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AAA mod


Stonehouse

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Posted (edited)

No claim by me that this is perfect, and it is just something I have been mucking around with privately and with my group of IL2 flying friends.

 

There was a recent general discussion about AAA engagement ranges and how the gunners seemed lacking in responsiveness when enemy aircraft entered their engagement area.

 

I've gone through and where an engagement range for an aerial target seemed wrong for a gun updated it using the best references, I could find for effective range against air targets. Some of this was from books and ebooks collected over the years and some were just internet searches so quite willing to admit that someone may have a better reference out there and happy to make updates if someone provides better numbers.

 

Most of the guns seemed ok but some had too long or too short a value for effective range based on the references I found. If the gun seemed correct or I didn't have a reference value, then generally speaking I left it out of the mod.

 

The other change was to take some of the information from the Blind AAA and BlindShip AAA mod ( all credit and thanks to rieper_420) and create a new version of the relevant bot files and point the updated guns at the relevant bot. This was to isolate any changes I was making from any other weapon than those I adjusted in an attempt to limit any issues and to allow me to experiment with some tweaked values.

 

I've done some testing of this mod in SP and some limited testing in MP with my friends and from our point of view it does seem to have improved things and so far, I have not seen any ill effects or poor performance as a result of using this mod. I have crossed checked the files involved with the stock files from today's patch and believe the mod files are based correctly on the latest version.

 

Note that I am not skilled with mission building, so I've used missions created through the quick mission builder (mostly pre today's patch but some this morning with the new QMB), Vanders EMG and Pat Wilsons PWCG. So, I don't think the points raised about MCU ranges in the general discussion thread apply but I am also not sure of this as I have not opened up generated missions to try to verify this. 

 

If you use BlindAAA  BlindShipAAA I would probably load these mods before this one. I think AAA mod pretty much replaces BlindShipAAA but I believe it won't hurt to load it as long as it is before AAA mod. 

 

BlindAAA and BlindShipAAA should not be used with the AAAmod.

 

 

Also, I adjusted the dispersion and aim accuracy values from these mods to suit our group and these are reflected in AAA mod. Therefore, the AAAmod values may not suit you and you may need to tweak the dispersion and aim accuracy values as advised by rieper_420 if you find the values, I use too punishing or too easy. 

 

 

Anyway, I thought I would put it up here in case it appeals to someone else.

 

Thanks

 

<edit> As suggested by a few people I've reorganised the thread so that the first post will always carry the latest version.  

 

AAAmod.zip

(6.002 compatible)

 

AAA Heavy flak effects.zip

(6.002 compatible)

 

EMG AAA attack range.zip

(6.002 and EMG v89a or b compatible)

 

 AQMB_QMB and career AAA attack range.zip

(6.002 compatible but does not currently include the Siege and Liberation module)

 

Flak Field Generator for each Nation found at

https://www.mediafire.com/file/2dt11xhqb0g59xt/Flak_Field_generator_for_each_nation.zip/file

(6.002 compatible)

 

EMG More realistic AAA environment.zip

(EMG v89a or b and 6.002 compatible. Requires the flak field generator for each nation mod)

 

Simulated flak fields for PWCG and Career-install after AAAmod.zip

(6.002 compatible)

 

Change log:

14 Feb 2025

Updated EMG Attack range mod to EMGv88.1, Updated EMG More realistic AAA environment mod to EMG v88.1

12 Feb 2025 

Updated AAAMod to include changes to Gleaves DD 127mm main gun ammo. 

21 Jan 2025

Updated EMG attack range mod to compatible with EMG v88, resync'd EMG more realistic AAA environment mod to EMGv88

6 Dec 2024

AQMB_QMB and career attack range mod now 5.504b compatible.

24 Nov 2024

EMG AAA Attack range mod and EMG More realistic AAA environment mod updated to be in sync with EMG v86

30 Sep 2024

Add WW1 heavy AAA to the Simulated flak fields mod. For WW1 accuracy is greatly reduced to compensate for slow, fragile aircraft and historically inaccurate guns. 

