Agracier,
the MOD prepares the field for something that I consider (at least I have started doing so) for MODs in SFS format. This is obviously useful considering that 3do typical contents (the heavy part of any MOD) get reduced in size at least in a 60%.
As you said, the .rc determines which SFS files are mounted (the files are actually only loaded when the game requires them). This mount is only kind of a catalogue of available files, that later will point to the proper streams (data) in the corresponding SFS file.
If you use very basically MODded 4.09, 4.10 or 4.11 games, then only the stock SFSs are loaded. But DBW, SAS-ModAct, UP3, HSFX5 and HSFX6 packs have extra contents (3d Models, Effects, Sounds, Skins...) packed in SFS files, so editing of the original .rc (the stock list) is required to allow those contents to be available.
The idea of this MOD is to make independent (in 3 levels) the list of files to mount. It gives you the chance to have Multiple-Packs coexisting in the same installation directory (sharing Missions, Skins and other heavy files that you will require only once). But I insist: the main benefit of this will be seen when different MODs in SFS format were issued.
Regarding this:
which might help with overcoming java limitations perhaps?
No, sadly it will not help on overcoming Java limitations. That is only a problem of the quantity of classes loaded (and their respective size), but not of the non-Java contents (what really lies in the SFSs).
Regards,
Pablo
I think I understand the intent, though my knowledge of the rc file is very rudimentary. It determines which sfs files are loaded when the game loads. Right?
If that is so, then it would be useful to set up your own specific sfs loading lists, which might help with overcoming java limitations perhaps?
But if so, isn't this contingent on knowing which sfs files contain what planes, maps, mods etc? If you don't know what an sfs file contains, how do you go about setting up a personal loading sequence?