Hi, I'm having a bit of a problem getting the mod to actually do anything. Specifically, I can't seem to figure out how to activate it correctly so that it actually, well, activates.
I read through all the 29 pages and it seems to me that this is related to having a correct version of il2fb.exe (TrackIR 6DOF modified) in IL-2 root directory while having the 00_PAL-Stereo3D mod activated, but with no other 6DOF mod activated.
The way I've been trying to get this to work is this:
1. copied my unmodded 4.10.1 installation to ../IL2_3DTEST/
2. install HSFX on that directory
3. Activate HSFX history mod (5.0.1) via JSGME
4. Copy the il2fb.exe (228 KB, modified 13.4.2010 1:38) from ..\IL-2_3DTEST\jsgmemods\6DOF_Tracker_2_0_sHr\il2fb.exe to ..\IL-2_3DTEST\
5. Activate 00_PAL-Stereo3D mod via JSGME.
This results in, seemingly, nothing except regular HSFX with no 6DOF head tracking, nor anaglyph stereo, and mouse buttons+wheel don't seem to change any parametres, which leads me to conclude that the mod simply is not active.
The only thing I can think of is that I perhaps need some different, specific il2fb.exe than the one that comes with the 6DOF mod embedded in HSFX (6DOF_Tracker_2_0_sHr).
I have tried different configurations, but nothing seems to actually activate the 3D mod (although some configurations result in loading error at 95% in program start).
I couldn't find anyone having expressed a problem quite like this - people seem to have gotten the mod running quite fine. I can usually find my way around modding games, but this problem vexes me; the only relevant part in the conversation was about the 6DOF TIR modded il2fb.exe, which I am unsure if I have a right version of.
Some help would be appreciated.
EDIT: I found a solution - I had to drop the 3D mod into MODS directory of my mainline HSFX installation (not the 3D test installation), which I thankfully have due to using SAS ModAct in side of HSFX, but I should point out that most people using HSFX probably don't have it, don't know to even think of it, and JSGME didn't seem to work for activating this mod for some reason.
I don't know if I was doing something wrong with JSGME, or if the mod is simply incompatible with it, but maybe a slight revision on the readme.pdf would be required if the latter is true, since the PDF specifically mentions JSGME as a way to activate the mod.