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I have done an experiment to get "First Eagles 2" objects into "Strike Fighters 2" and would like to ask if anyone would be willing to try it and corroborate my findings?

 

 

To do this experiment you first need to own legal copies of both FE2 and SF2 5 full/merged.

 

 

Next you need to do the following procedure.

 

 

Copy “AvionicsWWI.dll” and “wwiComm.dll” from “C:\Program Files (x86)\ThirdWire\First Eagles 2\Flight” to “C:\Program Files (x86)\ThirdWire\Strike Fighters 2\Flight” then do the same for “wwiCambrai.CAT” and “wwiVerdun.CAT” from “C:\Program Files (x86)\ThirdWire\First Eagles 2\Terrains” to “C:\Program Files (x86)\ThirdWire\Strike Fighters 2\Terrains”.

 

 

Now for the complicated part, extract everything from your SF2 ObjectData004.CAT, ObjectData005.CAT, ObjectData006.CAT, and ObjectData015.CAT. You will need to place these extracted .TGA files into your MODS directory Decal folder as these CAT files will not be available when you are done.

 

 

Then take the four ObjectData CAT files that you just extracted everything from, and move them from the “C:\Program Files (x86)\ThirdWire\Strike Fighters 2\Objects” folder to a safe backup folder elsewhere on your hard drive.  

 

 

Next copy all four ObjectData CAT files from “C:\Program Files (x86)\ThirdWire\First Eagles 2\Objects” to a separate safe folder. Once copied, rename the copied FE2 CAT files to match the four CAT files that you removed from the “Strike Fighters 2\Objects” folder, like so…

 

 

ObjectData001.CAT ----> ObjectData004.CAT

 

ObjectData002.CAT ----> ObjectData005.CAT

 

ObjectData003.CAT ----> ObjectData006.CAT

 

ObjectData004.CAT ----> ObjectData015.CAT

 

 

Be careful about the renaming due to both the old and new file names having one file named "ObjectData004".   

 

Now cut and past the renamed copies into “C:\Program Files (x86)\ThirdWire\Strike Fighters 2\Objects”. We are now done with the Install directory.

 

At this point I recommend that you copy the stock Aircraft, GroundObjects, Guns, and Weapons from your FE2 mod directory and paste them into the SF2 mod directory that you intend to use for the experiment. I have attached the FE2 stock Aircraft, GroundObjects, Guns, and Weapons INI files if you don’t want to go through the trouble of generating them yourself.

 

 

If all the above worked out, you should have the “First Eagles 2” stock Aircraft, GroundObjects, Guns, Weapons, and Terrain available for use in SF2.

 

Please let me know how this works for you.

 

 

Note1: You may need to extract everything from the terrain CAT’s “wwiCambrai.CAT” and “wwiVerdun.CAT” into your SF2 mod Terrain folder to fix some terrain issues.

 

 

Note2: In order to get a fully working FE2 install, not just having the objects, weapons, and terrain available requires a lot more extracting and editing of FE2 INI files for SF2.

 

FE2 Objects Folder.7z

 

post-56847-0-64738400-1418080355_thumb.jpg

 

post-56847-0-22433900-1418080378_thumb.jpg

  

 

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ive got some terrains into sf2 but they need some items from fe effects etc  and work to a degree.wwicambrai wwiverdun and galicia..also some gliches like runways appear oddly i forget what else went askew

Edited by russouk2004

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Sound a bit difficult...  Do we need everything from the CAT files?  Because there is a lot of files in the CAT which cannot be extracted, and are hidden to the official  extractor...

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Yes, you'd need EVERYTHING from all the cat files. LODS especially. This goes for the terrains as well, but that can be "adjusted" by simply creating a terrain subfolder, and dropping the terrain's cat file INTO the named terrain folder. Just like how 1stGen SF/FE did.

 

I would think that a better way, albeit not easier, would be after extraction, the put the various objects into the actual folders where they'd be needed.

