What is HSFX?
#1

Guys, I hate to sound like a noob, but whats is HSFX?
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#2

latest generation of mod pack !

only one which has ability to compress modded files back to game standard format ( sfs) so game stability gets much improved .

It was originally intended only for online SEOW campaigns but with generosity of Charlie Chap we can all enjoy its benefits now

Important step toward full unification

reg
Z
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#3

That is all well and good and I do appreciate all of their hard work.

I wish they made it so there was a an option in the jsgme.exe application to select a file/mods bundle that would suit THEIR ONLINE PLAY if you wanted to play on their CRT=2 servers.

Included in the jsgme.exe application there should be a list of All of the files/mods that they incorporated/changed in HSFX so that we as an option could pick and choose which files/mods that we want to run offline or host on a non-crt=2 server.

I mean using their file structure we are stuck with their choices of default skins (if you choose to turn markings on you get duplicate sets of national markings), gun sights on Hellcats and Corsairs, smoke trails on US .50 & .30 cal mg instead of just tracers, etc. Just my opinion of things.

-)-MAILMAN-
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#4

Does the HSFX mean something like HyperSuperFunX-mas_present?
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#5

-)-MAILMAN- Wrote:That is all well and good and I do appreciate all of their hard work.

I wish they made it so there was a an option in the jsgme.exe application to select a file/mods bundle that would suit THEIR ONLINE PLAY if you wanted to play on their CRT=2 servers.

Included in the jsgme.exe application there should be a list of All of the files/mods that they incorporated/changed in HSFX so that we as an option could pick and choose which files/mods that we want to run offline or host on a non-crt=2 server.

I mean using their file structure we are stuck with their choices of default skins (if you choose to turn markings on you get duplicate sets of national markings), gun sights on Hellcats and Corsairs, smoke trails on US .50 & .30 cal mg instead of just tracers, etc. Just my opinion of things.

yup, i hear you man .... something is gained and something is lost with new mod base - but there is a way to have it customized ( via Mods folder ) ... like modding original game all over again

reg
Z
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#6

I now got it - after reading quite a number of posts which all started with "How can I get my favourite mod running under HSFX4.1??" and all ended with a rather useless "Ah, now I got it figured out by myself/by PN/whatever" (without ever telling HOW) - that you just have to create a folder called MODS in your IL2 Sturmovik directory and copy into it all your mods you would like to this folder, in exactly the way of the old UI. But someone mentionned a better way, one that is consistent with the HSFX way of doing things (so that you can actually have the entry "Flushy's Cloud Mod" in the JSGME to activate/deactivate it). How is this done? I would imagine that this is the most convenient way of doing things, without any workarounds. For example, several people have mentionned FPS problems with Flushy's cloud mod... I could imagine that this is coming from the "unorthodox" way of including it via MODS folder instead of "how HSFX likes it".

Please, explain it in a way that someone who is NOT familiar with IL2 modding can understand and use it. I'm in no way a PC, games oder hex edit noob, but telling me that "you have to edit the game's java files to fit the structure of HSFX" won't help ANYone unless it is told HOW. I'm growing quite frustrated with the way how everyone always assumes that people playing with mods have nothing else to do but look into file structure and folder trees and work things out themselves.

What I would really love is a set of TARed or RARed downloads similar to the one for UI1.1/1.2 that you can simply drop into the JSGME's Mods folder of HSFX for activation. Is that at all possible? (I know that doing this for PLANES would require a lot more work... but what I'm concerned with are the new sounds and graphics mods that I don't like...)

Thanks in advance for every helping reply!
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#7

I'm getting fed up.. Some mods will work if you simply drop them into the mods folder, but not all.
Some mods incur a fps hit to!
Will someone who built the HSFX mod system please give us clear instructions on this simple method we keep hearing about.. there are now many posts regarding sounds, graphics, map issues, and we need help to return this HSFX thing into something we can customise to our own tastes..
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#8

Trooper117 Wrote:I'm getting fed up.. Some mods will work if you simply drop them into the mods folder, but not all.
Some mods incur a fps hit to!
Will someone who built the HSFX mod system please give us clear instructions on this simple method we keep hearing about.. there are now many posts regarding sounds, graphics, map issues, and we need help to return this HSFX thing into something we can customise to our own tastes..

Someone who is a Moderator or Administrator, I don't remember who, said that instructions are being developed. I am also making one with complete basics and detailed examples of specific mods that have been found to work in HSFX.

Trooper117, this is a big task that is going to take weeks to complete. Not only do I have to weigh the information by posts in AAA, I also must test each issue to verify them and discover alternatives. Please remember that all this is relatively new and a bunch of people are developing helps as quick as possible in their schedules.

In a few weeks things will become much clearer, and some bugs fixed, too. Smile
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#9

Quote:Please, explain it in a way that someone who is NOT familiar with IL2 modding can understand and use it. I'm in no way a PC, games oder hex edit noob, but telling me that "you have to edit the game's java files to fit the structure of HSFX" won't help ANYone unless it is told HOW. I'm growing quite frustrated with the way how everyone always assumes that people playing with mods have nothing else to do but look into file structure and folder trees and work things out themselves.

