Jump to content
Sign in to follow this  

MOD Help! (Gun's don't work.)

Recommended Posts

Hello! Been flying FE2 ALOT recently. While I'm having a blast, I remember downloading a mod campaign called 'Bloody April 1917' a while back. I found those files, (including the required planes) and promptly installed everything. Now it all works great... except for a few things.


First, to anyone who flies the Sopwith Pup/Triplane and Bristol, do you have to push forward with your stick to get the aircraft to take off? I normally only have to apply slight rudder or aileron (sp?) when taking off with the stock planes, but those aformentioned planes simply will not take off unless I lower the nose of the aircraft. Is this intended? I seem to remember Rise of Flight doing something like this, but I have never encountered anything like it in FE2.


Second, my guns don't do damage in ANY of the 1917 planes. The Noopie 17, Spad 7, Triplane, and Pup have all done several missions where I got behind my target and was putting out a whole lot of lead... and nothing. The mission results screen always shows something like 600+ fired and ONE hit. :\ I can't figure it out, am I missing some sort of file? The gun does a firing animation, but there are no tracers.


Third. Not really sure how to describe this, other then micro-stutter. You see when I get hit in the engine, or my plane stalls, or when I'm firing, my plane starts to stutter around, or 'warp'. Its very odd. Its much more noticeable in third-person. It also occurred when I was trying to take off, and didn't know about putting the aircraft's nose down. I've no idea what to make of it.


I'm pretty sure I followed the DL instructions perfectly, but this sure has me stumped. Sticking with the stock campaigns for now, as they run perfectly. :)

Share this post

Link to post
Share on other sites

Hi there!


Can't help with the gunnery; fly the same planes a lot in 'Bloody April' and other campaigns, no such problem, and that's flying at the hardest setting. Only issue I have is learning to judge the aiming point in the absence of a better gunsight view. I assume you're getting close enough?


Not necessarily THIS close:




...but at least THIS close:


img01229.JPG :biggrin:


Re takeoffs, in most cases I make a habit of pushing the stick forward and raising the tail as soon as I can anyway, to reduce drag and gain speed faster, so I'm not sure if I would have the same problem as you, otherwise. Many clips of WW1 planes taking off seem to show this being done. Are you flying 'Hard' Flight Model setting? If so, some 3rd party planes are 'optimised' for the less realistic 'Normal' FM. The solution for this is to use Peter01's set of modified FMs which is designed for the 'Hard' setting and provides new FMs for all these planes. Some 3rd party planes will not take off at all on 'Hard' without this FM mod. Only issue is that it also rather nerfs 2-seater gunners, I had to hand-edit them all back to make them more dangerous.


If you really want an interesting take-off, try an RE8 with a full bomb load; you may be glad you can 'ghost' through trees!


Not sure about the micro-stutter. By design FE, much better than the others in this respect, gives us both visible and audible stall buffeting effects. so your nose will judder when entering a stall. But if you're experiencing a really odd visual judder, often in a stalled or a very odd flight attitude, then I have noticed this and think it's an FM oddity with some 3rd party planes. Again, Peter01's FM seems to be best all round.


Share this post

Link to post
Share on other sites

Oh! and yes I ALWAYS fly hard. I try to make the game as 'simmy' as possible. As for my gunnery, I do start shooting about the same time as you do, based on that second picture. I think I may have to do some more testing. I do need to download Peter's FM's, but I remember something making me nervous, and I do believe it was that gunner issue. While I don't fly 2 seaters often, I hope it doesn't gimp the AI two seaters? and does it affect the Stock planes?


The microstutter seems like an FM issue in retrospect. I only remember it a couple times, and the whole plane seemed to be doing it. Again, probably because I don't have Peter's FM's.



Thanks for the help!

Share this post

Link to post
Share on other sites

I dont know how to edit my posts, so I'll just say that Peter's FM's fixed everything! :P WHo knew? Now my only issue is why the ALbatross D III explodes everytime I try to fly it. (As soon as I load the airfield I get the sensation of dropping, and then BOOM mission over. :p One thing at atime eh?)


Thanks for the help!

