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Author Topic: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)  (Read 131662 times)

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vivs_bigminh

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #36 on: June 12, 2011, 02:37:29 AM »

Great work!
I only takes 9 seconds to start up favorite game, and my moded now loads in just 25 seconds, very astonishing ! Thanks Cirx !



My share background: https://www.mediafire.com/?z466bb2pfbfgzwc

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vegetarian

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #37 on: June 12, 2011, 03:29:45 AM »

Quick question regarding ModAct3.06 and the new default skins - FBDSM.
In the Quick Guided Tour for ModACt 3.06 it says to install the FBDSM sfs files into the SAS_SFS folder, replacing the relevant placeholders already in there. (up to no. 15 I note - looks interesting!) This would make the new default skins only available for use by the ModAct version of the game, not UP or HSFX versions.
To make the new default skins available for use by those two versions of the game, I would have to install the sfs files into the root directory of the game as per the initial FBDSM instructions https://www.sas1946.com/main/index.php/topic,15030.0.html, and amend the .rc file accordingly. Is that correct?
This of course would mean two installations of the same set of files. Its no big deal given the space saved by removing the other separate game installations, but is this an oversight? Or could I get around this by just installing the sfs files once in the root directory, and this would then be available to ModACt 3.06 as well as UP3.0RC and HSFX 5.01?
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SAS~CirX

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #38 on: June 12, 2011, 07:25:37 AM »

Quick question regarding ModAct3.06 and the new default skins - FBDSM.
In the Quick Guided Tour for ModACt 3.06 it says to install the FBDSM sfs files into the SAS_SFS folder, replacing the relevant placeholders already in there. (up to no. 15 I note - looks interesting!) This would make the new default skins only available for use by the ModAct version of the game, not UP or HSFX versions.
To make the new default skins available for use by those two versions of the game, I would have to install the sfs files into the root directory of the game as per the initial FBDSM instructions https://www.sas1946.com/main/index.php/topic,15030.0.html, and amend the .rc file accordingly. Is that correct?
This of course would mean two installations of the same set of files. Its no big deal given the space saved by removing the other separate game installations, but is this an oversight? Or could I get around this by just installing the sfs files once in the root directory, and this would then be available to ModACt 3.06 as well as UP3.0RC and HSFX 5.01?

Quote
those two versions of the game, I would have to install the sfs files into the root directory of the game as per the initial FBDSM instructions

Yes, that is correct. From now on, your SAS Modact will read it's "FBDSM from it's own folder. UP3, DBW, and anything else, will read FBDSM from your main game folder.


Quote
This of course would mean two installations of the same set of files. Its no big deal given the space saved by removing the other separate game installations, but is this an oversight? Or could I get around this by just installing the sfs files once in the root directory, and this would then be available to ModACt 3.06 as well as UP3.0RC and HSFX 5.01?

No, it is not an oversight. When we make fuckups here at SAS, we make huge ones, not little things like this  :D
The reason is twofold.

1) We want to make it possible for Modact users to simply "drag and drop" FBDSM archives into their SAS_SFS folder, without having to worry about editing the .rc file. That meant we had to include placeholders that are already loaded. However, we wanted to include placeholders in a way that wont irritatingly overwrite archives users may already have, for UP and the like, which they would then have to replace again ect.

2) There are at least 2 archives in FBDSM so far, that is not useable by one group or the other. Archive 6 is only for stock zero's. Archive 7 is only for modded Mig3's. That means, a user who uses both UP and modact, could not use the great new skins for stock zero's, since they would mess up the zero's in UP3. And he could also not use the new Mig 3 archive for UP3, since that would mess up his stock Mig's in Modact. So, by seperating the whole bunch, players can have the best of both worlds. We know this involves a bit of duplication, but read on...

Yes, there are more efficient ways of achieving that, but I always try to keep the stuff as simple as possible. There are lots of IL2 players who cannot swtich their PC on by themselves you know, one does not want to confuse things too much ;) There is of course also a large number of player of IL2 who drool from the side of their ears, and require nurses to tie their shoelaces for them and turn them over when they sleep, but thankfully those are all at the yellow forum, and dont play with mods anyway.

The penalty for this, when the whole FBDSM series is done, would be maximum about 1.2 extra Gigs in the install, which I think is OK. We have also a number of other SFS archives that are, more or less, duplications of archives in other packs, but we seperated those, because as we go forward, UP and Modact may develop slightly independantly, and we want an environment where nothing UP, or DBW , does, will impact Modact Installs at all, and vice verca.

