Jump to content

Recommended Posts

Hi VonS

Back with some more feedback and questions.

I'm now using VolumeStructurePoint=3000.

In the last mission flying Fokker EIV and the Nieuport 12 seems more fragile now compared to when i flew the Fokker EIII.

One AI had 3 hits and shot down one Nieuport 12, another AI had 5 hits and shot down 2 Nieuport 12.
I had 17 hits and shot down 3 Nieuport 12.

Since the Fokker EIV is not included in your FM I suspect that there is something in the Laton FM that makes it to easy.
Any ideas?

Best regards

vonOben
 

Edited by vonOben

Share this post


Link to post
Share on other sites

Hi VonHi VonS

I've now edited the FokkerEIV_DATA.INI as follows:
GunTypeName=7.92MM_SPANDAU_LMG08/15

I changed it to use the same gun as your EIII:
GunTypeName=7.92MM_SPANDAU_early

Then I did fly a new campaign mission where we encountered Caudron G4. The Caudron had very fragile engines, a few hits and they started smoking (18 hits total in both engines).

Cheers

vonObenS

  • Like 1

Share this post


Link to post
Share on other sites

Hi VonOben,

 

Sorry for noticing your previous post this late - I've been a bit busy with RealLife over the summer but will get back into FE2 by early August to tweak new plane type FMs further - and I also want to tinker more with the aircraftaidata file (the general one). The Fok. E.IV I haven't touched yet - it's possible that Laton's has the armor rating set too low, or the inertia settings may be too high, which means that it hurtles down in a dive and may get structural damage and or wing damage that way. I will look into the file soon hopefully. Your changes to the file are correct - the E.IV should use the Spandau early type (350 rounds/min) that I have for the early German monoplanes (in the 8.0 FM update). Each gun should carry about 200 rounds on the E.IV - to save weight. It's also possible that the E.IV in unmodified form is underpowered and does not have a historical top speed - top speed should be about 170kph on the type. Also, it should be less maneuverable than the E.III because of the heavy, two-row rotary engine.

 

Your volumestructurepoint value of 3000 sounds like a reasonable one - you might also want to test at a value of 3500 or 4000, but anything higher than that is probably not realistic.

 

The Caudrons, historically, were fairly flimsy with temperamental engines. The Voisans, particularly the type 5 of the Voisan, were more robust machines.

 

Happy flying,

Von S

Share this post


Link to post
Share on other sites

Hi VonS

Some more observations with VolumeStructurePoint=3000.
The Nieuport 11 has very week upper wings, a few hits and they fall off. Doesn't seem right IMHO.
I haven't seen that on any other plane.

S!

vonOben

Share this post


Link to post
Share on other sites

Hi VonS

 

Some more observations with VolumeStructurePoint=3000.

The Nieuport 11 has very week upper wings, a few hits and they fall off. Doesn't seem right IMHO.

I haven't seen that on any other plane.

 

S!

 

vonOben

 

Hi VonS

 

Back with some stats about the Nieuport 11 and the extremely fragile upper wings (VolumeStructurePoint=3000 and flying the Fokker EIII).

 

I had 9 hits and 2 Nieuport 11 lost their upper wings.

In another mission I had 2 hits and one Nieuport 11 lost the upper wings.

In two different mission one AI had 1 hit and a Nieuport 11 lost the upper wings.

 

Can I do some edit on the Nieuport 11 to make the upper wings sturdier?

 

S!

 

vonOben

Share this post


Link to post
Share on other sites

Hi VonOben,

 

You will notice that the Nieu. 16 and 10 are also quite fragile on the upper wing - a few well-placed hits and the wing comes off. The types were fairly fragile historically but if you want to make them more robust - increase the armor rating to about 23 or 24 on them...and retest with volumestructurepoint at around 3500 or 4000 - this might help. More specific components to the upper wings of early Nieu. types I will have to study more thoroughly once I am back on my main computer in August (I am currently on a netbook...not very convenient for editing and testing data inis).

 

Happy flying,

Von S

Share this post


Link to post
Share on other sites

Can I do some edit on the Nieuport 11 to make the upper wings sturdier?

I would recommend adding  StructuralFactor=1.5 to each Topwing** component to address the specific problem.  It can be anywhere in the data list.  Increase the value until you get the results you are looking for - a then report back so we can take advantage of your work.  :smile:

There was a strange thing happening in the last mission with a damaged Vickers FB5 flying 2 meters over the ground round and round,

 I've seen this behavior in the DH-2 also.  It does appear to be an asymmetrical lift problem caused by damage.  You might change the damage status of the wingtips from heavy to destroyed to see if that helps - I've not had an opportunity to experiment. 

