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Hi VonS

 

Perfect! Thank you! :biggrin:

I'll try your aircraftaidata version 5 in my next campaign missions and I'll be back with some feedback after a few mission.

 

Best regards

 

vonOben

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Hi VonS :salute:

 

I've used your "aircraftaidata version 5" now in two campaign missions and there were a lot of enemy aircraft in both missions. As usual I had to do the work myself and shot down 9 aircraft in those two missions.

AI Fired/Hit records:
First mission 15/0, 39/0, 24/0
Next mission 24/0, 30/0, 136/0

 

So they fire a little more than before, but still very little and they never hit anything. :sad: 
I've fired 400 rounds in each mission and my hit rate is 30-40%.

 

Have you tested your files in campaign mode?
I recall I've read that the AI is less agressive in campaign missions.

 

Best regards
 

vonOben

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Hi VonOben,

 

These are very interesting results you're getting with that generic aircraftaidata file. I do all of my testing in single mission mode, and sometimes in custom missions that I load up and that I've made myself, where I have one on one, one on two, sometimes one on three or four dogfights. The campaign mode I've tried a few times but it's a bit unstable in my current version of WineSkin - I will probably have to "re-wrap" the FE2 program in a newer version of Wine at some point down the road - to see if it improves campaign mode playability.

 

It's entirely possible that AI is more aggressive in custom-mission mode and in single mission mode than in campaign mode - although I always set the AI to "normal" since this gives the best balance of skills, and variety between you and opponents in flight.

 

Try flying some of the campaigns with the general "aircraftaidata" file removed from your "Objects" folder - merely place it somewhere on the desktop while you test further - without that file, FE2 will use its hard-coded settings for AI behavior for aircraft data ini files where no dogfight skill info. has been plugged in. In other words, FE2 will then directly control the AI for early monoplane types, instead of my modified file. That will be a good way of comparing results.

 

In the meantime I will test the aircraftaidata file further. I'm going to increase the cannonburstlength across pilot skill levels, also maxcannonrange, and cannonfireangle will be greatly increased - if I am happy with the results I'll post that version with the 8.0 FM updates but will include a note somewhere in the ReadMe that the aircraftaidata file works well in single mission and custom mission mode, but has not been tested in campaigns.

 

I hope to have my major overhaul of the individual data inis done within about 10 days and will post the 8.0 version update - now rates of fire are historical, so are ammo. loads, and gun sounds have been improved too - will write up the changes in a detailed ReadMe. Technically, 8.0 will not be an FM update but a general "historical realism" update.

 

Happy flying,

Von S

 

:flyer:

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Hi VonS

 

I've flown another mission this morning before going to work. I don't have the records available right now, but I remember the two records standing out:

 

AI Fired/Hit records:
0/0, 400/0, ?, ?

 

The AI pilot fiering 400 rounds without hitting was one of the better pilots in my squad!

My AI setting is also on "normal" and my FM setting is on "Hard", your FM is designed for "Hard" FM, right?

 

I'll try to remove the  "aircraftaidata" file and report back!

 

Thanks for trying to improve the "historical realism", that is highly appreciated!

 

Have a nice weekend!

 

Cheers

 

vonOben

Edited by vonOben
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Hi VonOben,

 

That is correct that I also test and fly all of my FMs on "hard" settings - the only thing I leave at normal is the AI setting.

 

Yes, please test the combat behavior of the planes without that generalaidata file so we can compare what is happening. I have in the meantime expanded the cannon range and angles of fire in that file and have retested in one of my custom one-on-two missions. Without that file, when I let FE2 control the AI for the early Fokk. Eindeckers, they both follow closely behind me and take shots consistently (I was in a DH.2, fighting two Eindeckers). We proceeded to fight in tight circles until we got down close to ground level. One of the Eindeckers managed to get five or six shots into me, the other did not. I eventually shot down both but it was a tight fight.

 

I then tested with my now modified generalaidata ini file, with cannon ranges of up to 1km, and with angles of fire ranging as high as 360 degrees, and I noticed that shooting was now more conservative from the Eindeckers - the more aggressive one followed me and got one or two shots into me, but the circles were wider in which we fought than when FE2 controlled the AI - the other Eindecker was flying above us by about 100 meters, while the other was on my tail in a wide circle. When I would shake him off eventually, then the other Eindecker would swoop down onto my tail, while the other proceeded to make a wide turn and to get slightly above us. Such flying seemed more realistic/historical to me for the period than to have both of the Eindeckers follow me in close proximity to one another and to shoot aggressively, wasting most of their ammo., although when FE2 controls the AI, a few more shots from the Eindeckers managed to hit me.

 

The fight was still a difficult one with my modified file - it took about 5 mins. to shoot one of the Eindeckers down. The more aggressive one gave me a fight that lasted another 10 mins. or so - even with the wider turns it was difficult to get him off of my tail, but I managed to do so once he got too low to ground level.

 

I will test the file further using some of the dogfight settings in the "Nieuport 16" data ini file, pasted into the general aircraftaidata file - since the Nieu. 16 can be quite aggressive in the game, and I will perhaps post a newer version with the 8.0 FM update.

