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Drewm3i-VR
Posted (edited)

Hello All,

I have recompiled my mod pack, IL-2 Enhanced, for game version 7.+++, as of 4/25/26.

 

 

 

*I do not presently have time to make an updated trailerso if anyone wishes to make an updated trailer for the mod pack, I would be happy to post it in the original post!*

 

Here is an archive link to the old (deprecated) version of the modpack from the previous forum, which is now obsolete: https://forum.il2sturmovik.com/topic/73819-mod-pack-il-2-enhanced-version-22-updated-83024/

In its current iteration, the modpack has been reworked to prioritize quality and stability, over quantity. To such an end, the modpack features many terrain/texture enhancements, river and shore enhancements, tree and foliage fixes, AI gunnery and effects enhancements, and so on. The pack uses much of the wonderful mods found on the forum by @Stonehouse and others. There are also numerous texture enhancements for Flying Circus (textures and no-mans land). I do not wish to enumerate every mod in this pack, but suffice it to say it encompasses the best compatible mods found on this forum and the last, while eschewing ones found in past packs that created conflicts and took away from immersion (such as the radio chatter).

Here is a link to download and I have tested the current version a lot in singleplayer, but I am sure there will be some niggles to work outso please let me know if you come across any issues while running official content (like campaigns and career).

*Here is a link to download: https://www.mediafire.com/file/4a7k59v154o5u8m/IL-2_Enhanced_V3.zip/file*

I will continue to update/recompile this pack periodically. 

How to install:

1. Download and install jsgme to create "MODS" folder: Download Generic Mod Enabler (jsgme) 2.6.0.157 (softpedia.com)
2. Download files, extract, and place in mods folder.
3. Run JSGME/OVGME and activate.

4. Enable mods in the game launcher.

5. Run game.

Happy Flying!

-Drew

Edited by Drewm3i-VR
  • Like 4
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sandmarken
Posted

Does it require mods on option ingame?

Dauntless
Posted
4 hours ago, sandmarken said:

Does it require mods on option ingame?

Yes!

Drewm3i-VR
Posted
10 hours ago, sandmarken said:

Does it require mods on option ingame?

Yes--I updated the first post.

  • Like 1
SE.VH_DARK-BR
Posted

Does this mod work in multiplayer?

I've never downloaded any mods before and I'm curious about this one.

Drewm3i-VR
Posted
1 hour ago, SE.VH_DARK-BR said:

Does this mod work in multiplayer?

I've never downloaded any mods before and I'm curious about this one.

Only if the server allows mods and most don't. 

Stonehouse
Posted (edited)
On 4/28/2026 at 9:42 AM, Drewm3i-VR said:

Only if the server allows mods and most don't. 

Just an fyi - there is a bit more to it than that. Pretty much all mods work ok if used in a locally hosted game. Some mods make changes only on the client side. Typically these are graphical mods. In this case you may find a disconnect between what the players without a mod sees compared to what player with the mod sees. Colour of a river perhaps for example.

Things like the AAA mod are driven from the host as they impact gameplay IE AAA gunner accuracy is universal. You would not want host and client to have differences.

You do need to be careful that mods like these and particularly things like the Dynamic effects plus units mod. Things like the Dynamic effects mod can only be used by the host or server (as Dynamic effects sends network traffic to keep connected players in sync eg so a smoke column is seen exactly the same by all players connected not just the player instance that spawned the smoke - which is why only the host should use the Dynamic effects mod as you will quickly kill things if every player is spawning smoke etc and sending network traffic)

If you are hosting a dedicated server (unless something changed recently) things are a bit more complicated as you need to start figuring out whether a mod is a server side mod or a client side mod. Server side is something that alters gameplay usually. EG. AAAmod, AI Gunnery, Western bombs for A20, P39 and P40. Client side is something like a skin or clean canopy mod. ie doesn't really impact gameplay. You need to actually create a mod of scripts.gtp to get server side mods working on dserver.

See this thread on the old forum

https://forum.il2sturmovik.com/topic/87461-dserver-and-mods-being-ignored/

Edited by Stonehouse
  • Thanks 1
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Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

Le_Camarade
Posted

Hello, and thank you so much for this mod pack!!

Finally, the Spitfire sunshield actually helps me see something!

All the new textures on the maps are incredible, especially on the Stalingrad map! I also love the overall revamp of the roads, the tracers, the AI gunnery (Flak now gives me anxiety!), etc. I'm really excited about solo play again!

One question though: I noticed that every time I use emergency power, I get an oil leak on the cockpit glass. Is there a way to disable just this part of the mod by removing some folders?

Anyway, thank you again for this incredible work. Truly impressive 😄

Railer81
Posted
On 4/25/2026 at 3:51 PM, Drewm3i-VR said:

Hello All,

I have recompiled my mod pack, IL-2 Enhanced, for game version 7.+++, as of 4/25/26.

 

 

 

*I do not presently have time to make an updated trailerso if anyone wishes to make an updated trailer for the mod pack, I would be happy to post it in the original post!*

 

Here is an archive link to the old (deprecated) version of the modpack from the previous forum, which is now obsolete: https://forum.il2sturmovik.com/topic/73819-mod-pack-il-2-enhanced-version-22-updated-83024/

In its current iteration, the modpack has been reworked to prioritize quality and stability, over quantity. To such an end, the modpack features many terrain/texture enhancements, river and shore enhancements, tree and foliage fixes, AI gunnery and effects enhancements, and so on. The pack uses much of the wonderful mods found on the forum by @Stonehouse and others. There are also numerous texture enhancements for Flying Circus (textures and no-mans land). I do not wish to enumerate every mod in this pack, but suffice it to say it encompasses the best compatible mods found on this forum and the last, while eschewing ones found in past packs that created conflicts and took away from immersion (such as the radio chatter).

