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    1. New Le Prieur Rockets for the FE-Addon Spad VII 180
       
      I did them in a bit of a weird way to…
      Stop the AI jettisoning them
      Give them an upward trajectory on launch
       
      Caveats
      You can’t launch them in groups or all at once (they seemed to be historically bulk fired)
      Never seen the AI use them (did the AI use them pre Addon?)
      They are REALLY inaccurate, on purpose; use a lot of them from about 150 metres…
       
      Included are a:
      New Spad_180_data.ini (with the weapon stations added)
      New Spad_180.ini (with the loadout file added)
      New Spad_180_Loadout.ini
      Le_Prieur_map.bmp
      Le_Prieur_Rocket.LOD
      Le_Prieur_Tube.LOD
       
      REMEMBER TO BACKUP YOUR FILES BEFORE USING THESE ONES
       
      You will have to extract the WEAPONDATA.INI and the WEAPONDATA.DAT from the ObjectData.CAT if you haven’t already and place them in a folder called “Weapons” in the “objects” folder (you may have to make the “Weapons” folder)
      Place the Le_Prieur_map.bmp, Le_Prieur_Rocket.LOD, and Le_Prieur_Tube.LOD in the “Weapons” folder has well
      The Spad_180XXX.ini files go in the “Aircraft/SPAD7_180” folder
      Open the WEAPONDATA.INI in a text editor and add to the bottom
       
      /////////////////////////////////////////////////
      [WeaponData025]
      TypeName=LePrieurRocket
      FullName=Le Prieur Rocket
      ModelName=Le_Prieur_Rocket
      Mass=5.000000
      Diameter=0.050000
      Length=0.356000
      SubsonicDragCoeff=0.320000
      SupersonicDragCoeff=2.769000
      AttachmentType=NATO,USAF,UK,FRANCE
      SpecificStationCode=
      NationName=FRANCE
      StartYear=0
      EndYear=0
      Availability=2
      BaseQuantity=24
      Exported=TRUE
      ExportStartYear=0
      ExportEndYear=0
      ExportAvailability=2
      WeaponDataType=1
      RailLaunched=FALSE
      RocketPod=FALSE
      Retarded=FALSE
      FinStabilized=FALSE
      SpinStabilized=FALSE
      HasGrowl=FALSE
      EffectClassName=SmallRocketEffects
      ReleaseDelay=0.000000
      WarheadType=0
      Explosives=1.040000
      FusingDistance=5.000000
      ClusterBomblets=0
      ClusterDispersion=0.000000
      GuidanceType=0
      Accuracy=90
      MaxTurnRate=0.000000
      MaxLaunchG=2.500000
      LockonChance=0
      LaunchReliability=50
      ArmingTime=0.500000
      SeekerFOV=0.000000
      SeekerGimbleLimit=0.000000
      SeekerTrackRate=0.000000
      SeekerRange=0.000000
      MinLaunchRange=0.000000
      MaxLaunchRange=0.000000
      Duration=60.000000
      CounterCountermeasure=20.000000
      NoiseRejection=10.000000
      CapabilityFlags=0x00000000
      LoftAngle=0.000000
      DescentAngle=0.000000
      MaxLoftAltitude=0.000000
      CLmax=0.800000
      MinFreq=0.000000
      MaxFreq=0.000000
      BoosterStart=0.000000
      BoosterDuration=2.000000
      BoosterAccel=26.000000
      BoosterEffectName=RocketFireEffect
      BoosterSoundName=Rocket
      BoosterNodeName=
      BoosterPosition=0.000000,0.012000,-0.029000
      SustainerDuration=0.000000
      SustainerAccel=0.000000
      SustainerEffectName=
      SustainerSoundName=
      SustainerPosition=0.000000,0.012000,-0.029000
      InFlightEffectName=RocketInFlightEffect
      InFlightSoundName=
      ReleaseAnimationID=-1
      EODisplayFlags=0
      CEP=0.000000
       
