- First Eagles - WWI and Early Years - Skins
- First Eagles - WWI and Early Years - Add-On Aircraft
- First Eagles - WWI and Early Years - Add On Cockpits
- First Eagles - WWI and Early Years - Object Mods
- First Eagles - WWI and Early Years - Terrain and Environmental Mods
- First Eagles - WWI and Early Years - Missions and Campaigns
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Armchair Aces over Palestine
By ojcar
Welcome WWI buffs! This is a new series of campaings, covering the air war over Palestine Front in WWI
The entire war is divided in mini-campaigns of a month-10 missions. I'm using the fantastic Palestine map. You'll have about 20 mini-campaigns and 200 missions per pilot!
You'll fly as British, Australian, German or Ottoman pilot.
This series is made for FE2, but you also have a FE1 version.
251 downloads
0 comments
Updated
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Final Martinsyde G.100
By Geezer
This is the final update of the Martinsyde G.100, thanks to Stephen1918 who tweaked the files. The bomb racks now only show when the plane is carrying bombs, the prop spins, sample decals have been added for anyone who wants to make his own markings, and revised installation instructions have been added - all due to Stephen1918's efforts. Thanks, Steve.
I mistakenly attached the files for the G.102 to this upload - when released by CA, it will now have the correct G.100 files.
310 downloads
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Martinsyde G.102
By Geezer
The Martinsyde G.102 was a G.100 aircraft with a more powerful 160 hp Beardmore engine, which gave it slightly better performance. Again I could not have produced this upload without the patient help from Stephen1918, ocjar, gterl, and Wrench. Thanks, guys.
274 downloads
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RAF BE12a
By Stephen1918
The BE12a was a single seat version of the BE2e introduced in 1917. It was intended to be an improvement over the BE12, but the wing configuration did not improve maneuverability very much and it was only produced in small numbers. Like the BE12, it carried a synchronized Vickers gun mounted on the side of the fuselage and could carry up to 230 pounds of bombs. The BE12a was used briefly on the Western Front but saw much of its service in Palestine.
My BE12a has three loadouts for light, medium, amd heavy bombs. I have included a green paint (PC10) skin and a full set of number decals. My skinning templates are included in the download.
Credits
Thanks to Ojcar for making the data file for the BE12a, and for providing reference materials for the plane.
Installation Instructions
For FE1 - Unzip the file and move the folder named "RAFBE12a" into the FirstEagles/Objects/Aircraft folder.
For FE2 - Unzip the file and move the folder named "RAFBE12a" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create new folder named "RAFBE12a". Move the folder named "D" from the Aircraft/RAFBE12a folder into the Decals/RAFBE12a folder you just made.
240 downloads
0 comments
Submitted
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RAF BE12
By Stephen1918
The BE12 was a single seat version of the BE2c introduced in 1916. It had the wings of the BE2c, but had a larger, 12 cylinder (RAF4a) engine. There was a synchronized Vickers gun mounted on the side of the fuselage and it could carry up to 230 pounds of bombs. The more powerful engine made the BE12 a faster plane, but it didn't have the maneuverability required for a fighter. The BE12 was used mostly for recon and light bombing missions.
My BE12 has three loadouts for light, medium, amd heavy bombs. I have included two skins, a green paint (PC10), and a clear doped linen skin. A full set of number decals and my skinning templates are included in the download.
Credits
Thanks to Ojcar for making the data file for the BE12, and for providing reference materials for the plane.
Installation Instructions
For FE1 - Unzip the file and move the folder named "RAFBE12" into the FirstEagles/Objects/Aircraft folder.
For FE2 - Unzip the file and move the folder named "RAFBE12" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create new folder named "RAFBE12". Move the folder named "D" from the Aircraft/RAFBE12 folder into the Decals/RAFBE12 folder you just made.
252 downloads
0 comments
Submitted
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AEG C.IV
By Stephen1918
The AEG C.IV was a German 2 seater that was introduced in 1916 and saw service until the end of the war. It served on the Western, Eastern, and Palestine fronts and was operated by Bulgaria and Turkey as well as by Germany. It was primarily a reconnaissance plane, but was also used as a bomber escort, although not very successfully. It had a fixed Spandau machine gun for the pilot, a Parabellum on a ring mount for the observer, and could carry a small bomb load.
I have included two skins, a green and lilac camo, and a green and brown camo. I have also included a full set of number decals. My skinning templates are included in the download.
