junae Posted February 18, 2006 Posted February 18, 2006 Hi, deos anybody know if Shepsky's Realistic Payload Mod is compatible with 1.12? I remember it changes ME_init.xml and possibly 1.12 brings a different one... So, I'm a bit hesitate to installing it... Any suggestions? Thanks! ;) =FN= Six o'Clock Member of Falcões da Noite Squadron Florianopolis :: Brazil
britgliderpilot Posted February 18, 2006 Posted February 18, 2006 There are almost always MeInit changes between versions - for example, the ability of the US choppers to operate from ships in v1.12 is a MeInit edit. Until a new version is produced, what I suggest is that you transplant the relevant sections of the mod's MeInit into your own v1.12 MeInit using notepad. It looks complex . . . . but it's laid out pretty logically. If you find, say, the A-10 entry and copy the payloads/launchers sections (denoted by the <Payloads></Payloads> markers) over, then it should work OK with no effect on anything else. http://img.photobucket.com/albums/v121/britgliderpilot/BS2Britgliderpilot-1.jpg
junae Posted February 18, 2006 Author Posted February 18, 2006 humm... I'll try to do that... ;) Copying only the <Payloads> section is enough? There's no other? Thank you BGP!! ;) =FN= Six o'Clock Member of Falcões da Noite Squadron Florianopolis :: Brazil
britgliderpilot Posted February 18, 2006 Posted February 18, 2006 Actually, IIRC you need the Pylons section as well. And custom loadouts (i.e. some of the new ones Shepski provides) are stored in the MeCustom file, which I haven't played about with much - think you can do much the same thing with that, though. http://img.photobucket.com/albums/v121/britgliderpilot/BS2Britgliderpilot-1.jpg
junae Posted February 18, 2006 Author Posted February 18, 2006 If I load someone's mission that was created with Shepsky's, and then modify the payload (by creating a new name), I could use that new payload in other missions? Thank you :) =FN= Six o'Clock Member of Falcões da Noite Squadron Florianopolis :: Brazil
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