Aces High

IL2 Add ons => Group Level Mod Comments => Topic started by: _AH_DarkWolf on July 07, 2008, 10:21:07 PM

Title: Other squadron level mods
Post by: _AH_DarkWolf on July 07, 2008, 10:21:07 PM
  I thought I'd start this thread so we had a place to discuss other possible mods we may want to look into as a squadron. Heres some that I've been looking at the last couple days.

  One is the Hurricane IId.  It's a version of the Hurricane that was widely used in North Africa and the far east in the anti-tank role. It has only two .303 machine guns, but carries a 40mm gunpod under each wing. You have the loadout option of Armor Piercing or High Explosive ammunition. The basic a/c is a hurricane, so we have a proper cockpit for it. It has it's own flight model and installs as a new a/c, it does not overwrite anything else. I think this a/c would be really usefull for creating missions in the above mentioned theatres.

  Second is the Beaufighter Mk.X. We've talked before in missions about how the Beaufighter we have is the australian version. The Mk.X was the definitive version used by the strike wings of Coastal Command in the ETO. It has two additional .303 machine guns in the right wing, a rear gunner and the ability to carry mixed loads or ordinance. ie. torpedoes and bombs, torpedoes and rockets etc. As with the hurri IId, we're dealing with an a/c we already have the cockpit for. I'm not certain of the accuracy of the gunners position or whether it's taken from another a/c, but I think the gunner's seat is less important. This Beau is the same as the hurri in that it installs as a new a/c. This a/c could be usefull for the anti-shipping missions many of us have made on the norway map.

  Another mod I like is the Malta map. It has a chunk of Sicily running along the top, with the Malta and Gozo down near the middle. So far I'd say this map is quite well made, the size of the island and the various airfields look good. The map comes in 3 different levels of detail to accommodate less powerfull computers. The medium version has nice detail without being much more of a performance hog than the normal version. I think this map has great potential for some fun missions and even the basis for a campaign. Installation was easy, you just point the installer to your 4.09 install.

So I'd like to suggest that we consider the above mods. These are mods that we'd all have to have in order to use them, so we'd have to decide as a group. I think the biggest step was going from 4.08 to 4.09 modded, adding these additional parts is simpler.
Title: Re: Other squadron level mods
Post by: _AH_Col._Hogan on July 07, 2008, 10:44:49 PM
I don't know if this will be the official voting thread, but if it is,  then ,.............................WHOOOHOOOOO!!!!.......................S!
Title: Re: Other squadron level mods
Post by: _AH_Duff4r on July 07, 2008, 10:50:27 PM
Good Idea Dark! ....and to think that Skat said....ahh never mind  :lol-053:

The Malta map is excellent.  I'm betting the "Gonz" votes for this.

Planes are excellent.  I have these installed but to avoid conflicts (-) their folders.

Anyway.  I think we should!

duff
Title: Re: Other squadron level mods
Post by: _AH_Gonzo on July 08, 2008, 02:38:34 AM
I'm in for the Hurri IID, the Beau X, and the Malta map.

One minor note about the Malta map: While there are a few minor errors in airfield positions and runways available it is still the most accurate theatre map available in the game.

I'd also like to point out that there is a skin pack available that allows other aircraft types to be substituted for Italian aircraft (Mostly bombers) that operated in the Med ToA.
Title: Re: Other squadron level mods
Post by: _AH_Moggy on July 09, 2008, 12:32:19 AM
~S~ all:
Here is a list of the a/c mods that I've installed and tested:

1.  Hurricane IID
2.  PBN1
3.  Ki-46
4.  H8K1
5.  AR_196A3 (to be used as various IJN recce float-planes)
6.  A5M4
7.  Ki-21 (both I & II)
8.  C-47

All of them were test-flown and appear OK to me. 

Note that I haven't installed any of these in my 4.09 game yet.  They're all in a special "modded" version of 4.08.

Moggy
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on July 11, 2008, 02:20:25 AM
S~  Thanks for the report, Moggy.

  Has any other testing been done by any one on the planes in the list?   how many other guys have some or all of those planes installed?

     are any of the planes in this list already in the game or are they all brand new planes that have not been in there before?

   just wondering about missions  that have been previously built.. if they were AI only before, is there going to be a problem there?    that and, you know.. all the little things that we eventually came to see as problems in the last round when extra planes were made available...  actually i don't expect there to be much trouble if we all have them.. better safe than sorry though..     

  other less technical comcern is..and it's not directly related to extra planes so much as all of the stuff we've been adding.. how many files will a new guy joining the squad have to DL and install to catch up? seems like it's getting to be about two days worth of it so far... 

