Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => SAS Essentials / Basic Mods => SAS Modact => Topic started by: SAS~Storebror on November 02, 2013, 08:00:46 AM

Title: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:00:46 AM
(https://www.sas1946.rocks/images/imageshit/img203/7254/1zbx.jpg)

Next offical Patch means next Modact!  :D

After another tremendous team effort, SAS is once again proud to present:

the SAS Seriously KickAss Mod Activator v5.30 for 4.12.2m!!


Contents:



Modact 5.3x



AI Flyables Pack 5.3x



SAS Featured JSGME Optional Mods for Modact 5.3x

SAS Featured JSGME Optional Mods Package Contents:



Cheers to SAS Team and Modders for testing

Special thanks (with no claim of completeness) go to:

8) Salut!

SAS~Storebror aka Mike
Title: Download Links for SAS Modact 5.30 [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:07:36 AM
DOWNLOAD LINKS for MODACT v5.30 for 4.12.2m: (241 MB)
Please note it is STRONGLY suggested you start with a fresh 4.12.2m install before switching over to Modact 5.30

Mirror 1: Modact 5.30 (Mission4Today) (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1813)
Mirror 2: Modact 5.30 (Mediafire) (https://www.mediafire.com/download/udk0kar5c9apksz/SAS_Modact_5.30_for_IL-2_4.12.2m.exe)


Other Mirrors welcome, please post download links in this thread, thanks!

~ Torrent: See Attachment.
Please note that a fair use of Torrents implies that you keep seeding the downloaded file at least until you reached an Up:Download ratio of 2.0 on that file.
Cutting the line before this ratio has been reached would be unfair to other members who rely on Torrent seeders for that file, too.
Remember: Others like good download speed the same like you did!
Title: Download Links for SAS Modact 5.3x Patches [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:11:58 AM
No Patches available yet.
Title: Installation Instructions for SAS Modact 5.30 [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:14:29 AM
Installation Instructions for SAS Modact 5.30:

Run the self-extracting installer, select your IL-2 4.12.2m game folder as target for installation, let the installer do it's job, run the game and enjoy!
(Please note it is STRONGLY suggested you start with a fresh 4.12.2m install before switching over to Modact 5.30)


For those who still want to upgrade their existing Modact 5.2x Installation, this is the way which worked for the developers, though it's still strictly unsupported and in case of trouble you have to start with a fresh 4.12.2m installation instead of asking for support (which you won't get in that case):


For users who have an older Modact 4.0/3.0x and need to upgrade:

Unfortunately we don’t have much good news for you. With any game version change, it brings multiple changes and it is difficult to predict all of the side-effects. Therefore as much as pain it is, we STRONGLY recommend you create a fresh Il-2 install, patched all the way to 4.12.2m before installing Modact v5.30. For those still on Modact v3.06/v4.0, DBW 1.71 4.101m, HSFX 6 installs, they aren’t lost forever. We suggest porting your mods across one by one and seeing what happens.

You can try just patching your current install to 4.12.2m and plonking this over the top but it is likely it won’t work. You should do this at your own risk! We are still in the process of confirming what mods are and aren’t compatible with 4.12.x, Heretic has done a superb work in setting up this extremely comprehensive list of mods which have been reported to be compatible with 4.12.x:
https://docs.google.com/document/d/1Q-GyHJ0WoGmzuJ13zEIeIlNVX0D0oWrDoJN_QsgA21c/edit
A big hand to Heretic for this tremendous effort!
Title: Installation Instructions for SAS Modact 5.3x Patches [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:15:08 AM
No Patches yet, hence no installation instructions for them.
Title: Changelog, Hints, Known Bugs etc. for SAS Modact 5.3x [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:24:54 AM
Modact 5 Changelog (newest first):
Code: [Select]
*** Modact 5.30 (Full Package): ***

- supported base game version: 4.12.2m
- updated buttons with several bugfixes, all stock flyable planes have their stock Flight Model now (despite having different engine sounds sometimes)
- basic Modact 5 package location changed from "SFS_AUTO" to base game folder, gives possibility to rename "SFS_AUTO" folder or use different/additional SFS autoload folder(s)
- "light" Splash Screens provided (1MB texture size instead of default 4MB, for very weak and old graphics cards, enable this feature through JSGME if you get a black screen on game start)
- lots of addition conf.ini parameters added to [Mods] section, just to mention a few:
  * RandomSplash=<0 or 1, default 1> : Setting this to "0" disables random Splash Screen, single Splash Screen loaded has to be defined in file gui\background.mat (4:3 screen) and/or gui\wide_background.mat (16:9 screen)
  * netCallsign=<Your Online Callsign here> : Here you can set an Online Callsign which will override the name setting of your currently selected user, this can be useful e.g. if you want to have a callsign containing Spaces.
Changed JSGME options:
- implemented benitomuso's VisualMOD8 as replacement for previously provided MiniMap mod

Modact Patch 5.22:
* Fixed missing Hawk 75 Aircraft in online sessions.
  This issue was caused by the Hawk 75 being renamed in IL-2 4.12.1
  from "H-75" to "Hawk-75".
* Added a function to display on splashscreen whether or not the SAS
  flyable AI package is active.

Modact Patch 5.21:
* Fixed "Online Smoke Bug", where several aircraft (109, Hurricane, several Spits,
  several 190 and some other aircraft) appear smoking (rich mixture smoke) to
  stock players when playing a dogfight/coop mission over the net.
  This is the first time this fix doesn't require a separate "online" buttons version
  anymore, instead offline and online buttons are the same now.

* Added optional log.lst output of FM parameter changes coming along with the
  above mentioned fix. When you edit/add this to your conf.ini
  [Mods]
  ShowOnlineCompatibleFlightModelChanges = 1
  you will get log.lst entries whenever an FM was altered "on the fly" in order
  to solve the above mentioned issue. Note that this conf.ini entry is just required
  for log entries, the mod itself works the same without it.

* Fixed the runtime exception previously generated by Aircraft which's FM doesn't
  contain the new Mach Drag parameters from 4.12.1m yet.
  Instead these FMs will revert to a default (uncrossable) Mach barrier at
  Mach 1.0 now.

*** Modact 5.20 (Full Package): ***

- supported base game version: 4.12.1m
- updated buttons with several bugfixes
Included JSGME options:
- Forgotten Countries
- SAS FX Small Collection
- FOV mod
- Random Belt Start Position
- Carrier Take Off Mod
- Hankenkreuz disabler Mod
Other JSGME mods have been shifted into dedicated optional package.

*** Modact 5.12 (Current Cumulative Patch, obsolete): ***

- lots of aircraft sound matrix issues fixed
- buttons file cleaned, duplicates, old format and bogus files removed (thanks to chrisgibon!)
- PAL FMB Regiment dropdown not working issue fixed
- IL-2 Watchdog dynamic links to Visual C++ Runtime Libraries fixed
- Il-2 Selector updated to 3.1.1
- Pe-2 bombsight FOV too narrow issue fixed (thanks to the_woz!)
- PAL Minimap = no fullscreen map
- static.ini "BambooHut" building entry errors fixed
- 109 "canopy open" issue fixed
- Cockpit Wind Bug fixed (thanks for reminding me, SAS~Le0ne)

Remaining known issues in Modact 5.12:

- PAL Minimap = no fullscreen map

*** Modact 5.11 (Patch, obsolete): ***

- "Mission null" / pink plane error when trying to fly Beauforts fixed
- CTD (crash to desktop) when selecting finnish Hawk 75s fixed

*** Modact 5.10 (Full Package, obsolete): ***

Updated to run with 4.12m

Latest Il-2 Selector 3.1.0 inlcuding updated documentation (read it! You might need it!)

Updated Buttons (basically buttons 10.3 lifted to 4.12 standards)

Included JSGME options:
- Forgotten Countries
- SAS FX Small Collection
- HD Skins with True Color support (special thanks to Carsmaster)
- Water=4 Mod by Carsmaster
- MissionPro Combo 4.12m (special thanks to benitomuso)
- MiniMap mod for 4.12m by benitomuso
- FOV mod
- Big Clouds mod (special thanks to Manysh)
- Random Belt Start Position

Known Bugs:
Code: [Select]
* CTO Mod doesn't support angle carrier decks yet.
Hints:
There's a pretty comprehensive list of mods which have been tested for compatibility with IL-2 4.12.x and Modact 5.x, check the list here before asking questions which have been answered already please:
https://docs.google.com/document/d/1Q-GyHJ0WoGmzuJ13zEIeIlNVX0D0oWrDoJN_QsgA21c/edit
(A big thanks to Heretic for providing this list!)


Like to have some HSFX eye candy in Modact 5?
Easy to achieve: Just copy all fb_hfx*.sfs files from your HSFX 7 folder to the "SFS_AUTO" folder of Modact 5.
It's about 5 Gigabytes in total, bear with us that we don't mirror that amount of data here. If you like the files, download HSFX 7 and you get them for free.

Splash Screens

To change the Splash Screens, read the note above for new conf.ini parameter "RandomSplash" and/or follow the hints below:
The Splash Screens reside in the "gui" folder of the game's file structure, which means if you wanna use your own Splash Screens you first have to setup a regarding own Mod folder like this:
Code: [Select]
<Your Game's Folder Name Here>\#SAS\<Choose a nice name for your Splash Screen Mod here>\guiPlease replace "<Your Game's Folder Name Here>" by the folder name where your game is installed, e.g. "C:\IL2\Modact 5" and replace "<Choose a nice name for your Splash Screen Mod here>" by what it tells you, e.g. "MyCustomSplashScreens".
Modact 5 ships with 15 Splash Screens included.
All Splash Screen exist in two variations, both "normal" (i.e. 4:3) aspect ratio and "wide" (e.g. 16:9) aspect ratio.
These two variations exist for all supported languages of the game each, consisting of Czech ("cs"), German ("de"), French ("fr"), Russian ("ru") and "others" (no postamble).
Each Splash Screen consists of a ".mat" file and a corresponding image file ".tga".
The file size of the image file must not exceed 4MB and the file has to be in 24bpp uncompressed format, this means the maximum resolution for 4:3 aspect ratio images is 1366x1025 pixels and for 16:9 aspect ratio images it is 1577x887 pixels.

If you want to implement your own custom Splash Screen Image, you have to create the set of ".mat" file(s) for the language(s) required and the corresponding ".tga" image file(s) for the aspect ratio(s) required. The safest way is to create files for all supported languages and aspect ratios, the same way as Modact 5 does.
For the first Splash Screen the file names required for the ".mat" files thus are:
Code: [Select]
background0.mat
background0_cs.mat
background0_de.mat
background0_fr.mat
background0_ru.mat
wide_background0.mat
wide_background0_cs.mat
wide_background0_de.mat
wide_background0_fr.mat
wide_background0_ru.mat

The content of such a ".mat" file looks like this:
Code: [Select]
[ClassInfo]
  ClassName TMaterial
[Layer0]
  TextureName <Your Image File Name Here>.tga
  tfNoWriteZ 1
  tfNoDegradation 1
  tfMinLinear 1
  tfMagLinear 1
The only thing you need to edit is "<Your Image File Name Here>" which you replace with the name of your Splash Screen Image (TGA 24bpp uncompressed <4MB) file.
For instance if your Splash Screen Image is "4by3image1.tga" then the content of the ".mat" file would be:
Code: [Select]
[ClassInfo]
  ClassName TMaterial
[Layer0]
  TextureName 4by3image1.tga
  tfNoWriteZ 1
  tfNoDegradation 1
  tfMinLinear 1
  tfMagLinear 1
Each ".mat" file points to a corresponding image. Multiple ".mat" files can point to the same image.
For instance in Modact 5 for each Splash Screen all language variations point to the same image file.
As a matter of fact, reasonably the 4:3 images are different to the 16:9 images usually.

Since Modact 5 ships with 15 Splash Screens included (no. 0 through 14) and it automatically picks one of them on startup, if you wanna replace all Splash Screens by your custom Screen(s) you have to replace all ".mat" files counting from 0 to 14, even if they all (or many of them) point to the same image file.


Edit Gerax Nov14:

Thread about how to change your backgrounds:
https://www.sas1946.com/main/index.php/topic,43520.0.html
Title: Download Links for SAS AI Flyables Pack 5.30 [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:28:10 AM
DOWNLOAD LINKS for SAS AI Flyables Pack 5.30 for 4.12.2m: (262 MB)
A working Modact v5.3x installation is required for this pack!

Mirror 1: AI Flyables 5.30 (Mission4Today) (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1814)
Mirror 2: AI Flyables 5.30 (Mediafire) (https://www.mediafire.com/download/doq3wmzjambyazx/SAS_AI_Flyables_5.30_for_IL-2_4.12.2m.exe)


Other Mirrors welcome, please post download links in this thread, thanks!

~ Torrent: See Attachment.
Please note that a fair use of Torrents implies that you keep seeding the downloaded file at least until you reached an Up:Download ratio of 2.0 on that file.
Cutting the line before this ratio has been reached would be unfair to other members who rely on Torrent seeders for that file, too.
Remember: Others like good download speed the same like you did!
Title: Download Links for SAS AI Flyables Pack 5.3x Patches [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:28:57 AM
No Patches yet.
Title: Installation Instructions for SAS AI Flyables Pack 5.30 [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:34:02 AM
Installation Instructions for SAS AI Flyables Pack 5.30:

Run the self-extracting installer, select your IL-2 4.12.2m + Modact 5.3x game folder as target for installation, and let the installer do it's job.
Activate "#SAS_Flyable AI Aircraft" in JSGME, run the game and enjoy!
(Please note that a working IL-2 4.12.2m + Modact 5.3x installation is required for this Pack!)


For upgrading instructions please refer to the regarding part of the Installation Instructions for SAS Modact 5.30 (https://www.sas1946.com/main/index.php/topic,37662.msg416697.html#msg416697) Post.
Title: Installation Instructions for SAS AI Flyables Pack 5.3x Patches [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:34:52 AM
No Patches yet, hence no installation instructions.
Title: Changelog, Hints, Known Bugs etc. for SAS AI Flyables Pack 5.3x
Post by: SAS~Storebror on November 02, 2013, 08:35:22 AM
No Hints for this pack yet.

Changelog:
Code: [Select]
*** AI Flyables Pack5.30 (Full Package): ***

- supported base game version: 4.12.2m
- Fixed bombardier position / bombsight bugs on B6N2, FW-200, LI-2, MBR-2 (AM34), PBN-1, SU-2, TU-2
- AI Flyables Pack Splash Screen Message added

*** AI Flyables Pack 5.20 (Full Package): ***

- initial release version
- supported base game version: 4.12m and 4.12.1m
Title: Download Links for SAS Featured JSGME Optional Mods for Modact 5.3 [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:36:53 AM
DOWNLOAD LINKS for SAS Featured JSGME Optional Mods for Modact 5.3x: (109 MB)
A working Modact v5.3x installation is required for this pack!

Mirror 1: JSGME Mods for Modact 5.3x (Mission4Today) (http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1815)
Mirror 2: JSGME Mods for Modact 5.3x (Mediafire) (https://www.mediafire.com/download/rqo7867d3vzj2fc/SAS_JSGME_Options_for_Modact_5.3x.exe)


Other Mirrors welcome, please post download links in this thread, thanks!

~ Torrent: See Attachment.
Please note that a fair use of Torrents implies that you keep seeding the downloaded file at least until you reached an Up:Download ratio of 2.0 on that file.
Cutting the line before this ratio has been reached would be unfair to other members who rely on Torrent seeders for that file, too.
Remember: Others like good download speed the same like you did!
Title: Download Links for SAS Featured JSGME Optional Mod Patches for Modact 5.3 [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:37:26 AM
SAS Featured JSGME Optional Mods for Modact 5.3x Patch 002: (409 kB)
A working Modact v5.3x installation including SAS Featured JSGME Optional Mods Pack is required for this hotfix!
This is a cumulative Patch, the previous Hotfix 001 is included in Patch 002.


Mirror 1: JSGME Mods for Modact 5.3x Patch 002 (Mediafire) (https://www.mediafire.com/download/f19bbnbbluwi74f)

Gerax 13-12-2017: temporarily renewed dl link:
https://www.mediafire.com/file/nzl3elebo7c0i43/SAS_JSGME_Options_for_Modact_5.3x_Patch_002.exe

Installation Instructions: https://www.sas1946.com/main/index.php/topic,37662.msg416718.html#msg416718
Changelog: https://www.sas1946.com/main/index.php/topic,37662.msg416720.html#msg416720
Title: Installation Instructions for SAS Featured JSGME Optional Mods for Modact 5.3 [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:38:22 AM
Installation Instructions for SAS Featured JSGME Optional Mods for Modact 5.3:

Run the self-extracting installer, select your IL-2 4.12.2m + Modact 5.3x game folder as target for installation and let the installer do it's job.
Activate any mods of your choice in JSGME, run the game and enjoy!

(Please note that a working IL-2 4.12.2m + Modact 5.3x installation is required for this Pack!)


For upgrading instructions please refer to the regarding part of the Installation Instructions for SAS Modact 5.30 (https://www.sas1946.com/main/index.php/topic,37662.msg416697.html#msg416697) Post.
Title: Installation Instructions for SAS Feat. JSGME Opt. Mod Patches for Modact 5.3 [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:38:53 AM
Installation Instructions for Patch 002:
1.) Run jsgme.exe and disable
2.) Install this Hotfix

3.) Re-enable
if desired
Title: Changelog, Hints, Known Bugs etc. for JSGME Opt. Mod Patches for Modact 5.3 [4.12]
Post by: SAS~Storebror on November 02, 2013, 08:39:44 AM
Hints:

When using VisualMOD8 by P.A.L., make sure to setup a key for the ingame menu.
In IL-2 open up your key settings, scroll down to the Misc. section and find the "Game Menu" (might be translated to your locale language) entry. Assign a key to this function.
Now when your game is running and you're in flight in your mission, press the "Game Menu" key to see the VisualMOD8 game menu with all it's functionality.

Code: [Select]
Changelog
Patch 002:
* Ground avoidance bug fixed in Carrier Takeoff (CTO) mod. This bug caused AI controlled planes to crash into ground frequently.

Hotfix 001:
* Fixed Tu-4 hier.him error
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 03, 2013, 03:23:22 AM
Here we are again.
Sorry once more for the little delay, this time it was caused simply by silly me catching a cold.
Anyway, now it's ready, please enjoy Modact 5.3.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Malone on November 03, 2013, 03:28:39 AM
great news, thanks for all your work on this, Mike! :D
especially for the new loading screen options  ;)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: benitomuso on November 03, 2013, 08:08:05 AM
Great Mike! Congratulations!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on November 03, 2013, 09:03:10 AM
Thank you so much Mike, I hope your feeling Better Mate!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: bomberkiller on November 03, 2013, 11:00:47 AM
Hi Mike,

You are very hardworking, incredible pace which you show you all here for us.

Thank you for your support.

Regards, Gerhard
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: FlyingShark on November 03, 2013, 11:08:31 AM
Thank you, Mike.

~S~
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: benitomuso on November 03, 2013, 12:47:24 PM
Mike,
             the sas_basic_50.sfs and/or sas_basic_50_light.sfs are are intended to go in the Root or in the SFS_AUTO?

  How are they loaded? (I use TotalMODder and I don't see if there is other technique lo lad them).

  Regards,
                          Pablo
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on November 03, 2013, 12:55:40 PM
Installed and working fine so far, many thanks.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Mission_bug on November 03, 2013, 01:40:20 PM
Seems to be working fine for me Mike, thank you very much, really appreciated. 8)

Wishing you all the very best, Pete. ;D
Title: Re: Changelog, Hints, Known Bugs etc. for JSGME Opt. Mod Patches for Modact 5.3
Post by: Darkwind on November 03, 2013, 03:29:51 PM
Hints:

When using VisualMOD8 by P.A.L., make sure to setup a key for the ingame menu.
In IL-2 open up your key settings, scroll down to the Misc. section and find the "Game Menu" (might be translated to your locale language) entry. Assign a key to this function.
Now when your game is running and you're in flight in your mission, press the "Game Menu" key to see the VisualMOD8 game menu with all it's functionality.
I don't mean to be lame, but could you be really specific as how to get to the "Key Settings"
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on November 03, 2013, 03:38:44 PM
Darkwind, ingame it'll look like this:

(https://www.sas1946.rocks/images/imageshit/a/img14/4391/n96s.jpg)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Tute on November 03, 2013, 05:05:25 PM
Tak, Mike, and a Big THANKS to all who made this!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Paulo Hirth on November 03, 2013, 06:53:02 PM
  A huge Thank you for Storebror and all conrades still working and improving auor beloved simulator!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Fly! on November 03, 2013, 08:02:13 PM
Thankyou Storebror et.al
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 03, 2013, 11:18:56 PM
sas_basic_50.sfs and/or sas_basic_50_light.sfs are are intended to go in the Root or in the SFS_AUTO?
How are they loaded?
Hi Pablo,

they're intended to go in the Root folder.
The reason for not having them in SFS_AUTO anymore is that those two files contain the splash screens (standard and "light" version).
The splash screens are shown before the .rc file gets processed, so loading them from SFS automount command doesn't work.
Therefore the files are loaded statically from Main3D class.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: adambegg on November 04, 2013, 01:13:20 AM
Very minor "bug report"

The M4T link for the optional JSGME mods goes to the flyable AIs instead

Thanks for the new modact!!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 04, 2013, 04:47:41 AM
Thanks for the heads-up adambegg, link has been fixed.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Volokha on November 04, 2013, 10:50:18 AM
Prompt me please this function worked in Modact SAS 5.2, and in Modact SAS 5.3 does not work.  At pressure on the button a game droops. Izvenite for my bad English.

(https://www.sas1946.rocks/images/imageshit/a/img43/4550/izg1.jpg)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Darkwind on November 04, 2013, 12:05:53 PM
Thanks so very, very much "BRAVO" Had not used this Mod before, I love it!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on November 04, 2013, 12:36:49 PM
Your welcome Darkwind, Enjoy it Mate!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: FNRennier on November 04, 2013, 01:18:36 PM
Wow! I was waiting for it eagerly.
Congratulations and thank you!  ;D
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 04, 2013, 11:35:57 PM
Prompt me please this function worked in Modact SAS 5.2, and in Modact SAS 5.3 does not work.  At pressure on the button a game droops. Izvenite for my bad English.

Starting a new Multiplayer Server works fine with Modact 5.3, just tested.
Must be some additional (conflicting) mod which you have installed.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Volokha on November 05, 2013, 05:36:18 AM
I activated all fashions, can some are necessary not to include. Prompt me will very thank.

(https://www.sas1946.rocks/images/imageshit/a/img89/4933/lg78.jpg)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: FNRennier on November 05, 2013, 09:54:23 AM
Fantastic! I am already using the Mod "VisualMOD8" 3D  ;D
(https://www.sas1946.rocks/images/imageshit/a/img542/2779/89qq.png)
(https://www.sas1946.rocks/images/imageshit/a/img28/1856/7ojb.png)

thank you very much!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on November 05, 2013, 09:59:35 AM
Cad, you have a 3D Monitor?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: sphantom on November 05, 2013, 10:04:25 AM
Cad, you have a 3D Monitor?
You can get one for a reasonable price shop around
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on November 05, 2013, 10:06:10 AM
I think I will, thanks Phantom
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: FNRennier on November 05, 2013, 10:17:57 AM
Cad, you have a 3D Monitor?

I have not tried with the glasses, but I think it will work on my monitor.
I'll buy the glasses and to test to see if will function.
Hope it works.
Then I tell if it worked or not  ;)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on November 05, 2013, 10:35:51 AM
Cool, thanks Cad.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: El_Marta on November 05, 2013, 01:09:43 PM
Downloading
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: sphantom on November 05, 2013, 06:03:32 PM
For all of them who want to go 3d and not spend money on glasses buy a Phillips/Mag. smart TV the 3d is built in the draw back is on the side When you look direct at the 3d is impressive but on the side off a tad.
P.S.
Not exactly cheap but for USD funds around 650 to 900 depending on where you buy and what size I recommend 32 to a 48 inch flat.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: FNRennier on November 06, 2013, 07:39:26 AM
Bravo,

My computer does not have a screen D3.
I tested the Mod "VisualMOD8" on my computer and it worked fine!
Of course, in a 3D screen would be better, but even so, it worked perfectly for me.  ;D
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on November 06, 2013, 10:43:54 AM
I activated all fashions, can some are necessary not to include. Prompt me will very thank.

(https://www.sas1946.rocks/images/imageshit/a/img89/4933/lg78.jpg)

Hi Vovan,

I think you best decide between Blender Waves Type A OR type C from what I understand.

Same with the Water=4 mod...either one of the Blender Wave mods or water=4...but not sure there, only pretty sure the Blender Waves will only run in version A OR C.
All 3 mods work on the default water look, so choosing one makes sense, yet I am not sure if the latest Blender wave mods can run on top of water=4 by carsmaster, the screenshot you made suggests so.

Maybe try them out one by one and chose which water mod looks best on your rig.

Cheers

Thorsten
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on November 06, 2013, 10:50:54 AM
PS:
Thanks for your hard work Mike!
 :) :D
Cheers

Thorsten
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Volokha on November 06, 2013, 11:24:33 AM
Thank you Tom2,  did as you offered, all worked. Enormous thank you.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on November 07, 2013, 05:05:25 AM
Never mind, you are welcome VOVAN150954!

 :)

If you have issues, surely always some member here can offer help.

Cheers

Tom
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on November 07, 2013, 05:14:38 AM
PS:
One question:
Is there a change log for ini- and property entries which have been added from a vanilla untouched ModAct 5.2 to 5.3?
Many thanks if so..

