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Have been tweaking the environsys and flight engine files further for a future ver. 10.0 FM update pack gents. Screenies below of some tweaks...was able to install the top/bottom cloud layer files available for SF2 over here, in FE2 too:

https://combatace.com/files/file/11836-alternative-overcast-layer-for-the-sf2-series/

In order for those cloud files to work well, download my tweaked environmental system files below, and also further improved flight engine files (only a high-alt cloud and low wind variant are included below for now, for FE2 and SF2). Cloud thicknesses, heights, and widths have been slightly modified for the SF2 variant, also slightly lowered are inclement weather clouds for both FE2 and SF2, so that they're not cut through by the bottom cloud layer in the link above. Other tweaks, in the flightengine files, include higher texture limits and better mesh/horizon distances, etc. For SF2, don't forget to enable 32-bit for the "z buffer layer" in your options.ini file (since 32 bit has also been enabled in the flightengine file for SF2 - for FE2, enabling of 32 bit offers micro stuttering on occasion but no benefits...leave at 24 bit (default) in the flightengine for FE2). Also tweaked were other numbers in the environsys files for both SF2 and FE2, so that the lighter horizon band transitions naturally into the bottom cloud layer for overcast/inclement conditions, without ugly lines or boundaries present.

Happy flying,

Von S :smile:

EDIT: The environsys files included in the link below have dx10 shader calls enabled...the particlesys and individual effect ini files currently included with the ver. 9.7 FM update pack have dx10 shader calls, but the environsys files that control the weather/clouds are only for dx9, for now (you can of course add the relevant shader calls by comparing with the environsys files included in this post...although I will eventually include newer dx10 enabled environsys files based on the tweaks in this post, for a ver. 10.0 update pack). The bottom cloud layer, by the way, with dx10 enabled, is about 5 to 10% darker than in dx9 mode. Will test further to see how the effects look with dx9 only.

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EDIT: File removed, will be included in mini ver. 9.9 update of the FM pack under the relevant thread (this thread).

Edited by VonS
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Really nice stuff!  

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Latest version of the environmental tweaks uploaded today, to the post at the top of this page. Have tinkered some more with top/bottom cloud layer numbers to get the layers looking as seamless as possible...there should be hardly any "stitching" visible anymore, hopefully. Also included now is a dx10 enabled low-cloud variant environsys file for FE2, as well as some further rain tweaks for the Effects folder for SF2, using some more of Stary's files...with intermittent water droplets...looks good in SF2 but probably not realistic for FE2...although it should work in both sims. Will roll this eventually into a ver. 10.0 of the FM update pack. (For other files necessary for the rain effects, see the ver. 9.7 FM update pack folders, and then update with the files posted at the top of this page.)

Von S :flyer:

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Alternate data ini posted below gents' for the Morane-Saulnier type N (80hp). This one disables control surfaces beyond excessive speeds, control is regained once speed drops to normal levels...the wing warping is the first to be affected, then rudder and elevator last. Avoid exceeding dive speeds much beyond 200 kph if using this alternate data ini. :biggrin: Will test this further and any feedback may be posted here...if this hardcore realism becomes popular, I will think about implementing such "disabling" speeds across more types for a ver. 10.0 of the FM update pack.

Happy flying,

Von S :buba:

 

img00003.JPG

EDIT: File removed, will be included in mini ver. 9.9 update of the FM pack under the relevant thread (this one).

Edited by VonS
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Thanks for your continued game improvements. However, if this continues, my pilot survival-span, already brief, will reduce to that of an amoeba.😂

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Latest Spad XII data ini tweaks included below, also a nice ambient sound for aerodromes...uses the "TruckLoop" entry (simply drop the sound into your Sounds folder). Further reduced rolling coefficients for the Spad XII landing gear and improved elevator down movement slightly, for more realism during take-off...it still requires some dancing on the rudder but it should be slightly more manageable to bring the tail up now once you pass about 60-70 kph. The Spad XII was probably the most difficult of the Spad single-seaters to take off and land...only given to the best pilots. (Will roll all of this eventually into a ver. 10.0 of the FM update packs; included data ini has service dates for the eastern front...copy and paste over service dates for the western front from my relevant theater folders in the ver. 9.7 FM pack if you like - the eastern front used Spad XII types in small numbers, but no Spad XIII types were there, as far as I know - Crawford may pitch in with more details if necessary.)

