Jump to content

Recommended Posts

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:

  • Thanks 1

Share this post


Link to post
Share on other sites

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:

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites
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:

Share this post


Link to post
Share on other sites

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)

Share this post


Link to post
Share on other sites

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
  • Like 2

Share this post


Link to post
Share on other sites
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 ...

  • Like 1

Share this post


Link to post
Share on other sites
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.
  • Like 3

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites
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:

  • Like 1

Share this post


Link to post
Share on other sites
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))

Share this post


Link to post
Share on other sites
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 :)

 

  • Like 1

Share this post


Link to post
Share on other sites
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:

Share this post


Link to post
Share on other sites
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 :(

Share this post


Link to post
Share on other sites

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

  • Like 1

Share this post


Link to post
Share on other sites

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:

  • Like 3
  • Thanks 2

Share this post


Link to post
Share on other sites

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:

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

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
  • Like 2
  • Thanks 3

Share this post


Link to post
Share on other sites

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).
  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites

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).
  • Like 1

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites
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:

Share this post


Link to post
Share on other sites

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:

  • Like 2
  • Thanks 2

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

  • Similar Content

    • By VonS
      Recently I had an opportunity to re-install FlightGear (stable ver. 2020.3.19) on my 2013 Mac Pro and was pleasantly surprised - with no crashes, decent FPS for the most part, and various other improvements that were incorporated over the years. I had dabbled briefly in FlightGear a couple of times before (around 2013, and again around 2020) - but eventually removed the flight simulator from my hard drive on both of those occasions.
      Since my particular setup(s) are with dual AMD video cards, I thought I would post some (illustrative) tips below, as well as representative pics of the sim when at best, or very good, settings. I will this time around keep FlightGear on my hard drive - makes for a good, free flight simulator.
      For command line entries and tips that should be plugged into the "Additional Settings" option of FlightGear, see the info. immediately below. Make sure to remove the info. included in brackets if copying the commands into the relevant settings section.
      -----
      --prop:/sim/gui/current-style=0 (better GUI style for AMD cards)
      --prop:input/mice/mouse/mode/button[2]/binding/value=2 (gets rid of horrible mouse-as-yoke feature that sometimes automatically turns on)
      --prop:/sim/rendering/photoscenery/enabled=true (gives more photo-realistic scenery whenever possible; to be fully implemented in later FG versions)
      --prop:/sim/rendering/hdr/envmap/update-continuously=false (disables continuous siphoning and updating of terrains, to enable seconds command below)
      --prop:/sim/rendering/hdr/envmap/update-rate=5 (terrain refresh rate set in seconds; good values are 5 or 10, for minimal stuttering)
      --prop:/sim/rendering/max-paged-lod=1300 (stock max paged LOD no. is "200"; recommended is not to exceed about "1900" on AMD)
      --prop:/sim/rendering/plod-minimum-expiry-time-secs=60 (stock min expiry time is "180" secs.)
      --prop:/sim/rendering/multithreading-mode=DrawThreadPerContext (should improve multithreading capacity, at least slightly, and add a few extra FPS)
      --prop:/sim/rendering/database-pager/threads=12 (stock thread rendering no. is "4," with more threads improving ave. FPS; set as per your CPU threads no.)
      --prop:/sim/rendering/vsync-enable=false (force disables vsync to improve FPS)
      --prop:/sim/rendering/multi-sample-buffers=true (this is anti-aliasing; set to false to disable and remove entry immediately below it)
      --prop:/sim/rendering/multi-samples=2 (anti-aliasing value; lowest is 2, also good is 4; avoid 3)
      --compositor=Compositor/HDR/hdr (modern rendering pipeline for better graphics details and shaders; rarely breaks scenery; still mostly experimental on AMD vid. cards)
      --units-meters
      --disable-splash-screen
      --disable-horizon-effect
      --enable-distance-attenuation
      --enable-specular-highlight
      --enable-clouds3d
      --fog-nicest ("nicest" improves look of fog with more subtleties while "fastest" makes fog appear and disappear more quickly; no real impact on AMD FPS)
      --shading-flat ("smooth" apparently improves look or depth of shaders; preference is for "flat" since I have not noticed difference in quality on AMD)
      --texture-filtering=2 (this is anisotropic value; lowest is 1; also good is 4 or 2; avoid 3)
      --bpp=32 (can also use 24 but have not noticed an FPS improvement with 24; would say 32 is better for FPS overall)
      --terrain-engine=pagedLOD
      --lod-levels=3 2 5 3 1 (also good is 4 3 6 4 2 for best visual quality on AMD but still mostly FPS-friendly; recommended is 3 2 5 3 1 for balance between visual quality and solid FPS)
      --lod-res=2 (default is 1; also good is 3; avoid any other values besides 2)
      --lod-texturing=raster (better than "bluemarble" as far as I have been able to test, with smoother loading of textures)
      --lod-range-mult=3 (default is 2; also good is 1; avoid all other values besides 3)
      --enable-texture-cache
      -----
      On a broader note, it's important to tweak the rendering, shaders, and LOD range settings in FlightGear - to get the best experience on your AMD video rigs (be it a dual or single AMD setup).
      The frequencies, by the way, on my dual FireProD700s have been OC-ed, via MSI Afterburner, from a clock/memory of 850/1370 to 1024/1380 MHz.
      Be sensible with the rendering options - particularly with the maximum number of scenery and aircraft tiles - anything above a value of 1900 or so is both useless and an FPS hit. (The scenery/aircraft tiles no. may also be set via the relevant command line entry indicated above in this post.)
      Take note as well of cloud density and visibility values. Anything beyond a visibility of 35 km or so is questionable since it does not widen further the cloud carpet but is, once again, an FPS hit.

