What does the mod "AAA_Motor" do?
#16

making153 Wrote:I still use a heavily modified AAA_UI 1.0 - never felt the need to go to 1.1 or 1.2 as my game works a dream with SAS and AAA mods in abundance - I have a folder just called 'motor' but also have one called 'cockpit', both have a single class file in them.

Any idea what the 'cockpit' one does ??

Mick

I belive that cockpits folder (every name that they can have) is about the management of the inside of the plane in first wiev:

Inside we can have the 3do folder too that is the graphical portion of the cockpit (the shape of the canopy , gauge , device and control) and inside it we can have the cockpit folder and the plane folder (one , else or none).

The class file are in the first level of the root (game location/MODS/COCKPIT/3do&class.file/....) but can be in every first level of every folder you have!

So if you don't send me the name of the file I can't know what they do because I can't search them into my root...but you can search them into the game directory (into the files folder and into the mods folder obviously) and if you find a double of them you can verify the other position and by their details see if they are the same or is one is newer; if the first loaded is the newest you have it loaded when the game start and so the game use it , but if the fisrt loaded is the oldest the game don't use the newest file!

Try to search and after:

- If the class file are the same disable the out of position;

- If the class file are different and the game load first the newest try the mods where the oldest is located and if it works right you can update the mod by cut and paste the newest over the oldest;

- If the If the class file are different and the game load first the oldest try to disble (by the -) the oldest to let the game load the newest and after:

*If the game run without CTD test the mod involved and if it works fine update the mod by cut and paste the newest over the oldest
*If the game CTD reverse the operation and disable the newest
*If the game load but the mods don't disable the newest

Hope this can be useful!

walter

SEMPER INCOMMODUS
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#17

I'd like to know what those hashed files do too. It would be nothing if not a courtesy to know what they are doing to our game. I'm sure AAA would not welcome speculation about undocumented performance changes.
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#18

These specifically deal with the new P51's, all new Spitfires especially the MkXIV Spitfire and in conjunction with the bomb bay doors.

One more note, I edited them, you can always check my work if you want, extra hands are always welcomed.
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#19

making153 Wrote:I still use a heavily modified AAA_UI 1.0 - never felt the need to go to 1.1 or 1.2 as my game works a dream with SAS and AAA mods in abundance - I have a folder just called 'motor' but also have one called 'cockpit', both have a single class file in them.

Any idea what the 'cockpit' one does ??

Mick


Dear Mick if the file you have into the 'motors folder is the AF5F8A326C3FA53C , this is an EM for the Griffon Motor for Spitfire class.file


Monguse Wrote:These specifically deal with the new P51's, all new Spitfires especially the MkXIV Spitfire and in conjunction with the bomb bay doors.

One more note, I edited them, you can always check my work if you want, extra hands are always welcomed.

HI mates!

Thanks Monguse for the explain!

I have just managed to understand what mods they work with!

For those that install the UI1.2 in a personalized modded game take care of 2 things:

The file AF5F8A326C3FA53C is an update of the Griffon Motor for Spitfire class.file;

The file 21C7DD1C66D55376 is involved with the management of the new Spitfire (here the new Spit air.ini entry):

SpitfireMkVbT air.SPITFIRE5BT 1 NOINFO gb01 SUMMER
SpitfireMkVcFB4xH air.SPITFIRE5C4FB 1 NOINFO gb01 SUMMER
SpitfireMkVcLF4xH air.SPITFIRE5C4LF 1 NOINFO gb01 SUMMER
SpitfireMkVIIIHF air.SPITFIRE8HF 1 NOINFO gb01 SUMMER
SpitfireMkVIII25lbs air.SPITFIRE825LBS 1 NOINFO gb01 SUMMER

So:

- If you install the update for the Griffon Engine (AF5F8A326C3FA53C) you must to find the oldest and change it with the newest (or if you prefere to keep both you must to disable by the '-' the oldest) and the game will work fine;

- If you update the Spitfire with the missing one you can make it even without the 21C7DD1C66D55376 file (I have make it and the game will run fine because the plane use the previous engine class files)

B U T

- If your whish is to have the 21C7DD1C66D55376 file working at all cost for gain the newest EM without error REMEMBER that YOU MUST to update the Spitfire with the new plane that I write above because IF YOU DON'T INSTALL THEM the game load but when the trailer begin at the start or you try to load any mission (if you cancel the trailer loading) you'll get a memory 'read' error due some missing new Spitfire files!

Any question or trouble I can try to help you!

cheers

walter

SEMPER INCOMMODUS
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#20

Monguse Wrote:These specifically deal with the new P51's, all new Spitfires especially the MkXIV Spitfire and in conjunction with the bomb bay doors.

One more note, I edited them, you can always check my work if you want, extra hands are always welcomed.

Thanks for the prompt reply. Much appreciated! :wink:
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#21

so that explains a lot about the aborted mission errors some people (including me) experienced.

so far i am fine without the AAA-motor files and the P-51 seem to run.
AFAIK I am now missing a FM update and use a older one (which i can live with).
OK then.

thanks for explaining
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#22

OK, I could enable AAA_Motor after installing those Spitfires to my SAS v4.09m install.
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#23

I have no idea birdman

Good luck
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#24

Birdman Wrote:OK, I could enable AAA_Motor after installing those Spitfires to my SAS v4.09m install.

If your is a request the answer is YES!
If your is an affermation HAVE A NICE FLIGHT!!

walter

SEMPER INCOMMODUS
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