  • Like 2

Share this post


Link to post
Share on other sites

Thanks for your suggestions!

I'll test that and report back!

 

Share this post


Link to post
Share on other sites

Hi Nick :bye:

In Nieuport11_DATA.ini I added
StructuralFactor=1.5
under these sections:
[TopWingLeft] & [TopWingRight] & [TopWingMidLeft] & [TopWingMidRight] & [TopWingTipLeft] & [TopWingTipRight]

Is that correct?

I didn't notice any major difference. The wings are still very weak and fall off after a few hits. :crazy:
I'll test to increase the value in steps of 0.5.

Thanks!

Best regards

vonOben

Share this post


Link to post
Share on other sites

Hi

 

Back with some more feedback.

 

I'm now using StructuralFactor=2.5 on the Nieuport 11 but the wings are still very fragile.

 

I've started flying the Fokker D.II and my first impression is that it stalls more easily than the Eindeckers. The flight behavior during a stall is somewhat strange IMHO with an displayed speed around 1-2 km/h.

What is the measures to get out of a stall in FE2?

I had to switch to Autopilot to get out of a severe stall.

 

S!

 

vonOben

Share this post


Link to post
Share on other sites

Hi Von Oben,

 

Strange stall behavior on a few aircraft has always been an interesting topic for me in FE2. There are a few - such as the Fok. D.II, sometimes also the M-S N (Bullet), one or two more, that sometimes display a kind of sideslip stall and a speed that drops to close to 0 kph. The best way to get out of such stalls is to attempt a nose-down position, and full rudder in the direction of the stall (not opposite to the stall direction if the problem is an uncontrollable sideslip). Also, turning off the engine sometimes helps, to minimize gyroscopic effects on rotaries. As you start gaining control of the aircraft, then turn on the engine.

 

There are three or four entries in the data inis that control such behavior (stall limiters, stall risk, return to pre-stall state, stall type whether starting from wing tips or from wing base/center near the fuselage, etc.), and that were posted here on the forums a few years back (I have a printed copy but can't remember the link to the info. now) - will investigate these oddities once I start tweaking new data inis in August. You will also notice that if an uncontrollable sideslip/stall continues for too long, the wing tips and eventually the whole wings will break apart on an aircraft - I have experienced this a few times with the Bullet type N, also the type H.

 

The Fok. Eindeckers don't seem to have this problem but they sometimes go into an inverted flat spin (that is nearly impossible to get out of but is probably historical for the early monoplanes....whether the odd sideslip stalls are historical is the really interesting question here). That the Fok. D.II stalls more frequently than the Eindeckers is good (historical) since it was underpowered for its weight - therefore only one machine gun on it to save weight/improve performance. The Fok. D.III resolved some of these problems with its more powerful two-row rotary, particularly with the addition of ailerons on late models of the D.III (instead of wing warping).

 

Happy flying,

Von S

Edited by VonS
  • Like 1

Share this post


Link to post
Share on other sites

Guess I would push the structuralfactor  to 4.0 and work down from there then.  Recall the size of the hitbox is the basis of the amount of damage, and the N 11 is a small plane.

 

What's more surprising to me is that you can hit anything while flying an Eindecker. :smile:

  • Like 1

Share this post


Link to post
Share on other sites

Hi guys

VonS;
When in a stall where the speed drop close to 0, the problem was that it had very little effect whatever I did with my stick.
I've encountered tricky stalls also with Peter01 FM in the Eindeckers, but not in your FM.
I'll test your advice the next time.

Nick;
The Eindeckers have a gun sight at least, which the Fokker D.II doesn't have.
So I find it much easier to aim with the Eindeckers and have more problem aiming when there is no gun sight.

Cheers

vonOben

Share this post


Link to post
Share on other sites

Hi again

The Fokker D.II wasn't that bad when I got used to it and if I was careful not getting into a stall.

But the Halberstadt D.V is terrible to fly IMHO. It accelerates very slowly and it's hard to get enough speed to take off safely. I also had one weird stall experience with it. I couldn't recover from the stall so I switched to Auto pilot. After the auto pilot had recovered I could never go back to flying without it because if I did I would go into a spin directly. The Auto pilot couldn't land either and crashed the plane when trying.
After that I removed your Halberstadt D.V FM....