      Pic 1 - Sensible/Best Rendering Choices for AMD Video (in FlightGear)
      Next we look at the shader options that also require careful thinking and tweaking. Take note that "landmass," "urban," also "water" - give different visuals if they are set to the maximum level (of five). I personally prefer how the landscape/terrains look with those three settings at a value of four - with crisper graphics - but tweak according to taste. Also worth noting is that I always run the LOD value on my rig(s) at "-1," via the excellent little program "ATISetLod" that is available under the top post of this thread.

      Pic 2 - Sensible/Best Shader Options for AMD Video (for crisp and fairly realistic graphics)
      Also important is to tweak the LOD range settings to get a good balance between visual quality and decent FPS, with no stuttering or crashes. Focus in particular on the maximum distances for the detailed, rough and bare scenery ranges - I decided eventually on cutoffs of 3, 17.5 and nearly 45 km. Other cutoffs worth considering are 2.5, 15, and 40 (or so) km, as well as 3.5, 20, and 50 km. Anything beyond the latter values will, again, most likely not make much of a difference with the visuals but will contribute a noticeable FPS hit. Take note also of the "high detail" and "AI/MP interior" values. I'm getting good results with values of 250 - 260 pixels for those options; also good are values of 300 (or so) pixels. Those two values may be tweaked to taste, for the most part - but, again, be sensible since they may impact on FPS.

      Pic 3 - Sensible/Best LOD Range Values for AMD Video
      Last, let's not forget to tweak our custom FlightGear profile (in our AMD settings panel) as best we can, to minimize stuttering, pausing, or crashes. Take note in particular how the shader cache is set to "On," not to "AMD Optimized," and how, even though I have enabled CrossFire mode, frame pacing is set to "Off" (which eradicates stutters on my rig in FlightGear - had tried with frame pacing "On" and was not pleased with the results). If you have only a single AMD video card, experiment with leaving the CrossFire option on (set to "AFR compatible"), or turning it off entirely. (NOTE: I have not noticed any FPS downgrade with anti-aliasing set to 4EQ and edge-detect, anisotropic value at 8, and tessellation at 16. Tweak to taste obviously.)

