SEOWPack MTO

A forum for design and development discussions regarding this multisector campaign.

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Ala13_biker
Posts: 30
Joined: Tue Jun 11, 2013 2:34 am

SEOWPack MTO

Post by Ala13_biker » Fri Aug 16, 2013 10:03 am

Hi comrades

Ala13 are working in a SEOWPack Mod "all in one" wich includes:

-The 2 maps JIR with Quickmissions avalaibles
-The EXPERT MOD
-Technics ships "TrampSteamer" by Florete
-Skins default for all the planeset implicated with the SEOW.

This is a unfinished product, ready to be tested.
The following step is input:

-The apropiate technics decided to run the SEOW.
-2 new load screens based on MTO
-New skins.

-----------------------------------------------------------------
The SEOWpack Team presents the last version (we hope this will be really the latest), SEOWpack MTO v1.8 after we solved and checked some little problems with the technics-ships and other details.

SEOWpack MTO v1.8 includes:

-The Expert Mod
-The 2 maps JIR with Quickmissions avalaibles
-Skins default for the NE map.
-Skins default for the NW map.
-Map temperature changes to low in NE map.
-New seaplanes bases in NW by Jir.
-The apropiate technics of ships, armour and AAA.
-Load screens by Florete.


Installation mode:

Run JSGME mods manager of your installation HSFX_6

Remove all mods from the list

Unzip the contents of the .rar or .zip (MTO SEOWPack v1.8). Once unzipped, you find a folder "MTO SEOWPack v1.8"

Copy the folder "MTO SEOWPack v1.8" you unzipped to the folder "jsgmemods" the installation of IL2 HSFX6.

My path is: C: \ Program Files \ Ubisoft \ IL-2 Sturmovik 1946 HSFX6 \ jsgmemods

Run JSGME again the installation of IL2 HSFX6.

Put the mods in the following order (IMPORTANT!!):

Activation Order:

Histroy HSFX Mod
MTO SEOWPack v1.8
SEOW Transferring Mission Fix (Optional)


You can download SEOWPack MTO v1.8 there:

SEOWpack MTO v1.8

SEOWpack MTO v1.8



It'll be apreciate feedback with you, about for exemple the skins.

I work hard with it, searching apropiate schemes online and collecting the best skins, but however some of it are really with strange colors and are included 'cause I didn't find anymore. An exemple of it was the FW 200.
Toffolo tried to help me with great information.

Ok........., waiting for your feedback.

SEOWpack Team:

Ala13_Biker
CC_Toffolo
Ala13_Florete
Pter
Ala13_ManOwar(original basepack modified)
+ someone unknowed for me who had worked with it.


:wink:
Last edited by Ala13_biker on Fri Sep 20, 2013 1:46 am, edited 7 times in total.
22GCT_Hollywood
Posts: 264
Joined: Sat Feb 16, 2008 3:42 am

Post by 22GCT_Hollywood » Sun Aug 18, 2013 5:58 am

Thx!
we can test the pack mod on 22 august in the test mission.
Salut!
Petr
Posts: 765
Joined: Fri Jul 10, 2009 3:07 am

Post by Petr » Mon Aug 19, 2013 3:47 am

Very nice initiative! Takes load of me :wink:
Thanks for checking out the skins (will send what I collected to you in a mail).
Ala13_biker
Posts: 30
Joined: Tue Jun 11, 2013 2:34 am

Post by Ala13_biker » Wed Aug 21, 2013 11:33 am

I find a little problem with the map. Some like the Barents Sea map, the most number of runways of Jir maps have 815mts, and 8 planes only can take off without problems. You used on the SEOW a mod called "Barents Sea map correction" wich put the spawn points behind the runway head.

Can anyone modify that on the Jir maps?....Or should we leave that off and follow another strategyc plan?
102nd_HR_cmirko
Posts: 544
Joined: Fri Feb 01, 2008 11:35 am
Location: Croatia
Contact:

Post by 102nd_HR_cmirko » Wed Aug 21, 2013 2:14 pm

we should definitively mention and note this, check all of the other airfields for spawn points also ?
I don't think its yet worth editing maps, but if we have lots of these little changes, we could ask for an map expert to land a hand ? :)

cheers
22GCT_Gross
Posts: 1210
Joined: Sat Feb 02, 2008 9:23 am
Location: Italy
Contact:

Post by 22GCT_Gross » Wed Aug 21, 2013 3:16 pm

Ala13_biker wrote:I find a little problem with the map. Some like the Barents Sea map, the most number of runways of Jir maps have 815mts, and 8 planes only can take off without problems. You used on the SEOW a mod called "Barents Sea map correction" wich put the spawn points behind the runway head.