 

Happy flying,

Von S

Edited by VonS

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Hi VonS

The complete record from yesterday:
AI Fired/Hit records:
0/0, 400/0, 83/4

Todays record from a campaign mission without any "aircraftaidata" file.

As usual plenty of enemies and I fired 400 rounds and shot down 5 aircraft.

AI Fired/Hit records:
282/3, 374/9, 126/2 Which give a hit rate between 1-2%.

So they fire more, but the hit rate is terrible! :crazy:


Cheers
 

vonOben

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Hi VonOben,

 

Thank you for the feedback - it's good to know that the hit rate is still terrible  :biggrin: , this means that my general aircraftaidata file is not too bad. I have also noticed in more testing that the default FE2 settings make the planes fire more than my file does, but accuracy is horrible either way. I have now incorporated the Nieu 16 dogfight settings into the file, have reduced gunner fire accuracy (to have them shoot more freely), and have increased the gunner fire time, for longer bursts - and will post results should any big changes become noticeable.

 

Happy flying,

Von S

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Hi VonS  :bye: 

I'm now using a modded version of the default AIRCRAFTAIDATA.ini file where I have lowered the CannonFireAngle and the MaxCannonRange and increased the MaxRollForGunAttack, to similar values as to the AIRCRAFTAIDATA.ini you sent me.

The AI's still don't fire much and have bad hit accuracy :boredom: , but they are slightly more aggressive.  

These are the best records so far: Fired/Hit: 400/33, 296/32 which is around 10% hit accuracy. 

The RAF BE 2c rear gunner is useless in hitting anything!   :boxing: 

Cheers

vonOben

Edited by vonOben
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Hi VonOben,

 

Gunner accuracy settings are also located in the data inis of relevant guns in the "Guns" folder....usually set to something like 10 which is quite low. I've been revising about 15 commonly used guns for rate of fire, reliability, also in the case of gunners for accuracy I have increased the value from 10 to 40. I am currently linking up the data inis for the western theatre with these modifications and will try to post the big 8.0 update in about a week - the new gun tweaks should help with rear gunner accuracy which I think is too low in FE2, even when a modified aircraftaidata file is not used.

 

I have also been experimenting further with the aircraftaidata and currently have two versions - one gives tough dogfights and incorporates the dogfight skill set info. from the Nieuport 16 data ini file (which I find to be a challenging plane in FE2). I have also further modified the aidata file that I have currently, and have expanded the gun fire angles for the different skill levels, now pilots shoot more but accuracy is better in the alternative aidata file - I will test the basic one with slightly different (lower) gun fire angles and will upload both versions with the 8.0 update.

 

Happy flying,

Von S

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June 4, 2016 Update: A large realism update with historical rates of fire, realistic ammo. loads, re-linked data ini files that correspond with the gun expansions, also new sounds, a reworked hud display, new hitbox improvements by NBell, and some tweaks to engine exhaust and fire location on the Fokker Eindeckers, including more historical ceilings for later Nieuport types and Camels. Please read the relevant section of the included "Read Me" file for more detailed info. and installation instructions.

 

Von S

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Hi VonS

Thanks for the new version!

I've had my first campaign mission with v8.0 now, it was in November 1915 and I had 3 AI wingmen and we flew in Fokker EII. I used the Hard aircraftaidata file and the AI's fired all right, but they seldom hit:
Fired/Hit records: 225/2, 400/2, 400/0
Hit accuracy: 0-0,9%

I felt a bit worried since bullets from AI's was buzzing around me and I felt it was a bigger chance they would hit me instead of the enemy.

I'll try the harder version tomorrow.

S!

vonOben

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Hi vonOben, I'm glad to hear that there are more bullets buzzing around now. The general aircraftaidata ini tweaks now give more frequent firing, friendlies and opponents (more realistically) now run out of ammo - especially green and novice skill levels. I had to reduce the GunnerAimAccuracy setting under "AIData" in the aircraftaidata file to get more frequent firing - when it was as high as 70 or 80 to improve accuracy - enemies would hardly ever fire except when very close. I will test those two files further using aim accuracy settings of between 30 and 60 since I think that range might be the best compromise to give realistic AI gunnery behavior. I look forward to reading the results for the harder 5.0a version of the file.

 

Rate of fire is now 350/min on the early Spandaus - so this may also impact on hit accuracy/chance (lowering it), and requiring that the gunneraimaccuracy setting be set a bit higher in the aircraftaidata file. Try the E.IIa with the Parabellum to compare with the regular E.II as well - the Parabellum has a better rate of fire (550/min) and your wingmen might get more hits out that way. In a one-on-two fight between a DH.2 and two E.IIa types, I was hit several times in both wings, using only the hard 5.0 version of the aircraftaidata file.

 

S!

 

Von S

Edited by VonS

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Hi VonS

 

I'm using your FokkerIIa data files and I've renamed them to be used for the FokkerII I'm flying in the campaign.

 

S!