      Pic 4 - Good AMD Settings for a Custom FlightGear Profile
      Recommended also, if having any instability with FlightGear on AMD video, is to stick with the "Pro" variant DLLs (drivers) for AMD, instead of the consumer/Adrenalin ones. I particularly like the ver. 19.x.x Pro series of drivers, as well as the venerable ver. 17.x.x ones (the latter of which I have installed on the 2013 Mac Pro). To find links to the Pro 19.Q3 DLLs (the last version of the Pro DLLs to support CrossFire, by the way), see this page.
      Below follow several representative pics with the settings illustrated above applied - FlightGear provides a nice selection of aircraft with usually very good monoplane FMs, especially for tricycle-gear (small) civilian aircraft such as Cessnas, also for airliners like the (classic) Boeing 707. For multi-wing contraptions on the other hand and more realistic/historical FMs for biplanes, triplanes, and the odd multiplane, the gold standard(s) remain heavily-modded First Eagles 2 and RoF, as well as recent iterations (UE edition onwards) of the excellent WoFF series.






      Happy flying,
      Von S 
    • By VonS
      Hi All,
      Have been doing a bit of tinkering lately with my FlightGear install (see this thread for more info.) - and results are pleasing enough in what is a free, open-source flight sim. Managed eventually to get accurate photo-scenery working in FG, which is a noticeable improvement over the stock (dated) scenery that has been available in that sim for years on end (see pic. below for photo-scenery at work in FG, in this case in the Mesopotamian/s. Iraqi area; the Alb. D.I is a re-skin and FM-overhaul of a model done by Lester Boffo).

      On a hunch, I then converted a bunch of the photo-tiles from FG (stock format is DDS) to BMP format - so that they become visible in the FE2 terrains folder - and it does indeed work - but would require careful, aesthetic choices regarding what tiles to replace in the terrains folder, such as farms, cities, deserts, etc. - for best cohesion and not too many jarring disconnects between tiles.
      Nice to see that stock trees and buildings are populating over the satellite/ortho-terrains too, in FE2. Photo-scenery is simply an improved "satellite" carpet that covers the stock scenery and terrain framework in FlightGear - and by extension works the same way in the ThirdWire sims but requires manual conversion to BMP format and manual placement in the terrains folder (perhaps the DDS format would work too, but I didn't bother tinkering with the various settings/text files this time around in the terrains folder).
      The other good thing about FlightGear is that it is fully under the GNU GPL (General Public License; i.e., "copy-left" license) - so there are no copyright problems that I know of if one borrows such ortho-scenery for FE2 too (haven't bothered to test with SF2). And if working on such a terrain swap as a personal project - that is of course even simpler.
      A few representative pics. below with just a few ortho-scenery tiles placed over Stephen1918's upgrade of the Mesopotamian theater for FE2. Results look pretty good, particularly when flying higher up, and I haven't noticed any FPS drop with the photo-scenery tiles loaded. Some old tiles are still in place in the pics., for comparative purposes. Any empty areas are where I didn't bother to load tiles.




      Anyway - I hope you find this post interesting - it's perhaps the "cheapest" way of upgrading tiles across the various theaters available for FE2.
      If I find enough free time I might tinker further with this side-project; will post comments if the results prove particularly successful.
      Cheers & good flying,

