Hi
and now something completely different!
Taken out of a comic strip (btw, highly recomendet ->
).
A rather special skin for the SPAD XII (the one with the cannon, which can be found here on combatace).
Installation:
- Drop whole folder 'Edelweiss' in the SPAD_XII folder (..\objects\Aircraft\SPAD_XII)
- Add the lines below into your SPAD_XII.ini at the bottom, of course change the XXX to the next number
[TextureSetXXX] <-- Change number
Directory=Edelweiss
Name=Castillac
Nation=FRANCE
Squadron=unknown
Specular=0.400000
Glossiness=0.300000
Reflection=0.100000
cheers
gterl
Here's a bit of drama for the FE (Gold or 2) Menu.
Works best with Guitarclassic55's menu add-on.
Theme: Palladio (K. Jenkins) with a bit of WW1 drama
Installation:
- Download & unrar into temp directory
- Make copy of your existing files (sound files within 'sound' and 'flight' folders)
- Copy/overwrite with extracted files
Hope you like it
Armored Trains were used extensively on the Eastern Front and to a lesser extent on the Palestine and Italian Fronts. On the Western Front, after 1914 they were used mostly for defense and as mobile headquarters. I have created five cars which can arranged in different configurations.
Engines could both push and pull other cars. It was common to have an armed car or two in front of the engine.
Troop cars had quarters for an infantry unit to help defend the train. There is a turret with a light gun. It is currently set for anti-aircraft, but you can change the data file to target ground objects.
Transport cars were used to move troops, munitions, or other supplies into a battle zone or recently conquered territory.
Gun cars were used as mobile light artillery. They can be included in a train or parked on a siding to defend a train station, supply depot, or other strategic location. If you change the target type to ground, they can be used as field guns.
I have included two versions of a heavy, rail mounted artillery gun. In transport mode, the gun is lowered and the car can be included in a train. In deployed mode, there is gun data assigned so the gun will shoot at ground targets. If you place an observation balloon about 2 kilometers down range, the gun will be elevated when it shoots, as if it were shooting at a distant target. There is very little side to side motion, so you have to be pretty accurate when you place the target balloon.
All the cars are the same length for easy placement. Put them 17.25 meters apart and they will line up nicely on the tracks.
There are three complete trains with different skins so you can use them in different terrains or for different forces. I have arbitrarily assigned the grey skin to Germany, the green skin to Russia, and the tan skin to the Ottoman Empire. With a little typing, you can reassign them to whatever forces you want.
These cars are designed to be used directly on the terrain, without any track lod. You will need to use them in terrains that have the tracks painted directly on the tiles.
All of these need to be included in the targets.ini in order to use them. I have included the data for the types.ini in the folders for each train.
Armored Trains were used extensively on the Eastern Front and to a lesser extent on the Palestine and Italian Fronts. On the Western Front, after 1914 they were used mostly for defense and as mobile headquarters. I have created five cars which can arranged in different configurations.
Engines could both push and pull other cars. It was common to have an armed car or two in front of the engine.
Troop cars had quarters for an infantry unit to help defend the train. There is a turret with a light gun. It is currently set for anti-aircraft, but you can change the data file to target ground objects.
Transport cars were used to move troops, munitions, or other supplies into a battle zone or recently conquered territory.
Gun cars were used as mobile light artillery. They can be included in a train or parked on a siding to defend a train station, supply depot, or other strategic location. If you change the target type to ground, they can be used as field guns.
I have included two versions of a heavy, rail mounted artillery gun. In transport mode, the gun is lowered and the car can be included in a train. In deployed mode, there is gun data assigned so the gun will shoot at ground targets. If you place an observation balloon about 2 kilometers down range, the gun will be elevated when it shoots, as if it were shooting at a distant target. There is very little side to side motion, so you have to be pretty accurate when you place the target balloon.
All the cars are the same length for easy placement. Put them 17.25 meters apart and they will line up nicely on the tracks.
There are three complete trains with different skins so you can use them in different terrains or for different forces. I have arbitrarily assigned the grey skin to Germany, the green skin to Russia, and the tan skin to the Ottoman Empire. With a little typing, you can reassign them to whatever forces you want.
