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Mod Compilation (with JSGME organization!)


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#361 gavagai

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Posted 17 November 2012 - 18:39

:?

I don't know what to say then. Anyone elese have trouble with the no-tracers mod?
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#362 arjisme

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Posted 17 November 2012 - 22:27

Isn't there some utility around here that cleans out all old mods so you know you have a clean start? I'd say it is worth making sure there are no stray mod files, then try enabling the mod to see if it works.
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#363 BADMUTHA

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Posted 18 November 2012 - 01:18

Hmm, I'm looking at my files and I think I might know what's wrong. Should I have riseofflight\data\data?
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#364 BADMUTHA

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Posted 18 November 2012 - 01:23

Yep figured it out, all my mods were installing to a secondary data folder for some reason, this explains a lot actually lol.
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#365 Panthercules

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Posted 18 November 2012 - 03:24

Isn't there some utility around here that cleans out all old mods so you know you have a clean start? I'd say it is worth making sure there are no stray mod files, then try enabling the mod to see if it works.

Yes there is - and it works great. AnKor85 created it - see this thread for link and details:

Mod Search and Removal Tool
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#366 Champagne_Tiger

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Posted 30 November 2012 - 03:30

JSGME seems to be installed properly, because I'm able to select and deselect mods within JSGME. I have selected "Mods On."

How can I be sure that the mods I've selected are working? I've selected AI Gunner and Criquet AI mods.

Unzipping of the mod file did not place the Criquet AI mods into the data folder. The mods are all in the JSGMEMODS folder. I suppose that this is correct and that the JSGME.exe file, when run, selects the correct mod files?

Thanks.
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#367 realCallahan

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Posted 02 December 2012 - 15:25

Hey gav, will try it, sounds great!
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#368 gavagai

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Posted 15 December 2012 - 23:23

modpack updated!
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#369 robin100

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Posted 23 December 2012 - 09:38

Thanks for the update, much appreciated!
How does the 'AI awareness' work?
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#370 catchov

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Posted 23 December 2012 - 10:10

modpack updated!

:shock:

Gav I could kiss you but distance prevents us. :cry:

OMG it's the Chivas Regal! :o

Just kidding mate. Merry Christmas! :S!:
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#371 gavagai

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Posted 23 December 2012 - 15:26

Thanks for the update, much appreciated!
How does the 'AI awareness' work?

The mod makes novice AI pilots go tumbleweed at regular intervals during combat. During that time they will not react to a threat unless it is within 100m. Normal AI pilots will also lose their SA, but less frequently, and for a shorter duration of time. They will react to threats that are within 300m.

AI visibility range? -question for modders
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#372 robin100

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Posted 24 December 2012 - 16:31

That makes things clear, thanks for the quick answer.
I guess the mod compilation need to be updated again, as the 1.029 patch touches AI ??

6. AI fighters now stop pursuing when they can't overspeed their target in chasing
7. Experienced AI figther leaders now waiting for laggard wingmen and even fly back to straggler if waiting was not helpful
8. AI leaders now keep throttle a bit lower than 100% in climb to allow wingmen to keep formation
9. Balloon attack pattern of AI fighters was improved

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#373 gavagai

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Posted 24 December 2012 - 22:39

I'm going to look at that in a few minutes.

—————-

Okay, the new AI files should be ok now. Let me know if there's a problem.
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#374 BADMUTHA

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Posted 25 December 2012 - 05:47

Seems to be working well for me Gav, thanks again.
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#375 Satchenko

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Posted 27 December 2012 - 21:45

This mods are server side? isn´t it?
Sorry my english…
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#376 robin100

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Posted 02 January 2013 - 13:45

Thank you for the 1.029 update. Much appreciated!

:S!:
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#377 wothan

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Posted 28 March 2013 - 10:03

Thanks for the new mod.. it makes alot of difference to gameplay.

Will it be updated for the Roland, Halberstadt dii and British N17 now we have 1.030 ?