Aircraft lod (D7.lod) into the /DVII folder), the cockpit lod and all the various bits into the /cockpit folder and so on.  Same thing for all the decals. Be more work, but would be simplier in the long run to folderize them, and simply rewrite the decals inis

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i did whit SFP1 and FE1 all but the dlls after some edits to the nations ini and all decals inis very thing work but the FPS whit the Terrain but i was whit a 128mb ati 9200 and p4 2.8g whit 512 ram but aircraft work just need a shitload of edits

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Yes, you'd need EVERYTHING from all the cat files. LODS especially. This goes for the terrains as well, but that can be "adjusted" by simply creating a terrain subfolder, and dropping the terrain's cat file INTO the named terrain folder. Just like how 1stGen SF/FE did.

 

I would think that a better way, albeit not easier, would be after extraction, the put the various objects into the actual folders where they'd be needed.

Aircraft lod (D7.lod) into the /DVII folder), the cockpit lod and all the various bits into the /cockpit folder and so on.  Same thing for all the decals. Be more work, but would be simplier in the long run to folderize them, and simply rewrite the decals inis

 

Interesting.  I fooled around with FE1 and SF1 some years ago when there was less of a difference in file organization.  Since returning to TW sims, I have not done the same with the newer editions - I did not realize there was THAT much difference between FE2 and SF2.

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Yes, you'd need EVERYTHING from all the cat files. LODS especially. This goes for the terrains as well, but that can be "adjusted" by simply creating a terrain subfolder, and dropping the terrain's cat file INTO the named terrain folder. Just like how 1stGen SF/FE did.

 

I would think that a better way, albeit not easier, would be after extraction, the put the various objects into the actual folders where they'd be needed.

Aircraft lod (D7.lod) into the /DVII folder), the cockpit lod and all the various bits into the /cockpit folder and so on.  Same thing for all the decals. Be more work, but would be simplier in the long run to folderize them, and simply rewrite the decals inis

arent FE2s lods locked liked SF2s are?

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Ahh. Ok I though I need to extract SF2 ... but if FE2 is extractable, then no prob.

 

I did some experiments with a FE2 biplane FM to use with helicopters,   which have serious problems with landing when controlled by the AI.  Not much luck to figure out what is causing the problem(

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I don't want to hijack this thread, but you guys are discussing stuff that I have some questions about - maybe you can answer them?  I am thinking about a 1940 desert mod for FE2 that features biplanes as the main actors, but also has a few monoplanes.  Years ago, I tested biplanes in the old FE1 and SF1, and FE1 had better handling characteristics for biplanes.  Since returning to modding FE2, I have not had time to make the same comparisons.  Is FE2 still better at simulating the handling characteristics of biplanes or has this difference gone away because TK improved the SF2 code?

 

Also, I may have something to contribute.  When I asked about retractable landing gear in FE, I found out that TK did not strip the code out of FE.  Its still there, as the flaps and gear still work in autopilot, and another guy says you can restore manual control by adding command lines:

 

I am not 100% sure but I think you can have landing gears in FE/FE2 but just adding a couple of command lines in the Control\Default.ini file

I know there are other commands that are not enabled in FE/FE2 that I turned on in the past by just adding those command lines.

I think these commands (and others) are not in the Default.ini

FLAPS_DOWN=JOYSTICK02_BUTTON10
FLAPS_UP=JOYSTICK02_BUTTON09
AIRBRAKES_TOGGLE=JOYSTICK02_BUTTON21
WHEELBRAKES_TOGGLE=JOYSTICK02_BUTTON20
LANDING_GEARS_TOGGLE=JOYSTICK02_BUTTON22

 

If this information is correct, perhaps other functionality can be restored to FE2 by adding appropriate command lines?  If so, then FE2 would seem to have some real advantages.  Many files have not been locked, as in SF2, and - if using the same size terrain artwork - FE2's smaller terrain tiles display more detail than SF2's larger terrain tiles.

