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Author Topic: SAS Engine Mod v2.6RC Final  (Read 204246 times)

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Letome1

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #180 on: August 04, 2012, 08:41:10 AM »

Im just new in this forum and in modding IL-2 Sturmovik... i actually just followed the instructions and the problem comes up when i load a mission.
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Letome1

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #181 on: August 10, 2012, 05:31:47 PM »

Oh, Now it works, but now after I load a mission, it loads but the game crashes after i move the plane a few meters... ::)
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liampo

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #182 on: August 18, 2012, 04:58:25 AM »

problem.

game starts up ok but when i enter battle , error ! any fixes?
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western0221

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #183 on: August 18, 2012, 05:00:24 AM »

problem.

game starts up ok but when i enter battle , error ! any fixes?

Do this
https://www.sas1946.com/main/index.php/topic,13457.0.html

and paste your error log.lst here
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liampo

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #184 on: August 18, 2012, 05:05:23 AM »

problem.

game starts up ok but when i enter battle , error ! any fixes?

Do this
https://www.sas1946.com/main/index.php/topic,13457.0.html

and paste your error log.lst here
so copy :[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=
SAVE=
LOG=1
LOGTIME=0
LOGFILE=logfile.log
LOGKEEP=1

into conf.ini then what?
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liampo

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #185 on: August 18, 2012, 05:07:04 AM »

so paste the error that comes up when i start battle on this post?
 
this is the error:

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liampo

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #186 on: August 18, 2012, 05:23:29 AM »

problem.

game starts up ok but when i enter battle , error ! any fixes?

Do this
https://www.sas1946.com/main/index.php/topic,13457.0.html

and paste your error log.lst here
im confused  :( can you personal message me?
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USN_Slider

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #187 on: September 01, 2012, 03:45:39 PM »

Hey Guys, have all installed... SAS 3.06, 4.101 install.... Game freezes on arrestor hook catch with prop planes and/or catapult chock-in.... In flight is fine... NO PROBLEMS!!!  AI do not seem like the ones in 4.11, but could test more... Others are having these issues, so just wondering if new version will fix them or is there something I'm missing...

Is this mod for single player or co-ops/Online ???

Thanks,  S!
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benson

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #188 on: September 22, 2012, 10:12:43 AM »

Like a few others here I've tried this superb looking Mod but my game loads to 100% and then freezes. In desperation I want to try Certificates AI Mod enabled with JSGME which I'm very familiar with. Can anyone tell me the folder structure to do this? Thanks in advance.
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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #189 on: September 22, 2012, 10:41:51 AM »

Game freezes at 100% then crashes suggest that you have installed a patch incorrectly. The AI Engine Hotkeys Carriers mod contains Certs AI mod with improvements, so no need to install it as well.

I suggest reinstalling your game up until DBW1.71 or to ModAct 3.06 before testing this mod again.

@Slider: It is for whatever you want.
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benson

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #190 on: September 22, 2012, 11:25:11 AM »

Ok.Thanks for your answer. I'll give it a go. :)
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SAS~Anto

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Re: SAS AI, Engines, Hotkeys & Carriers Mod v2.5 Public Release
« Reply #191 on: October 06, 2012, 12:08:50 PM »

Hasn't been many updates regarding this mod but thought I'd let you know about the progress with current beta. Here are the most recent developments/beta notes:

- Entire game flap system redone. Based on kumpel's original customizable flap mod, this has been expanded significantly to create new flight model parameters to allow you to define as many stages of of flaps as you wish. The code also shows the correct flap setting (in degrees) on the HUD. This was required to remove a major compatibility bug with the MiG-21 project
- Fixed problems with engine statup for some engine types (e.g. Rotary)
- Added level stabilizer as a flight model setting
- Added differential brakes as a flight model setting
- Cleaned files
- Deleted class AircraftHotkeysAlt as it is now redundant.
- Support for aircraft with 8 engines added.
- New engine starters. There is now a new variable in engine models called 'Starter' which allows you to define a starter motor type. You can choose "Inertia" (two types, traditional and "Bosch"), "Manual", "Electric", "Cartridge" and "Pneumatic".
- Engine startup and windmilling behaviour tuned. No long will you see aircraft with rediculously long shutdown times. With exception to a few aircraft variants, all aircraft have a more realistic windmilling time.
- Engine cut-out on prop-strike added. When the windmilling code was introduced, it had a side-effect of causing engines to continue to run for a while after a prop strike (even after hitting ground). Now engine shutdown occurs almost instaneously.
- Auto DiffFM by Benitomuso added.
- 'No Open canopy' for high-speed jets on carriers added. Prevents aircraft such as F-4 Phantom from opening canopy before take-off. Adapted from code by wasted and western0221
- Airbrake period parameter added. In flight model can now define how long it takes for airbrakes to deploy.
- MiG-21 flap positions added to AircraftHotkeysAlt.
- Added custom ejection seats code (for use with MiG-21 and future JetWar versions)

Coming in future betas:
- Western0221's climate mod to be merged
- New afterburner code
- Shifting of some supersonic code from aircraft classfiles to core classes
- Missile selection
- Conversion to 4.111m (already begun)
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