30 Aug 2024

Add new mod Simulated Heavy Flak fields.  This mod will create more dense flak fields from heavy AAA guns without any special mission editing. It works by slight increases in rate of fire of the heavy AAA guns in game combined with a custom gunner bot to tweak accuracy so that you get a more immersive environment without any significant increase in risk. While it is generally aimed at improving career and PWCG missions, it will work for any stock mission either QMB generated, scripted campaign, career, PWCG or EMG. It does not require any other AAA mod to function however I do recommend the AQMB_QMB and career AAA attack range mod is used for QMB generated or career missions as otherwise often the stock activation range and attack range for the heavy guns is much too small to allow them to turn and aim and fire to any great extent before the target moves out of range or out of arc. In other words, if they spawn with targets too close, they can't turn fast enough to aim and fire. Obviously, I do also suggest using the AAA mod and if you do you should enable the AAA mod first and then this new mod afterwards. You will see warnings that files 52kturret.txt, flak37turret.txt, flak38-39turret.txt, m1a1gun-aaturret.txt and qf37inturret.txt have already been changed by the AAA mod. This is fine and you can ignore these warnings and enable the Simulated Heavy Flak fields mod.

11 Aug 2024

Updated and rebadged Flak Field Generator mod to be now known as the Flak Field Generator for each Nation mod. Now each nationality has a flak generator of the correct weapon type. UK uses a QF37, US uses a M1A1, Germany uses a Flak 38/39 and Russia a 52K. These flak generators are now completely new units rather than a recycled Flak 38/39 as in the previous mod. These units are found under Artillery in the editor and the units are FlakGenGB, FlakGenGE, FlakGenRU and FlakGenUS. Additionally, the flak generators are now insensitive to the crew skill or global EMG quality and are always low skill (or harmless in EMG terms). Unfortunately, this means the mod is now too large to host on the forums and I have moved it to mediafire. It also now means that a mission that is built using the Flak Field Generator for each Nation mod requires that mod to be enabled prior to editing or loading that mission.

Updated EMG More realistic AAA environment for EMG v85 including addition of new version of the Flak Field Generator mod. Adjusted flak density at several locations and corrected some issues. Corrected EMG issue where loss of a single bomber or ground attack aircraft resulted in all aircraft in the group jettisoning their munitions and RTB'ing. This EMG issue to be addressed in next version of EMG.

Many thanks to @kraut1 for the assistance and feedback while testing these both updates and the initial idea of creating new units. 

23 Jun 2024 

Updated EMG AAA attack range mod for EMG v85

17 April 2024

Updated AQMB_QMB and career AAA attack range mod to agree with v5.203

4 April 2024

First part of creating a more realistic AAA environment in EMG missions. First version is Normandy theatre. Requires the Flak Field generator mod and it is highly recommended that you use the AAA mod and AAA Heavy flak effects mod.

9 Mar 2024

Updated EMG AAA attack range mod to match EMGv84

6 Mar 2024

Flak Field Generator mod added. Usage notes in mod folder.

4 Mar 2024

AQMB_QMB and career AAA attack range updated to 5.202. 

29 Jan 2024

AAA Mod fix for M-14 Flak. Note this only impacts WW1 and so if you fly WW2 exclusively then it is optional to get this update.

13 Jan 2023 

AAA mod Updated to sync with 5.201. Mod now covers all AAA again with the inclusion of new turret controller file turretcontrollertankaaa_ai.txt. WW1 M-14 flak gun moved out of the MG class to a separate new WW1 light flak class with its own error and bracketing values, M-14 range adjusted from theoretical to max effective against aerial targets (3000 down to 1500m) and rate of fire changed from cyclic to practical ROF (300 to 200).  This should solve the issue reported by users when combining the AAA mod with one of the attack range mods. Issue was caused by the attack range mod allowing activation and attack out to the range of the gun whereas in stock the M-14 was limited to 1000m due to the classification as an MG.

EMG AAA Attack range mod updated for EMG v81

9 Jan 2024

Updated AQMB_QMB and career AAA attack range mod to match 5.201.

24 Nov 2023

Updated AAA Mod to use practical ROF where a source reference was available. Roughly 90% of the gun types covered with WW1 weapons having no reliable data. Light AAA (20mm-40mm) tweaked so that first burst accuracy reduced. First attempt at tweaking searchlight efficacy.

3 Nov 2023

Improved version of AAA Heavy Flak effects - added some new shell types that I had missed previously.

1 Nov 2023

Updated version of AQMB_QMB and career AAA attack range mod for 5.107

30 Oct 2023

AAAmod updated with corrections for following HAA- M1A1, QF3.7 and all Bofors based 40mm LAA. Main noticeable change is that ROF for the M1A1 has been decreased (quite a bit) and that Bofors L/60 LAA are reduced in range to 2560.0 m as this has been found quoted in several US and UK references as the effective AA range.  This is due to fusing and limitations of sighting system. The change for the L/60 impacts both land and naval use.