the way things are going i'm thinking we'll need to have a semi regular schedule for adding stuff..maybe every new moon.. update the download package that you'll need..  just kind of thinking out loud..   seems like coming on every other night and having to install something  we'd lose a lot of fly time.  On the other side.. the additions will bring a lot of new variety  to the game.. especially for the guys that like to build the missions.. new planes.. new maps..  woo hoo!    and for that we all need to have the same files installed...

i don't have room on my disc for another game folder right now.. maybe in a couple months i'll add  a drive.. and that might help get the testing done a little more quickly.. but for now.. please be patient and don't add the newest stuff unless you've got space for a new folder.. or don't mind  deleting and reinstalling if something should happen to not work for you.....       
Title: Re: Other squadron level mods
Post by: _AH_Duff4r on July 11, 2008, 02:41:50 AM
S~

We really haven't had much issue as of late but here's a good thing to do.  Reports say it works and has worked very well for quite some time now.  Get it: Online_Spawn_Bug_Fix_v3 (http://allaircraftarcade.com/forum/downloader.php?file=Online_Spawn_Bug_Fix_v3.exe)

Here's the whole thread: http://www.allaircraftarcade.com/forum/viewtopic.php?t=3922 (http://www.allaircraftarcade.com/forum/viewtopic.php?t=3922)

Duff
Title: Re: Other squadron level mods
Post by: _AH_DarkWolf on July 11, 2008, 01:51:04 PM
Hmm, I wonder if that would fix the issue we had last night with the mrz_Malta map. In dogfight mode, once there were a certain number of guys spawning in at one paticular field they would spawn in, bounce and crash to the ground and go kablooie. Not a huge issue for us since our main interest in the map would be for COOPs.

On the topic of the mrz_Malta map, we had 16 or 17 guys flying it last night in dogfight and COOP modes. I think it went pretty good. Only one person had an issue with not being able to select a home base in the dogfight, but he was fine in COOP mode. The main issue I've seen so far is the level of detail in the Valetta area. The high and medium detail maps are quite rough on fps. The standard version, though FAR less detailed was MUCH better on the fps. There seems to be an odd drop in FPS when looking towards the western tip of the island from certain distances.

I see your point about how much a new member might have to download BB. Consider this too, if we're always running a version of the game with a bunch of required mods it's gonna be hard for any non member to join our games period.  Unless we add the info on every potentially required mod running in our COOP room name :

AH COOP - 4.09 - mrz_Malta map - BoB channel map - Hurricane IID - Beaufighter Mk.X - Typhoon - X-Wing - etc.

So we'll always need a 4.08 or unmodded 4.09 install to insure compatibility with the greater Il-2 community. Either that or lay off the recruitment officer.  :surprised-041:

DW
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on July 11, 2008, 03:02:19 PM
S~.. i was getting severe frame rate drops over malta even in the low res version.. at times, when i got far enough away from the island it would go up to almost normal.. but less than ten frames  when i was close to parts of the island..same thing DW was seeing.. look straight ahead.. 50 frames.. look left towards the island.. 14..  turn left and look straight ahead .. 7 ... after turning left and now looking right.. 50...  looking straight up i was up to 87 if i was over the water.. looking up if i was over the island.. 50 if i was lucky..  usually looking up i can get a max frame of 90+ no matter what's under me. 

haven't seen that same kind of thing in the slot maps.. unless it's over a city..  i've seen this same thing in some of the 408 maps.. palm trees or berlin i think it was.. couple others places, but it wasn't quite as severe as the malta map frame rate drops...

Title: Re: Other squadron level mods
Post by: Foxbat on July 11, 2008, 06:56:23 PM
S! I built a coop mission on the medium level Malta map and did some testing on it. There are some areas on the map where you will see some pretty big frame rate hits. Its due to the detail on the objects and towns on the map. If you combine that with some added flak more planes and other things in a large coop, it becomes pretty rough to play. I have a decent machine but I fear that some of our guys with older systems might not even be able to fly it. I am going to try out the low level map and see if its much better.
One thing I gotta say is that I wish we could somehow look at this stuff a little closer before people just start putting it in. If you want to put in new planes maps etc thats cool but don't put them in the main 409 folder until its been hashed through with some testing. 
In this way it won't ruin a nights flying experiance with constant delays with problems? Just a thought. Also been testing 408 vs 4.09.
On my machine there is no question that 409 flys smoother with better FPS. I have checked that both versions are setup the same and 409 runs better. Since we are allowing the 4.08 mod to be run during our campaigns why don't we just run 409 for these? Along with that fly them on our lowest ping server. Rgaa has an excellant connection with a hot rod machine and if he is available to host these it could really cut down on lag and lost connections during the mission. I know that guys spend alot of time getting prepared to fly these and it is a major bummer when they lose connection or lag is bad. Maybe we could connect via ip and bypass HL for them too. We tried that before and everyone commented on how much better the game played. Just looking for ways to improve is all.
Title: Re: Other squadron level mods
Post by: _AH_Col._Hogan on July 11, 2008, 09:44:25 PM
Here is southern Italy, Greece, Chezch, Yugo and North Afrika from Tunesia to Tobruk......................S!


http://picasaweb.google.com/Col.Hogan1910/BOB
Title: Re: Other squadron level mods
Post by: _AH_DarkWolf on July 11, 2008, 10:27:05 PM
I'm sure you'll notice a HUGE difference around Valetta with the standard version of the map, Fox.