Happy flying,

Von S :smile:

img00005.thumb.JPG.9ce5e6fbcb6ec10645425f42a1ff4558.JPG

EDIT: File removed, will be included in mini ver. 9.9 update of the FM pack under the relevant thread (this one).

Edited by VonS
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On 24.05.2019 at 2:21 AM, VonS said:

the eastern front used Spad XII types in small numbers, but no Spad XIII types were there, as far as I know - Crawford may pitch in with more details if necessary.)

Um ...:blush: The fact is that on the eastern front even the SPAD-VII airplanes was only in single copies, while the SPAD-XII or -XIII was not at all. In the Russian Empire, the SPADs were of two types: 43 Blériot-built aircraft were delivered from February 1917 (however several aircraft were produced by SPAD). In August 1917 - February 1918 the Dux plant in Moscow under license produced another 63 SPAD-VII airplanes. But until the end of hostilities in the East, only a few French-built SPAD-VIIs were sent to combat units. For example, in the well-known 19th KAO, there were only three such aircraft, in the 1st, 2nd and 4th KAOs - one each. It is known that the airplanes built by Blériot, which arrived in Russia, had serial numbers from S14XX to S15XX, however at least one is known with a different number - S338 (it was made by SPAD, not Blériot). The Dux-built airplanes had numbers mainly S15XX.

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Edited by Crawford
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Version 9.9 (Early Aircraft Lockout Speeds), Feb. 22, 2020 - Several improvements included to the flight engines for FE2 and SF2, as well as further atmospherics and cloud tweaks for FE2 and SF2. Also tweaked further is control surface sensitivity on the Oeffag Alb. D.II, as well as damage realism improvements on the Fokk. B.II. Further changes include lockout speed implementation on control surfaces for several early aircraft types, ranging from the Longhorns and Shorthorns to the M-S Parasol family and imitations, as well as early Pfalz and Fokk. Eindeckers. Package also includes fixes to rolling coefficients and elevator for slightly easier takeoffs in the Spad 12. And as well included are a few new sounds, wind sound strength improvements, and the various data inis for Stephen's Da Vinci flyer and variations on the Da Vinci. For more detailed info. and installation instructions, please see the included READ ME file.

Happy flying all,

Von S :smile:

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Mini ver. 9.95 FM update "package" included here for download: Dec. 11, 2020 (revised Dec. 20) - Includes a reworked FM for Stephen's beautiful one-gun (later version) Tripehound that was recently released. Top speed about 193-4 kph below about 500 feet alt., best climb rate about 6 m/s @ 110-120 kph or so. Stalls below high 80s kph. 10-20% rudder adequate to initiate turns (have detuned the rudder slightly from the stock FM). Ailerons are effective. When doing loops, use strong back stick but ease up quickly near the top of the loop so as not to spin out at the top.

Good take-off speed of about 110 kph. Lands well at around 90 kph. Keep tail up until you drop below about 60 kph, otherwise with the tail dug into the ground at such speeds you risk a ground loop. Full throttle brings the tail up at speeds as low as 35-40 kph. Otherwise a pleasant type. Have also implemented MaxG limits on it so don't push it too much - dives are good to about the 330s kph or so, then the tall stack of wings tends to work against dives. Have changed the pilot seating position for one of Geezer's pilots that I have (see pic.) - so un-comment the default settings for the pilot if you like.

Similar info. applies to the reworked FM for the early Tripe and two-gun Tripe that are now also included. The early Tripe has a top speed (optimistic estimate) of about 185 kph, and climb rate of about 5 m/s @ 110 kph or so. Dives are good/controllable only to about 240 kph on that one (with the early elevator). It takes off well at around 100 kph. The two-gun Tripe is now the rare, 142-3 hp "long stroke" Clerget Bf model - with a nice top speed of 198 kph or so, and similar climb rate to the later one-gun Tripe, at 110-120 kph or so. Have placed an actual throttle on the long-stroke variant, since these would have had some throttle control, etc., so using a blip switch on it is more limiting than necessary. Historical ceilings on the variants, etc.

