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Author Topic: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)  (Read 128985 times)

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Gaston

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #48 on: June 19, 2013, 05:22:26 AM »

Working now, with the patch ! Thanks !

A question, before trying to install other things... I have found the famous 294ABC86A89FAEB4 classfile, which is supposed to be the FiffFM mod... does this version make 4.10 or 4.09 useable in 4.12 ? if yes... that is just great !
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Whiskey_Sierra_972

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #49 on: June 19, 2013, 05:25:32 AM »

I think this is a version of the autoDiffFM released by Benitomuso because I have installed some old 409 planes (Tiger Moth and Magister) and got them working flawless....more addition today but I must first think a strategy to have a basic folder for MAPS/OBJECT/AI/EFFECT and a lot of dedicated planes folder thanks to the great STOREBROR new selector!
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SAS~Storebror

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #50 on: June 19, 2013, 05:28:19 AM »

Yep that's right, Modact 5 has AutoDiffFM included, you can use whatever FM files you like.

We tried hard to make life as easy as possible in terms of modding, that's why we also implemented a new "SFS AutoMount" feature, which automatically mounts any SFS file which is dropped in the "SFS_AUTO" folder without the need to edit the ".rc" file as it used to be in former times. That's by the way the reason why mods with SFS files can now reside in JSGME as they do with Modact 5.

Best regards - Mike
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Whiskey_Sierra_972

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #51 on: June 19, 2013, 05:29:54 AM »

You are genial!!!
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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #52 on: June 19, 2013, 05:48:25 AM »

All i want to know is why 4.11 took forever but 4.12 was SNAP?
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352nd_Hoss

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #53 on: June 19, 2013, 05:50:49 AM »



Quote
@AG-51 Hoss, jetwar 1.3 is a content pack only, most of the core classes are in the SAS engine Mod, which is not perfectly compatible for now.

Yep, I figured that one out as I deleted the sfs files and I still got the 30% freeze, got rid of the Engine and Core files and it worked again.....

Cheers

Hoss

Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #54 on: June 19, 2013, 05:53:46 AM »

So engine mod 2.6 causes and CTD?
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SAS~Storebror

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #55 on: June 19, 2013, 05:55:43 AM »

Yep, Engine Mod strictly interfers with base game classes, a lot of which have changed between 4.11.1 and 4.12.
We're already working on an updated version, but that's an extremely tedious job and hence has been postponed a bit. Don't expect that to be ready within the famous two weeks please.

Best regards - Mike
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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #56 on: June 19, 2013, 06:17:30 AM »

Oh ok then off the the other mods! :P
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VF111Sundowner

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #57 on: June 19, 2013, 06:21:57 AM »


Ok this is a noobish question..

But using this Mod act will allow me to get back Santbro's gun cam tracers right? (and possibly alittle better sounds?)
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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #58 on: June 19, 2013, 06:22:32 AM »

yeah I hope ;)
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vegetarian

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #59 on: June 19, 2013, 07:05:51 AM »

Quick possible bug update.
Modact + Patch +  AI Flyables on a vanilla 4.12 install - the fuselage is invisible in the external view of the flyable Wellington. I'd post a screen shot but I don't know how to!
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