Best regards

vonOben

Share this post


Link to post
Share on other sites

Hi Von Oben,

 

The Halb D.V was historically an improvement on the Halb. D.II but was still somewhat under-powered (and slow to accelerate). It is a good plane in dives however and is fairly twitchy/maneuverable on the ailerons. The rudder/elevator are sensitive on it too. I recommend that you retest my latest FM tweak for the Halb. D.V that was uploaded with the big 8.0 update pack. I will retest the Halb. in a few days once I'm back at my main computer - it is possible to put the Halb. into spins/stalls if one is rough on the controls but I've never had trouble recovering from such spins and stalls. Thanks for the continued feedback.

 

Happy flying,

Von S

  • Like 2

Share this post


Link to post
Share on other sites

Hi VonS

My feedback is for the latest version 8.0.

Have you considered editing the "waltzing" behaviour as Nick suggested here:
http://combatace.com/topic/88783-heres-how-to-stop-your-wingmen-from-waltzing-in-formation/

And the "Bouncy elevators" as you called it here:
http://combatace.com/topic/88951-some-newbie-questions/

I usually edit your FM files as suggested in those threads with good result.

Best regards

vonOben

Share this post


Link to post
Share on other sites

Hi VonOben,

 

The waltzing behavior I've managed to reduce for some plane types by tweaking the MaxRollFormation entry in the general aircraftaidata ini file to 3.0 - this has resulted in minor "waltzing," usually much more stable looking formations. Such values in the individual aircraft data ini files will obviously override the setting in the general aircraftaidata file, should there be such an entry in the individual data inis. I recommend a value of about 3.0 for MaxRollFormation to help offset the major waltzing for some plane types - values of less than about 3.0 will probably lead to too stable/unrealistic formations (considering that formations in the modern WW2 sense of the term didn't really exist in WW1).

 

The bouncy elevators have been remedied whenever possible in my data ini tweaks for the various plane types - the relevant entry is ElevatorDeltaPitch - this entry usually had high values of about 3.0. The values should range from about 0.5 to no more than about 1.5 - for elevator porpoising/twitching to be kept to a minimum when the AI is involved in dogfights.

 

I am now finally back on my main computer (quad-core MacMini) and will retest the Halb. D.5 before tweaking the general aircraftaidata file further using some of NBell's tips posted on another forum here for FE2.

 

Happy flying,

Von S

  • Like 1

Share this post


Link to post
Share on other sites

Hi VonOben,

 

Have now retested the Halb. D.5 with good results - acceleration is indeed slow on the type (both off and on ground), and it weighs more with its "Argus" engine than the D.2 variant with its Mercedes - the HP output is about the same for both types. The D.5 has a top speed of about 155/156 kph (the D.2 is about 150 kph historically). Climbs are best at speeds between 90 and 100 kph, giving a climb of about 2.5 m/s. It still climbs even in the 70s and 80s kph - but will fall into a nasty spin if climbed below 71/72 kph approx. The only way to get out of those nasty spins is to use rudder in the opposite direction of the spin. For takeoffs, I recommend getting the tail up as soon as possible (dragging the tail along will slow the type down noticeably) - then let it ascend gently once you pass about 100 kph, and try not to drop the speed below about 85 kph as it ascends - this should allow for a good and steady climb.

 

Happy flying,

Von S

Share this post


Link to post
Share on other sites

More info. on the Halb. D.5: while testing was successful, I have been reading more about the D.5 variant. Apparently it had an empty weight about 50 kg less than the D.2 (525 vs. about 570 or 580 for the D.2). The similar HP output however meant that the top speed on the D.2 was between 145 and 150 kph, with the D.5 barely faster. The ceiling was higher on the D.5 by a couple of thousand feet. I am now tweaking that data ini file further and will upload the changes with an 8.5 update of my tweaks.