Cheers

Tom
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Gerax on November 07, 2013, 07:26:46 AM
Is there a change log for ini- and property entries which have been added from a vanilla untouched ModAct 5.2 to 5.3?
I checked the objects folders *.ini files with Win-Merge and found no difference so far.
But I have not checked the *.property files.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on November 07, 2013, 09:10:40 AM
Thanks mate! :)

Cheers

Thorsten
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on November 08, 2013, 05:15:37 AM
To Mike:

Could you tell me if this is the way the JSGME should look after applying the ModAct 5.3 installer?

Unfortunately, my #SAS folder backup failed last day for reasons beyond my PC logic.
In addition I get this JSGME option, I tried to install on top of a deactivated 5.2 install which sadly left me now without my most favourite IL-2 install.

(http://i378.photobucket.com/albums/oo230/Thorongil69/Clipboard01_zps543e59db.jpg) (http://s378.photobucket.com/user/Thorongil69/media/Clipboard01_zps543e59db.jpg.html)

Cheers


Thorsten
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 08, 2013, 07:23:10 AM
Hi Thorsten,

Without anything else installed on top (e.g. AI flyables, SAS featured JSGME options) your screenshot is exactly what it should look like.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: sphantom on November 08, 2013, 07:23:54 AM
Tom
When you upgraded did you send all the mods to the left side then installed the 5.30 you should have. I did and installed the new modact over the old one and no problems everything works fine. And as the directions said I copied all the ini's and ru files plus the mapmod section then checked to make sure to readd the changes made after upgrade.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on November 08, 2013, 08:04:16 AM
Thanks a lot Mike and sphantom.
I forgot to download the additional options and for inis etc..well, the old #SAS folder got lost while backing up and now I will add the whole sht again one by one, starting with Beta test things and P-51s.
Cheers, this will keep me busy a while.. :( :D
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Mission_bug on November 08, 2013, 04:44:14 PM
Have I been drinking too much tonight Mike?

https://www.sas1946.com/main/index.php/topic,37659.0.html

(http://i293.photobucket.com/albums/mm42/Mission_bug/Album%202/He-177_zps64f9bb13.jpg) (http://s293.photobucket.com/user/Mission_bug/media/Album%202/He-177_zps64f9bb13.jpg.html)

I loaded one of Eperviers lovely extractions into my 4.12.2 with ModAct 5.30 and it works, I am sure I tried it earlier and got a 100% crash on QMB mission load. :-\

Have you been working your java magic again, or have I drunk too much. :P

Wishing you all the very best, Pete. ;D
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 10, 2013, 04:17:56 AM
New Patch available for JSGME Optional Mods Pack, fixes a bug concerning Tu-4 and Jetwar 1.3:
https://www.sas1946.com/main/index.php/topic,37662.msg416715.html#msg416715

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: ls on November 10, 2013, 09:13:14 AM
Hello,
I've just installed. But one question - after install I've got my UI in Polish - can I turn off localization (I want back English for my UI)?
Please, help.
Greetingz
ls

Solved: Thank You very much Mike, with setting "locale=en" everything is back OK
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 10, 2013, 10:59:06 AM
In your conf.ini section [rts] set
locale=en

Best regards - mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Ibis on November 12, 2013, 04:07:20 AM
  I'm having a problem after making a carrier mission.
 When trying to spawn on a carrier I get the message "please wait until the deck is clear"
Another mission builder in our squad is having the same problem. Has anyone here
experienced this message and found a solution?
 Thanks in advance.
  Ibis.

Okay, found the problem. If we remove "mission pro combo" by PAL all is ok.
 cheers,
  Ibis.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on November 12, 2013, 09:14:34 AM
I found strange complex buggy behavier at SASModAct5.30 and IL2Selector 3.1.1.

I installed SAS Engine MOD 2.7 and 1956 JetEra 1.33.
F9F2 - Cougars - MiG21 - MiG19 - Crusaders - A-7 - F-4.... angled deck carriers...
then, il2fb.exe got troublesome.

F9F8T
https://www.sas1946.com/main/index.php/topic,15649.msg418622.html#msg418622
https://www.sas1946.com/main/index.php/topic,15649.msg418630.html#msg418630

F-80A
https://www.sas1946.com/main/index.php/topic,15649.msg418872.html#msg418872

error log shows "java.lang.ArrayIndexOutOfBoundsException" or "no such method" , but those bugs don't exist in those class files.
With those MODs , No bug, run well on 4.11.1m or 4.10.1m with IL2Seletor2.2.2~2.3.0.
It seems internal memory crash or something , native code/JVM errors.

Can it be fixed?


my IL2Selector3.1.1 settings
(https://www.mediafire.com/convkey/7f21/56xj7dzegvmgc2i6g.jpg)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 12, 2013, 09:23:55 AM
I'm a bit disappointed about how you're starting wild guesses and point users into wrong direction.
What you've reported at various places now has absolutely nothing to do with Modact 5 or the Selector and that's plain to see.

Please check my reply here: https://www.sas1946.com/main/index.php/topic,15649.msg418876.html#msg418876

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Whacker on November 13, 2013, 12:05:04 AM
Hello friends.  Just wanted to drop in and say how much I'm enjoying the new modact with the latest patch.

I also have a small bug to report and a request.

Bug:  The FOV Mod apparently "jumps" to the game's default maximum zoom when using the "decrease fov" key.  For example I zoom way out to fly normally at 155ish FOV, and I want to zoom back in, but it will always take me from whatever (155, etc) immediately to 110 FOV, then zoom in 5 degree increments from there.

Request:  Can we have a [MOD] line that lets us define how wide we want the interface to be when using ECRAN?  I fly at 6048x1080 resolution, and the interface in the menus when using ECRAN is unusable because it stretches to cover the whole screen.  If I could tell it to limit itself to being centered at a 1920 x resolution, that would be perfect.

Cheers guys!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: WindWpn on November 13, 2013, 10:34:45 AM
Possible Update to SAS Selector:  Can this selector be updated to "delete" the .last.quick file upon load/execution prior to game load?  This would help avoid the game freezes when attempting to load a Quick Mission if previously you used the selector and/or JSGME to load up a different game configuration.

Thoughts?

~S~
wind
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on November 13, 2013, 10:36:02 AM
Good request Wind. +1

Edit, Iv asked this to Pablo and if can be done in QMBPro, he said it couldnt.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Darth_Dooboss on November 15, 2013, 12:40:16 PM
All the files are infected with Win32:Evo-gen [Susp]  >:(
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 16, 2013, 12:42:27 AM
I'd be really happy if people would at least google once before posting.
Did you ever try to google for "Win32:Evo-gen [Susp]"? Probably not.
If so, you would have had roughly 15.000 results of which about 99% are reporting false positives from Avast. All affected users report that when manually scanning the files for virus again, the antivirus program reports that the file is safe and clean.

Most of the Modact 5 files are too large for a comparative mass antivirus scan online, however since all of them were created with the very same tools on the very same PC, we can take the small JSGME pack hotfix as an example.
See yourself here: Virustotal scan report for SAS_JSGME_Options_for_Modact_5.3x_Hotfix_001.exe (https://www.virustotal.com/de/file/90a980901e86dcd3303b40deecc8b00eaa45964bf468cad1d373eddf3dfb2f05/analysis/1384587298/).

Bottom line: Update your antivirus signatures. Check your antivirus settings, setting heuristics to "superpicky" results in just that.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Darth_Dooboss on November 16, 2013, 02:24:45 AM
OK

In fact I am use the AVAST updated to the last version before to download the file through all the links, in all cases detected this virus

I don't check if this was a false positive, I think that it's better to send a warning

Sorry for the darwbacks, my apologies
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Vitamine! on November 16, 2013, 10:41:33 AM
Hi there,

all downloadlinks from SAS Modact 5.3 don't work. Two different error popups: (Something like): "[Path XY/ SAS_JSGME_Options_for_Modact_5.3x.exe.part] couldn't be saved, because of unknown error. Try later or inform admin."

Or [Path XY/ SAS_JSGME_Options_for_Modact_5.3x.exe.part] couldn't be saved, because source file cannot be read. Try later or inform admin."

If I try download rapidly after failure, it says: Server disconnected, while loading side.

Following links are affected:

Quote
Download Links for 5.30

Quote
Download Links for AI Flyables Pack 5.30

Quote
Download Links for SAS Featured JSGME Optional Mods

Quote
Download Links for SAS Featured JSGME Optional Mods Patches

First I thought, Mediafire isn't working, but downloading an aircraft for example works ...

Is there any solution, where I can download modact 5.30?

All M4T links of modact 5.30 have the same problem because of there are the same mediafire links.

U-Torrent also not working, because the DL is veeeery slow (3 KB/s). I have DSL 6000 and not using torrent I have 712 KB/s

Deactivating my firewall has no effect. My Browser is Firefox 25.1. Starting it without addons has no effect.

Regards Vitamine!

SOLUTION:

I deactivated AVAST Antivir. Now it works! AVAST ANTIVR CAN CAUSE PROBLEMS WITH THESE DOWNLOADS
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 16, 2013, 11:39:03 AM
Send a big thanks to Avast for this.
Lately they've f*cked up their website protection concerning executable files.
You're not alone, we're not alone, ten thousands of software providers currently have to fight this wave of false positives and millions of users as well.

What you can do is this:
Either add an exception to Avast's Webscreen filter and allow the Mediafire URL for the file download to pass it again. This will still trigger the false positive once you start to download the file, but that time you can flag it as a false positive.
Second and maybe easier way is to temporarily disable avast by ricght-clicking on the avast! icon in system tray, select "avast! shields control" and there will be options to disable avast for 10 minutes, 1 hour, until the computer is restarted or permanently.
That way you can download the files without avast interfering the download process. Funny enough you'll notice that once the file has been downloaded completely to your PC, Avast doesn't see any harm in it anymore.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Whacker on November 16, 2013, 06:35:36 PM
Mike, it's not just AVAST.  I have the Symantec corp. client v12 and it also barfed an error at me and suggested the files have poor but "improving" reputations.  I already knew better about the real story, but just FYI, it's not just one av client doing this crap.

-W
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on November 16, 2013, 08:06:08 PM
Hey SAS MA 5.3 guy's, go here:   https://www.sas1946.com/main/index.php/topic,3258.msg419808.html#msg419808
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 17, 2013, 01:09:20 AM
it's not just one av client doing this crap.
Thanks for the heads up. Maybe we should thank Micro$oft for this as well.
The background of the whole story is that with the introduction of 64 Bit Operating Systems it became more and more common that installer executables are signed with a trusted certificate. Nowadays with Windows 8 / 8.1 in many cases this is even mandatory.
Antivirus software companies now start to jump the train and treat any unsigned installer suspicious.
That's basically not a big deal. It starts to become one when av clients like Avast do their final consideration at download time before the full file arrived and subsequently fail miserably.

I guess it's a matter of weeks before this crap will be reverted but for the time being we'll have to deal with it since the required certificate for signing the installer would take at least $179 per year and I've got other things to waste my money for than this crap.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Stephen on November 17, 2013, 09:24:06 AM
Hallo Storebror,
i have upgrade my il-2 to 4.12.2 plus SAS ModAct 5.3 and AI fliables all work except the initial splashscreen ( as i 4.11 plus SAS ModAct 5.2 ) so i have extract the bachground tga and mat files from the original 4.12.2 files.SFS and i have put them into #SAS Gui folder but the initial splashscreen is always white.
What is the correct way to solve this problem.

Thanks in advanced.

Regards.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 17, 2013, 09:30:28 AM
Hi Stephen,

Please run JSGME.exe and enable the "#SAS_Light Splash Screens" mod.
This mod has been invented because of the issue you reported for Modact 5.2, treat it your special edition ;)

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on November 17, 2013, 12:36:23 PM
***Important***   Go here:   https://www.sas1946.com/main/index.php/topic,3258.msg419993.html#msg419993
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Vitamine! on November 17, 2013, 03:38:45 PM
Hi tzhere,

I have no widescreen support. No matter, what I do - I can't get the internal widescreen support working. The external Ecran Wide2 isn't working, too. All is correct installed. On a clean 4.12.2 installation.

Code: [Select]
[18.11.2013 12:20:01] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: ATI Radeon HD 4800 Series
  Version: 3.3.11672 Compatibility Profile Context
  Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
AutoMounting SFS files from folder SFS_AUTO now...
Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_ai_3do01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - German Gunpods by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Gore For All Planes by Wolfighter.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Guncam Tracers by santobr.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - New Mod Wheels by PA_Jeronimo.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.sfs... mounted successfully!
Trying to AutoMount SFS_AUTO\Through JSGME - Visual Mod 8 by P.A.L.sfs... mounted successfully!
AutoMounting SFS files from folder SFS_AUTO finished.
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
INTERNAL ERROR: Texture required
WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 16

Loading mission QuickQMBPro/Crimea/CrimeaBlueNone00.mis...
PBuffer: suitable formats: 42

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 42

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *700641312*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
ERROR file: File users/doe/Icons not found
Mission: QuickQMBPro/Crimea/CrimeaBlueNone00.mis is Playing
warning: no files : music/inflight
[18.11.2013 12:22:57] -------------- END log session -------------


Best regards
Vitamine!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Whacker on November 18, 2013, 03:18:10 AM
@ Mike

Yes, I really consider about a time, to search for another antivir program. Theres is a lot, I do not like about avast since 1 year ...

Now, I have a little big problem with modact 5.3: I can not get to work the build-in widescreen. The external Ecran Wide2 do not work either on modact 5.3. But I must say, I haven't tested - whether it is caused of 4.12.1 version itself.

Here is my log.list

Best regards
Vitamine!

You need to be at 4.12.2, not 4.12.1, it clearly says that several places.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Vitamine! on November 18, 2013, 03:45:10 AM
Quote
You need to be at 4.12.2, not 4.12.1, it clearly says that several places.

Yes, I wrote wrong. I have and mean 4.12.2

PS: I put a better logfile in that posting above.

Any ideas, why I have no widescreen support?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Stephen on November 18, 2013, 04:27:33 AM
Hallo Storebror,
i have activate "#SAS_Light Splash Screens" via JSGME but the splashscreen is always white, isn't really important
all the rest work perfectly, if is not possible solved not spend time for it.

Regards.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 18, 2013, 07:37:47 AM
Any ideas, why I have no widescreen support?
No clue.
Widescreen is part of stock game code since 4.12, we don't touch that in modact.

i have activate "#SAS_Light Splash Screens" via JSGME but the splashscreen is always white
I'm wondering that it doesn't stay white all the time the game is running in that case.
Nevertheless if you can deal with it, I'm happy not having to deal with it on my side ;)

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Vitamine! on November 18, 2013, 08:29:53 AM
Quote
No clue.
Widescreen is part of stock game code since 4.12, we don't touch that in modact.

Thank you for reply :)

Hm, that is a very bad news. 4.10.1 with external ecran wide2 works.

Now, I will test the behavior of 4.12, 4.12.1 and 4.12.2 on my computer without modact. Maybe, I will discover the reason of not working widescreen support on my computer with 4.12

If I will find the solution, I will post it here. For all, who have the same problem, like me.

PS: Okay, now I tested a fresh install of stock game 4.12, 4.12.1 and 4.12.2

Indeed, widescreen support (1920x1080) isn't working, although I let the widescreen button in menu on, how it is by default.

But what causes it? It seems, that I am the onliest with that problem? Very weird ... o_O

###############################################################################

Solution:

I found the issue. I changed the resolution in conf.ini, as I did in 4.10.1 (I am new to 4.12.x). Now after a third clean install, I changed the resolution ingame at the appropriate menu and it works :)

Best regards
Vitamine!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Whiskey_Sierra_972 on November 20, 2013, 05:04:13 AM
I need a little help understanding this:

sas_basic_50.sfs and/or sas_basic_50_light.sfs are are intended to go in the Root or in the SFS_AUTO?
How are they loaded?
Hi Pablo,

they're intended to go in the Root folder.
The reason for not having them in SFS_AUTO anymore is that those two files contain the splash screens (standard and "light" version).
The splash screens are shown before the .rc file gets processed, so loading them from SFS automount command doesn't work.
Therefore the files are loaded statically from Main3D class.

Best regards - Mike

In my installation the sas_basic_50.sfs are in the main root of the game (IL2/sas_basic_50.sfs) but it's entry is missing in the .rc file....is this missing correct or I should add the loading lines to the .rc file?

Thanks in advance for your reply!

walter
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 20, 2013, 05:20:28 AM
The missing is correct.
While adding an entry to the .rc file won't hurt either, it won't change a thing too.
This particular file's (sas_basic_50.sfs) mounting takes place hard-coded in one of the Modact 5 java classes (to be precise it's in the Main3D class).
It has to be like this because the file sas_basic_50.sfs contains the splash screens shown when the game starts and this takes place way before the .rc file is being parsed.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Whiskey_Sierra_972 on November 20, 2013, 06:23:39 AM
POST DELETED

For who have read it the issue was due a probably corrupted files not due this great Mod Activator or it's related stuffs!

The issue was devious because all game features was working flawless , only bombs simply don't explode....as I'm adding and testing planes I discover it only when installing the Lancaster because I also test the correct working of the Tallboy....

Now , after a complete reinstallation I got all bombs exploding (Tallboy included) normally!

I'll delete the post in a couple of days to allow all possible readers of the previous to read the positive solution of the issue , that I repeat , ISN'T ABSOLUTELY RELATED TO THE MODACTIVATOR....
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: henkypenky on November 20, 2013, 01:09:21 PM
Hi Mike, is it possible that B25_new, an excerpt of new aircraft UI 1.2 AAA! stopped working with Modact 5.3? I had it up and running flying in 4.12.1 with 5.22, but discovered yesterday that its no longer functioning.  :'(  Clicking on B-25D-20NC in the QMB threw me out of the game completely.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Whiskey_Sierra_972 on November 21, 2013, 12:20:53 AM
@Henkypenky

Try to disable markings....in my installation as I use B-25 with markings enabled game CTD immediately....
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Vitamine! on November 21, 2013, 03:18:09 AM
Quote from: Whiskey_Sierra
For who have read it the issue was due a probably corrupted files not due this great Mod Activator or it's related stuffs!

Yeah, I guess - this was my issue, too. After reinstallation: all works :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: henkypenky on November 21, 2013, 09:34:43 AM
@Henkypenky

Try to disable markings....in my installation as I use B-25 with markings enabled game CTD immediately....

Must sound stupid  :-[ what markings do you mean Whiskey-Sierre972?

Edit; Said this before; thisgame is designed to make me crazy. Encouraged by SW972's advice I tried theB-25's again, one by one. And they all worked ok, I could change skins, weapons. Is there a smiley for happy/sad/confused ?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: GUZKNIFE on November 21, 2013, 01:05:06 PM
This problem occurs not only in the B-25 marking. Similar crashes have some Italian aircraft when choosing Italian markings. :(
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Hangman on December 08, 2013, 05:43:25 AM
I made own airfield with UP3 and then moved it to my Modact, when I open my map with Modact FMB I can't see runway plates I used when I made airfield so I assume that my Modact does not have those runway plates installed. So my question is where I can find those plates

This is the plate I am talking about
(http://i1192.photobucket.com/albums/aa322/Hangman195/grab0000_zps665a8214.jpg)

Here's part of log if I understand it correctly my modact does not contain same files as my UP3 and DBW

Code: [Select]
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$Luft_Late_Hangar not found
com.maddox.il2.objects.buildings.House$Luft_Late_Hangar.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$TypeJ not found
com.maddox.il2.objects.buildings.House$TypeJ.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Plate: Section Plate$AsphaltRunwayEnd not found
com.maddox.il2.objects.buildings.Plate$AsphaltRunwayEnd.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:174)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Plate: Section Plate$AsphaltTaxi not found
com.maddox.il2.objects.buildings.Plate$AsphaltTaxi.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:174)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Plate: Section Plate$TarmacRunwayEnd not found
com.maddox.il2.objects.buildings.Plate$TarmacRunwayEnd.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:174)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Plate: Section Plate$AsphaltRunway not found
com.maddox.il2.objects.buildings.Plate$AsphaltRunway.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:174)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
House: Section House$RussiaKievHangar_Lrge3 not found
com.maddox.il2.objects.buildings.House$RussiaKievHangar_Lrge3.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.House$SPAWN.<init>(House.java:710)
at com.maddox.il2.objects.buildings.House.registerSpawner(House.java:95)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Plate: Section Plate$TarmacConnect not found
com.maddox.il2.objects.buildings.Plate$TarmacConnect.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:174)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Plate: Section Plate$TarmacRunway not found
com.maddox.il2.objects.buildings.Plate$TarmacRunway.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:174)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Plate: Section Plate$AsphaltTurn not found
com.maddox.il2.objects.buildings.Plate$AsphaltTurn.registerSpawner() failed.
java.lang.reflect.InvocationTargetException: java.lang.RuntimeException: Can't register spawner
at com.maddox.il2.objects.buildings.Plate$SPAWN.<init>(Plate.java:174)
at com.maddox.il2.objects.buildings.Plate.registerSpawner(Plate.java:46)
at java.lang.reflect.Method.invoke(Native Method)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:126)
at com.maddox.rts.Spawn.get_WithSoftClass(Spawn.java:57)
at com.maddox.il2.objects.Statics._load(Statics.java:180)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:462)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:449)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.objects.Statics._load(Statics.java:186)
at com.maddox.il2.objects.Statics.load(Statics.java:94)
at com.maddox.il2.game.Mission.loadMain(Mission.java:1095)
at com.maddox.il2.game.Mission._load(Mission.java:753)
at com.maddox.il2.game.Mission.access$6(Mission.java:732)
at
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Boomer on December 08, 2013, 06:07:54 AM
Modacts,do not have any content in them,the Modact simply makes your game Moddable
You need to install each mod individually

The name of the Mod is in your FMB object viewer,"Concreteplate_KDP"
There KDP Plates

I'm not sure where you could download just those plates anymore,
you could install these plates and more objects this way >
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1621

so I assume that my Modact does not have those runway plates installed.


It does not contain any of the UP3/DBW content
if I understand it correctly my modact does not contain same files as my UP3 and DBW
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Hangman on December 08, 2013, 06:30:43 AM
Thank's Boomer I changed my Modact static.ini to UP3's static. ini and now I have the plates
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on December 09, 2013, 06:19:02 PM
Also for all gents with questions on how to get DBW maps and objects into 4.12, see here, my post along Boomer#s infor on page 1:

https://www.sas1946.com/main/index.php/topic,35419.48.html

...if you have DBW 1.71, this is the way to go. :D  :-\
All objects, all textures and your maps in 4.12.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: yubba on December 10, 2013, 11:54:42 AM
How long before 4.13 is out, and we have to do this madness all over again, I like what I see with the bomb sight hope it will work on the heavies but I guess you guys got your work cut out for you to make a new modact  for 4.13 and I haven't bumped up to 4.12.2 yet, away on a white tail hunt that didn't pan out. will be back to ask more questions when I get back to florida you guys can have this yankee weather, got a question all ready do I have to bump up to 4.12.2 to go 4.13 if it ever comes out.?????
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on December 11, 2013, 12:44:31 AM
do I have to bump up to 4.12.2 to go 4.13
Yes.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Hangman on December 11, 2013, 06:46:09 AM
There is something wrong in B-239 cockpit when I crouch down POV immediately switches back to default position. This happens with in game controls and with trackir

In stock 4.12.2 I am able to crouch down and POV does not switch to default
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on December 11, 2013, 08:42:58 AM
Hmmm...

(https://www.sas1946.rocks/images/imageshit/img833/8471/ao7s.jpg)

Maybe it counts if I state that we didn't even touch that plane, neither in Modact 5 nor in the AI flyable pack?

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Hangman on December 11, 2013, 09:12:56 AM
Quite strange then. Well I noticed this problem is in every single plane when I crouch up or down view returns back there where I start to move my head. Is it possible head up/down movement is limited at those points where view returns automaticaly?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Boomer on December 11, 2013, 10:30:17 AM
Basic Modacts do not change anything in your game
They just make the game so it"is moddable"
so you yourself can Mod your game,so the game can accept/recognize Mods

It would have to be a Mod you have installed IMHO
Something that is conflicting something

Corrupt config.ini file maybe
try a known good back up

disable all Mods,see if that cures the problem
then reload your Mods one at a time,checking in game each time to be able to single out the problem

Modacts do not change anything at all,other than it makes your game so it "can be Modded"

hope that helps
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Hangman on December 11, 2013, 10:47:50 AM
I know modact does not add any mods I just asked here because I spotted this problem when using modact
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on December 11, 2013, 10:54:17 AM
Hangman, are you suing TIR?
I only use normal hatswitch moves. But I also struggle with ModAct, but only with the new Visual Mod by Mr Pablo.
As great as it is when enabled the joystick hatswitch moves very slow and delayed in the cockpit.
Also for some reason with my install all other options like switching plane and 3D mod are blocked, cannot access them.

I take it you have other trouble outside that great mod, maybe try the other F9 view...e.g. I always hated this automatic barrrier free IL-2 F9 view option and prefer the "smooth but tracked" view changes, you know the step by step view.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on December 11, 2013, 10:57:41 AM
PS: I think you mean this: When zooming in or using the 4.12 pseudo default mouse track zoom options, they always revert back. I noticed something similar, as soon as you touch it again, it reverts.
Edit...No.
Also the views never stay as set when going outside. Edit: Yes.
Very annyoing after 3 years using the 6DOF mouse mod.   :P This is independent of the visual mod btw.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Hangman on December 11, 2013, 11:08:18 AM
I take my words back
In stock 4.12.2 I am able to crouch down and POV does not switch to default

I made better tests and found out stock 4.12.2 have this same ''feature'' so it seems 4.12s 6DOF have limits for up/down movement and thank's to those damn limits I can't move my head down enough to see reticle in my Brewster. I'am using DBWs cockpits and Brewster have smaller gunsight in DBW than stock game.

