New ui 1.2 aircraft manual install issues. - andqui - 15.10.2009
Not to sure where to put this..
I'm having some problems with some of the new planes that came with the UI 1.2.
I like to install all my stuff manually, and transferred the new objects and planes onto my current install.
The new F4U-1 and Seafires and C-47's work perfectly.
I made all the right entries in the air.ini, planes_ru.properties, and weapons_ru.properties, just like for any other plane. Any mod folder called P-38, B-25, or P-51 was transferred to my mods folder, and I've checked for any conflicts with anything prexisting.
I'm having the following problems:
1. Loadout issues on the B-25 strafers and early P-38's: When I select the B-25 in the QMB, the only loudout option avaliable is "Empty" for all 4 new versions. I can see the new model and etc in the arming screen, but can't select any loadouts. The P-38's are similar; I can see them in the arming screen, but in this case the only loadout I can select is "none."
2. I put the P-51's in the air.ini and the game loaded without crashing, so no problem with the FM or buttons.... but when I select the new Mustangs from the list, the loadout option is completely blank. There's nothing that I can select. When I go to the arming screen, I can't look at the model or even go to any of the 4 new planes.
This has me stumped. I've never seen this when I've tried to install any other aircraft before. I manually installed the other new planes, and they don't have problems? Does anyone know what's happening? Is there some prerequisite mod I'm missing?
- vtrelut - 15.10.2009
Just my 2 cents (did not try anything yet):
1) Copy the Motor class mod from UI 1.2 to your MODS folder (or something similar with MOTOR in its folder name, where there should be one hashed file inside).
2) Check out new loadout 3D files which maybe located in other sub-folders of UI 1.2. What you did is not enough, you need the new loadout models!
3) You are probably missing the new weapons' classes. Without all her weapons java classes, a new slot single-seat fighter will not show up, for sure... Look for a folder within the MODS folder of AAA UI 1.2, which has the word "weapons" in its name, and put it also in your own MODS folder.
Maybe 2) and 3) are actually mixed together, I don't know. In any case try to identify general purpose mods folders, such as weapons, and add them into your install.
Once you are done, may I suggest you upload a separate little pack which would make life easier for those who can't afford to download the whole thing just for this extraction?
- Thrud - 16.10.2009
the UI 1.2 installer wasn't designed to be picked apart. there are many dependant files in many different folders. If you have the knowledge of the file structure, please continue.
- andqui - 16.10.2009
I'm very comfortable with messing around with files. I'm just trying to figure out what I need to do.
I did transfer the motor mod and the US weapons mod and all of the zorin mods, sorry if i didn't mention it before.
So besides the weapon, zorin, and motor mods, can anybody think of anything that any of the new planes might use that I'm missing?
thanks for your help.
- Trooper117 - 16.10.2009
There are plenty of people on here who are more than capable with inserting manual instalations.. in fact many prefer to do so rather than rely on an installer.
He's simply asking for the relevant proceedure to be made available so he can get the install right.
- Birdman - 16.10.2009
I got all the UI1.2 planes working in my SAS based v4.09m final install (now SAS buttons 2.3 supporting UI1.2 content, and tne new MiG-15 and Sabre).
The loadouts are in AAA_weapons and US_weapons folders, so you need to copy those from UI1.2. With both of those installed, my new UI1.2 planes have all their loadouts in my v4.09m
Don't install the AAA_Motor, because it broke (crach at 100% when loading a mission with them) some of my Bf-109's, even stock variants.
I accidentally overwrote my earlier motor classfile, but everything seems to work without them, even the P-51 automatic supercharger (perhaps thanks to SAS buttons).
I'd like to know what is changed in those classfiles.
I also don't use the new C-47 variants because they conflict with Ranwers new C-47 cockpit. Also I didn't install the new Bf-109's, because I have the SAS packs.
- vtrelut - 16.10.2009
If you have not updated your motor class, I wonder about your radiators when you fly the Spitfire Mk XIV; I also understood it was necessary for the new Mustangs to work properly. But you need only one motor class
- vampire_pilot - 16.10.2009
thanks for that birdman.
this sounds like what i want to do.
actually i had the 100% crashes too, couldn't track it down but that explains it.
thansk for the hint on C-47 conflict.
- Birdman - 16.10.2009
I tested the radiators of my Spitfire VIII, XII and XIV mods, and they worked well without modified Motor classes.
XII overheats quite easily like expected with just one radiator, and XIV can fly a lot with full throttle before overheating. For new VIII's in UI1.2 I used this fix:
Karaya Wrote:OK, guys, here is the fix... extract the archive and put the included 4 files into the SpitfireVIII folder overwriting the old ones!
MediaFire
The HF Mk.VIII has also got an expanded loadout list as with all other models!
I also noticed that the new Spitfire MK.Vc variants conflict with the mod that corrects the height of MK.Vc cockpit.
To correct the cockpit position of stock MK.Vc Spitfires the cockpit was moved downwards, but the new MK.Vc planes have been moved upwards to have correct visibility with stock cockpit.
hock:
If you want to have correct cockpit height in all Spitfires, you can use the lowered cockpit mod and modify hier.him files inside all plane folders in Spitfire_MKVC:
The baginning of that file looks like this:
[_ROOT_]
VisibilitySphere 7.10511
CollisionObject sphere 7.10511 0.0 0.0 0.0
[CF_D0]
Mesh CF_D0
Parent _ROOT_
Attaching 0 1 0 -1 0 0 0 0 1 0.0437 0 0.44644
Just change the last number to zero so that you have a line like this
Attaching 0 1 0 -1 0 0 0 0 1 0.0437 0 0
Then the new Spitfires have the same placement as the stock ones, and are compatible with corrected cockpit.
- andqui - 16.10.2009
thanks guys. It was the AAA_weapons that I was missing.