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arent FE2s lods locked liked SF2s are?

 

Don't say that too loud ... cause it'll get patched and locked.

 

You need to use Gerwin's extractor, and it pulls EVERYTHING

Actually I think it would work better the other way around, as SF2 has some FE2 coding in it.

 

But it's definitely worth experimentating with in BOTH directions

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Don't say that too loud ... cause it'll get patched and locked.

 

You need to use Gerwin's extractor, and it pulls EVERYTHING

Actually I think it would work better the other way around, as SF2 has some FE2 coding in it.

 

But it's definitely worth experimentating with in BOTH directions

 

What FE code does SF contain?

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Gun unjam and reload, though the statements for them need to added to the objects/aircraftobject.ini and control/default.ini files.

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Gun unjam and reload, though the statements for them need to added to the objects/aircraftobject.ini and control/default.ini files.

 

Thanks.  Are you the guy that got landing gear to work in FE?

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In FE the landing gears, airbrakes, flaps of planes worked perfect. I had a FW-190 there and some MiG's worked very well. Even guided missiles for an AH-64 or a Mi-24 worked perfect in FE.

Screenshot of two Mi-24 in First Eagles

 

post-3395-0-32697900-1418237897_thumb.jpg

 

 

Dont know wheter it is in FE2 the same. But give it a try.

 

That are the entries of my modern days FE controls

 