Is there anything I can do but go back to ugly stock B-239 cockpit or is it difficult job to put stock gunsight to DBWs B-239 cockpit. That would solve my problem
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on December 11, 2013, 11:20:27 AM
I take my words back
In stock 4.12.2 I am able to crouch down and POV does not switch to default

I made better tests and found out stock 4.12.2 have this same ''feature'' so it seems 4.12s 6DOF have limits for up/down movement and thank's to those damn limits I can't move my head down enough to see reticle in my Brewster. I'am using DBWs cockpits and Brewster have smaller reticle in DBW than stock game.


So, do  you use Track IR, Hangman?

As for the revert back, that happens also when you accidently hit the F9 key and do not revert.
But it sounds you have a different issue, so I step out here, not my paygrade. ;)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: 4S_Vega on December 11, 2013, 04:22:44 PM
my QMB won't works  :(

after i've installed the buttons 10.5 in #SAS, QMB works only with HSFX

SAS ModAct and stock game doesn't works

can anyone help me?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on December 11, 2013, 04:46:14 PM
Hi Vega!

QMB will freeze when "before selected aircrafts doesn't exist NOW".
I usually face it after deleting test-installation of BETA aircrafts or personal test aircrafts,
or switching MODs folder.

QMB's history is written at "\IL2 folder\Quicks\.last.quick" .
We can delete trouble history by deleting the file "\IL2 folder\Quicks\.last.quick" .
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Hangman on December 11, 2013, 11:53:45 PM
So, do  you use Track IR, Hangman?

As for the revert back, that happens also when you accidently hit the F9 key and do not revert.
But it sounds you have a different issue, so I step out here, not my paygrade. ;)

Yes I use but I do not have this problem in DBW
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: 4S_Vega on December 12, 2013, 01:07:10 AM
Hi Vega!

QMB will freeze when "before selected aircrafts doesn't exist NOW".
I usually face it after deleting test-installation of BETA aircrafts or personal test aircrafts,
or switching MODs folder.

QMB's history is written at "\IL2 folder\Quicks\.last.quick" .
We can delete trouble history by deleting the file "\IL2 folder\Quicks\.last.quick" .

oh tnx Western!  :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Draken on December 15, 2013, 08:49:34 AM
Hi !
I added the Phantom II pack in 4.12.2 + MA 5.30 + Jetwar 1.33 + EngineMod 2.7 .
( I added also the 00_weapons patch and the no_open_canopy mod )

But only F 4-E has complete loadouts .
B , D , and J have only default loadouts .
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on December 15, 2013, 09:25:05 AM
In fact, NoOpenCanopy MOD is out of date.

SAS Engine MOD 2.6-2.7 contain that function inside. (besides those don't work because of a bug)
and probably NoOpenCanopy classfiles make a conflict to Engine MOD.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on December 15, 2013, 09:27:52 AM
I know, it (NoOpenCanopy) doesnt work for me in MA 5.3, at all.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Draken on December 15, 2013, 11:08:04 AM
That is amazing , because WITHOUT NoOpen Canopy , my game gets a 20 % CTD .
And WITH NoOpen Canopy, it starts !
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on December 15, 2013, 11:53:25 AM
That is amazing , because WITHOUT NoOpen Canopy , my game gets a 20 % CTD .
And WITH NoOpen Canopy, it starts !

That is some aircraft MOD classfile (F-4 PhantomII? or other??) depends on old NoOpenCanopy classfile.
It has to be edited to erase from that MOD java code, now.

Pauls. fixed it, I heard.
https://www.sas1946.com/main/index.php/topic,37193.0.html
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Hangman on December 16, 2013, 02:03:53 AM
Anyone know how to change main menu background pictures?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on December 16, 2013, 07:50:31 AM
Paulus did fix it with his No Open Canopy Mod

(https://www.sas1946.rocks/images/imageshit/a/img707/4561/3akq.jpg)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Draken on December 16, 2013, 09:45:29 AM
I use the new Beta buttons to avoid overheating , but even with that  , the Pantom II overheats within seconds at full throttle...
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Whacker on December 17, 2013, 04:30:04 PM
Mike and Boomer,

I just now saw the exchange about the cockpit views switching in replies 100-108ish.  Given my response as well in reply 66, could ya'll please take a look at the FOV code at some point?  I realize it may not have been touched, but I think there is definitely some odd/wrong behaviors that may be intrinsic to the base game.  I really need smooth FOV switching all the way in and out, but it jumping from anything over 100ish immediately down to 100 makes it harder to fly, aim, etc.  Would be really, greatly, highly appreciated.   :'(

-W
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: yubba on December 17, 2013, 07:34:09 PM
So, I bumped up to 4.12.2 but yet to add modact, why do I need to have the disk in the machine ?????
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on December 18, 2013, 01:26:48 AM
You won't once you installed Modact 5.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: RAECHER on December 18, 2013, 04:33:52 AM
I just noticed the pilots of planes being shot down no longer jump by parachute - bombers just plunge with all aboard, alive and dead/wounded to the ground. I use  Modact 5.3 for IL-2 4.12.2m. I noticed that in a Modact 5.2 for IL-2 4.12.1m install I have that they do jump. Did any one ever encounter something like this? Any help would be welcome.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on December 18, 2013, 08:08:25 AM
Yep, seen the same thing here too.
Happens on Stock 4.12.2m for me too, so it's not a modact issue (where to be honest we didn't touch any AI code anyway, for one since we've got no reason to, and besides that because we simply can't as since 4.11m the main AI code, including bailout is inside a native DLL "TD.dll" which is out of reach for us modders).

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: RAECHER on December 18, 2013, 08:17:26 AM
Thank you for your reply, Mike.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: yubba on December 18, 2013, 03:24:02 PM
thx Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: ANDYTOTHED on December 24, 2013, 04:45:51 PM
I've just noticed a slight problem, apparently beacons don't work when the selector runs the modact.


EDIT:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Nevermind, it was my own stupidity; I forgot to turn on realistic navigation!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Uzin on December 25, 2013, 03:57:34 AM
Yep, seen the same thing here too.
Happens on Stock 4.12.2m for me too, so it's not a modact issue (where to be honest we didn't touch any AI code anyway, for one since we've got no reason to, and besides that because we simply can't as since 4.11m the main AI code, including bailout is inside a native DLL "TD.dll" which is out of reach for us modders).

Best regards - Mike
I am very glad to know this. Does it mean that no AI mod would work ? As I noticed, with present state AI mod of 4.11 and 1.12 the AI planes guess where I aim at and immediately break. I can bear their wild scissoring when shortening the distance below 500 m, but this  makes deflective shooting almost impossible.
Another feature of 4.12 I noticed: it is impossible to make true *.trk , what makes these Il2 versions useless for learning purposes. Or is it only on my PC ? The recording runs well on 4.10.1.
Sorry for being out of thread, many thanks for the reason I abandon 4.11 and 4.12 as porked by DT.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: ivomajic34 on January 04, 2014, 05:12:43 AM
Is there any way that tiger sound mod UV3 work with modact 5.3?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: MR_G on January 04, 2014, 11:53:13 AM
I just noticed that The CantZ 506B seaplane that is loaded in 4.12 5.30 (flyable and non-flyable) was brought over directly from 4.11, without the modded version with a torpedo loadout.
Is there a classfile fix for this, or do I have to install the complete modded aircraft??...(4.09 or 4.101??)
.
.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: pandacat on January 08, 2014, 09:50:59 AM
Hi I am new to Modact.  Just wonder if I just use modact for some graphics effects such as big cloud etc. and nothing else, would modact change any of the stock FMs and AI by default?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on January 08, 2014, 12:08:34 PM
The answer is: No.
For the sake of online compatibility we decided to leave all stock plane FMs untouched in Modact 5.3.
This was something the online community argued much about concerning previous Modacts, HSFX and the like.
We've got in touch with some of the Skies of Valor Server admins and finally found that it's best to just leave the stock FMs as they are.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: pandacat on January 08, 2014, 12:24:31 PM
Awesome.  Good to know that. Thanks
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Jenato on January 09, 2014, 04:17:58 AM
Hello,

is the Turret Fix and Faster Turrets Mod in 4.12.2 with ModAct 5? And another thing: starting up an engine is quite something: first sound, then no sound with windmilling prop, then sound again... if the engine is willing to come alive ... is this how it is supposed to be? If not, what can be done about it or... is it possible to disable some files in the 2.7 Engine Mod so the starting up goes like in a vanilla install?
Loose from all this: 4.12 is quite something! Like it very much.

Greetings

Jenato 
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: whovian980 on January 11, 2014, 02:32:19 PM
Ok i am soo fustrated i have tryed everything to try to get the sas modact to work the game starts and runs but when i try to start quick misson builder and start a mission with ANY plane its just a screen with a bunch of gliching visuals here are the things that i did STEP BY STEP

I download Il-2 1946 form steam whitch is already updated to 4.12.2

then i copy the game folder and place it out of my program files

then i load the direct to drive patch

then i testit, everything works,

then i load the modact 5.30 and i test it the visuals get all glichy ( when i start quick misson builder)

WTF IS THE PROBLEM
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: GerritJ9 on January 11, 2014, 05:14:13 PM
From my 4.12.2 + Modact 5.30 installation the B-239 was missing. Turned out there was no entry for the B-239 in the air.ini so I copied it from a previous Modact's air.ini. After that the B-239 appeared and works. I suggest everybody else checks this.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: whovian980 on January 11, 2014, 09:29:36 PM
nope, i checked and it was there so thats not the problem
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on January 12, 2014, 01:42:33 AM
then i load the modact 5.30 and i test it the visuals get all glichy ( when i start quick misson builder)
Hard to tell.
Since this has never been reported before, I'm wondering if it might be a hardware/driver issue on your PC.
Do you have any screenshot or Fraps captured video to show us what you mean with "glichy"?

From my 4.12.2 + Modact 5.30 installation the B-239 was missing. Turned out there was no entry for the B-239 in the air.ini
Whatever happened to your air.ini, in Modact 5.30 the B-239 is there.
This is the line in air.ini:
Code: [Select]
B-239             air.F2A_B239 2                                f01   WINTER
Maybe you missed it since it resides at the bottom of the plane list in the "VARIOUS" section, right before the aces.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Malone on January 12, 2014, 07:31:10 AM
whovian - please post up a screenshot of this glitchy stuff, if possible.
this is a very unusual sounding problem, so we will need to check everything out.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: whovian980 on January 12, 2014, 04:25:14 PM
I think its an internal PC problem so ill restore and get back to you
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Plowshare on January 16, 2014, 05:35:26 PM
I'm hoping for some help here.

What I'm trying to do is to get the planes that HSFX has that the stock game doesn't have. So, I started with a vanilla ModAct 5.30. I tried putting in just the HSFX .sfs files into the SFS_AUTO folder along with, of course, those files that are already in there. Here's the list of .sfs files:

fb_hfx3do01 to fb_hfx3do27
fb_hfxbeta
fb_hfxcontrol
fb_hfxmaps
fb_hfxmaps01 to fb_hfxmaps05
fb_hfxPaintSchemes
fb_hfxsounds
fb_hfxsounds01

After placing the appropriate skins folders into PaintShemes, I then added, one at a time, these three planes from HSFX:

P-38J-10-LO       air.P_38J10LO 1                               usa01 DESERT
P-38J-25-LO       air.P_38J25LO 1                               usa01 DESERT
P-38L-5-LO        air.P_38L5LO 1                                usa01 DESERT

The game crashed at 60% each time telling me these planes aren't available. What am I missing or what else do I need to do to get the planes from HSFX into ModAct 5.30?

Thanks for any help.

Bob
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on January 16, 2014, 05:51:14 PM
HSFX Buttons/FM's
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Plowshare on January 16, 2014, 06:08:30 PM
HSFX Buttons/FM's

Where do I get these and will they conflict with the addition of Engine_Mod v2.7 and buttons 10.5?

Bob
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on January 16, 2014, 06:15:52 PM
From HSFX and yes, they will conflict.

Your better off by downloading and installing the whole Pack:    https://www.sas1946.com/main/index.php/topic,4528.msg44885.html#msg44885
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Plowshare on January 16, 2014, 06:57:12 PM
Roger that Bravo. I'd hoped not to have to do that but I will.

Bob
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Aviar on February 06, 2014, 07:22:45 PM
I run 'stock' HSFX 7.0.1 (v-4.12.2). Can I run Modact 5.3 through JSGME so that I can enable and disable it at will?

Edit: I tried to install Modact 5.3 to my HSFX 7.0.1 folder and I got the following error from the installer:

'Cannot create il2fb.exe'


**Some additional info: In spite of the above error message, I can run the game through the IL-2 Selector. However, I don't think everything is ok.

What I want to do is run HSFX 7.0.1 with Modact 5.3. From reading the forums, it seems I have to install Modact 5.3 to run some of the new mods for 4.12.

So, to run HSFX from the IL-2 Selector, I choose 'Classic Mod Game' as the Game Type (as per the instructions in the IL-2 Selector Manual). The correct version of HSFX loads correctly but the problem is that no SAS mods seem to work.

I enable the SAS mods in JSGME but I don't see them in the game. I'm not sure what the problem might be.

So to recap, through the IL-2 Selector, I can run:

-Stock 4.12.2
-HSFX 7.0.1 (SAS Mods do not work)
-Modact 5.3 (4.12.2) (SAS Mods work)

What I WANT to run but can't is Modact 5.3 and HSFX 7.0.1 TOGETHER (so that I can add the new 4.12 mods to HSFX 7).

Aviar
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Maico on February 07, 2014, 12:00:07 PM
  Aviar, long time no see.  Good to see you back.  YOu must be missing a step.  I am running HSFX 7 and MA 5.3.  Storbror and Bravo are on it and leading the charge on this.  See here.
https://www.sas1946.com/main/index.php/topic,39087.0.html
  Hope this helps

Maico
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Bizu on February 07, 2014, 03:02:02 PM
Hello, can you help me?

Modact 5.30+flyables Jetera 1.33 and 4.12.2

Code: [Select]
[Dec 23, 2009 6:01:15 PM] ------------ BEGIN log session -------------
[6:01:17 PM] 1>mission LOAD net/dogfight/   3/1_Islands.mis BEGIN
[6:01:17 PM] Loading mission net/dogfight/   3/1_Islands.mis...
[6:01:17 PM] Load bridges
[6:01:17 PM] Load static objects
[6:01:18 PM] Mission: net/dogfight/   3/1_Islands.mis is Playing
[6:01:18 PM] 1>f gc.cmd
[6:01:18 PM] >GC
[6:01:18 PM] Memory: total(14352384) free(909064)
[6:01:18 PM] >GC
[6:01:19 PM] Memory: total(14286848) free(862432)
[6:01:19 PM] >GC
[6:01:19 PM] Memory: total(14286848) free(862016)
[6:01:19 PM] >timeout 3600000 f gc.cmd
[6:01:19 PM] 7>[Dec 23, 2009 6:02:13 PM] ------------ BEGIN log session -------------
[6:02:15 PM] 1>mission LOAD net/dogfight/   3/1_Islands.mis BEGIN
[6:02:15 PM] Loading mission net/dogfight/   3/1_Islands.mis...
[6:02:15 PM] Load bridges
[6:02:15 PM] Load static objects
[6:02:15 PM] Mission: net/dogfight/   3/1_Islands.mis is Playing
[6:02:15 PM] 1>f gc.cmd
[6:02:15 PM] >GC
[6:02:16 PM] Memory: total(14352384) free(909064)
[6:02:16 PM] >timeout 3600000 f gc.cmd
[6:02:16 PM] 7>[Feb 11, 2010 5:24:51 PM] ------------ BEGIN log session -------------
[5:24:52 PM] 1>mission LOAD net/dogfight/3/1_Islands.mis BEGIN
[5:24:52 PM] Loading mission net/dogfight/3/1_Islands.mis...
[5:24:52 PM] Load bridges
[5:24:52 PM] Load static objects
[5:24:53 PM] Mission: net/dogfight/3/1_Islands.mis is Playing
[5:24:53 PM] 1>f gc.cmd
[5:24:53 PM] >GC
[5:24:53 PM] Memory: total(14352384) free(863400)
[5:24:53 PM] >timeout 3600000 f gc.cmd
[5:24:53 PM] 7>[Feb 11, 2010 5:25:25 PM] ------------ BEGIN log session -------------
[5:25:26 PM] 1>mission LOAD net/dogfight/3/1_Islands.mis BEGIN
[5:25:26 PM] Loading mission net/dogfight/3/1_Islands.mis...
[5:25:26 PM] Load bridges
[5:25:26 PM] Load static objects
[5:25:26 PM] Mission: net/dogfight/3/1_Islands.mis is Playing
[5:25:26 PM] 1>f gc.cmd
[5:25:26 PM] >GC
[5:25:26 PM] Memory: total(14221312) free(757432)
[5:25:26 PM] >timeout 3600000 f gc.cmd
[5:25:26 PM] 7>
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Aviar on February 07, 2014, 08:38:50 PM
  Aviar, long time no see.  Good to see you back.  YOu must be missing a step.  I am running HSFX 7 and MA 5.3.  Storbror and Bravo are on it and leading the charge on this.  See here.
https://www.sas1946.com/main/index.php/topic,39087.0.html
  Hope this helps

Maico

I think I got it working. Thanks a lot buddy!

Aviar
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on February 08, 2014, 12:18:40 AM
Hello, can you help me?
Hi Bîzu,

Did anyone ever mention that any of these should be online compatible?

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Bizu on February 08, 2014, 04:24:01 AM
Hello Mike,

I've told a friend step-by-step how to get his Il-2 modded, and I told him exactly how I've modded mine but when he tries to launch his game he gets this error "Il-2 6Dof/TIR Enabled Executable for Modded Il-2 Sturmovik 1946 has stopped working"

And I asked him for his log and he gave me the one I posted.

I've explained him and he gave me this last log, I hope this one is correct.

Code: [Select]
[Feb 8, 2014 11:31:23 AM] ------------ BEGIN log session -------------
[11:31:23 AM] OpenGL provider: dx8wrap.dll
[11:31:25 AM] OpenGL library:
[11:31:25 AM]   Vendor: 1C.Multimedia.Dev/Maddox.
[11:31:25 AM]   Render: DirectX8.
[11:31:25 AM]   Version: 1.1
[11:31:25 AM]   Extensions: GL_EXT_secondary_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_ARB_texture_compression
[11:31:25 AM] Size: 1280x960
[11:31:25 AM] ColorBits: 32
[11:31:25 AM] DepthBits: 24
[11:31:25 AM] StencilBits: 8
[11:31:25 AM] isDoubleBuffered: true
[11:31:25 AM]
[11:31:25 AM] *** Looking for Advanced CPU Instructions...
[11:31:25 AM] [x] PentiumPro
[11:31:25 AM] [x] Multimedia (MMX)
[11:31:25 AM] [x] 3D (SSE)
[11:31:25 AM] [x] 3D (SSE2)
[11:31:25 AM] [-] 3D (3DNow)
[11:31:25 AM] ColourBits 32, ABits 0, ZBits 24
[11:31:25 AM]
[11:31:25 AM] *** Looking for Render API Extensions ...
[11:31:25 AM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[11:31:25 AM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[11:31:25 AM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[11:31:25 AM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[11:31:25 AM] [-] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[11:31:25 AM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[11:31:25 AM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[11:31:25 AM] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[11:31:25 AM] [-] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[11:31:25 AM] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[11:31:25 AM] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[11:31:25 AM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[11:31:25 AM] [-] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[11:31:25 AM]
[11:31:25 AM] Maximum texture size : 8192
[11:31:25 AM] Maximum simultaneous textures :8
[11:31:25 AM] MaxAnisotropic (1.0 = none) : 1.000000
[11:31:25 AM] WARNING: 'Perfect' Mode required latest drivers with 'vertex buffer' support
[11:31:25 AM] WARNING: 'Perfect' Mode required pixels shaders
[11:31:25 AM] WARNING: 'Perfect' Mode required latest drivers with vertex shaders support'GL_ARB_vertex_program'
[11:31:25 AM] WARNING: 'Perfect' Mode is not supported for this combination of hardware and drivers.
[11:31:25 AM] 15 Splashscreens available.
[11:31:27 AM] AutoMounting SFS files from folder SFS_AUTO now...
[11:31:27 AM] Trying to AutoMount SFS_AUTO\sasamt_jetwar_01.sfs... mounted successfully!
[11:31:27 AM] Trying to AutoMount SFS_AUTO\sasamt_jetwar_02.sfs... mounted successfully!
[11:31:27 AM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[11:31:27 AM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[11:31:27 AM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[11:31:27 AM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.sfs... mounted successfully!
[11:31:27 AM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[11:31:27 AM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[11:31:27 AM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[11:31:27 AM] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.sfs... mounted successfully!
[11:31:27 AM] AutoMounting SFS files from folder SFS_AUTO finished.
[11:31:27 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:31:27 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:31:27 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:31:27 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[11:31:27 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[11:31:27 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[11:31:27 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[11:31:27 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[11:31:28 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[11:31:28 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[11:31:28 AM] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[11:31:28 AM] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[11:31:28 AM] INTERNAL ERROR: Texture required
[11:31:28 AM] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[11:31:30 AM] Spawn.get( com.maddox.il2.objects.air.A1H_Tanker ): com/maddox/il2/objects/air/TypeTankerDrogue
[11:31:30 AM] java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeTankerDrogue
[11:31:30 AM] at java.lang.ClassLoader.defineClass0(Native Method)
[11:31:30 AM] at java.lang.ClassLoader.defineClass(Unknown Source)
[11:31:30 AM] at java.lang.ClassLoader.defineClass(Unknown Source)
[11:31:30 AM] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[11:31:30 AM] at java.lang.ClassLoader.loadClass(Unknown Source)
[11:31:30 AM] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[11:31:30 AM] at java.lang.ClassLoader.defineClass0(Native Method)
[11:31:30 AM] at java.lang.ClassLoader.defineClass(Unknown Source)
[11:31:30 AM] at java.lang.ClassLoader.defineClass(Unknown Source)
[11:31:30 AM] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[11:31:30 AM] at java.lang.ClassLoader.loadClass(Unknown Source)
[11:31:30 AM] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[11:31:30 AM] at java.lang.Class.forName0(Native Method)
[11:31:30 AM] at java.lang.Class.forName(Unknown Source)
[11:31:30 AM] at com.maddox.rts.Spawn.get(Spawn.java:39)
[11:31:30 AM] at com.maddox.rts.Spawn.get(Spawn.java:28)
[11:31:30 AM] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:216)
[11:31:30 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1503)
[11:31:30 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[11:31:30 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:31:30 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[11:31:30 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[11:31:30 AM] java.lang.NoClassDefFoundError: com/maddox/il2/objects/air/TypeTankerDrogue
[11:31:30 AM] at java.lang.ClassLoader.defineClass0(Native Method)
[11:31:30 AM] at java.lang.ClassLoader.defineClass(Unknown Source)
[11:31:30 AM] at java.lang.ClassLoader.defineClass(Unknown Source)
[11:31:30 AM] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[11:31:30 AM] at java.lang.ClassLoader.loadClass(Unknown Source)
[11:31:30 AM] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[11:31:30 AM] at java.lang.ClassLoader.defineClass0(Native Method)
[11:31:30 AM] at java.lang.ClassLoader.defineClass(Unknown Source)
[11:31:30 AM] at java.lang.ClassLoader.defineClass(Unknown Source)
[11:31:30 AM] at com.maddox.rts.LDR.loadClass(LDR.java:25)
[11:31:30 AM] at java.lang.ClassLoader.loadClass(Unknown Source)
[11:31:30 AM] at java.lang.ClassLoader.loadClassInternal(Unknown Source)
[11:31:30 AM] at java.lang.Class.forName0(Native Method)
[11:31:30 AM] at java.lang.Class.forName(Unknown Source)
[11:31:30 AM] at com.maddox.il2.game.Main.preloadAirClasses(Main.java:218)
[11:31:30 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1503)
[11:31:30 AM] at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
[11:31:30 AM] at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
[11:31:30 AM] at com.maddox.il2.game.Main.exec(Main.java:432)
[11:31:30 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on February 08, 2014, 02:16:42 PM
According to the log the class "com.maddox.il2.objects.air.TypeTankerDrogue" is missing.
That's a Jetwar+Engine Mod thing, I'm afraid I'm not able to assist much since I don't use either that much.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Bizu on February 08, 2014, 07:39:24 PM
Ok, thanks for the reply Mike, I'll proceed asking in the JetEra thread or Engine mod one.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Drewm3i on February 12, 2014, 11:16:29 PM
Hey guys I've been playing IL-2 for over a year now and have mainly used DBW, but now I'm going to try to move over to 4.12. I installed the game and patched to 4.12.2m. Then, I installed modact 5.3, the optional extras, and ai flyables. I also had an HSFX 7 install, so I dropped all of the fb_hfx.sfs files into my sfs auto folder. Then, I installed boomer objects 1-4 from this post into my sfs auto folder: https://www.sas1946.com/main/index.php/topic,35419.48.html (reply 53). I ended up following all of his instructions and placed those sfs files in my sfs auto folder. Next, I followed the instructions on this video's description to use tigers sounds: http://www.youtube.com/watch?v=FBFjrzSULyY. When I go to play the game it doesn't load. I have the selector set to sas modact. What is up? Is something not compatible? How did you guys get this working?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on February 13, 2014, 01:29:31 AM
I doubt that this is the right place to ask for help as the issues reported don't concern Modact 5.3 but rather additional mods which are not tagged compatible with Modact 5.3.
If anyone gives advice in any other thread how to get fb_hfx.sfs files, boomer objects or tigers sound mod to work on modact 5.3, in case of trouble these threads where the regarding advice was given would be the place to ask for help.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Maico on February 18, 2014, 02:57:09 AM
  Man, do I suck at this modding thing.  I have lost the voices to my wingmen.  The subtitles come up but no dice on the voices.  What have I done?
  I checked the volumes and all is ok.  Here is my conf.ini.  This is 4.12 with MA 5.3 and JetWar. 

