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Il 2 Sturmovik Mods

Kool, thanks Rog, you do a great job keeping up with all our issues. Uploading to the vault was of course my first choice but it was something like 2 am EST when I uploaded that. Just wanted to get it posted and hit the hay. Not a huge accomplishment by any means but figured it would simplify the process further. By the way thanks to Kev for the legwork and tutorial. Installing the mods seemed to improve my game a bit however that last update for COD gave me that dreaded micro stutter everyone was talking about and seems like it's still with me even after these fixes. If they could get that ironed out I think we'd be in good shape. Well, at least for me and the others who the patch didn't help. Funny thing is I didn't seem to be getting the stutter before the patch but maybe just didn't notice as much with the framerates jumping all over the place like they had been. FPS is much stabler now.

il 2 sturmovik mods


EDIT: If you are starting from scratch, Get the IL2-1946 DVD or from GoG _2_sturmovik_1946 NOT a previous version under 4.07. Versions under 4.07 and IL-2 Complete cant be modded from what I understand. Do not buy complete.

HyperLobby 4.3.7 development thread Anyone Still Doing Skins? (& Another Question) I/JG7 "Nowotny" Skin Cannot join games with 4.15m How do I delete my account ? unable to connect 20 years plus I had a hard time HyperLobby Online System: Forums HyperLobby Online System :: View topic - IL-2 1946 server w/external views, mods, and bad weather?IL-2 1946 server w/external views, mods, and bad weather?View next topicView previous topic HyperLobby Online System Forum Index IL-2 Sturmovik 1946AuthorMessageHippyHippoNewbieJoined: Sep 18, 2011Posts: 1Posted:Sun Sep 18, 2011 10:43 pm Hi,does anyone know of a IL-2 1946 server, that:a) is 4.10.1 and allows mods (HSFX or Ultra Pack 3.0)b) has external views enabled all time on all mapsc) has many, or better yet, all bad weather maps (thunderstorms, strong side winds, fog, poor visibility, rain, lots of thick clouds etc.)?Oh and optionally:d) All aircraft models availablePretty much every server has beautiful sunny skies, with none or some clouds, no winds - very boring...Tired of eye candy here - hardcore weather anyone?I remember one such server about a year ago. The wind was so strong I had problems taxing, and I had most fun so far playing there.Finally found some example (although from another game): =8ZZwOFKifSYEdit:I left for to play good old operation flashpoint. Display posts from previous: All Posts1 Day7 Days2 Weeks1 Month3 Months6 Months1 Year Oldest FirstNewest First HyperLobby Online System Forum Index IL-2 Sturmovik 1946//Select a forum HyperLobby----------------GeneralOnline competitionsCommunity supportFeature requestsHyperLobby skinsOff topic Supported Games----------------IL-2 Sturmovik 1946Other supported games View next topicView previous topicYou cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot vote in polls in this forumYou cannot attach files in this forumYou cannot download files in this forum Powered by phpBB 2001-2003 phpBB Group Forums HyperLobby 2000-2022 Jiri Fojtasek

It was only natural that in a game about cobbling things together and seeing what happens, modders would be keen to get in on the action. Mods released over the years have included the old favourite, multiplayer support; mods like Kerbal Engineer Redux that double down on the scientific elements of KSP with extra stats; graphics boosters like Environmental Visual Enhancements, which adds higher resolution textures and soups up the visuals of planetary atmospheres; and the daft and counterproductive, such as Chatterer that adds radio chatter or Dang It! that causes your rocket parts to degrade and break.

In fact, the Minecraft modding scene was, at one time, a highly competitive environment as modders and server owners grappled to cash in on the hit sensation. Everything and anything, from Hunger Games-style survival mods to zombie infestations, has topped the modding charts for Minecraft at one time.

With such a creatively free starting point, the modding community that has grown around Cities Skylines was always going to be a strong one. This is an example of a game that is not only supported and improved by mods, but actually only demonstrates its full potential through the content created by its users.

