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AAA mod


Stonehouse

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Stonehouse
Posted
7 hours ago, BrianPeppers2 said:

Hello, sorry for the basic question but how would I add this mod to a pwcg(fc) coop campaign running on a dserver? Do the clients need the mod as well? Thanks

Unless something has changed unfortunately it isn't basic at all. It is possible but requires some effort, believe AI gunnery requires the same for DServer use. See thread below and in particular last post I made. I've used this method for my own server.

 

BrianPeppers2
Posted (edited)

Nice I got it working on my pwcgfc dserver…sort of. I have the aaa mod and the simulated flak fields.

 

The problem is after the first crazy barrage of flak the guns go silent, no matter how long I fly around them they stop shooting me. If I fly to a new gun it will also fire the initial barrage and then go silent.

 

I admit I initially installed the 2 mods manually. Now I am using jsgme but the data files already had the mods when I set up jsgme. I wonder if that would cause an issue?

 

The barrages I did encounter were impressive though! Excited to get this working correctly it really brings the AA to life in pwcgfc since I need to set them to ultra low for performance reasons. 

Edited by BrianPeppers2
Stonehouse
Posted
7 hours ago, BrianPeppers2 said:

The problem is after the first crazy barrage of flak the guns go silent, no matter how long I fly around them they stop shooting me. If I fly to a new gun it will also fire the initial barrage and then go silent.

 

I admit I initially installed the 2 mods manually. Now I am using jsgme but the data files already had the mods when I set up jsgme. I wonder if that would cause an issue?

Odd and possible the manual install is causing problems. Particularly the scripts.gtp mod you created could give you a problem if installed manually and something was wrong with the mod or the install. Cleaning out a manual install is tricky as you really need to know exactly what files you copied into the IL2 folders. Could be a mission issue too if the attack area MCUs attached to the guns had a problem. I haven't used PWCGFC for a very long time or FC for that matter. Being logical about it - perhaps try to clean up your install (which might unfortunately mean a reinstall if you can't tell which manually installed files to remove after you disable the mods in JSGME) and then try the mission and see if stock guns fire repeatedly.  I haven't had much spare time lately so my Dserver install is not patched up but trying this mod on the Western Front map in QMB worked fine so I suspect that the issue is your install.

Stonehouse
Posted

Believe the main AAAmod and simulated flak fields for PWCG and career and Flak field generator mods are fine as is post 5.507

 

Will take some time to check the rest but I pretty sure AAA heavy flak effects and EMG related mods are ok as they are as well. 

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Stonehouse
Posted (edited)
On 4/23/2025 at 1:46 PM, Stonehouse said:

AAA heavy flak effects

Fine post 5.507

 

AQMB_QMB and career AAA attack range mod still to check. Going to take a while sorry due to volume of files to check and simply not much time. Also I plan to prioritise any AI Gunnery fixes as I believe that impacts more people.

Edited by Stonehouse
BrianPeppers2
Posted
On 4/16/2025 at 7:03 PM, Stonehouse said:

Odd and possible the manual install is causing problems. Particularly the scripts.gtp mod you created could give you a problem if installed manually and something was wrong with the mod or the install. Cleaning out a manual install is tricky as you really need to know exactly what files you copied into the IL2 folders. Could be a mission issue too if the attack area MCUs attached to the guns had a problem. I haven't used PWCGFC for a very long time or FC for that matter. Being logical about it - perhaps try to clean up your install (which might unfortunately mean a reinstall if you can't tell which manually installed files to remove after you disable the mods in JSGME) and then try the mission and see if stock guns fire repeatedly.  I haven't had much spare time lately so my Dserver install is not patched up but trying this mod on the Western Front map in QMB worked fine so I suspect that the issue is your install.

My bad its working great. I think they weren't even flak units and the simulated flak fields was throwing me off. This mod is incredible though it really brings the missions to life with the flak flying like crazy even with ultra low AA setting. Thanks!

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Stonehouse
Posted

No changes to AQMB_QMB and career AAA attack range mod post 5.507

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Stonehouse
Posted

No changes post 6.001 to:

  • AAAmod
  • AAA Heavy flak effects
  • EMG AAA attack range
  • EMG More realistic AAA environment
  • Flak Field generator for each nation
  • Simulated flak fields for PWCG and Career 

 

 

AQMB_QMB and career AAA attack range mod requires detailed review.

Stonehouse
Posted

AQMB_QMB and career AAA attack range mod is 6.001 compatible as is but currently does not include the new module Siege and Liberation. You may get some of the functionality but I cannot guarantee it as the new module has its own folder. I will add whatever is needed over time although it is a very changeable area at the moment being early access so I may wait until things solidify. Have to wait and see.

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  • 2 months later...
Stonehouse
Posted

Likely the main AAA mods are fine although they need to checked post 6.002. The AQMB and career attack range mod needs to be reviewed and EMG ones will need review if Vander brings out an update for EMG.

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  • Upvote 1
Stonehouse
Posted
23 hours ago, Stonehouse said:

Likely the main AAA mods are fine although they need to checked post 6.002. The AQMB and career attack range mod needs to be reviewed and EMG ones will need review if Vander brings out an update for EMG.

Confirmed all except AQMB and career attack range mod are fine post 6.002 and for the current version of EMG. AQMB and career attack range mod still needs reviewing, as explained before this is a fairly large task involved around 1300 files so it may take a while.

 

  • Like 2
Stonehouse
Posted

Apologies - forgot to update the compatibility reference for the EMG related mods to say v89a or b. No changes involved simply an admin error.

  • 3 weeks later...
AcesDarthBubu
Posted

Thanks for the mod, the flaks and AA are really coming alive. 

Stonehouse
Posted
On 8/15/2025 at 4:34 PM, Stonehouse said:

AQMB and career attack range mod

 

AQMB and career attack range mod appears to be fine post 6.002

  • Like 1
Stonehouse
Posted (edited)

The AAA mod has been updated so that it is in sync with the new Additional Warships and Naval AI mod. Note that the Additional Warships and Naval AI mod should be loaded after the AAA mod in JSGME.

 

The Additional Warships and Naval AI mod will be published later today.

Edited by Stonehouse
  • Upvote 3
Stonehouse
Posted

Apologies - ended up with a typo in the dskh turret of a Russian torpedo boat. Now fixed in updated version in first post.

Posted

AAA mod, AAA Heavy flak effects mod, Flak field generator for each nation mod and Simulated flak fields for PWCG and Career mod are all fine post 6.003

 

Review still required for:

  • EMG AAA Attack range
  • AQMB_QMB and career AAA attack range
  • EMG More realistic AAA environment
Posted (edited)
On 10/2/2025 at 10:24 AM, Stonehouse said:

AAA mod, AAA Heavy flak effects mod, Flak field generator for each nation mod and Simulated flak fields for PWCG and Career mod are all fine post 6.003

 

Review still required for:

  • EMG AAA Attack range
  • AQMB_QMB and career AAA attack range
  • EMG More realistic AAA environment

 

Best I can tell the AQMB_QMB and career AAA attack range mod is ok as it is post 6.003

 

There is a pending query over the Normandy template for Vander to answer so I won't touch the EMG based mods until it is confirmed v90 is correct.

Edited by Stonehouse
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