If you want to use JSGME to manage your mods in HSFX, this is the way I have figured it out. Its quite easy.

Step 1) download the rar or zip file containing the mod you want to add from the online mod post.
Step 2) Extract the mod to an extraction place. NOT in the game directory.
Step 3) Open the folder which contains the modded data and add a folder called Files/
Step 4) Move the modded content into Files directory in your mod pack
Step 5) Copy the updated modded directory (pack) to your GSGME folder.
Step 6) Via GME, enable your mod.

Here is an example of this process:
1) I downloaded (The link is inoperative) Mr. Jolly's F6F reskinned cockpit mod for HSFX
2) Extracted the rar to a storage drive where I store all my mods (not in game, on separate backup harddrive)
3) Navigated into the extracted mod directory structure to /cockpit_F6F_fly_zo/ directory.
4) added Files directory: cockpit_F6F_fly_zo/Files/
5) moved 3do and all content to cockpit_F6F_fly_zo/Files/ Now it looks like cockpit_F6F_fly_zo/Files/3do/
6) Copied /cockpit_F6F_fly_zo/ directory from my mod storage drive to my game drive and pasted into IL-2 Sturmovik 1946/jsgmemods/
7) Opened GME and enabled cockpit_F6F_fly_zo mod by moving it from the left to right window.
8) That was it, now it works!

Note I used this procedure to successfully add these mods as well using GME:
- P40 F, L (note, need to update ini files manually as directed along with the GME mod packaging directions)
- Spit Mk1 early (note, need to update ini files manually as directed along with the GME mod packaging directions)
- Hurricane Mk1 early wood prop (note, need to update ini files manually as directed along with the GME mod packaging directions)

I have not tried adding some of my old backup mods from my old UI 1.1+ mod set, but may try if I can identify some which are clearly missing from HSFX.

Additional Note:
- Recommend renaming your "extra" mods added via GME to "MOD - whatever" (exp: "MOD - cockpit_F6F_fly_zo") to clearly identify the extra mods added from the base HSFX 4.1 install. Then if/when 4.2+ comes out, you can simply disable the ones you added prior to updating your HSFX set, then reenable if you need to, following the HSFX update. Makes it very easy to manage mods in the game.

There are likely other ways to manage extra mods, however, using GME as the base tool, this setup seems to work well.

enjoy!
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#10

Isn't the entire reason for switching to HSFX is that the mods are compressed? Why would one throw uncompressed mods into JSGME? You'd be better off with ultrapack, especially when their 2.0 patch is being released.
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#11

Retro-Burn Wrote:Isn't the entire reason for switching to HSFX is that the mods are compressed? Why would one throw uncompressed mods into JSGME? You'd be better off with ultrapack, especially when their 2.0 patch is being released.

I knew someone would ask about this. Very good.

Of course, guys will be doing all sorts of things with 4.1... As time passes, we'll see more guys realizing the HSFX system advantages and getting on board. :wink:

Added: Some day most modders will be using compressed files and looking back on the oldfashioned days. :wink:
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#12

I see it this way:
Since HSFX is now THE mod pack for everyone, time will come that most of the mods will be included into the packed files. This might result in a multitude of activatable mods, perhaps (for the sake of clarity) with prefixes like "AAAMod_" to make clear to the SEOW people which mods they can (and should, for compatibility) disregard if playing SEOW. In the end we will - hopefully - end up with the same multitude of activatable mods in the JSGME as we had in the old UI MODS folder, so that everyone can choose to (e.g.) not activate the massively FPS-eating Bf109/FW190 cockpit mods.

This will be a major reason of complaining for the SEOW people, seeing their very own tool "misused" for everyone, but hopefully only in the beginning. Luckily, the JSGME comes with a handy .ini file so that a set of pre-made .ini files can be published on each and every website to be compatible to the respective server settings.

I'm looking forward to those happy days and until to then, I'll be happy with the explanation given here on how to activate mods not yet included in HSFX4.1.
WindWeapon Wrote:Step 1) download the rar or zip file containing the mod you want to add from the online mod post.
Step 2) Extract the mod to an extraction place. NOT in the game directory.
Step 3) Open the folder which contains the modded data and add a folder called Files/
Step 4) Move the modded content into Files directory in your mod pack
Step 5) Copy the updated modded directory (pack) to your GSGME folder.
Step 6) Via GME, enable your mod.

Here is an example of this process:
1) I downloaded (The link is inoperative) Mr. Jolly's F6F reskinned cockpit mod for HSFX
2) Extracted the rar to a storage drive where I store all my mods (not in game, on separate backup harddrive)
3) Navigated into the extracted mod directory structure to /cockpit_F6F_fly_zo/ directory.
4) added Files directory: cockpit_F6F_fly_zo/Files/
5) moved 3do and all content to cockpit_F6F_fly_zo/Files/ Now it looks like cockpit_F6F_fly_zo/Files/3do/
6) Copied /cockpit_F6F_fly_zo/ directory from my mod storage drive to my game drive and pasted into IL-2 Sturmovik 1946/jsgmemods/
7) Opened GME and enabled cockpit_F6F_fly_zo mod by moving it from the left to right window.
8) That was it, now it works!