Wothan
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#378 Grizz10

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Posted 30 March 2013 - 20:38

Will you update JSGME again to 1.030?
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#379 gavagai

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Posted 30 March 2013 - 20:57

Doesn't seem to be needed, or have you detected problems?
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#380 Grizz10

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Posted 31 March 2013 - 14:44

No problems works find now.Thanks gavagai.
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#381 kennel

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Posted 01 April 2013 - 07:49

Hi

I have just started using the mod compilation & I gather you can only use one AI mod as the AI awareness mod & crickets AI pilot mod clash

Any opinions on which is the best mod or do they both do different things well so you cant compare?
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#382 gavagai

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Posted 01 April 2013 - 11:55

You can use both. Ignore the jsgme advisement.
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#383 kennel

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Posted 01 April 2013 - 12:23

Thank you
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#384 RoclorD

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Posted 03 April 2013 - 14:22

Could you please explain what does Gunner AI mod do? Is it similar to Avimimus Gunner AI mod?

Just a humble suggestion - if you like you could add a readme to the modpack, with short (or detailed) explanation of what each mod does and how. You woudn't be bothered by people here ;)

Thanks for this modpack, from current descriptions I judge that it would be a pain to fly a career without those mods (I didn't play much yet, trying to figure out what's necessary). I read that without mods, all your wingmen are generally shot down by sniping recon gunners. That enemy is constantly aware of where you are. That artillery is extremely lethal. So i recon that it would be unwise to start a career without your (and perhaps Avimimus') mods. It would just be a disappointment. And I have not much time for testing, so I think I'll start with mods on. But any advice on mods that I should use would be highly appreciated :)
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#385 gavagai

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Posted 03 April 2013 - 15:32

The AI gunner mod only changes the firing arc of some of the gunners. By 777's default, some are allowed to shoot through the fuselage, but the AI gunner mod prevents them from doing that.

That is the only thing it changes, so it is a more conservative mod than what Avimimus has done. Try them both!
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#386 tvrtko

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Posted 03 April 2013 - 15:51

Like I said it's the only mod that give me
constant CTD. But it is happened quite
some times ago. I'll do some re-testing,
I guess.
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#387 fubar2niner

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Posted 03 April 2013 - 16:11

@gavagai

Just a quick question re fubars superb landscape and tree mod. Are they compatible with 1.30 update, I ask as the directory listing makes use of a Rise of Flight/data/graphics/LANDSCAPE_winter, and a, Rise of Flight/data/graphics/LANDSCAPE_autumn. These particular directories are not in the default game. Likewise the landscape mod dir listing seems a bit hokey. If you can shed any light I'd be most grateful :S!:

Best regards.

fubar2niner
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#388 jeanba4

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Posted 03 April 2013 - 16:25

@gavagai

Just a quick question re fubars superb landscape and tree mod. Are they compatible with 1.30 update, I ask as the directory listing makes use of a Rise of Flight/data/graphics/LANDSCAPE_winter, and a, Rise of Flight/data/graphics/LANDSCAPE_autumn. These particular directories are not in the default game. Likewise the landscape mod dir listing seems a bit hokey. If you can shed any light I'd be most grateful :S!:

Best regards.

fubar2niner
I use them and had no problem so far.
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#389 fubar2niner

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Posted 03 April 2013 - 16:41

I use them and had no problem so far.

Many thanks jean, just what I wanted to hear :S!:

Best regards.

fubar2niner
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#390 Der.Mo

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Posted 04 April 2013 - 14:58

Gavagai, can you add the GUI mod for PWCG to the list?
I always have a hard time finding it in the forum.
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#391 gavagai

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Posted 04 April 2013 - 19:15

Find it for me. I never saw the point in using it myself. :)
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#392 Pirato

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Posted 04 April 2013 - 19:37

It's not hard to find if you know where to look for it. :lol: ROF GUI Mod for PWCG Released

It's one of the Stickies in the "3rd Party Mods & Software" Subforums.
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#393 Der.Mo

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Posted 04 April 2013 - 19:47

:S!:
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#394 gavagai

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Posted 06 April 2013 - 22:59