 

28 Sep 2023

EMG AAA Attack range mod updated to EMG v78

14 Aug 2023

Updated AAA mod as per user feedback. Changes generally were to reduce accuracy for low skill gun crews but additionally light AAA (20mm+ but not fused) now have their own bot definition distinct from MG based AAA. There were some minor changes to high and medium skill crews. As well it seems that the US M1A1 heavy AAA has the wrong range and rate of fire in the stock game. Every reference I found had a different value to the game definition. Unfortunately, the references also did not agree across the board. I've used the most common values I found. The biggest change from the user viewpoint is this gun will go from over 30 rounds per min to 25. From what I can find it seems that the gun was originally 20 rpm but various improvements earlier in the war raised the ROF to 25.

 

Added an optional AAA Heavy flak effects mod. See here for short video of the new effects https://youtu.be/Zf03caP4T5A

Note for this effects mod to work would be best loaded after any other effect mods.

 

19 Feb 2024

Updated EMG AAA attack range mod to sync with EMG v821.

 

28 July 2023

Updated EMG AAA attack range mod to sync with EMG v77.

 

3 July 2023

Updated the AQMB_QMB and career AAA attack range mod to resync to 5.104 

17 May 2023

Updated the EMG AAA attack range mod. Fixed some errors I had made in the German flak templates and updated the Allied flak templates so they are now roughly equivalent to half a HAA and LAA troop. This makes the size of the Axis and Allied flak deployments approximately equal.

14 May 2023

Added optional JSGME mod to use either with or without the AAA mod. Definitely complements the AAA changes given by the AAA mod though. This optional mod increases the activation/deactivation and attack area range for AAA (includes searchlights) for AQMB/QMB and career generated missions. This means that the AAA will have more time to orientate on a target and engage it and so you will experience a more realistic AAA in an AQMB/QMB or career mission.

12 May 2023

Added optional JSGME mod to use either with or without the AAA mod. It will complement the AAA given by the AAA mod though. This optional mod increases the activation/deactivation and attack area range for AAA (includes searchlights) for EMG generated missions. This means that the AAA will have more time to orientate on a target and engage it and so you will experience a more realistic AAA in an EMG mission. Assumes you have installed EMG to your IL2 folder with the name of the EMG folder as EasyMissionGenerator. Includes copy of current stock EMG generic mission for your reference. No changes to AAA mod itself. 

08 May 2023

Revamp of the mod. Generally speaking, full rework of WW1 flak and adjustments to heavy and light WW2 AAA. Inclusion of rangefinder and radar bot definitions.

30 March 2023

Post 5.101 changes. Resync files & add FDT.

29 December, 2022

Post 5.004b changes - Sorry I missed seeing a couple of the armored car changes somehow. Resync'd to current version.

24 December, 2022

Post 5.004 changes, New vehicles, resync'd to game files for some turrets on ships. Changed to a new method of adjusting accuracy/inaccuracy for initial shots replacing a change to weapon dispersion I used previously. 

October 10, 2022

Post patch 5.002 changes. New ships and fixed a couple of things missed in last patch.

September 29, 2022

Post patch 5.001 changes. Skill based parameters adjusted to suit new DM etc

September 8, 2022

Rolled BlindAAA into AAAmod. BlindAAA and BlindShipAAA should no longer be used with AAAmod. BlindAAA files resync'd with stock game files and AAAmod values.

August 28, 2022

Small changes to lua to resync with game files. Added the file covering vehicle AAA turret logic which wasn't covered previously by the mod.

June 17, 2022

Slight change to lua to keep them in synch with the game files. 

May 13, 2022

Switched 7zip file to a zip file

January 8, 2022

Small update to include a missed ship AAA 

November 20, 2021

Further tweaks to light AAA after feedback and testing from RedeyeStorm

November 7, 2021

Slight reduction in accuracy for light AAA in response to feedback from RedeyeStorm

November 4, 2021

Reduced search time and target recognition delays for German and Allied large calibre AAA, Reduced dispersion and error on Flak37/38/41 88mm German AAA to account for better control systems

October 30, 2021

Increased dispersion and reduced accuracy because AI pilots don't try to evade AAA

October 28, 2021

Original version

 

 

 

 

Edited by Stonehouse
see changelog
  • Like 9
  • Thanks 10
  • Upvote 2
Posted (edited)