 

Von S

  • Like 1

Share this post


Link to post
Share on other sites

Halb. D.5 now successfully tweaked, with a top speed of 153 kph below about 500 feet altitude. It now climbs more easily with an empty weight of 525 kg, and the ceiling is slightly higher than previously. Climbs of about 2.5 m/s can now be attained at speeds between 85 and 100 kph - it still climbs at around 2 m/s in the low 80s and also through the 70s kph - stalls happen below about 65 kph but it's easy enough to recover using opposite rudder, and it now gives a broader, let's call it, "climb envelope" - than was possible previously. Take offs are best at slightly above 100 kph. Will now slightly de-tune aileron sensitivity on the BE2 types, will then tweak the BE12 types, the Fokk. Eindecker E.IV (two-gun variant) - these will be uploaded with an 8.5 update. Also included in that update will be the Nieu. 16 Vickers-armed variant with functioning LePrieurs, a modified Left Vickers Gun for the Weapons Folder that is limited to 250 rounds and that corresponds with the Vickers Nieu. 16, also a tweaked Nieu. 11 that has funcitoning LePrieurs.

 

Been testing the VolumeStructurePoint setting further and it seems that a value of 2500 is the sweet spot - making it harder to down planes but not terribly hard or unrealistic - a good balance I think (will include that file with the 8.5 update too).

 

Still testing the general aircraftaidata ini file further - have successfully increased firing times for different dogfight skill levels, ranging from a few seconds for aces all the way to about 10 second bursts for novices - now need to tweak the file further since the cannonfireangle is still somewhat troublesome. I keep thinking that the aces and veterans should be given a wider fire angle - contrary to logic - since their maxcannonrange is shorter, whereas the greens and novices need a tighter gun angle with their high maxcannonrange...hmm, will see how that works out.

 

Also been reading Robert Jackson's 'Aces Twilight' (from the late 1980s) and it seems that it was not that difficult to pop wings off of early and mid-Nieuport types (a few well-placed, short rounds by an attacker, and off they go...instances were recorded where such things happened on a Pfalz. D.3 type too...which is at any rate more robust than a Nieuport)....this leads me to think that the fairly fragile Nieu. wings in FE2 are more realistic than initially thought - many of us are probably still used to the "toughness" of certain models in RB3D...at any rate those are Jackson's views on the subject....

 

Happy flying,

Von S

  • Like 1

Share this post


Link to post
Share on other sites

Hi VonS

 

Nice too see that you are back tweeking FM's :bye: .

 

Any chance for a AlbatrosD2_Early FM in next update?

 

S!

 

vonOben

  • Like 1

Share this post


Link to post
Share on other sites

Hi Von Oben,

 

Yes it's good to be back tweaking FMs and other things for FE2 - and testing the tweaks which is great fun.

 

I will look into doing a "radiator ears" Alb. D2 tweak for the 8.5 update. The BE2c has had its ailerons slightly detuned now for greater realism. Also the Fok. E.IV (two-gun variant) has been completed. I want to complete the two BE12 types now, for the western and middle eastern theatres, and will then see about the early Alb. D2 - will probably roll that into an 8.5 update.

 

A version 9.0 update will consist of:

 

French-built Nieuport 12

Hannover CL.2 and 3 types

Albatros C.3

Farman F.40

Vickers FB5

 

Updates after version 9.0 will then consist of small updates of individual plane FM tweaks that catch my interest and any new ones that might show up here in the downloads section.

 

Happy flying,

Von S

  • Like 3

Share this post


Link to post
Share on other sites

Hi VonS

Back with some more feedback and observations!

I'm now flying the Albatros D.I in an Armchair Aces campaign.
When taking of the tail is heavy and takes some time to lift which makes the acceleration slow and the speed rather low when getting up in the air, usually in the end of the airfield. The Albatros D.I is prone to start burning when hit, it's the plane I've flown so far that starts burning most easily.


I find it tricky to get a realistic balance in FE2. I've been using VolumeStructurePoint=6000 now for a while, but both myself and the AIs still get those 1-2 bullet kills.
The Nieuport 17 is a tough opponent and a lot sturdier than the older Nieuport versions and doesn't have fragile wings.

If those 1-2 bullet kills happen sometime it would be acceptable, but since most parts of the planes are non critical more hits should be needed to get the plane down IMHO. I've read that MvR as an average used 200 rounds per victory, and he was an ace...
So how many rounds/hits would be historically accurate, what do you think?
And how can we achieve that in FE?

Best regards

vonOben

Share this post


Link to post
Share on other sites

Hi VonOben,

 

I'm glad to hear that the Alb. D.I burns more easily than the later Alb. types - this confirms that the following two entries are working well in the data ini:

 

DamageTempDelta=60

OverheatDamageRate=0.7
 
I've set the damagetempdelta and overheatdamagerate to fairly high for the earlier inline engines, the later inlines are a bit more reliable post-damage, with the single row rotaries and radials faring better after being hit, and the two-row rotaries being the most sturdy, post-hit, of them all. Those two values are for post-hit rate of failure and/or fire.
 
