+peter01 2 Posted May 20, 2009 (edited) Very nice cockpit mod by Sinbad, and models by A-team of course. First FM by me for these planes, and they are flyable, but ... If you takeoff with other planes the wings overlap, and the planes will explode. According to TK "You can adjust the take-off position in wwi_airfield1.ini in terrain .cat file. Be careful not to space them out too far tho, or they'll run into the hangar/parked aircraft". I haven't tried this yet. I haven't yet tried flying several in formation, the formation.ini may need to be changed to space them out. The gunners use special guns, less accurate and less effective, as do most of my other two seaters. The gun names in data.ini have a _Gunner" at end of gun name, and you will need to either use my gundata.ini in my last FM download in the Downloads Section, or manually delete "_Gunner" from the data.inis. 05_20_2009_German_Heavy_Bombers.zip Edited May 20, 2009 by peter01 Share this post Link to post Share on other sites
loborojo 213 Posted May 20, 2009 fantastic thank you Share this post Link to post Share on other sites
+quack74 329 Posted May 20, 2009 Finally! I was hoping you would get to the Gotha. Thanks a bunch. I dont think you can change the spacing for take-offs. You can, but spreading out the bombers so they will not hit wingtips, would cause fighters spacing to be too far apart. The spacing is generalized for each airfield, not aircraft spacific. I think As far as the inflight formations go, they seem to remain in a nice formation. they dont zig-zag all over. The spacing seems ok too. Not too tight ,but not too loose. And they are spread out at different altitudes. I like it. They also have working bomb drops. Before was almost impossible to hit a target. If fighters were around the Gothas would break formation and try to dog fight. A little anoying. But that all seems to be fixed. I have one complaint. The flight model still has a nasty glitchy stall when in a steep climb. I know the Gotha would stall easily in a steep climb, but this causes the Gotha to freeze while in a climbing position and shutter with no functioning control input. I think if you could get the Gotha to stall and maybe drop its nose or dip a wing or something along those lines would be great. Have to hit Auto pilot to get out of stall or it takes along time to do it itself. Some times it will fall to the ground tail first. It is flyable dont get me wrong. It flys quite well acctually. Just watch out for that stall. It's great having a working Gotha. Now it's WWI with cool bombers thats for sure Again thanks Peter01. If it wasnt for your flight models I think my FE would be on the shelf. Share this post Link to post Share on other sites
+peter01 2 Posted May 21, 2009 Thanks for feedback quack. I'll look at the stalls down the track. Share this post Link to post Share on other sites
+quack74 329 Posted May 21, 2009 If I may add one more thing. I just flew a mission with 8 Gothas. As soon as we were jumped by 8 camels our escorts took them on. Which was cool to watch. But we were jumped seconds later by two more camels. Only two mind you. In a matter of 1 minute all Gotha pilots were shot dead including myself. So in one minute 8Gothas were shot down. And I dont recall if any gunners even fired any shots. What do you think? A little too vulnerable I would say. You know of a fix for this? They should be hard to shoot down no? I dont want it impossible to shoot them down, but there should be a middle ground. The flying Characteristics are very nice and the formations are very stable. The AI stay with me all the way to the target, drop their bombs, then return home. Its nice to Finally have a working Gotha Share this post Link to post Share on other sites