      [WeaponData026]
      TypeName=LePrieurTube
      FullName=Le Prieur Tube
      ModelName=Le_Prieur_Tube
      Mass=4.000000
      Diameter=0.020000
      Length=1.570000
      SubsonicDragCoeff=0.100000
      SupersonicDragCoeff=0.770000
      AttachmentType=NATO,FRANCE
      SpecificStationCode=
      NationName=FRANCE
      StartYear=1915
      EndYear=1919
      Availability=2
      BaseQuantity=200
      Exported=TRUE
      ExportStartYear=1914
      ExportEndYear=1919
      ExportAvailability=2
      WeaponDataType=5
      MaxFuelAmount=0.001000
      Asymmetrical=FALSE
      /////////////////////////////////////////////////
       
      Note [WeaponData0XX] should be sequential with any thing you already have there
      After you have saved that, Open the extracted WEAPONDATA.INI in the NEW weapons editor and hit save
      That should be all
       
       
      If you want to add the rockets to another craft using the Spad_180_data.ini as an example
       
      Add these Systems to the bottom of the appropriate wing sections (SystemName[XXX]= should be sequential with systems already there)
       
      [TopWingMidLeft] for the Spad
      /////////////////////////////////////////////////////////////////
      SystemName[001]=leftWingRocketRail
      SystemName[002]=WingRockets02
      SystemName[003]=WingRockets04
      SystemName[004]=WingRockets06
      SystemName[005]=WingRockets08
      /////////////////////////////////////////////////////////////////
       
      [TopWingMidRight] for the Spad
      /////////////////////////////////////////////////////////////////
      SystemName[001]=RightWingRocketRail
      SystemName[002]=WingRockets01
      SystemName[003]=WingRockets03
      SystemName[004]=WingRockets05
      SystemName[005]=WingRockets07
      /////////////////////////////////////////////////////////////////
       
      In the Weapon Stations section add these stations (Weapon Stations usually go after the gun entries)
      The two first stations are for the non-jettisonable launch tubes (graphic only)
      The Attachment Position will vary with differing aircraft
      AttachmentPosition= -3.04,0.50,0.05 equals 3.04m to the left, 0.5m to the front, and 0.05m above the aircrafts CG
      The RightWingRocketRail is exactly the same except the first number (3.04) is positive, meaning to the right
       
      The following 8 Weapon Stations are for the rockets themselves
      Their Attachment Positions are similar to the first two EXCEPT:
      Left and right are the same as the first 2 and should alternate positive/negative (eg 3.04 for WingRockets01 and -3.04 for WingRockets02)
      Forward/backward are also the same except add 0.01 (eg 0.51 vs. 0.50)
      Up and down, add 0.017 for the first two (WingRockets01, WingRockets02)
      Add 0.137 too the next two (WingRockets03, WingRockets04)
      Add 0.257 too the next two (WingRockets05, WingRockets06)
      Add 0.377 too the last two (WingRockets07, WingRockets08)
       
      All other values shouldn’t need changing unless you already have some weapon stations listed (you may need to change the StationID / StationGroupID)
       
      ///////////////////////////////////////////////////////////
      [LeftWingRocketRail]
      SystemType=WEAPON_STATION
      StationID=1
      StationGroupID=1
      StationType=EXTERNAL
      AttachmentPosition=-3.04,0.50,0.05
      AttachmentAngles=0.0,15.0,0.0
      LoadLimit=5
      AllowedWeaponClass=FT
      AttachmentType=NATO
      ModelNodeName=
      PylonMass=0.01
      PylonDragArea=0.00
      NoJettisionTank=TRUE
      FuelTankName=LePrieurTube
       
      [RightWingRocketRail]
      SystemType=WEAPON_STATION
      StationID=2
      StationGroupID=2
      StationType=EXTERNAL
      AttachmentPosition=3.04,0.50,0.05
      AttachmentAngles=0.0,15.0,0.0
      LoadLimit=5
      AllowedWeaponClass=FT
      AttachmentType=NATO
      ModelNodeName=
      PylonMass=0.01
      PylonDragArea=0.00
      NoJettisionTank=TRUE
      FuelTankName=LePrieurTube
       