I see what you're saying too. Last night, we probobly got kinda lucky that we did'nt have any huge problems with so many people installing the mrz_Malta map. We should'nt expect every mod of this nature to go so smoothly. If we keep doing like we did last night, it will bite us in the butt sooner or later and a bunch of guys will have to reinstall. In future we should try and test the mods in a more limited fashion at first.

We should be VERY carefull of installing any BETA, WIP or any mod that modifies stock aircraft.

DW
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on July 11, 2008, 11:47:53 PM
Quote from: _AH_DarkWolf on July 11, 2008, 10:27:05 PM

If we keep doing like we did last night, it will bite us in the butt sooner or later and a bunch of guys will have to reinstall. In future we should try and test the mods in a more limited fashion at first.

We should be VERY carefull of installing any BETA, WIP or any mod that modifies stock aircraft.

DW


S~ yea.. we probably should have talked about this at the meeting, and then posted something to that end.. maybe in a thread called meeting notes in the general discussion  .. but then again..even if we did take the time to do that... some how i  think enough guys would ignore it  so that it wouldn't make any difference anyway.. :happy-026:
Title: Re: Other squadron level mods
Post by: _AH_crash on July 11, 2008, 11:57:54 PM
Well... my 2 cents worth is that I agree with DW in excersizing a little caution in installing new mods and maps. It seems the door is wide open since we went for the 4.09b install to just grab and install whatever mod or map each single member is interested in. I'm just a little worried that becomming a "mod squad" is (as DW said) going to bite us all in our collective asses someday when we find half of us can't play with the other half.
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on July 12, 2008, 01:10:48 AM
S~..  we all agree that new stuff (that works) is a lot fun.. the new stuff adds to the game.. but there is definitely a trade off  for it.   more frustrations trying to get into the air.. more restrictive as to who can join our games... which diminishes the recruiting pool.  And.. in my humble opinion.. new members are way more fun than any game add on that i've seen or ever expect to see.

    We could do a lot better with the add ons if we didn't shoot from the hip so much. The stuff everyone has to have.. not the dust mods and the like..

I almost feel like when i join comms i'm gonna be immediately hit the DL and install of the day.. ok j/jk it's not that frequent... yet.   but it's not beyond the realm of possibilities..   

we've got at least half a dozen guys that like installing the new stuff and seeing what it is..and  always have a back up game folder..  and if it's not so good.. it gets deleted..  then there's the good stuff.

  For example.. you install a new plane and map..  and you want to share your joy of the new cool stuff.. so you get a couple other guys to install it.. so a map is built  and a room opens for  checking frames, spawns, surges, etc...  so far so good.. that's how it should start.. and we do that..   but that's usually where the trouble starts.. guys that show up want to join in.. and the answer is always.. sure why not.. get the DL  here.. and away we go..  lots of waiting and false starts.
 

  test flights should be short .. 10 minutes?.. looking for a specific bug or two.. then it should end..make some changes try something a little different with it.. no need for test flights to be 45 minutes long...  and if any one comes on that doesn't have it..even though it just takes a minute or two for some to DL and install... finish that one test.. if he's got a back up folder.. and volunteers...and is ready  by the time the next one is up .. and no one else has shown up .. go again if with  ya want. but don't expect guys that show up to volunteer to DL and install something they're hearing of for the first time.

if there's an add on of interest to you.. and it works.. well  we're all going to need it to fly the mission you're gonna build for us with it.. or probably  more accurately,  already have built for us...cuz you love us... or is it hate?... anyway..

post a link about what it is and where we can get it. .. and plan a night or two ahead...just a a little bit of time.. a day or two.. i think we could  alleviate about  half of the file transfer and install wait time,  and the  trying to rush frustations  and miscues.   

  open a room with the version we already have.. and....   and give us two days to get it downloaded and installed before we are graced with the goodness of  the awesome new stuff   you've helped us to get..... would stop the Rush of What? where? i'm trying to get it done in a hurry.. o @#$#$% i deleted it...gonna DL it again.. and so on..

 
  does that sound reasonable?         