+peter01 2 Posted May 21, 2009 My guess is your not using the correct gundata.ini? See my comments in first post. I just flew 6 Spad13s versus 3 Gotha's, and lost. Share this post Link to post Share on other sites
WarlordATF 1 Posted May 21, 2009 Great Job! These FMs work 1000 times better than the old ones! All your FMs have really improved First Eagles! Thank You for all your hard work! No Offense intended, but I also wanted to mention that if anyone is using my Armed Balloons Mod you will need to add the Gundata info again or the Balloons won't fire anymore. Just add this info to the Gundata.ini and run the gun editor. Remember to Change [GunDataXXX] to next available number before running the editor! [GunDataXXX] TypeName=7.92MM_Mauser98 FullName=7.92mm Mauser 1898 Rifle Caliber=7.920000 ROF=15.000000 MuzzleVel=880.000000 AmmoWt=0.010000 WarheadWt=0.000000 Reliability=70.000000 Accuracy=70.000000 AddLight=FALSE MaxLightRange=1000.000000 FireColor=0.150000,0.150000,0.150000 GunFireEffect=LmgFireEffect GunFireSound=Parabellum EffectClassName=LmgEffects EffectTime=0.100000 TracerTexture=Tracer.tga TracerSize=0.120000 TracerDistFactor=0.002000 TracerLength=0.025000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE [GunDataXXX] TypeName=303CAL_Lee_Enfield FullName=.303 Lee Enfield Rifle Caliber=7.700000 ROF=10.000000 MuzzleVel=744.000000 AmmoWt=0.011300 WarheadWt=0.000000 Reliability=85.000000 Accuracy=70.000000 AddLight=FALSE MaxLightRange=1000.000000 FireColor=0.150000,0.150000,0.150000 GunFireEffect=LmgFireEffect GunFireSound=Lewis EffectClassName=LmgEffects EffectTime=0.100000 TracerTexture=Tracer.tga TracerSize=0.120000 TracerDistFactor=0.002000 TracerLength=0.025000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE Share this post Link to post Share on other sites
+Tailspin 3 Posted May 21, 2009 Re: take off formations. You can also move planes forward so you could stagger the line so the wings won't overlap. All you gotta do is figure the take off order and put those that take off first in the front....that is if there is a set take off order. This shouldn't affect fighter formations 'cause they ain't gonna run into each other anyway. Share this post Link to post Share on other sites
+peter01 2 Posted May 21, 2009 Re: take off formations. You can also move planes forward so you could stagger the line so the wings won't overlap. How do you do that Tailspin? Share this post Link to post Share on other sites
+Tailspin 3 Posted May 21, 2009 Extract the WWIAirfield.ini from either terrain.cat [Runway001] Heading=0 Offset=0,0 Length=480 Width=280 LaunchAll=TRUE TouchDown=0,200 TakeOff[01]= 0,-200 TakeOff[02]= -15,-200 TakeOff[03]= 15,-200 TakeOff[04]= -30,-200 TakeOff[05]= 30,-200 TakeOff[06]= -45,-200 TakeOff[07]= 45,-200 TakeOff[08]= -60,-200 TakeOff[09]= 60,-200 TakeOff[10]= -75,-200 TakeOff[11]= 75,-200 TakeOff[12]= -90,-200 TakeOff[13]= 90,-200 TakeOff[14]=-105,-200 TakeOff[15]= 105,-200 TakeOff[16]=-120,-200 This is the take off position for up to 16 planes. The -200 is the straight line of aircraft. The left column is the spacing. 0,-200 is the centerline of the runway and the player's position. Anyway, you can move planes forward (or to the right as you are looking at the airfield with the hangers at the top) by adding to the -200 values. Take the players plane (number one) and make the coords. 0,-195 and you move the player plane 5 meters ahead of the others. So it could be possible to figure out how to space the aircraft according to take off order....or a forward vee formation should work. You get the idea. Worth having a look at. Share this post Link to post Share on other sites
