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Recommended "Position" value to use, under CockpitSeat001, in the AEG_G4_Cockpit ini file, if you have Stephen's files for the AEG loaded to make the HP 0/400 flyable, is:

Position=0.0,3.0009,0.3014

This gives realistic seating in the HP 0/400, ahead of the engines and wings, and close behind the observer seated in the nose.

For the flyable Spad 7 types, I recommend the Spad 7 cockpit ini file located in the IRAS Skin set linked to above - it gives better seating in the cockpit (lower) than the cockpit file and cockpit folder available for the A-Team Spad 7.

Happy flying,

Von S :smile:

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Jan. 4, 2018 Update (Special Edition - Camels, Pups and Gasbags): Several plane types added, including the Nieu. 17 C.1 Dux variant, the A-Team Sopwith Pups (80 and 100hp), Tripes (early and late), and Bristol Scouts C.1 and D variants, also several subtypes of the Morane-Saulnier type G (25, 45, 60hp Anzani), and several other improvements, including realistic heights and service dates for Zeppelins, airships, and balloons, per theater, and improved stall and buffeting data in the aircraftobject ini file, for more realistic stall effects. Also included are new gun subtypes, for the Vickers Challenger gear, Birkigt gear, and field mods of Alkan-Hamy and Sopwith-Kauper gears. As always, please follow the info. in the included "Read Me" file for a more detailed overview regarding the FM tweaks and for thorough installation instructions. Also check over the pics. included and posted with this update pack for a quick overview of what's new.

Happy flying!,

Von S :smile:

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Still testing the spad 7 : I think the AI must be worked out, can you explain me the AIdata so I can check myself :

[AIData]
RudderForSideslip=3.0
RollForHeadingRate=-0.045
ThrottleDeltaSpeed=0.065
ThrottleVelocity=-0.065
PitchForAltitude=0.00030
ElevatorDeltaPitch=3.0
ElevatorPitchRate=-0.05
RudderForHeading=1.5
RudderForYawRate=-0.25

I think the cornerspeed has to be increased to force AI to turn less and fly faster (if it works like in SF2)

 

add : where can I find the gun : 303CAL_VICKERS_MK1 ?

Edited by jeanba

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4 hours ago, jeanba said:

add : where can I find the gun : 303CAL_VICKERS_MK1 ?

Surely? Do you really think that you need to look for this gun elsewhere? Is not it Is this thing not built into the airplane 3d model?

Or did you ask about a real sample? :biggrin:

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No, I need to check the 303CAL_VICKERS_MK1.ini file

 

As to the real one, have one very close to my home (and the around too)

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To clarify my problem :

I have a spad7_180hp mission : 4 spad vs 4 Rumpler CI : the AI spads never shoot down anyone and are shot down by rumplers, if I replace the spad with a Nieuport 17 : the 4 Rumpler are shot down fairly quickly, with very few losses to the Nieuport

And of course, it the same with lot of other missions

Edited by jeanba
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2 hours ago, jeanba said:

To clarify my problem

It seems to me that this is not due to guns ... :no: In my opinion, such files simply do not exist, but I'll see how I can help you ...

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8 hours ago, jeanba said:

Still testing the spad 7 : I think the AI must be worked out, can you explain me the AIdata so I can check myself :

[AIData]
RudderForSideslip=3.0
RollForHeadingRate=-0.045
ThrottleDeltaSpeed=0.065
ThrottleVelocity=-0.065
PitchForAltitude=0.00030
ElevatorDeltaPitch=3.0
ElevatorPitchRate=-0.05
RudderForHeading=1.5
RudderForYawRate=-0.25

I think the cornerspeed has to be increased to force AI to turn less and fly faster (if it works like in SF2)

 

add : where can I find the gun : 303CAL_VICKERS_MK1 ?

Hello Jeanba,

The Vickers Mk.1 gun files are located in the "ForGunsFolder" of the big ver. 8.9 consolidated folder that's available in my FM upgrade pack. The rate of fire on the Vickers Mk.1 is about 450/min, as historical, but in the latest ver. 9.1 folder, under "ForGunsFolder," you will find "303CAL_VICKERS_MK1_1mod" which corresponds with the latest Spad7 data ini modifications, that gives them a Birkigt gear with about 550 rounds per min.

The Spad7 types are most likely being shot down since their is no dogfight skill info. located in their data inis, since the data inis were initially stock extracts from FE2, and then the FM was modified. I recommend including dogfight skill levels in the data ini to see if the problem is resolved, before tinkering with the AIData section.

