It's indeed strongly advised to call ALL armament folders, including Aerial Mines and Aerial torpedoes with names beginning by _! so they load before other mods.
There is some mystery bug about the flying B17F in SAS Modact 5.30.
It is supposed to be part of the in SASmodact 5.30 AI flying planes, however when I wanted to make the new cod files for torpedo equipped planes, it did not appear as flyable in my installation, till I included the hashed file of the B_17F.class - that I extracted from the SAS Flyable AI Classes - in the folder called !_AerialTorpedoesCods, so as to make the plane appear as flyable.
What makes things stranger is that, after checking my installation (Vanilla 4.2 + SAS Modact 530), it appears that the Flyable AI Classes folder, containing this same hashed file, was already presentboth in my mods folder (#SAS) and in the jsgmemods/#SAS_Flyable AI Aircraft/#SAS folder, being (supposedly) activated by JSGME.
And indeed, after testing, this folder appears in my mods (#SAS) folder after being activated in JSGME, and disappears when desactivated through JSGME.
All the other Flyable AI work fine - this one is a problem.
Then I ran classcheck utility in my mods folder, looking for multiple example of the hashed B17F.class (B428F156CF51BBE4) - it appears only in the !_AerialTorpedoesCods folder and in the Flyable AI Classes folder. Strange.....