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Author Topic: VP Modpack Discussion  (Read 68465 times)

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Fish40

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Re: VP Modpack Discussion
« Reply #516 on: August 31, 2016, 02:31:01 AM »

Trying to enable the Maps from DBW. I know I need to remove the "-" from the all.ini file. My question is how? I get warned about two files with the same name (all.ini) Do I need to remove the other all file? Unclear how to proceed. Thanks for your help.
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vpmedia

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Re: VP Modpack Discussion
« Reply #517 on: August 31, 2016, 02:40:18 AM »

So far, really enjoying this mod! Since I'm new to 4.12 and Mod Act 5.3, I have a question. I managed to install a couple of mods by re nameing the file, and makeing sure the folder structure was correct. I simply dropped them in the #SAS folder, and they work. Do I disable a mod by simply removing from the folder, or is there another method of deactivation? Also I noticed a couple of possible glitches. First, in the single Luftwaffe missions, the first Fw190 missions (not A-8 or D-9), has a graphical glitch where the Kilometer reading on the Altimeter is "whited" out. The Hundred meter scale is there, but not the Kilometer. Also, I set up a Russian campaign. I noticed a bunch of "new" campaign choices (new in 4.12?) which were not there in 4.09. I tried one of these only to have a blank screen (no map, breifings,ect) come up. The campaigns I recognise work fine. Sorry if these are newbish, already answered questions, but like I said, I am a newbie to 4.12 and Mod Act. Any help or info is appreciated. Thanks.

tell me which campaign and post your dgerror.log file contents please

about the Fw-190 altimeter bug, I need to know which subtype and I'd welcome a screenshot if possible ;)

vpmedia

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Re: VP Modpack Discussion
« Reply #518 on: August 31, 2016, 02:42:23 AM »

Trying to enable the Maps from DBW. I know I need to remove the "-" from the all.ini file. My question is how? I get warned about two files with the same name (all.ini) Do I need to remove the other all file? Unclear how to proceed. Thanks for your help.

By default you got all.ini (reduced map set, only best maps) and you got -all.ini (full DBW set).
If you want to have the full DBW set remove old all.ini and rename -all.ini to all.ini.

Fish40

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Re: VP Modpack Discussion
« Reply #519 on: August 31, 2016, 03:33:35 AM »

So far, really enjoying this mod! Since I'm new to 4.12 and Mod Act 5.3, I have a question. I managed to install a couple of mods by re nameing the file, and makeing sure the folder structure was correct. I simply dropped them in the #SAS folder, and they work. Do I disable a mod by simply removing from the folder, or is there another method of deactivation? Also I noticed a couple of possible glitches. First, in the single Luftwaffe missions, the first Fw190 missions (not A-8 or D-9), has a graphical glitch where the Kilometer reading on the Altimeter is "whited" out. The Hundred meter scale is there, but not the Kilometer. Also, I set up a Russian campaign. I noticed a bunch of "new" campaign choices (new in 4.12?) which were not there in 4.09. I tried one of these only to have a blank screen (no map, breifings,ect) come up. The campaigns I recognise work fine. Sorry if these are newbish, already answered questions, but like I said, I am a newbie to 4.12 and Mod Act. Any help or info is appreciated. Thanks.


To "deactivate" a mod, or make it so the game will not "read its files", you just simply place a - (minus sign) in front
of the folder... example.... -Aircraft_Fw-190_Versuchen_412
If the Mod is of an airplane, you must also remove (erase) out of the .ini files the lines that belong to that particular aircraft.

In this particular folder I have posted (as an example) there are 4 aircraft inside... Fw-190 'Versuchen' Prototypes V-13, V-18, V-29 and V-32
So you must look into the "READ ME" files which came with each airplane download and remove the lines from...
* AIR.INI *
* PLANE_RU.PROPERTIES *
* WEAPONS_RU.PROPERTIES *

You may keep the SKIN folder with the airplane name in the game, but you will not be able to use those skins stored inside, but
you can still keep them in the game with no problem.