     

   

   
Title: Re: Other squadron level mods
Post by: Foxbat on July 12, 2008, 06:55:24 AM
Quite reasonable. Ok now can we fly our campaigns in 409? I mean the next one we start anyways hehe.
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on July 12, 2008, 02:30:59 PM
S~.  I believe a 409 Slot Campaign is in the works right now..   


Title: Re: Other squadron level mods
Post by: _AH_DarkWolf on July 12, 2008, 09:26:31 PM
I have the feeling we'll start flying the Euro Campaign in 4.09 at some point, but I think we should get a little more time under our belts with it first.

DW
Title: Re: Other squadron level mods
Post by: _AH_Duff4r on July 13, 2008, 04:42:40 AM
Not only reasonable but.....prudent.

I agree,
Duff
Title: Re: Other squadron level mods
Post by: _AH_Jack on July 13, 2008, 06:01:46 AM
From what I've seen in the 4.09 mods, the aircraft seem to be a bit more stable.  The new maps are a nice breath of freash air.  I'm all for a full transition to 4.09. 
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on July 13, 2008, 02:56:39 PM
S~. from what i've seen.. the Add on planes are going to cause the same problems we had before in the ready room if some guys have them and some don't..

   saw the newly flyable PBY show up as player Flyable in a mission that was built when it had originally been AI only.

So please install the add on planes ( and maps) into a test game folder until it's agreed to that it's worth the time and trouble for everyone to get  it.

the maps.. i really like the new maps.. except for the frame hits over parts of some of them.. quite severe in some spots.
Also have seen a game crash from installing the malta map..  Was a minor problem  only because they had a back up and were able to replace the corrupted file in a jiffy.. well done, Gonzo..

If you're gonna install new stuff... Keep back ups! install it into a test folder so it doesn't cause delays when ten guys are ready to fly....  be a little patient til it's tested by a half a dozen guys, then post a link in the Add ons links thread so the rest of us know where to get it.... then give everyone a couple days to get it.

  the stuff that's paid for and official is buggy enough... so don't expect the free stuff to be bug free..   

 















 
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on July 15, 2008, 02:37:16 PM
S~. Seems a bug has been uncovered in the 409b1m installation..

  so far it has only appeared on a dogfight map.. it happens to be the combat qual.. which was built in 408...

  the landing craft in the river were placed on the map as enemy,  but when the room is hosted, those enemy boats convert theirselves to friendly.. BUT when the map is opened in mission builder ( in 409 b1m).. they are still enemy.. host the game and shoot those same boats and you'll get a friendly kill..  has anyone seen any fixes for this horrible map destroying bug?

 
Title: Re: Other squadron level mods
Post by: _AH_DarkWolf on July 15, 2008, 10:06:28 PM
It's not a 4.09 thing, it does the same thing in 4.08.  It's not all the landing craft either, just some. Some of the trucks on the road as well. I did a little testing and found it's the home base "sphere" thats turning these things friendly.

(http://img148.imageshack.us/img148/3706/ccxu6.png)

Tighten it up so it does'nt encompass those objects in the valley, and they will be enemy.

DW
Title: Re: Other squadron level mods
Post by: _AH_Duff4r on July 15, 2008, 10:32:30 PM
Good catch DW!  That's why you get the big bucks  :happy-112:
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on July 15, 2008, 10:33:32 PM
S~.. interesting..    thanks for the info, DW.. i'll try that..   i originally had those circles  as small as they would go, but then i was having trouble getting the base to stay as a  home base..   

  update!.. yes it was my map making incompetence that did it.. i hastily added those ships and vehicles after i heard a lot of guys saying they were over the river and didn't see any landing craft.. then posted the mission for download.. i've replaced the available download with the new and improved version... now with less rat. .. welll.. there is some rat.. ok it's mostly rat really.   
Title: Re: Other squadron level mods
Post by: _AH_Col._Hogan on July 15, 2008, 11:02:41 PM
Here is my in game new oil splash, and i'm bleeeeeeding......................S!

http://picasaweb.google.com/Col.Hogan1910/IL202/photo#5223379652987934450




*this post has been moved  the NON squadron level mods thread.
Title: Re: Other squadron level mods
Post by: _AH_Spardog on July 16, 2008, 03:29:17 PM
Man, I visit a mouse in alligator land for a few weeks and after reading all the posts regarding 4.09, add-on maps, plus add-on mods that are required to fly (which may cause frame rates to drop in top-of-the-line PCs to 70+ fps), it appears that I may have to buy another computer in order to fly with you gents in the future.  :surprised-041:

Spar



Title: Re: Other squadron level mods
Post by: _AH_taldrg on July 16, 2008, 10:31:38 PM
~S~ I feel your pain Spar. I dropped a grand for a new PC with all the up to date bells and whistles and have not, because of all the things you mentioned, flown one min. since I got the thing home but not all is lost. I ran up 20 wins in a row in Free Cell.
Title: Re: Other squadron level mods
Post by: _AH_Spardog on July 16, 2008, 11:16:33 PM
S~ 

20 Wins!  :cool:

Your ability to always look at the bright side of things is only one of the things I admire about you, TD.