Here is a link to download and I have tested the current version a lot in singleplayer, but I am sure there will be some niggles to work outso please let me know if you come across any issues while running official content (like campaigns and career).

*Here is a link to download: https://www.mediafire.com/file/4a7k59v154o5u8m/IL-2_Enhanced_V3.zip/file*

I will continue to update/recompile this pack periodically. 

How to install:

1. Download and install jsgme to create "MODS" folder: Download Generic Mod Enabler (jsgme) 2.6.0.157 (softpedia.com)
2. Download files, extract, and place in mods folder.
3. Run JSGME/OVGME and activate.

4. Enable mods in the game launcher.

5. Run game.

Happy Flying!

-Drew

Thanks so much for your efforts!

AcesDarthBubu
Posted

Nice work on compiling all the top notch mods into 1, definitely helped to reduce down the search on mods that are usable and relevant but not listed in the new forum. 

I do noticed some bugs caused by some of the mods, just can't pinpoint them to which. Eg. Roads flashes in and out at a distance on Normandy map in VR. 

Would be great some way to identify them.

seagul
Posted

Très beau travail ( je serais incapable d'en faire le centième ) ,merci beaucoup .

Very nice work (I wouldn't be able to do a hundredth of it), thank you very much .

nt55551
Posted

Could you go into a little more detail about the AAA changes?

Stonehouse
Posted

@Drewm3i-VR Sorry Drew - I wasn't expecting to do any updates for a while yet however sometimes things happen.

Just an FYI that there was an update to the AAAmod and Additional Warships today. New content for Additional Warships and then the flow on resync for the AAA mod. Please note when you are compiling things that the Additional Warships mod (if you include it) should override the AAAmod files. This is required to get the Naval AI and ship's main guns (including stock ships) working as I planned them.

  • Thanks 2

Intel Ultra9 285K, ROG Strix Z890-A, 32 GB RAM, RTX 5070 Ti 16GBVRAM and driver 591.86, Win11 Pro, Saitek Pro Flight Combat pedals, Warthog HOTAS, TM Cougar MFDs, Monitor resolution 2560x1440 at 164kHz using G-Sync. Graphics settings maximum.

Drewm3i-VR
Posted
On 5/2/2026 at 5:27 PM, Le_Camarade said:

Hello, and thank you so much for this mod pack!!

Finally, the Spitfire sunshield actually helps me see something!

All the new textures on the maps are incredible, especially on the Stalingrad map! I also love the overall revamp of the roads, the tracers, the AI gunnery (Flak now gives me anxiety!), etc. I'm really excited about solo play again!

One question though: I noticed that every time I use emergency power, I get an oil leak on the cockpit glass. Is there a way to disable just this part of the mod by removing some folders?

Anyway, thank you again for this incredible work. Truly impressive 😄

Good question. I am sure it is an effect file in one of the packs, but I am not sure of the top of my head which it is. If and when I get a chance to look around for it, I will let you know which file it is.

 

28 minutes ago, Stonehouse said:

@Drewm3i-VR Sorry Drew - I wasn't expecting to do any updates for a while yet however sometimes things happen.

Just an FYI that there was an update to the AAAmod and Additional Warships today. New content for Additional Warships and then the flow on resync for the AAA mod. Please note when you are compiling things that the Additional Warships mod (if you include it) should override the AAAmod files. This is required to get the Naval AI and ship's main guns (including stock ships) working as I planned them.

Sounds good. I will create a patch at some point. Thank you so much for your great mods! 🫡

 

3 hours ago, nt55551 said:

Could you go into a little more detail about the AAA changes?

They are simply Stonehouse's mods, which have their own corresponding threads on the forum. 

 

On 5/3/2026 at 9:01 PM, AcesDarthBubu said:

Nice work on compiling all the top notch mods into 1, definitely helped to reduce down the search on mods that are usable and relevant but not listed in the new forum. 

I do noticed some bugs caused by some of the mods, just can't pinpoint them to which. Eg. Roads flashes in and out at a distance on Normandy map in VR. 

Would be great some way to identify them.

I actually believe what you're describing is a render issue that is also present in the base game, but I could be wrong. In my game, I get weird visual anomalies on the horizon with or without mods on, particularly with rivers and roads. If you come up with a fix, let me know! I did use the river and ice floes mod, as well as the better roads mod.

  • Like 2
  • 3 weeks later...
AcesDarthBubu
Posted

Hello @Drewm3i-VR. wanted to confirm whether this mod incorporated all the rhineland map enhancements from the various mod authors including those from the late Hamaha15's great works. Thanks

  • 2 weeks later...
Roland_HUNter
Posted

How many GB RAM needed for this mod? 😄

Roland_HUNter
Posted

Because with 16 GB, I get ouf of memory error, or D3D error on Normandy map.

Drewm3i-VR
Posted
On 5/26/2026 at 1:08 AM, AcesDarthBubu said:

Hello @Drewm3i-VR. wanted to confirm whether this mod incorporated all the rhineland map enhancements from the various mod authors including those from the late Hamaha15's great works. Thanks

Yes.

On 6/3/2026 at 2:52 PM, Roland_HUNter said:

Because with 16 GB, I get ouf of memory error, or D3D error on Normandy map.

 

On 6/3/2026 at 2:37 PM, Roland_HUNter said:

How many GB RAM needed for this mod? 😄

Not sure--I have never seen nor seen that error reported. It is probably an error on your end.

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