Thank You for your support.

Maico

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=2560
height=1600
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=en

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=8000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=213.66.21.202
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
remoteHost_000=

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.87763715,dy=0.0925,x=0.0,y=0.0)
adr0=ALL
adr1=MY_ARMY

[game]
Arcade=0
HighGore=1
mapPadX=0.6689062
mapPadY=-0.046875
viewSet=34
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
SubTitlesLines=4
ScreenshotType=0
RecordingIndicator=0
MapAlpha=1.0
SaveTrk=1
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
IconUnits=0


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=10
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0
UseSmartAxis=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=1
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 30 40 50 60 70 80 90 100 100 100 0 0
1Y=0 25 35 45 55 65 75 85 95 100 100 0 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 25 36 47 59 71 84 96 100 100 100 0 0
1X1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z1=0 100 100 100 100 100 100 100 100 100 100 0 0
1X2=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y2=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z2=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX2=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY2=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ2=0 100 100 100 100 100 100 100 100 100 100 0 0
1U2=0 100 100 100 100 100 100 100 100 100 100 0 0
1V2=0 100 100 100 100 100 100 100 100 100 100 0 0
1X3=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y3=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ3=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY1=0 100 100 100 100 100 100 100 100 100 100 0 0
1U1=0 100 100 100 100 100 100 100 100 100 100 0 0
1V1=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=4
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Mods]
RandomSplash=1
netCallsign=
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1

Maico, next time please put lists into the code brackets. Thank you.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on February 19, 2014, 01:20:15 AM
What have I done?
Hard to tell, the same settings play wingmen voices for me flawlessly. Any additional sound mod installed maybe?

Will the "AI Flyables Pack 5.20" work at all with Modact 5.3? Or is it completely incompatible?
Basically it will work, however you will miss some changes and bug fixes, e.g.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: trent on February 19, 2014, 01:36:23 AM
Basically it will work, however you will miss some changes and bug fixes

Thank you Mike! I'll download the "AI Flyables Pack 5.30" at the beginning of next month then (when I get more data again).  :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Maico on February 19, 2014, 06:21:25 AM
Perhaps some bored soul will look at this and offer advice.  Jag hopas...
Whoo hoo, I lerned to use code!

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=2560
height=1600
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=en

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=8000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=213.66.21.202
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
remoteHost_000=

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.87763715,dy=0.0925,x=0.0,y=0.0)
adr0=ALL
adr1=MY_ARMY

[game]
Arcade=0
HighGore=1
mapPadX=0.6689062
mapPadY=-0.046875
viewSet=34
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
SubTitlesLines=4
ScreenshotType=0
RecordingIndicator=0
MapAlpha=1.0
SaveTrk=1
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
IconUnits=0


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=1
SoundFlags.static=1
VoiceVolume=10
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=2
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0
UseSmartAxis=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=1
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 30 40 50 60 70 80 90 100 100 100 0 0
1Y=0 25 35 45 55 65 75 85 95 100 100 0 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 25 36 47 59 71 84 96 100 100 100 0 0
1X1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z1=0 100 100 100 100 100 100 100 100 100 100 0 0
1X2=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y2=0 100 100 100 100 100 100 100 100 100 100 0 0
1Z2=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX2=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY2=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ2=0 100 100 100 100 100 100 100 100 100 100 0 0
1U2=0 100 100 100 100 100 100 100 100 100 100 0 0
1V2=0 100 100 100 100 100 100 100 100 100 100 0 0
1X3=0 100 100 100 100 100 100 100 100 100 100 0 0
1Y3=0 100 100 100 100 100 100 100 100 100 100 0 0
1RZ3=0 100 100 100 100 100 100 100 100 100 100 0 0
1RX1=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY1=0 100 100 100 100 100 100 100 100 100 100 0 0
1U1=0 100 100 100 100 100 100 100 100 100 100 0 0
1V1=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=4
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Mods]
RandomSplash=1
netCallsign=
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Flying H on February 19, 2014, 03:01:15 PM
Have you checked  "Radio silence" for the mission/campaign?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Maico on February 20, 2014, 01:33:52 AM
I will check that Flying H.  I still get the message  subtitles... But worth a check when I get home.
Thanks
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Maico on February 20, 2014, 03:44:52 AM
Fresco23 sorted me out on chat.  He was brilliant.  As I described the problem he said "go to the Samples file"  I had no Samples file.  How it got deleted is beyond me.  I grabbed one from my HSFX folder and whalla!  Now it all works

Thank You Flying H, Storebror and Fresco23 for your awesome support.

Maico

P.S.  Storebror in Swedish means big brother.... But you probably know this allready :-\
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on February 20, 2014, 04:01:09 AM
Glad that you got it sorted.
Well, a missing samples folder is too obvious to even think about it :P

Storebror in Swedish means big brother.... But you probably know this allready :-\
My Danish wife doesn't like cross references to Swedish that much, but lucky us it's exact the same meaning for both ;)

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Drewm3i on February 21, 2014, 07:51:19 PM
Hey guys I'm having issues with my install. Everytime I install my 4.12.2m from GOG my game works as it should. Then I install Modact 5.3, AI flyables 5.3, the latest buttons, and the sas engine mod, and everything works. However, when I install the optional jsgme extras, my game works as it should sometimes, but other times it doen't start (it shows the icon then abruptly closes). I have every mod activated except for blender waves c, hakencross disabler, and the light splash screens. Is there a conflict with some of these mods? I have a vanilla modact install other than the sas jsgme mod pack. What is up? I'm running  Win 8 on a Gigabyte p34g laptop with an i7-4700hq@3.4 ghz, 760m 2gb ddr5, 12gb ram, 128 gb ssd, and a 1 tb hdd.

Here is my initlog.lst:
Code: [Select]
2014-02-21 21:40:07:300 (dinput.dll) : IL-2 Process ID = 00000E70
2014-02-21 21:40:07:300 (dinput.dll) : Starting Watchdog at D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\bin\selector\basefiles\IL-2 Watchdog.exe
2014-02-21 21:40:07:300 (dinput.dll) : Watchdog process started.
2014-02-21 21:40:07:300 (dinput.dll) : JVM Parameters injector activated
2014-02-21 21:40:07:300 (dinput.dll) : Applying JVM Memory Settings from IL-2 Selector...
2014-02-21 21:40:07:300 (dinput.dll) : Adding JVM Option: -Xms888M
2014-02-21 21:40:07:300 (dinput.dll) : Adding JVM Option: -Xmx888M
2014-02-21 21:40:07:300 (dinput.dll) : Adding JVM Option: -Xss8192K
2014-02-21 21:40:07:300 (dinput.dll) : Adding JVM Option: -XX:PermSize=128M
2014-02-21 21:40:07:316 (dinput.dll) : Adding JVM Option: -XX:MaxPermSize=128M
2014-02-21 21:40:07:316   (watchdog) : IL-2 Parent Process Handle = 00000090, ID=00000E70
2014-02-21 21:40:07:316   (watchdog) : IL-2 Watchdog started.
2014-02-21 21:40:07:316   (watchdog) : Message Window Created.
2014-02-21 21:40:07:316 (dinput.dll) : Checking duplicate JVM Options...
2014-02-21 21:40:07:363 (dinput.dll) : Checking mandatory JVM Options...
2014-02-21 21:40:07:363 (dinput.dll) : Adding JVM Option: -Djava.class.path=.
2014-02-21 21:40:07:363 (dinput.dll) : Adding JVM Option: -Xincgc
2014-02-21 21:40:07:363 (dinput.dll) : Adding JVM Option: -Xverify:none
2014-02-21 21:40:07:363 (dinput.dll) : Adding JVM Option: -Xcomp
2014-02-21 21:40:07:363 (dinput.dll) : Final JVM Option List:
2014-02-21 21:40:07:363 (dinput.dll) : -Xms888M
2014-02-21 21:40:07:363 (dinput.dll) : -Xmx888M
2014-02-21 21:40:07:363 (dinput.dll) : -Xss8192K
2014-02-21 21:40:07:363 (dinput.dll) : -XX:PermSize=128M
2014-02-21 21:40:07:363 (dinput.dll) : -XX:MaxPermSize=128M
2014-02-21 21:40:07:363 (dinput.dll) : -Djava.class.path=.
2014-02-21 21:40:07:363 (dinput.dll) : -Xincgc
2014-02-21 21:40:07:379 (dinput.dll) : -Xverify:none
2014-02-21 21:40:07:379 (dinput.dll) : -Xcomp
2014-02-21 21:40:07:379 (dinput.dll) : Hooked "SAS_CreateJavaVM" function activated, injecting JVM Parameters
2014-02-21 21:40:07:394 (dinput.dll) : JVM Parameters injected successfully
2014-02-21 21:40:07:394    (wrapper) : ProcessAttach, attached Processes =  1
2014-02-21 21:40:07:394    (wrapper) : Calling GetCommandLineParams()
2014-02-21 21:40:07:410    (wrapper) : MODS Folder = "#SAS"
2014-02-21 21:40:07:410    (wrapper) : No FILES Folder set.
2014-02-21 21:40:07:410    (wrapper) : Calling LinkIl2fbExe()
2014-02-21 21:40:07:410    (wrapper) : Trying to link back to D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\il2fb.exe through LoadLibrary()
2014-02-21 21:40:07:410    (wrapper) : Calling CreateModsFolderList()
2014-02-21 21:40:07:425   (watchdog) : Splash Screen Created.
2014-02-21 21:40:07:457    (wrapper) : Scanning #SAS folder took 41 milliseconds.
2014-02-21 21:40:07:457    (wrapper) : Total number of modded files = 4281.
2014-02-21 21:40:07:457    (wrapper) : Calling SortList()
2014-02-21 21:40:07:457    (wrapper) : Sorting modded files list took 0.654 milliseconds.
2014-02-21 21:40:07:457    (wrapper) : Calling RemoveDuplicates()
2014-02-21 21:40:07:457    (wrapper) : Removing 22 Duplicates took 0.019 milliseconds.
2014-02-21 21:40:10:300    (wrapper) : ThreadAttach, attached Threads =  1
2014-02-21 21:40:10:410   (watchdog) : IL-2 Main Window created: "Il2-Sturmovik Forgotten Battles" (MaddoxRtsWndClassW), Handle= 0x0018038A
2014-02-21 21:40:10:410   (watchdog) : Activating IL-2 Main Window (0x0018038A) using SwitchToThisWindow()
2014-02-21 21:40:10:988    (wrapper) : ThreadAttach, attached Threads =  2
2014-02-21 21:40:10:988    (wrapper) : ThreadAttach, attached Threads =  3
2014-02-21 21:40:11:004    (wrapper) : ThreadDetach, attached Threads =  2
2014-02-21 21:40:11:004    (wrapper) : ThreadAttach, attached Threads =  3
2014-02-21 21:40:11:146    (wrapper) : ProcessDetach, attached Processes =  0
2014-02-21 21:40:11:146    (wrapper) : Total files opened = 6592
2014-02-21 21:40:11:146    (wrapper) : Total search time consumed = 0.448 milliseconds (0.000447750586 Seconds)
2014-02-21 21:40:11:146    (wrapper) : Search Time per File = 67.923 nanoseconds (0.000000067923 Seconds)
2014-02-21 21:40:11:162    (wrapper) : Average Search Iterations required per File = 7.4
2014-02-21 21:40:11:162 (dinput.dll) : JVM Parameters injector deactivated

And here is one of my many error logs:
Code: [Select]
An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION occurred at PC=0x774318d0
Function name=RtlAddAccessAllowedAce
Library=C:\Windows\SYSTEM32\ntdll.dll

Current Java thread:
at com.maddox.opengl.Provider.nGetGLCaps(Native Method)
at com.maddox.opengl.Provider.getGLCaps(Provider.java:136)
at com.maddox.il2.engine.Config.PALGetCardCaps(Config.java:423)
at com.maddox.il2.engine.Config.createGlContext(Config.java:503)
at com.maddox.il2.engine.Config.createGlContext(Config.java:536)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1435)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

Dynamic libraries:
0x00400000 - 0x0049A000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\il2fb.exe
0x773D0000 - 0x77527000 C:\Windows\SYSTEM32\ntdll.dll
0x75ED0000 - 0x76000000 C:\Windows\SYSTEM32\KERNEL32.DLL
0x75E20000 - 0x75EC6000 C:\Windows\SYSTEM32\KERNELBASE.dll
0x70FB0000 - 0x71057000 C:\Windows\system32\apphelp.dll
0x753C0000 - 0x754D6000 C:\Windows\SYSTEM32\USER32.dll
0x75830000 - 0x758DE000 C:\Windows\SYSTEM32\ADVAPI32.dll
0x70F80000 - 0x70FA1000 C:\Windows\SYSTEM32\WINMM.dll
0x74C20000 - 0x74C40000 C:\Windows\SYSTEM32\IMM32.dll
0x70F60000 - 0x70F80000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\DINPUT.dll
0x77210000 - 0x7730D000 C:\Windows\SYSTEM32\GDI32.dll
0x77130000 - 0x771E1000 C:\Windows\SYSTEM32\msvcrt.dll
0x75DE0000 - 0x75E14000 C:\Windows\SYSTEM32\sechost.dll
0x74EA0000 - 0x74F4C000 C:\Windows\SYSTEM32\RPCRT4.dll
0x70CA0000 - 0x70CCB000 C:\Windows\SYSTEM32\WINMMBASE.dll
0x75CC0000 - 0x75D9E000 C:\Windows\SYSTEM32\MSCTF.dll
0x74A00000 - 0x74A1C000 C:\Windows\SYSTEM32\SspiCli.dll
0x757E0000 - 0x75826000 C:\Windows\SYSTEM32\cfgmgr32.dll
0x771F0000 - 0x7720E000 C:\Windows\SYSTEM32\DEVOBJ.dll
0x749F0000 - 0x749F9000 C:\Windows\SYSTEM32\CRYPTBASE.dll
0x74990000 - 0x749E1000 C:\Windows\SYSTEM32\bcryptPrimitives.dll
0x6D420000 - 0x6D4EF000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\bin\hotspot\jvm.dll
0x6D220000 - 0x6D227000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\bin\hpi.dll
0x6D3B0000 - 0x6D3BD000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\bin\verify.dll
0x6D250000 - 0x6D266000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\bin\java.dll
0x6D3C0000 - 0x6D3CD000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\bin\zip.dll
0x70730000 - 0x7078B000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\wrapper.dll
0x76000000 - 0x770C6000 C:\Windows\SYSTEM32\SHELL32.dll
0x74A40000 - 0x74B76000 C:\Windows\SYSTEM32\combase.dll
0x75DA0000 - 0x75DE0000 C:\Windows\SYSTEM32\SHLWAPI.dll
0x745A0000 - 0x74613000 C:\Windows\SYSTEM32\shcore.dll
0x68380000 - 0x683A7000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\DT.dll
0x00570000 - 0x0057A000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\pathfind.dll
0x486B0000 - 0x4B58A000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\il2_corep4.dll
0x7C340000 - 0x7C396000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\MSVCR71.dll
0x00960000 - 0x00983000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\jgl.dll
0x4B690000 - 0x4B6CA000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\il2_usgs2.dll
0x75600000 - 0x75650000 C:\Windows\SYSTEM32\WS2_32.dll
0x74C40000 - 0x74C48000 C:\Windows\SYSTEM32\NSI.dll
0x4F430000 - 0x4F4A7000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\mg_snd_sse.dll
0x70700000 - 0x70730000 C:\Windows\SYSTEM32\dinput8.dll
0x71E50000 - 0x71E5A000 C:\Windows\SYSTEM32\HID.DLL
0x75A70000 - 0x75C1F000 C:\Windows\SYSTEM32\SETUPAPI.DLL
0x752E0000 - 0x75322000 C:\Windows\SYSTEM32\WINTRUST.dll
0x74F50000 - 0x750D2000 C:\Windows\SYSTEM32\CRYPT32.dll
0x74A20000 - 0x74A32000 C:\Windows\SYSTEM32\MSASN1.dll
0x71FE0000 - 0x72068000 C:\Windows\system32\uxtheme.dll
0x6D340000 - 0x6D348000 D:\Games\IL-2 Sturmovik 1946 4.12.2m+ SAS Modact 5.3\bin\net.dll
0x74570000 - 0x74578000 C:\Windows\SYSTEM32\WSOCK32.dll
0x71F10000 - 0x71F20000 C:\Windows\system32\napinsp.dll
0x71EF0000 - 0x71F04000 C:\Windows\system32\pnrpnsp.dll
0x71EE0000 - 0x71EF0000 C:\Windows\system32\NLAapi.dll
0x746E0000 - 0x7472A000 C:\Windows\System32\mswsock.dll
0x70C20000 - 0x70C95000 C:\Windows\SYSTEM32\DNSAPI.dll
0x71ED0000 - 0x71ED9000 C:\Windows\System32\winrnr.dll
0x71EC0000 - 0x71ED0000 C:\Windows\system32\wshbth.dll
0x700C0000 - 0x7018E000 C:\Windows\SYSTEM32\Opengl32.dll
0x70090000 - 0x700B3000 C:\Windows\SYSTEM32\GLU32.dll
0x6FFB0000 - 0x70089000 C:\Windows\SYSTEM32\DDRAW.dll
0x70F50000 - 0x70F57000 C:\Windows\SYSTEM32\DCIMAN32.dll
0x754E0000 - 0x755F9000 C:\Windows\system32\ole32.dll
0x6FF60000 - 0x6FFA6000 C:\Windows\SYSTEM32\nvoglshim32.dll
0x6E950000 - 0x6FF5D000 C:\Windows\system32\nvoglv32.DLL
0x74980000 - 0x74988000 C:\Windows\SYSTEM32\VERSION.dll
0x748F0000 - 0x74916000 C:\Windows\SYSTEM32\ntmarta.dll
0x71F20000 - 0x71F39000 C:\Windows\SYSTEM32\dwmapi.dll
0x6E910000 - 0x6E94F000 C:\Windows\SYSTEM32\powrprof.dll
0x75CA0000 - 0x75CB2000 C:\Windows\SYSTEM32\imagehlp.dll
0x6E7E0000 - 0x6E909000 C:\Windows\SYSTEM32\dbghelp.dll
0x75650000 - 0x75656000 C:\Windows\SYSTEM32\PSAPI.DLL

Local Time = Fri Feb 21 21:40:11 2014
Elapsed Time = 3
#
# The exception above was detected in native code outside the VM
#
# Java VM: Java HotSpot(TM) Client VM (1.3.1-b24 compiled mode)
#

Here is my conf.ini:
Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=5
UIDetail=4
UIBackground=en

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll

[NET]
speed=25000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
remoteHost_000=
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.7958335
mapPadY=0.019444445
viewSet=21
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
TypeClouds=3
ScreenshotType=0
RecordingIndicator=1
MapAlpha=0.54
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=0
mapPadMode=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.39999998
LeanS=0.39999998
Raise=0.2
RubberBand=0.5

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=0
LOGTIME=0
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=5
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=12
Attenuation=7
SoundMode=2
SamplingRate=2
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=9
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=15
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1RZ=0 100 100 100 100 100 100 100 100 100 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=3
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=2
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[DGen]
NoBadWeather=0
MissionDistance=25
NoAirfieldHighlight=1
RandomFlights=4
MaxFLAK=20
AirIntensity=high
GroundIntensity=high
Maxbomberskill=1
CampaignMissions=Hard
CampaignAI=normal
CampaignLength=long
CampaignDifficulty=Hard
OperationVictory=100
UseParachutes=1
[Mods]
RandomSplash=1
netCallsign=
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.05
PAL3DConvAimR=-0.05
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DCockpitSoftViewEnabled=1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on February 22, 2014, 12:58:31 AM
Thanks for your report Drewm3i.
I do have the same situation on one of my PCs, the only (slight) difference is that for me the exception is always thrown in ntdll's function "RtlImageNtHeader" while for you it happens in "RtlAddAccessAllowedAce".
I've investigated a lot and the final result is this:
We're running a game built for a very outdated OpenGL version on systems with very advanced drivers.
Apparently sometimes IL-2's OpenGL libraries fail to successfully reserve the required memory and structures from the underlying operating system and grapics drivers. This happens with stock 4.12 too (but rarely), the more content you add to your game the more likely this is to happen.
However the error never ever happened to me twice in a row, that's why I treat this annoying, but not critical.

It happens to me regularly on a machine running a Geforce 550ti GPU.
It happens to me once in a thousand start attempts on another machine running a Geforce 210 GPU.
It never ever happened to me with any ATI equipped PC.

Sorry but there's nothing you can do against this but to start the game again.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Maico on February 22, 2014, 02:42:18 AM
 I see this also.  Icon flashes then no start.  Second time it starts every time.  Glad you  know what you are taking about Storebror.  I will not lose sleep over it. 
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Drewm3i on February 22, 2014, 12:18:39 PM
I bet it has to do with the fact I have a current-gen gpu. Atleast you have a 550 ti and 210, I have a 760m lol. Oh well, I'll see what I can do. This issue doesn't happen in my DBW or HSFX install, and I've never tried stock. This is odd. Thanks though!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on February 22, 2014, 06:43:24 PM
In any case, when you activate any of the water mods, and that IMHO needs more explanation:
Run either one of the two Blender Wave type mods OR the water=4 mod by carsmaster, never both!
Also, when you have a mod overwritten or a possible conflict via JSGME, usually you get a warning message and you see the mods which were overwritten greyed out.

Chrs



Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Drewm3i on February 23, 2014, 02:00:57 AM
Well I had both enabled, so let's see if having only one makes a difference!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Drewm3i on February 23, 2014, 08:52:08 PM
So I fixed it by putting il2fb.exe in compatibility mode for windows xp! But I have an issue while trying to play online. Whenever I go into hyper lobby and join a game, the game loads to 88% and then freezes. It doesn't do this in my HSFX install. Am I missing maps, or objects? I haven't modded my install yet with the maps from my DBW install, so could this be the issue, or not?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on February 24, 2014, 12:50:14 AM
XP comp mode... strange, I thought I tried that already.
Now to the hyperlobby thing: Does this happen on all servers for you or are you trying to join an HSFX server?
In Hyperlobby the servers usually clearly state what version they're running.
Skies of Valor for instance is a Stock 4.12.2m server, mod friendly with Modact 5 being recommended. You should be able to join that server without issues.
If your results differ, please send us your log.lst contents, thanks.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: <Gunny> on February 24, 2014, 01:37:06 AM
You may also want to try and join the Battle-Fields 1 server all maps are from the stock 4.12.1 game.
Mod-Act 5.3 is welcome and I have used it from day one almost with out any problems.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on February 24, 2014, 05:55:29 AM
Sorry if my previous post sounded like some advertising of Skies of Valor.
Of course there are others available for testing too and some are even regularly frequented.
Of those listed on hyperlobby, from the mod friendly stock 4.12 servers the already mentioned Battle-Fields 1 and 2, Skies of Valor and Fun4All Jets come straight to my mind.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: <Gunny> on February 24, 2014, 09:23:54 AM
NO not at all. I know our maps are made from the stock game only.
That is the only reason I posted.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on February 24, 2014, 11:51:15 AM
Yep, I enjoy being around on BF1 from time to time. Too bad that BF2 is so much less populated, the maps there are even more interesting with their semi-historical layout and I like the settings more, not so much gangbang style like open pit servers tend to be.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: MarvinT on February 24, 2014, 09:46:22 PM
 Greetings. Thanks SAS Team for the 4.12 (and Mod activator 5.3 ) mods. It was hard for me to give up DBW 1.71. But thanks to all the Posts from users, I gave it a try. Love It. The key problem is proper installation of Jet War 1.3,  and the  SAS_SFS  files into the new SFS Auto folder.  Makes everything work! All weapons show and work, no mid air explosions.  A special thank to Mrs. Boomer, Mario 71 and Mr. Vega. I call them F4E,A7and F8E team, as all the mods work in 4.12 with and without updates, as long as they are the original mod packs ( which I have ). No problem with any of the New MiGs or other aircraft. Due to Mr. Boomers response to DBW questions, I was able to load DBW Maps and a few texture VP texture mods into 4.12, but the Vietnam maps, are still tricky.. I get frame stutter. In short take a deep breath, when you respond to some questions by users...we can wear you out. But the answers  are always sorted out. Thanks again.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: psone on March 01, 2014, 09:19:36 AM
hey all, I'm having a problem with opengl enabled and Modact 5.3

when patched up to 4.12.2 everything works fine with it enabled but as soon as I install Modact the game CTD just after loading complete's

16gb of ram, i7 Q3930k and sli GTX 560ti,

any and all advice appreciated and if there's any other info I can provide please let me know.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on March 01, 2014, 11:10:28 AM
Hi psone, welcome to the SAS!
I suspect you didn't install the game from CD/DVD but from some web download instead.
Please go here: https://www.sas1946.com/main/index.php?topic=1531.0
and download and install the so called "Direct 2 Drive Patch".

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: psone on March 01, 2014, 11:23:09 AM
Hi mike thanks for the quick reply, you're correct its a digital download through steam.

i have the D2D patch installed but the problem still occurs will try again from scratch, maybe i've missed something along the way.

as it stands the best i can manage is playing in windowed mode which appears to work at certain resolutions.