These cars are designed to be used with the train tracks from Gepard's Railway Station (available in the Strike Fighter 1 Terrain downloads). Gepard has given me permission to include the tracks with my train. I have made a new skin with the ties farther apart, which I think looks better from the air. If you already have the tracks in your terrain, you don't need this.
All of these need to be included in the targets.ini in order to use them. I have included the data for the types.ini in the folders for each train.
North Sea Terrain for First Eagles
June 2013
Terrain and ground objects by by Stephen1918
Testing, modding for FE2, and help with effects and data files by ojcar
Ojcar's AI Flyable Airships are included in the download - LODs by Stephen1918 - data, loadouts, and ini files by ojcar
This terrain was made just so I would have a place to fly my sea planes. It's realistic, but not historical. The ships are all generic. I didn't attempt to recreate actual ships, but the types are similar to World War I era ships. All nations have the same ships, but with different flags and skins. My intention was to make it look reasonable from the cockpit.
There is no land at all in this terrain, so it will require a separate install of First Eagles. Otherwise you will find trucks and tanks driving over the water and land based aircraft taking off from the sea. I have included installation instructions.
There are no campaigns (yet), but you can fly all the mission types as single missions. Supply ships replace trucks in armed recon missions. Torpedo boats replace the tanks in army co-operation missions. Airships replace balloons in the balloon busting missions. All of the ships and airships are armed with anti-aircraft weapons. There are a few neutral country merchant ships cruising around the edges, be careful not to create a diplomatic incident by attacking a non-combatant.
I created a new kind of airfield (WWI_SeaPlaneBase.ini) which uses seaplane tenders. The tenders had hangars on the decks and planes were moved in and out of the water using cranes. WWI seaplane tenders carried small numbers of planes, usually 4 to 6, rarely more than 8. But my "airfields" have take off positions for 16 planes because First Eagles sometimes assigns large numbers of planes to missions.
I have included ojcars AI airships in this terrain. I have adjusted the formations to keep them from colliding.
This download includes all the ground objects for the North Sea terrain. I have created two new effects which make the static ships appear to be moving when they're really just sitting still. I have made new formations to spread the "trucks" "tanks" and "bombers" out more. I have made a new view list so you can use the F7 key to see all the ground objects. And I have made new icons for the in-flight map.
All the ships have a separate skin for the flags, so you should be able to quickly make Austrian, Italian, Russian, or Turkish ships for different sea terrains.
Installation Instructions:
Start by making a new install of the game. In FE1 the following changes will be made directly in the game folder. In FE2, the changes will be made in the game's mod folder.
If you haven't already done so, download the seaplanes from Combat Ace/Downloads/First Eagles Add-On Aircraft.
Open the Objects folder. Delete the entire GroundObject folder and replace it with mine.
Open the Aircraft folder. Delete all the planes, do NOT delete the pilot skins. Copy the two folders from my Aircraft folder into yours. Then install the seaplanes following the instructions in each download.
In the new game folder, open the Effects folder. Copy the three files from my Effects folder into yours.
Open the Flight folder. Copy the five files from my Flight folder into yours.
Open the terrain folder. Delete all the terrains EXCEPT "wwiVerdun." You need the Verdun cat file for my terrain to work.
Copy my wwiNorthSea folder into your Terrain folder.
If you have FE2, open my "TerrainDataForFE2" folder, copy the wwiNorthSea_Data file and use it to replace the data file in the new North Sea folder.
** A note about the water - In the download, I have included a water tile (FRLAKE.tga) which is intended to look good in Medium graphics mode. It will still work in High graphics mode, or you can delete it and the stock Verdun water will be used instead.
Ojcar has made a new data file which takes advantage of the graphics effects in FE2. This only works in FE2. If you are running FE1, use the original wwiNorthSea_Data in my terrain folder.
** Other notes - The stock campaigns and missions from the original game don't work anymore because you have deleted all the planes and terrains for them. When you run the new version of the game, it will hang if you click the "Campaign" or "Instant Action" buttons on the Main Menu Screen.
Welcome to a very different WWI campaign experience! This is a semi-fictional Floatplane campaign.
This campaign start in November 1917, in North Sea. A very interesting month, because in October the German High Seas Fleet, operating in the Baltic, assisted in capturing the islands of Oesel, Dagö and Moon (Google for Operation Albion, please). Also, in November 1917 was the Second Battle of Heligoland Bight (Google for it, please).