So my advice is, dont mess with the .rc file too much. You may save a few 100 megs of disc-space right now by being super clever, but untangling the mess, after an update or two or three further from UP, HSFX, Modact, FBDSM, ect, when it WILL come back to bite you, is something not worth contemplating. Only do it if you are sure of what you are doing.

And for that, my answer regarding anything techical in IL2 modding installation and management is always "If you have to ask, you should not do it"

If you want to save serious amounts of discspace, you'll probably get better results by throwing all the crap and duplicated skins out of your paintchemes folder :D

Hope this answers your question!
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Wildchild

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #39 on: June 12, 2011, 03:03:37 PM »

And now i have a question. I have a stock 4.101 install, and what i did was i installed SAS 3.6, then UP3, then HSFX 5.0 and patched it to 5.0.1. After i installed 5.0, i realized that it deletes everything insidethe jsgme folder, therefore removing everything except HSFX jsgme pack. so then i tried SAS 3.6, HSFX 5.0 and patched it to 5.1 (still removed all of the SAS jsgme packs) and then UP3, except when that happened i couldnt get the IL-2 selector open unless UP3 was activated. then after i tried deactivating UP3 while the selector was open, the game would not start. So is there a certain way to place the three packs in one installation?
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SAS~CirX

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #40 on: June 12, 2011, 04:49:05 PM »

yes, but as I always say, if you have to ask how, then DO NOT DO IT.
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Wildchild

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #41 on: June 12, 2011, 06:01:18 PM »

well i have done it before, i can do it again... :P but just for confirmation what is the order?
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vegetarian

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #42 on: June 12, 2011, 06:59:21 PM »

Thanks for the comprehensive answer CirX. I didn't think it was an oversight, but I thought I would check just in case. Sometimes you can get so focused on the difficult stuff that the bleeding obvious can slip right past unnoticed - to ones embarrassment ??? When we were renovating our house, the architect got so carried away with design frippery, as is their wont, that she forgot to include a laundry!
Also, you're getting far too cynical in your old age :)
"There are lots of IL2 players who cannot swtich their PC on by themselves you know, one does not want to confuse things too much ;) There is of course also a large number of player of IL2 who drool from the side of their ears, and require nurses to tie their shoelaces for them and turn them over when they sleep, but thankfully those are all at the yellow forum, and dont play with mods anyway."
Although I know where you're coming from. Possibly a generational thing, why bother to think for yourself when you can always ask someone else. It's especially prevalent on certain forums. Learned helplessness (or just born that way!)
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DD_BadAim

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #43 on: June 12, 2011, 07:06:41 PM »

Wildchild, While you can really do it in any order, I think you might be best off going, Clean>HSFX>UP>MODACT>FBDSM. This should keep you from having to go back and screw with stuff. Don't forget to put the appropriate FBDSM files in both the SAS_SFS folder and the main folder (so that both UP and Modact can use them).

(to be fair though, I am one of the aformentioned droolers, so you might not want to pay any attention to me :P)
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DD_BadAim

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #44 on: June 12, 2011, 07:10:56 PM »

Thanks Veg for asking the very question I was coming here to get the answer to, and thanks CirX for answering it before I could even ask. Talk about customer service. 8)
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Wildchild

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #45 on: June 12, 2011, 07:16:13 PM »

Wildchild, While you can really do it in any order, I think you might be best off going, Clean>HSFX>UP>MODACT>FBDSM. This should keep you from having to go back and screw with stuff. Don't forget to put the appropriate FBDSM files in both the SAS_SFS folder and the main folder (so that both UP and Modact can use them).

(to be fair though, I am one of the aformentioned droolers, so you might not want to pay any attention to me :P)
Thats what I have been thinking of doing, except do I need the FBDSM? because in a previous install it worked fine without FBDSM (I play online and offline)
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DD_BadAim

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #46 on: June 13, 2011, 05:03:06 AM »

Of course you can go without the FBDSM, but why would you want to do that to yourself? Life is too short to drink bad whiskey or fly with crappy default skins. :P  P.S. we got the RC2 now which includes the new switcher, so the order of Modact/UP is more or less irrelevant now. (I think)
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dietz

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Re: SAS Seriously KickAss Modact 3.06 for 4.101 (9 June 2011)
« Reply #47 on: June 14, 2011, 05:30:46 PM »

Have followed instructions & tried to install over new UP 3.0 install..twice.Have tried with & without #UP# folder &with & without Up mods in JSGME folder,disabled il2exe before install too.I get to startup box , have changed to SAS 3 version,activated JSGME mods.pressed start game & get nothing.I know i must have missed something ...but what? :-\
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