Accuracy and dispersion may need a tweak now that the guns engage more readily although what I'm experiencing is probably quite realistic for late 1944. I was flying an offline PWCG mission tonight which was a flight of 4 Tempests patrolling the lines east of Eindhoven. Quite a long mission and the route was all 5000-6000ft, so pretty low. Not long after crossing the lines near a bridge we received some light AAA and no#3 took enough damage that the AI pilot called up the flight lead and said he was RTB. We three remaining Tempest's continued on with our patrol and eventually near a ground battle came under fire from some 88s and the flight lead had a burst come in right under him and his engine immediately died and began to catch fire and he reported that he was wounded and bailing out which he managed to do even though the plane began to flip tail over spinner. So down to 2 aircraft but we were close to our egress waypoint and we went on and then began the trek back home and while I did see some distant contacts which were likely enemy I was glad to see the AI lead didn't go for them. Retracing our steps we once again passed the ground battle and I could see that Allied forces seemed to be losing and I could see what looked like a soft vehicle convoy off to my 3 o'clock. So I decided to go down and strafe them. Only problem was that I didn't see the 3 light flak guns set up near the convoy until I was firing. I got some trucks but also got a full set of holes and a wound and was lucky to get out of there with enough of an engine to limp back to a friendly airfield.

Edited by Stonehouse
Posted (edited)

I've increased dispersion and reduced accuracy as I was finding that AI pilots were getting slaughtered too easily as they don't weave around when flying from way point to way point and just hold a very predictable course, alt and speed which makes a gunners life a happy one, too happy.

 

 

file removed - please see first post in thread for the latest version 

 

Edited by Stonehouse
  • Thanks 4
Posted

I am enjoying your mod. I have flown a number of missions with the Ju88 in career campaign. I play this on hard because all to often you get not so interesting flights when on moderate difficulty. With your mod flying trough flak is awesome with smoke puffs all around. However when I fly a mission on moderate difficulty the AAA is not nearly so impressive. They fire much later and with much greater dispersion. Would it be possible to get the hard AAA experience in moderate difficulty level?

Posted

I think the gunnery is also tied to the skill level of the AI. Looking at Rieper_420's posts it may be possible. I'll try to have a fiddle around when I get some time.

Posted (edited)

I had a reread some of my Flak 37/38/41 88mm books and other references as I don't want to get too far from what might be regarded as realistic. Particularly German 88mm flak batteries had better fire control than most until you got some of the very late war Allied radar laid guns. I know this made attacking Allied naval units very dangerous but I am not sure whether the Allied radar laid guns were typically found on the front lines in the ground war and how mobile the radars were (I saw some references to multiple prime movers being involved). Guessing they were most likely used at depots and supply dumps and airfields and the ones moving up with the troops were more traditional AAA batteries. Anyway, long story short, I've reduced search time and target recognition delays for both German and Allied large calibre AAA across what I believe is the AI skill range. For German 88s I have also reduced dispersion and error slightly to reflect the way they used central fire control systems like the Kommandogerät for the battery from quite early in the war which electronically gave targeting info to each individual gun in the battery. 

 

So regard the below as an experimental version of the mod to try to give slightly varied performance for different types and nations. Very little time to test this before uploading it here at present.

 

@RedeyeStorm this may provide something like what you asked for. Not sure so you will have to try it to see.

 

file removed - please see first post in thread for the latest version 

 

 

Edited by Stonehouse
  • Thanks 1
Posted

Flew two missions with a spit9 on Bodenplatte and I like the increase in high altitude flak. I would like it to have the light 20mm AAA to have more dispersion. The AI flies a smooth attack pattern on ground attack and is therefor very predictable. The AI get schredded as soon as they enter the light AAA’s range.

Posted (edited)

See what can be done. It's a fine line though as people fly unpredictably where AI do not. AAA needs to be a credible threat to human pilots still or it is just eye candy. In real life German AAA accounted for most of the allied aircraft losses after D-Day and ideally the AI should have extra logic to attempt AAA evasion by at least changing altitude randomly around the briefed height. Problem is they don't react to the first burst which normally misses so second and later hit targets.

Out of curiosity what height were the AI you observed getting shot up at? very low, low, med? Were they actually doing an attack on a target near the AAA/attacking the AAA or just passing through?  Do you know the skill of the AAA? Do you feel it is the dispersion (which is mostly the weapon) or the accuracy (which is more the crew)?  

