The individual FMs for planes in development (inside the plane MOD directory) can be in any format too.

For development, I set up a new feature, that at least for me showed to be very useful. I established the next setting in Conf.ini

Code: [Select]
[Mods]PALButtonsPrefix=
That is the default, and for that you don't have to add anything to your Conf.ini, but if you do something like this:

Code: [Select]
[Mods]PALButtonsPrefix=test.
Then your game will try to load the FMs from files starting with test. (in this example). So if you have files named:

test.buttons (in the typical gui/game folder), the FMs will be loaded from there and not from your stable buttons, so you don't have to backup anything important.

The same is valid for individual FMs. If in the directory where you have the F4 Phantom you add a file like this:

test.F4E      (under the same example of before, this FM will be loaded preferably to the F4E)

In case there wasn't any "test." FM file, the normal ones (including buttons are loaded).

Credits to the author of the original DiffFM. As far as I know it is a work of Sani.

Regards,
Pablo

PD Updated on Apr the 21st: the 4.101 version is a DBW DiffFM only. It includes the extra features for Jets, etc., as developed by SAS Team. Theorically it will work in UP3 too but not in a Vanilla or standard MODded v4.101.
The v4.11 of the MOD, is not DBW compatible (we still didn't have any DBW for v4.11). So it will work giving you the chance to add any MODded plane (with buttons of any version) to your v4.11 game. It doesn'e mean that all will work flawlessly because some other details could be a problem in some particular cases, but most of the games of v4.101 will work in v4.11 with this one.

What about a Version for 4.101 with Modact 3.06 only ?
Title: Re: Auto DiffFM
Post by: mojojojo on April 22, 2012, 05:09:23 AM
im not sure but that will probably still work.
Title: Re: Auto DiffFM
Post by: benitomuso on April 22, 2012, 01:27:44 PM
What about a Version for 4.101 with Modact 3.06 only ?

Dimax,
the main reason that it doesn't work with Modact 3.06 is that DBW has as a baseframe everything required for JetWar, but in fact, if you have Modact 3.06 and JetWar 1.2 or 1.1 as a MOD package for it, my Auto DiffFM will work properly.

This site (and basically most of the community) uses DBW as a standard, that's why in some way it's assumed that you will have it. Obviously there are exceptions, but it's very difficult to make MODs compatible with ALL the exceptions.

Regards,
Pablo
Title: Re: Auto DiffFM
Post by: BT~Tarik on April 23, 2012, 03:48:20 AM
Great ! One more step towards a fully moddable 4.11, and of course less compatibility problems ! Thanks a lot !  :)
Title: Re: Auto DiffFM
Post by: henkypenky on April 23, 2012, 05:21:15 AM
Benito, I'm afraid your right - of course as you have made this - I tried to install the Bf-110 family in my 4.101 / Modact 3.06 and it only works partially  :'(
Title: Re: Auto DiffFM
Post by: Knochenlutscher on April 23, 2012, 06:39:03 AM
??? Pablo, my friend, *freaking out*  :'(
works, the Schmittfire (4.09m) is up again in my 4.101m DBW 1.7 ultracool IL-2.
She's there...No words mate, just amazing
Thanks Pablo for being so kind to us
Title: Re: Auto DiffFM
Post by: Alemart_el_Redentor on April 23, 2012, 01:46:57 PM
What about a Version for 4.101 with Modact 3.06 only ?

Dimax,
the main reason that it doesn't work with Modact 3.06 is that DBW has as a baseframe everything required for JetWar, but in fact, if you have Modact 3.06 and JetWar 1.2 or 1.1 as a MOD package for it, my Auto DiffFM will work properly.

This site (and basically most of the community) uses DBW as a standard, that's why in some way it's assumed that you will have it. Obviously there are exceptions, but it's very difficult to make MODs compatible with ALL the exceptions.

Regards,
Pablo

Sorry to ask this again, but, if i have only SAS Modact 3.06, what else do i need to have to install?, or i will have to install DBW yes or yes?.
Thanks! :D
Title: Re: Auto DiffFM
Post by: benitomuso on April 23, 2012, 01:59:02 PM
What about a Version for 4.101 with Modact 3.06 only ?