Sad to hear that you have not flown 1 minute since spending money just to keep up in order to fly with friends (a thousand bucks is a lot of money for us retired folks on fixed incomes). 

I fear that we may be left behind with all this "we must have the latest/greatest mod" installed, and using the latest dll set, and/or running nearly-the-fastest video card on the market in our PC to be able to fly in a GAME.

Since I have been back Monday, the boys in AH are always in an AH 4.09 coop. Alas, I have been using my flight time in civilian aircraft in Microsoft's Flight Simulator 10 (FSX). 

Spar 
Title: Re: Other squadron level mods
Post by: _AH_Jack on July 16, 2008, 11:41:41 PM
Spar and TD,

The only mods that affect game play with others are the new maps, which don't use any more processor or memory than in 4.08, unless you're flying on a very highly detailed version of the map.  I am steering clear of those maps (ie. Malta, high detail, which has abouta1001 objects in the city) when building coops now. 

You don't need new clouds, less, dust, new planes, bursts of flame from the exhaust headers on startup, or tire screeches on landing.  Those only affect an individual players' view within his own game.

Spar, you were suffering slide show mode before any of the new mods came out.  Taildrags old PC simply fizzled out.

I've sent both of you full copies of my 409mb1 game.  I personally packaged them up and mailed them at my local post office this morning.

The install will require a simple creation of a new, empty folder that you can name whatever you like, and then copying the data from the 409mb1 DVD into the new folder.  You can then create a shortcut for your desktop for off-line play, and point Hyperlobby towards it for on-line play.  When ready, I'll be pleased to help both of you with that.  It's easier to walk you through verbally than to type the three steps to qhuickly switching versions in HL.  You don'e need a swithcher.
Title: Re: Other squadron level mods
Post by: _AH_Jack on July 16, 2008, 11:43:39 PM
Crap!  I need to proof read before I hit post.  I apologize for the poor grammar.
Title: Re: Other squadron level mods
Post by: _AH_Spardog on July 17, 2008, 12:27:25 AM
S!

Jack, that is GREAT NEWS! 

Yes, I was in slide-show before 4.09 so when I read in a post that frame rates on people's PC were being reduced, I became really concerned that my PC was not fast enough with its 1.8 GB CPU.  After following tweaking tips from the guys, my fps increased from 10-12 average to an average 25-30+ and 40+ looking up at the sky, and I feared that I would be back to the low range again with 4.09 installed with mods.

I am really looking forward to being in the sky with you gents once again.  The missus was complaining that I was becoming really grouchy since returning from Florida.

Again, Jack thanks for the information...
:happy-112:
Title: Re: Other squadron level mods
Post by: _AH_taldrg on July 17, 2008, 03:40:33 AM
~S~ Jack. I put a chair across the road by the mail box and except for important things I will in that chair till the mail man arrives.
Title: Re: Other squadron level mods
Post by: _AH_Col._Hogan on July 17, 2008, 04:40:43 PM
All units be advised, we need to get those boys in the air........S!
Title: Re: Other squadron level mods
Post by: _AH_Col._Hogan on August 02, 2008, 03:40:11 PM
S! Gents,

Here is the latest improvement for Normandy.

Check out the screenshots here,

http://allaircraftarcade.com/forum/viewtopic.php?t=5498&start=0

Thoughts?

Title: Re: Other squadron level mods
Post by: _AH_Spardog on August 02, 2008, 04:51:30 PM
Will that additional incidental eye-candy (castles, factories, trucks, train yards, etc.) in the mod map cause additional lag?
Title: Re: Other squadron level mods
Post by: _AH_DarkWolf on August 02, 2008, 10:10:50 PM
I've installed that map and poked around on it. I don't think any of those new areas are large enough to cause any frame rate problems.

DW
Title: Re: Other squadron level mods
Post by: ODB_Duck on August 03, 2008, 01:09:02 AM
I wondered if any of yall were usin any of this stuff. I didnt see any harm in it and I copied my 4.08 game so ive got a stock 4.08 and 1 with mods enabled. I made a coop with the Avenger in it which is something I always thought the game was missing. I made a post about it in our ODB forums, and an ODB member who plays America's Army with us, but is not ODB in hyperlobby basicly dogged me out and said anybody who uses these things are cheaters and will never compare to the real long time players and fans of IL-2. And as most of you who have known me for awhile probably guessed I basicly told him id get him a spoon so he could eat my @$$. Anyway, im glad to see other people are using some of this stuff, I dont see what it hurts to use stock AI planes with cockpits added to them like the Avenger in private coops amongst friends. Everybody and their brothers had AIs enabled in cfs2. Ill try to catch up with yall on some of these missions in the hyperlobby.
Title: Re: Other squadron level mods
Post by: _AH_Moggy on August 04, 2008, 07:25:30 PM
Hey Duck!

