Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 4 ... 195   Go Down

Author Topic: VP Modpack Discussion  (Read 65151 times)

0 Members and 1 Guest are viewing this topic.

SaS~JackS

  • BUFF Driver
  • SAS Honourable Member
  • member
  • Offline Offline
  • Posts: 669
VP Modpack Discussion
« on: March 31, 2016, 09:29:08 PM »

Hi all,
 The morror on my machine stops at 10 then has ...
I guess I'm doing something wrong?

Thx

Jack
Logged

csvousden

  • member
  • Offline Offline
  • Posts: 531
Re: VP Modpack Discussion
« Reply #1 on: April 01, 2016, 03:39:32 AM »

I would be grateful for the mirror too.  The other site is telling me that I have downloaded my limit.

CV
Logged

spartan18a

  • Supporter
  • member
  • Offline Offline
  • Posts: 688
Re: VP Modpack Discussion
« Reply #2 on: April 01, 2016, 03:49:22 AM »

I would be grateful for the mirror too.  The other site is telling me that I have downloaded my limit.

CV

the same for me ... I got to part 14 and now stuck  :(
Logged
Winning is optional, but trying your best is not.

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: VP Modpack Discussion
« Reply #3 on: April 01, 2016, 04:55:41 AM »

An excellent idea! It will give us 4.12, but with backward DBW compatibility - correct?  :)

I'm sorry, its not fully backward compatible, because of missing mods which are not available outside DBW and in many cases ship and vehicle classes have different names.

I'd recommend this pack to those offliner people who want to (re)play a lot of stock dgen and scripted campaigns with all the community made improvements (new textures, new object 3d, effects, sounds, map repaints, etc) meanwhile enjoying the challenges of the improved 4.12 AI. Of course theres "some" extra stuff to add into the missions. I only included mods which could have been included in the official game...quality above quantity...sometimes less is more as we know. :)

Getting a campaign to work which was made for another game version and modpack will always require some editing but could be made automatic: https://www.sas1946.com/main/index.php/topic,50387.msg555561.html#msg555561

Cheers

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: VP Modpack Discussion
« Reply #4 on: April 01, 2016, 07:43:32 AM »

will there be a torrent for this? Also, that boxart is cool. Can that be made bigger here or as a link to a bigger pic. May try to make a dvd cover for that. very nice.

If you got problems downloading try to get a download manager which can continue downloads: http://features.en.softonic.com/top-10-download-managers

The 'boxart' doesnt exists in other than that size, its made from one of the menu backgrounds I'm using, larger size is in #SAS/GUI. Artwork by G. Hector: http://www.garethhector.co.uk/aviation-art/digital/

Cheers

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: VP Modpack Discussion
« Reply #5 on: April 01, 2016, 01:59:59 PM »

PATCH1: http://ulozto.net/x9jPLLJA/vp-modpack-patch-7z

Fixes QMB problem, corrections in chief ini and some dgen updates.


Quote
OLD PATCH FILES:

Patch 1 to 4:

https://ulozto.net/!GL9nM3DrQ/vp-modpack-patch1to4-7z
or
https://www.mediafire.com/download/sqg2uw7nccnchq1/vp_modpack_patch1to4.7z

Install instructions:

1. Delete #SAS\00_Ju-188A-2_v1.1 folder (old version of Ju-188)
2. Extract the 7z into your game folder, overwrite files.

contents:
https://www.sas1946.com/main/index.php/topic,50919.msg557173.html#msg557173
https://www.sas1946.com/main/index.php/topic,50919.msg560947.html#msg560947
https://www.sas1946.com/main/index.php/topic,50919.msg562486.html#msg562486

Patch 5 to 9:

https://ulozto.net/!1L6TQCKZrIkN/vp-modpack-patch5to9-7z

Install instructions:

Extract the 7z into your game folder, overwrite files.

contents:
https://www.sas1946.com/main/index.php/topic,50919.msg564665.html#msg564665
https://www.sas1946.com/main/index.php/topic,50919.msg565761.html#msg565761
https://www.sas1946.com/main/index.php/topic,50919.msg567172.html#msg567172
https://www.sas1946.com/main/index.php/topic,50919.msg569335.html#msg569335
https://www.sas1946.com/main/index.php/topic,50919.msg571943.html#msg571943