For example, here is the dogfight skill info. from the Nieu. 17 early Bis data ini, that may be pasted into the Spad7 data inis for testing:

[DogfightRegular]
SafeAltitude=60
CannonFireAngle=6.0
MaxCannonRange=300
OptimalCannonRange=40
MinCannonRange=25
CannonBurstLengthShort=0.5
CannonBurstLengthLong=1.0

[DogfightVeteran]
SafeAltitude=40
LookoutAngle=150
DefensiveAngle=60
ChanceDefensiveTurn=95
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=50
ChanceCheckNewTarget=30
ChanceUseVertical=50
FightWithoutAmmo=0
CannonFireAngle=5.0
MaxPitchInput=1.0
MaxCannonRange=200
OptimalCannonRange=30
MinCannonRange=20
MaxRollForGunAttack=180
CannonBurstLengthShort=0.3
CannonBurstLengthLong=0.6
MaxRudderForGunAttack=0.6
MaxRudderForManeuver=0.90

[DogfightAce]
SafeAltitude=40
LookoutAngle=180
DefensiveAngle=60
ChanceDefensiveTurn=95
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=35
ChanceCheckNewTarget=40
ChanceUseVertical=100
FightWithoutAmmo=0
CannonFireAngle=4.0
MaxPitchInput=1.0
MaxCannonRange=200
OptimalCannonRange=30
MinCannonRange=20
MaxRollForGunAttack=180
CannonBurstLengthShort=0.2
CannonBurstLengthLong=0.4
MaxRudderForGunAttack=1.2
MaxRudderForManeuver=1.0

Also, if you would like to add extra info. to the AIData section, I recommend pasting in the following entries from the Nieu17bis early data ini, from the AIData section, that are missing from stock AIData sections in the Spad7 data inis as extracted from FE2 (I did not bother pasting in extra info. there, but might be worth experimenting with):

The relevant sections from AIData that may be introduced, are (with some minor modifications for the Spad7 already included below):

AileronDeltaRoll=0.8
AileronRollRate=-0.6
MaxPitchForAltitude=15.0
MinPitchForAltitude=-10.0
PitchForThrottle=0.1
PitchForVerticalVelocity=-0.003
RollForHeading=10.0
MinRollHeading=5.0
MaxRollForHeading=30.0
PitchForRoll=0.38
FormationSpeedForPosition=0.8
FormationSpeedForRate=0.5
GunnerFireChance=80
GunnerFireTime=2.5
GunnerAimOffset=0.0050
MaxRollCombat=60.0   <<---------- this may be reduced to about 30.0 if you wish, to lessen roll degree on the Spad7 types in combat
MaxPitchCombat=36.0
MaxRollFormation=5.0
FormationRollForPosition=0.01
FormationRollForVelocity=0.2
RollForGunAttack=1.0
RollForGunAttackRate=-0.10
RudderForGunAttack=5.5
TakeOffRotationAngle=12.0

Also, if you want to tinker with the AIData entries that are already in place for the Spad7 types, I recommend manipulating the following ones:

RudderForSideslip=3.5

//3.0
RollForHeadingRate=-0.045
ThrottleDeltaSpeed=0.065
ThrottleVelocity=-0.065
PitchForAltitude=0.00030
ElevatorDeltaPitch=3.0
ElevatorPitchRate=-0.05
RudderForHeading=2.0

//1.5
RudderForYawRate=-0.55

//-0.25

In the tweaks above, I've just told the AI to be a bit more aggressive with rudder use on the Spad7 (but I would recommend the previous suggestions...this last set of tweaks is a last resort...to make rudder use less aggressive, go with something like 2.5, 1.1, and -0.15, in that order, for the three entries toggled above).

Also, if you want to increase corner speed under the FlightControl section, a value slightly higher than the max top speed at sea level would be sufficient I think to minimize turns in the Spad7 types...a value about 5.0 m/s higher than the MaxSpeedSL listed for the different Spad7 variants should be adequate....but again, such changes should be a last resort if the top two suggestions in this post don't work, regarding dogfight skill level and adding of info. to the AIData section.

Hope some of these modifications help.