Edited by Stonehouse
Posted

It was a Typhoon rocket attack followed by strafing runs. It was a troop attack missions so there where several AAA positions around the target. Four of eight got shot down by AAA.

Posted (edited)

Sadly that is actually fairly accurate for ground attacks often in real life. I will change the accuracy slightly but leave the dispersion as is so that it's crew quality not the weapon. Realistically though what you describe will end up with heavy casualties if things are following real world histories. I've read about attacks on V1 sites ending up with 75% casualties not often but also not rarely. Particularly when pilots made multiple passes.

 

 

file removed - please see first post in thread for the latest version 

Edited by Stonehouse
  • Thanks 1
Posted

I give the new version a shot. I know AA was deadly back then but I think it has more to do with the AI then anything being wrong with the AA-guns. The pilot AI happily dives straight at an AAgun firing at it while I suspect that in real live the pilot would go evasive under such circumstances.

Posted (edited)

Yeah the most vulnerable time is on the attack run. I've read they did try to jink about a bit on the start of the run but quickly had to settle down as realistically they needed to be pretty steady to get the sight picture right and get rounds on target.  Certainly coming off the target they would pull G and jink around to avoid getting hit. Some squadrons practiced coming in from multiple directions at once to try to overload the ground defenses and split the fire up but it wasn't something that was used by everyone. In fact that is now the standard I believe. Definitely attacking a well defended target with a small number of aircraft acting as individuals is not going to go well. The thing that bothers me more is that when not in combat but enroute the AI doesn't try to evade AAA. That plus they make repeated attacks when going after ground targets, I understand the real approach was to do it all in one pass and you would not make two or more unless it was something important or undefended. Talking fighters and fighter bombers here. Level bombing in big formations was a different story although even they avoided making multiple passes on a target area unless they had to in order to bomb because the target was obscured on the first pass. 

Edited by Stonehouse
  • 2 weeks later...
Posted (edited)

Small update to tweak values on light AAA. Many thanks to RedeyeStorm for assistance with testing it.

 

file removed - please see first post in thread for the latest version 

 

Edited by Stonehouse
  • 1 month later...
Posted (edited)

Small update to include a ship AAA that I'd missed for some reason.

 

 

file removed - please see first post in thread for the latest version 

 

Edited by Stonehouse
  • Like 2
Posted

Do you update the original DL everytime you add something or do we have to dl them one by one?

Posted

The attachment on my last post is the complete mod and is a replacement for what you would have. ie complete new version each time I upload a file not an incremental patch.

Posted (edited)

Is the link in the first post the most up to date version?  I'm curious, because each post you've made has a link....

 

Edited by Vishnu
Posted (edited)

Sorry, I've explained things badly it seems.

 

The latest link is the most up to date.

 

Perhaps it would be better to remove all attachments and just update the first post. I must admit I didn't think this would generate more than 1 or 2 versions as once it was tweaked to be "ok" it should have been pretty static. If I hadn't missed including the type 1124 gunboat somehow I wouldn't have done the last update.

Edited by Stonehouse
Posted

Thanks for your great work, by the way. And yes I think, as you happen to do quite a few updates you´d probably be better off having them on the first page giving it the date of update.

Posted

Reorganised the downloads and first post as suggested. Please see first post in thread for the latest version from now on.

  • Like 2
  • Thanks 1
HeerRitter
Posted

for a neewb how would you install this? what folders and such (layman's terms) would be very much appreciated lol thank you in advance

Stonehouse
Posted (edited)
8 hours ago, HeerRitter said:

for a neewb how would you install this? what folders and such (layman's terms) would be very much appreciated lol thank you in advance

 

The mod is packaged to use with a mod manager tool like JSGME. The JSGME manual is here https://forum.il2sturmovik.com/topic/36622-is-there-a-tutorial-to-use-jsgme/?do=findComment&comment=965963 however there are explanatory posts and links to youtube videos (like this https://forum.il2sturmovik.com/topic/36622-is-there-a-tutorial-to-use-jsgme/?do=findComment&comment=959107) so probably worth doing some quick reading in that thread if you have never used it before. There are download links to JSGME in the thread and also links to other mod managers if you decide you don't like JSGME.

