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Southside Bucky

How to turn an FE2b into an FE2a

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Hi Guys.

 

Today, on the A Team's, Skunkworks site, I finally learned how to find and remove bits 'n pieces from existing models...Here's the result.

 

Before the FE2b was introduced to the Western Front in early 1916, there was the FE2a, which was used in very small numbers from around June 1915.

 

Although there weren't many of 'em (only 12 by Dec '15). Due to the fighting spirit of legendary airmen like Lanoe Hawker and Louis Strange, they were involved in numerous early combats in a desperate bid to end the infamous period known as the 'Fokker Scourge'. For that reason, I reckon this is a plane well worth adding to your early war, plane inventory.

 

Here's how to create an FE2a from the A Team's most excellent FE2b, and make it appreciably different from the stock model.

 

Make sure you copy any text exactly as you see it here, paying particular attention to spacing and high and lower case type. Also be sure to delete any entries this text replaces.

 

 

1. Make a copy of your existing FE2b folder and rename it: Fe2a

 

2. Delete all skins in the new folder, except: '6Sqn', which is an excellent early war, 'clear dope' scheme.

 

3. Rename the FE2b configuration file to: Fe2a

 

4. Open the newly named configuration file and replace the text at the top with the following:

 

[AircraftData]

AircraftFullName=FE 2a

AircraftShortName=F.E.2a

AircraftDataFile=Fe2a_data.ini

CockpitDataFile=Fe2B_cockpit.ini

HangarScreen=FE2B_Hangar.bmp

LoadoutFile=Fe2B_loadout.ini

LoadingScreen=FE2B_Loading.bmp

 

 

5. Rename the FE2b 'Data.ini' file to: Fe2a_DATA

 

6. Open the newly named Data.ini, and replace the existing entries with the following: (To make these changes easier to do, I've kept it in descending order)

 

[MissionData]

ServiceStartDate=06/1915

ServiceEndDate=01/1916

 

 

Note: Use this next entry ONLY if you're using my 'PropLoopEarly' sound file (available in the FE 'Sounds' downloads section). If so, replace the 'PropLoop' entry with this:

 

[sound]

EngineSoundName=PropLoopEarly

 

 

This next bit (along with some other alterations further down), is to encourage your gunner to fire a bit more aggressively.

 

[AIData]

GunnerFireChance=90

GunnerFireTime=1.0

 

 

The reason we need a more aggressive gunner is because The FE2a only used one gun, So to make the 'A' different from the 'B', and for historical accuracy, we're now gonna do away with the pilot's Lewis.

 

Also, I never did like the 'goalpost' in front of the cockpit, and I've never seen a photo of an FE2a with it, so if you want to get rid of that too, copy and paste all of the following text into the bottom of the 'AircraftData' section. The 'Component' numbers should be the same, but if not, make sure they're consecutive.

 

[AircraftData]

Component[020]=RemoveGun

Component[021]=RemoveWindshieldFrame

 

[RemoveGun]

ParentComponentName=Fuselage

ModelNodeName=

DestroyedNodeName=Lewis_L

ShowFromCockpit=FALSE

DamageRating=DAMAGED

MassFraction=0.001

HasAeroCoefficients=FALSE

 

[RemoveWindshieldFrame]

ParentComponentName=Fuselage

ModelNodeName=

DestroyedNodeName=WindshieldFrame

ShowFromCockpit=FALSE

DamageRating=DAMAGED

MassFraction=0.001

HasAeroCoefficients=FALSE

 

 

Back to that gun shy gunner...The following changes should make him just a tad more keen to pull the trigger:

 

[Gunner]

GunRange=750

PitchAngleRate=50

YawAngleRate=65

 

 

Now, in order to replicate the less powerful 100hp 'Green' engine used in the FE2a, we're gonna have to slow the old bus down a bit. Recently, Peter01 showed me an excellent way of doing this without having to alter loads of other entries in the Data.ini (which would adversely affect the FM). Add these 'Drag Area' values to the undercarriage entry and you should find that the plane will now cruise at around 75-80 mph, which would be accurate:

 

[LeftMainGear]

DragArea=0.63

 

[RightMainGear]

DragArea=0.63

 

 

That's it!...Now go 'n give those Fokkers what for! :hunter:

 

 

PS. Thanks to Capun and Peter01 for the instructions and inspiration.

Edited by Southside Bucky

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Good stuff Bucky. Might do this for my game, but I'll keep the gun, thanks :lol:.

 

Just one thing, my latest FM already has DragArea=0.30. For that FM you need to increase by the 0.33 you have to slow it down, ie,

 

[LeftMainGear]

DragArea=0.63

 

[RightMainGear]

DragArea=0.63

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Ha!...Y'see? I told you I was innumerate!

 

Blimey! 0.63, eh?...The old girl seems to chug along nicely around 75 mph with the drag area set at 0.33, but I'll certainly give 63 go. Thanks for the input.

 

And whaddaya mean, you're keeping the Lewis?...Have you no faith in your gunner?

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Incidentally guys...I'm not 100% on this, but I think that hitting the 'Tab' key, then pressing '1' ('Engage Air') when about to go into action does help to remind your gunner what he's there for...Or maybe that's just wishful thinking on my part, I dunno.

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Incidentally guys...I'm not 100% on this, but I think that hitting the 'Tab' key, then pressing '1' ('Engage Air') when about to go into action does help to remind your gunner what he's there for...Or maybe that's just wishful thinking on my part, I dunno.

 

I normally find that a sharp rap on the back of the head with a big spanner (= wrench for my US friends) is pretty effective.

 

Or am I getting a little over-immersed here?

Edited by Mike Dora

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Having tested the 'Drag Area' settings recommended by Peter (0.63, instead of 0.33), the plane now definitely feels like the lumbering beast it truly was...I've now edited the 'Drag area' values accordingly.

 

Thanks again Peter. :good:

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Sorry, one other thing:

 

For those who like to fly with a nod to historical accuracy...When setting up your missions, the FE2a should only be used one or maybe two at a time.

 

It would've been used to escort a few BE2's, or on offensive patrols, along with a couple of Bristol Scout C's and/or Morane N's.

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