I'll try to take a look at these issues this evening. In the meantime, for those that are having problems, just double-check that you have disabled any earlier versions of the Carrier Takeoff and Carrier Catapult mods. Also make sure you've disabled the any versions of the CERT AI mod.
Fireball
actually for those of us that are using ZUTI's Mod 0.6b its very difficult to do this, cause Zuti's mod has included Certified ai mod an your mod, to work together... :?
Posts: 309
Threads: 81
Joined: Mar 2008
I haven't installed this yet, but when I previously had the catapult mod installed my frame rates would drop to 1 FPS for approximately 45 seconds then return to the normal 45 FPS if I had more than four aircraft total spawn on aircraft carriers decks. It made no difference if I had one carrier with more than 4 aircraft spawn on the flight deck or whether I had multiple carriers where the total number of aircraft exceeded 4 on the flight decks. Any way to separate these two mods so the catapult mod can be disabled?
-)-MAILMAN-
FerretInTheDrinksCabinet
Guest
Ref. having other MODS enabled.
I only use AAA UI 1.1 with patch 1.0.
DLV's Infantry Mod
Tank Pack 1.0
When I refer to "hacks" I meant just reskinned existing planes.
Regards
Ratty
I said before, the solution here is that Fireball, Certified and ZUTI work together in the same mod, if they are constantly launching new separate versions, the Dedicated server with AI moving objects will never work 100% as we need.
So please, work as a team guys! :wink:
I have a little problem with the catapult-mod.
I have generated a little mission (coral sea) in the QMB. Without the catapult-mod starts the enemy aircrafts normal from the carrier.
When I using the Mods after the start of the mission some airplanes are in the water, other one are right after perpendicularly in air and fall max. 5s after starting the mission.
Sorry for my bad english.
IL2 1946
+ catapult-mod 5.1
+ ui 1.1
Posts: 309
Threads: 81
Joined: Mar 2008
I installed the latest Carrier Takeoff 5.1
I created a mission with the Full Mission Builder using The_Slot_8_42 map, the USS Essex and the F4F-4 Wildcat. I saved the mission then added the following lines in the .mis file and then saved the .mis file:
[Mods]
ViewExternalSelf 0
ViewExternalOnGround 1
ViewExternalWhenDead 1
ViewExternalFriendlies 0
CatapultAllow 0
CatapultAllowAI 0
I started the game, selected to start a server, selected coop then selected the mission and clicked load. The mission loaded perfectly and the mod worked perfectly.
Next I edited the mission in the Full mission builder and replaced the F4F-4 with the F4F-3. I saved the mission then added the following lines in the .mis file and then saved the .mis file:
[Mods]
ViewExternalSelf 0
ViewExternalOnGround 1
ViewExternalWhenDead 1
ViewExternalFriendlies 0
CatapultAllow 0
CatapultAllowAI 0
I started the game, selected to start a server, selected coop then selected the mission and clicked load. The mission starts to load then lIL2 1946 locks up when it reaches 60%. I then had to close the game using the windows key and selecting to close IL2 1946.
So I opened the .mis file and edited it as seen below an then saved the .mis file.
[Mods]
ViewExternalSelf 0
ViewExternalOnGround 1
ViewExternalWhenDead 1
ViewExternalFriendlies 0
I started the game, selected to start a server, selected coop then selected the mission and clicked load. The mission starts to load then lIL2 1946 locks up when it reaches 60%. I then had to close the game using the windows key and selecting to close IL2 1946.
I checked some of my other mission where non wing folding planes were used and the same problems occur with them.
So it appears that anytime that you want to fly a mission with planes that have wings that do not fold you have to go into the mods folder and turn off the Carrier_Takeoff_5_1 mod by renaming the folder -Carrier_Takeoff_5_1. There has got to be a better way of doing this than having to turn the mod on and off as you change missions.
-)-MAILMAN-