Update

So i've tried again from a fresh copy, installed Modact and everything appeared to be working as it should, then i launched il2set to

turn off the intro and change some audio settings and now its back to crashing just after load...
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: hawker445 on March 02, 2014, 06:14:47 PM
I have an ingame crash with a error message saying IL-2 6Dof/TIR Enabled Executable for modded IL-2 Sturmovik 1946 has stopped working.
 I have Windows 7 and i've kept my list of mods fairly low and I even have a fairly good computer with an i7. I removed the Mig21 and the yak36 to see if that helped but not really . I can only fly in the game for maybe 2-5 minutes maybe more if i'm lucky. This hasn't seemed to me similar while online.

Has anyone received this message or had this happen ot them?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on March 03, 2014, 01:40:37 AM
No sorry hawker, didn't see that yet, but as stated in the other thread you started (https://www.sas1946.com/main/index.php?topic=39680.0), first of all we'd need to see what your error log (log.lst file) tells us in case of such an error.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: hawker445 on March 04, 2014, 12:38:35 AM
No sorry hawker, didn't see that yet, but as stated in the other thread you started (https://www.sas1946.com/main/index.php?topic=39680.0), first of all we'd need to see what your error log (log.lst file) tells us in case of such an error.

Best regards - Mike

Sorry, thought i might try this thread as well.

Where can i find the log file? I've searched for it, didn't seem to find it.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on March 04, 2014, 01:08:37 AM
May I kindly point you to the search function of our boards?
https://www.sas1946.com/main/index.php?action=search

Searching for "logfile" there will give this first hit:
https://www.sas1946.com/main/index.php/topic,13457.0.html

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: <Gunny> on March 06, 2014, 12:00:10 AM
Mike I would like to take this time to say what a great job you did on this Mod-Act.
It is with out question the very best so far.
I was using the FMB today and saw that all the "OBJECT" now have names to show what they are.
Not the old number #738 or what ever.

Thank you and all that worked on this.  :)

Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Pisces on March 07, 2014, 10:28:21 AM
I really love this ModAct. Great job! Nice selection of must-have improvements. I love the sounds. Great alternative to downloading the huge modpacks.
If I may suggest to maybe include the sounds for flaps, gear, and airflow when opening the canopy and/or gliding with engine off, that would be very nice since the stock sounds for those are really bad.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Drewm3i on March 07, 2014, 09:16:43 PM
Pisces: just go here and get Tiger's sounds: https://www.sas1946.com/main/index.php?topic=3258.0

Follow my instructions for 4.12 and Modact: https://www.sas1946.com/main/index.php?topic=3258.msg441196#msg441196
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Pisces on March 08, 2014, 10:16:02 AM
Pisces: just go here and get Tiger's sounds: https://www.sas1946.com/main/index.php?topic=3258.0

Follow my instructions for 4.12 and Modact: https://www.sas1946.com/main/index.php?topic=3258.msg441196#msg441196

Hmm, I followed your instructions precisely but I get a CTD every time the mission loads, a second after the cockpit appears. Reverting the changes fixes the problem so I must be doing something wrong with the installation of the sound mod.

Which JSGME version do I need to use as the base? I used the one that says 4.09 and UP 2.01.

CTD code
Code: [Select]
Problem signature:
  Problem Event Name: APPCRASH
  Application Name: il2fb.exe
  Application Version: 5.0.0.2
  Application Timestamp: 44fe754b
  Fault Module Name: Opengl32.dll
  Fault Module Version: 6.1.7600.16385
  Fault Module Timestamp: 4a5bdadb
  Exception Code: c0000005
  Exception Offset: 0000416c
  OS Version: 6.1.7601.2.1.0.256.1
  Locale ID: 1050
  Additional Information 1: 25f3
  Additional Information 2: 25f3b2110c984ba205eba372d1a4e1be
  Additional Information 3: 4f14
  Additional Information 4: 4f143dbf5d43c84a6d83784d1771e1e7
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Drewm3i on March 08, 2014, 12:11:34 PM
1) Did you delete the buttons and .rc files from inside the #UV3 folder inside your #SAS folder? 2) Did you add the .sfs files to your main game folders? 3) Did you add the lines to your .rc file inside #SAS/std?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Drewm3i on March 08, 2014, 04:51:33 PM
Storebror and others: I don't know if this is the place for this, but I made a user interface mod that is compatible with Modact 5.3. Check out the main thread here: https://www.sas1946.com/main/index.php?topic=39753.0
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: marty on March 20, 2014, 09:42:34 AM
Is it possible to disable the widescreen mod for SAS Modact 5.3? I play on triple monitors and it pushes the hud to the outside monitors. If not, would there be a way to put the hud elements on the middle monitor? Thanks.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on March 21, 2014, 01:32:52 AM
Hi marty, welcome to the SAS!
Since I don't have triple monitors, would it be possible for your to check a few things for me?

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on April 07, 2014, 08:59:13 PM
Help! just copied a working modact set up from one pc to another, now when i try to open sim i get the track ir 6 dof exe  warning and it says i have no exe and to install one from cd. i can open this in game stock via the sas selector menu and it starts with the sas game picture with the sea fury taking off then swaps to the game stock splash screen and works fine. exit and use selector to go to sas mod act and when openeing it gets sas  sea fury screen then the message track ir 6 dof exe not working. What do i need to do to get back on track, i have the modact on external hard drive in case i need to reinstall it. any help greatly appreciated, and if it makes a differnce new pc is windows 8.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on April 09, 2014, 12:07:41 AM
chaos update: ensured i was in xp compatability mode and now i get the full load, no more no exe message or il-2 6dof exe not working message, but now loads and can select planes in single missions but when loading mission it goes to 100% and locks up. when trying to escape it goes to white screen with menu overlaid as like a 3d picture, tried changing to dirext x but it wont stay on screen once selected it ctd.  have tried many diff ram selections etc, wont allow load lower than 256 and wont allow cjhange to direct x over 512, all ctd? Does nvidia experience replace old way of removing drivers as an auto updater??  new pc has win 8 quad core 3.8ghz and 8 gig ram nv 660gtx 2gb card with latest driver, but that driver self installed itself, did not have me to remove old driver.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 09, 2014, 12:51:53 AM
(https://www.sas1946.rocks/images/imageshit/img837/6198/ig2p.jpg) (https://www.sas1946.com/main/index.php?topic=13457.msg141551)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on April 09, 2014, 07:11:36 AM
event log  this loaded to 100 but never entered cockpit had white screen to escape.




[Apr 9, 2014 1:03:29 PM] Mission: single/fi/Hurricane-stug/Hurri_8.mis is Playing
12:00:00 Mission BEGIN
12:00:00 fiLLv16fi012(0) seat occupied by Player at 157853.9 171562.03
12:00:00 fiLLv16fi012 loaded weapons 'default' fuel 100%
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on April 09, 2014, 08:01:13 AM
Code: [Select]
[il2]copy
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=en

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=8000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
localHost=64.57.170.68
remoteHost_000=
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6304687,dy=0.12604167,x=0.0140625,y=-0.0010416667)
adr0=ALL
adr1=MY_ARMY
msg6=LtF5B\u0020250kph\u002040m
msg2=
msg1=
msg3=\u0020<tl
msg0=
msg9=
msg5=Lt5W\u0020300kph\u0020100m
msg4=10\u0020read\u0020me
msg7=M213\u0020205kph\u002030m/late\u0020400kph\u0020180m
msg8=type\u002091\u0020240\u0020kph\u002030m\u0020kate\u00203030\u0020kph\u002060m

[game]
Arcade=0
HighGore=0
mapPadX=0.9638889
mapPadY=0.017592592
viewSet=41
Intro=0
NoSubTitles=1
NoChatter=0
NoHudLog=0
NoLensFlare=1
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=0
mapPadMode=1
ScreenshotType=1
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=0
SkipParatrooperViews=1
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=1
SmallMapWPLabels=1
ShowMorseAsText=1
IconUnits=0


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.39
LeanS=0.39
Raise=0.2
RubberBand=0.5

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=1
LOGFILE=log.lst
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=2
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=4
ObjectVolume=13
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=14
Attenuation=7
SoundMode=0
SamplingRate=1
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=4
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=6
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=1
RadioFlags.PlayClicks=1
ActLevel=14
MicLevel=14
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
UseSmartAxis=0
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1RZ=0 10 20 30 40 50 60 70 80 90 100 0 0
1U=0 100 100 100 100 100 100 100 100 100 100 0 0
1V=0 100 100 100 100 100 100 100 100 100 100 0 0
1X1=0 100 100 100 100 100 100 100 100 100 100 0
1Y1=0 100 100 100 100 100 100 100 100 100 100 0
1Z1=0 100 100 100 100 100 100 100 100 100 100 0
1RZ1=0 100 100 100 100 100 100 100 100 100 100 0
1U1=0 100 100 100 100 100 100 100 100 100 100 0
1V1=0 100 100 100 100 100 100 100 100 100 100 0
1Z=0 100 100 100 100 100 100 100 100 100 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Water=1
Effects=1

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=1
Forest=2
LandShading=3
LandDetails=2
TypeClouds=0

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[DGen]
RandomFlights=2
MaxFLAK=100
UseParkedPlanes=1
GroundIntensity=High
AirIntensity=High
MissionDistance=75
NoBadWeather=1
HistoricalRanks=1
SlowFire=1.0

[Mods]
SpeedbarTAS=1
RandomSplash=1
netCallsign=
PALHUDMode=0
SpeedbarUnits=1
SpeedbarSIToo=1
SpeedbarShowExtraInfo=1
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
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Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on April 09, 2014, 08:05:26 AM
since the log lst is so huge which sections do i need to post, halfway down lots of internal error warnings etc or just the top part?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on April 09, 2014, 08:08:19 AM
Code: [Select]
G: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file: 'maps/_Tex/land/summer/Highway.mat'
[1:48:42 PM] WARNING: object 'maps/_Tex/land/summer/Highway.mat' of class 'TMaterial' not loaded
[1:48:42 PM] INTERNAL ERROR: Non-section file:
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: tarakan67 on April 11, 2014, 03:48:22 AM
I need filelist for sas_basic_50.sfs. Enybody help me, please!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 11, 2014, 08:45:51 AM
event log  this loaded to 100 but never entered cockpit had white screen to escape.
That was eventlog.lst, we need log.lst contents.

since the log lst is so huge which sections do i need to post, halfway down lots of internal error warnings etc or just the top part?
If you don't know which part tells what, it's best to upload the whole log.lst file (for instance to mediafire) and post a download link here.

I need filelist for sas_basic_50.sfs.
See attachment of this post.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on April 11, 2014, 10:29:50 AM
https://www.mediafire.com/view/sj0h109ec8l13l7/log.lst

Also thank you for your valuable time in helping me thru this issue!!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 11, 2014, 11:35:26 AM
That didn't work, I get "access denied" when trying to load your file.
Did you maybe forget to share it with us?

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: tarakan67 on April 11, 2014, 11:45:08 AM

I need filelist for sas_basic_50.sfs.
See attachment of this post.

Best regards - Mike
Many thanks Mike!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on April 12, 2014, 12:06:29 AM
Success at 2am! did total reinstall from stored copy and fresh download of sas modact and back in business!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 12, 2014, 07:32:29 AM
I'm glad to hear that, so we can close this case.
Have fun and see you in the skies of IL-2 ;)

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: wesmar on April 17, 2014, 07:22:15 PM
Just start by saying, thanks to SAS~Storebror for this excellent mod - really is extending the life of this game which I have been playing since 2003.

However, I am having an issue with (I think) AI flyables pack 5.3. Basically, when I am flying SOME (not all) of the AI flyables the ailerons will (usually after a minute or so of flight) move all on their own. This will (obviously) cause the plane to bank violently - usually to the right. I can fix this by trimming the ailerons back to the center, but after a minute or two it will do it again.

I have tried complete re-installs (tried three time now from a fresh install and same happens every time). I have tried different joysticks. I have tried this in missions with no flak etc (to confirm it was not just a damage effect). Still occurring. I have also tried this with nothing else but flyables pack activated in JSGME, but still getting the same issue.

Any thoughts?   
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 18, 2014, 12:51:59 AM
Any thoughts?
No, I'm sorry. That's really odd.
Usually I would have said "Joystick broken" but you said you tried different ones already.
Is your log.lst showing anything about errors or so?

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: wesmar on April 18, 2014, 01:04:52 AM
Where do I find the log.lst file? Do I have to start the event log for it to work?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 18, 2014, 01:26:51 AM
https://www.sas1946.com/main/index.php?topic=13457.0
Title: Help adding planes for Modact 5.3
Post by: tripletrouble on April 27, 2014, 09:47:55 AM
I have been trying desperately to add a few plane packs to 4.12.2, I know where to find everything and how to put it in, but I do not know where 5.3 put the plane.ru and weapon.ru files.  I tried searching for it in the Il-2 Folder but nothing was found.  Do I just put them in the jsgmemods folder, or what?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Malone on April 27, 2014, 10:27:35 AM
in 5.3, they will be in your IL2/#SAS/STD/i18n folder....
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 27, 2014, 11:18:56 AM
...and they're called "plane.properties" and "weapons.properties", not like you called them ("plane.ru" and "weapon.ru") and neither what many readme's of old mods do ("plane_ru.properties" and "weapons_ru.properties").

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: tripletrouble on April 27, 2014, 11:26:52 AM
Right that's what I meant, still did not find them anywhere.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 27, 2014, 11:33:11 AM
still did not find them anywhere.
So you didn't install Modact 5.3 right.
Please reinstall from the scratch.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: tripletrouble on April 27, 2014, 11:39:24 AM
Really?  Cause I followed all steps completely patched all the way up to 4.12.2 installed 5.3 extra mod pack and AI flyable pack and the first thing I tried to add in was SAS Spitfire pack and I couldn't find the two .ru.  Hmmmm..
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 27, 2014, 11:51:47 AM
I couldn't find the two .ru.
What "ru"? Please re-read my pre-previous post.
If you don't have "plane.properties" and "weapons.properties" in the "#SAS/STD/i18n" subfolder of your IL-2 game, you didn't install Modact 5.3 correctly.
It's really that easy.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Pisces on April 27, 2014, 02:19:21 PM
Hello. I have an important issue to report. The Catapult Mod included in ModAct 5.3 seems to break AI behaviour when it comes to avoiding terrain!

I noticed this when I ran the 4.12 demo mission "MountainFight". I noticed most of the planes crashed into the terrain so I began investigating why would this be happening. Of course, the first thing I did was to run JSGME and disable mods one by one and repeat the MountainFight test. I am positive the "CTO" catapult mod is the culprit! You can easily confirm this by running the demo mission with and without CTO mod.

Please confirm, it only takes a minute if you have ModAct. Thanks.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 28, 2014, 01:14:26 AM
Checked and confirmed, thanks for the bug report.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Flying H on April 28, 2014, 05:02:43 AM
About tripletroubles problem, can his i§8 folder be "read only"? That can explain his trouble (game in C\Program files?)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: mateusz234 on May 05, 2014, 01:29:08 PM
hi i have a question does modcat work with hsfx soz if it already had been asked
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on May 05, 2014, 11:26:14 PM
Unfortunately this will not work from the scratch since HSFX uses the "FILES" folder to store it's modded Java Classes.
It should work if you move all your HSFX files from the "FILES" folder to a "MODS" subfolder, e.g. "MODS/HSFX" but that's untested so far.
If it works, you should be able to switch between HSFX ("Classic Mod Game") and Modact ("SAS Modact") using the IL-2 Executable Selector.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: eddie01 on May 07, 2014, 04:38:09 PM
Do we still have to use the SAS Direct to Drive Patch before we use this Mod Act on 4.12.2? Never mind, just found the answer somewhere else on the forum,lol
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Malone on May 08, 2014, 04:12:26 AM
eddie, a good habit to get into on the forum, in a case like this where you ask a question, and solve it, is always to provide the answer as well, so that someone with the same question doesn't have to ask it again, or go looking for the answer in the this mysterious 'somewhere else on the forum' place.
it's just a good thing to do, to make the experience better for anyone with a similar question. ;)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on May 17, 2014, 03:19:01 AM
Hello guys! I would like ask some... I've noticed, that comparing to other planes, engine sound for Yaks and Tempests/Typhoons is much more louder... Anyone else have this with MA 5.3?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: whistler on May 23, 2014, 02:18:04 AM
Hi!

There seems to be a green texture issue with the AI Flyable CantZ 1007 Bis (see screenshots). It only happens when in the top gunner position. Anyone else can confirm?

(http://i60.tinypic.com/1zzo0t3.jpg)

(http://i59.tinypic.com/2qu8cgx.jpg)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on May 23, 2014, 04:56:43 AM
Just tested but this doesn't happen to me.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: whistler on May 23, 2014, 05:55:57 AM
Good to know :-\ Thank you!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on May 23, 2014, 07:03:21 AM
Hello, Mike! :) What about this?

Hello guys! I would like ask some... I've noticed, that comparing to other planes, engine sound for Yaks and Tempests/Typhoons is much more louder... Anyone else have this with MA 5.3?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on May 23, 2014, 08:34:47 AM
Hm...
The sounds are unchanged from previous Modact versions, I think they've been exactly like that since Modact 3.
If there are better sound packs out there (despite UV3 which is nice but not suitable for integration into Modact) be my guest and show them to me ;)

Personally I didn't notice any major engine sound glitches so far, despite the Fw-190 being amazingly silent to me, both inside, outside and flyby views.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on May 23, 2014, 11:04:21 AM
Mike, I haven't ever tried other sound packs with better sounds, for now I really like the taste of SAS ModAct sounds, before this I never used the other sounds except default ones :D Well, this thing I mentioned makes me upset, and I really don't know where can it go from... :-\ I prepared a little video that illustrates that thing... I hope it will help :) It's low-quality, but shows the things well. I compared only the sound of the Yak-9 with sound of La-7, P-51 and P-40... Except Yaks, also Tempest and Typhoons have that bug, for me...

PS: I use the most latest SAS buttons I have found, if that can help :)

Video (https://www.mediafire.com/?2mbf4kzs1wc6411) (I think, already not needed)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on May 24, 2014, 12:17:12 AM
Partly confirmed.
I've just checked the external engine sound files of La-7 and Yak-9 as an example for this comparison.
This is what the amplitude of the two files looks like in dB (log). Light blue is average, dark blue is peak value:

La-7:
(http://s10.postimg.cc/5s4jh53mh/La_7.png)

Yak-9:
(http://s10.postimg.cc/jabftffrt/Yak_9.png)

As you see, the average volume for the La-7 is around -14dB, for the Yak-9 it's about -10dB. That's about 40-50% louder.

Now the question is: What's historically correct?
I mean not every engine has the same volume level, so just normalizing all sounds will not give good results.
Anyone with reliable sources out there?

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on May 24, 2014, 03:25:37 AM
I don't really sure if it will help, but here are two different videos about the Yak-9 and La-9 with well hearing engine sound.

http://www.youtube.com/watch?v=pAA359hxuHI

http://www.youtube.com/watch?v=6EiKUFjegpw
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on May 24, 2014, 10:06:42 AM
According to the video, I offer the Spitfire (Griffons) sound, or something like it to replace the current Yaks sound. By the way, this problem is also for the LaGGs, because they used the same engine. Also this problem may touch the Pe's, I haven't tested... The M-105/7 (VK-105/7) engines were pretty wide spread, so this may touch some other planes... Who else something thinks, offers?

PS: About the Tempests, with the same loud engine problem, no thoughts... May be just make the sounds 20-30% quieter? They have very powerful engines that may have such a loud sound. And the current is good, but should be a little quieter, I think.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on May 25, 2014, 01:24:30 PM
Offering to replace the Yaks sounds with the Griffon's one, I meant only the low revs, because, as can be heard from video, the high revs sound we have in the game are very good comparing to the real plane.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on May 26, 2014, 05:22:57 AM
Thank you very much for your efforts Radge, but I'm afraid that it doesn't get us anywhere.
What we'd need would be some historical data with sources.
What we get currently is feelings, opinions and estimations.
I won't touch anything based on that, if someone else wants to, just go ahead.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: christopher0936 on May 28, 2014, 07:30:16 PM
I'm sorry if this is a stupid question but I'm a serious n00b to modding il2.

I've noticed that most mods require installation through the "mods" and "files" folders but I can't find these in my il2 folder. Am I being stupid or is this a glitch?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on May 29, 2014, 12:55:39 AM
You're not stupid and it's not a glitch either, it's just history.
Back in the old days modding was done in the folders "files" and "mods" which you've mentioned.
Nowadays we have distinctive folder names which replace the "mods" folder, like "#SAS" for Modact 5 or "#DBW" for Dark Blue World games.
So when you want to add a mod to your Modact 5 game and the mod tells you to install it to the "mods" folder, install it to your Modact's "#SAS" folder instead.
If the mod wants to be installed in the "files" folder (should rarely be the case) install it into "#SAS/ZZZ" instead.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: christopher0936 on May 29, 2014, 02:54:39 PM
thanks for the help  :D
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: christopher0936 on May 29, 2014, 03:17:53 PM
Just realized I don't have a #SAS\ZZZ folder i have STD and XTD folders though, and some things in these folders are like the "files" folder but I can't find planes_ru or weapons_ru and that's what mods require you edit  ??? ??? ??? ???
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on May 29, 2014, 03:22:56 PM
Make a new folder and name it as "ZZZ" in "#SAS".
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: christopher0936 on May 29, 2014, 06:45:02 PM
but if I do that it will be empty so how do I edit weapons_ru and planes_ru

again sorry for my nub question
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on May 29, 2014, 07:11:01 PM
"#SAS\ZZZ" folder Storebror said is needed by only the MODs provided in "Files folder" style.
If the MODs you want to install are provided in "MODS folder" style , nothing connected.

*.ini files exist in your #SAS\STD\com\..... and *.properties files exist in your #SAS\STD\i18n\ .
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: christopher0936 on May 29, 2014, 07:12:26 PM
what i mean is that planes_ru and weapons_ru files are not present in XTD or STD folders
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on May 29, 2014, 07:24:37 PM
what i mean is that planes_ru and weapons_ru files are not present in XTD or STD folders

If your IL-2 1946 version is International one ,
from 4.12.2m and SAS ModAct 5.30,
the files planes_ru.properties and weapons_ru.propeties are changed thier names into plane.properties and weapons.properties.
They are written in English.

When you want to edit in other language , French is plane_fr.properties / weapons_fr.properties or Germany is plane_de.properties / weapons_de.properties.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on May 30, 2014, 10:17:58 PM
Anyone else have their I-153 M 62 loose 2 guns, mine acts as if it has cannon like the later version?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on May 31, 2014, 12:45:15 AM
No:
https://www.youtube.com/watch?v=iMfE3j1WvGE

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on May 31, 2014, 03:32:10 PM
hmm, ive tried stock and ok just in modact, i also use engine mod. maybe something else conflicting?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on June 01, 2014, 01:04:13 AM
Now that neither Modact 5 nor Engine Mod 2.7 touch the I-153, there must be something else installed in your game which causes this issue.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on June 01, 2014, 10:05:29 AM
Tried another install on another computer and same problem? Only in mod act not in stock and when in mod act the 2 guns that fire are the top 2 and they sound as if cannon in P model. Have tried in fmb and quick etc. Anything in vis mod 8 efect weapons? i don thave any weapons packs etc or tracer mods etc.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on June 01, 2014, 10:30:32 AM
Once again: Modact 5 does not touch the I-153 weapons.
No clue what else in your installation might do so.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: stugumby on June 01, 2014, 12:09:06 PM
Thanks for your replies, im stumped but such is life, only other are whirlwind, he177 and beaufighters coastal command, so maybe something shares a mg sound etc. only effects 1 of 200 plus planes so i can live with it. And if not from the mod act itsef then maybe ive got a defective /missing file somewhere. But then why would it work right in stock.  anywhoo thanks again for your replies, goota go worky worky.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: scarface_usmc on June 11, 2014, 07:43:38 AM
Anybody know where I can find the random belt start mod? I cannot find it anywhere and would like to add it to another nodded Install.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: BravoFxTrt on June 11, 2014, 08:52:02 AM
Its in JSGMEmods folder.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: scarface_usmc on June 11, 2014, 11:01:38 AM
Can I just drag it into another installs mod folder?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on June 11, 2014, 01:39:28 PM
I suppose not.  :-\ Except it is a similar coded install, some mods for 4.12 work in 4.09m, but best is get familiar with the mod and read its file structure instead just copying it over into another JSGME.
You know, to actually gain a bit knowledge on how mods are structured...like MODS/3DO/...
E.g.
Or Mods/3do\Effects ..
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: scarface_usmc on June 11, 2014, 03:28:02 PM
I have spent quit alot of time trying to figure them out. I don't understand all the classfiles with the funny names but I understand the basics. Not enough to create a mod, but hey I'm still learning. Gotta start somewhere.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on June 12, 2014, 02:05:30 AM
As long as your modded game is based on IL-2 4.10 or later, in this particular case it will work.
If it's 4.09 or earlier it will not work.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: scarface_usmc on June 13, 2014, 07:05:37 PM
Thank you very much!!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Duffy on June 16, 2014, 07:27:17 AM
S! gentlemen

Our Squad =JFC= are planning on having a fun Korea/Vietnam Campaign.  our set up has a dedicated server running, it's currently set up with 4.12.2 and HSFX7

i'd like to set it up so we can switch from the pure HSFX7 (our usual campaign) to the Modact version. (we don't want to use HSFX with Modact mods)

my question is setting up the dedicated server to use modact compatible il2fb.exe il2server.exe so the server loads the modact mods but is still 4.12.2 based (don't want clients being rejected for being the wrong version of the game)

i have tried searching the forum but can't seem to find a definitive answer.

our server is limited by it's hard drive space, which is why we will be relying on the one main install with additions for both.

i can script folder renames etc and understand how the sfs files are mounted etc, i'm only concerned with the actual exe files / modact selector required :)

thank you in advance.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on June 16, 2014, 09:21:19 AM
Just a few days ago we provided a new Selector version suitable for server operators which makes use of the same il2fb.ini settings like a client modact installation does, so you can specify whether to load Modact from the #SAS folder or HSFX from FILES/MODS folder by simply editing/swapping that ini file.
Furthermore it gives you the possibility to utilize your server's RAM better, like we did for clients years ago.
You can find the WIP thread for the server Selector here: https://www.sas1946.com/main/index.php?topic=41161.0

I've had a test server running with this exe, the SAS Engine Mod and Jetwar 1.3 successfully, however neither the Engine Mod nor Jetwar is online ready yet.
We've had a bug report about "hanging" missiles for instance here: https://www.sas1946.com/main/index.php?topic=15649.msg457186#msg457186
Currently I'm about to try to nail out these bugs together with testing help from Aviar, but it will take a while and I cannot guarantee that this will ever succeed as we're primarily offliners and if it takes months to get this online ready, I might as well just drop that task.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Duffy on June 16, 2014, 09:46:06 AM
Thank you very much!