[ControlSet001]
EXIT_FLIGHT=ESCAPE
QUIT_GAME=ALT+Q
PAUSE_FLIGHT=ALT+P
TIME_COMPRESSION=ALT+T
NORMAL_TIME=ALT+R
CHANGE_TIME=ALT+C
SKIP_TO_NEXT=ALT+N
RADIO_COMM=TAB
CHAT_ALL=GRAVE
CHAT_ENEMY=SHIFT+GRAVE
CHAT_FRIENDLY=CTRL+GRAVE
CHAT_TARGET=ALT+GRAVE
AUTO_PILOT=A
WING_LEVELER=SHIFT+A
NEXT_WAYPOINT=W
PREV_WAYPOINT=SHIFT+W
MAP=M
SCREEN_SHOT=PRINTSCREEN
DEBUG_TOGGLE=CTRL+H
GOTO_COCKPIT_FRONT_VIEW=F1
GOTO_COCKPIT_LEFT_VIEW=F2
GOTO_COCKPIT_RIGHT_VIEW=F3
GOTO_COCKPIT_UP_VIEW=SHIFT+F1
GOTO_VIEW_PADLOCK=F4
TOGGLE_COCKPIT=NUMPADPERIOD
SNAP_VIEW_FRONT=NUMPAD8
SNAP_VIEW_FRONT_RIGHT=NUMPAD9
SNAP_VIEW_RIGHT=NUMPAD6
SNAP_VIEW_REAR_RIGHT=NUMPAD3
SNAP_VIEW_REAR_LEFT=NUMPAD1
SNAP_VIEW_LEFT=NUMPAD4
SNAP_VIEW_FRONT_LEFT=NUMPAD7
SNAP_VIEW_UP=NUMPAD5
SNAP_VIEW_DOWN=NUMPAD0
GOTO_VIEW_SHOULDER=F5
GOTO_VIEW_OBJECT_NEXT=F6
GOTO_VIEW_OBJECT_PREV=SHIFT+F6
GOTO_VIEW_GROUND_OBJECT_NEXT=F7
GOTO_VIEW_GROUND_OBJECT_PREV=SHIFT+F7
GOTO_VIEW_TARGET=F8
GOTO_VIEW_PLAYER_TO_TARGET=SHIFT+F8
GOTO_VIEW_TARGET_TO_PLAYER=CTRL+F8
GOTO_VIEW_WEAPON=F9
GOTO_VIEW_PLAYER_TO_WEAPON=SHIFT+F9
GOTO_VIEW_WEAPON_TO_PLAYER=CTRL+F9
GOTO_VIEW_FLYBY=F10
GOTO_VIEW_FLYBY_PREV=SHIFT+F10
GOTO_VIEW_TOWER=F11
GOTO_VIEW_TOWER_PREV=SHIFT+F11
GOTO_VIEW_ACTION_CAM=F12
GOTO_FREE_VIEW=CTRL+F12
CAMERA_PITCH_UP=JOYSTICK01_POV01_UP
CAMERA_PITCH_DOWN=JOYSTICK01_POV01_DOWN
CAMERA_YAW_RIGHT=JOYSTICK01_POV01_RIGHT
CAMERA_YAW_LEFT=JOYSTICK01_POV01_LEFT
CAMERA_ZOOM_IN=MOUSE_BUTTON01
CAMERA_ZOOM_OUT=MOUSE_BUTTON02
CAMERA_PITCH_AXIS=MOUSE_Y-AXIS
CAMERA_YAW_AXIS=MOUSE_X-AXIS
CAMERA_ZOOM_CONTROL=
PITCH_UP=DOWNARROW
PITCH_DOWN=UPARROW
ROLL_RIGHT=RIGHTARROW
ROLL_LEFT=LEFTARROW
YAW_RIGHT=PERIOD
YAW_LEFT=COMMA
THROTTLE_UP=EQUALS
THROTTLE_DOWN=MINUS
THRUST_VECTOR_UP=CTRL+EQUALS
THRUST_VECTOR_DOWN=CTRL+MINUS
FLAPS_DOWN=F
FLAPS_UP=V
AIRBRAKES_TOGGLE=S
WHEELBRAKES_TOGGLE=B
LANDING_GEARS_TOGGLE=G
ARRESTER_HOOK_TOGGLE=H
CYCLE_NAV_LIGHT=CTRL+L
DRAG_CHUTE=CTRL+B
EJECT=ALT+B
PITCH_CONTROL=JOYSTICK01_Y-AXIS
YAW_CONTROL=
ROLL_CONTROL=JOYSTICK01_X-AXIS
THROTTLE_CONTROL=JOYSTICK01_U-AXIS
THRUST_VECTOR_CONTROL=
NEXT_AA_WEAPONS=JOYSTICK01_BUTTON03
PREV_AA_WEAPONS=SHIFT+BACKSPACE
NEXT_AG_WEAPONS=JOYSTICK01_BUTTON04
PREV_AG_WEAPONS=SHIFT+BACKSLASH
FIRE_PRIMARY_GUN=JOYSTICK01_BUTTON01
FIRE_SECONDARY_GUN=
FIRE_WEAPON=JOYSTICK01_BUTTON02
UNJAM_GUN=SHIFT+JOYSTICK01_BUTTON03
OPEN_BOMBBAY_DOOR=CTRL+O
DROP_TANKS=CTRL+D
JETTISON_STORES=CTRL+J
NEXT_RIPPLE_QUANTITY=RBRACKET
PREV_RIPPLE_QUANTITY=SHIFT+RBRACKET
NEXT_RIPPLE_INTERVAL=LBRACKET
PREV_RIPPLE_INTERVAL=SHIFT+LBRACKET
NEXT_HUD_MODE=APOSTROPHE
PREV_HUD_MODE=SHIFT+APOSTROPHE
NEXT_GUNGROUP=SEMICOLON
PREV_GUNGROUP=SHIFT+SEMICOLON
CHAFF=C
FLARE=X
ECM_TOGGLE=Z
TOGGLE_RADAR=CTRL+PGUP
NEXT_RADAR_MODE=PGUP
PREV_RADAR_MODE=SHIFT+PGUP
NEXT_RADAR_RANGE=PGDN
PREV_RADAR_RANGE=SHIFT+PGDN
SELECT_NEXT_RADAR_TARGET=HOME
SELECT_PREV_RADAR_TARGET=SHIFT+HOME
ACQUIRE_RADAR_TARGET=INSERT
ACQUIRE_VISUAL_TARGET_ON_RADAR=SHIFT+INSERT
REJECT_RADAR_TARGET=DELETE
SELECT_CLOSEST_CENTER=NUMPADSTAR
SELECT_TARGET=T
SELECT_PREV_TARGET=SHIFT+T
SELECT_CLOSEST_TARGET=CTRL+T
SELECT_FRIENDLY=Y
SELECT_PREV_FRIENDLY=SHIFT+Y
SELECT_CLOSEST_FRIENDLY=CTRL+Y
SELECT_GROUND=E
SELECT_PREV_GROUND=SHIFT+E
SELECT_CLOSEST_GROUND=CTRL+E
SELECT_LAST_RADIO=R
SELECT_LAST_RADIO_CALLER=SHIFT+R
SELECT_RADAR_TARGET=CTRL+R
SELECT_WAYPOINT=CTRL+W
DESELECT_TARGET=
ANIMATION_1=
ANIMATION_2=
ANIMATION_3=
ANIMATION_4=
ANIMATION_5=
ANIMATION_6=
ANIMATION_7=
ANIMATION_8=
ANIMATION_9=
ANIMATION_10=