Dimax,
the main reason that it doesn't work with Modact 3.06 is that DBW has as a baseframe everything required for JetWar, but in fact, if you have Modact 3.06 and JetWar 1.2 or 1.1 as a MOD package for it, my Auto DiffFM will work properly.

This site (and basically most of the community) uses DBW as a standard, that's why in some way it's assumed that you will have it. Obviously there are exceptions, but it's very difficult to make MODs compatible with ALL the exceptions.

Regards,
Pablo

Sorry to ask this again, but, if i have only SAS Modact 3.06, what else do i need to have to install?, or i will have to install DBW yes or yes?.
Thanks! :D

For everybody:

-If you are running Il-2 v4.101, my AutoDifFM MOD requires the Supersonic class, something which is present in DBW by default, so you don't have to do anything else but just copying the MOD if you have any DBW 1.6 or 1.7. In case of having UP3, it basically should work too, because most of the framewor included is the same (but I haven't tested it in UP3). But with a single MODAct v4.101 you really need to have the JetWar (preferable 1.2) installed, so the dependencies of the DiffFM are solved by the JetWar package. As a wrap up:

AutoDiffFM for v4.101:

1-DBW + AutoDiffFM : OK.
2-UP3 + AutoDiffFM : Should Work (not tested by me).
3-ModAct 3.06 + JetWar 1.2 + AutoDiffFM: Should Work (not tested by me).

and AutoDiffFM for v4.11:

1-MODAct (different alpha versions) + AutoDiffFM (for v4.11) : OK.

Regards,
Pablo
Title: Re: Auto DiffFM
Post by: Alemart_el_Redentor on April 23, 2012, 02:30:56 PM
Thanks a HUGE lot pal! :D
Title: Re: Auto DiffFM
Post by: Ectoflyer on April 24, 2012, 04:22:47 AM

This is a real revolution!  Now are available again the B24j with the retractable turret, the A-20H...
and the PT-Boat !!!! ;D
So, with all the new maps realized after the PT-Boat, we could even have an "Apocalypse Now" campaign on a Vietnam map  ;D :D ;D

Again, superb work and thank you! :)
Title: Re: Auto DiffFM
Post by: Roger Smith on April 24, 2012, 06:50:31 AM

This is a real revolution!  Now are available again the B24j with the retractable turret, the A-20H...
and the PT-Boat !!!! ;D
So, with all the new maps realized after the PT-Boat, we could even have an "Apocalypse Now" campaign on a Vietnam map  ;D :D ;D

Again, superb work and thank you! :)
PT-Boat, where the heck is this?!
Title: Re: Auto DiffFM
Post by: SAS~Bombsaway on April 24, 2012, 06:53:31 AM
http://www.sas1946.com/main/index.php/topic,12024.msg258806.html#msg258806
Title: Re: Auto DiffFM
Post by: Roger Smith on April 24, 2012, 10:40:24 AM
http://www.sas1946.com/main/index.php/topic,12024.msg258806.html#msg258806

HAHA this will be fun
Title: Re: Auto DiffFM
Post by: mojojojo on April 27, 2012, 06:34:58 PM
OK, now i got even more confused....

I'm running 4.10.1 with #SAS Modact 3.6

No UP, No modern Jets, No DBW or other stuff.... no nothing else.

Do I need a Diff. Fm file of some kind to make all the planes I want to install (mainly prop WW2, WW1pack, and Seaplanes/Flying Boats/ ships) to work?

Please, make it simple to me, as I switched to 4.10.1 only few days ago, and really am still a noob regarding this new version....