That the D.I is tail-heavy is also good, since most of the Albs., including several other WWI types, were heavier in the tail. Have now retested the Alb. D.I - full throttle works well for fairly quick take offs, but push the elevator forward right away so the tail comes up - keep the tail up until you get to about 100 kph, then let the plane gently ascend. Good climbs can be maintained at speeds of around 110 kph. You can maintain fairly steep climbs at around 90 to 100 kph, but I wouldn't recommend climbing at speeds below about 85 kph since stalls are likely. The engine is powerful enough that the climb envelope is fairly broad, either steep and slow climbs, or more gradual but relatively fast climbs at between 110 and 120 kph.
 
You will also notice that the rudder is more effective on the early Albs. than on the D.3 and particularly on the D.5 variants (the oval-shaped rudder, while nice looking, was less effective than the flat one). The D.I and D.II sideslip very well and can tangle fairly well with the Nieuport types. Personally I like the late D.II the most of all the Albs. since it is sturdy and fairly maneuverable. I'm surprised that the German Air Service didn't continue building that airframe and fitting it with more powerful engines to increase top speed - an excellent interceptor would have emerged, and a great plane for diving too (no need for the Pfalz D.III then...).
 
The Nieu. 17 C.1, also the 17bis, are tougher than the 16, 11, also the 10, as you noticed. I think that the Nieu. 23 and the 24bis are in many ways the best of the Nieu. types - very maneuverable and fairly tough (relative to other Nieu. types). Your value for the volumestructurepoint seems a bit high but is worth experimenting with - I've had good results with a value of 2500.
 
It's difficult to theorize an average hit rate per pilot skill level, especially in a historical context. The question is interesting. MvR seems to have placed many rounds into opponents before they spun out of control - this perhaps has something to do with his preference to attack two-seaters and larger, slower aircraft (they may have been more stable targets but harder to knock down). René Fonck was rumored to have been able to knock planes down with a few well-placed hits (somewhere between 5 and 30 rounds approximately) - also good in the low-hits per kill category were some of the Italian aces I think (Baracca who preferred the earlier SPADs that were more maneuverable, and only one machine gun).
 
The simplest way to increase hit numbers per kill is probably to increase the armor rating on aircraft, although this may upset other factors in FE2 - making it too difficult (unrealistic) to knock some aircraft down. I will have a look at some of the data ini for wing strength and/or fuselage strength once I finish tweaking the BE12 types and early Alb. D.2 - there may be some hidden things to explore in the files.
 
I think generally that it should be harder to bring down the later war (1917 and 1918) aircraft than the early war types (to about mid-1916). That the Nieu. 17 is harder to bring down than earlier Nieu. types is good evidence of that. I would recommend that you retest some of the aircraft that seem very easy to bring down by changing their armor rating either to 25 or 26 (these are the values that I use for late-war aircraft and they make it very difficult to bring aircraft down without firing most of your ammo. into them).
 