[ControlSet002]
FIRE_PRIMARY_GUN=SPACE
FIRE_WEAPON=RETURN

[RangedControl001]
AxisControl=PITCH_CONTROL
MaxValue=1000.000000
MinValue=-1000.000000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=TRUE
MouseScale=1.000000
UseMouseRate=FALSE
ReverseMouse=FALSE
LimitValue=TRUE
SelfCenterRate=2.000000
KeyControlRate=1.000000
AllowKeyControl=TRUE
IncreaseControl=PITCH_DOWN
DecreaseControl=PITCH_UP
CenterControl=

[RangedControl002]
AxisControl=YAW_CONTROL
MaxValue=1000.000000
MinValue=-1000.000000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=FALSE
MouseScale=1.000000
UseMouseRate=FALSE
ReverseMouse=FALSE
LimitValue=TRUE
SelfCenterRate=2.000000
KeyControlRate=1.000000
AllowKeyControl=TRUE
IncreaseControl=YAW_RIGHT
DecreaseControl=YAW_LEFT
CenterControl=

[RangedControl003]
AxisControl=ROLL_CONTROL
MaxValue=1000.000000
MinValue=-1000.000000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=FALSE
MouseScale=1.000000
UseMouseRate=FALSE
ReverseMouse=FALSE
LimitValue=TRUE
SelfCenterRate=2.000000
KeyControlRate=1.000000
AllowKeyControl=TRUE
IncreaseControl=ROLL_RIGHT
DecreaseControl=ROLL_LEFT
CenterControl=

[RangedControl004]
AxisControl=THROTTLE_CONTROL
MaxValue=1000.000000
MinValue=0.000000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=TRUE
MouseScale=1.000000
UseMouseRate=FALSE
ReverseMouse=FALSE
LimitValue=TRUE
SelfCenterRate=0.000000
KeyControlRate=1.000000
AllowKeyControl=TRUE
IncreaseControl=THROTTLE_UP
DecreaseControl=THROTTLE_DOWN
CenterControl=

[RangedControl005]
AxisControl=CAMERA_PITCH_AXIS
MaxValue=1000.000000
MinValue=-1000.000000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=FALSE
MouseScale=0.200000
UseMouseRate=TRUE
ReverseMouse=FALSE
LimitValue=FALSE
SelfCenterRate=50.000000
KeyControlRate=2.000000
AllowKeyControl=TRUE
IncreaseControl=CAMERA_PITCH_DOWN
DecreaseControl=CAMERA_PITCH_UP
CenterControl=

