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Author Topic: SAS Engine Mod v2.6RC Final  (Read 204190 times)

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SAS~Anto

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Re: SAS Engine Mod v2.6RC Final
« Reply #408 on: June 06, 2013, 01:36:48 AM »

Ah righteo, seems that an outdated Catapults.ini was included in the 4.101m folder. Nice catch guys, I'll update the first post to reflect this :)
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redfox

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Re: SAS Engine Mod v2.6RC Final
« Reply #409 on: June 06, 2013, 02:02:23 AM »

Thank You Dinga

Hadn't seen that topic....

1st question asked for months and assistance given straight away....what a great community....

Cheers Redfox
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Whiskey_Sierra_972

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Re: SAS Engine Mod v2.6RC Final
« Reply #410 on: June 06, 2013, 11:09:26 AM »

Hi Anto!

Sorry to bother!

Any chance to have a compatible version for Heinkel He-111-H22 V1 carrier of the specific assembly planes classfile YT2 have modified here https://www.sas1946.com/main/index.php/topic,31076.msg382076.html#msg382076 ?
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SAS~Anto

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Re: SAS Engine Mod v2.6RC Final
« Reply #411 on: June 06, 2013, 11:32:14 PM »

Wasn't aware of a bug with this mod, but can be looked at, cheers.
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yt2

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Re: SAS Engine Mod v2.6RC Final
« Reply #412 on: June 07, 2013, 12:22:15 AM »

Add permission to run the engine aircraft He-111-H22 (if he has a weapon FZG76).

In file "Maneuver.class" add:

Quote
if(actor != War.getNearestFriendAtPoint(Pd, (Aircraft)actor, 70F))
                            if(actor instanceof G4M2E)
                            {
                                if(War.getNearestFriendAtPoint(Pd, (Aircraft)actor, 70F) != ((G4M2E)actor).typeDockableGetDrone() )
                                    flag4 = false;
                            } else if(actor instanceof HE_111H22)
                            {
                                if(War.getNearestFriendAtPoint(Pd, (Aircraft)actor, 70F) != ((HE_111H22)actor).typeDockableGetDrone() )
                                    flag4 = false;

                            } else {
                                flag4 = false;
                            }

Although you may need additional adaptation code rocket FZG76 on how to run its engine.
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Whiskey_Sierra_972

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Re: SAS Engine Mod v2.6RC Final
« Reply #413 on: June 07, 2013, 01:45:05 PM »

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Gaston

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Re: SAS Engine Mod v2.6RC Final
« Reply #414 on: June 07, 2013, 03:02:40 PM »

Nespresso ?
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sphantom

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Re: SAS Engine Mod v2.6RC Final
« Reply #415 on: June 07, 2013, 03:12:59 PM »

A hot cup of coffee and a smoke sit back and contemplate.
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SAS~Storebror

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Re: SAS Engine Mod v2.6RC Final
« Reply #416 on: June 08, 2013, 11:25:46 AM »

There's a new hotfix available in first post which should eliminate Null pointer exceptions when trying to disable missiles who's carrying aircraft gets destroyed, in which case previously the effects could stay "floating" in the air.

Best regards - Mike
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SAS~Tom2

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Re: SAS Engine Mod v2.6RC Final
« Reply #417 on: June 10, 2013, 07:44:58 PM »

Not sure here (Win XP, Quad 2.8 and 3 Gigs of RAM aka lower end system), but it seems to me with or better due to either the last engine mod or the last Jet Era version  :-\ (both patched) I get a tad less FPS.
Other than that no issues. :-\
Regards and thanks..

Thorsten
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Whiskey_Sierra_972

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Re: SAS Engine Mod v2.6RC Final
« Reply #418 on: June 16, 2013, 09:57:59 AM »

Not sure if this could be related to this mod too....

https://www.sas1946.com/main/index.php/topic,35005.msg384166.html#msg384166
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Wulfy

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Re: SAS Engine Mod v2.6RC Final
« Reply #419 on: June 18, 2013, 06:40:55 AM »

Sorry is this was posted earlier but there seems to be a conflict with plutonium. If I load it over plutonium,buildings stop burning. Under, and when i want to toggle missiles or toggle loadout realease size, the game crashes.

DBW 4.10.
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