Happy flying,
Von S
  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By VonS
      Recently I had an opportunity to re-install FlightGear (stable ver. 2020.3.19) on my 2013 Mac Pro and was pleasantly surprised - with no crashes, decent FPS for the most part, and various other improvements that were incorporated over the years. I had dabbled briefly in FlightGear a couple of times before (around 2013, and again around 2020) - but eventually removed the flight simulator from my hard drive on both of those occasions.
      Since my particular setup(s) are with dual AMD video cards, I thought I would post some (illustrative) tips below, as well as representative pics of the sim when at best, or very good, settings. I will this time around keep FlightGear on my hard drive - makes for a good, free flight simulator.
      For command line entries and tips that should be plugged into the "Additional Settings" option of FlightGear, see the info. immediately below. Make sure to remove the info. included in brackets if copying the commands into the relevant settings section.
      -----
      --prop:/sim/gui/current-style=0 (better GUI style for AMD cards)
      --prop:input/mice/mouse/mode/button[2]/binding/value=2 (gets rid of horrible mouse-as-yoke feature that sometimes automatically turns on)
      --prop:/sim/rendering/photoscenery/enabled=true (gives more photo-realistic scenery whenever possible; to be fully implemented in later FG versions)
      --prop:/sim/rendering/hdr/envmap/update-continuously=false (disables continuous siphoning and updating of terrains, to enable seconds command below)
      --prop:/sim/rendering/hdr/envmap/update-rate=5 (terrain refresh rate set in seconds; good values are 5 or 10, for minimal stuttering)
      --prop:/sim/rendering/max-paged-lod=1300 (stock max paged LOD no. is "200"; recommended is not to exceed about "1900" on AMD)
      --prop:/sim/rendering/plod-minimum-expiry-time-secs=60 (stock min expiry time is "180" secs.)
      --prop:/sim/rendering/multithreading-mode=DrawThreadPerContext (should improve multithreading capacity, at least slightly, and add a few extra FPS)
      --prop:/sim/rendering/database-pager/threads=12 (stock thread rendering no. is "4," with more threads improving ave. FPS; set as per your CPU threads no.)
      --prop:/sim/rendering/vsync-enable=false (force disables vsync to improve FPS)
      --prop:/sim/rendering/multi-sample-buffers=true (this is anti-aliasing; set to false to disable and remove entry immediately below it)
      --prop:/sim/rendering/multi-samples=2 (anti-aliasing value; lowest is 2, also good is 4; avoid 3)
      --compositor=Compositor/HDR/hdr (modern rendering pipeline for better graphics details and shaders; rarely breaks scenery; still mostly experimental on AMD vid. cards)
      --units-meters
      --disable-splash-screen
      --disable-horizon-effect
      --enable-distance-attenuation
      --enable-specular-highlight
      --enable-clouds3d
      --fog-nicest ("nicest" improves look of fog with more subtleties while "fastest" makes fog appear and disappear more quickly; no real impact on AMD FPS)
      --shading-flat ("smooth" apparently improves look or depth of shaders; preference is for "flat" since I have not noticed difference in quality on AMD)
      --texture-filtering=2 (this is anisotropic value; lowest is 1; also good is 4 or 2; avoid 3)
      --bpp=32 (can also use 24 but have not noticed an FPS improvement with 24; would say 32 is better for FPS overall)
      --terrain-engine=pagedLOD
      --lod-levels=3 2 5 3 1 (also good is 4 3 6 4 2 for best visual quality on AMD but still mostly FPS-friendly; recommended is 3 2 5 3 1 for balance between visual quality and solid FPS)
      --lod-res=2 (default is 1; also good is 3; avoid any other values besides 2)
      --lod-texturing=raster (better than "bluemarble" as far as I have been able to test, with smoother loading of textures)
      --lod-range-mult=3 (default is 2; also good is 1; avoid all other values besides 3)
      --enable-texture-cache
      -----
      On a broader note, it's important to tweak the rendering, shaders, and LOD range settings in FlightGear - to get the best experience on your AMD video rigs (be it a dual or single AMD setup).
      The frequencies, by the way, on my dual FireProD700s have been OC-ed, via MSI Afterburner, from a clock/memory of 850/1370 to 1024/1380 MHz.
      Be sensible with the rendering options - particularly with the maximum number of scenery and aircraft tiles - anything above a value of 1900 or so is both useless and an FPS hit. (The scenery/aircraft tiles no. may also be set via the relevant command line entry indicated above in this post.)
      Take note as well of cloud density and visibility values. Anything beyond a visibility of 35 km or so is questionable since it does not widen further the cloud carpet but is, once again, an FPS hit.

      Pic 1 - Sensible/Best Rendering Choices for AMD Video (in FlightGear)
      Next we look at the shader options that also require careful thinking and tweaking. Take note that "landmass," "urban," also "water" - give different visuals if they are set to the maximum level (of five). I personally prefer how the landscape/terrains look with those three settings at a value of four - with crisper graphics - but tweak according to taste. Also worth noting is that I always run the LOD value on my rig(s) at "-1," via the excellent little program "ATISetLod" that is available under the top post of this thread.

      Pic 2 - Sensible/Best Shader Options for AMD Video (for crisp and fairly realistic graphics)
      Also important is to tweak the LOD range settings to get a good balance between visual quality and decent FPS, with no stuttering or crashes. Focus in particular on the maximum distances for the detailed, rough and bare scenery ranges - I decided eventually on cutoffs of 3, 17.5 and nearly 45 km. Other cutoffs worth considering are 2.5, 15, and 40 (or so) km, as well as 3.5, 20, and 50 km. Anything beyond the latter values will, again, most likely not make much of a difference with the visuals but will contribute a noticeable FPS hit. Take note also of the "high detail" and "AI/MP interior" values. I'm getting good results with values of 250 - 260 pixels for those options; also good are values of 300 (or so) pixels. Those two values may be tweaked to taste, for the most part - but, again, be sensible since they may impact on FPS.