Von S :smile:

Edited by VonS
Added some more info. and made some changes.
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Here is the data from the stock GUNDATA.INI file:

[GunData014]
TypeName=303CAL_VICKERS_MK1
FullName=.303 Vickers Mk I
Caliber=7.700000
ROF=550.000000
MuzzleVel=744.000000
AmmoWt=0.011300
WarheadWt=0.000000
Reliability=80.000000
Accuracy=70.000000
AddLight=FALSE
MaxLightRange=1000.000000
FireColor=0.150000,0.150000,0.150000
GunFireEffect=LmgFireEffect
GunFireSound=Vickers
EffectClassName=LmgEffects
EffectTime=0.100000
TracerTexture=Tracer.tga
TracerSize=0.120000
TracerDistFactor=0.002000
TracerLength=0.025000
MaxVisibleDist=4000.000000
MaxStreakVisibleDist=1000.000000
TimeFuzed=FALSE

 

And this data from the stock SPAD7_180_DАТА.INI --

// Internal Guns ---------------------------------------------------------

[InternalGun]
SystemType=FIXED_GUN
GunTypeName=303CAL_VICKERS_MK1
InputName=FIRE_PRIMARY_GUN
GunGroup=1
MuzzlePosition=0.06,0.80,0.51
LightPosition= 0.06,0.85,0.51
AimAngles=0.0,0.0,0.0
MaxAmmo=380
EjectShells=TRUE
EjectPosition=-0.45,-0.25,-0.24
EjectVelocity=-0.5,-1.0,-0.0
MinExtentPosition=0.01,-0.25,0.46
MaxExtentPosition=0.12, 0.80,0.59
GunFireAnimationID=7
Synchronized=TRUE

But IMHO, you better check the settings of the AI...

 

Edited by Crawford

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13 minutes ago, Crawford said:

It seems to me that this is not due to guns ... :no: In my opinion, such files simply do not exist, but I'll see how I can help you ...

Hello Crawford, yes you are correct, the problem is not related to gun efficiency - rather, it is related to dogfight skill levels, also entries that are missing from stock AIData sections, as outlined in my post above.

Happy flying,

Von S :flyer:

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4 minutes ago, VonS said:

rather, it is related to dogfight skill levels, also entries that are missing from stock AIData sections, as outlined in my post above.

Yes, I also thought about it, but you outstrip me before I thought about how to say it in English))

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42 minutes ago, VonS said:

Hello Jeanba,

The Vickers Mk.1 gun files are located in the "ForGunsFolder" of the big ver. 8.9 consolidated folder that's available in my FM upgrade pack. The rate of fire on the Vickers Mk.1 is about 450/min, as historical, but in the latest ver. 9.1 folder, under "ForGunsFolder," you will find "303CAL_VICKERS_MK1_1mod" which corresponds with the latest Spad7 data ini modifications, that gives them a Birkigt gear with about 550 rounds per min.

The Spad7 types are most likely being shot down since their is no dogfight skill info. located in their data inis, since the data inis were initially stock extracts from FE2, and then the FM was modified. I recommend including dogfight skill levels in the data ini to see if the problem is resolved, before tinkering with the AIData section.

For example, here is the dogfight skill info. from the Nieu. 17 early Bis data ini, that may be pasted into the Spad7 data inis for testing:

[DogfightRegular]
SafeAltitude=60
CannonFireAngle=6.0
MaxCannonRange=300
OptimalCannonRange=40
MinCannonRange=25
CannonBurstLengthShort=0.5
CannonBurstLengthLong=1.0

[DogfightVeteran]
SafeAltitude=40
LookoutAngle=150
DefensiveAngle=60
ChanceDefensiveTurn=95
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=50
ChanceCheckNewTarget=30
ChanceUseVertical=50
FightWithoutAmmo=0
CannonFireAngle=5.0
MaxPitchInput=1.0
MaxCannonRange=200
OptimalCannonRange=30
MinCannonRange=20
MaxRollForGunAttack=180
CannonBurstLengthShort=0.3
CannonBurstLengthLong=0.6
MaxRudderForGunAttack=0.6
MaxRudderForManeuver=0.90

[DogfightAce]
SafeAltitude=40
LookoutAngle=180
DefensiveAngle=60
ChanceDefensiveTurn=95
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=35
ChanceCheckNewTarget=40
ChanceUseVertical=100
FightWithoutAmmo=0
CannonFireAngle=4.0
MaxPitchInput=1.0
MaxCannonRange=200
OptimalCannonRange=30
MinCannonRange=20
MaxRollForGunAttack=180
CannonBurstLengthShort=0.2
CannonBurstLengthLong=0.4
MaxRudderForGunAttack=1.2
MaxRudderForManeuver=1.0