      [WingRockets01]
      SystemType=WEAPON_STATION
      StationID=3
      StationGroupID=3
      StationType=EXTERNAL
      LoadLimit=5
      AttachmentPosition=3.04,0.51,0.067
      AttachmentAngles=0.0,15.0,0.0
      AllowedWeaponClass=RCKT
      EjectVelocity=0.0,150.0,30.0
      AttachmentType=NATO
      ModelNodeName=
      PylonMass=0.001
      PylonDragArea=0.00
       
      [WingRockets02]
      SystemType=WEAPON_STATION
      StationID=4
      StationGroupID=3
      StationType=EXTERNAL
      LoadLimit=5
      AttachmentPosition=-3.04,0.51,0.067
      AttachmentAngles=0.0,15.0,0.0
      AllowedWeaponClass=RCKT
      EjectVelocity=0.0,150.0,30.0
      AttachmentType=NATO
      ModelNodeName=
      PylonMass=0.001
      PylonDragArea=0.00
       
      [WingRockets03]
      SystemType=WEAPON_STATION
      StationID=5
      StationGroupID=3
      StationType=EXTERNAL
      LoadLimit=5
      AttachmentPosition=3.04,0.51,0.187
      AttachmentAngles=0.0,15.0,0.0
      AllowedWeaponClass=RCKT
      EjectVelocity=0.0,150.0,30.0
      AttachmentType=NATO
      ModelNodeName=
      PylonMass=0.001
      PylonDragArea=0.00
       
      [WingRockets04]
      SystemType=WEAPON_STATION
      StationID=6
      StationGroupID=3
      StationType=EXTERNAL
      LoadLimit=5
      AttachmentPosition=-3.04,0.51,0.187
      AttachmentAngles=0.0,15.0,0.0
      AllowedWeaponClass=RCKT
      EjectVelocity=0.0,150.0,30.0
      AttachmentType=NATO
      ModelNodeName=
      PylonMass=0.001
      PylonDragArea=0.00
       
      [WingRockets05]
      SystemType=WEAPON_STATION
      StationID=7
      StationGroupID=3
      StationType=EXTERNAL
      LoadLimit=5
      AttachmentPosition=3.04,0.51,0.307
      AttachmentAngles=0.0,15.0,0.0
      AllowedWeaponClass=RCKT
      EjectVelocity=0.0,90.0,18.0
      AttachmentType=NATO
      ModelNodeName=
      PylonMass=0.001
      PylonDragArea=0.00
       
      [WingRockets06]
      SystemType=WEAPON_STATION
      StationID=8
      StationGroupID=3
      StationType=EXTERNAL
      LoadLimit=5
      AttachmentPosition=-3.04,0.51,0.307
      AttachmentAngles=0.0,15.0,0.0
      AllowedWeaponClass=RCKT
      EjectVelocity=0.0,150.0,30.0
      AttachmentType=NATO
      ModelNodeName=
      PylonMass=0.001
      PylonDragArea=0.00
       
      [WingRockets07]
      SystemType=WEAPON_STATION
      StationID=9
      StationGroupID=3
      StationType=EXTERNAL
      LoadLimit=5
      AttachmentPosition=3.04,0.51,0.427
      AttachmentAngles=0.0,15.0,0.0
      AllowedWeaponClass=RCKT
      EjectVelocity=0.0,150.0,30.0
      AttachmentType=NATO
      ModelNodeName=
      PylonMass=0.001
      PylonDragArea=0.00
       
      [WingRockets08]
      SystemType=WEAPON_STATION
      StationID=10
      StationGroupID=3
      StationType=EXTERNAL
      LoadLimit=5
      AttachmentPosition=-3.04,0.51,0.427
      AttachmentAngles=0.0,15.0,0.0
      AllowedWeaponClass=RCKT
      EjectVelocity=0.0,150.0,30.0
      AttachmentType=NATO
      ModelNodeName=
      PylonMass=0.001
      PylonDragArea=0.00
      /////////////////////////////////////////////////////////
       
      Add to the aircraft’s someAircraft.ini
      ////////////////////////////////////////////////////
      LoadoutFile=someAircraft_LOADOUT.INI
      ///////////////////////////////////////////////////////////////////
      If it doesn’t already exist
       
      Create the someAircraft_LOADOUT.INI with… (or add to it if already exists)
       