(Vickers now synchronized on all three variants of the Tripe too and linked to historical rates of fire and reliability, etc. - linked up with the various M.G. subtypes available in my big FM pack - those gun folders from the big FM pack are required if you want subtle M.G. changes across the various Tripes, since, for example, the early Tripe has a slower rate of fire, the other two are improvements, but none give 600 rds/min as typical of the Mk.II Vickers of later 1918.)

Have also included reworked Decals and TextureSet documents in the zipped file, for all three Tripe variants, for a bit more gloss and shine on the linen, and to display British or French roundels correctly (since I was getting Swiss insignia in stock form for some reason). Also find included in the package my modified terrain data ini files for several theaters, and that are AMD vid-card friendly - to reduce flickering of towns and to improve tree/foliage variety (several alpha settings, among other settings, had to be changed, for terrains to look better on AMD video cards).

Also included are modified cockpit ini files for the Tripes, for more field of view towards the tail. And, as well, find enclosed - per theater of operation - re-tweaked data inis for various Albatros types - that reduce mass fraction and structural factor values - to increase chance of damage (since they were a bit too robust with such values at stock).

Happy flying all,

Von S :buba:

 

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EDIT: removed download package - now included in the big, ver. 10.0 FM/realism package.

Edited by VonS
Individual download package removed.
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Mini ver. 9.96 FM "package" included here for download: Dec. 25, 2020 (revised Jan. 5) - Includes overhauled FMs of the MS Type G (60 hp) and MS Type H (70-80 hp) for the relevant theaters in which those were used. Also find included slightly updated paints/skins for the Types G and H (located inside the skins folder for the middle eastern theater). These overhauled FMs came about through extensive testing of the 25 and 45 hp "trainer" variants of the Type G that I included with one of the earlier FM packs (ver. 9.1). Have now "retired" those trainer types since they were largely test-beds for early war flight models. Accumulated tweaks have resulted in major overhauls of the Types G and H - and have also resulted in a completed FM for the Bleriot XI (based on the 60 hp MS Type G and reworked) - Bleriot FM not included with this package since that awaits completion of the Bleriot model.

Rev. 2 of this package includes fixed rolling coefficients for left/right wheels on the MS types G and H, which gets rid of perpetual roll upon dead-stick landing, with full down elevator held.

Happy holidays and happy flying,

Von S :smile:

 

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EDIT: removed download package - now included in the big, ver. 10.0 FM/realism package.

Edited by VonS
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Minor modification (revision 2) to FM upgrade pack ver. 9.96 - included in above post - have now included improved rolling coefficients for left/right wheels on the G and H MS variants. See above for details.

Von S :buba:

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Mini ver. 9.97 FM update "package" included here for download: Feb. 16, 2021 - includes minor tweaks to ceilings, empty weights, stall values, etc., for the camera and rear-gun armed Martinsydes G.100 and G.102 done by Geezer - for the western and middle eastern theaters. Also included are the G.100 and G.102 variants with no camera and no rear-gun, and other minor, FM-related tweaks included, as also done for the heavier variants.

The no-camera/no-gun variant tweak is taken from the excellent sub-variant modifications of Martinsydes, and provided by Crawford, on p. 25 of the "New Aircraft" thread for FE2. To install the no-gun/no-camera vers., make copies of your standard G.100 and G.102 aircraft folders, re-name them as per the names I have given the relevant folders in the ver. 9.97 FM package, and drop in the general ini and data ini files for the correct aircraft types, and for the relevant theater of operation.

Happy flying,

Von S :buba:

 

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EDIT: removed download package - now included in the big, ver. 10.0 FM/realism package.

Edited by VonS
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Mini ver. 9.98 FM update "package" included for download: Mar. 23, 2021 - includes FM upgrades for the A-Team B.E.2a (also a re-skin of Lloyd's skin on CombatAce for the 2a) - as well as FM tweaks for the B.E.2c.

In the package you will find a "ForDecalsFolder" - the folder inside that one should be copied to your Decals folders for your middle eastern and western front installs. You will also find a folder called "ForAircraftFolder_MiddleEasternFront" - in there you will find the relevant data ini, general ini file, skin folder, cockpit ini file, hangar/loading screens, etc. - make sure to download the A-Team B.E.2a, then rename as "BE2A" without quotation marks and move over all of the files in my BE2A folder into the A-Team one that has been renamed. Recommended is to remove the old/obsolete files from the A-Team folder, for good measure. To complete your B.E.2a install, download Stephen's B.E.2c if you do not have it, and move the 2c's "cockpit" folder into your now fixed BE2A folder, to get the improved cockpit.