      Pic 3 - Sensible/Best LOD Range Values for AMD Video
      Last, let's not forget to tweak our custom FlightGear profile (in our AMD settings panel) as best we can, to minimize stuttering, pausing, or crashes. Take note in particular how the shader cache is set to "On," not to "AMD Optimized," and how, even though I have enabled CrossFire mode, frame pacing is set to "Off" (which eradicates stutters on my rig in FlightGear - had tried with frame pacing "On" and was not pleased with the results). If you have only a single AMD video card, experiment with leaving the CrossFire option on (set to "AFR compatible"), or turning it off entirely. (NOTE: I have not noticed any FPS downgrade with anti-aliasing set to 4EQ and edge-detect, anisotropic value at 8, and tessellation at 16. Tweak to taste obviously.)

      Pic 4 - Good AMD Settings for a Custom FlightGear Profile
      Recommended also, if having any instability with FlightGear on AMD video, is to stick with the "Pro" variant DLLs (drivers) for AMD, instead of the consumer/Adrenalin ones. I particularly like the ver. 19.x.x Pro series of drivers, as well as the venerable ver. 17.x.x ones (the latter of which I have installed on the 2013 Mac Pro). To find links to the Pro 19.Q3 DLLs (the last version of the Pro DLLs to support CrossFire, by the way), see this page.
      Below follow several representative pics with the settings illustrated above applied - FlightGear provides a nice selection of aircraft with usually very good monoplane FMs, especially for tricycle-gear (small) civilian aircraft such as Cessnas, also for airliners like the (classic) Boeing 707. For multi-wing contraptions on the other hand and more realistic/historical FMs for biplanes, triplanes, and the odd multiplane, the gold standard(s) remain heavily-modded First Eagles 2 and RoF, as well as recent iterations (UE edition onwards) of the excellent WoFF series.






      Happy flying,
      Von S 
    • By VonS
      Hi All,
      Have been doing a bit of tinkering lately with my FlightGear install (see this thread for more info.) - and results are pleasing enough in what is a free, open-source flight sim. Managed eventually to get accurate photo-scenery working in FG, which is a noticeable improvement over the stock (dated) scenery that has been available in that sim for years on end (see pic. below for photo-scenery at work in FG, in this case in the Mesopotamian/s. Iraqi area; the Alb. D.I is a re-skin and FM-overhaul of a model done by Lester Boffo).

      On a hunch, I then converted a bunch of the photo-tiles from FG (stock format is DDS) to BMP format - so that they become visible in the FE2 terrains folder - and it does indeed work - but would require careful, aesthetic choices regarding what tiles to replace in the terrains folder, such as farms, cities, deserts, etc. - for best cohesion and not too many jarring disconnects between tiles.
      Nice to see that stock trees and buildings are populating over the satellite/ortho-terrains too, in FE2. Photo-scenery is simply an improved "satellite" carpet that covers the stock scenery and terrain framework in FlightGear - and by extension works the same way in the ThirdWire sims but requires manual conversion to BMP format and manual placement in the terrains folder (perhaps the DDS format would work too, but I didn't bother tinkering with the various settings/text files this time around in the terrains folder).
      The other good thing about FlightGear is that it is fully under the GNU GPL (General Public License; i.e., "copy-left" license) - so there are no copyright problems that I know of if one borrows such ortho-scenery for FE2 too (haven't bothered to test with SF2). And if working on such a terrain swap as a personal project - that is of course even simpler.
      A few representative pics. below with just a few ortho-scenery tiles placed over Stephen1918's upgrade of the Mesopotamian theater for FE2. Results look pretty good, particularly when flying higher up, and I haven't noticed any FPS drop with the photo-scenery tiles loaded. Some old tiles are still in place in the pics., for comparative purposes. Any empty areas are where I didn't bother to load tiles.