That bug is an unfortunate one (we never encountered it while testing simple dogfight setup using a client to host)

We'll continue testing and if we find any other niggles i'll be sure to bring your attention to it, but Kudos for the work already, not many games can boast the lifespan this one has, and it's down to the modding community that it is possible

S!

Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: ~Wolf~ on June 17, 2014, 07:03:04 AM
Hello Folks ,

Im using 4.12.2m and if I set the resolution  to 1920X1080 my game shut down immediately
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on June 17, 2014, 07:30:57 AM
Interesting, thanks for letting us know.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on June 17, 2014, 07:39:18 AM
I know, this issue happens sometimes. To avoid it, change these settings in the conf.ini directly and manually.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: ~Wolf~ on June 17, 2014, 07:49:52 AM
ok but i hope you can fix it
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: ajax1969 on June 25, 2014, 12:29:07 PM
To get the screen set to 1920x1080 I install the game, and patch up to 4.12. I then start the game and set the screen resolution to what I wanted (1920x1080) then close the game, and install the rest of the patches and SAS Modact 5.30 for IL-2 4.12.2m.

otherwise the game shut down if I try to change the resolution after all patch and modact

Hope that helps someone
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Frisco1522 on June 26, 2014, 01:04:20 AM
Hi everyone! My second post! Woo!

*cough*... anyway...

I've come to this forum because of all of the modding goodness when I had il-2 installed on my old computer, but now I am trying to get all the mods installed on my new computer, using Modact 5.3. I installed it on a fresh install and tried to install the 1956 mod, and got everything to work, except, i couldn't find the plane_ru, or weapon_ru files that I remembered from my old il-2 days. Looking through this thread...
Quote
tripletrouble - "I have been trying desperately to add a few plane packs to 4.12.2, I know where to find everything and how to put it in, but I do not know where 5.3 put the plane.ru and weapon.ru files.  I tried searching for it in the Il-2 Folder but nothing was found.  Do I just put them in the jsgmemods folder, or what?"
...I tried what you guys suggested, and I used plane.properties and weapon.properties as if it was the old plane_ru and weapon_ru files. I launched the game, and there was no change.

After some investigation, I tried launching without ANY of the weapons.properties or plane.properties, and the game still launched fine and had no effect. So, I am really confused about where to add the plane_ru and weapon_ru lines to the game. If anyone could help, it would be very appreciated.

SHORT VERSION

Thank you all for making these incredible mods and making this game even greater than before!

Frisco1522

P.S. Sorry if I have just insulted everyone for being an idiot with some really obvious problem with an even more obvious solution.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on June 26, 2014, 01:30:47 AM
Hi Frisco,

Using Modact 5.3 the former "plane_ru.properties" or "weapon_ru.properties" files are called "plane.properties" or "weapon.properties" now and can be found in the "#SAS/STD/i18n" folder of your game.
Changes done to these files will apply to your game unless some other mod overwrites them.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Oscarito on June 26, 2014, 01:40:21 AM
So, I am really confused about where to add the plane_ru and weapon_ru lines to the game.
I was always intrigued by these mysterious "lines" too. Whenever I asked about, people said to not pay attention to them because they are not mandatory.
And... indeed, I've never had troubles when I added a plane ignoring such entries.
Someone (can not remember who...) told me weapons.ru entries are necessary if we want to see the selected ordnance in the "Arming" section but I can not confirm this since I don't mind about...
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Frisco1522 on June 26, 2014, 02:29:13 AM
Thank you SAS~Storebror for your speedy reply!
I just re-installed Il-2, installed the Modact and 1956, and I got the exact same thing. The properties files don't seem to be making a difference when edited.

The ONLY thing I can think of, is this line from the 1956 page...
Quote
Then please copy the SFS archives from SAS_SFS to SFS_AUTO folder. By doing this, there is no need to touch the RC file

I don't know what this means, and I wonder if this is the cause of my problems, but I really don't know.

Here is my #SAS folder's contents
(http://i.imgur.com/MX3foz1.png)

Thank you for your help!
Frisco1522
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on June 26, 2014, 03:48:06 AM
Quote
Then please copy the SFS archives from SAS_SFS to SFS_AUTO folder. By doing this, there is no need to touch the RC file

I don't know what this means, and I wonder if this is the cause of my problems
Yes it is much likely :D

When you extract the file "Jetwar_13_ContentPackage.7z" you get a folder "Jetwar_13_ContentPackage", inside that folder there's a subfolder "SAS_SFS" and inside that folder there are two files, "sasamt_jetwar_01.sfs" and "sasamt_jetwar_02.sfs".
In your Modact 5.3 game these two files go to the "SFS_AUTO" folder of your game, that way they will be loaded automatically when the game starts.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Frisco1522 on June 26, 2014, 12:22:32 PM
(http://www.minecraftcenter.net/forums/images/smilies/mad0218.gif)
Thank you for tolerating my idiocy...

But just for future reference, does every other aircraft mod need to have 2 similar files for them to work, or are those there for the Jetwar pack because they change how the game works (with jets and all)?
And, if mods do need to have these SFS files and they don't come with them, does that mean the mod is not compatible?

Thank you SO much for replying and helping

Frisco1522
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on June 26, 2014, 11:58:16 PM
Other mods are different. Whether or not they contain SFS files depends. 99.9% of mods don't.
The whole thing about SFS files is that they are "archives" for game files, quite like zip archives, but these SFS archives are done in a special way so that the game can access the files as fast as possible.

Those mods containing SFS archives (like the jets) usually are BIG ones.
If a mod doesn't have SFS archives, then it just didn't "pack" it's files into those archives but provides them in the mod's folder instead.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on July 05, 2014, 11:20:01 PM
I know, now we have DWTWYWWI licence practically for all mods :D, but keeping my courtesy I want to ask:
may I use Arado-196 A-3 cockpit from SAS AI? I want to give it to the Arado-196 T-1.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on July 06, 2014, 12:29:03 AM
Funny question Radge. The AI mod doesn't contain an Ar-196A3 cockpit, it's borrowed from the stock IAR-81A.
The Ar-196T ships with cockpit included in DBW 1.71 but it's a borrowed one too. No clue who did it, but for sure you can use it as all of this is borrowed from stock game.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on July 06, 2014, 12:39:10 AM
I guess, it was made so, because I.A.R. 81A cockpit looks very similar to the Arado-196 one? :D
I will make the comparison between how it looks inside and outside and make the final decision.

Yep, the cockpit for Arado-196 T-1 is borrowed too, but from the Ju-87.
The bad side of this is the thing that Ju-87 has a small window on the floor inside the cockpit,
but the Arado-196 external model hasn't got any windows in the floor.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on July 06, 2014, 02:14:54 AM
I guess, it was made so, because I.A.R. 81A cockpit looks very similar to the Arado-196 one?
There must have been some reason why I chose that one when I made the AI flyables pack, but after tons of coffee I might as well simply have been high :P
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: aussiewaffe on July 17, 2014, 02:12:07 AM
I am getting a strange bug. The Hs129 B2 has a bug with the 101/103 cannon pod. Ingame when you select the 103 load out both cannon pods are showing on the plane once your inflight. I have checked a clean 4.12.2 install and the cannon pods display fine.

I disabled the cannon pod mod and this did not fix the issue

Any ideas?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on July 17, 2014, 06:35:56 AM
Does it count when I say that neither SAS Modact 5.3 nor the AI flyable aircraft touch the Hs 129 at all?

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: aussiewaffe on July 17, 2014, 06:24:19 PM
Thanks for the reply Mike,

No it doesn't really surprise me. I have been impressed no end with SAS's work on this great sim, sorry for the assumption that the error led to your teams modpack.

I have a sneaking suspicion i know the culprit!

Cheers
Ben
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Malone on July 17, 2014, 11:31:55 PM
yeah, i was about to say the same, aussie - you mention some gun pod mod, so i think the problem lies with that, or some other mod you've installed - probably a 3d mod of some sort.
let us know when you find it, so that we can absolve the Modact of any blame, lol
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: aussiewaffe on July 18, 2014, 05:26:51 AM
Hi Mike

It was as I suspected, the Me410 pack linked by Stefan, the SASCombinedme410 one. The V3b pack works, but it to has its own issues, but it clears up the conflict between gunpods.

I have made a post in the relevant thread explaining it a bit better.

Ben
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on July 18, 2014, 05:34:10 AM
Thank you very much for letting us know Ben, much appreciated!

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Benny on July 23, 2014, 11:19:30 PM
Hey, Love the Mod activator! The only thing that is bugging me is when i go into QMB, with the QMBPro mod activated, only some of the maps are available. I looked into the QMBPro maps and I saw that there were channel maps and other maps like Italy, Greece and Africa. I could use some help figuring out how to play on those maps, especially the channel maps!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on July 24, 2014, 03:21:39 AM
QMB Pro ships with the missions included for a whole lot of maps, but for some of them you have to install the maps themselves as separate mods.
We decided to do so in order not to bloat Modact 5 to a 10GB pack.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on July 24, 2014, 01:46:15 PM
Hello, Mike! Can you, please, sent me a filelist for the sas_ai_3do01.sfs?
For my private use...
When I load it in the extractor, there is no 00000000 file there.

Thanks beforehand :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on August 04, 2014, 07:18:16 AM
New Patch for the optional JSGME mods pack available here:
https://www.sas1946.com/main/index.php/topic,37662.msg416715.html#msg416715
Changelog:
Code: [Select]
Patch 002:
* Ground avoidance bug fixed in Carrier Takeoff (CTO) mod. This bug caused AI controlled planes to crash into ground frequently.

Can you, please, sent me a filelist for the sas_ai_3do01.sfs?
Yes of course, see attachment.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on August 05, 2014, 09:26:37 AM
Thank you, Mike! :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Plowshare on August 05, 2014, 09:35:06 AM
Congratulations! This fixed the AI crashing - now the Demo mission "MountainFight" works again.

A couple of things I noticed in testing:

1/ The lead aircraft starts with its wings extended on deck while the rest of the aircraft have their wings folded.
2/ The aircraft now start staggered with two abreast in the first row; the second row only has one in the centre; the third row is two abreast; and so on. The spacing is such that everyone can extend their wings after engine start.
3/ The above spacing only allows ten Corsairs on the deck of an Essex class carrier at once; any extras have a flying start.
3/ I can only get the stock Essex class carriers to use their catapults but the player can use both catapults equally well.
4/ This does not work with Engine Mod 2.7 - I get a TrackIR quit message and have to close the game. I tried putting the CTO both above and below the Engine Mod to no avail.

Since I haven't used the Engine Mod or CTO after I found they altered the AI terrain avoidance behaviour are these observations consistent with what you intended?

Thank you again for giving us the terrain avoidance back as well as allowing (limited) use of catapults - great stuff.

Bob
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on August 05, 2014, 09:44:51 AM
Thanks for your feedback Bob.

The issues with Engine Mod are a bit mysterious: Both mods share exactly the same files, but the Engine Mod with it's default name loads in front of this mod, so this one would be completely inactive and should cause no issues.
Whatever caused this to be different in your case, once you have the Engine Mod running you will have the ground avoidance bug back as the Engine Mod source shares exactly the same typo in it's source code.

Regarding the spacing between aircraft on carriers I've heard about this several times already but didn't have time nor ressources to investigate.
I'm an FMB idiot so I don't have any mission to test and compare.
As much as I can see from code, there might have been issues with the transition from the stock's staggering to the catapult positions, but that's just reading from the sources, I would have to see and compare this with a mission capable of showing off all differences.

As much as the engine mod is concerned, this one is currently completely dismantled and being put together step by step. All the versions we've had so far were a complete mess code-wise (no complaint against their developers, just as a matter of fact the starting point was messed up already and so is the result). The outcome is currently uncertain. It might very well be that the whole Engine Mod thing will be abandoned once 4.13 is out, we'll have to wait and see.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: vpmedia on August 05, 2014, 10:27:13 AM
Same here, if I use the Engine and CTO mod (with the hotfix) its crashes when I play a mission.
If I deactivate the Engine mod its also a crash (20%) because Jetwar seems to require it.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: PiperArcher on August 05, 2014, 10:32:55 AM
Hi! For some reason whenever I switch to a higher resolution (16x9 or 1920x1080) within the game it switches to that resolution for a split second and then the game crashes. When I load back up it goes back to the default resolution. I'm not editing the conf.ini in any way, I'm just changing the setting within the game menus. My 4.10.1 install works fine widescreen so I'm not sure why 4.12.2 doesn't work.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Cloyd on August 05, 2014, 10:36:42 AM
Hi! For some reason whenever I switch to a higher resolution (16x9 or 1920x1080) within the game it switches to that resolution for a split second and then the game crashes. When I load back up it goes back to the default resolution. I'm not editing the conf.ini in any way, I'm just changing the setting within the game menus. My 4.10.1 install works fine widescreen so I'm not sure why 4.12.2 doesn't work.

I had the same problem. Solved by manually editing your resolution in the conf.ini

Cloyd
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: PiperArcher on August 05, 2014, 10:44:10 AM
Cloyd, that worked in regards to the square picture using the full height of my screen but the game picture itself is still square even while flying. I have the infamous black bars on the side.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Plowshare on August 05, 2014, 10:44:50 AM
SAS~Storebror:

Thanks for the info. It's too bad about the Engine Mod and I sympathize with what you're going through trying to figure it out.

I noticed that Engine Mod has a file called "Catapults.ini" that has the path #SAS/!SAS_Engine_Mod_v2.7/com/maddox/il2/objects. Opening the file I see all the stock carriers and many of the mod carriers listed with parameters

A couple of questions regarding this:
1/ Can I activate this file without using EM - just CTO - to get the cats on mod carriers to work?
2/ If so how would I go about implementing it?

I can't stress enough how good it is that you got the cats working on carriers and we're able to have the terrain avoidance with that.

As for Engine Mod well, for me at least, it isn't much of a loss - I got very frustrated when I couldn't get my Corsair to start for, sometimes, more than two minutes; it threw mission timing off. I don't use Jetwar so that's no problem for me either.

Thanks again for your hard work.

edit:

I just ran a mission on the Guadalcanal map in vanilla 4.12.2m. I used the USS Essex CV-9 and twelve F4U1-A Corsairs. You were right - the layout is exactly the same in regards to the wings and positions.

Bob
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Cloyd on August 05, 2014, 11:38:01 AM
Cloyd, that worked in regards to the square picture using the full height of my screen but the game picture itself is still square even while flying. I have the infamous black bars on the side.

Here's the relevant section of my conf.ini:

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0    <-----(Is this set to 1 or 0 in your conf.ini?)
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=rnd
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: PiperArcher on August 05, 2014, 03:18:50 PM
It was set to 1 but I changed it to 0. It works perfectly now. THANK YOU!!!! Now I can finally enjoy 4.12.2 with modact!!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: vpmedia on August 06, 2014, 02:33:51 AM
As for Engine Mod well, for me at least, it isn't much of a loss - I got very frustrated when I couldn't get my Corsair to start for, sometimes, more than two minutes; it threw mission timing off. I don't use Jetwar so that's no problem for me either.

I've spent considerable amount of time building my modact 5.3 into a ww2 and korea game now I have to find out that I cant use Jetwar which reduces my choices to ww2. In DBW 4.10 I had ww1,ww2,korea,vietnam, etc scenarios available...
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on August 06, 2014, 03:49:48 AM
What exactly should your post tell us, vpmedia?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: vpmedia on August 06, 2014, 04:28:46 AM
Its just my surprise and disappointment, I just installed Modact a week ago and was hoping for something more usable. Now I have to find out that its only good for ww2 and you cant run any jets with it. Or I can but they will decorate the slopes of mountains. Now my only choice is to go back and remove all the Korea related stuff from my install. This 'AI crashing into the ground' bug makes TFM-412 also useless for jets and the pre DBW2 pack also needs its jets removed. Am I right?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Anto on August 06, 2014, 05:28:55 AM
It seems the solution is to add Storebror's fix to the Engine mod and then people will be happy
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on August 06, 2014, 05:37:21 AM
It's all about patience.
Any bug is important to those who suffer from it and we've got many of them in the Engine Mod.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: vpmedia on August 06, 2014, 01:36:51 PM
I removed the engine mod and jetwar, then applied the cto mod fix and now my planes can fight over Slovakia and other nice places :)
But I've seen other random weird stuff during testing this TD AI mod: planes shooting at nothing, entire bomber flights flying into the ground, planes being unable to crashland and they just explode, planes trying to do split s at 1-200m height, superlow strafing attacks. I havent flown enough mission yet to be able to tell how serious the problems are.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: asheshouse on August 11, 2014, 09:27:49 AM
When enabling Mission Pro Combo I have found that some of the newer stock FMB features are lost.
Specifically the Select Multiple Objects function:
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
Ctrl C=mis_copy
Ctrl X=mis_cut
Ctrl V=mis_paste

If I disable the Mission Pro Combo option and substitute the latest 4.121 version from Pablo from here https://www.sas1946.com/main/index.php/topic,36726.0.html then the functions are restored. I don't know yet if this version conflicts with anything else though.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: vpmedia on August 11, 2014, 10:06:09 AM
I reported this error to Benitomusso, he said that he will take a look at the problem.
https://www.sas1946.com/main/index.php/topic,36726.msg472741.html#msg472741
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Sharkzz on August 20, 2014, 12:42:00 AM
Hiyas, anyone seen an auto diff fm for 4.12 yet ? been looking everywhere
thanks
Sharkzz..
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on August 20, 2014, 01:49:30 AM
Don't search further, you're already there.
Modact 5.3 has Auto DiffFM included by default.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: erafitti on August 29, 2014, 09:13:25 AM
Hello everyone.

These past days I've been checking the --Flyable IA Classes-- folder to view to aircraft correspond to the 577 class files in the folder. By wordpad I could do it but there are some that I have not been able to locate. So appreciate it if anyone knows and can tell me.

They are:

08CFED04D0380484
1EE27C0EF9F05C2A
9FA8B0B060D967E2
26DB02C439CB6918
323F4144E083A922
0856B8D4A91BCCD2
01668CA03D737330
59228CE897FEC84A
C3B79A867A9E33AE
DC2A3AD86DEA3E3A
DCB8D8FE85AAC60A

Un saludo.

PD. Sorry for my bad English, I use a traslator.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on August 29, 2014, 10:15:49 AM
I guess this makes your life much easier, reply #2 contains a quite useful link: https://www.sas1946.com/main/index.php/topic,25295.0.html

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Draken on September 05, 2014, 10:05:08 PM
Hi !
I installed SAS modact 5.30 .
i ran the selector and put video settings 1920x1080 , but it cannot be saved .
When I run the game, I get 1280x960 screen .
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Billy T. Pilgrim on September 08, 2014, 02:55:48 AM
Hi there chaps and chapettes,

It seems a shame for my first post on these forums to be complaining about something not working, so first of all just to say a massive thanks to everyone who's worked on keeping this awesome game alive, full of great content and looking amazing.

Anyway, I'm afraid I have an issue. Try as I might, I can't get the key bind for "Game Menu" to come up in my Controls menu. I've installed:

- Patched up to 4.12.2
- Modact 5.3
- UP3
- HSFX 7 (just for the SFS files, see below)
- DBW 1.71
- TFM for 4.12
- Pablo's TM3 Easypack thingy to get them all to play nicely together, using the profile Pre-DBW2

Everything works fine - I can fly missions, the content all appears fine, the correct version shows on the load screen - the "Game Menu" option simply doesn't appear. I'm pretty sure it's not something gone awry in the install, as I've already started over from a clean 1946 install twice now and it's had this problem each time.

Does anyone have any thoughts?

Tom
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on September 09, 2014, 03:17:18 AM
Wrong place to ask, I'm sorry.
Given what you've told about your installation I'd recommend asking for help in the Newbie section.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Billy T. Pilgrim on September 09, 2014, 04:17:40 AM
I see what you're saying - on the surface it certainly looks like a case of "Stupid n00b thows everything into the folder and wonders why it doesn't work" - but I've been lurking here long before I registered. I know that those mods don't necessarily play nicely together - as I was to understand it, that's what the custom classes in Pablo's Pre-DBW2 thing were for.

That said, a conflict is a definite possibility so I've got rid of the other mods. The problem also shows up then - just a clean install, patched up to 4.12.2 with Modact 5.3 installed.

I know where I'm looking in the Controls settings - in Misc, right above the beacon controls - but the option to set a key for "Game Menu" just isn't appearing. Everything else appears to work just fine. I am correct in thinking that that's an option added by Modact, not VisualMod, right?

Sorry to persevere in this thread, but this really seems to be a specific issue related to Modact and I've eliminated conflicts with other mods and modpacks as a cause.

Cheers,
Tom
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on September 09, 2014, 04:19:35 AM
this really seems to be a specific issue related to Modact
You can rule that out and that's the very reason why it's unlikely that anyone will pick up your issues here.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Billy T. Pilgrim on September 09, 2014, 04:21:16 AM
No worries, I'll go post in the Newbie forum then.

Edit: Great big apologies due here, I'd read somewhere that the Game Menu option was a feature introduced by Modact. After a lot of looking around to see if there was anything I'd missed, I realised that it was actually part of the buttons mod. After installing that, it worked fine.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on September 09, 2014, 07:58:29 PM
I am already half in no brain modus operandi, but IIRC there is no such name under miscl. as game menu, I simply assigned (IIRC) a bunch of keys to the Miscelaneous options and one of them worked for the menu -again, IIRC aka from memory.

Best post under Tech help or new member safety area then, as Mike suggested. ;)
 :)
Cheers
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Billy T. Pilgrim on September 12, 2014, 09:49:07 AM
Draken,

A few people have had your problem, but there's an easy fix. Just open up conf.ini in your Il-2 folder and change the resolution there - it's right near the beginning, you can't miss it. Make sure save_aspect (I think that's what it's called, posting from my phone - something like that anyway) is set to 0, and you're all good to go.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~GJE52 on September 16, 2014, 03:06:19 PM
Is there any known issues with installing Modact v5.30 into a clean 4-12-2 install on a windows 7 64 bit machine. I carried out the same procedure on a win 8 32 bit machine with no issues.

When I open the selector and press "Start IL-2 now!" to test it, it freezes and I get a "The application was unable to start correctly (0xc0000005). click OK to close programme message".


Is this a 64 bit issue or a "path" issue. I have not seen this problem mentioned anywhere else and I can't be the only one with a win7 - 64 bit machine .. can I ?



G;
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: mdripley on September 16, 2014, 03:57:17 PM
GJE I am running IL2 46 412.2 on Win7 64 bit no problems at all not sure why you are having issues, of course do not install IL2 to it's default location i.e. Programs that will cause problems.
it is best if you install to another hard drive

Regards
Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~GJE52 on September 16, 2014, 04:19:12 PM
This machine only has one drive, but I have created a folder outside of  programme files where this install resides.

As long as I use the normal IL2fb.exe option it seems to load and run ok - just has this issue with the selector.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Tom2 on September 16, 2014, 08:30:24 PM
Glynn, I would try an older selector just in case.

Chrs

Thorst.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on September 17, 2014, 01:17:58 AM
Glynn please give the latest Selector v3.1.3 a try:
https://www.sas1946.com/main/index.php?topic=16403.0

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~GJE52 on September 17, 2014, 03:05:53 AM
Thanks I will give the latest one a try and report back.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Chaoic16 on September 17, 2014, 12:45:37 PM
Just a head up for everyone, I created mini-mod that overhauls aircraft list in air.ini and plane.properities for anyone who wants different version of aircraft listing in menu in IL-2 1946 when using SAS Modact 5.3.  It is located in this link:

https://www.sas1946.com/main/index.php/topic,42611.0.html

I am truly impressed with modact and I am going to start adding mods to IL-2 1946 using modact 5.3 and it will be fun customizing IL-2 1946 completely. :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: IsorokuYamamoto on September 17, 2014, 11:58:30 PM
Hello guys, thx for your excellent work !
I downloaded last mod activator for 4.12.2 and now cant run il-2.
When I click on Il-2fb.exe, nothing happens, it appears in Task Manager and thats all.
I have russian version of Il-2, but with previous versions of il-2 and MA it worked fine.
Please help guys !
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Knochenlutscher on September 18, 2014, 07:56:45 AM
I had a similar issue when enabling Selector via GameBooster.
"The application was unable to start correctly (0xc0000142). click OK to close programme message"
With the new Selector v3.1.3 all is fine now, Thanks for the Fix
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on September 18, 2014, 09:15:56 AM
Thanks for the feedback KL ;)
Can't stress enough how much sense it makes to grab the new Selector: https://www.sas1946.com/main/index.php/topic,16403.0.html

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Pockrtplanesairways on September 20, 2014, 02:54:02 AM
I don't have any of the _ru.properties files. Only the other languages.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on September 20, 2014, 05:14:34 AM
That's right, the "_ru" thing was an ancient leftover from early days of mod activators.
Whenever some mod asks you to edit "blabla_ru.properties" files, just edit "blabla.properties" instead.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on October 13, 2014, 03:22:03 AM
Helo, Mike!
I have created a filelist for the sas_basic_50.sfs, can I upload it for the public use?..
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on October 13, 2014, 03:34:28 AM
Of course you can upload filelists, we've got nothing to hide here ;)

For your convenience I've attached the original one to this post.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on October 13, 2014, 11:13:21 AM
Thank you, Mike! ;)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: RealDarko on October 22, 2014, 11:59:24 AM
Guys excuse me, but I finally decided to forgot 4.10 and move to 4.12 and SAS Modact. I made a clean install, patched to 4.12 and tested. OK, then installed Modact and tested, OK. Then the AI flyables, but nothing changes, no AI are flyable right now, and it seems I need this step in order to keep installing TFM If I understood it correctly.