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By trotski00
      Hi there can anyone point me at a possible solution to this problem. I have 2 installs of FE2 one which is vanilla standard, and the other is using the Desert/Palestine maps, on the weapons loadouts for CAS work perfectly well in vanilla FE, however, not on the Palestine install,  all other loadouts work just fine though ie. Strike, and armed recon, however whenever CAS is inserted anywhere, it refuses to auto equip the appropriate loadouts for a CAS mission. Does anybody have a clue as to why this may be occurring at all ? the loadout files are identical for both Vanilla, and for the Palestine installs, aand as I say, if I specify an armed recon mission, it will install the correct weapons load, but not for CAS, this is bugging the hell out of me, so any assistance will be much appreciated. 
    • By Eagle114th
      Hello everyone,

      I am sharing what I am working on with the team.  It is a slow project because we do it for the hobby.  We are flowing along with it, and there is no ETA.  Initially, I worked on Dhimar and Paran expansion pack without much research, which led me to do a project that made no sense.  That was an opportunity for me to learn how to do it properly, especially in a semi-realistic way that makes sense.
      I decided to discontinue Dhimar and Paran expansion project because I didn't want to change the stories written by TW. Therefore, I want to honor his work.  Thank the community and friends for inspiring me to work on an entirely new fictional nation that I can envision and bring into SF2.  A friend of mine recommended I look into the Africa map, where the imaginary nations of Saad and Zafir come in.
      What took the longest time was actual research about the nations around the horn of Africa and the Arabian Peninsula and the ancient civilization around that area.  The research on the language, cultures, and history was also involved.  It taught me many new things, which opened me to Africa and the Arab world.  
      This is how Saad and Zafir get an enriched history and depths with the cultures, languages, and where they come from.  This led me from just making SF2 mods into writing a book. I never thought I would do it, yet I am doing it as a hobby.
      Then it came to me; this book is not just for SF2; it can be used for any simulation. It taught me how to be creative with the stories, including the graphic designs (flags, insignia, roundel, pilot badges, and other materials).  
      After finishing the short history series about Saad and Zafir's ancestors,  I can start focusing on finding the right aircraft for Saad and Zafir.  It is intended that Saad and Zafir are truly unique to each other and the world of SF2.  It won't be another classic "USA aircraft vs. Soviets Aircraft."  Instead, they use various aircraft tied to Saad and Zafir history with connections to certain nations from Europe to the Middle East to Asia.  They will still use some of the United States and Soviets aircraft, though. 

      My friend has been a great teacher who taught me a lot about the military system and how they do things.  I can make Saad and Zafir military semi-realistic with it, especially when being fictional nations.  I intend to bridge the alternative world (SFAW) with this world in balanced ways.

      By the way, here is the information about the SFAW project:

      I will give you the brief background about Saad and Zafir.

      NOTE:  I am NOT an expert with the language of Tigrinya.  I am still looking for someone who knows the Tigrinya languages.  I find them to be very interesting.  It is intended that the language of Tigrinya for Saad is one of the native languages.  That way, Saad can be fully immersive in the book and SF2.

      ሳድ (Saad) - (1920 – Present)

      الظافر (Zafir) - (1930 – Present)



      I will add more information as time passes by.  For now, this is an introduction to the SFAW project for the start.  I hope you all enjoy reading the background stories.

    • By VonS

      Dec. 26, 2021 Update - Please find, available at the link below, my previously released mods. for RoF United Ed. - this time as a convenient, consolidated mod. package. Do read the included "Read Me" files, where available, for more info., particularly the "READ_ME_ROF_General_Info" file that is located in the root folder of the package when unzipped. This consolidated package is provided "as is," with no active support beyond the included explanatory files. Should I ever revisit in particular the AI/DM mod. for RoF United, fresh info. will be posted in this thread.
      Jan. 19, 2022 Update - "Morane-Saulnier Type H Campaigning Tweak" now available below the consolidated mods. link (allows for the Fokk. E.III to be flown by the Entente as an M-S Type H in PWCG campaigns, ver. 16.x.x, in RoF United).
      Jan. 20, 2022 Revision - Have fixed and included further improvements in the "AircraftInfo" file that is a part of the M-S Type H tweak. Also, don't forget to name your M-S Type H French and Russ. skins as "MS_H_French" and "MS_G_Russian," without quot. marks - for the correct skins to load if running the tweak.

      Feb. 3, 2022 Update - The RoF United "Addon" mod. ver. 1.35 further tunes AI behavior for more varied tactics, outcomes, etc. Recommended is to use it with the ver. 1.3 AI mod. See the enclosed "Read Me" file for more info.
      Happy flying all,
      Von S 
    • By mateho9
      Hi all, 
      When playing Wings Over Europe whenever I select weapon, change radar setting, gear etc it all shows up in a small box at the bottom. It tells me what weapon is selected and radar distance, i'm sure you know what i'm talking about. But when I play Strike Fighters 2 this box does not appear. Did anyone else have this problem? I have deselected then selected subtitles as its the only setting that was different from WoE.
      *edit: I wanted to also add that time compression does show up in the box as well as pause and unpause.
    • By Skynax
      Hi guys I have a problem and have already tried a few things, if I install a nuclear mod I get everything right with the explosion and such but I have no detonation sound I've tried a lot I'm sorry for the bad English but I'm from Germany I hope so can someone help.

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..