 

Anyway, assuming you've installed JSGME, you download the mod and place the zip file in the JSGME mod folder that you've set up. Then do an unzip here on the zip file. The important thing is to end up with a folder structure like this:

MODS

          AAA mod

                        data

                               other stuff

 

Anything else like MODS/data/ or MODS/AAA mod/AAA mod just won't work. Assuming you place the zip file in the JSGME mod folder and use the unzip here option and the mod has been packaged correctly you should get the correct folder structure automatically. There are lots of other ways to get the mod into the JSGME mod folder but this way is probably the easiest.

 

Once you have the mod installed you need to activate it. Start JSGME (suggest a desktop shortcut to JSGME.exe is a good idea) and you should see AAA mod in the left hand window (which shows the inactive mods), you can either drag it over to the right window or select it with a single left click and then click the ">" button in the centre bar of JSGME to enable the mod. Once it is over in the right hand window the mod is active. You also need to enable mods in the game or else it is ignored. This can be done in the launcher under settings or in the main game menu under settings --> game and you'll see a tick box for enable mods.

 

It sounds like a lot but if you have a quick read of the jsgme manual and perhaps watch the video it should not be that hard. Once you have it set up and working it makes your life much easier and you just follow a simple pattern to install mods and activate and deactivate them. Doing a manual install of a mod without a mod manager is a really bad idea as it's easy to end up with files left behind which can cause you problems.

 

One other big gotcha - sometimes enabling or disabling a mod in JSGME can take a while. It's moving files around. So if the mod is dealing with lots of large texture files for instance (eg some of the map conversion mods or scenery retextures) it can take several mins per mod. Be patient and DO NOT kill/close or interrupt JSGME while enabling or disabling mods!!! It will likely leave you with half installed/half uninstalled mod files. Remember however that simply by turning off mods in the game settings you should always be able to get a stock version of the game running. This will give you time to figure out and fix things without leaving you totally IL2'less if JSGME gets closed mid operation for some unavoidable reason. 

 

Also as an fyi in case you were not aware, generally you cannot join a "mods off" MP server with mods enabled in the game. If you need to join a stock IL2 MP server the easiest way is to just disable mods in the game (rather than JSGME) prior to joining the server.

 

 

Edited by Stonehouse
  • Upvote 1
Skycat1969
Posted

I never use JGSME.

 

The easy method:

1. Download to your desktop.

2. Unzip. (You may need to download 7zip.)

3. Look in the unzipped folder for a Data subfolder.

4. Open your game's root directory and find your Data subfolder.

5. Merge the Data folder from the unzipped folder with your game's Data folder.

6. Try out the mod.

 

If you choose this method keep track of what you add to your game folder so you can remove items manually. JGSME is admittedly the safer route especially if you plan to install complex mods, a lot of various mods, or mods that have alternative versions you might want to switch between.

Stonehouse
Posted (edited)

To each their own method. Downside of the manual install method you describe is you can't switch between different mod set ups easily eg Europe - Nth Africa or WW2 to WW1 etc. You can have trouble trying a mod out and finding you don't like it and then having to remove it and perhaps have to reapply other mods if the one you were trying out overwrites anything from another mod. You also can't easily isolate a mod that is causing you grief or easily change the order you load mods in to solve mod conflicts. This is a real issue at times after a patch has come through. It's the major issue with the big all in one mod pack approach.

 

I guess if you have less than 4 or 5 mods it's workable to do manual installs as long as you are careful to document the mods you load and what order you load them in. I suppose if you are a steam version user then you have the safety net of verifying the install if things goes badly wrong but if your install is outside steam I really wouldn't do manual installs. Particularly if you aren't good with PCs and Windows.

Edited by Stonehouse
  • Upvote 2
Posted

Does this mod conflict with BlIND AAA?   I’m curious has to which one affects the other, if at all. 

Skycat1969
Posted (edited)

Vishnu, I've used both and I think Stonehouse's mod is more lethal to CAS ground attackers. I spend a lot of my gaming time shooting up convoys and trains in Quick Missions Builder so I went back to rieper_420 mod.

Edited by Skycat1969
  • Thanks 1
Skycat1969
Posted (edited)

 

Looking at the full body of mods Stonehouse released on May 13, 2022, I'm thinking of going "all-in" with Stonehouse AAA and blind gunner mods along with the AI dogfight mod and re-evaluate ...