Also, if you would like to add extra info. to the AIData section, I recommend pasting in the following entries from the Nieu17bis early data ini, from the AIData section, that are missing from stock AIData sections in the Spad7 data inis as extracted from FE2 (I did not bother pasting in extra info. there, but might be worth experimenting with):

The relevant sections from AIData that may be introduced, are (with some minor modifications for the Spad7 already included below):

AileronDeltaRoll=0.8
AileronRollRate=-0.6
MaxPitchForAltitude=15.0
MinPitchForAltitude=-10.0
PitchForThrottle=0.1
PitchForVerticalVelocity=-0.003
RollForHeading=10.0
MinRollHeading=5.0
MaxRollForHeading=30.0
PitchForRoll=0.38
FormationSpeedForPosition=0.8
FormationSpeedForRate=0.5
GunnerFireChance=80
GunnerFireTime=2.5
GunnerAimOffset=0.0050
MaxRollCombat=60.0   <<---------- this may be reduced to about 30.0 if you wish, to lessen roll degree on the Spad7 types in combat
MaxPitchCombat=36.0
MaxRollFormation=5.0
FormationRollForPosition=0.01
FormationRollForVelocity=0.2
RollForGunAttack=1.0
RollForGunAttackRate=-0.10
RudderForGunAttack=5.5
TakeOffRotationAngle=12.0

Also, if you want to tinker with the AIData entries that are already in place for the Spad7 types, I recommend manipulating the following ones:

RudderForSideslip=3.5

//3.0
RollForHeadingRate=-0.045
ThrottleDeltaSpeed=0.065
ThrottleVelocity=-0.065
PitchForAltitude=0.00030
ElevatorDeltaPitch=3.0
ElevatorPitchRate=-0.05
RudderForHeading=2.0

//1.5
RudderForYawRate=-0.55

//-0.25

In the tweaks above, I've just told the AI to be a bit more aggressive with rudder use on the Spad7 (but I would recommend the previous suggestions...this last set of tweaks is a last resort...to make rudder use less aggressive, go with something like 2.5, 1.1, and -0.15, in that order, for the three entries toggled above).

Also, if you want to increase corner speed under the FlightControl section, a value slightly higher than the max top speed at sea level would be sufficient I think to minimize turns in the Spad7 types...a value about 5.0 m/s higher than the MaxSpeedSL listed for the different Spad7 variants should be adequate....but again, such changes should be a last resort if the top two suggestions in this post don't work, regarding dogfight skill level and adding of info. to the AIData section.

Hope some of these modifications help.

Von S :smile:

Thank you VonS

 

I asked for the vickers data.ini from an experience in SF2 : I now always check AI + armament :)

 

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3 hours ago, jeanba said:

No, I need to check the 303CAL_VICKERS_MK1.ini file

You can also in the GUNDATA.INI find 303CAL_VICKERS_MK1 and the replace Accuracy = 70.000000 line to Accuracy = 95.000000 (for example). The machine gun will become more precise. )) But it will be historically incorrect. And, if I'm not mistaken, GUNDATA.INI file is not used in your FE2... :biggrin:

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Quote

[AIData]
RudderForSideslip=3.0
RollForHeadingRate=-0.045
ThrottleDeltaSpeed=0.065
ThrottleVelocity=-0.065
PitchForAltitude=0.00030
ElevatorDeltaPitch=3.0
ElevatorPitchRate=-0.05
RudderForHeading=1.5
RudderForYawRate=-0.25
AileronDeltaRoll=0.8
AileronRollRate=-0.6
MaxPitchForAltitude=15.0
MinPitchForAltitude=-10.0
PitchForThrottle=0.1
PitchForVerticalVelocity=-0.003
RollForHeading=10.0
MinRollHeading=5.0
MaxRollForHeading=30.0
PitchForRoll=0.38
FormationSpeedForPosition=0.8
FormationSpeedForRate=0.5
GunnerFireChance=80
GunnerFireTime=2.5
GunnerAimOffset=0.0050
MaxRollCombat=60.0   
MaxPitchCombat=36.0
MaxRollFormation=5.0
FormationRollForPosition=0.01
FormationRollForVelocity=0.2
RollForGunAttack=1.0
RollForGunAttackRate=-0.10
RudderForGunAttack=5.5
TakeOffRotationAngle=12.0