    • By VonS

       
      Apr. 17, 2023 Update - Please find, available at the link below, my previously released mods. for RoF United Ed. - this time as a convenient, consolidated package that has been updated with the latest tweaks. 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 package is provided "as is," with no active support beyond the included explanatory files. The "Consolidated Mods. New" Package contains the latest AI mod. (ver. 1.4) for RoF United, as well as mods. previously offered separately, such as the "M-S Type H Campaigning Tweak," the "PWCG modulations" files, etc.
      Apr. 29, 2023 Update - Included below the link to the "Consolidated Mods. New" package is Ver. 3 of the PWCG "modulations" files (to be installed manually in the PWCG ver. 16.3.1; see directions included in the larger, consolidated package). Ver. 3 of the "modulations" files increases wind and turbulence settings, as well as provides greater chance of encountering more capable AI when flying PWCG campaigns, especially if used in conjunction with my newer AI mods. for RoF (such as ver. 1.36 or 1.4, included in the big consolidated package).
      Important Note: if using the Ver. 3 PWCG "modulations" files, instead of the Ver. 2 ones included in the big consolidated package for RoF -- make sure to change settings, if you choose to change any, from within the modulations, i.e., the RofCampaignSpecific, files themselves -- otherwise, tampering with relevant settings from within the PWCG advanced menu options will automatically delete extra entries for the AI that I've included in the Ver. 3 modulations. This note does not apply to the Ver. 2 modulations since those don't contain any extra AI settings.
      Feb. 6, 2024 Update - RoF AI mods. vers. 1.36 and 1.4 have been upgraded to vers. 1.37 and 1.41, respectively. The new versions have tweaked the AI's ability to follow commands more quickly and/or properly. Ver. 1.41 also contains further tweaks to safe alts. for the AI, to minimize unnecessary crashes and very low-level dogfighting. The entire consolidated package has been renamed from "Consolidated Mods New" to "Consolidated Mods New V.2" (i.e., Version 2).
       
      ROF_ConsolidatedModsNewV2_VonS.zip
      ForRoFpwcgModulationsVer3_VonS.zip
      Happy flying,
      Von S 
       
       
    • By VonS
      Hello Fellow Fliers of First Eagles 2,
      Version 11.0 of the FM/Realism Package for FE2 contains approximately 220 WWI aircraft types and sub-types, for your (virtual) flying enjoyment. For detailed installation instructions, please check over the main "Read Me First" file that is included, as well as several older (pdf) files and that cover aircraft performance info., tips, etc., across all previous versions of the FM update package.
      A great many thanks go out to Peter01 and Ojcar, also TexMurphy, for making most of those flight model files to begin with. Also a great thanks goes out to Stephen1918, MontyCZ and Laton for providing lots of beautiful planes and skins that go with those great flight models, to NBell for the many hitbox improvements provided for the planes, also to VonOben, Mike Dora and Crawford for many helpful suggestions, and to the A-Team by SkunkWorks for allowing me to tweak a few of the FMs for their models too. And of course a very big thanks goes out to Geezer for several fantastic, high-quality models that were produced for FE2.
      What I've done is tinkered with the data files further. Modifications in all cases, to a greater or lesser extent, include data under the following sections:

      (a) MissionData
      (b) FlightControl
      (c) AIData
      (d) Sound
      (e) AircraftData
      (f) Engine
      (g) Crew
      (h) Internal Guns
      (i) Control Surfaces
      (j) Landing Gears
      (k) Fuselage, Nose, Tail, Vertical Tail, LeftStab, RightStab, Rudder, Left/Right/Inner/Middle/Outer/Tip Wing components
       
      Enjoy and happy flying!,
      Von S
      NOTES: For several of Geezer's latest aircraft and my FMs for those aircraft (Nieuports, Pfalzes, etc.), which are not included in this package, please see the relevant post located towards the bottom of page 25 of the "New Aircraft" thread for FE2, on CombatAce. Also see relevant posts on pages 26, 27, and 28 of that same thread for Geezer's "early beta" collection that contains the Breguet XIV, Junkers J.I, and other updates, including performance info. for some of those aircraft types.
      DISCLAIMER: All Von S mods., for FE2, SF2, also WOFFue/pe/bh&h2, as well as for RoF (United Ed.), are subject to the CombatAce "freeware" terms of agreement. Mods. may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods. remain free to use. Von S mods. shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor.
       
×

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..