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I was recently running 4.11.1 and the game worked just fine. Then I installed HSFX 6. I was sure I had installed it into the correct folder and located the JSGME mod enabler then activated the HSFX history Mod. When ever I activate the History mod it deletes my il2fb.exe file in my root directory so I go ahead and drop another .exe file in there and the game starts as stock. I had no mods on previously and it was a clean 4.11.1.
To the best of my knowledge I think HSFX 6 alters the il2fb.exe file to get it to work but for some reason it keeps deleting mine. I have tried reinstalling several times and I am running windows 7. I have tried several other things like running the game administrator mode and trying to run it as a different OS compatibility with no luck.
Has any one had the same problem and found a solution? I would appreciate any helpful insight.
Frst off Both of these mods could be used in earlier versions of HSFX. I just want to know if they can be used in this version.
Is there a skin mod for HSFX 6.0?
Something about a Corsair MkIV having a ETO default camouflage skin when in a PTO map.
Is there a map mod for HSFX 6.0?
I want to be able to change the camouflage for some maps from summer to desert so proper default skins show up for the map (theater) since we don't have a specific camouflage setting for the Pacific or CBI.
-)-MAILMAN-
When flying the Corsairs I notice no stage 3 supercharger is available when the Expert Mode is enabled in JSGME. Is this a mistake?
With Expert Mode disabled in JSGME stage 3 supercharger is available.
Stage one was always equivalent to Neutral Blower
Stage two was always equivalent to Low Blower
Stage three was always equivalent to High Blower
-)-MAILMAN-
I've installed HSFX 6.0 and ran it. Then I used JSGME to activate the HSFX history mod. When activated, the game won't run a mission. When I select a mission and try to load it, nothing happens. Usually a small window appears showing the percent loaded, but that doesn't even appear. When I disable the hotory mod things work again. No other mods have been enabled yet.
Any thoughts?
UPDATE: forgot to disable my MODS folder. Once I did that things started working.
F-14 Tomcat For VSF
You might need to click on the photos to enlarge.
Coming soon
Deutschmark
Yes, i knew this is my username(look hahaha! :lol: :lol: ) but i think if i am going to start a thread. this is a thread about the Famous SR-71 Blackbird. if anyone of you knows this speed demon, post here!. it is ok to post screenshots of games with the SR-71
Again I have tried to put the P35 into HSFX6.0 and have included the DIFF mod for 4.11 but the game still crashes at 60 - 70%.....can anyone tell me what I need to do to get it working. I have put the P35 folder into the mods folder and made the adjustments to the air ini and weapons files but it still will not work.
regards,
Sentinel.
Version is 2.4.6, released on Saturday, June 23, 2012
Changes for version 2.4.6
Bug Fixes and new features:
1, Added prop splash to boats and submarines.
2, Added friend foe functionality to vehicle war mode, to ground weapons and to scripts.
3, When vehicle or weapon has "axis_allied" = 0 it will attack or be attacked by any side.
4, When vehicle or weapon has "axis_allied" > 0 it will attack or be attacked by vehicles with different side.
5, Boresight position on hud shows true boresight when free hud is used.
6, Improved bump on roads and runways.
7, Ground weapons can be added in scenery design mode.
8, Ground weapons are aimed better if guided weapons are used.
9, Added joystick axes for flaps and air brakes.
10, Saving and loading of joystick schemes.
11, Reverse mode detected correctly in boat when throttle set to reverse.
12, Increased number of weapons, smokes, pilots to maximum of 24.
13, Increase number of components, cargo items, view points to maximum 64.
14, Added barrel animation to weapons, using barrel_a.x file with 30 frames animation.
15, Support added for png files loading with transparency.
16, Cargo dialog checks vehicle changes and updates itself.
Please report any bugs here in this thread.
Deutschmark
--------------------------------------------------------------------
EDIT;
Hi John,
Ok, this is really so simple - and please quote me on the forum so everyone knows.
Each weapon ( look at the aa_gun i attached with the update ) has a value of "axis_allied"
this value is zero if not set, and any value you set if you wish on the weapon.cfg
1 [axis_allied]
Each vehicle has a value of "axis_allied" this value is zero if not set,
and any value you set if you wish on the vehicle.cfg
2 [axis_allied]
Now, for each situation where there is one side attacking another side, like one boat shooting another,
one boat being shot at, ground weapon shooting a plane, scrip engaging other target, etc..
There is a simple rule, take the value of "axis_allied" of one side, and compare to the value of the other side,
if one of these is zero then - attack is ok, war is ok, engagement is ok,
if one is not equal to the other then - attack is ok, war is ok, engagement is ok,
if both are equal and not zero - no war or shooting allowed between sides, you will see a message
[name of vehicle] stop shooting we are on the same side.
===============
barrel_a.x
actually it can be any number of frames, as you can see this is a looping animation of the barrel recoiling including one shell expelled.
This animation loops once per shot, and can be controlled by a value of
120 [barrel_fps]
Which is the rate in frames per second of this animation which loops when weapon fires.
The animation can include the barrel, the hammer, shells, anything really, you can use it
instead of barrel.x or in addition to it, showing only the parts that move.
--------------------------------------------------------------------
So in short its this;
0 [axis_allied] not set will shoot at all.
1 [axis_allied] axis will shoot at allied
2 [axis_allied] allied will shoot at axis
---------------------------------------------------
barrel_a.x is made in max like a gear X file or a engine X file with any number of frames and parts.
--------------------------------------------------------------------
I have made a EDIT to explain a little better axis_allied and barrel_a.x file.
Now available at A & A Paintworks:
http://www.axis-and-allies-paintworks.c ... p?view.536
It's been about a year or so since I last skinned anything for public release, so I figured I start things off again with a bang. This skin pack is made specifically for Claymore's FW190 mod, which is EPIC. It dragged me out of semi-retirement to pick up the pixel paint brush again. Enjoy, everybody!
Cheers,
KC
Hello guys,
I've heard a HSFX update should be made " soon " to make it compatible with latest 4.11 IL2 Patch.
As I installed HSFX over a latest updated game, it don't work so I wait for the new HSFX version..
any ETA ?
Thanks