Thank you.
diffFM allows modders to create a flightmodel (or FM), without putting it in the buttons file. installation is quite simple. put it in your #SAS folder, and play.
Title: Re: Auto DiffFM
Post by: mojojojo on April 27, 2012, 06:50:34 PM
ill give you a hint....
here is the link copied from the first page:
http://www.sas1946.com/main/index.php?action=dlattach;topic=24777.0;attach=5142
Title: Re: Auto DiffFM
Post by: mojojojo on April 27, 2012, 07:00:11 PM
we all would....
but its really not very hard once you get to know the game.
Title: Re: Auto DiffFM
Post by: mojojojo on April 27, 2012, 07:13:21 PM
hmm i dont know
Title: Re: Auto DiffFM
Post by: mojojojo on April 27, 2012, 07:14:11 PM
oops i just realized that JW1956 1.2 is required to make this run correctly
Title: Re: Auto DiffFM
Post by: Gubi on May 10, 2012, 02:12:07 PM
Hello Gentlemen,

Got everything backed up (2 or three times) to 4.11.1., UP-3 and DBW1.7.1.  I do all of my online time with UP-3...but I am in love with DBW.  Gotta' supercharged, b.lls to the wall, of DBW1.5. I didn't want to have to reload all the maps and a/c.  Use custom air.ini's broken out by year (each "year" to include any type of a/c that might have been in combat, flying, etc.., at that time).  I have all of the a/c I can get my hands on loaded this way...and have not seen the Java limit as of yet.  Hooray.

Thanx so much for this.
Cheers

Gubi
Title: Re: Auto DiffFM
Post by: panzerkeil on May 11, 2012, 04:11:17 AM
Finally able to fly the He-60 on my 4.11 install.
Superb work!  Many many thanks!   :)
Title: Re: Auto DiffFM
Post by: mac1 on May 22, 2012, 03:30:09 PM
This is great, thanks pal. get this implemented into the next dbw? :D
Title: Re: Auto DiffFM
Post by: mojojojo on May 22, 2012, 03:35:42 PM
This is great, thanks pal. get this implemented into the next dbw? :D
+1
http://www.sas1946.com/main/index.php/topic,16536.0.html
Title: Re: Auto DiffFM
Post by: sluggs on June 12, 2012, 01:35:56 AM
Just making sure that I read OP's post correctly; this mod only works with UP3 and DBW, but not Modact 3.06?
Title: Re: Auto DiffFM
Post by: mojojojo on June 12, 2012, 03:56:55 AM
Just making sure that I read OP's post correctly; this mod only works with UP3 and DBW, but not Modact 3.06?
yup.
Title: Re: Auto DiffFM
Post by: sluggs on June 12, 2012, 05:20:08 AM
Just making sure that I read OP's post correctly; this mod only works with UP3 and DBW, but not Modact 3.06?
yup.

Thanks for the prompt response. Is there an alternate/older version that works with the Modact 3.06? I've been trying to get the old PT Boat/Jeep/Kubelwagen to work with 4.101m with no success. Any response would be greatly appreciated, thanks in advance.
Title: Re: Auto DiffFM
Post by: mojojojo on June 12, 2012, 05:38:28 AM
Just making sure that I read OP's post correctly; this mod only works with UP3 and DBW, but not Modact 3.06?
yup.

Thanks for the prompt response. Is there an alternate/older version that works with the Modact 3.06? I've been trying to get the old PT Boat/Jeep/Kubelwagen to work with 4.101m with no success. Any response would be greatly appreciated, thanks in advance.
none that i know of.
Title: Re: Auto DiffFM
Post by: benitomuso on June 12, 2012, 07:01:57 AM
Sluggs,
not an older version, it was always 4.101 and DBW oriented as explained before. As I previously stated, the fact is that it considers that you already have some classes which are a "de facto" base for jets. If you have the JetWar pack working in a different installation that DBW it will work over it, because then it relies on the JetWar contents, but it wont if you don't have at least that.

Regards,
Pablo
Title: Re: Auto DiffFM
Post by: sluggs on June 12, 2012, 07:10:41 AM
Ah, thanks for the response.
Title: Re: Auto DiffFM
Post by: Samurai999 on July 08, 2012, 07:55:41 AM
Doesn't work. Tried on 4.101 and on 4.11.1 It is loaded normally but, in attempt to start any missions or the company crash when loading for 100 %  :'(
Title: Re: Auto DiffFM
Post by: benitomuso on July 08, 2012, 08:53:16 AM
It sounds to something different.

