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Author Topic: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)  (Read 156224 times)

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Claw

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #156 on: June 23, 2013, 09:55:23 PM »

Do you mean the Corsair IV or is there actually a F4U-4 you added? I know they are two different planes in real life. In any case, the Corsair IV works fine for me. If you mean an actual F4U-4, where did you get it? I'de like to try it.

I must also mention when I played back my video of me testing it, one of my wingman's plane got vulched and he jumped out and ran away. I Laughed my but off. Then he got shot too and fell down dead and I almost fell on the floor.

Is that way to cool or what?  HA HA HA.

Is that a feature of IL-2 or ModAct?

I most also mention each time I see one of the random load screens, I say "Thats so darn nice" But I don't say darn.

Bob
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Mission_bug

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #157 on: June 24, 2013, 03:31:50 AM »

Hello again Mike, yet another bug report from me, sorry. :'(

I have a number of QMB missions from my South Vietnam and Mark's BTM Pacific map set up for seaplanes, saves making new missions when a new one is released. ;)

These work properly in the 4.11.1 ModAct 4 game where they were made, using various aircraft such as the H5Y and S55m, but when tred in the 4.12 with Modact 5.1 version the modded seaplanes pick up the nearest land airfield to set down on. ???  The stock aircraft such as the Cant Z506 are fine and land on the water as intended. ???

Does this mean that something changed in 4.12 for seaplanes, or is this a problem with the ModAct 5.1 itself?

Your thoughts on my exploding I-16s and this would be greatly appreciated.

Wishing you all the very best, Pete. ;D
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GilB57

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #158 on: June 24, 2013, 03:51:01 AM »

Another bug found in my "early war planes" tests session:
Installed the early Bf109s SAS pack (B to D versions)... all goes well EXCEPT for the B1 which explodes when you try to start the engine (scramble mission test in order to start on ground) or when you switch to outer view F2.

LOG file:
Quote
Quick/Bessarabia/BessarabiaRedScramble02.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7'
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7z'
INTERNAL ERROR: HierMesh: Can't find chunk 'NoseCannon3_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WaterR_D0'
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapL_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapR_D0'
[24 juin 13 11:39:58] -------------- END log session -------------
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Epervier

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #159 on: June 24, 2013, 04:45:39 AM »

Quote
Quick/Bessarabia/BessarabiaRedScramble02.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7'
INTERNAL ERROR: HierMesh: Can't find chunk 'oxigen-7z'
INTERNAL ERROR: HierMesh: Can't find chunk 'NoseCannon3_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'WaterR_D0'
warning: no files : music/takeoff
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapL_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'FlapR_D0'
[24 juin 13 11:39:58] -------------- END log session -------------
Ces erreurs ne sont pas fatales. Il doit y avoir autre chose. Le jeu pullule de ce genre d'alarmes.

These errors are not fatal. There must be something else.
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

henkypenky

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #160 on: June 24, 2013, 06:40:40 AM »

Hi, I would like to report that
Yak 1's by Karabas Barabas https://www.sas1946.com/main/index.php/topic,33666.msg363360.html#msg363360 work ok in my 4.12  :)
Lagg 3 serie 1 & 11 by Cirx https://www.sas1946.com/main/index.php/topic,541.0.html work ok ( haven't tried the opening canopy's yet!)  :)  :-\

But Cirx's Bf 110 family https://www.sas1946.com/main/index.php/topic,813.0.html doesn''t work  :(
and P-51B's from https://www.sas1946.com/main/index.php/topic,4665.0.html also doesn't work   :)

Sure these two packs will be made compatible (sooner or later)  :D
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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #161 on: June 24, 2013, 06:44:44 AM »

Has anyone noticed that when you install a map and then DL a QMBpro mission for it, it doesnt show up in the game
The MissionPro Combo version included in Modact 5 contains a mechanism which checks all QMBpro missions whether or not the regarding maps are installed properly. The reason why this mechanism has been implemented is that the default MissionPro Combo mod already ships with a whole lot of missions which require additional modded maps, but since those maps are not included in Modact 5, the user would see a really large list of missions where he could only select some half of them, the others would trigger errors when selected.
So we decided to check the missions in advance and simply not show them in the list if the regarding map is missing (this check can be noticed as a short additional delay at game start time when the game shows "60%" load status).

This in turn means that if you installed a map and the regarding QMBpro mission and the map/mission still doesn't show up in the game, either your map or your mission (or both?) have not been installed correctly.

Best regards - Mike


I dunno but I installed the west front 40 pack and dumped it in my JSGME and then I pulled the Europe Westfront44 QMB missions from my DBW and dropped em in my Missions QMBpro
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duffys tavern

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #162 on: June 24, 2013, 07:12:12 AM »

Do you mean the Corsair IV or is there actually a F4U-4 you added?

This is the Corsairs I'm trying to use. Work fine with DBW.
https://www.sas1946.com/main/index.php/topic,21760.0.html
OK fixed now. D/L Version 2. They seem to work fine.
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CWMV

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #163 on: June 24, 2013, 07:14:32 AM »

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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #164 on: June 24, 2013, 07:25:35 AM »


P-51's work just fine.

You mean the UI P-51's for the P-51B's?
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SAS~Boomer

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #165 on: June 24, 2013, 07:46:04 AM »

Yea, wondering if anyone has experienced the same problem with the P-61 & Late Corsairs?

Late Corsairs and the P-61 work fine in my 4.12,installed like any other aircraft
These planes all worked in my 4.12 SAS Modact 5.1

In fact,
both the older "Late Corsair pack for 4.09" and the most recent repack of the "Late Corsairs" work in 4.12




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duffys tavern

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #166 on: June 24, 2013, 08:29:16 AM »

Late Corsairs and the P-61 work fine in my 4.12,installed like any other aircraft
These planes all worked in my 4.12 SAS Modact 5.1
In fact,
both the older "Late Corsair pack for 4.09" and the most recent repack of the "Late Corsairs" work in 4.12

Yea Boomer, got the Corsairs to work, using version 2. However still P-61s don't work, 4.09 or 4.10 version. Get the dreaded memeory msg:
The instruction at "0x5ed0530e" referenced memory at "0x0000051e". The memory could not be "read".
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SAS~Boomer

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #167 on: June 24, 2013, 08:31:15 AM »

Hm,I don't get that
The P-61 loaded right up no problem
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