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Author Topic: SAS Engine Mod v2.6RC Final  (Read 204128 times)

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mojojojo

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #84 on: February 28, 2012, 02:40:24 PM »

its a long story...
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BT~Tarik

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #85 on: February 28, 2012, 02:42:27 PM »

...and along way to mars too  :D you should rather have set catapult boost = 25000 you yould have got closer to it  :P
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mojojojo

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #86 on: February 28, 2012, 02:49:14 PM »

haha. the idea here is that CatapultBoost doesnt matter as much as CatapultPower and CatapultPowerJets.
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mikejr

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #87 on: February 28, 2012, 06:15:55 PM »

Hi all,

I'm afraid what looks like a brilliant mod and a fantastic amount of effort is a total no-go for me.  :(

I run 4.10.1 on Modact 3.06 with the latest buttons: 9.7 at the time of writing.

Crash on 100% mission load from QMB (either scramble or air-start) in any a/c. It's a CTD: "IL-2... has stopped working" and barely anything in the log to suggest the cause ::) Tried  western0221's (I think) hotfix and still fails. I have disabled Plutonium effects, PAL Smoke trails, all other AI mods and also disabled any potentially conflicting class files but this is a stubborn one.  >:( Claymore's recent 190 pack includes a full throttle smoke mod which might conflict I guess and there are also these FOV mods that I have: https://www.sas1946.com/main/index.php/topic,19698.0.html and https://www.sas1946.com/main/index.php/topic,16878.0.html which work in unison well. For now I'll have to stick with the nowadays predictable and horrendously moveable and always-faster-than-you-even-in-a-jet AI.  ???

I really love the AI in 4.11 and hoped this mod would at least bring some of this until there were enough mods for 4.11 to force me to upgrade.  :'( Anyway back to the point. I can post a screenshot of the mods in my #SAS folder if you wish.

I am hoping the "-" at the front of this mod's folder can soon be removed! ;D Given the current interest I'm sure this will eventually reach 'maximum compatibility' like all other SAS 'mass mods'.  :)

All the best,

Michael.
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Badmuthafunker

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #88 on: February 28, 2012, 07:52:02 PM »

Same here Mike. I've tried every combination, with the same crash. And nothing of apparent relevance appears in my log either.
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mikejr

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #89 on: February 29, 2012, 03:25:38 AM »

Ah, well that makes me feel a bit better :D

Let's hope the pros get on to this :)

Michael.
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mojojojo

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #90 on: February 29, 2012, 02:17:35 PM »

remove ALL other catapult, AI, friction, etc., then try
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mikejr

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #91 on: February 29, 2012, 04:28:38 PM »

I'm afraid I disabled all my AI mods and I don't have any catapult or friction mod's installed at all. :(
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western0221

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #92 on: February 29, 2012, 11:31:50 PM »

My bug is fixed.
Newer Hotfix is here ttp://www.mediafire.com/?cp9puqlqbd21bc4

This is latest hotfix for catapults.

*EDIT*
Anto's v2.5 at this topic first post contains this Hotfix.
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mikejr

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #93 on: March 01, 2012, 06:55:36 AM »

Already tried that, still nothing.  :(

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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #94 on: March 03, 2012, 02:32:57 AM »

I'll be posting a new version hopefully in the coming week, which will include western's fixes.

As for people having troubles after trying all the suggested fixes, there is only so much we can do. For a long time I avoided releasing a ModAct version of this, as it is practically impossible to provide 100% support for it due to the infinite permutations of installs people may have. Indeed this mod fixes a lot of conflicts, but undoubtedly it will create a few more.

So please hang in there for the next version, but please don't be disappointed if I can't make a version that fits your install.
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western0221

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.4 Public Release
« Reply #95 on: March 03, 2012, 05:48:07 AM »

EVERYBODY REMEMBER!!!
for the catapult to work, you have to set up a mods section in the conf.ini
it should look like this:

No.
Nothing is needed to write in conf.ini.

Today's Carrier MOD's cataputs work in Default parameters very well for both WWII time and Vietnam war time, for all reciplos and early Jets, late Jets.

Writing optional parameters in conf.ini is needed when you want to change catapult working from Default like "prohibit AI using catapults".
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