The other three folders included in the package are self-explanatory and contain data inis for the western front installation of the B.E.2a, also middle eastern and western front data inis for the B.E.2c.

You will also find inside the package a folder called "ForPilotsFolder_Geezer" - inside that one is the relevant pilot folder (with complementary moustache) that goes with the tweaked B.E.2a. It was made by Geezer a few years ago and he has kindly allowed that it be included with some models, publicly, for FE2. Another model that Geezer has allowed to be used publicly is the pilot with the green scarf covering his face, but that one will be included as a bonus once the Anzani Bleriot is completed that Swambast is working on.

As well, don't forget to download Stephen's armed observers since one of those observer models is used for the re-worked B.E.2a.

Happy flying,

Von S :smile:

 

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EDIT: removed download package - now included in the big, ver. 10.0 FM/realism package.

Edited by VonS
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ReShade preset file (for FE2 and SF2) available at the link below the two pics. that follow - please see the instructions/details included in the "Read Me" file, for clarification. This preset file has been tested in ver. 4.9.1 of ReShade, by the way.

Happy shading and reshading,

Von S :smile:

 

Stock FE2 Shaders

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FE2 ReShade Preset File Loaded

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EDIT: removed download package - now included in the big, ver. 10.0 FM/realism package.

 

Edited by VonS
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Version 10.0 (Rare Types & Sopwith Snipes), May 31, 2022 - New types added are the 110 hp (Lewis-armed) Nieuport 21, the early (Benz-powered) Albatros D.I 150 hp, the SPAD XVII 300 hp, as well as the Sopwith Snipe 230 hp and a re-tweaked (Bentley) Camel 150 hp. Ver. 10.0 also includes further minor tweaks to some files, improved (ReShade) shader presets for FE2, more streamlining of documents and folders, and a simplified, all-in-one "consolidated" folder that updates all files to the latest ver. of the FM/realism package for First Eagles 2. As always, check over the included, main READ ME file for more info.

Happy flying,

Von S :buba:

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Version 10.5 Addon (Stock Strutters Overhaul), June 10, 2022 - New types added are overhauled stock Strutters in FE2, as well as a Sop. 1B1 that is a lovely aircraft for sightseeing, recon., as well as light fighting duties (when it has no bomb load). Also added to all Strutters now are functioning and animated air brakes. As always, check over the included, main READ ME file for more info. and details. A link to the addon FM pack is available under the pic. below. For the big, ver. 10.0 FM pack, see the main download page of this series of posts (instead of these support threads).

Cheers all and happy flying,

Von S :buba:

 

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EDIT: removed download package - now included in the ver. 11.0 FM/realism package.

 

Edited by VonS
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Version 10.6 Mini Addon (Limited RPM Control on the Sop. 1B1 Variants), June 19, 2022 - A very small package that includes two alternative data inis for the Sop. 1B1 types included previously in the Ver. 10.5 FM package, and which allows for limited RPM control of the rotary engine. I will consider implementing such a change across many rotary-engine types included in my big FM pack (Ver. 10.0) in the future, time-permitting and if practical of course. A link to the mini addon pack is located below the pic. that follows.

Cheers all,

Von S :smile:

 

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EDIT: removed download package - now included in the ver. 11.0 FM/realism package.

 

Edited by VonS
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Version 11.0 (RPM Control & Canons), Oct. 14, 2023 - New type added is the early, 200 hp SPAD XII. Also includes several modifications to the SPAD XII 220 hp, as well as to the late/rare Alb. D.Va 200 hp. Further additions include limited RPM control on the Fokk. E.Ia, E.II, E.IIa, also the E.III, as well as the Morane Saulnier Type N, etc. As always, check over the newest, included READ ME file for more info.

Happy flying,

:smile:

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Thank you, VonS - it's always appreciated to see the upgrades and improvements made to this splendid old game...

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    • 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.
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      -----
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      -----
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      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.
       
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