      ////////////////////////////////////////////////////////////////
      [Le Prieur]
      DefaultFor=BALLOON_BUSTING
      Loadout[01].WeaponType=LePrieurTube
      Loadout[01].Quantity=1
      Loadout[02].WeaponType=LePrieurTube
      Loadout[02].Quantity=1
      Loadout[03].WeaponType=LePrieurRocket
      Loadout[03].Quantity=1
      Loadout[04].WeaponType=LePrieurRocket
      Loadout[04].Quantity=1
      Loadout[05].WeaponType=LePrieurRocket
      Loadout[05].Quantity=1
      Loadout[06].WeaponType=LePrieurRocket
      Loadout[06].Quantity=1
      Loadout[07].WeaponType=LePrieurRocket
      Loadout[07].Quantity=1
      Loadout[08].WeaponType=LePrieurRocket
      Loadout[08].Quantity=1
      Loadout[09].WeaponType=LePrieurRocket
      Loadout[09].Quantity=1
      Loadout[10].WeaponType=LePrieurRocket
      Loadout[10].Quantity=1
      ////////////////////////////////////////////////////////////////
       
      Note the Loadout[XX] numbers maybe different if you have other WEAPON_STATION’s on the aircraft
       
      Enjoy and feel free to mod it and repost it for other aircraft :yes:
       
      V
      311 0
    2. This is an update to my previous sound. It begins with an explosion sound
      and empahasizes the cracking of wood more. I like this one better.
       
      This is only a replacement for the previous sound. If you need the .ini
      files to install it, please download the original.
       
      Have fun!
       
      ShrikeHawk
      601 0
    3. Addon Breaking Sound by ShrikeHawk
       
      My intent here was to create a very distinctive ww1 sound for
      breaking aircraft parts. I wanted to hear a wood-crunching,
      canvas-ripping, "uh-oh!" kind of sound to accompany a part
      breaking my own (or better yet, the other guy's) aircraft.
      671 0
    4. hi guys
      This is A reupload ,as it was Kindly pionted out to me by Peter01, that I had 2 wrong files in my original zip
      This is amended now & Ive added a couple more sounds and a new screen 2 the zip now
       
       
      i have used these sounds n screens in my FE install 4 a while now , I didnt upload um , cos i didnt know if they were gonna be the finished item's
      but im uploading them now because i can find no better sounds 2 replace um
       
      also there r a few screens
      options
      singlemission
      main & default hanger
       
      hope any1 that try's um likes um as much as i do :yes:
      have fun
      gambit168
      ateve_T
      699 0
    5. Four wallpapers (1360x768) based on (modified) First Eagles screenshots.
      193 0
    6. If you're like me, you probably found yourself turning the original FE music volume to OFF within minutes of installing the game and encountering each screen.
       
      So, I've scoured for some replacement music to increase those minutes to possibly hours before you ditch the music!
       
      Here are some of the more intense classical music I could find (from varied composers) to appropriately fit the mood of each screen, attempting to give FE more "atmosphere". Some screens will have a determined action feel and others with a sense of glory/duty/achievement - at least that's what's intended!
       
      I've only slightly edited each tune so it runs smoother and I reduced the bit rate to shrink them down to size. However, nothing's perfect.
       
      By the way, the composers I emailed and managed to get in touch with were really great about allowing me to use their music files for what will hopefully be your benefit. They've done a terrific job.
       
       
      See/hear what you think of it... hopefully, it will put you in a flying mood!
       
       
      Cheers for browsing & thank God for gaming composers!
       
      DANOS (Flieger-Krieger).
      566 0
    7. New rendered Hanger picture for Nieuport 24.
       
      EmlD
      154 0
    8. This is a substitute German theme screen depicting Kesta 4 in 1916, which you can substitute for the Spad hangars that appear in the loadout screen. Simply drop the file in the Menu folder and it will override the Spad screen. If you want to go back, just delete this file and the original will appear.
       
      TK is considering adding code which will permit type specific loadout screens for each aircraft, but right now the code only permits one such screen for all aircraft.
       
      I prefer the sepia version, which I now post as an update. I think the earlier B/W version will remain on the site- if not and you want BW, it is relatively simple to remove the color.
      242 0
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