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peter01

FE2 Folder Structure Different?

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Just purchased FE2, and had a quick try before work, probably install DX10 and Win7 tonight. Should be interesting!

 

But looks like the file structure is different to FE1. I dropped an addon aircraft into a created "Aircraft Folder" and it is not seen by the game? Any ideas - SF2 has been out a while but I haven't been following developments.

 

Also, new cat extractor? What about the "Contols", "Missions", "Effects" directories - do you just create them?

Edited by peter01

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It uses the same folders and mod process as the rest of the -2 series. You should be able to create a mods folder in the Thirdwire FE2 folders that you'll find in the Documents folder. Inside those folders there's an ini which contains a line where you can specify where the sim looks for mods (you can have more than one mod folder and just change the ini line to use a different one. There should be a lot of useful info in the SF2 Knowledge base, since they use the same structure. I used the SF2 cat extractor from Thirdwire to extract one of the object cats. It extracts all the files from a cat in one big lump, but it works. It's here:

 

 

http://forum.combatace.com/index.php?app=downloads&showfile=10458

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It uses the same folders and mod process as the rest of the -2 series. You should be able to create a mods folder in the Thirdwire FE2 folders that you'll find in the Documents folder. Inside those folders there's an ini which contains a line where you can specify where the sim looks for mods (you can have more than one mod folder and just change the ini line to use a different one. There should be a lot of useful info in the SF2 Knowledge base, since they use the same structure. I used the SF2 cat extractor from Thirdwire to extract one of the object cats. It extracts all the files from a cat in one big lump, but it works. It's here:

 

 

http://forum.combatace.com/index.php?app=downloads&showfile=10458

 

 

Ah, thanks :salute: . That explains it.

 

I use XP, not Vista, so didn't think to look in the Documents Folder. But makes sense for Vista of course.

 

Thanks for the link to the Cat Extractor - I'm completely at a loss at the moment on the series 2 stuff.

 

A bit of a learning curve :blink: .

 

I only flew for about 10 mins this morning, but it is clear that TK has done some work on the flight model (not the plane FMs they probably are the same). Looks good - roll seems to have been tightened, and some forces that caused stiffness (especially with slow rolls) seem a little less strong, which is good too, it was a problem before. Hopefully there is an improvement to the stalls.

 

Anyway, it'll be interesting to see, yet again, what is effected and what no longer works :yikes:.

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... it is clear that TK has done some work on the flight model ... Hopefully there is an improvement to the stalls.

 

Gee Peter, bet that aspect of FE2 has you on edge like the rest of us. Please let us know what you find, and I sincerely hope for your peace-of-mind that your current FM work is recoverable, and 3rd party AC can be inserted over at least the short term. That would be a deal breaker for me in the interim.

 

As far as stalls go, perhaps my experience with flight sims isn't particularly broad (and I'm not a RL pilot, so don't know!), but as far as that goes, I find FE stalls and spins to be the best of what I've simmed thus far. Not saying that there isn't room for improvement, there always is, and I'm sure stalls in RoF give you that sinking pit-of-the-stomach feeling :rofl: but I choose not to support that effort.

Not that there is anything wrong with those who choose to do so... :grin:

Edited by Bandy

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So far I pulled one Dr.1 skin out of my FE1 and dropped it into the FE2 Dr.1 folder. And it worked with no problem. I didnt add the flight model yet though.

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Speaking of flight models, I really hope Neg G engine cutout makes it into the expansion or maybe a patch for FE2. That's the only major realism omission in that game.

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