Can anyone modify that on the Jir maps?....Or should we leave that off and follow another strategyc plan?
Barents correction were from 242_Cat (Geoffrey), I think he only removed trees from Luostari airfield
22GCT_Gross
www.22GCT.it
102nd_HR_cmirko
Posts: 544
Joined: Fri Feb 01, 2008 11:35 am
Location: Croatia
Contact:

Post by 102nd_HR_cmirko » Thu Aug 22, 2013 3:52 pm

yes Diego :), its a small favor to ask of Geoffrey if you know all the exact places where the changes should be done (if any :))

cheers
Petr
Posts: 765
Joined: Fri Jul 10, 2009 3:07 am

Post by Petr » Fri Aug 23, 2013 2:39 am

From what I understand this is more like a DB change per airfield and adjust the coords.

What do you think Diego?

Question though, the airfields are probably the landing grounds, do we need to change this or is this just something the planners need to take into account?

Opinions?
22GCT_Gross
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Location: Italy
Contact:

Post by 22GCT_Gross » Fri Aug 23, 2013 11:47 am

You should ask Geoffrey for that, I remember he manipulated the shongui airbase spawn points while I was building the barents database before the campaign, but I dont know if he also adjusted the spawn points fro any short runway at the airbases. The map correction mod should affect only the trees over the runway.
22GCT_Gross
www.22GCT.it
Petr
Posts: 765
Joined: Fri Jul 10, 2009 3:07 am

Post by Petr » Sat Aug 24, 2013 4:12 am

I'm still wondering whether we should do anything about it. After all, these were landing grounds and pretty short.

Hmmm, I've put this down for discussion during the next meeting.
150GCT_Italo
Posts: 25
Joined: Thu Nov 12, 2009 1:21 pm
Contact:

Post by 150GCT_Italo » Tue Aug 27, 2013 6:54 pm

Someone is working on the skins? Do you need a hand?
Petr
Posts: 765
Joined: Fri Jul 10, 2009 3:07 am

Post by Petr » Wed Aug 28, 2013 2:50 am

150GCT_Italo wrote:Someone is working on the skins? Do you need a hand?
The ES community is putting together the skins. Let's see if they need anything...
CC_Tofolo
Posts: 9
Joined: Sun Aug 04, 2013 6:43 pm
Location: CAT

Post by CC_Tofolo » Wed Aug 28, 2013 3:39 pm

Yep, almost done.

Thanks Italo
Ala13_Florete
Posts: 61
Joined: Sat Jul 27, 2013 6:13 am

Post by Ala13_Florete » Mon Sep 09, 2013 4:05 am

Our fellow Ala13_Biker and CC_Tofolo, just finished the latest version of "ModPack" for this campaign: SEOWpack MTO 1.6

The contents of the pack has been updated and contains everything you need to fly properly this SEOW.

Remember that, the pack MAY still change. If something has to be changed, a new link will be provided AFTER the test missions.

And especially keep in mind that pack is Intended to standarize and avoid network troubles when loading missions, for this reason we have not used personal skins or emblems.

Please send this link to all your pilots. Will be required to participate in training missions on this week.

Installation mode:

Run JSGME mods manager of your installation HSFX_6

Remove all mods from the list

Unzip the contents of the .rar or .zip (MTO SEOWPack v1.6). Once unzipped, you find a folder "MTO SEOWPack v1.6"

Copy the folder "MTO SEOWPack v1.6" you unzipped to the folder "jsgmemods" the installation of IL2 HSFX6.

My path is: C: \ Program Files \ Ubisoft \ IL-2 Sturmovik 1946 HSFX6 \ jsgmemods

Run JSGME again the installation of IL2 HSFX6.

Put the mods in the following order (IMPORTANT!!):

Activation Order:

Histroy HSFX Mod
MTO SEOWPack v1.6
SEOW Transferring Mission Fix (Optional)


REMOVED

Cheers!

Nus Vemus!
Last edited by Ala13_Florete on Mon Sep 09, 2013 4:43 am, edited 7 times in total.
Image

"Todo arde si le aplicas la chispa adecuada"
LLv34_Untamo
Posts: 459
Joined: Thu Mar 04, 2010 4:41 am

Post by LLv34_Untamo » Mon Sep 09, 2013 4:09 am

S!

So what do we enable in JSGME? Like so?:

1. HSFX
2. EXPERT MODE
3. SEOWpack
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