+Tailspin 3 Posted May 21, 2009 Point of clarification. The left column...negative is "up" and positive is "down" or, looking down the runway from center or the player plane, left and right. You want to make sure you don't have a plane taking off before one in front of it. edit...looks like from the take off order and spacing that it alternates from left of center to right of center outwards so maybe a vee is the only one that will work? Share this post Link to post Share on other sites
M Kessler 0 Posted May 23, 2009 Can't the coordinates for the takeoff order just be reconfigured to have the aircraft taking off in ranks? I'm assuming that the aircraft take off in the order listed in the INI file, correct? So just do something like this: TakeOff[01]= -90,-190 TakeOff[02]= -60,-190 TakeOff[03]= -30,-190 TakeOff[04]= 0,-190 TakeOff[05]= 30,-190 TakeOff[06]= 60,-190 TakeOff[07]= 90,-190 TakeOff[08]= -75,-200 TakeOff[09]= -45,-200 TakeOff[10]= -15,-200 TakeOff[11]= 15,-200 TakeOff[12]= 45,-200 TakeOff[13]= 75,-200 TakeOff[14]=-105,-200 TakeOff[15]= 105,-200 TakeOff[16]=-120,-200 Just a thought... Matt K. Share this post Link to post Share on other sites
+Tailspin 3 Posted May 23, 2009 Hello Matt. Sure, I assume you can rearrange the line up like that. Why don't you give it a try and let us know how it works. Share this post Link to post Share on other sites
M Kessler 0 Posted May 23, 2009 Well, I tried it and it worked great! Gothas fit just as they are supposed to. The Staakens need more space, however. I didn't have any collisions detected, but they did overlap wings, so perhaps I don't have collisions turned on. I'll have to check that. But the Gothas are perfect! Matt K. Share this post Link to post Share on other sites
Southside Bucky 1 Posted May 23, 2009 Hi guys. Just to say that in terms of historical accuracy, you wouldn't have to make as much room for the Staaken's as you would for Gotha's. Staaken's were used in small numbers, usually two or three per mission. Gotha's were utilised in much greater numbers...Anything from four, up to 25 or so. Regards. Bucky Share this post Link to post Share on other sites
+peter01 2 Posted May 23, 2009 The placing works very well Matt for all aircraft, and both Gothas and Staakens. Even though the wings on Staakens overlap, they don't explode - it depends on how collision points are defined, and these seem okay. I had 6 takeoff and bomb an airfield, quite impressive! Their formation is very tight, but that is easily changed too - I think a new formation ini was included in the original Staaken package and that works well I think. I like the look of the takeoff placing too - not as neat as the standard lineup, more interesting. Share this post Link to post Share on other sites
M Kessler 0 Posted May 23, 2009 Peter, you just gave me an idea to add just a smidge more realism and visual interest to the starting positions. How about varying them just a small amount, so that you wouldn't get that rigid, perfect line of aircraft. How about this: TakeOff[01]= -90,-191 TakeOff[02]= -60,-190 TakeOff[03]= -30,-190.7 TakeOff[04]= 0,-190.3 TakeOff[05]= 30,-190 TakeOff[06]= 60,-190.1 TakeOff[07]= 90,-190.5 TakeOff[08]= -75,-200.3 TakeOff[09]= -45,-200.2 TakeOff[10]= -15,-200 TakeOff[11]= 15,-200.5 TakeOff[12]= 45,-200.1 TakeOff[13]= 75,-200 TakeOff[14]=-105,-201.1 TakeOff[15]= 105,-200.5 TakeOff[16]=-120,-200.1 Share this post Link to post Share on other sites