Ok, that will be included in the next release, as well as the less-blue channel water mod. Any others? Some I cannot include, like fubar's landscape mod, because it is too large for uploading to the forum.
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#395 VonGerlach

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Posted 13 May 2013 - 22:48

thanks for continuing to support this worthy compilation it helps a lot to be able to see what is available in one go. Cheers and thanks.
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#396 gavagai

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Posted 13 May 2013 - 23:24

You're welcome VonGerlach, but there's a lot more available than what I have here. The new mods website linked in the global announcements should make this thread obsolete.
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#397 thedudeWG

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Posted 06 July 2013 - 02:27

Help, please …

OK, I first downloaded the JSGME utility from the RoF mods site, along with two mods that I intend to use. Then, I downloaded this mod into Rise of Flight folder (not the 'Mods' folder which was the process I did with the first two mods). When I run the JSGME utility, I only see the first two mods from the RoF mods site. What did I do wrong here?

Here is an image of my Rise of Flight folder:

Attached File  Desktop_2013_07_05_22_16_03_533.jpg   230.68KB   349 downloads

Something tells me that the folders 'MODS' and 'JSGMEMODS' should be one in the same, but which is correct?

(Note: I did NOT copy and replace the JSGME utility during the install, as the one from the RoF mods site was larger and newer. That could be the cause of the problem, but if I did replace it, then perhaps all mods I get from the RoF mods site won't show up …?)

Edit: seems that's all it was. I reinstalled and overwrote the JSGME utility and added the mods from the RoF mods page to the 'JSGMEMODS' folder instead of 'MODS'. Everything shows up and works as far as I can tell.
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#398 thedudeWG

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Posted 11 July 2013 - 02:28

Hey, Gav (or anyone who might know),

Are the AI mods in this compilation the same as the ones from the RoF mods page?

Attached File  Desktop_2013_07_10_22_16_36_484.jpg   14.08KB   316 downloads

Also, is the 'Flak accuracy' mod in this the same Avimimus mod described as:

Flak Mod 1.030

- This mod lowers the effectiveness of large caliber anti-aircraft cannons against fast / low flying targets. This simulates fine traverse during aiming and difficulty with fusing.

- Land based guns do not fire at low flying targets (where they are likely to hit nearby buildings), but naval guns will still fire near the deck.

- Small caliber machine guns are unaffected (although the 37mm M-Flak has been tweaked to rotate more slowly, but still be fired like a machine gun)

I'm only asking because the flak seems kind of light, and I've been shot at pretty low.

Lastly, do you need to restart RoF if you change active mods, or can it done in between missions?

Thanks in advance for any help on this. :S!:
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#399 gavagai

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Posted 15 September 2013 - 01:35

So far as I know only flak accuracy is the same. The modding scene is starting to get a little hectic, especially since the new mods web page seems abandoned.

Anyway, putting up a new version of the mod pack. This includes a big update to Criquet's AI pilots. I have merged in my own mods for the 1916 scouts, and a bunch of the two seaters. For the two seaters the changes only help when they are offensive. I have also included my changes to the Sopwith Camel, which, in my opinion, make it a bit more challenging to fight.

Oh, stand by on that. I see I never got around to adding the flight leader throttle commands to Criquet's work…sigh. Give me a few more minutes.

————

Ok, it's up. I will check back here to see if there are problems. Let me know what you guys think of the Nieuport 11 and 17 AI pilots. I found a little problem in their scripts that was really holding back their performance previously.
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#400 J.j.

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Posted 15 September 2013 - 07:41

I've noticed a small imcompatibility between the awareness mod and the AI pilots mod. Htey are both using the caeroplane file, and there are different values for the forestalling angle/forestalling altitude oaraleter?

Also the no delayed bomb fuzes can be updated, there are new bombs since the time it was created. Also someone i French community told me recently that since an unknown patch, all the small bombs (weright inferior to 50kg) have non delay, on the contrary with their state at the beginning of the game in 2009/2010.
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