      Anyway - I hope you find this post interesting - it's perhaps the "cheapest" way of upgrading tiles across the various theaters available for FE2.
      If I find enough free time I might tinker further with this side-project; will post comments if the results prove particularly successful.
      Cheers & good flying,

    • By VonS

       
      Apr. 17, 2023 Update - Please find, available at the link below, my previously released mods. for RoF United Ed. - this time as a convenient, consolidated package that has been updated with the latest tweaks. Do read the included "Read Me" files, where available, for more info., particularly the "READ_ME_ROF_General_Info" file that is located in the root folder of the package when unzipped. This package is provided "as is," with no active support beyond the included explanatory files. The "Consolidated Mods. New" Package contains the latest AI mod. (ver. 1.4) for RoF United, as well as mods. previously offered separately, such as the "M-S Type H Campaigning Tweak," the "PWCG modulations" files, etc.
      Apr. 29, 2023 Update - Included below the link to the "Consolidated Mods. New" package is Ver. 3 of the PWCG "modulations" files (to be installed manually in the PWCG ver. 16.3.1; see directions included in the larger, consolidated package). Ver. 3 of the "modulations" files increases wind and turbulence settings, as well as provides greater chance of encountering more capable AI when flying PWCG campaigns, especially if used in conjunction with my newer AI mods. for RoF (such as ver. 1.36 or 1.4, included in the big consolidated package).
      Important Note: if using the Ver. 3 PWCG "modulations" files, instead of the Ver. 2 ones included in the big consolidated package for RoF -- make sure to change settings, if you choose to change any, from within the modulations, i.e., the RofCampaignSpecific, files themselves -- otherwise, tampering with relevant settings from within the PWCG advanced menu options will automatically delete extra entries for the AI that I've included in the Ver. 3 modulations. This note does not apply to the Ver. 2 modulations since those don't contain any extra AI settings.
      Feb. 6, 2024 Update - RoF AI mods. vers. 1.36 and 1.4 have been upgraded to vers. 1.37 and 1.41, respectively. The new versions have tweaked the AI's ability to follow commands more quickly and/or properly. Ver. 1.41 also contains further tweaks to safe alts. for the AI, to minimize unnecessary crashes and very low-level dogfighting. The entire consolidated package has been renamed from "Consolidated Mods New" to "Consolidated Mods New V.2" (i.e., Version 2).
       
      ROF_ConsolidatedModsNewV2_VonS.zip
      ForRoFpwcgModulationsVer3_VonS.zip
      Happy flying,
      Von S 
       
       
    • By VonS
      Hello Fellow Fliers of First Eagles 2,
      Version 11.0 of the FM/Realism Package for FE2 contains approximately 220 WWI aircraft types and sub-types, for your (virtual) flying enjoyment. For detailed installation instructions, please check over the main "Read Me First" file that is included, as well as several older (pdf) files and that cover aircraft performance info., tips, etc., across all previous versions of the FM update package.
      A great many thanks go out to Peter01 and Ojcar, also TexMurphy, for making most of those flight model files to begin with. Also a great thanks goes out to Stephen1918, MontyCZ and Laton for providing lots of beautiful planes and skins that go with those great flight models, to NBell for the many hitbox improvements provided for the planes, also to VonOben, Mike Dora and Crawford for many helpful suggestions, and to the A-Team by SkunkWorks for allowing me to tweak a few of the FMs for their models too. And of course a very big thanks goes out to Geezer for several fantastic, high-quality models that were produced for FE2.
      What I've done is tinkered with the data files further. Modifications in all cases, to a greater or lesser extent, include data under the following sections:

      (a) MissionData
      (b) FlightControl
      (c) AIData
      (d) Sound
      (e) AircraftData
      (f) Engine
      (g) Crew
      (h) Internal Guns
      (i) Control Surfaces
      (j) Landing Gears
      (k) Fuselage, Nose, Tail, Vertical Tail, LeftStab, RightStab, Rudder, Left/Right/Inner/Middle/Outer/Tip Wing components
       
      Enjoy and happy flying!,
      Von S
      NOTES: For several of Geezer's latest aircraft and my FMs for those aircraft (Nieuports, Pfalzes, etc.), which are not included in this package, please see the relevant post located towards the bottom of page 25 of the "New Aircraft" thread for FE2, on CombatAce. Also see relevant posts on pages 26, 27, and 28 of that same thread for Geezer's "early beta" collection that contains the Breguet XIV, Junkers J.I, and other updates, including performance info. for some of those aircraft types.
      DISCLAIMER: All Von S mods., for FE2, SF2, also WOFFue/pe/bh&h2, as well as for RoF (United Ed.), are subject to the CombatAce "freeware" terms of agreement. Mods. may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods. remain free to use. Von S mods. shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor.
       
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..