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Author Topic: full deck load request  (Read 6070 times)

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SAS~Gerax

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Re: Re: fps-friendly engine start smoke
« Reply #12 on: April 03, 2015, 08:35:09 AM »

Ok, lets try it more detailed:

1st step:

Disable the default EngMod in #WAW so you have a backup.
do this with putting a minus in front of the name.
Looks like this then: -!SAS_Engine_Mod

dl and unzip this patched EngMod into your #WAW.:
https://www.mediafire.com/download/9rgh6q26mnqj24n/!_SAS_Engine_Mod_patch_western_20150114.7z

do you have the correct settings lines at the end of your conf.ini?
My edited conf.ini part for carriers looks like this
(below the [Mods] section in conf.ini; all the text
starting with ";" are comments or disabled lines):

Code: [Select]
CatapultBoost=1
; In dogfight and single-player missions the mission builder can set the parameter
; CatapultBoost 1 . This will increase the power of the catapult
; by approximately 30 knots. This gives you roughly the same results
; as you would have in a carrier moving at 30 knots in a co-op mission. Default is 0.

;CatapultPower=20
CatapultPower=45.0
;CatapultPowerJets=30
CatapultPowerJets=75.0

CatapultAllow=1
; Setting this to 0 on .mis disables the cats ao all ships for human players and AI

CatapultAllowAI=1
; Setting this to 0 causes the AI to use rolling takeoff on all ships.
; Human players can still use catapult.

StandardDeckCVL=1
; Setting this to 1 causes the catapult to be setup for the "standard deck"
; on the CVL's. Default is 0 (short deck).
CatapultAI_CVE=1
CatapultAI_CVL=1
CatapultAI_EssexClass=1
CatapultAI_LexingtonClass=1
CatapultAI_AkagiClass=1
CatapultAI_IllustriousClass=1
CatapultAI_CasablancaClass=1
CatapultAI_ShokakuClass=1
CatapultAI_GrafZep=1

NoNavLightsAI=0
; Setting this to 1 will cause the navlights on AI aircraft to stay off at night.

FastLaunchAI=0
; Setting this to 1 will cause the AI to move into launch position with their
; wings already unfolded. Default is 0.

This are general settings only. For the fine tuning and more settings
see the catapult.ini in #WAWs STD/com/.../objects folder!

See here how other members handle this conf.ini and catapult.ini settings:
https://www.sas1946.com/main/index.php/topic,41674.msg468702.html#msg468702
and
https://www.sas1946.com/main/index.php/topic,45060.msg507304.html#msg507304



2nd step

go into #WAW/STD/gui/game and disable the buttons file.
Put a minus blabla and at the end of this files name
write " orig backup" to remember what you did.

Then go here and dl the buttons 10.5
(under "*OPTIONAL* SAS Buttons 10.5" in red):
https://www.sas1946.com/main/index.php?topic=37774.0

and unzip/copy it into your #WAW/STD/gui/game folder.
its the working buttons file from now on.

Now try the mission I attached in reply #7 above.
It should work now.  :)


Important:

I do not know all implications this changes
have in CUP. I am pretty sure most will
have something to do with Tiger-sound Mod,
but I can't test all this as I have a very poor
soundcard in my old rig and even do not know
the difference .. I just hear something,
or, when its wrong, I hear nothing at all ..  ;D

erafitti mentioned it here that you will lose
Tigers flyby sound (as said above I do not hear this),
https://www.sas1946.com/main/index.php/topic,44975.msg504742.html#msg504742

when I adviced him to use my engMod here:
https://www.sas1946.com/main/index.php/topic,44975.msg504729.html#msg504729
and here:
https://www.sas1946.com/main/index.php/topic,44975.msg504733.html#msg504733

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Barkhorn1x

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Re: Re: fps-friendly engine start smoke
« Reply #13 on: April 03, 2015, 10:38:52 AM »

Wow Gerax THANK YOU very much for the detailed steps.  So game on (!) this weekend.  8)  I will let you know how I am doing in a day or two.
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Barkhorn1x

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Re: Re: fps-friendly engine start smoke
« Reply #14 on: April 04, 2015, 09:22:55 AM »

Success!!!!  But now I have conflicts w/ other mods.  Such is life.  I will try to resolve and if I can't I'll have to make a choice.  :-[
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Matt S

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Re: full deck load request
« Reply #15 on: May 29, 2015, 05:29:40 PM »

Thank you for this mod, Gerax! Made possible my little Hornet Torpedo 8 tribute...