I'm not speaking for the squadron here, just adding my .02 & voicing how I see it.  I used to be against any of the aircraft mods way back but have since come round to seeing some real benefits to including some of 'em.  The ones I have installed are not in my stock 4.08 or 4.09 game folders;  they're in special "modded" ones.  Putting any of 'em in your stock folders causes slotting problems in coops.

As far as the squad adding them (again, speaking only for myself here), I'd guess that that will be a ways down the road.  It's been a task getting everyone here past each "Go" around each mod install board, and adding another batch at this exact point in time might not (IMHO) be good timing.

But I do agree that adding some (like the Avenger), even though they have fake cockpits, might add something to the game down the road.  My guess is that we'll keep this one on the back burner for now, though.
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on August 05, 2008, 05:47:14 AM
S~.

  Some of the additional planes will eventually  be added into the mix.  The early testing is going pretty well with them.  But more is needed.  The new sideways skin oddity may be in some way  related.. as i was typing this in it came to me that the guys i've seen with those screwy skins seem to be the guys that have been testing the extra planes... might just be my imagination,, or it  could be some odd combination.. no dust + Flames + a certain plane.. maybe it doesn't have anything to do with the extra plane..   

I'm in no rush to add planes.. i see them coming down the road though..they're not too far off...  but i don't want to add them just because they're available...and i don't want to add too many. and not before we've had more time to look for glitches.       
Title: Re: Other squadron level mods
Post by: _AH_Gonzo on August 05, 2008, 09:20:55 PM
Quotesideways skin oddity
Explained...Sort of!

A few nights ago I was testing a concept of Johnny's on the Battle of Britain 1940 map. While in the plane selection screen I noted that I could see more aircraft slots available than Johnny could... And he designed the mission!

In game everything appeared normal except that I was seeing Johnny's aircraft in a different "Sideways skin" even though he said he was flying default. Why?

When someone else entered the room they saw the same number of aircraft as Johnny did and also saw him in a default skin.

The aircraft being used for testing were:

Bf-109E (Stock AC)
Bf-110D (Made flyabl;e with sound mod)
He-111H-2 (Stock AC)
He-111H6 (Stock AC)

Spitfire MK.I (Addon aircraft)
Hurri Mk.IIb (Stock AC)
Hurri Mk.IIc (Stock AC)

After discussing the matter for a while we figured out the root of the problem.

While we all had the same aircraft installed, I had 1 modified file that Johnny who designed and was hosting the mission did not.

The Bf-110 C and D models that are made flyable with the sound mod DO NOT have a proper rear gunner and working gauges. When used in co-ops a player only has the choice of selecting the aircraft as pilot unlike the Bf-110G-2 that is stock with the game.

A fix for this is available at Allircraftarcade and adds working gauges to the cockpit and also creates an accurate tail gunner position that can be selected in the aircraft selection page. I have this mod installed in the game version I was using that evening.

The reason for the "Sideways skin" I was seeing is due to the fact that my game was seeing Johnny in a different slot. For example when flying a Bf-109 I was seeing him in a He-111 skin because on my aircraft list on the selection page that's where Johnny appeared to be.

From looking at and hearing the discussions about the mods available there is one thing I'm certain of; If we are going to use mods effectively then every one has to have the exact same mods on their online game. Even the slightest variation will cause the game to glitch.

That being said...here are the mods I'd like to see in use both for the sake of game play and for mission creation:

Beaufighter Mk.X
Spitfire Mk.I
Me-410 Hornet
Me-110C/D cockpit fix
Hurricane Mk.IId
Title: Re: Other squadron level mods
Post by: ODB_Duck on August 05, 2008, 11:13:48 PM
I think ive got that Hurri, I downloaded some thing called AAA mod pack v2.6, that was the only 1 I saw the Avenger in. Since the Avenger and B-17 were my 2 main interests I got it but it gave me a couple of P-36s, at least 3 B-17s, 2 avengers, 2 gladiators I think, the jap Claude, Jill, and Kate, and I dont know what all else. Ive got a coop I took 4 corsairs out of and replaced them with 4 TBF-1Cs and the TBF have 2 rear gunners and everything works fine when i set up a multiplayer coop, BUT I havent tried it with other players joining yet. BBQ got me set up with that switcher so I can go 408 to 409 and both with mods enabled or not too.
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on August 06, 2008, 07:02:44 PM
Interesting detective work, Gonzo..  i was seeing a sideways skin in a coop the other night.. can't tell you exactly what planes were in there, all in the game saw it as sideways, except for the guy flying it... there may be multiple things that can cause that..  the guy that was in the sideways skin is good about adding planes only to his test folder.. and not into his working game folder. so i'm wondering how that might have happened..