There are two bomb loadouts, one internal, and one external mounted under the wings. It is doubtful that the AEG C.IV carried external bombs, but I liked the look of it. For historical accuracy, you probably shouldn't use the External Bombs loadout.
Credits
Thanks to Ojcar for making the data file for the AEG C.IV and for providing valuable information, especially for the cockpit details.
Thanks also to Nix, who made the sound file for the Mercedes 160hp engine.
Thanks to Ojcar (again) for pointing out the problem with the decals.
Installation Instructions
For FE1 - Unzip the file and move the folder named "AEGC4" into your 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 "AEGC4" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create new folder named "AEGC4". Move the folder named "D" from the Aircraft/AEGC4 folder into the Decals/AEGC4 folder you just made. You also need to move the sound file "mercedes160m2.wav" into the FirstEagles/Sounds folder.
347 downloads
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Beardmore built Nieuport 12
By Stephen1918
The Nieuport 12 was built under license by Beardmore & Co. Ltd. for both the RNAS and the RFC. The Beardmore version differed from the French version in many small ways; the most obvious differences were - a vertical stabilizer at the tail, a slightly longer lower wing, and a different engine cowling. My version has a Lewis Gun mounted on a Scarff Ring for the observer and a Vickers Gun mounted on the fuselage for the pilot.
The British built Nieuports had the insignia placed differently from the French versions, my decal ini's are British style. I have included two skins, a brown and linen skin for the RFC, and a dark green skin for the RNAS. There is a set of appropriate serial number decals for each. My skinning templates are included with the download. I have also made British faces for the cockpit instruments.
Because of the many minor differences, the skins, cockpit, and data file are not interchangeable with my original Nieuport 12.
Credits:
My thanks to Ojcar for making the data file for the original N12, I have made slight changes for the Beardmore version.
Installation instructions:
For FE1: Unzip the file and move the folder named "Nieuport12Beardmore" into the FirstEagles/Objects/Aircraft folder.
For FE2: Unzip the file and move the folder named "Nieuport12Beardmore" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create a new folder named "Nieuport12Beardmore". Move the folder named "D" from the Airplanes/Nieuport12Beardmore folder into the Decals/Nieuport12Beardmore folder you just made.
253 downloads
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Moska MB bis
By Stephen1918
The Moska MB bis was a Russian single wing fighter, first deployed in 1916 and produced throughout the rest of World War I. It did not have a synchronized gun and the stock plane had the gun mounted at an angle to fire over the prop. I have created a "field modded" version with a horizontal gun and with deflector plates on the prop. Both versions use the same skins.
I have included my skinning templates with the download. The planes uses the stock decals, so there is no "D" folder with this plane.
One of the distinctive features of the Moska MB was that its wings could be folded for shipping and transport. I have included a static model, with folded wings, that can be used by modders in their terrains. The static version has a destroyed version and includes the Types.ini data.
Credits
Thanks to Ojcar for making the data file for the Moska MB bis.
Thanks also to Nix for creating the sound file for the Gnome 80hp engine.
Installation Instructions
For FE1 - Unzip the file and move the folders named "MoskaMBbis" and "MoskaMBbisMod"into the FirstEagles/Objects/Aircraft folder. You also need to move the sound file "gnome80m4.wav" into the FirstEagles/Sounds folder.
For FE2 - Unzip the file and move the folders named "MoskaMBbis" and "MoskaMBbisMod"into the FirstEagles/Objects/Aircraft folder. You also need to move the sound file "gnome80m4.wav" into the FirstEagles/Sounds folder.
205 downloads
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FE AA Objects
By Geezer
Steven1918 and I have put together a comprehensive collection of WW1 anti-aircraft guns. A noteworthy feature is, for the first time, a selection of medium-level 37/40mm auto cannons that bridge the gap between low-level MGs and high-level 75mm AA cannons. The Maxim 37/40mm auto cannon, dubbed the "pom-pom" by the Brits, was used in various versions by all the major powers and was still in limited service early in WW2. Pom-poms will significantly affect a gamer's experience when flying below 5,000 feet, and could motivate a gamer to replay old campaigns - especially if he used to like balloon-busting. Now that balloons can be realistically defended, he may not like balloon-busting anymore.
In addition to the pom-poms, there are multiple types of AA MGs. Also included are two types of optional gun pits: a C-shaped pit intended for use with AA guns, and a U-shaped pit intended for use with artillery, plus balloon winches for the major powers.