[DogfightRegular]
SafeAltitude=60
CannonFireAngle=6.0
MaxCannonRange=300
OptimalCannonRange=40
MinCannonRange=25
CannonBurstLengthShort=0.5
CannonBurstLengthLong=1.0

[DogfightVeteran]
SafeAltitude=40
LookoutAngle=150
DefensiveAngle=60
ChanceDefensiveTurn=95
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=50
ChanceCheckNewTarget=30
ChanceUseVertical=50
FightWithoutAmmo=0
CannonFireAngle=5.0
MaxPitchInput=1.0
MaxCannonRange=200
OptimalCannonRange=30
MinCannonRange=20
MaxRollForGunAttack=180
CannonBurstLengthShort=0.3
CannonBurstLengthLong=0.6
MaxRudderForGunAttack=0.6
MaxRudderForManeuver=0.90

[DogfightAce]
SafeAltitude=40
LookoutAngle=180
DefensiveAngle=60
ChanceDefensiveTurn=95
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=35
ChanceCheckNewTarget=40
ChanceUseVertical=100
FightWithoutAmmo=0
CannonFireAngle=4.0
MaxPitchInput=1.0
MaxCannonRange=200
OptimalCannonRange=30
MinCannonRange=20
MaxRollForGunAttack=180
CannonBurstLengthShort=0.2
CannonBurstLengthLong=0.4
MaxRudderForGunAttack=1.2
MaxRudderForManeuver=1.0

The planes are a little more agressive, but they are all destroyed without losses for the rumplers :(

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That is strange - although I admit that I find the Rumpler C.1 types difficult to destroy, no matter what aircraft I'm flying. Perhaps a more aggressive set of dogfight skill levels are required for the Spad7...I will look into tweaking the skill levels further. In the meantime I'm including here the dogfight skill level entries from the Rumpler C.1 data ini...perhaps use of these entries in the Spad7 data inis will even up the score a bit in dogfights...it's worth a test.

Von S :smile:

[DogfightNovice]
SafeAltitude=160
LookoutAngle=90
DefensiveAngle=60
ChanceDefensiveTurn=0
ChanceBreakTurn=25
ChanceHardTurn=50
ChanceTurnDirection=25
ChanceContinue=100
ChanceCheckNewTarget=5
ChanceUseVertical=0
FightWithoutAmmo=0
CannonFireAngle=20.0
MaxPitchInput=0.75
MaxCannonRange=500
OptimalCannonRange=80
MinCannonRange=50
MaxRollForGunAttack=45
CannonBurstLengthShort=2.5
CannonBurstLengthLong=2.5
MaxRudderForGunAttack=0.5
MaxRudderForManeuver=0.7

[DogfightGreen]
SafeAltitude=140
LookoutAngle=120
DefensiveAngle=90
ChanceDefensiveTurn=10
ChanceBreakTurn=50
ChanceHardTurn=100
ChanceTurnDirection=50
ChanceContinue=100
ChanceCheckNewTarget=10
ChanceUseVertical=0
FightWithoutAmmo=0
CannonFireAngle=20.0
MaxPitchInput=0.75
MaxCannonRange=500
OptimalCannonRange=80
MinCannonRange=50
MaxRollForGunAttack=60
CannonBurstLengthShort=2.0
CannonBurstLengthLong=2.0
MaxRudderForGunAttack=0.8
MaxRudderForManeuver=0.9

[DogfightRegular]
SafeAltitude=120
LookoutAngle=150
DefensiveAngle=90
ChanceDefensiveTurn=35
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=50
ChanceCheckNewTarget=20
ChanceUseVertical=10
FightWithoutAmmo=0
CannonFireAngle=12.0
MaxPitchInput=0.8
MaxCannonRange=500
OptimalCannonRange=70
MinCannonRange=30
MaxRollForGunAttack=75
CannonBurstLengthShort=0.75
CannonBurstLengthLong=1.0
MaxRudderForGunAttack=1.0
MaxRudderForManeuver=1.0

[DogfightVeteran]
SafeAltitude=100
LookoutAngle=150
DefensiveAngle=120
ChanceDefensiveTurn=75
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=50
ChanceCheckNewTarget=30
ChanceUseVertical=50
FightWithoutAmmo=0
CannonFireAngle=12.0
MaxPitchInput=0.85
MaxCannonRange=500
OptimalCannonRange=70
MinCannonRange=30
MaxRollForGunAttack=90
CannonBurstLengthShort=0.75
CannonBurstLengthLong=1.0
MaxRudderForGunAttack=1.0
MaxRudderForManeuver=1.0