You must also do this to any other "mod" you install... vehicles...ships...etc.etc...If you want to make it DE-ACTIVATED,
you must remove the entry lines it may have on all ini files.


~~~~~~~~~~~~~~~~~~~~~~
As for the campaign and missions, I cannot help you on this matter. Each mission or campaign is different and it is up
to the individual who created them to make them work properly. Some may be missing some things. Sometimes this happens.

As for the airplane Mod which may be missing some parts in it , or is not functioning well, I suggest to look into
the section where that airplane was first made available and look into the posts already made. That way you can
make any additional upgrades and improvements that aircraft since it was first released.
- There are always new upgrades being made when people discover a new fix for them and sometimes VPmedia may not
be aware of all the new upgrades.
So you must check on your airplanes from time to time and mod your personal game to your pleasure.


    Thanks for the info Max. My issue is not with modded AC though. The A-4 series of Fw 190 has the Kilometer portion of the altimeter missing, as in no texture. The rest of the altimeter is showing and functioning. These AC are stock I believe.
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Fish40

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Re: VP Modpack Discussion
« Reply #520 on: August 31, 2016, 03:36:53 AM »

Trying to enable the Maps from DBW. I know I need to remove the "-" from the all.ini file. My question is how? I get warned about two files with the same name (all.ini) Do I need to remove the other all file? Unclear how to proceed. Thanks for your help.

By default you got all.ini (reduced map set, only best maps) and you got -all.ini (full DBW set).
If you want to have the full DBW set remove old all.ini and rename -all.ini to all.ini.


     Thanks VP. I kinda thought that was the procedure, but was unsure. Thanks again. Love the Mod!
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Fish40

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Re: VP Modpack Discussion
« Reply #521 on: August 31, 2016, 05:06:00 PM »

So far, really enjoying this mod! Since I'm new to 4.12 and Mod Act 5.3, I have a question. I managed to install a couple of mods by re nameing the file, and makeing sure the folder structure was correct. I simply dropped them in the #SAS folder, and they work. Do I disable a mod by simply removing from the folder, or is there another method of deactivation? Also I noticed a couple of possible glitches. First, in the single Luftwaffe missions, the first Fw190 missions (not A-8 or D-9), has a graphical glitch where the Kilometer reading on the Altimeter is "whited" out. The Hundred meter scale is there, but not the Kilometer. Also, I set up a Russian campaign. I noticed a bunch of "new" campaign choices (new in 4.12?) which were not there in 4.09. I tried one of these only to have a blank screen (no map, breifings,ect) come up. The campaigns I recognise work fine. Sorry if these are newbish, already answered questions, but like I said, I am a newbie to 4.12 and Mod Act. Any help or info is appreciated. Thanks.

tell me which campaign and post your dgerror.log file contents please

about the Fw-190 altimeter bug, I need to know which subtype and I'd welcome a screenshot if possible ;)


                  Thanks VP. I tried to start a Russian Campaign, one of the AAW, Baltic Front. Red Banner, Byelorussian front campaigns. I set up a pilot, and when I pressed start to generate a mission, I got the mission screen, but no map, no AC, plus all the mission info fields (weather, armament, ect) were blank. Mabey thinking these maps are the DBW set that is not activated, therefore the issues. At least I hope that's the problem. An easy one to fix. Activate the map set. As for the Altimeter issue I posted about, it concerns the Fw 190 A-4's. In a nutshell, the Altimeter is all there, and functioning, except there is a white, textureless area where the Kilometer readout should be. The hundred meter scale is there, but no Kilometer. Thanks for your assistance.
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vpmedia

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Re: VP Modpack Discussion
« Reply #522 on: August 31, 2016, 09:24:12 PM »

did you add the dgen stuff to your conf.ini?
wheres the log??

bergkamp

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Re: VP Modpack Discussion
« Reply #523 on: September 01, 2016, 06:02:43 AM »

Hi VP, just a couple of questions. I am enjoying your modpack and essentially keeping your pack in vanilla form without overloading it with additional mods. I am in the process of enhancing a campaign featuring the Westland Whirlwind and noticed that this plane is not yet included. I have added this mod:

https://www.sas1946.com/main/index.php/topic,37163.0.html

and wondered if you have any plans to include this in future.

I was also in the process of adding mobile flak units to the scene and in particular the SdKfz 10/5 flak38 and noticed that you still have the old stock model


https://s15.postimg.cc/4hcvwfxor/2016_09_01_at_09_39_27.jpg

From CUP/TFM412

https://s17.postimg.cc/9zxncc43j/2016_09_01_at_09_34_50.jpg

Again, I don't know if you have any plans to upgrade and I'm not sure if I should ask the question here, but I'm darned if I can find the mod that upgrades these vehicles. The new models first appeared in TFM412. Thanks for any help

Regards

Bergkamp


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citizen67

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Re: VP Modpack Discussion
« Reply #524 on: September 01, 2016, 06:32:20 AM »

Hi VP,
just a question: is Checkyersix's Command and Control Mod included in this modpack or not?

Thanks
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max_thehitman

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Re: VP Modpack Discussion
« Reply #525 on: September 01, 2016, 08:13:42 AM »



I was also in the process of adding mobile flak units to the scene and in particular the SdKfz 10/5 flak38 and noticed that you still have the old stock model

..... but I'm darned if I can find the mod that upgrades these vehicles. The new models first appeared in TFM412. Thanks for any help

Regards

Bergkamp

You may be able to find some of these upgraded 3d-model versions in the following download...
#TFM412-36-Assets - https://www.sas1946.com/main/index.php?topic=40015.0

In the following SAS1946 forum sections you will also find hundreds of other new add-on goodies for the game...
https://www.sas1946.com/main/index.php/board,221.0.html
-
https://www.sas1946.com/main/index.php/board,93.0.html


Although VPmedia has already included many of them into this VP-Modpack package, some may be missing.
Try to understand that, there are hundreds of models which some people never had in their game and
VPmedia cannot include them all right away, because there is not enough time in our daily lives to be doing this
work everyday. I sometimes work 10+ hours a day  :( and even I cannot find enough time to enjoy
this game more.
I am already sending VPmedia all the new version models to add into this VP-Modpack as fast as I can paint them and
make them work good.
It would be best that we help each other and try to upgrade our own personal games.

Slowly (but surely) I am already upgrading all my vehicles + buildings and also including "dead" versions for them, which were
never made before. This work takes time and cannot be done overnight. It is ALOT of models.
I have to do alot of testing in the game to make sure all work properly and that they look good.

Apart from the cool airplanes I also enjoy very much seeing these vehicles in the landscape.

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SAS~Poltava

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Re: VP Modpack Discussion
« Reply #526 on: September 01, 2016, 11:22:44 AM »

Hi VP,
just a question: is Checkyersix's Command and Control Mod included in this modpack or not?

Thanks

It isn't, for the very simple reason that the 4.12 version of the game isn't compatible with the C&C Mod, which builds on version 4.10.
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Messer

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Re: VP Modpack Discussion
« Reply #527 on: September 01, 2016, 11:52:15 AM »

Unfortunately, I have to confirm it doesn't work with 4.13. I will try some tests based on my left-over knowledge of manually editing mods form years now bygone but I doubt I'll manage to get it going. :/

So, roll-back to 4.10 and manually patch to 4.12.2 or keep stock... decisions, decisions...
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