@WindWeapon: THANK YOU!!!!! Very complete and comprehensive explanation. Great!
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#13

WindWeapon Wrote:
Quote:Please, explain it in a way that someone who is NOT familiar with IL2 modding can understand and use it. I'm in no way a PC, games oder hex edit noob, but telling me that "you have to edit the game's java files to fit the structure of HSFX" won't help ANYone unless it is told HOW. I'm growing quite frustrated with the way how everyone always assumes that people playing with mods have nothing else to do but look into file structure and folder trees and work things out themselves.

If you want to use JSGME to manage your mods in HSFX, this is the way I have figured it out. Its quite easy.

Step 1) download the rar or zip file containing the mod you want to add from the online mod post.
Step 2) Extract the mod to an extraction place. NOT in the game directory.
Step 3) Open the folder which contains the modded data and add a folder called Files/
Step 4) Move the modded content into Files directory in your mod pack
Step 5) Copy the updated modded directory (pack) to your GSGME folder.
Step 6) Via GME, enable your mod.

Here is an example of this process:
1) I downloaded (The link is inoperative)Mr. Jolly's F6F reskinned cockpit mod for HSFX
2) Extracted the rar to a storage drive where I store all my mods (not in game, on separate backup harddrive)
3) Navigated into the extracted mod directory structure to /cockpit_F6F_fly_zo/ directory.
4) added Files directory: cockpit_F6F_fly_zo/Files/
5) moved 3do and all content to cockpit_F6F_fly_zo/Files/ Now it looks like cockpit_F6F_fly_zo/Files/3do/
6) Copied /cockpit_F6F_fly_zo/ directory from my mod storage drive to my game drive and pasted into IL-2 Sturmovik 1946/jsgmemods/
7) Opened GME and enabled cockpit_F6F_fly_zo mod by moving it from the left to right window.
8) That was it, now it works!

Note I used this procedure to successfully add these mods as well using GME:
- P40 F, L (note, need to update ini files manually as directed along with the GME mod packaging directions)
- Spit Mk1 early (note, need to update ini files manually as directed along with the GME mod packaging directions)
- Hurricane Mk1 early wood prop (note, need to update ini files manually as directed along with the GME mod packaging directions)

I have not tried adding some of my old backup mods from my old UI 1.1+ mod set, but may try if I can identify some which are clearly missing from HSFX.

Additional Note:
- Recommend renaming your "extra" mods added via GME to "MOD - whatever" (exp: "MOD - cockpit_F6F_fly_zo") to clearly identify the extra mods added from the base HSFX 4.1 install. Then if/when 4.2+ comes out, you can simply disable the ones you added prior to updating your HSFX set, then reenable if you need to, following the HSFX update. Makes it very easy to manage mods in the game.

There are likely other ways to manage extra mods, however, using GME as the base tool, this setup seems to work well.

enjoy!

unfortunately this "simple" method won't work with mods which require alteration of ini files !

Maps which introduces new objects ( static.ini ) , new stationary planes ( stationary.ini ) etc .

To be able to add every kind of mods (old and new ones)... Mods folder needs to get created , every relevant ini file needs to be copied from Files folder back to Mods\STD\...

After this adding mods process is the same as with AAA UI's

* do bear in mind that some mods use game default files (from sfs archives) so if same files comes modded in HSFX you may end up with your mod / HSFX mod mix . Way to overcome this is to have all default files needed for desired mod present in Mods folder ( so HSFX modded files won't get loaded )

I'm sorry but there is no other (simpler) way until (if ever) filelist.txt for all HSFX mods gets published (so we know exactly which files comes already modded with HSFX).

reg
Z
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#14

OK, perhaps it may take a while Wink
A question many seem to be concerned with: What about sound? Is there an easy way to get the old AAA sounds back? AND is it considered cheating by the game if clouds, sounds, bullet trails etc are altered?
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#15

J99Eingehirner Wrote:OK, perhaps it may take a while Wink
A question many seem to be concerned with: What about sound? Is there an easy way to get the old AAA sounds back? AND is it considered cheating by the game if clouds, sounds, bullet trails etc are altered?

A new window interface to organize and handle these issues is being developed by people with different parallel projects. (Different groups trying to get theirs out first.)

I have been experimenting with a small one to enable a few mods to be managed. Right now, I am trying to make a little software that will handle the gun smoke mods and bullet casings. The goal is to be able to choose. You may prefer a certain gun smoke mod or want to try different ones with and without bullet casings. The little switcher that I a developing would do that but the next level would be to go from buttons to an interface detailed display. That is a big leap for me! This has been my first major project with mods for the last several months. Originally, I just wanted to learn some stuff with a goal and direction. Now it has become actually feasible for me. Smile

P.S. I am slow. Someone will surely get their switcher, or even an interface, released before me. We see what works best and how AAA members like it.
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