[RangedControl006]
AxisControl=CAMERA_YAW_AXIS
MaxValue=1000.000000
MinValue=-1000.000000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=FALSE
MouseScale=0.250000
UseMouseRate=TRUE
ReverseMouse=FALSE
LimitValue=FALSE
SelfCenterRate=50.000000
KeyControlRate=2.500000
AllowKeyControl=TRUE
IncreaseControl=CAMERA_YAW_RIGHT
DecreaseControl=CAMERA_YAW_LEFT
CenterControl=

[RangedControl007]
AxisControl=CAMERA_ZOOM_CONTROL
MaxValue=1000.000000
MinValue=-1000.000000
DeadZone=0.000000
Saturation=100.000000
ReverseJoystick=FALSE
MouseScale=1.000000
UseMouseRate=FALSE
ReverseMouse=FALSE
LimitValue=FALSE
SelfCenterRate=100.000000
KeyControlRate=5.000000
AllowKeyControl=TRUE
IncreaseControl=CAMERA_ZOOM_IN
DecreaseControl=CAMERA_ZOOM_OUT
CenterControl=

[RangedControl008]
AxisControl=THRUST_VECTOR_CONTROL
MaxValue=1000.000000
MinValue=0.000000
DeadZone=10.000000
Saturation=100.000000
ReverseJoystick=TRUE
MouseScale=1.000000
UseMouseRate=FALSE
ReverseMouse=FALSE
LimitValue=TRUE
SelfCenterRate=0.000000
KeyControlRate=1.000000
AllowKeyControl=TRUE
IncreaseControl=THRUST_VECTOR_UP
DecreaseControl=THRUST_VECTOR_DOWN
CenterControl=
 