 

UPDATE: I tested this with renewed curiosity and the train gunners are much too accurate for my preference. Flak trucks in columns set up faster too, so there is less chance of surviving initial contact. I haven't tested against ships or in high altitude work. It's back to Blind AAA for me. :)

Edited by Skycat1969
HeerRitter
Posted
19 hours ago, Stonehouse said:

 

The mod is packaged to use with a mod manager tool like JSGME. The JSGME manual is here https://forum.il2sturmovik.com/topic/36622-is-there-a-tutorial-to-use-jsgme/?do=findComment&comment=965963 however there are explanatory posts and links to youtube videos (like this https://forum.il2sturmovik.com/topic/36622-is-there-a-tutorial-to-use-jsgme/?do=findComment&comment=959107) so probably worth doing some quick reading in that thread if you have never used it before. There are download links to JSGME in the thread and also links to other mod managers if you decide you don't like JSGME.

 

Anyway, assuming you've installed JSGME, you download the mod and place the zip file in the JSGME mod folder that you've set up. Then do an unzip here on the zip file. The important thing is to end up with a folder structure like this:

MODS

          AAA mod

                        data

                               other stuff

 

Anything else like MODS/data/ or MODS/AAA mod/AAA mod just won't work. Assuming you place the zip file in the JSGME mod folder and use the unzip here option and the mod has been packaged correctly you should get the correct folder structure automatically. There are lots of other ways to get the mod into the JSGME mod folder but this way is probably the easiest.

 

Once you have the mod installed you need to activate it. Start JSGME (suggest a desktop shortcut to JSGME.exe is a good idea) and you should see AAA mod in the left hand window (which shows the inactive mods), you can either drag it over to the right window or select it with a single left click and then click the ">" button in the centre bar of JSGME to enable the mod. Once it is over in the right hand window the mod is active. You also need to enable mods in the game or else it is ignored. This can be done in the launcher under settings or in the main game menu under settings --> game and you'll see a tick box for enable mods.

 

It sounds like a lot but if you have a quick read of the jsgme manual and perhaps watch the video it should not be that hard. Once you have it set up and working it makes your life much easier and you just follow a simple pattern to install mods and activate and deactivate them. Doing a manual install of a mod without a mod manager is a really bad idea as it's easy to end up with files left behind which can cause you problems.

 

One other big gotcha - sometimes enabling or disabling a mod in JSGME can take a while. It's moving files around. So if the mod is dealing with lots of large texture files for instance (eg some of the map conversion mods or scenery retextures) it can take several mins per mod. Be patient and DO NOT kill/close or interrupt JSGME while enabling or disabling mods!!! It will likely leave you with half installed/half uninstalled mod files. Remember however that simply by turning off mods in the game settings you should always be able to get a stock version of the game running. This will give you time to figure out and fix things without leaving you totally IL2'less if JSGME gets closed mid operation for some unavoidable reason. 

 

Also as an fyi in case you were not aware, generally you cannot join a "mods off" MP server with mods enabled in the game. If you need to join a stock IL2 MP server the easiest way is to just disable mods in the game (rather than JSGME) prior to joining the server.

 

 

 

Thanks for the reply @Stonehouse Yeah I have jgsm installed I've used it before for cockpit pilot notes to replace the photos, I don't really play MP at least not at the moment I only got back into IL" GB last year and then unfortunately was force to take a long break until a week ago but now I'm back. 

 

I'll give it a go and hopefully it should all go smooth Thanks again ?

 

 

17 hours ago, Skycat1969 said:

I never use JGSME.

 

The easy method:

1. Download to your desktop.

2. Unzip. (You may need to download 7zip.)

3. Look in the unzipped folder for a Data subfolder.

4. Open your game's root directory and find your Data subfolder.

5. Merge the Data folder from the unzipped folder with your game's Data folder.

6. Try out the mod.

 

If you choose this method keep track of what you add to your game folder so you can remove items manually. JGSME is admittedly the safer route especially if you plan to install complex mods, a lot of various mods, or mods that have alternative versions you might want to switch between.

 

Hi @Skycat1969 I have a copy of my original folder/s before I started moding I really have 3 mods running and one is skins and the other is piolet notes for the cockpit Merging the data folders how i added the updated skin package for 2022

 

15 hours ago, Stonehouse said:

I suppose if you are a steam version user then you have the safety net of verifying the install if things goes badly wrong but if your install is outside steam I really wouldn't do manual installs. Particularly if you aren't good with PCs and Windows.

 

Yeah all except Stalingrad are direct from Il2 store not steam, I don't have a problem with adding mods per say, and once I know what I'm doing or I've done it once I'm good to go,  I have games like Skyrim were I use 100's of mods but IL2 is still relatively new to me and I've only added real basic mods to date plus I've been away for over half a year & I have the same ability to store knowledge as a tea bag has to carry water..