Having problems with the buttons themselves will be seen before, your game will crash before finishing load the game in 60%.

Consider a different cause for your problem.

Regards,
Pablo
Title: Re: Auto DiffFM
Post by: Bf-109AceIV. on July 13, 2012, 11:32:42 AM
thanx man!
Title: Re: Auto DiffFM
Post by: SaS~JackS on July 14, 2012, 06:30:00 AM
Thank you Pablo!!!

Got the F6C4 working in 4.1.1.1m modded plus the early Spits + plus all HSFX maps.

Now, if you can get QMBPro or the jets to work???

Jack
:)
Title: Re: Auto DiffFM
Post by: SAS~Malone on July 14, 2012, 08:08:21 AM
Doesn't work. Tried on 4.101 and on 4.11.1 It is loaded normally but, in attempt to start any missions or the company crash when loading for 100 %  :'(

Samurai, i have noticed several people complaining of similar problems recently, and in most of those cases, it was solved by simply deleting the 'last.quick' file from your root/Quicks folder, as this file contains the saved stae from a previous mission - which results in a consistent 100% freeze, until you remove the last.quick file.
although i haven't had an opportunity to try yet, the same might well be true of the 'lastmission.mis' file which lies in the Missions/Single folder.
maybe this helps :D
Title: Re: Auto DiffFM
Post by: hguderian on July 14, 2012, 04:34:21 PM
it is a shame it doesn't work on HSFX...anyone have sorted out how?

Cheers
Title: Re: Auto DiffFM
Post by: Samurai999 on July 15, 2012, 04:52:53 AM
SAS~Malone

No it can not and could not help. Because you did not realize maybe there are not problems with the editor. There, I just checked again. Yves simple editor and a large and generally anywhere, do not start with this Diffm no mission where indicated in more than one plane (the plane itself the player) on the map. And even he (samloet player) can also controlling manually.

In this way. He came to the conclusion that this Diffm as both a conflict with the AI ??version of the game 4.11.

That's it.  ;)
Title: Re: Auto DiffFM
Post by: SAS~Malone on July 15, 2012, 06:08:34 AM
yes, that's possible....i was only offering a 'possible' cause....;)
and, as i am not using this mod, i am also not really qualified to offer help with it...
Title: Re: Auto DiffFM
Post by: CWMV on September 08, 2012, 01:16:12 AM
it is a shame it doesn't work on HSFX...anyone have sorted out how?

Cheers
Same here.Cant get any sort of DiffFM to work. Neither this or the version at freemodding.
Perhaps a UV3 conflict?
Title: Re: Auto DiffFM
Post by: benitomuso on September 08, 2012, 09:41:55 AM
People, have you tried with my version specific for HSFX6?

Here it's clearly explained the differenceand it is the appropriate version:

http://www.sas1946.com/main/index.php/topic,27392.0.html

The problem is that HSFX6 is not a plain v.4.111 regarding this, so that's why it doesn't work normally.

CWMV, where you say UV3 what exactly do you mean? UP3? With open UP3 (as the DBW) the v4.10 should work, because it works in DBW, but perhaps with the packed version of UP3 it doesn't. But I really don't have time to make sub-versions of the MODs for the 10 different possible configurations. I just adopt the most used ones.

Regards,
Pablo

PD: I updated the front post of this MOD with the required
Title: Re: Auto DiffFM - versions for v4.10 / v4.11 / HSFX6
Post by: Mick on September 08, 2012, 10:30:00 AM
... I rather believe CWMV refers to Tiger's UV3 sound mod ....  ;)

I am sorry that I can't give you the link since I have just realised that the complete topic has just disappeared from the sounds section... !!  ???