+quack74 329 Posted May 24, 2009 Is it possible that each terrain could use two "airfield .ini" files? One for bombers with those take off coordinates and one for fighters and the stock takeoff coordinates. Or even create two takoff senarios in the one "aircraft.ini" file. The game recognizes bombers as being bombers and fighters as such. If you choose to use a bomber in single missions the game automatically produces a bomber mission senario. Same w fighters. Why not , when choosing a bomber or a fighter, have the "airfield.ini" select the proper takeoff formation. Just an idea. Seems possible. If anyone knows what I'm getting at. [bombers] <------------I dont know how but something like this TakeOff[01]= -90,-190 TakeOff[02]= -60,-190 TakeOff[03]= -30,-190 TakeOff[04]= 0,-190 TakeOff[05]= 30,-190 TakeOff[06]= 60,-190 TakeOff[07]= 90,-190 TakeOff[08]= -75,-200 TakeOff[09]= -45,-200 TakeOff[10]= -15,-200 TakeOff[11]= 15,-200 TakeOff[12]= 45,-200 TakeOff[13]= 75,-200 TakeOff[14]=-105,-200 TakeOff[15]= 105,-200 TakeOff[16]=-120,-200 [Fighters] TakeOff[01]= -90,-200 TakeOff[02]= -60,-200 TakeOff[03]= -30,-200 TakeOff[04]= 0,-200 TakeOff[05]= 30,-200 TakeOff[06]= 60,-200 TakeOff[07]= 90,-200 TakeOff[08]= -75,-200 TakeOff[09]= -45,-200 TakeOff[10]= -15,-200 TakeOff[11]= 15,-200 TakeOff[12]= 45,-200 TakeOff[13]= 75,-200 TakeOff[14]=-105,-200 TakeOff[15]= 105,-200 TakeOff[16]=-120,-200 Share this post Link to post Share on other sites
+quack74 329 Posted May 24, 2009 Not a flight model question but what can be done about the shadows of the Gotha? Share this post Link to post Share on other sites
+Tailspin 3 Posted May 24, 2009 Here's my variation on the theme. Works well for the Gotha's and other types. Haven't tried the Staakens...don't have them in my game. The wings will likely overlap for them though. With this one the AI tend to take off very close together so the "formation" holds together until they are all in the air. TakeOff[01]= -50,-185 TakeOff[02]= -62.5,-200 TakeOff[03]= -25,-185 TakeOff[04]= -37.5,-200 TakeOff[05]= 0,-185 TakeOff[06]= -12.5,-200 TakeOff[07]= 25,-185 TakeOff[08]= 12.5,-200 TakeOff[09]= 50,-185 TakeOff[10]= 37.5,-200 TakeOff[11]= 75,-185 TakeOff[12]= 62.5,-200 TakeOff[13]= 100,-185 TakeOff[14]= 87.5,-200 TakeOff[15]= 125,-158 TakeOff[16]= 112.5,-200 Share this post Link to post Share on other sites
+Tailspin 3 Posted May 24, 2009 BTW...Thank you, Peter, for fixing the level bomber FMs and most importantly for me the freakin' gunners. I can now go back to flying intercept missions. I had quit because the gunners were just ridiculous. :yes: I just flew a bombing mission in the Gotha. Set it on AP and watched the whole thing from the F6 veiws. Flak was constant and fairly heavy from No-Man's-Land all the way to the target. Those German mission planners need better recon! We flew over several airfields...the IP was over an airfield. Lost one to flak pretty early on. Another got hit at the IP. Kept it on AP, ordered the rest of the flight to Attack Ground, then released my bombs...too early, missed the entire airfield. The other three all got hits. A couple of AA guns and a shack or two. Meanwhile the escort and the enemy fighters were mixing it up nearby. Albatros, Camels, Dolphins, SPAD VIIs, Hanriots....a real furball. Share this post Link to post Share on other sites
Bandy 3 Posted May 24, 2009 ...Their formation is very tight, but that is easily changed too - I think a new formation ini was included in the original Staaken package and that works well I think. ... Yes, I think the formation is just a bit too tight and impenetrable. I flew against a flight of 6 Gothas last night and the Blue Angles would have been jealous of that formation!!! We didn't stand a chance against that collective cross-firepower. I came in high and fast, dropped down and barrel rolled in for a quick strike, and tried to get my a$$ out of there; successful tactics I learned flying against the Luftwaffe bombers in Baltika's BoB (keep ahead of the pitchangle and yawangle of the gunners). But they nailed me smartly and in very short order. I know they weren't easy, and shouldn't be in game either, but currently the formation.ini does not allow stragglers that can be picked off just that little bit easier. Share this post Link to post Share on other sites