 

 

Stonehouse
Posted (edited)
4 hours ago, Skycat1969 said:

 

Looking at the full body of mods Stonehouse released on May 13, 2022, I'm thinking of going "all-in" with Stonehouse AAA and blind gunner mods along with the AI dogfight mod and re-evaluate ...

 

UPDATE: I tested this with renewed curiosity and the train gunners are much too accurate for my preference. Flak trucks in columns set up faster too, so there is less chance of surviving initial contact. I haven't tested against ships or in high altitude work. It's back to Blind AAA for me. :)

 

So AAA mod (and Rieper's mod) is tweakable if you feel particularly that something is out of whack. But will need to know what weapon it is plus the skill level of the crews.  Trains are a mix of MGs and light cannon usually ditto for truck columns. As I recall I was aiming for increased playability without AAA becoming eye candy. Also while people felt it was too accurate they also felt that it reacted too slowly. Light AAA and MGs particularly should be quick to set up and react but if the perception is they are too accurate - especially for the initial burst then something can be done.

Edited by Stonehouse
Skycat1969
Posted

I didn't say it was out of whack -- AAA historically was deadly. What I meant is this mod makes the guns too accurate for MY personal gaming style. I just want to shoot up trains in the P-47 without getting fatally shredded on the first pass.

  • Like 1
Stonehouse
Posted

Ah ok! If it helps you I can talk you through the edits you might want to do in order to make a custom personal version of the AAA mod.

RedeyeStorm
Posted

I love the AAA mod because if you go solo at it you die as I think you should. Key is timing your strike with your wingman and that is the way to survive. And it is downright scary diving into flak now!

 

 

HeerRitter
Posted
On 5/22/2022 at 9:09 AM, RedeyeStorm said:

I love the AAA mod because if you go solo at it you die as I think you should. Key is timing your strike with your wingman and that is the way to survive. And it is downright scary diving into flak now!

 

 

I'm gonna have a go at installing and trying this mod now works slowed down and i got a chance to play this weekend, is there a way of adding additional flak positions to the pre existing missions in sp I always feel that the airfields in sp missions are a little empty for protection and slow to react

Stonehouse
Posted

Only way I know of would be via the mission editor. AAA should react quicker with this mod. Particularly light AAA.

 

39 minutes ago, HeerRitter said:

.......... is there a way of adding additional flak positions to the pre existing missions in sp I always feel that the airfields in sp missions are a little empty for protection and slow to react

 

HeerRitter
Posted
1 minute ago, Stonehouse said:

Only way I know of would be via the mission editor. AAA should react quicker with this mod. Particularly light AAA.

 

 

yeah that's what I thought, shame.. I actually didn't even know mission editor was a thing till a few days ago lol and i only found viewer because i had a go at skinning a plane for my first career play threw. I'll give it a go over the weekend and let you know what i thought of it ?

RedeyeStorm
Posted (edited)
6 hours ago, HeerRitter said:

yeah that's what I thought, shame.. I actually didn't even know mission editor was a thing till a few days ago lol and i only found viewer because i had a go at skinning a plane for my first career play threw. I'll give it a go over the weekend and let you know what i thought of it ?

With Stonhouses AA mod you do not want more AA. Airfield attacks, troop concentration attacks and railway junction attacks are murder. The AA starts shooting so much sooner that it is scary. Had a railway junction attack yesterday with Me110’s. Two of my planes where shot down directly and two crashed later due to damage sustained. It was awesome. 
 

it unfortunately also shows the inability of the AI to properly to fly and land damaged aircraft. So after two missions like that your entire squadron will be replaced.

 

Should mention I play with moderate difficulty and dense setting.

Edited by RedeyeStorm
HeerRitter
Posted
14 hours ago, RedeyeStorm said:

It was awesome. 

 lol i love that 

 

yeah i play the same. So really I don't need to increase the numbers, i'm gonna have a go tomorrow I've been messing around learning skinning this week and next week I'm gonna have a go at mission editor! But also have the 14 day free trial on all the dcs ww2 modules I haven't taken full advantage of yet as I'm thinking of buying those, especially after seeing the early access on the new south Atlantic map it blew me away.

Stonehouse
Posted

Did a quick health check of this mod after the patch today, no issues found.

  • Thanks 1

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