Edited by Gepard

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      2. missions must be flown from your base to the target and back again (no in-the-air or close-to-target beginnings); you may however skip/delete certain waypoints while en route if they are less important to getting to your target area
      3. missions may be begun in scouts or two-seaters, whatever you prefer (no need to begin with a two-seater career)
      4. if you are shot down and alive but "captured" behind enemy lines (such as sometimes happens after bailing out at low altitude), fast-forward six months for your next mission for the western front, and one full year for the eastern, Italian, and middle eastern fronts (we will assume you eventually escaped back to your side of the lines); these same rules apply if you manage to crash-land and survive on the wrong side of the lines (with wing missing, fuel leak, etc.) but have not bailed out
      5. crashing into your wingmen or enemies will count as legitimate termination of your current pilot and will require that a new pilot be made
      6. one out of every ten missions must be flown from start to finish in bad weather (inclement or snow, your preference depending on season, but avoid snow if flying in the middle eastern theater; I recommend the latest inclement/snow tweaks found in ver. 9.5 of my FM pack, for immersion)
      7. use the following settings for "enemy air activity" in the FE2/FE menu, per theater and per period, for max. historical realism and to minimize extreme kill ratios:
                light - for the whole period in the middle eastern theater // for the whole period in the eastern theater // for the Italian theater to July of 1917 // for the western theater to October of 1916 // for the Italian theater from August to November of 1918 // for the western theater from August to November of 1918
                moderate - for the Italian theater from August of 1917 to July of 1918 // for the western theater from November of 1916 to February of 1918
                heavy - for the western theater from March to July of 1918
      8. lighter "enemy air activity" than suggested per period and theater may be used, but not higher than suggested (no need to install my further congestion controls that are available in the Flight folder of ver. 9.5 of my FM updates pack unless you enjoy hard-core simming in WW1 with wide expanses of sky, with no aircraft for hours on end; I will work on those further to fine-tune them for a later FM update pack)
      9. flight models should be flown at maximum realism (I strongly recommend my FMs for historical realism and consistency for a DiD series of missions but you can fly other ones too, as long as they are flown on "hard" settings)
      10. no time compression
      11. no autopilot (although the level flight command is acceptable for long flights)
      12. make sure to have Cap'n. Vengeur's medals pack/ranking system installed since that pack gives awards more slowly and realistically
      13. you may begin a DiD style single mission at any point in the war (for example, you may begin flying for the French in July of 1916, or as an American flyer in August of 1918, etc.)
      14. if you are flying DiD style single missions, proceed chronologically from the date of your first single mission (for example, if your first single mission was in July of 1915, your next one should again be in July of 1915 or later, not earlier in the year)
      15. fly a minimum of 2 and maximum of 5 missions per month in 1914 and 1915 (across all theaters), a minimum of 3 and maximum of 6 missions per month in 1916 (across all theaters), and a minimum of 4 and maximum of 8 missions per month in 1917 and 1918 (across all theaters) - this will produce realistic, historical attrition rates and also increasing risk of being shot down, captured, etc. (will also depend at what initial point in the war you begin your pilot's missions; for example, beginning in January of 1917 will put you in a situation where you will be flying a min. of 4 missions per month right away); if your mission is stamped with a date that is only a few days from the end of a month, start your next mission in the following month, overriding the rules set for min./max. flights per month - this will be the only exception to rule no. 15, for the sake of chronology
      16. transfers from one theater to another are allowed if historically realistic and if made possible by Cap'n. Vengeur's medals pack (for example, flying for the French in 1916 but transferring in June of 1917 to fly for the French giving support to Italy, in the Italian theater, perhaps flying a Nieuport, etc.)
      17. if transferring from one theater to another, skip one month of flying for realism
      18. if you crash-land but survive on your side of the lines (for example, wing missing, engine shot up, fuel leak, etc.), skip one month of flying for realism (hospital)
      19. any type of single mission may be flown, depending on the types available for the aircraft you are flying at the time, but one out of every ten missions minimum must include one of the following types of missions (these are usually the most rigorous): offensive patrol // balloon busting // (armed or unarmed) reconnaissance // army co-op; reconnaissance missions may sometimes be gruelingly long if they are the "long reconnaissance" type
      20. settings in your huddata.ini file, in the Flight folder, should also be set realistically, as follows (notice the map and label settings giving limited info., and also notice that the target cone and other identification boxes for aircraft have been disabled; the waypoint boxes can be left on, and padlock view may be used):
      [HUDLabels]
      EnableLabels=TRUE
      LabelFriendlyAir=TRUE
      LabelFriendlyGround=FALSE
      LabelEnemyAir=TRUE
      LabelEnemyGround=FALSE
      [MapLabels]
      EnableLabels=TRUE
      LabelFriendlyAir=FALSE
      LabelFriendlyGround=TRUE
      LabelEnemyAir=FALSE
      LabelEnemyGround=FALSE
      [Map]
      MapDisplayLabels=FALSE
      [Display001]
      DisplayType=DIRECTOR
      ObjectType=TARGET_ENEMY
      //ConeSize=5
      //BoxSize=5
      //BoxType=TRIANGLE
      //BoxColor=0.0,1.0,1.0,0.75
      //ConeModelName=redcone
      [Display002]
      DisplayType=DIRECTOR
      ObjectType=TARGET_FRIENDLY
      //ConeSize=5
      //BoxSize=5
      //BoxType=TRIANGLE
      //BoxColor=0.0,0.0,1.0,0.75
      //ConeModelName=bluecone
      [Display003]
      DisplayType=DIRECTOR
      ObjectType=NEXT_WAYPOINT
      ConeSize=5
      BoxSize=5 (pick size you want, I prefer smaller boxes)
      BoxType=SQUARE (use whatever shape you want, TRIANGLE or CIRCLE work too)
      BoxColor=1.0,1.0,0.0,0.75 (use whatever color you want for this)
      //ConeModelName=whitecone
       
      Happy flying DiD style,
      Von S
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