extra planes seem to be the toughest type of add on to manage effectively, but i wonder if there are other eye candy mods that might interfere.. i really don't know.. i have seen the sideways skin from time to time in 408 before we did any adding on of any kind.. it was usually the skin of the plane from the previous mission loaded onto the plane in the current mission.. happens on occasion.. fairly rare.. the new skin glitch seems to occur a lot more often.. 

    so far we're doing pretty good keeping most of the guys on the same page with add ons except for the eye candy mods... and a couple of guys ( there always seems to be one or two)  that just don't seem to understand testing does not mean add it to your working game folder and see if it causes problems... a separate game folder should be used for testing...   Don't know if that's causing issues or not.    i am still only adding mods that we all need to have to get the game to work when we all fly together.  i don't have the disc room for a test folder, so no extra planes.. and i'm not really that interested in  the eye candy stuff..  i think by the time we actually do get around to adding planes.. i'm going to add a second hard drive.. and make a copy of my current game folder for safe keeping.





 

Title: Re: Other squadron level mods
Post by: _AH_Col._Hogan on September 06, 2008, 07:31:58 PM
S! Gents,

Can't load and play 408,(on or offline). I reinstalled everything from scratch,(thx BTW BB) according to Johnny's post. The errors are map related, the default ones. It's just that I miss flying with my "coop heads" when you guys aren't around .

Do you think the prob could be the switcher?

409 is runnin flawlessly with the exceptoin of that A6M skin prob.

S!
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on September 09, 2008, 12:56:43 AM
S~.  Don't kow what it could be.. did you install from the disc and then patch to 408?  did you test launch at that point?

    is 409 is working, it seems 408 should.. but with that shot up A6m skin.. there's obviously something off.. and it's unique to your system..

not sure which switcher you're trying to use.. the switcher should replace the exe for the game and the files.sfs file.... and that's all it does.

when you say it won't run, does it load partway?  do you get an error? 
 

     
Title: Re: Other squadron level mods
Post by: _AH_Jack on September 09, 2008, 01:12:57 AM
Hogan, send me your address.  I'll send you a copy of the 1946 install disk, as well as the no CD file and the 4.08m patch.  It's been tested and works.
Title: Re: Other squadron level mods
Post by: _AH_Boosher on September 28, 2008, 11:26:40 PM
Just something I thought the squad might be interested in....

(http://www.777avg.com/screens/TorpedoOption2.jpg)

(http://www.777avg.com/screens/BombOption2.jpg)

(http://www.777avg.com/screens/Damage-2.jpg)

(http://www.777avg.com/screens/deva71.jpg)

the same people had also been working on several new Marks of the Beaufighter and a Japanese "Gekko."
Title: Re: Other squadron level mods
Post by: _AH_Moggy on September 29, 2008, 04:34:06 PM
S! Boosher:

Is that Devastator a payware add-on?  Where do we get it?
Title: Re: Other squadron level mods
Post by: _AH_DarkWolf on September 30, 2008, 09:17:33 PM
The thread at AAA is here, Moggy : http://allaircraftarcade.com/forum/viewtopic.php?t=8390 (http://allaircraftarcade.com/forum/viewtopic.php?t=8390)

DW
Title: Re: Other squadron level mods
Post by: _AH_Moggy on September 30, 2008, 11:21:05 PM
Rgr that.  AI-only.  Well, for a day I had my hopes up...
Title: Re: Other squadron level mods
Post by: _AH_DarkWolf on September 30, 2008, 11:40:23 PM
    I think the plan is to make it flyable, it just needs cockpits and what not else.

DW
Title: Re: Other squadron level mods
Post by: _AH_Boosher on October 02, 2008, 11:51:58 PM
Also - The Slot version 1.2 is now out. I suggest we consider whether or not to upgrade from 1.0 to 1.1, then to 1.2, as it fixes some bugs in terrain and weather.
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on October 03, 2008, 12:05:07 AM
S~.. we can talk about it at the meeting this sunday.. .. have any of our regular testers tried any of the new versions  of the slot map  in their test folders yet?



   
Title: Re: Other squadron level mods
Post by: _AH_Boosher on October 08, 2008, 05:11:33 AM
Another one - this one I ABSOLUTELY think we should adopt. The U-2VS/U-2UT/Po-2 mod not only allows us to fly the U-2VS, like we can in game, but also gives it its own cockpit and uses the D3A Val's gunner to give us the gunner position. Since we already have the U-2VS as flyable in the 9.3 sound mod, I think it would be good to complete the aircraft. It also opens up a whole new series of possibilities for missions, including direct MG fire support for infantry at the front lines with the rear gunner.