259 downloads
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AI flyable rigid Airships
By ojcar
AI FLYABLE RIGID AIRSHIPS:
Well, a quick and dirty work to make AI flyable two of the excellent Stephen1918 airships.
-The real L32 Zeppelin was shot down in 1916 over Horns Reef by the cruisers Galetea and Phaeton while trying to raid England. Before this it made 77 recon missions over North Sea.
The model we have is intended to have a generic German rigid Airship to use in campaign mode (you should create units with one plane and only one pilot).
-The real R23 class was never used in combat, but two of the improved R23X were built in 1918, and in fact one of them, the R29 attacked the UB-115 U-boat (it also was attacked by some ships. The submarine was sunk, and this was the only recoorded success of a British rigid airship.
Both airships are hard to destroy with machine guns, but the AI fighters will try to pass through the Airship sometimes (a game engine limit). Bad idea! The fighter will be destroyed (and the pilot probably will had the VC or Legion d'honneur) and the Airship badly damaged.
To install them you should put the AirshipR23 and ZeppelinL32 folders into your Aircraft folder.
Enjoy it!
Both models and skins by Stephen1918
All FMs, Loadouts and .ini stuff by Ojcar
Special thanks to Peter01 and Hitchingbroke!
396 downloads
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Palestine Terrain
By Stephen1918
Palestine Terrain - June 2014
(Summary of the ReadMe file included in the download.)
I highly recommend that you make a new install of First Eagles for this terrain. The ground objects, planes, and nations involved are different from the stock game.
This terrain works best using the Desert.cat file from Strike Fighters. It is possible to run this using the Cambrai.cat file from First Eagles. Instructions for installing either option are in the ReadMe file.
NOTE - In FE2, this terrain has a problem with shadows for some areas. The only solution is to ratchet down the shadow settings until the problem goes away. I have included notes in the ReadMe file which go into more detail.
CREDITS
Gepard made a Palestine terrain for Strike Fighters some time ago. I have kept many of the objects he included in the original, including the Pyramids of Giza.
Wrench made a World War I version of Gepard's terrain. I have kept a lot of his work - you will still find many of Wrench's "Easter Eggs" in my version.
Wingwiner gave me permission to use some of the buildings he made for Strike Fighters.
Geezer gave me permission to use his ground crew and airfield objects, AA guns and balloon winches. Geezer also made the skin for the city buildings.
Everyone whose work is included in this download has given me permission to use their work. I thank them.
Gerwin made a TFD Tool which I used for a lot of the terrain map tweaking and target placement. I thank him for sharing it.
Ojcar shared many resources for the history of WWI in Palestine. I thank him for his help.
I wish to thank Geezer, Panama Red and Ojcar for beta testing. They all did multiple installs and tweaking as we tried to figure out the shadow problem. Geezer and Panama Red installed the game on different computers to see how the game performed on different platforms. I also wish to thank Wrench whose input was helpful during the testing phase.
THIS VERSION
I have made many minor changes to the terrain - I made new terrain tiles, (most based on Gepard's) and I have leveled the airfields and train stations, and smoothed out the height map around cities.
I changed a lot of place names, and I added places that were significant in WWI. I added a lot of (unnamed) small towns and villages to fill out the landscape.
I made a lot of new objects - bridges, trains, tents, trucks, cavalry units, city buildings, etc. I also reskinned some buildings, vehicles, and ships that I made for other terrains.
In my version I used the "ActiveDate/InactiveDate" feature of the target.ini to make airfields and targets change sides as the war proceeds. So different flags, AAA guns, vehicles, and planes will show up in the locations depending on the month and year.
The dates I used match the dates Ojcar uses in his campaigns. You should fly Ojcar's campaigns to get the real benefit of this terrain.
I have included a new title screen for this terrain.
Complete installation instructions are included in the ReadMe file in the download.
I highly recommend that you install Panama Red's sky mods. It adds a whole new level to the experience.
I also recommend that you install Ojcar's Palestine campaigns. This terrain was built for his campaigns and you will get the best gameplay using them.
380 downloads
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New Linen Skins For Steven1918's BE2c
By Geezer
These are new BE2c skins made for the Palestine mod. To install, replace the existing five bmp files in the BE2cRAFLinen folder with these five new bmp files.
