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Author Topic: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)  (Read 161861 times)

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Tran Long

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #372 on: July 27, 2013, 09:28:17 AM »

AC-47 work fine,every things perfect if you use this version https://www.sas1946.com/main/index.php/topic,32003.0.html
AT-802U work fine too, just have a bug with tailwheel texture, at least you can have tiny blades. :)
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SAS~Storebror

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #373 on: July 27, 2013, 09:58:35 AM »

can you get this wind fix working and implemented to this fine SAS modact ?
Yep, it's done already and will be released with the upcoming next patch.
Thanks for pointing to that mod.

Best regards - Mike
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BravoFxTrt

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #374 on: July 27, 2013, 10:07:29 AM »

Oh very good  "Up coming next Patch"  Very Cool.
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SAS~Storebror

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #375 on: July 27, 2013, 11:57:41 AM »

New patches available in first post.
Please upgrade to Modact Patch 5.12 (all users) and AI Flyables Patch 5.11 (those who have the AI Flyables Pack installed).

For fixed bugs and known remaining ones, please check the Changelog at the lower end of first post.

Best regards - Mike
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LuseKofte

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #376 on: July 27, 2013, 03:52:09 PM »

I do not know if you need another mediafire but here it is: https://www.mediafire.com/?7t118an101ygpcc

Anyway this one means a lot to me, many thanks for your work Mike, I am very grateful :)
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BravoFxTrt

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #377 on: July 27, 2013, 04:08:40 PM »

Otto, the Planes Taxiing seem to work better too.
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LuseKofte

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #378 on: July 27, 2013, 04:16:00 PM »

I had some struggle installing maps, an dretextured maps. This is due to the objects. I have no time doing theat stuff right now. I be away for two weeks then I got one week at home before I go to Crete. Then two more weeks at work. Then I might find the time. I figured out the taxi and the random qmb missions and I will remake as many existing qmb I can eventually.
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BravoFxTrt

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #379 on: July 27, 2013, 04:24:38 PM »

Cool Otto, there is no hurry for me, I just like all your Missions.
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LuseKofte

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #380 on: July 27, 2013, 04:50:15 PM »

Well , thx buddy. But in order to use 4.12 as it should be used I have spent time altering the timing and spawn on QMB and campaigns. As soon you start taxi everything in the campaign and qmb is timed badly, the bombers or enemy comes too soon and so on.
To be able to use all futures of 4.12 there are already tremendous of work to be done on existing missions.
I want this last baby (or patch if you will :) )of mine to work properly
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BravoFxTrt

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #381 on: July 27, 2013, 05:26:14 PM »

Totally understood.  :)
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SAS~Storebror

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #382 on: July 28, 2013, 04:23:08 AM »

I want to remind/warn any one patching up to back up your Static.ini or other modded stuff.
Good point Bravo.

As a rule of thumb, I'd recommend never to directly touch any of the files in STD or XTD folder.
It's much more clever to create a flat copy of the required files in an own folder, e.g. "MY_INI" or the like. That way you're safe for future updates, too. You can always merge your modded ini and properties files after performing updates that way.

I do not know if you need another mediafire but here it is: https://www.mediafire.com/?7t118an101ygpcc
Thank you very much, I'll add that mirror to the first post immediately.

Best regards - Mike
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Mission_bug

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #383 on: July 28, 2013, 09:07:35 AM »

Hello Mike, thank you very much for the updated ModAct 5, I have not noticed anything odd since installing it. 8)

However, just a couple of issues I am having now and before the update, I wonder if you could shed some light on these. ;)

I get quite a lot of 'Mission loding failed:nul', could this be a problem with the ModAct or is it caused by the mod aircraft themselves?

The B-25TS and B-25TSstub are two mod examples but there is also the same issue with some of the Db series aircraft which are stock.

I have also started a new Stationary aircraft mod using the 4.12 dumped file you made available and I am getting some strange behaviour from some of the seaplanes. (Only happens with the stationary, in game aircraft are ok)

This is Matt's F1M in 4.12 with ModAct 5:



And the same mod in 4.11 with ModAct 4:



This effect of the float angle is not unique to this particular mod but also appears with the N1K as well, but not with the A6M-N machines which have the same kind of float array.  Seems strange both types are fine in modded 4.11.

In answer to a previous question on modded seaplanes in 4.12 you said something had altered that now stops them landing on water airfields as they should, could those changes to the way seaplanes are implimented in 4.12 also be causing this?

Wishing you all the very best, Pete. ;D
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