At the same time Germans kept on sending out their submarines and merchant raiders, Entente forces continued trying to blockade shipments to the German ports. From time to time, German Fleet units ventured out to shell the British coast in an attempt to lure British ships into a trap. And, of course, fishing ships and coastal merchants continue to operate along the German coasts. The German High Seas Fleet remains in the Baltic Sea, and Zeppelins are a menace too...As I said, very interesting times!
This campaign depicts the use of Seaplane Tenders in both sides, trying to spot the enemy ships, hunting down the Zeppelins and attacking enemy ships, submarines, and of course planes.
Thank you to Stephen1918 for all the wonderful planes, ships, airships and the wonderful terrain......And of course all the texts revision and betatesting! Stephen, you rock!
The Albatros W.4 was a float plane version of the D.II. It used the same fuselage, engine, and armament as the D.II, but had a wider wingspan and tail. The W.4 was used for recon and spotting missions in the North Sea, the Baltic, and by Austria-Hungary in the Adriatic Sea.
This is a late version of the W.4 with the radiator mounted on the upper wing. I have included a complete set of number decals, and two skins - a blue hex camo skin for Germany and one for Austria-Hungary. I have also included my skinning templates. The skins for the late Albatros W.4 are interchangeable with the early version skins.
My version includes a loadout for a light bomb load, even though the W.4 was not used for bombing. You can delete the loadout file if you want more historical accuracy.
Since it's a float plane, the W.4 works best in the Flanders, Gibraltar or other terrain that has a lot of water. The plane will actually take off and land from a conventional airfield, but it looks strange to see the floats going under the ground. It would be best to start the missions in the air. The plane will show up occassionally parked on an airfield, but its availability is listed as "Rare" so it shouldn't happen too often.
Credits
Thanks to Ojcar for making the data file for the Albatros W.4.
Thanks to Nix for providing the sound for the Mercedes engine.
And thanks to Quack74 for giving me the idea for a float plane.
Installation Instructions
For FE1 - Unzip the file and move the folder named "AlbatrosW4Late" into the FirstEagles/Objects/Aircraft folder. You also need to move the sound file "mercedes160m2.wav" into the FirstEagles/Sounds folder.
For FE2 - Unzip the file and move the folder named "AlbatrosW4Late" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create new folder named "AlbatrosW4Late". Move the folder named "D" from the Aircraft/AlbatrosW4Late folder into the Decals/AlbatrosW4Late folder you just made. You also need to move the sound file "mercedes160m2.wav" into the FirstEagles/Sounds folder.
The Albatros W.4 was a float plane version of the D.II. It used the same fuselage, engine, and armament as the D.II, but had a wider wingspan and tail. The W.4 was used for recon and spotting missions in the North Sea, the Baltic, and by Austria-Hungary in the Adriatic Sea.
I have made an early version of the W.4 with the radiators mounted on the sides of the fuselage. I have included a complete set of number decals, and three skins - a basic wood and linen skin for Germany, one for Austria-Hungary, and an early hex camo skin. I have also included my skinning templates. The skins for the early Albatros W.4 are interchangeable with the late version skins.
My version includes a loadout for a light bomb load, even though the W.4 was not used for bombing. You can delete the loadout file if you want more historical accuracy.
Since it's a float plane, the W.4 works best in the Flanders, Gibraltar or other terrain that has a lot of water. The plane will actually take off and land from a conventional airfield, but it looks strange to see the floats going under the ground. It would be best to start the missions in the air. The plane will show up occasionally parked on an airfield, but its availability is listed as "Rare" so it shouldn't happen too often.
Credits
Thanks to Ojcar for making the data file for the Albatros W.4.
Thanks to Nix for providing the sound for the Mercedes engine.
And thanks to Quack74 for giving me the idea for a float plane.
Installation Instructions
For FE1 - Unzip the file and move the folder named "AlbatrosW4" into the FirstEagles/Objects/Aircraft folder. You also need to move the sound file "mercedes160m2.wav" into the FirstEagles/Sounds folder.
For FE2 - Unzip the file and move the folder named "AlbatrosW4" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create new folder named "AlbatrosW4". Move the folder named "D" from the Aircraft/AlbatrosW4 folder into the Decals/AlbatrosW4 folder you just made. You also need to move the sound file "mercedes160m2.wav" into the FirstEagles/Sounds folder.