[DogfightAce]
SafeAltitude=100
LookoutAngle=150
DefensiveAngle=120
ChanceDefensiveTurn=85
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=35
ChanceCheckNewTarget=40
ChanceUseVertical=100
FightWithoutAmmo=1
CannonFireAngle=12.0
MaxPitchInput=0.85
MaxCannonRange=500
OptimalCannonRange=70
MinCannonRange=30
MaxRollForGunAttack=90
CannonBurstLengthShort=0.75
CannonBurstLengthLong=1.0
MaxRudderForGunAttack=1.0
MaxRudderForManeuver=1.0

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June 15, 2018 Update: Several planes and airships added, including the mid-war Schütte-Lanz types 6 to 11, Zeppelin Q class and British R.23 type airship (all player-flown), the Spad A.2 110hp and "retrofitted" 80hp variants, the Lebed 7 (unlicensed Tabloid copy), an obscure, lower-compression 210-220hp variant of the Spad 7 possibly flown by Rudolf Windisch, a very rare Nieuport 16 for the eastern front (possibly DUX-built), lower-flying Zepps and R.23 type airships for the GroundObjects folder, new fire, explosion, and gun fire and smoke effects, reworked snow and rain effects by Stary, high- and low-variant cloud effects, new ambient sounds (more subtle), and other tweaks as explained in the included "Read Me" file. Please look over that file, and the included pic. of the ver. 9.5 FM updates, for more info. regarding what's new.

Happy flying,

Von S :smile:

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NOTE: for those flying FE2 with the latest ver. 9.5 FM update pack, and if you should experience any CTDs, the offending file is the "formation.ini" located in "ForFlightFolder: FormationAndMissionControl: EarlyWarAllMidWarNonWest_LowestCongestion." The file works most of the time but FE2 has an oddity where upping the frequency of lone-wolf missions sometimes freezes the sim. or results in a CTD.

The simple solution is either to swap out that file or to substitute the formation.ini file from "MidWarWestLateWarNonWest_ModerateCongestion" if you experience any CTDs - it's a finicky file that works with some plane types, and mission types, but not with others. Will see for the next FM update pack if I can control flight congestion and frequency entirely through the missioncontrol.ini files.

Happy flying,

Von S :flyer:

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VonS' latest release includes revisions to the FLIGHT folder that further enhance immersion.  If this interests you, an additional mod will improve appearance even more.  Stary's HDR shader tweak, for DX10 or higher, will add shaders that deepen the colors a bit making them appear a little more realistic.  Its subtle, but noticeable if you look for it.

HDR Mod 1.01A.7z

 

img00007 (2).JPG

Edited by Geezer
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For those enjoying the new fire and smoke effects with the ver. 9.5 FM update pack, you will notice that sometimes balloon explosions give no smoke or fire, sometimes a small trail of smoke, fire, etc., and sometimes a bigger fiery explosion (as historical...balloons would sometimes not even light up when punctured and destroyed, although not frequently). If you prefer the larger, more consistent explosions for balloon fire of previous FM version packs, they can be found in the large, consolidated ver. 8.9 folder - but I am also including them below for convenience.

Happy flying,

Von S :smile:

 

 

Edited by VonS
File removed (included in consolidated ver. 9.5 folder available in the ver. 9.7 FM update pack).
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Was so excited to see Stephen's Siemens-Schuckert D.1 uploaded that I spent the last few days tweaking the FM, also creating an early Siemens-Halske sound for the engine (based on a previous Halske sound available for later-war Pfalz aircraft such as the D.VIII). Since ver. 9.7 of the FM update pack will follow much later in the year, I thought I'd make the modified FM for the SSW D.1 available here as a separate download - once the big 9.7 FM update pack comes out, I will delete the link below and include the SSW there instead.

Included below you will find in zipped form a modified soundlist ini file, the earlier Halske (Sh.I) 9-cylinder engine sound, and the modified FM (data ini) for the SSW D.1. Simply unzip and install into the relevant user folders for FE2.