I've been doing some testing of it, and I think it's great as is, though there are a few snags -
1. Pilot is a little too high in cockpit, leading to the same clipping of the top wing that we see currently with the I-16 pit.
2. Compass doesn't work, but so long as we have the speedbar heading, we should be okay.
3. Mixture and Throttle levers aren't animated, though this isn't terribly important to me. The stick and pedals move fine.
4. Adds a landing light to the left wing.

The U-2UT is a trainer version, and has two flying cockpits, though I don't think it works in multiplayer. Still, it's fun to fly around in the trainer. The link to the thread at AAA is here (http://www.allaircraftarcade.com/forum/viewtopic.php?t=4167&postdays=0&postorder=asc&start=0), and the direct link to the download is here (http://files.filefront.com/AS+U+2+Planesrar/;10196403;/fileinfo.html).

Testers, try it out. I, for one, vote adopt!
Title: Re: Other squadron level mods
Post by: _AH_Moggy on October 08, 2008, 09:27:51 AM
CRIKEY!

Normally I'd say "you've got to be kidding!" (while ROTFL).  But, you have to admit, Boosh has passion for this thing.  I like passion.  Thus, I'll jump onboard (and will probably be the only one here).  Hell, if someone here's got that much feeling for an aspect (or plane, or whatever) of this game, I say let's give him a chance. 

I'm in.

Moggy 
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on October 08, 2008, 02:00:07 PM
S~.  we'll need more input.. but  isn't the U2Vs the plane that can't be shot down if there is a live pilot in it unless you shoot the pilot?  or did i misunderstand that when i heard it?   


 
Title: Re: Other squadron level mods
Post by: _AH_Boosher on October 08, 2008, 05:17:38 PM
Actually BBQ, it's the same whether it's an AI pilot or a human pilot, and it's only if you're using light MG's - .303's, etc... .50 cals and 12.7's take them out fine as do other higher caliber weapons. Provided you're a decent shot, the .303's do just fine.

There is no change in the flight model. What this does is give the plane its own cockpit and adds the gunner as a slottable position - using the D3A gunner. IF you want, and this would solely be for single-player, not online, there is a separate file which gets rid of the gunner completely and makes it a trainer aircraft. I'll just reiterate below -

There is NO flight model change, no damage model change. The plane gets its own cockpit which is much more akin to the one it actually had, and adds the gunner slot.
Title: Re: Other squadron level mods
Post by: _AH_BBQhead on October 08, 2008, 06:48:28 PM
S~.. ok.. thanks, Boosher.. i was thinkin it was one of those mod glitches.   
Title: Re: Other squadron level mods
Post by: _AH_Boosher on October 16, 2008, 06:56:15 PM
Just poking my head in to give an update:

There is a new version of the Spitfire Mk.I with some changes.

Also, the Silverplate B-29 (entirely new aircraft w/ new FM, so it does not affect MP) is now available for download. For those who do not know, the Silverplate modification was what the USAAF used to create a heavy bomber capable of carrying an atomic warhead. The plane, of course, has the necessary armaments of both Fat Man and Little Boy. I highly recommend you don't release them from anything below 6000 meters.
Title: AVENGER
Post by: _AH_Moggy on October 16, 2008, 07:18:13 PM
~S~ all:
Is there a way to download and install the TBF mod without having to install the entire initial bomber mod that it came out with?  I couldn't find a separate download on the AAA site.
Title: Re: Other squadron level mods
Post by: _AH_Duff4r on October 17, 2008, 09:12:55 PM
Guys,

Yes I have tried the Slot 1.2 with no issues.  I highly doubt that the maps will give us any flying problems.  It's more having everyone on the same page.

Yes the Spit MkI is now updated to Version 2.9 and She's a beaut!  New textures and a real reticule!  It installs over the top of any version and cleans up the install!!!  Remember you need the NEWEST AC_Installer 2.7, and...........Watch what sound Mod you select!  There are 6 possible choices.  Ours would be either the .093 OR...........the AAA MOD which is choice #6.  U been warned!!

What I wish is that we stick to the Unified Installer.

Yes there are a few mods that can be added that won't hurt anything like the min-map and the SpeedBar MOD, but still I think the way to go is JUST install the Unified Installer and then upgrade it as the upgrades are released.  Keeps us all on the "same page" yet moving along the higher road.

What do ya think?

Duff
Title: Re: Other squadron level mods
Post by: _AH_taldrg on October 17, 2008, 09:37:41 PM
~S~  You take the high road Duff and I will try to follow ya.