Helmut_AUT 0 Posted March 18, 2010 Hi all. I haven't flown a French Campaign ever before in FE Gold or FE2, so that's what I decided to try today. Much to my surprise, the starting aircraft for the Battle of Cambrai 1917 campaign is the Spad 7 with 180HP and a single MG! Even on Thirdwire's own website it is listed as AI only, but obviously it has a cockpit "linked" and can be flown, only thing annoying is a small GFX error when firing the MG that shows a second "ghost MG" working on the left hand. But hey, this is really cool. Share this post Link to post Share on other sites
Wilches 1,172 Posted March 18, 2010 Wow, sounds good. Is there a specific default cockpit for it? Could you post a screenshot please? Share this post Link to post Share on other sites
Helmut_AUT 0 Posted March 18, 2010 Can't post a screenshot quickly, but it seems a tad like a "hack" by TK. The briefing screen, load screen are from the XIII. The cockpit is ALSO from the XIII. There's some geometry overlap in cockpit view where the model of the cockpit meets the outside model of the aircraft. So basically it should perform like a VII, looks externally like a VII, has only one gun (125 rounds) like a VII, but you are flying it from a XIII cockpit with some seams visible. Still decent enough IMHO. Share this post Link to post Share on other sites
Gr.Viper 131 Posted March 18, 2010 Most likely a bug. TK uses SPAD 13 pit for testing. Initial release of FE XP1 had AEG flyable with SPAD pit, but TK removed it in a patch afterwards. Share this post Link to post Share on other sites
Helmut_AUT 0 Posted March 18, 2010 Well, then it means it's a wrong entry in the campaign data file and should be a SPADXIII. But the amazing thing is that it actually fits really well and does look like a reasonable "mod" not like a glaring error. Share this post Link to post Share on other sites
Heck 496 Posted March 19, 2010 I've always used the Spad13 cockpit to make my Sevens flyable. I just make a copy of the 13s cockpit.ini and adjust the position to make it fit the Seven better. I know it's not historically accurate, but I like flying the Seven. Share this post Link to post Share on other sites
Bandy 3 Posted March 19, 2010 Moving the cockpit around is a PITA, but once accomplished is very rewarding. This has been done before, a cockpit.ini tweak for the SPAD VII and XII is described HERE... Share this post Link to post Share on other sites
Helmut_AUT 0 Posted March 19, 2010 Well, it seems in FE2 TK has done the work. Share this post Link to post Share on other sites
Bandy 3 Posted March 19, 2010 ... Could you post a screenshot please? Yes, please post a screenshot. If TK used the SPAD XIII pit as suspected, then there should be at least some poke through of the cockpit mesh to both sides of the fuselage by the machine gun, as well as some poke through on the padding surrounding the pit opening. If this is the case, it is likely the reason why it is considered AI only. If not, let us know! Share this post Link to post Share on other sites
Helmut_AUT 0 Posted March 19, 2010 This is the case. But it looks decent enough. Share this post Link to post Share on other sites