Some info. on the updated FM for the SSW D.1 ----->

- engine is now a bit over-compressed, as historical (uncompressed engine output on these Sh.I 9-cyl. rotaries was about 110 hp, with 140 hp possible during periods of over-compression), see http://www.historyofwar.org/articles/concepts_counter_rotary_engine.html

the fine numbers are:

158 kph @ 100% throttle near sea-level // about 148-9 kph @ 90% (uncompressed) throttle near sea-level

153-4 kph @ 100% throttle at 1000 m altitude (historical recorded top speed on the type is about 155 kph, perhaps taken at alt.)

climbs well at about 3 to 3.5 m/s in the 90s and 100s kph @ uncompressed throttle (90%) // about 4 m/s are possible @ 100% throttle

90% throttle gives about 110 hp // 100% throttle gives about 140 hp (100% throttle is recommended above about 1000 m alt.)

- type is good in a dive to about 300 kph, beyond that it is difficult to recover from a dive

- spins are fairly easy to get out of

- ceiling is about 4500 meters

- stalls below about 72-3 kph, with power on or off

- watch Max Gs in tight loops and turns

- take offs are good at around 110 kph; get your tail up as soon as possible to gain speed

- landings work well at around 90 kph

- while the type is a copy of the Nieu. 17 c.1, it flies more like the Lewis-armed Nieu. 16 (up-engined to 110 hp)

- while the top speed is closer to that of the Nieu. 11 (Bébé), acceleration and climb are more comparable to the Nieu. 16 and 17 types, perhaps slightly better with over-compressed throttle in use

- type was not used frequently but some pilots preferred it to the early Albatros types (D.I and D.II, also early D.III)

- elevator and ailerons are heavier than on the Nieu. 17 and 16, but still fairly responsive; the rudder is sensitive but slightly less twitchy than on the Nieups.

- service dates included are for the eastern front; if using it on the western front set start/end dates from about Feb. of 1917 to May or June of 1917, and set the type to "very_rare" instead of the "rare" I'm using for the eastern front

- the engine, unlike other rotaries, featured a primitive throttle (the over-compressed variant), as did later rotaries by Siemens-Halske (the 11-cyl. types)

- since it's possible that very early examples of the type used an uncompressed (110 hp) version of the Sh.I engine, I'm including directions below for how to toggle the engine section for the uncompressed variant

Stats. for the uncompressed Sh.I engine variant:

- top speed near sea-level is 155 kph

- best climbs are in 100s and 110s kph @ around 2.5 to 3 m/s

- seems somewhat under-powered, as historical (possibly such comments were for uncompressed variant)

Directions to decompress engine ----->

Under the [Engine] section of the data ini:

[Engine]
ReferenceName=Counter Rotating to Prop Siemens-Halske (earlier 9-cyl. variant)
SystemType=PROP_ENGINE
InputName=THROTTLE_CONTROL
// most likely had simple throttle control, for minor over-compression
// use blip-switch on un-compressed variant
// BlipSwitch=TRUE <---------- uncomment this for decompressed variant
// BlipThreshhold=0.95 <---------- uncomment this as well
EngineID=1
SLPowerDry=71326.9859
ThrustAngles=0.0,0.0,0.0
ThrustPosition=0.0,1.0,0.0
ThrottleRate=0.4 <---------- change to 0.3 as indicated below in directions
// use rate of 0.3 for un-compressed variant
AltitudeTableNumData=12 <---------- this number corresponds with the number of entries in the AltitudeTableData section
AltitudeTableDeltaX=514.4 <---------- this is the interval in meters between each value in the AltitudeTableData section but possibly also has an "accordion"-type effect on the values (best to leave this alone if you don't like tinkering with the files, I've already changed it since the previous intervals were 1000 meters)
AltitudeTableStartX=0.0
AltitudeTableData=1.072,1.034,1.000,0.968,0.915,0.871,0.837,0.795,0.762,0.696,0.634,0.000 <---------- correct over-compression requires values to the left that are higher than 1.000
// non-compressed entries below
// 1.000,0.948,0.905,0.871,0.837,0.795,0.762,0.696,0.634,0.590,0.539,0.000 <---------- uncomment these entries and use them for the AltitudeTableData section, comment out the other numbers and perhaps paste them below whatever numbers are currently uncommented
----------

Happy flying,

Von S :smile:

 

SSWD1.jpg

 

Edited by VonS
File removed (included with ver. 9.7 of the FM update pack).
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Something appears to be wrong with damage model of Albatros D.III in this pack - it takes insane amount of hits to bring one down. E.g., 8 Pups vs. 4 Albatros skirmish always results in massacre - all Pups are down, all Albatrii are full of holes, but flying home without any losses.