113 downloads
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1930s Ground And Terrain Objects
By Geezer
Kudos to Wrench! He massaged the basic elements I sent him, and created a complete DL ready to drop into your game folders. He set it up for SF2 but it should work OK for FE2. As usual, pay attention to the ReadMe. This pack does not include airfield figures - they are still in-work so a separate pack will be released when they are complete. The floor of the large hangar is a separate object, similar to the parking ramp. Hopefully, you can tweak the height and angle of these objects if you encounter problems with a game map that is not completely flat and level.
159 downloads
0 comments
Updated
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WW1 Airfield Objects
By Geezer
This pack contains all new airfield objects - hangars, barn, farmhouse, shed, barracks, etc. Just updated the pack to V1.1 - it now includes the missing Barracks and Base Ops files.
These objects use hi-res graphics and may not run well on older computers.
294 downloads
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WW1 Airfield Maintenance Objects
By Geezer
This pack contains all new WW1 maintenance objects.
4/24/2014:
revised the pack to include missing .bmp for the maintenance equipment.
247 downloads
0 comments
Updated
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dogfight 1.0.zip
By Nippy
Dogfight for Thirdwire Simulators (Series 1)
Dogfight is a quick mission generator much like Microsofts Quick Combat and
Ubisofts Quick Mission Builder.
This simple little program is an attempt to add similar facility to Thirdwire products
without editing Mission files by hand, or struggling with a complex Mission Editor.
So, using it you should be up and flying against a selected opponent within a few
seconds (once you're use to the system anyway!).
As a template for the Missions I used a standard 1v1 fighter encounter so the action
begins very close together (2 km seperation for WWI types, slightly further for faster types).
To use you:
1)Start Dogfight.
2)Setup mission.
3)Press the Red GENERATE button.
4)LEAVE Dogfight running.
5)Start the Thirdwire Simulator.
6)Go to the Single Mission page and then Load Mission Menu.
7)Click on the name of the mission that you just created in dogfight(default is "0 Dogfight").
8)When you want to change the mission click on Alt and Tab simultaneously.
9)Select Dogfight, make your changes and then press the red GENERATE button.
10)Return to the Thirdwire Simulator by clicking it on the task bar (or alt tabbing if you prefer).
11)ALWAYS RESELECT THE MISSION from the Single Mission-Load Misiion Menu to update the information.
12)Play the mission!
Repeat 8-12 as many times as you want
This sounds a bit long winded but you do soon get used to it.
Testing
DogFight has been tested with FE1 extensively (with virtually all the add on aircraft from
CombatAce, the Skunkworks and Peter01 fms), SFP1 (chiefly SCW) and WOE1 (chiefly WOR and WOA).
I've also tried it with some early Korean War era jets (SFP1).
I have only briefly tried it with more modern types (WOE) and though it works I'm not too sure
how useful regular fliers of these types will find it (it's the one period that I never really fly).
I have no access to any Thirdwire Series 2 sims so I really don't know if it will work with them.
The program was written using Microsoft Visual Studio Express 2010 C++ and FLTK.
FLTK (Fast Light Toolkit) is a great free package for constructing GUIs really quickly and easily.
Without it I doubt that I would have had time to write this program.
Thanks
Thanks to TK for creating a marvellous set of Sims. I love the way they work with TrackIR.
I would also like to take this opportunity to thank the many add on creators at Combatace and
the Skunkworks who have given me many hours of great gaming.
I hope Dogfight helps to provide some entertainment for Thirdwire Simulator Users.
Gary Ireland
118 downloads
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Planing Maps
By gterl
Hi Everyone
I always thought that the planing maps needed a bit of a more 'historical' (oldish) touch.
Here are three planing maps for the following terrains:
- Flanders
- Verdun
- Cambrai
Installation:
1) Make a backup copy of your existing planing maps (only overwrite if asked if you've already a backup)
2) Drop the files (*.bmp) into the respective terrain folders, like (..\First Eagles\Terrain\Flanders, ...\First Eagles\Terrain\wwiVerdun, etc.)
If you don't like....well just delete and replace with the old ones!
Cheers
gterl
159 downloads
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Castillac SPAD XII
By gterl
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
86 downloads
0 comments
Submitted
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Armored Train - Ground Level
By Stephen1918
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.
136 downloads
0 comments
Updated
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Armored Train - For Tracks
By Stephen1918
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.
123 downloads
0 comments
Updated
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North Sea Terrain
By Stephen1918
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.
350 downloads
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Unsung Heroes
By ojcar
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!
195 downloads
0 comments
Updated
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Albatros W.4 (Late)
By Stephen1918
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.
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Submitted
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Albatros W.4 (Early)
By Stephen1918
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.
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