Fantastic job with DBW 1.7 but I have a little problem PAL 6DOF doesn't work at all and I have to enable #DBW_6dofTrackIR_ClassFiles or my game crashes at 95%
Sorry I dont have this problem. We must see if it is reported by others also using 6dof proper. I myself use the 6dof mouse JSGME and that has not given problems.
Agracier: "Either install all the mods and stuff I would one by one into the clean 1.7 install? Or is it safe to try a time-saving, for lazy persons like me, update of my old 1.6 version in one go? The install notes apparently say yes, but a few of the members here seem to be experiencing ctd's in doing that ..."
I installed 1.7 over a modded version 1.6 and had CTD at 60%.
Disabled all mods in #DBW except of course XTD and STD. Game starts as if nothing happened.....

Am now in the proces of enabling one mod at a time to find the culprit.
Hail to Anto, Storebror, CirX, Lutz & HaDeS.
This is a tricky update for people with other mods. It is unfortunate but that is how it is. It is always good to disable all mods when doing an update, and test that your game works before re-applying your own mods. That way, the update will not be needlessly blamed for a conflict with something the user put in himself, and save some time. But then again, we are all cowboys and I also often try the "lets just do it and see if it works" approach fist before the cautious approach

At the first glance it looks like all is working well 
Only the gear Danage mod makes the game crash when starting. Disabled it and no problems.
Many thx to all involved, especialy for the keeping the new consolidated plane list like discussed here some weeks before
The gear damage mod is in my opinion one of the coolest mods ever, and once we have 1.8 sorted I will definitely ask the makers to look at making it for DBW.
Well, I have Plutonium V2.0 for DBW 1.6 in DBW 1.7 without isssue,
I have the same ... the latest version of Plutonium Effects works quite well in my 1.7. No issue with starting the game.
The installation of mod planes goes exceptionally well I find. No crashes so far ... all works great. have no iea yet how many new mod planes can be installed, but I was wondering if anyone knows if disabling any of the now stock plane (and corresponding stationary planes) will have any effect in keeping below the java limit ... Cause if it does have a positive effect, allowing for more mod planes to be added, then now is the time to start editing out some of the stock planes I would have no use for.
But if it won't effect anything in terms of java/classfiles, then there is little need to spend time on it ...
Yes, removing stock planes is very convaluted, since they tend to be referenced all over the place, and removing the ini's may not stop them loading their java at all, added to which they can cause severe and deep problems when the game looks for them and they are gone, like in some java classes, or in missions or campaigns. So generally speaking, removing stock planes is a no go. What can be done and is being done, is that mod planes can replace stock planes, since we no longer considder stock weapons, 3d, and FM as a sacred.
So how about those optional planes? Where do i find them and how do i install them because I'd really like the Bf-109F2/U back.
Edit: Never mind apparently it is still in even when the previously released list said otherwise.
Aaah, then you are in luck! the F2U was not removed!

However, to see what optional planes can be added back manualy by adding the lines back to the air.ini, stationary.ini and technics.ini (you only need the air ini one unless you want them available as stationary planes also), go to the SAS Modact 3 Documentation\DBW Build 1.7 Dox folder, and find the document called "Notes for Manual Updaters_Optionals Removed Lines.txt"
These can all be added back by just entering the lines. Their classfiles and properties entries are already in DBW, just dormant untill "ini'd"