*** New Version AutoDiffFM+ for HSFX6 or SAS-ModAct4 (Jan 4th 2013) ***
Since the release of the v4.10m when Team Daidalos decided to encode the buttons with a different keyword, diverse problems arised due to that fact. Old planes, old buttons, former FMs required to be adapted, recoded to the encoding demanded for v4.10m.
The strangest thing is what we know, that from v4.11m they decided to come back to the original keyword. So all the buttons and different FMs we made should be translated again.
To avoid any of these problems and due to the fact that I was kind of sick of it, I decided to make a DiffFM independent of the version.
So: you have buttons in v4.101 it will work, buttons in v4.11, it will work. Some planes having DiffFMs from v4.09m, they will work. New planes from v4.11 with DiffFM they will work too.
To wrap up, the buttons from gui/games can be in any possible format (of the two known to the moment). The individual FMs for planes in development (inside the plane MOD directory) can be in any format too.
For development, I set up a new feature, that at least for me showed to be very useful. I established the next setting in Conf.ini
[Mods]
PALButtonsPrefix=
That is the default, and for that you don't have to add anything to your Conf.ini, but if you do something like this:
[Mods]
PALButtonsPrefix=test.
Then your game will try to load the FMs from files starting with test. (in this example). So if you have files named:
test.buttons (in the typical gui/game folder), the FMs will be loaded from there and not from your stable buttons, so you don't have to backup anything important.
The same is valid for individual FMs. If in the directory where you have the F4 Phantom you add a file like this:
test.F4E (under the same example of before, this FM will be loaded preferably to the F4E)
In case there wasn't any "test." FM file, the normal ones (including buttons) are loaded.
Credits to the author of the original DiffFM. As far as I know it is a work of Sani.
Regards,
Pablo
PD Updated on Jan 4th 2013:
The people of HSFX6 decided to encode the FMs of their Expert Mode in another format. So finally I added that function to this new versionNew AutoDiffFM+ for HSFX6 or SAS-ModAct4 (v4.111 with Jets support):Download AutoDiffFM+ for HSFX6 or SAS-ModAct4 from hereMy MOD which reads FMs from any version making easier try earlier plane MODs in newer versions of the game, etc. This version is only for HSFX6 or SAS-ModAct4. It will not work in plain v4.111 because requires the classes for Jets support.
New Features:
- Fully compatible with HSFX6 Expert Mode
- Reads 3 Encoding types: 4.10, 4.11 and HSFX6 Expert Mode
- Supresses some irrelevant information that plaged the log in original DiffFM
- Adds extra log information on fails (useful to identify problems of buttons in 60%CTDs, eventual explosion in the air due to problems with .emds, etc.)
PD Updated on Apr the 21st: the 4.101 version is a DBW DiffFM only. It includes the extra features for Jets, etc., as developed by SAS Team. Theorically it will work in UP3 too but not in a Vanilla or standard MODded v4.101.
The v4.111 of the MOD, is not DBW compatible (we still didn't have any DBW for v4.11). So it will work giving you the chance to add any MODded plane (with buttons of any version) to your v4.11 game. It doesn't mean that all will work flawlessly because some other details could be a problem in some particular cases, but most of the MODded planes of v4.101 will work in v4.11 with this one. Old AutoDiffFM for plain v4.111 (will not work fully with HSFX6):Download Old AutoDiffFM for plain v4.111 from hereEDITED:
Former version of AutoDiffFM compatible with HSFX6 Expert Mode made by chrisgibon:For those who want to use the expert mode HSFX6 after adding new aircraft I slightly modified the AutoDiffFM mod from Benitomuso.
Download link: https://www.mediafire.com/?e682g4cwn7xcvgu