Monty,
Question on activating each mod and what it should look like.
The first set of mods to be activated
1) PAL Cockpit Sounds - Goes in fine
2) SAS Small FX Collection - Goes in fine (should I use this, or Gurner FX, or use Gurner FX after all mods are installed from your above pack?)
3) TigerSoundsforDBW - Installs but requires an overwrite of the previous two mods. When this is done, both mods 1 and 2 are greyed out and Tiger stays black. Is this right?
4) SAS AI Engine Hotkeys Carriers - Same deal, this greys out Tiger but Engine Hotkeys stays black.
5) AIR_Schmittfire - Checked the actual file and this appears to be a SpitfireMkVbCAP. When this is installed, it stays black and Engine Hotkeys stays black. However, I do not see any versin of this Spitfier in the game when checking QMB. Should I be seeing a new flyable plane?
I am just trying to find out what I am doing wrong. This seems cut and dry/black and white on how to install, I just can't seem to get half of the mods to work correctly when I install them. I'll have 2-3 new planes installed, then install the next plane on the list and boom, I lose 2 of the 3 that were just installed, and not gain the new one. This happens a lot especially when I get to the Japanese pack. Thoughts?
Thank you,
Prog