Beautifully done set of Torpedo 8 skins can be found here:

http://www.mission4today.com/index.php?name=Downloads2&file=details&id=6532



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SAS~Monty27

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Re: full deck load request
« Reply #16 on: May 29, 2015, 07:49:20 PM »

Thanks Gerhard.  I have fixed the parking and retained Tiger33's sounds, along with other important CUP features such as the bespoke catapult.INI.  People installing this temporary fix should take care to delete the catapult.ini altogether. - WAW's catapult.ini lives inside WAW/STD... and comprises other settings for the I-400 and Iowa battleships.

The old CTO mod is all part of SAS EngineMOD these days.  SAS EngineMOD handles so many diverse functions from one place that swapping it out in CUP will fix some things and break others.  This is one reason for the different modules of CUP.  The Jet Age, for example, is different again because of the focus on steam powered cats and vectored thrust models.

Thanks for doing a great such a great job to highlight and fix this issue.  I have re-integrated everything so that the new WAW Pt09 will take care of everything.  It will be uploaded this weekend.


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Matt S

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Re: full deck load request
« Reply #17 on: May 29, 2015, 08:44:38 PM »

Thanks Monty!

You may already be aware, but in the catapult.ini I found that I needed to add entries for the 1943_1945 and 1944 version of USS ESSEX (copied/renamed the lines for the stock CV9)...if you're already on top of that please disregard!

Matt
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SAS~Monty27

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Re: full deck load request
« Reply #18 on: May 29, 2015, 09:40:23 PM »

Hi Matt,

Can't recall off the top of my head mate (Saturday morning here I'm cutting down trees out back.  We had some huge bushfires a little too close to the house a few months back and now I'm making sure that several older trees are out of it, but we are planting 5 new ones too.)

Would you please post your catapult.ini underneath here and we can compare details and make sure everything is where it should be (do that this arvo). Thanks again!  ;D

Simon
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decipher

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Re: full deck load request
« Reply #19 on: May 30, 2015, 01:32:55 AM »

does this mean that the Engine_mod files for WAW will change with the upcoming pack 9? will the western patch be incorporated or is that a different matter?

just asking, because i still have not found a straight answer to my worries about those classfiles, that alter the way aircraft are being damaged by 20mm cannons (or how resistant certain aircraft parts are to certain big caliber guns? can't be sure what exactly is going on...) -> 4B598398AD1D180C and 08447B2E29097EB0 .

i have incorporated the western patch into the default WAW engine mod WITHOUT these two classfiles(and several other classfiles to prevent crashes - most of the classfiles seem to be about guided missiles, beacons.. etc) and my installation is running properly without errors and without AI crashing into hills, i have not tested carrier capacity yet. hmm

deci, always worried :)
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SAS~Monty27

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Re: full deck load request
« Reply #20 on: May 30, 2015, 03:47:36 AM »

@deci; I have always agreed with you that those two classfiles need to be removed and, fortunately, they do not effect carrier deck parking, so that stays fixed.

Anyone who has added !SAS_Engine_Mod by themselves is advised to manually delete !SAS_Engine_Mod before installing WAW Pt-09.

Otherwise, keep cool, WAW Pt09 solves the carrier deck parking, adds loads more stuff and installs in the same easy way as all the rest, - just throw it in there.

@Matt S Extra Essex Cats all added to catapult.ini.


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decipher

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Re: full deck load request
« Reply #21 on: May 30, 2015, 03:58:22 AM »

 ;) ok good to hear, i am looking forward to the update.

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SAS~Monty27

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Re: full deck load request
« Reply #22 on: May 30, 2015, 04:28:50 AM »

Its all good deci, you are right, there was a lot more tweaking we did than just those two classfiles.  I would advise replacing !SAS_Engine_Mod with the new one in Part-09, if you have added to it, but yours will probably be changed very little if at all.

Right now I have full deck parking for 16 aircraft with carriers up 1942 and no steam cats - Plus full deck parking for 15 aircraft and steam catapults for carriers fitted out 1944 onwards.  The !SAS_Engine_Mod in Pt-09 achieves all this and is 24.7Mb in size after trimming those classfiles unnecessary for WAW.  Presently this will smoothly overwrite the !SAS_Engine_Mod from WAW Pt-08, also 24.7Mb, and the cumulative build can continue.

Anyone with an !SAS_Engine_Mod larger than 24.7Mb should minus it out and replace it with the one in WAW Pt-08.  WAW Pt09 will be uploaded shortly.



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Matt S

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Re: full deck load request
« Reply #23 on: May 30, 2015, 05:46:55 AM »

Hi Matt,

Can't recall off the top of my head mate (Saturday morning here I'm cutting down trees out back.  We had some huge bushfires a little too close to the house a few months back and now I'm making sure that several older trees are out of it, but we are planting 5 new ones too.)

Would you please post your catapult.ini underneath here and we can compare details and make sure everything is where it should be (do that this arvo). Thanks again!  ;D

Simon

Simon - sorry I didn't see your reply in time to provide the details. Thanks again for all your diligence on this!
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