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9 hours ago, Dornil said:

Something appears to be wrong with damage model of Albatros D.III in this pack - it takes insane amount of hits to bring one down. E.g., 8 Pups vs. 4 Albatros skirmish always results in massacre - all Pups are down, all Albatrii are full of holes, but flying home without any losses.

Have now looked over the Alb D.III data inis, also the Pup data ini - and there is nothing strange in the damage models. The Alb. D.III is an FM modification of the stock Alb. D.III variants that originally came with FE2. Structural factor numbers are around 1.2, as typical. The armor rating on the D.III is 25, while it is about 23 on the Pup - since the fuselage should be more robust on the Albies. Also the D.III is more prone to breaking wing tips, also the lower wing, in extreme dives.

This means that the problem is AI related - or FE2, randomly, often gives the poorer AI to the Pups, and the Albs. are getting some good pilots. :biggrin:

Possible solutions:

Paste the following dogfight skill entry sections into the Pup data ini and re-test (these are skill sets taken from the Nieu. 17 bis early data ini, and that plane is quite aggressive when flown by the AI).

[DogfightRegular]
SafeAltitude=60
CannonFireAngle=6.0
MaxCannonRange=300
OptimalCannonRange=40
MinCannonRange=25
CannonBurstLengthShort=0.5
CannonBurstLengthLong=1.0

[DogfightVeteran]
SafeAltitude=40
LookoutAngle=150
DefensiveAngle=60
ChanceDefensiveTurn=95
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=50
ChanceCheckNewTarget=30
ChanceUseVertical=50
FightWithoutAmmo=0
CannonFireAngle=5.0
MaxPitchInput=1.0
MaxCannonRange=200
OptimalCannonRange=30
MinCannonRange=20
MaxRollForGunAttack=180
CannonBurstLengthShort=0.3
CannonBurstLengthLong=0.6
MaxRudderForGunAttack=0.6
MaxRudderForManeuver=0.90

[DogfightAce]
SafeAltitude=40
LookoutAngle=180
DefensiveAngle=60
ChanceDefensiveTurn=95
ChanceBreakTurn=100
ChanceHardTurn=100
ChanceTurnDirection=100
ChanceContinue=35
ChanceCheckNewTarget=40
ChanceUseVertical=100
FightWithoutAmmo=0
CannonFireAngle=4.0
MaxPitchInput=1.0
MaxCannonRange=200
OptimalCannonRange=30
MinCannonRange=20
MaxRollForGunAttack=180
CannonBurstLengthShort=0.2
CannonBurstLengthLong=0.4
MaxRudderForGunAttack=1.2
MaxRudderForManeuver=1.0

Currently the Pup data ini lacks dogfight skill entries and defaults to whatever the default AI values are in FE2 (most of the data inis from A-Team, and other older ones, did not contain dogfight skill levels - usually I do not bother introducing such non-FM info. into the data inis until a problem is noticeable).

Other solution, can be used together with entries above or separately:

include the two entries below in the [AIData] section of the Pup data ini:

MinAIQuality=Veteran (or MinAIQuality=Regular)

MaxAIQuality=Ace

-----

Happy flying,

Von S :flyer:

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Feb. 9, 2019 Update ("The Early Berg Special"): Several tweaks re-applied to the Rumpler C.1, the HF.20 and 20U variants, also the Voisan type 5. As well included are three new winds for the environsys files, to mimic more realistic turbulence effects hopefully. Also included is Crawford's rotating fuel pump trick for Geezer's Martinsydes. More major tweaks include reworking of the early Farmans, types 7 and 11c, of the Caproni Ca.3, of the entire line of Fokker Dr.I, D.VII, and D.VIII aircraft, including the addition of an OAW variant of the Fokk. D.VII. Further, now included is a transformation of Geezer's Halb. D.V into a D.III variant, a reworked Aviatik C.I from the A-Team, also of their Siemens-Schuckert D.III. Stephen's latest SAML S.2 has been tweaked as well. Also tweaked is the Roland D.VIa, and a new engined-up type, the D.VIb variant. Four sub-variants of the Aviatik Berg D.I are now included (160 hp, early and late 200 hp, and 230 hp). The Phonix D.IIa has been re-tweaked, and the earlier D.II variant is now included too. Have also re-visited and re-tweaked the Hansa-Brandenburg D.I. For more detailed info. and installation instructions, and other updates not mentioned here, please look over the latest READ ME file that's located in the update pack, and also the included pic. of the ver. 9.7 FM updates. Happy flying to all.


Von S :smile:

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