Can someone tell me what I did wrong?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on October 22, 2014, 02:03:01 PM
Guys excuse me, but I finally decided to forgot 4.10 and move to 4.12 and SAS Modact. I made a clean install, patched to 4.12 and tested. OK, then installed Modact and tested, OK. Then the AI flyables, but nothing changes, no AI are flyable right now, and it seems I need this step in order to keep installing TFM If I understood it correctly.

Can someone tell me what I did wrong?

Red version text on the splash screen is changed to
"4.12.2m , SAS Modact 5.30 , SAS AI flyables for 5.30" ?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: RealDarko on October 22, 2014, 02:10:02 PM
Red version text on the splash screen is changed to
"4.12.2m , SAS Modact 5.30 , SAS AI flyables for 5.30" ?

No, it says 4.12.2m with SAS Modact 5.30 only. No mention to the AI flyables.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on October 22, 2014, 02:55:26 PM
Red version text on the splash screen is changed to
"4.12.2m , SAS Modact 5.30 , SAS AI flyables for 5.30" ?

No, it says 4.12.2m with SAS Modact 5.30 only. No mention to the AI flyables.

That's strange and it shows you failed to enable AI flyables.
When AI flyables is enabled successfully, that splash text is changed to mention AI flyables.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: RealDarko on October 23, 2014, 03:16:06 AM
Solved, I missed the JGSME step. Thanks!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on October 23, 2014, 03:47:54 AM
I personally don't use jsgme, just dropped the .sfs into SFS_AUTO and classes into the #SAS and all works perfectly :D
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on November 12, 2014, 11:39:47 PM
Hello, Mike! :)
I would like to ask, what is the usage of the Plaseholder?
Its path in the sas....sfs is 3do\Plane\SASPlaceholder
What is it made for? ???
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: vpmedia on November 13, 2014, 12:20:41 AM
Take a look at your air ini. :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on November 13, 2014, 12:39:06 AM
My air.ini is two years old, from my first modded 4.10 install and supplemented by new DT and mod planes, so I don't expect to see there anything about the placeholder :D
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on November 13, 2014, 01:15:53 AM
Modact 5 ships with a sorted aircraft list. The "placeholder" provides the "dummy" aircraft to create separators in this list.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on November 13, 2014, 02:00:52 AM
Oh!
Thank you, Mike, I got it :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Heretic on November 18, 2014, 10:16:10 AM
H/U:
The compatibility list is read-only from now on. If one or more dedicated regular(s) want to maintain it and has a GMail account, drop me a PM.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Music on December 06, 2014, 05:03:04 PM
Don't know if this has been mentioned, but I noticed when I unpack the Modact, there is a SFS file, sas_basic_50.sfs, that is not in the .rc file, nor the Auto_SFS folder, it is in the main game folder.
I have added it to my .rc file, and game runs fine. Is this a mistake, or should it be disabled?

(Also, I have the SAS selector, ver 3.1.3, but it shows 3.1.2 on the title page, but does read as 3.1.3.1 in the details caption {when you hold mouse over icon} I put his here because the Selector post only has staff postings, and it's not really important enough to spoil the pristine tranquility of a post with only facts.)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on December 06, 2014, 07:07:58 PM
Don't know if this has been mentioned, but I noticed when I unpack the Modact, there is a SFS file, sas_basic_50.sfs, that is not in the .rc file, nor the Auto_SFS folder, it is in the main game folder.
I have added it to my .rc file, and game runs fine. Is this a mistake, or should it be disabled?

Not needed any.

About sas_basic_50.sfs , nothing to touch.
sas_basic_50.sfs is set on the root folder (not SFS_AUTO) and not written in .rc from the first of installing SAS Modact 5.3, that is correct.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on December 09, 2014, 06:51:27 AM
Hello, Mike!
If I use part of the SAS AI Flyables mod in some separate mod, whom should I write in credits except you?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on December 09, 2014, 09:05:59 AM
Eww... that depends. The flyables have been gathered all around.
Most of them are somewhat ripped off HSFX, but not all of them. And then again, the HSFX flyables are usually gathered elsewhere again.
No need to mention me in the credits, I only fixed some java code and tried to get all gunner stations working.

I'd say it's best if you mention where you got them from (SAS Modact) and tell that in case someone's missing his name on the credit list, he should contact you directly.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on December 10, 2014, 07:22:37 AM
Thank you, Mike, I got :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Rolls on December 16, 2014, 09:23:06 AM
After I have bought new PC, I can't change the  resolution in game (same result in config.ini). If I try to set the resolution to 1920x1080 32, the game crash to desktop.
My game version: 4.12.2 with SAS 5.3 with flyable AI (actually vanilla).

Can someone help me with this issue?

Thanks in advance.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: vpmedia on December 16, 2014, 10:15:17 AM
Were you able to change the resolution before the modact install?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Rolls on December 17, 2014, 08:28:51 AM
Before the modification, it was posible to change the resolution!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on December 17, 2014, 08:30:18 AM
log.lst?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: <Gunny> on December 18, 2014, 11:47:31 AM
I have a few questions.
We never used the SAS Modact.
1 question whether SAS is online and ofline.
Thank you in advance for your reply.
seb
ModAct 5.3  is allowed on our server for a very long time.
In fact I think its the best of the best for online or offline play.
Loads very fast with very few if any problems.

When there are problems for the most part it is the players adding stuff and they
screw the pooch and mess up the install.    :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: NS~John The Mad Ace Pilot on December 20, 2014, 03:25:46 AM
This is the best mod ever. And are there going to be updates in the future? There are planes who are using the same cockpit. For example Me 323 and FW200 are using the same cockpit for 2 engine plane ( i will send pictures of the cockpits ) and B 24 cockpit needs a little makeover and update.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Gerax on December 20, 2014, 03:45:57 AM
seems you misunderstood what a mod activator is.  ;D

read here to understand "What is SAS Modact?"
https://www.sas1946.com/main/index.php/topic,16371.0.html

when you want to have special and improved cockpits etc.
you have to search and install them by yourself..
or you get a mods pack where others did this for you.  ;)

to understand read here as example "What is Dark Blue World (DBW) ? ":
"https://www.sas1946.com/main/index.php/topic,16523.0.html"

when you want to have your mods based on 4.12 you should read
(and dl?) TFM-412 The Next Level here:
https://www.sas1946.com/main/index.php/topic,40015.0.html

Go on and read more, its all here.  :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: NS~John The Mad Ace Pilot on December 20, 2014, 03:56:21 AM
Ups sorry everyone. I couldnt find " The next level " topic. I always get lost here. Please dont be angry. I will read AGAIN the explanations. Thanks Gerax. It seems that moding IL 2 Sturmovik isnt as easy as i thought it would be. Sorry.  :-[
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Gerax on December 20, 2014, 04:52:59 AM
to get a picture you should invest a little time
and start reading the stickies (especially those named
"read before".., "guide" etc.) in this sites sections ..
it helps a lot to understand what modding IL2 means  :)

So don't make the mistake most newbies made ..
saw a nice vid and dled and installed in a hurry
before reading  .. and got all the problems
we have to deal with here every day.   :P
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: NS~John The Mad Ace Pilot on December 20, 2014, 06:03:30 AM
OK I wont. Thanks for understanding.  :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Paulus on December 30, 2014, 12:55:26 PM
A while ago I've noticed there is a problem with Yak-3 VK-107 when
Through JSGME - Cowling Engines & Prop by PA_Jeronimo.sfs is activated:
(http://jurzysta.com/paulus/Screens5/bug1.jpg)

I haven't seen this fixed so far so I've created temporary fix.
To apply it simply unpack this zip to #SAS folder:
https://www.mediafire.com/download/i0acqc5erh38kfk/Cowling_Engines_&_Prop_by_PA_Jeronimo_Yak-3_VK-107_fix.zip (https://www.mediafire.com/download/i0acqc5erh38kfk/Cowling_Engines_&_Prop_by_PA_Jeronimo_Yak-3_VK-107_fix.zip)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Potato salad on February 19, 2015, 11:10:49 AM
When I activate SAS Modact 3, launch the game and try to enter "Quick Mission Builder" the game freezes. However, if UP3 is active, I can access it.
Is this how it just is or is there something wrong with my installation?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on February 19, 2015, 11:27:43 AM
Here is not a topic of SASModAct3.

About 3, go to there ---> https://www.sas1946.com/main/index.php/topic,16382.0.html
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: The Radge on February 19, 2015, 11:29:12 AM
When I activate SAS Modact 3, launch the game and try to enter "Quick Mission Builder" the game freezes. However, if UP3 is active, I can access it.
Is this how it just is or is there something wrong with my installation?

Try to delete file .last.quick in the folder Quicks.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Potato salad on February 19, 2015, 11:37:53 AM
When I activate SAS Modact 3, launch the game and try to enter "Quick Mission Builder" the game freezes. However, if UP3 is active, I can access it.
Is this how it just is or is there something wrong with my installation?

Try to delete file .last.quick in the folder Quicks.

That did the trick, thanks a bunch.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on March 06, 2015, 11:24:12 AM
*bump*
Torrent files on first page updated.
Old (dead) trackers removed, new trackers added.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: yak on March 09, 2015, 08:15:15 AM
hi people.
i'm interested in flatter modeled effect with this update.particularly for yak family. for early versions flatter starts on 550km/h and does not depend on altitude.on 650km/h plane crashes.it is not right since it should depend on altitude and can not be lower than max horizontal speed. if yak has 580km/h top speed at altitude-flatter should start at least at 600km/h at same altitude.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on March 09, 2015, 08:42:19 AM
Ask Team Daidalos.
As stated several times before, SAS Modact does not change stock game's flight models.
This is an intentional limitation to avoid conflicts with online players.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: plug_nickel on March 27, 2015, 08:15:15 PM
OK....I've been having "kernel" problems ever since MS Visual C++ 2012 was installed. It "wormed" its way in to just about everything. So I NUKED my OS, and did a full, complete format including writing 0's 3x's and reinstalled image of W7_64 Ultimate.

Install went fine without any hiccups and was back to my original pristine OS.

Finally got around to IL-2 and reinstalled my 4.0.7m image; it ran fine.

Updated to 4.12.2m; it ran fine.

Installed ModAct 5.30, Flyables and JSGME Options and when I ran the Selector...@^#%%$*#(#&$% popped up "%1 is not a valid win32 application". There was no error code nor anything showing in E.V.!!!

I've tried MA 5.30 via Mediafire, torrent and my original saved files with all the same results. I'm not blaming ModAct application in any way! I even Installed HSFX7 and updated it to 7.0.3 without any problems.

I did not have this problem with MA 5.30 in IL-2 nor any any other mod in IL-2, ever, until now.

What the hell happened? I've been f*ing around with pc's sine late 1980's and have built several including screwing around with submerged. I've been around DOS5 and all Windows except for Millenium, Vista and 8 and to this very day, this is the first time I've seen such an error.

I've just about exhausted all of my troubleshooting avenues. This damn error is so far off the radar that I'm about to NUKE the whole thing again. ProcMon doesn't even pick it up!

I've searched the forums and tried all sorts of filters trying to hone in on this error and now I'm posting to see if by chance, anyone has an idea.

Thanks for reading this rant. 99.975% of the time I'm able to remedy whatever problem(s) I've encountered, but this one is something else.

plug_nickel
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on March 28, 2015, 01:07:19 AM
Hi plug_nickel,

We'll find the reason.
For the beginning, did you update to the newest selector version already?
IIRC the one shipped with Modact 5 was later superseded by this one: https://www.sas1946.com/main/index.php/topic,16403.0.html

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: kingsley on March 28, 2015, 03:52:25 AM
Plug Nickel
After you do what Storebror said I have a decent idea for you. Now you did put the game on the harddrive not in the program folder. Also you have the window updates set to notify before downloading and install updates. Now this is where it gets tricky some updates from Redmon, WA. is known to be bad and give warnings like you have been given, plus a few others where carrying a very hard bug to find and get rid of that hit the win 32 kernal. Go to askwoody.com and go thru his site and there is a list of updates for windows 7/8/8.1 and 10 not to install and or remove if you have them due to known errors that break the computer.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: plug_nickel on March 28, 2015, 05:23:19 AM
Mike & kingsley,

Thanks for the input!

Mike: The updated MA 5.30 file didn't solve the issue.

kingsley: Your suggestions were very much appreciated. Folder location, updates, etc, were part of my troubleshooting efforts.

I think I've found a clue: SATA Controller Service popped up on the radar and this has never happened before.  I ran an >application<.exe test and had a couple more "%1" hits. I'm going to have to strip my board and run some diagnostics on SATA Controller and re-image the bios.

Like a dog with bone...IL-2 until...

Al 
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: plug_nickel on March 31, 2015, 05:39:10 AM
!!!!...BOOYAH BABY...!!!!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: RealDarko on April 04, 2015, 02:50:18 AM
Guys I have a problem. I install Il2 4.07, then patch to 4.12 with the mega patch (at this point the game keeps asking for the DVD even If is in the drive) and I move to install Modact 5.3. then when I try to start the game I get the Modact screen, but the game never starts it simply CTD before it even reach the loading screen. Here the log

Code: [Select]
[Apr 4, 2015 8:48:04 AM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
Main begin: ScreenMode NOT changed
com.maddox.opengl.GLContextException: ScreenMode NOT changed
at com.maddox.il2.engine.Config.createGlContext(Config.java:338)
at com.maddox.il2.engine.Config.createGlContext(Config.java:383)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1435)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main end: null
java.lang.NullPointerException
at com.maddox.rts.CfgTools.save(CfgTools.java:59)
at com.maddox.sound.AudioDevice.saveControls(AudioDevice.java:385)
at com.maddox.il2.engine.Config.saveSound(Config.java:288)
at com.maddox.il2.engine.Config.save(Config.java:126)
at com.maddox.il2.game.MainWin3D.endApp(MainWin3D.java:168)
at com.maddox.il2.game.Main.exec(Main.java:468)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[Apr 4, 2015 8:48:05 AM] -------------- END log session -------------

EDIT: double post:
https://www.sas1946.com/main/index.php/topic,45541.msg509807.html#msg509807

so where to answer. Here? There?  :-X
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 10, 2015, 11:48:39 PM
Looks like a conf.ini issue.
Please show us your conf.ini contents.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: RealDarko on April 11, 2015, 01:14:28 AM
Here's my conf.ini Thanks for taking a look.

Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1400
height=1050
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=0
mapPadX=0.6689453
mapPadY=-0.046875
viewSet=32
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=3
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1


[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate

[Console]
LOG=1
LOGFILE=logfile.txt
LOGKEEP=0
LOGTIME=0
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
FOVlog=1

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=14
Attenuation=7
SoundMode=1
SamplingRate=2
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=12
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=1
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 11, 2015, 06:35:20 AM
Please try these settings instead:

Code: [Select]
[window]
width=<your native horizontal screen resolution here>
height=<your native vertical screen resolution here>
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=0
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: RealDarko on April 11, 2015, 02:25:57 PM
Ok, it works now! Thanks.  Is time now to install CUP.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 12, 2015, 12:52:31 AM
Good to hear that you got it sorted. Have fun with CUP!

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Whiskey_Sierra_972 on April 16, 2015, 12:34:51 PM
Can I ask what is the difference between those settings?

ChangeScreenRes=1
SaveAspect=1

ChangeScreenRes=0
SaveAspect=0
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on April 16, 2015, 11:07:08 PM
"ChangeScreenRes" sets whether or not to change the screen output resolution from your windows desktop resolution (if required).
The effect is only visible when your IL-2 game resolution differs from your windows desktop resolution and you run IL-2 in fullscreen mode.
In that case, with "ChangeScreenRes=1" IL-2 will cover the whole screen despite lower game resolution (e.g. Desktop: 1920x1080, IL-2 1600x900) whereas with "ChangeScreenRes=0" the screen resolution would remain the same with (1920x1080 in this sample case) with IL-2 running in the upper left corner of the screen.

Note that when you use "ChangeScreenRes=1" your IL-2 resolution settings must match the aspect ratio of your windows desktop resolution and you must not extend that resolution.
Furthermore few graphics cards and/or drivers fail with "ChangeScreenRes=1" regardless matching resolutions.
For that reason and since it makes most sense to run both windows desktop and IL-2 in your monitor's native resolution, I'd always recommend to keep all together on the same settings and use "ChangeScreenRes=0".

"SaveAspect=1" enforces 4:3 aspect ratio that's all.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Whiskey_Sierra_972 on April 18, 2015, 08:28:13 AM
Thanks for your reply Mike!

You're a really good teacher!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: wildblue on June 07, 2015, 12:58:21 PM
I just reinstalled Modact 5.3 on my PC and noticed that the G-14, when seen from inside the cockpit has a green texture on some parts of the nose (like a green screen) and the 190 A-4 has an invisible tail.

I don't have any mod that didn't come with the game (except Mission combo pro 4.12 which I added because the one with MA 5.3 is older version and VisualMOD9 to replace the older VisualMOD8 which comes stock). I have also added the fb_hfx* sfs files from HSFX7 in the SFS_Auto folder.

Anyone with my same issues?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Storebror on June 07, 2015, 10:45:40 PM
I have also added the fb_hfx* sfs files from HSFX7 in the SFS_Auto folder.
Try again without them please.
Most likely it's just a missing texture from one of the HSFX cockpits.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: wildblue on June 08, 2015, 12:52:27 AM
I have also added the fb_hfx* sfs files from HSFX7 in the SFS_Auto folder.
Try again without them please.
Most likely it's just a missing texture from one of the HSFX cockpits.

Best regards - Mike

Argh that's quite a shame, I liked the HSFX textures...well you can't have everything.
Thanks a bunch Mike!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Lucky_13 on August 08, 2015, 08:55:39 AM
   Hello everybody! I use IL2 + Moda?t 5.3. Tell me please, is there a mod "triggers" for this version? Sorry for my english) Thanks
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on August 08, 2015, 10:24:08 AM
This one? https://www.sas1946.com/main/index.php/topic,26654.0.html

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Lucky_13 on August 08, 2015, 12:25:53 PM
This one? https://www.sas1946.com/main/index.php/topic,26654.0.html

Best regards - Mike

Hi, thanks for the comment! I did not mean it...
I used triggers HSFX 7.0.3 and would like to know whether they can be used to create a coop missions SASmod 5.3.  Is it possible?
Thanks
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on August 08, 2015, 01:40:59 PM
IIRC the C&C mod contains triggers too.
But for online gameplay, I'd rather stick with HSFX.
As long as all your players use the same version, that should be the most suitable 4.12 based game version for online gameplay.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Lucky_13 on August 08, 2015, 02:11:21 PM
IIRC the C&C mod contains triggers too.
But for online gameplay, I'd rather stick with HSFX.
As long as all your players use the same version, that should be the most suitable 4.12 based game version for online gameplay.

Best regards - Mike

??. Thank you very much for the help!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Sapsan on August 10, 2015, 02:20:26 PM
Sorry, I write the question here. I couldn't get a response in another thread. How to change the screensaver on the selector? I would like to insert your image.
Sorry for my English, translated by the robot.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Desslok on November 01, 2015, 05:09:17 PM
Hello, I've been trying to install the Fly A.I. aircraft that I've installed over my IL-2 4.12.2m + SAS Modact 5.3 but there are many planes missing.  I have enabled the mod through the JSGME program without any success...for example the ME410 among many others are still not there.  I do have an older version of IL2 with UP3.0 installed on my C drive, so I reinstalled a clean version of 4.07m on my D drive and upgraded it to the 4.12.2m+ SAS Modact 5.3 in case there was any chance that having different versions on the same drive was causing a conflict...but unfortunately it hasn't done any good as the same planes are still missing.  I downloaded all the files through torrents and they are the correct size, and I've disabled my Antivirus in case it was preventing any files from being installed.  Could somebody please tell my what I'm doing wrong?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: glarche on February 21, 2016, 04:56:45 PM
IIRC the C&C mod contains triggers too.
But for online gameplay, I'd rather stick with HSFX.
As long as all your players use the same version, that should be the most suitable 4.12 based game version for online gameplay.

Best regards - Mike

Hi !

Sorry to disturb you with my questions, but I've followed every tips you gave to us to install correctly this mod act 5.3, but when I launch the game in this way (with SAS mod...) my launcher stop in few seconds.

Do you know what could happenen ? Do you have some other tips to give me in order to lauche properly il-2 with Mod Act 5.3 ?

I'm running with the 4.12.2 version, of course ;)

Thanks for you help !

See you.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on February 22, 2016, 01:31:49 AM
Please use the Startup Debugger (https://www.sas1946.com/main/index.php/topic,16403.0.html) and tell/show us what it's telling/showing you.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: glarche on February 22, 2016, 01:39:48 PM
Please use the Startup Debugger (https://www.sas1946.com/main/index.php/topic,16403.0.html) and tell/show us what it's telling/showing you.

Best regards - Mike

My answer is in MP because the log file is too big...
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: teto89 on March 06, 2016, 10:04:14 AM
Hello! I have installed IL2 CUP mod's with SAS Modact 5.3
the game it's ok, but i've a little doubt about the expert mode....when I click on "activate" it says me "this is no try error thing it's about knowing or not what to enter here" and others message of errors. Why I cannot activate it? Is it not possible or I need the authorization code? I'm sorry for my bad english, I hope that I wrote the question in the right place of forum :P
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: SAS~Malone on March 06, 2016, 10:20:22 AM
hi and welcome
i really don't think you should be trying expert mode, considering you are brand new to modding IL-2.....
anyway, please read the manual for the IL-2 selector before trying things you know little or nothing about.it's crucial to read first, especially with IL-2 mods....
https://www.sas1946.com/main/index.php/topic,16403.msg176304.html#msg176304
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: nightace on March 30, 2016, 05:55:11 AM
ref :412.2m modact 5.3 JSGME
hello
i just added the AI flyable and jsgme options plus patch to my 412.2m and i i have some questions . First is this patch supposed to make aircraft that were previously AI in FMB now flyable ? because if so i tested only the TBM3 and it remains AI , is there a list of the flyables ?
secondly below is an image of my jsgme,i tried activating some of the options and i receive for all of them the message that they are included in the ai flyables option activated already and can cause damage. Can you please clarify.
finally which is the key usually assigned for the Pal visual mod 8 ? does this option allow taxi and rearm and reload ? if not do we have this option somewhere to download and install as in CUP ? 
thanks in advance for support
(http://s28.postimg.cc/drjwl549p/412_2m_ai_flyables.jpg) (http://postimage.org/)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on March 30, 2016, 06:25:02 AM
is this patch supposed to make aircraft that were AI flyable ?
Yes.

i tested only the TBM3 and it remains AI
Your fault.
It works for thousands of other users.

is there a list of the flyables ?
Yes and no.
It's simply all stock AI planes that become flyable, including "ace" planes.

i tried activating some of the options and i receive for all of them the message that they are included in the ai flyables activated already and can cause damage. Can you please clarify.
Sounds like this is the first time you use JSGME.
This is a normal message from JSGME which just tries to tell you that the mods you try to activate share at least one file.
This means that when you later deactivate (one of) them, you should do so in reverse order than when you activated them.

finally which is the key usually assigned for the Pal visual mod 8 ?
You have to set one yourself, check your controls when Visual Mod is activated.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: nightace on March 30, 2016, 08:37:16 AM
HELLO
i had TON's activator installed , ok now with SAS 5.3 . My Dream K torpedoes are not appearing with the TBM and Kate which are now flyable , is this normal or is there a way off activating them again .they are working in 413 with activator 6 as AI. Is CUP VisualMod9 4122 the mod which allows taxi to runway and reload and refuel option ?
tks support.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on March 30, 2016, 09:08:21 AM
Support ends here.
Please read the regarding mod threads before asking.
Thanks.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: tarakanz on March 31, 2016, 05:37:53 AM
I have a problem. when you download games on a flight - 30% crash. and on all models does not work.

FM called 'FlightModels/A-20G.fmd' is being loaded from Alternative File: 'gui/game/buttons'
WARNING: ****( Unexpected txr reload (tfNoDegradation): '3DO/Cockpit/A-20G/256-21.tga'
java.lang.NoSuchFieldError: limits6DoF
   at com.maddox.il2.objects.air.CockpitA_20G.<init>(CockpitA_20G.java:181)
   at java.lang.Class.newInstance0(Native Method)
   at java.lang.Class.newInstance(Unknown Source)
   at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:3324)
   at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2694)
   at com.maddox.il2.game.Mission.loadAir(Mission.java:1666)
   at com.maddox.il2.ai.Wing.load(Wing.java:144)
   at com.maddox.il2.game.Mission.loadWings(Mission.java:1344)
   at com.maddox.il2.game.Mission._load(Mission.java:762)
   at com.maddox.il2.game.Mission.access$600(Mission.java:120)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:463)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:449)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

full log here:
https://www.mediafire.com/download/vylyevyqe65b9ah/log.lst (https://www.mediafire.com/download/vylyevyqe65b9ah/log.lst)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on March 31, 2016, 06:13:47 AM
You have installed a mod that changes the "CockpitPilot" class and which is incompatible with IL-2 4.12.2.
This is not a modact error.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: victor639514 on April 16, 2016, 09:18:10 PM
Hello there.  :)

I would like to ask if there is a sound matrix for the SAS Modact 5.3?