Title: Re: Auto DiffFM - versions for v4.10 / v4.11 / HSFX6
Post by: CWMV on September 08, 2012, 01:06:29 PM
Ya that's what I meant, there was some talk about it at freemodding
I didn't even see the hsfx specific version, that may explain why it no worky  :P
Title: Re: Auto DiffFM - versions for v4.10 / v4.11 / HSFX6
Post by: CWMV on September 08, 2012, 09:34:35 PM
Ok tried it (correct version) with a clean HSFX6 most recent update-60% crash. No other mods added.
EDIT: Just saw that this will not work in expert mode. Oh well moving along.
Title: Re: Auto DiffFM - versions for v4.10 / v4.11 / HSFX6
Post by: benitomuso on September 17, 2012, 08:54:30 PM
Updated version of AutoDiffFM compatible with HSFX6 Expert Mode made by chrisgibon:

For those who want to use the expert mode HSFX6 after adding new aircraft I slightly modified the AutoDiffFM mod from Benitomuso.

Title: Re: Auto DiffFM - versions for v4.10 / v4.11 / HSFX6
Post by: X-Raptor on September 25, 2012, 04:31:37 PM
@   Pablo & Chrisgibon:  Please as now I'm in a mess please explain me better:  my doubt is if we use Benitomuso's AUtoDiff for HFSX altered by Chrisgibon (see post above with link) and we put and activate it both with EXPERT MODE in JSGME, then, WHAT FM we expect to use? the HFSX one (expert FM)  OR the  "standard" FM planes (Autodiff Benitomuso)  ?? :-\
Title: Re: Auto DiffFM - versions for v4.10 / v4.11 / HSFX6
Post by: benitomuso on September 25, 2012, 09:49:50 PM
Raptor,
my original Auto DiffFM works OK with buttons (or Diff(erent)) buttons of the stock versions of the game (4.10 is one type and all the rest 4.08, 4.09, 4.11... are other).

The Expert Mode of the HSFX6 uses another coding and obviuosly a different buttons file for it. Before chrisgibon touchup it was impossible to use the AutoDiffFM if you activated the Expert Mode, it would gice a CTD error.

You can use the chrisgibon modified one with any combination of game in HSFX6 (it only works on it). Obviously if you want Expert Mode you have to activate it, and so expect to have those FMs.

Regards,
Pablo
Title: Re: Auto DiffFM - versions for v4.10 / v4.11 / HSFX6
Post by: X-Raptor on September 26, 2012, 04:43:04 PM
;) thank you for the ever prompt answer Pablo.And thank alway for your work shared here.
Title: Re: Auto DiffFM - versions for v4.10 / v4.11 / HSFX6
Post by: Diving_Hawk on October 19, 2012, 10:26:24 AM
Wonderfull news.
Thanks both of you for your work :)
Title: Re: Auto DiffFM - versions for v4.10 / v4.11 / HSFX6
Post by: SaS~JackS on December 22, 2012, 07:18:20 PM
Pablo,

Thanks to this effort, I have the Lancaster flying just fine in HSFX 6.0.17 using my custom button (I changed most of the FMs to get rid of the trim settings which I find add unrealistic flight characteristics, some based on my personal experience).

I also use my custom DBW button on my ModAct 4 install with no problem.

Many thanks.  :)

Jack
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: philly vodka on January 17, 2013, 05:17:58 AM
were do I have to put this file? ???
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: BravoFxTrt on January 17, 2013, 09:52:52 AM
Put it in your   Mods, #DBW, #SAS, #UP#, Folder, or what ever you put your mods in.
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: heck mitchell on February 15, 2013, 07:28:11 PM
I know this mod is probably old news to most of you, but I'm new here and was unable to get single planes to work in my 4.11.1m installation until I came across this mod.  Thank you, so much!  This works like a charm.
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: BravoFxTrt on April 02, 2013, 07:08:22 AM
Pablo, you have the 4.10 Icon for this Auto DiffFM, shouldnt it be 4.11??
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: benitomuso on April 02, 2013, 10:03:55 AM
Bravo, I haven't put that icon.