Patch 10 https://www.sas1946.com/main/index.php/topic,50919.msg574710.html#msg574710
Patch 11 https://www.sas1946.com/main/index.php/topic,50919.msg579544.html#msg579544
Patch 12 https://www.sas1946.com/main/index.php/topic,50919.msg580700.html#msg580700
Patch 13 https://www.sas1946.com/main/index.php/topic,50919.msg582367.html#msg582367
Patch 14 https://www.sas1946.com/main/index.php/topic,50919.msg585198.html#msg585198

hadji4

  • member
  • Offline Offline
  • Posts: 113
Re: VP Modpack Discussion
« Reply #6 on: April 02, 2016, 02:25:28 AM »

Thank you for a great job !!! But why the mission does not start? log file -   

Code: [Select]
Loading mission campaign/ru/DGen_A_KurlandJun4402/40729.mis...

INTERNAL ERROR: Can't open file 'MAPS/_Tex/TB_e1.tga'
INTERNAL ERROR: LoadTextureFromTga('MAPS/_Tex/TB_e1.tga')
WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING: Error: 'WARNING'
WARNING: TLandscape::LoadMap('Kurland/load.ini') - errors in loading
Landscape 'Kurland/load.ini' loading error
java.lang.RuntimeException: Landscape 'Kurland/load.ini' loading error   ???
Logged

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: VP Modpack Discussion
« Reply #7 on: April 02, 2016, 02:43:18 AM »

It says TB_e1.tga is missing from the Kurland maps load.ini, but its not part of my modpack. Its a high clouds layer by Tbauchot. I've checked and my Kurland repaint uses the stock clouds layer (HighClouds  = Clouds256.tga).

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: VP Modpack Discussion
« Reply #8 on: April 03, 2016, 05:23:52 AM »

Hi guys!

I forgot one important thing, the conf.ini entries:

Quote
[Mods]
PALMODsColor=0
PALQMBLinesMap=10
PALQMBLinesPl0=25
PALQMBLinesPl1=20
PALQMBLinesPl2=19
PALQMBLinesPl3=18
PALQMBLinesPl4=18
PALQMBLinesPl5=18
PALQMBLinesPl6=18
PALQMBLinesPl7=18
BombBayDoors=0
RandomSplash=1
netCallsign=
TracersPlayer=400
TracersAircrafts=300
TracersWorld=25
TracersWirbelwind=5
HUDLogLines=3
HUDLogColor1=80FFFFFF
HUDLogColor2=10FFFFFF
HUDLogBottomColor1=80FFFFFF
HUDLogBottomColor2=10FFFFFF

Not a requirement but the conf.ini Dgen section can be updated to. I'm using these settings:

Quote
[DGen]
CampaignLength=Long
MissionDistance=75
GroundIntensity=High
AirIntensity=High
RandomFlights=5
CampaignAI=Normal
CampaignMissions=Hard
MaxBomberSkill=1
SlowFire=20
MaxFLAK=100
OperationVictory=1000
OperationDefeat=-1000
WarVictory=10000
WarDefeat=-10000
;UseParkedPlanes=1
NoAirfieldHighlight=0

tartenmuche

  • Supporter
  • member
  • Offline Offline
  • Posts: 393
Re: VP Modpack Discussion
« Reply #9 on: April 03, 2016, 09:59:51 AM »

Dear VPmedia,
I am like Tofolo, when I try to get an aircraft in QMB i get "data file corrupt" .
Best regards.
Logged
Intel Core Duo E8400 3GHz, Nvidia GeForce GTX 750 Ti, 2x2 gb DDR2 1066 mHZ

vpmedia

  • Modder
  • member
  • Offline Offline
  • Posts: 6652
  • www.vpmedia.hu/il2
    • VPMEDIA SKINS
Re: VP Modpack Discussion
« Reply #10 on: April 03, 2016, 10:25:29 AM »

I only play on a few QMB maps which work fine and the missions all came with QMBpro, I only added a few objects. Can you tell me which mission(s) should I test and post a logfile?

tartenmuche

  • Supporter
  • member
  • Offline Offline
  • Posts: 393
Re: VP Modpack Discussion
« Reply #11 on: April 03, 2016, 10:38:01 AM »

Dear VPmedia,
sorry for the trouble but I didn't select any map so the map label was blank, therefore my problem. After selecting a map I got my plane.
Thank you and best regards.
Logged
Intel Core Duo E8400 3GHz, Nvidia GeForce GTX 750 Ti, 2x2 gb DDR2 1066 mHZ
Pages: [1] 2 3 4 ... 195   Go Up
 

Page created in 0.039 seconds with 26 queries.