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_20150114.7zdo 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):
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#msg468702and
https://www.sas1946.com/main/index.php/topic,45060.msg507304.html#msg5073042nd stepgo 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=37774.0and 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 ..
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#msg504742when I adviced him to use my engMod here:
https://www.sas1946.com/main/index.php/topic,44975.msg504729.html#msg504729and here:
https://www.sas1946.com/main/index.php/topic,44975.msg504733.html#msg504733