I wonder because I would like to tweak around with some sound files. For example, the B-17, and B-24 borrow sounds from the R-1830 prs files, when it should actually be some R-1820 prs files.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Digital3d on August 31, 2016, 01:18:37 AM
So what I did after installing "SAS_Modact_5.30_for_IL-2_4.12.2m.exe"
ia just "Run the self-extracting installer, select your IL-2 4.12.2m game folder as target for installation, let the installer do it's job, run the game and enjoy!
(Please note it is STRONGLY suggested you start with a fresh 4.12.2m install before switching over to Modact 5.30)"
and now my IL2 1964 crashs and not running.
I have a steam version. I don't know what I did wrong.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on August 31, 2016, 01:45:04 AM
Maybe your Steam version was already updated to 4.13?
Please run "IL-2 Selector.exe", click "Change Settings", select "Stock Game" from the dropdown list, click "Save Settings" and try again.
This will kick up your untouched Steam game which, during startup, will clearly state the game version in the lower left corner.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Digital3d on September 01, 2016, 11:15:59 PM
nothing happened after changing to stock as well. same issue.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on September 02, 2016, 12:20:23 AM
Yeah, Steam can be a pita.
I don't have the Steam version of IL-2 myself so all I can tell is just hear-say.
Apparently in order to run modded IL-2 games it seems you have to install the Direct2Drive Patch:
https://www.sas1946.com/main/index.php/topic,1531.0.html

Other than that, it seems that Steam ships IL-2 with a custom il2fb.exe which cannot be restored by the Selector at the moment for the simple fact that I don't have it, so I cannot implement it.
This means that once you install a mod on your Steam game there's no way back to stock IL-2.
Therefore the recommended procedure is this:

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Digital3d on September 07, 2016, 03:42:46 AM
Thanks.
It works.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Giuseppin on October 14, 2016, 08:10:56 AM
A question: Why the british 500lbs bombs they have no fuze delay (nor low-level)? And Is there any way to fix this? Thanks in advance.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on October 14, 2016, 10:02:29 AM
Why the british 500lbs bombs they have no fuze delay (nor low-level)?
Sorry can't confirm, nothing to fix here:

(https://s4.postimg.cc/o9efemlh9/2016_10_14_15_59_42.jpg) (https://postimg.cc/image/3p9lg55q1/)

(https://s4.postimg.cc/n8e6pi4hp/2016_10_14_15_59_52.jpg) (https://postimg.cc/image/l3ttof2ux/)

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Giuseppin on October 14, 2016, 01:00:01 PM
Thanks, Storebor, and yes, the Blenheims they have fuze delay, but all others britsh aircrafts that can carry 500 lbs british bombs, don't have fuze delay: Beaufort, Hurricane, Mosquito, Swordfish, Wellington and Spitfire. Or at least I do not show me  o_O
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on October 15, 2016, 12:02:50 AM
(https://s12.postimg.cc/t1cvjuljx/2016_10_15_05_59_37.jpg) (https://postimg.cc/image/j41uqsdy1/)

(https://s12.postimg.cc/61atl9d3x/2016_10_15_05_59_51.jpg) (https://postimg.cc/image/bph4c5hg9/)

(https://s12.postimg.cc/h25yqa5ct/2016_10_15_06_00_03.jpg) (https://postimg.cc/image/3l907ev15/)

(https://s12.postimg.cc/sfsi1hfvh/2016_10_15_06_00_15.jpg) (https://postimg.cc/image/88f296ie1/)

(https://s12.postimg.cc/yi04rz4bh/2016_10_15_06_00_24.jpg) (https://postimg.cc/image/40ka0fgyh/)

(https://s12.postimg.cc/s5kzi5199/2016_10_15_06_00_45.jpg) (https://postimg.cc/image/ua5cj82vt/)

Don't come back to list other planes now please, check yourself for issues in your particular game installation instead.
This is not a Modact issue, the reported "bug" simply doesn't exist.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Giuseppin on October 15, 2016, 04:20:09 AM
OK, so the problem only exists in my game installation. Well, I will try to find out why. Strange, because in my VPmedia Modpack the problem is also reproduced. I guess it will be a conflict of mods. Thank you, Storebror, for clarifying this issue and sorry for making you waste your time.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: csvousden on October 15, 2016, 09:01:40 AM
Giuseppin, you are not alone!  I just noticed that I have the same issue in my basic modded game 4.12.2, but that in CUP WAW it works fine.

Never saw that before.  Don't have a clue how to fix it, but wanted you to know you are not alone.

CV
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on October 15, 2016, 12:54:43 PM
There's exactly two possibilities:
Either you installed a mod which replaces the new 4.12 style bombs with old pre-4.12 java code (old weapons mod anyone?), or you simply disabled bomb fuzes in the difficulty settings.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Giuseppin on October 15, 2016, 02:32:38 PM
Giuseppin, you are not alone!  I just noticed that I have the same issue in my basic modded game 4.12.2, but that in CUP WAW it works fine.

Thanks CV. I fear that this problem is difficult to solve. And in my HSFX 7.0.3 installation I do not have this issue.
There's exactly two possibilities:
Either you installed a mod which replaces the new 4.12 style bombs with old pre-4.12 java code (old weapons mod anyone?), or you simply disabled bomb fuzes in the difficulty settings.

Best regards - Mike

No, Storebror. I´m sorry. I installed the 4.12.2m clean version, I checked in this version the issue and everything seemed right. Then I installed the VP Modpack and all mandatory patches (after all the VP Modpack is based on the SAS Modact 5.3.0, It is not like this?). I have not installed any mod or addon and voila! the problem appeared again. And of course I checked the difficult settings-bomb fuze and was activated. Thanks for your answers, Storebror.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on October 19, 2016, 07:06:18 AM
Let me summarize:

You installed 4.12.2 + Modact 5.3 and there's no issue.
Then you installed VP Modpack and the issue happens.

So far so good, I think every half-brained wanker got that this is not a Modact issue by now.

But... then you run to the next best IL-2 website and repeat blaming Modact for this?
---> http://www.mission4today.com/index.php?name=ForumsPro&file=viewtopic&t=21527

Mind you, there's many ways to show that you've lost the plot, this for sure is one of the fastest and most obvious.

Best regards - Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: vpmedia on October 20, 2016, 01:13:00 AM
The guy who made this error report at m4t did not sound very upset so i doubt that he's blaming anyone.
His first statement was that he encountered this issue in SAS modact 5.3 and my modpack.

Question is why and how is this possible?
Only logical explanation to me is that he got a mod in SAS modact added which is also present in my modpack.

Second question is that do we know the name of the classfile responsible for bomb fuzes?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: western0221 on October 20, 2016, 02:00:55 AM
Second question is that do we know the name of the classfile responsible for bomb fuzes?

Excuse me.
I want to keep my game folder minimum light to test my own mods or others , than enjoying in rich modded sky.
So, I've not installed your VP modpack and impossible to test today's issue. Here is only a general talk.

What fuzes the bomb using is written in each bomb class like....
- BombGun250lbsE.class , BombGun500lbsE.class used by Beaufort2
Code: [Select]
        Property.set(class1, "fuze", ((Object) (new Object[] {
            com.maddox.il2.objects.weapons.Fuze_PistolNo44.class, com.maddox.il2.objects.weapons.Fuze_PistolNo54.class, com.maddox.il2.objects.weapons.Fuze_PistolNo28.class
        })));

This line was added in 4.11m game. Older version 4.10.1m / 4.09m games didn't have this entry.
So, if some aircraft mod's folder contains those old 4.10.1m time or 4.09m time bomb classes , the game read old bomb classes and Fuze function becomes lost about those bombs.

To solve it, search those old interference bomb classfiles and delete is needed.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Dimitery on April 12, 2017, 10:13:05 PM
Hey guys, first post here but I've been lurking on the forums for a while :P
I noticed that with even with just modact installed and AI flyables it seems to change the gun sounds from the stock game and I was wondering if it would be possible to change them back for nostalgic purposes ofc :)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on April 12, 2017, 10:56:47 PM
Simple thing, just remove the "sas_sound_..." files from SFS_AUTO folder.
Keep them in a safe place so you can put them back in case you notice undesired side effects.

Best regards - Mike
Title: Re: Installation Instructions for SAS AI Flyables Pack 5.30 [4.12]
Post by: Mikes1Joker1963 on September 12, 2017, 03:08:54 PM
Im running the Modact 5.3x..But Im not seeing the Modact 5.3x game folder..What do I do? Make a folder and name it Modact 5.3x game and Place it under the #SAS folder? And install the patchs and what ever else requires that folder?. o_O
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Gerax on September 13, 2017, 01:52:11 AM
I assume you read this line in the "Installation Instructions for SAS AI Flyables Pack 5.30" (https://www.sas1946.com/main/index.php/topic,37662.msg416711.html#msg416711) wrong:

Quote
Run the self-extracting installer, select your IL-2 4.12.2m + Modact 5.3x game folder as target for installation, and let the installer do it's job.

With this "your IL-2 4.12.2m + Modact 5.3x game folder as target" 
your "IL-2 4.12.2m (where you have installed Modact 5.3x)" directory is meant.  ;)

Schwere Geburt, phuuu.  :P


Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Squashman on November 24, 2017, 02:08:25 PM
Hey Guys

I have a heavily modded version of M5.3 including the complete TFM 412 "The Next Level", plus many more Mods added independently. The game runs flawlessly but takes an FPS hit on big missions (as we expect, no problem!  8))
Now, the back story to my actual problem is that I'm trying to put a PTO Pack together, based on SAS Modact 5.3 (Along the lines of vp media's pack) with a greatly reduced aircraft, chief and stationary list - all this in search of a better FPS performance.
So, to start, I made a basic Modact 5.3 install over a pristine vanilla 4.12.2. Then went ahead and installed the AI flyables and JSGME options - Brilliantly easy, as usual. I then did some check rides in a few of my favourite aircraft, F4F, F6F, F4U, TBD's etc - just to make sure everything's working fine, when I noticed that I couldn't change the default skins on the aircraft I was flying!!! I have to stress it's only the player aircraft that I couldn't change - all the AI planes seemed fine. I checked dozens of the aircraft and found that the default skins would not change  :(.

I assumed I had made a mistake and did a whole fresh installation - still the same!!

To cut a longish story short, after checking all my installs I found the player skins problem was also the case with, 4.12.2 vanilla, vp Modpack, and 4.13.4 vanilla.

But.... in my installs of CUP (to latest expansion) and Modact 5.3 with TFM 412 "the next level", the player aircraft skins are fully changeable. Also, BAT, of course was fine.

Can anyone else confirm the above experience?  .... and is there a simple fix or mod that enables player aircraft skin changes??


Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Squashman on November 25, 2017, 04:15:12 AM

To cut a longish story short, after checking all my installs I found the player skins problem was also the case with, 4.12.2 vanilla, vp Modpack, and 4.13.4 vanilla.

But.... in my installs of CUP (to latest expansion) and Modact 5.3 with TFM 412 "the next level", the player aircraft skins are fully changeable. Also, BAT, of course was fine.

Can anyone else confirm the above experience?  .... and is there a simple fix or mod that enables player aircraft skin changes??


Checked out 4.13.4 with Modact 6.4 installed and I get the same results as above - Pilots' plane is always Default skin - no matter which skin is selected. AI aircraft are fine?
As I mentioned above, my installs of Modact 5.3 TFM412 and CUP to latest expansion are both fine - players' aircraft shows whatever skin is selected. Both of these packs started from the same pristine vanilla 4.12.2 that I use for all my installs, copied straight from its location on one of my drives. So thought I'd better check this basic vanilla copy and lo and behold - same problem - only default skin shows for player aircraft regardless of which skin is selected in plane choices!!!

I am assuming this is not correct  ;D so I have to start considering the possibility that my vanilla copy is not as pristine as I thought!!
Whatever the problem is, it appears to get fixed by TFM412 and the CUP expansions.

Has anyone else experienced anything like this?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: western0221 on November 25, 2017, 04:24:53 AM
I'm not sure I have understood your talk enough but .... ?

Mission files' skin designation for aircrafts is ignored only for Player's one .... that's stock behavior, not a bug (in the other word, specification).

If you see another behavior like player aircraft is already set designated skin by mis file in TFM412, perhaps the changes of Pablo's MissionComboPro mod.
His mod changes and expands FMB / QMB and briefing ~ arming screens.
I've not tested my guess is right or not, though.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Squashman on November 25, 2017, 04:36:40 AM
Thanks Western
I'm not sure I have understood your talk enough but .... ?

Mission files' skin designation for aircrafts is ignored only for Player's one .... that's stock behavior, not a bug (in the other word, specification).

If you see another behavior like player aircraft is already set designated skin by mis file in TFM412, perhaps the changes of Pablo's MissionComboPro mod.
His mod changes and expands FMB / QMB and briefing ~ arming screens.
I've not tested my guess is right or not, though.

So, you are saying, player can only have the Default Skin in stock game?
But maybe Pablo's MissionComboPro can change this to allow player to have choice of skins


Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Squashman on November 25, 2017, 04:55:44 AM
This is the end part of the Logfile for a test mission with one F4F in my vanilla stock game - I set the skin to one of the alternatives to the default pale blue with meatballs and as before the default skin showed in the game.
The reading below shows "INTERNAL ERROR can't open file 'PaintSchemes/Pilots/Default' "

Code: [Select]
ding: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
Loading mission Single/UN/F4F-4/Test01.mis...
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0,  Vert 0,  Ind 0
WARNING: * Buf1 : Obj: 165,  Vert 10664,  Ind 25890
WARNING: * Buf2 : Obj: 0,  Vert 0,  Ind 0
Load bridges
Load static objects
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
ERROR file: File users/h/Icons not found
Mission: Single/UN/F4F-4/Test01.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
warning: no files : music/inflight
WARNING: ObjectVACache_Clear()
WARNING: * Buf0 : Obj: 0,  Vert 0,  Ind 0
WARNING: * Buf1 : Obj: 174,  Vert 11537,  Ind 27972
WARNING: * Buf2 : Obj: 7,  Vert 672,  Ind 1008
Load bridges
Load static objects
[Nov 25, 2017 11:27:54 AM] -------------- END log session -------------


So I assume there are one or more corrupted files in my stock game.
Does anyone know if there is a fix for this or is it start all over again? - as I said earlier my Mod5.3 TFM and CUP installs, skin selections work fine. Both originally from the same copy of the stock 4.12.2 game

Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: western0221 on November 25, 2017, 05:15:21 AM
Stock game, or no arming gui mod,

not few left button clicking to open next screens is needed, but possible to change player's aircraft and pilot skins about single missions or others.

(https://www.mediafire.com/convkey/3261/9urckjlz75u29476g.jpg)

(https://www.mediafire.com/convkey/e07a/dr5h56700aqwh3p6g.jpg)

(https://www.mediafire.com/convkey/a2ac/abq57r4ahgbr2jv6g.jpg)

(https://www.mediafire.com/convkey/24b9/6j28zusjqi8mybp6g.jpg)

Without those "Aircraft customization" procedure, player's aircraft uses Default skin.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Squashman on November 25, 2017, 06:50:04 AM
Thanks again Western

QMB and single missions are fine - I can change pilots skins  ;D

But not in FMB  :(

Player skin chosen in FMB
(https://s2.postimg.cc/6sfd605uh/il2fb_2017-11-25_13-05-43.jpg) (https://postimages.org/)

Play - Default skin shows in game
(https://s2.postimg.cc/adb8ookih/il2fb_2017-11-25_13-13-29.jpg) (https://postimages.org/)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: western0221 on November 25, 2017, 06:59:46 AM
A bit different steps, but almost same about FMB.

(https://www.mediafire.com/convkey/252a/d140p725bzh057h6g.jpg)

(https://www.mediafire.com/convkey/1c5e/3u2qdvt2oq4b0qw6g.jpg)

(https://www.mediafire.com/convkey/5db9/iovtd15c9uo5w976g.jpg)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Squashman on November 25, 2017, 07:24:08 AM
Thanks Western

All ok now  ;D

regards
Squash
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: mongoose on December 12, 2017, 04:42:15 PM
Is there an updated download link for this?
SAS Featured JSGME Optional Mods for Modact 5.3x Patch 002
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Gerax on December 12, 2017, 10:04:35 PM
temporarily renewed dl link added to reply #12.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Marat on August 03, 2018, 04:37:10 PM
Hi, dear friends.

Does anybody know why putting the line HakenAllowed=1 in the config.ini does not make the haken be available in the game with SAS Modact 5.3? Was it somehow prohibited at all in this Modact?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on August 04, 2018, 12:12:05 AM
It's something on your end.
You don't even need to edit anything in conf.ini with Modact 5 to have swastika enabled.
Quite the opposite: Unless you manually enable the JSGME option "#SAS_HakenCross Disabler", swastika are enabled per default.
If that's not the case for you, then you have installed a conflicting mod.

(https://s8.postimg.cc/imtmqqu5h/2018.08.04_06-09-29.jpg) (https://postimg.cc/image/n8pqz3foh/)

]cheers[
Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Marat on August 05, 2018, 04:03:44 PM
 ;D It was so easy to solve the issue indeed! Many thanks for your help! Now everything is OK! Fantastic!!!

I have another questions to ask. In fact I have also the 4.13.4 version in another computer. Is there any chance to install and fly Bf-109B, C and D and FW-190A-2 and A3 from 4.12.2 version? I asked these questions in the specific Bf and FW chains but nowbody replied. Is there any buttons file which includes ALL planes including these Bfs and FWs?)))



Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Marat on September 04, 2018, 05:37:51 AM
Dear friends,

Who knows whether I can use skin, which is prescribed in the misssion/campaign file. Or I have every time to select a particular skin for a particular mission/campaing manually? Then what is this setting in the mission/campaign Brief, namely "Player Mission/Skin"? It just shows the skin prescribed in the mission file or has to set this skin in the mission without manual selection of the same? It shows the skin, but when entering the mission, the skin is anyway "standard" or "default". Any chance to have any mod, which sets the skin prescribed in the mission file to avoid manual selection of the same every time?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Marat on September 04, 2018, 05:42:40 AM

(https://s15.postimg.cc/58sogc24b/518.jpg) (https://postimg.cc/image/ak7l11o6v/)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Meaker on September 13, 2018, 06:22:18 AM
Just a quick question,I have recently got back into iL-2 1946,have installed a clean V 4.12.2m,have then installed the Modact 5.30/AI Flyables and JSGME Mod options along with the JSGME Mod options patch.

The game runs fine,all the controls figured ok,but my question is..........Do I require to install the latest Buttons into this,or has the Modact 5.30 been updated with the latest Buttons file ?

Sorry for the long winded approach to asking this,but I thought it would be better to inform those that can answer this,what I have done so far.

Many thanks
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on September 13, 2018, 07:23:46 AM
Modact 5.3 has suitable buttons included already, no need to install any others on top.

The ones listed in this thread...
https://www.sas1946.com/main/index.php/topic,97.0.html
... are for 4.10/4.11 only.

]cheers[
Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Meaker on September 13, 2018, 07:39:17 AM
Thx Mike......what would we do without ya ?   ;D
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on September 13, 2018, 08:04:55 AM
Have more coffee, for instance :P
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: loman on October 25, 2019, 12:47:40 PM
It does not work
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Gerax on October 25, 2019, 07:26:47 PM
loman, I see you're French. When you have problems with the English language just go here:
https://www.sas1946.com/main/index.php/board,203.0.html
make a new topic and use French to describe your problems.  ;)
There are Members from France who will help I'm pretty sure.

Please describe as exactly as possible what your problem is.
And provide the LOG please:

Read how to get the log here (https://www.sas1946.com/main/index.php/topic,13457.0.html), and the instant log here (https://www.sas1946.com/main/index.php/topic,19308.0.html).

Important: read here (https://www.sas1946.com/main/index.php?topic=39780.0) which part(s) from the log to post
and how to post it. (code option!)

When you want to post all lines of the logfile use pastebin, read here how to do this:
https://www.sas1946.com/main/index.php/topic,39780.msg627220.html#msg627220

Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: wave04 on April 20, 2021, 02:26:18 AM
As it turns out, nobody was seeding the torrent.
As it turns out, I can trick QBit into seeding the file that I actually downloaded from mediafire.
I doubt it'll make a big difference lol. But if anyone in the european timezone would like to torrent this file, I'm available.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on April 20, 2021, 02:39:17 AM
As it turns out, nobody was seeding the torrent.
I'm seeding with 2 machines, 24/7 since the torrent started.
The only issue with it is that the public trackers which we've used back then, are mostly offline. Currently there's just one tracker that can be reached. This is why we started our own Trackers (3 of them) for more recent Torrents.
Unfortunately Trackers cannot be changed on existing Torrents, so this ancient one will have to rely on what it is.
With some Torrent apps (µTorrent for instance) you can circumvent the Tracker issue by using a so called "DHT" mode (distributed hash table) which - with a little delay - will resolve Torrent Seeds even if no Trackers are up.

]cheers[
Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: tusyok on August 04, 2021, 07:27:06 PM
Sorry for the stupid question, but is this is SAS Featured JSGME Optional Mods for Modact 5.3x   
compatible with VP modpack?

I'm using Il-2 4.12.2m + VP Modpack for this version. Game just crashes when I'm enabling mod Water=4 (water=4 enabled in config.ini), Guncam Tracers by santobr.
Thank you,
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on August 04, 2021, 10:58:45 PM
is this is SAS Featured JSGME Optional Mods for Modact 5.3x   
compatible with VP modpack?
No.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Whifflees on September 18, 2021, 07:06:45 AM
Does it work in Windows 10
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Epervier on September 18, 2021, 08:37:24 AM
 :D
Why not?
Your 412 runs on W10, doesn't it?
All versions of IL-2 run on W10!
So why wouldn't the ModAct work?
 8)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: bomberkiller on September 19, 2021, 04:15:10 PM
Hello Whifflees,

my old IL-2 Sturmovik v1.0 near twenty years old, IL-2 Sturmovik v1.1, v1.2...

...IL-2 Forgotten Battles, Il-2FB1946 over #DBW, C.U.P and B.A.T.

runs perfectly under Win10 with all mods, cups, balls, candles, flags and garlands!

 ]cheers[

Gerhard
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Whifflees on September 28, 2021, 06:40:46 PM
Does it work in version 4.13.4?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Whifflees on September 28, 2021, 06:44:15 PM
Does the AI Flyable Pack in version 4.12.2 works on 4.13.4?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on September 28, 2021, 11:47:53 PM
Eh... no, of course not.

]cheers[
Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Whifflees on September 29, 2021, 01:07:18 AM
Eh... no, of course not.

]cheers[
Mike
How long does the AI Flyables Pack in 4.13.4 take?
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on September 29, 2021, 01:20:28 AM
Until hell freezes over.
Anything from TD beyond 4.12.2 so far proved to be the pest.

]cheers[
Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: bomberkiller on September 29, 2021, 05:29:21 AM
Quote
Anything from TD beyond 4.12.2 so far proved to be the pest.

I cannot react any differently on this matter ...:

(https://i.ibb.co/b1cSpMf/Achtung-Aetzend-bk.jpg)


                                           In english: Warning: Corrosive product!


.                               (https://i.ibb.co/WGWRgXT/Haegar-Hau-weg-den-Humpen-cheerst.png)
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Whifflees on October 09, 2021, 05:04:52 AM
Eh... no, of course not.

]cheers[
Mike
It works with Modact 6.40 no joke!
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: SAS~Storebror on October 09, 2021, 09:29:48 AM
That's just by accident then.
And I'm quite sure it'll break a couple of things, but nevertheless, my regards for giving it a try yourself 8)

]cheers[
Mike
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Kelso on October 09, 2021, 10:41:43 AM
Eh... no, of course not.

]cheers[
Mike
It works with Modact 6.40 no joke!
It works, it works. I have been using it for a long time.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: KeruBoii_86 on January 05, 2022, 08:18:12 PM
How to make a camera shaking? Because I love those effect.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m [4.12]
Post by: Ol Willy on June 21, 2022, 06:43:29 PM
Does anyone has air.ini that you get after installing Flyables? Mine got "damaged" during some bug hunting
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: FL2070 on June 21, 2022, 07:50:59 PM
Does anyone has air.ini that you get after installing Flyables? Mine got "damaged" during some bug hunting

AI flyables doesn't modify air.ini. The file you're looking for is the air.ini included with ModAct 5.3. You can find it by opening "SAS_Modact_5.30_for_IL-2_4.12.2m.exe" with WinRAR.
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Epervier on June 22, 2022, 04:54:40 AM
... You can find it by opening "SAS_Modact_5.30_for_IL-2_4.12.2m.exe" with WinRAR.
Or with 7z !
Right-clic... Open archive...
Title: Re: SAS Modact 5.3 for IL-2 4.12.2m
Post by: Ol Willy on June 22, 2022, 12:45:26 PM
Does anyone has air.ini that you get after installing Flyables? Mine got "damaged" during some bug hunting

AI flyables doesn't modify air.ini. The file you're looking for is the air.ini included with ModAct 5.3. You can find it by opening "SAS_Modact_5.30_for_IL-2_4.12.2m.exe" with WinRAR.
Thanks, got it sorted out