I will see if I can change it.
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: BravoFxTrt on April 02, 2013, 10:05:19 AM
Oh, ok thanks Pablo. :)
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: Claw on April 29, 2013, 10:11:08 PM
benitomuso Mission Pro is awsome. I didn't have to delete the .last.quick file like the others. I don't know why. Mission Pro makes it so easy to move quick missions to FMB and to the dedicated server. Great mod

Thanks

Bob N
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: SAS~Gerax on May 01, 2013, 06:01:46 PM
Quote
benitomuso Mission Pro is awsome. ....
and why is this post in the diffFM thread? just asking.  ;)
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: stockplane on May 11, 2013, 11:36:26 AM
I have make some test with HSFX 6.017 + MODS folder for HSFX 6 and DIFF_FM for it and with the early Bf-109's and early Spitfires in FMB they explode at the beginning of the mission.
How is pobbible solved.

Regards
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: Spitwulf on June 19, 2013, 10:24:50 AM
Auto DiffFM not work for me...  :(

I'm on 4.10 + DBW 1.71 + Engines Mod 2.6 (Auto DiffFM included here)

I've tested this feature today for the first time with different planes for 4.09 (ICR.42, I-153N, new Wellington, and others), but without any result. CTD at 60%

Extract from my log file:

Code: [Select]
opening new fm file welly_fmnulljava.lang.NullPointerException at com.maddox.il2.ai.AirportCarrier.clsBigArrestorPlane(AirportCarrier.java:432) at com.maddox.il2.ai.AirportCarrier.isPlaneContainsArrestor(AirportCarrier.java:394) at com.maddox.il2.gui.GUIQuick.fillArrayPlanes(GUIQuick.java:1483) at com.maddox.il2.gui.GUIQuick.<init>(GUIQuick.java:1576) at com.maddox.il2.gui.GUI.create(GUI.java:158) at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1853) at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1548) at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:211) at com.maddox.il2.game.Main.exec(Main.java:420) at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Same error with all planes tested. I've missed something?

Bye!  :)

EDIT 20 June: Problem solved after deleting the old DiffFM class located in DBW/XTD folder. If someone have the same problem this is the solution.

Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: Whiskey_Sierra_972 on June 30, 2013, 06:33:29 AM
Hi Pablo!

Are you planning to develope your Auto diffFM also for the new 412 game version?

Moreover , since the 410 and 409 Auto diffFM are a bit tricky to find , what about repost new links for each of the old version?

All users 'll be really grateful!

walter
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: benitomuso on June 30, 2013, 08:52:21 AM
Walter,
as far as I know it is inculded in the SAS MODActivator 5. It works over the basic FM class, so any SAS AI Engine MOD or Activator basically requires a different and proper versión.

This makes it difficult to provide formal (non-dependent of your environment) releases.

As far as I remember I only made versionf for 4.111 and 4.101, but perhaps the 4.101 is useful for 4.09. The fact is that I don't keep the code I produce for Il-2 with changa history as in a profesional software project.

I will check, but I don't know what I have.

Regards,
Pablo
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: Whiskey_Sierra_972 on June 30, 2013, 10:05:01 AM
Strange because I have Auto diffFM for 409 and 410....maybe I can upload them so you can check the code....
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: csvousden on July 18, 2013, 07:39:46 AM
Guzknife,

Which version do you use?
C
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: csvousden on July 18, 2013, 08:37:06 PM
Thanks!
C
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: .50calBMG on October 24, 2013, 07:32:50 PM
Is this only working with aircraft or does it work with effects as well?
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: benitomuso on October 24, 2013, 07:55:56 PM
The FMs are the Flying Models (plus engine noises control) of the planes.

I don't know what you mean about effects, but basically it is out of scope.

Regards,
Pablo
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: asheshouse on October 25, 2013, 10:09:05 AM
As an experiment I copied the AutoDiffFm file, 294ABC86A89FAEB4, from my SASModAct5 install into my HSFX7 install. CTD when loading mission at 30%.
I guess that is no surprise :)
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: SAS~Storebror on January 19, 2014, 05:26:11 AM
Not really a surprise as you need the file 7EB08F4A25293AE0 as well.

Best regards - Mike
Title: Re: Auto DiffFM+ (Updated 2013/01/04)
Post by: Alemart_el_Redentor on May 26, 2015, 10:30:59 AM
Hey guys! :D
Is this mod compatible with 4.12.2?, what do i need if not?.
Thanks!.