Mods have arguably become an increasingly important factor in the commercial success of some games, as they add depth to the original work,[3] and can be both fun for players playing the mods and as means of self-expression for mod developers.[4]

People can become fans of specific mods, in addition to fans of the game they are for, such as requesting features and alterations for these mods.[4] In cases where mods are very popular, players might have to clarify that they are referring to the unmodified game when talking about playing a game. The term vanilla is often used to make this distinction. "Vanilla Minecraft", for example, refers to the original, unmodified game.

As early as the 1980s, video game mods have also been used for the sole purpose of creating art, as opposed to an actual game. This can include recording in-game actions as a film, as well as attempting to reproduce real-life areas inside a game with no regard for game play value. This has led to the rise of artistic video game modification, as well as machinima and the demoscene.

Many mods are not publicly released to the gaming community by their creators.[1] Some are very limited and just include some gameplay changes or even a different loading screen, while others are total conversions and can modify content and gameplay extensively. A few mods become very popular and convert themselves into distinct games, with the rights getting bought and turning into an official modification, or in some cases a stand-alone title that does not require the original game to play.

Doom (1993) was the first game to have a large modding community.[6] In exchange for the technical foundation to mod, id Software insisted that mods should only work with the retail version of the game (not the demo), which was respected by the modders and boosted Doom's sales. Another factor in the popularity of modding Doom was the increasing popularity of the Internet, which allowed modding communities to form.[7] Mods for Quake (1996) such as "Capture the Flag" and "Team Fortress" became standard features in later games in the shooter genre.[6] While first-person shooters are popular games to mod,[7] the virtual pet genre with games such as Petz (1995) and Creatures (1996) fostered younger modders, particularly girls.[8]

Mod-making tools are a variety of construction sets for creating mods for a game. Early commercial mod-making tools were the Boulder Dash Construction Kit (1986) and The Bard's Tale Construction Set (1991), which allowed users to create game designs in those series. Much more successful among early mod-making tools was the 1992 Forgotten Realms: Unlimited Adventures from Strategic Simulations, Inc., which allowed users to construct games based on the game world that was launched with the Pool of Radiance game.

By the mid 1990s, modding tools were commonly offered with PC games,[9] and by the early 2000s, a game that launched with no modding tools was considered more worthy of note in a review than one that did.[10] Maxis released the modding tools for The Sims (2000) before the game itself, resulting in a suite of fan-created mods being available at launch.[7] The advertising campaign for Neverwinter Nights (2002) focused on the included Aurora toolset.[7] The World Editor for Warcraft III (2002) allowed a variety of custom scenarios or maps to be created for the game, such as a number of tower defense and multiplayer online battle arena maps, the most notable of which was Defense of the Ancients.[11][12] The provision of tools is still seen as the most practical way that a company can signal to fans that its game is open for modding.[13] Fans may also use and create open-source software tools for modding games.[14]

There are also free content delivery tools available that make playing mods easier. They help manage downloads, updates, and mod installation in order to allow people who are less technically literate to play. Steam's "Workshop" service, for example, allows a user to easily download and install mods in supported games.[15]

For advanced mods such as Desert Combat that are total conversions, complicated modeling and texturing software is required to make original content. Advanced mods can rival the complexity and work of making the original game content (short of the engine itself), rendering the differences in ease of modding small in comparison to the total amount of work required. Having an engine that is for example easy to import models to, is of little help when doing research, modeling, and making a photorealistic texture for a game item. As a result, other game characteristics such as its popularity and capabilities have a dominating effect on the number of mods created for the game by users.

A game that allows modding is said to be "moddable". The Elder Scrolls V: Skyrim as well as its predecessors, The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion, are examples of highly moddable games, with an official editor available for download from the developer. Daggerfall was much less moddable, but some people released their own modifications nevertheless. Some modifications such as Gunslingers Academy have deliberately made the game more moddable by adding in scripting support or externalizing underlying code. Supreme Commander set out to be the 'most customisable game ever' and as such included a mod manager which allowed for modular modding, having several mods on at once.[citation needed] 350c69d7ab


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