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Author Topic: SAS Engine Mod v2.6RC Final  (Read 201867 times)

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AmselJ

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #12 on: February 17, 2012, 12:11:49 PM »

Upgrade your 7zip to 9.20. It help for me.
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Badmuthafunker

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #13 on: February 17, 2012, 01:12:59 PM »

Upgrade your 7zip to 9.20. It help for me.

Thanks mate, sorted now.  :)
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adambegg

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #14 on: February 17, 2012, 02:54:08 PM »

Looks like a stunning piece of work.
If it will stop those long, slightly-faster-than-me circles the AI does, it will make my day!

Thanks!
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Badmuthafunker

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #15 on: February 17, 2012, 03:37:41 PM »

Sadly CTD on mission start.
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Dakpilot

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #16 on: February 17, 2012, 05:21:53 PM »

Thanks, updating 7zip did the trick  :) no probs installed in DBW1.71 (any tweak to gunners behaviour can only be good)


Cheers Dakpilot
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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #17 on: February 17, 2012, 06:08:04 PM »

Sadly CTD on mission start.

Going to need more info than that. What %, what mods installed and please give me a print out of the game log.

Also are you running plutonium effects?
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Badmuthafunker

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #18 on: February 17, 2012, 06:59:17 PM »

Apologies Anto. I was preoccupied with Clay's Fw pack, so I rushed my post.

I put your mod into both my bloated ModAct 3.06, containing plutonium FX. And into a fresh install of the same, with just Clay's pack and the following jsgme mods in the #SAS folder:

#SAS_6DOF NormalMouse by PAL=1
#SAS_Diff FM Mod for 4.101=2
#SAS_MissionPro Combo by PAL=3
#SAS_Ecran Wide for 4.101=4

CTD on mission start in both installs. This exeption in the light one:

java.util.MissingResourceException: Can't find bundle for base name Missions/QuickQMBPro/Bessarabia/Bessarabiabluescramble00, locale ru_RU
at java.util.ResourceBundle.throwMissingResourceException(Unknown Source)

Tried a different map (Slovakia) and a stock plane (Hurricane MkI); same result, different log:

java.lang.NoSuchFieldError: Ss
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:557)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:645)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.ja

Thanks mate.  :)
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duffys tavern

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #19 on: February 17, 2012, 07:28:51 PM »

Very nice pak but I loose my cats on all but default CVs.
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redfox

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #20 on: February 17, 2012, 07:43:43 PM »

Only Mission ProCombo activated  and your mod on an otherwise vanilla DBW1.71. 4 x FJ3M Fury selected in RedScramble on Pacific_CoralSea_Essex_Class mission in QMB.

Engine start and select AI - lead a/c moves to catapult - engine starts to wind up then game freezes then CTD.

Log.lst not complete and shows no errors but does finish differently every time.

Just a heads up to see if it happens to anyone else.

Not a great problem for me as you stated only minor correction for DBW.

Cheers - Redfox
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352nd_Hoss

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #21 on: February 17, 2012, 11:28:09 PM »

Put this in UP3, and game fails to start.  No other mods in game except for New Corsairs DiffFM, Ecran 2 wide.  disable the mod, enable all my other mods and game starts as is should. This is a fresh install by the way.  Is this just for Mod Act games and not UP3 RC4?  Is that coming down the pike for new UP release?..............  the only thing in the Jet Pack 1.2 I was looking forward to was putting Tu-4's w/KS-1's into an MDS for my group....

Tried in DBW, spawn on Essex, taxi up to Cat, strap in power up, hit chocks button to launch................. Bingo Bango......... game freezes............ Took out 1.7.1 AI fix, does the same, took out any thing to do with AI/Cats/Carriers and it still does the same. 

I'm having to reinstall DBW now, because it freezes about 15 minutes into the mission now.   

Guess its as good a time as any to see if the mega pack works.

adambegg

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #22 on: February 18, 2012, 02:51:29 AM »

I tried installing this and got an error message when attempting to launch from a carrier, in any aircraft.  Does this supercede previous carrier and AI mods, or do they need to remain installed in conjunction to this?

Thanks
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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.3 Public Release
« Reply #23 on: February 18, 2012, 05:42:28 AM »

Put this in UP3, and game fails to start.  No other mods in game except for New Corsairs DiffFM, Ecran 2 wide.  disable the mod, enable all my other mods and game starts as is should. This is a fresh install by the way.  Is this just for Mod Act games and not UP3 RC4?  Is that coming down the pike for new UP release?..............  the only thing in the Jet Pack 1.2 I was looking forward to was putting Tu-4's w/KS-1's into an MDS for my group....

This doesn't work with UP3, that's why. If it did, I would have included install instructions for it. There won't be a UP3 version as it is impossible to make this code compatible with Zuti MDS.

Very nice pak but I loose my cats on all but default CVs.

Had mixed reports about this in the past but western has provided me with a fix, which I'm currently testing

I tried installing this and got an error message when attempting to launch from a carrier, in any aircraft.  Does this supercede previous carrier and AI mods, or do they need to remain installed in conjunction to this?

Thanks

This includes the previous carrier/catapult mods from western and Benitomuso, so please delete them.
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