 

vonOben

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Hi VonS

For the next mission I used the Harder aircraftaidata file. The mission was generated from my edited Armchair Aces campaign file with lower air activity, so there were only two MF.11 as targets this mission and one was shot down by flak. I ordered my wingmen to attack and kept myself out of the way until they used up their ammo except for one of them that didn't want to attack at all. It was a real easy target, but the hit accuracy is still very bad.
But it's to early to draw any conclusion from one mission in each version. I'll try a few more missions and report back if you are interested.
Fired/Hit records: 400/6, 348/9, 0/0
Hit accuracy: 1,5-2,6%

S!

vonOben

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Hi VonOben, yes please do send some more reports from future missions. This will help to tweak that file further. I'm starting to think that the file is perhaps only of real benefit in custom mission and single mission mode with the aggressive AI typical of those modes - but is not of great use in campaigns that follow a slightly tuned-down AI level anyway. It may be necessary to throw out some of the data from the file to make it more suitable for campaign mode.

 

Happy flying,

Von S

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Hi VonS

I haven't been able to get any good result using your AIRCRAFTAIDATA files, so I went back to my own version.
Last campaign mission flying Fokker EIII gave best hit accuracy so far:
Fired/Hit records: 15/2, 119/11, 50/6
Hit accuracy: 9,2-13%
Result: One enemy was shot down by my wingmen and one of them was KIA and one wounded.
I can send you the file if your interested, it's basically a default file with some edits, but I'm still editing it.

Other observations: The Fokker EIII is a bit weird at takeoff, the tail skid seems to make a lot of friction. So to be able to takeoff I try to lift the tail skid as early as possible.
The Nieuport 10 seems very fragile, it takes very few hits to shoot them down.

It seems hard to get a realistic balance in FE2, it's not realistic getting 5+ kills every campaign mission. So it would be nice if it would possible to edit some generic value to get the planes harder to shoot down.
But since the AI has so hard to hit anything they would never shoot down anything...
Please note that this is my experience from late 1915 campaign missions, is there any improvements in later years?

S!

vonOben

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Hi VonOben, I'm 90% sure now that the aircraftaidata ini files "behave" differently in custom and single-mission mode than in campaign mode where the AI is probably (slightly) less aggressive. Yes please do PM me your aircraftaidata ini file and I will compare with mine in single-mission mode, it will be interesting to compare the results. I will experiment with mine further too, but will post those in a future 8.5 update as "for single-player or custom mission" only, and perhaps to have a separate aircraftaidata file to be used for "campaign mode" - since it seems that one aircraftaidata file that will work well in all types of missions and modes is probably not realistic at this point.

 

Have now retested the Fokk. E.III - it is normal for the type, all of these WWI aircraft were "tail draggers," particularly the earlier, underpowered ones. The E.III is slightly bigger and heavier than the E.I and E.II types - so the skid seems to dig in more. It can eventually take off on its own power, but the process can be sped up if you raise the tail as soon as possible (which historically is what would have been done on these early types). You will also notice that the E.III is slightly less maneuverable than the earlier Eindecker types because of the longer wingspan.

 

The Nieu. 10 is indeed fragile, as are most of the early Nieu. types as late as the 16, and to some extent the 17 too. The 23 and later are a bit more robust. I've tried to approximate their "historical" fragility, and this way you may be able to bust a wing in extended dives on types up to the 16. The 17 and 23, and later types, are harder to break in dives. The negative is that such types can be taken out with a few well-placed shots. If you prefer to have your early Nieup. types harder to shoot down - increase the armor rating setting located in the data ini files. Those are found under:

 

[AircraftData]

 
DefaultArmorThickness=
 
Most of my tweaked files range from about 20 to 26, early war 20, late war 25 or 26 - I've found that this gives me good variety. Try a value of 23 on the Nieu. 10 instead of the 22 I've given it - and this will make it a bit harder to shoot down. The Nieu. 11 and 16 can also be raised from 22 to 23 for the armor rating if you prefer some more toughness on them. The 17 and higher is already at 23, the 24bis gets a rating of 24 as does the 27, the 28 is at 24 or 25, etc. Usually an increase of "1" is satisfactory to make the plane noticeably tougher, 2 if you want a very noticeable change.
 
5+ kills per campaign mission is not very realistic historically - in single mission mode with my general aircraftaidata files I usually can't exceed about 3 kills, usually 2, sometimes 1 on a bad day. This again suggests to me that that file needs a separate version for campaign mode.
 
I wouldn't know if there are improvements in later years since I can't get the campaigns working in the current Wine wrapper that I'm using - it gives a crash to desktop. I will eventually get to installing FE2 in a newer Wine wrapper to see if it makes campaigning possible. In the meantime I test everything in single mission mode, sometimes in custom dogfight missions that I've set up.
 
Happy flying,
Von S

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Hi VonS :bye:

Thanks for the information, much appreciated!

I've flown a few more campaign missions with my edited AIRCRAFTAIDATA (same as in #41 - version 6).
The friendly AI are attacking now, but the hit rate is not much to brag about, sigh... :sad:
Fired/Hit records: 44/8 (1 kill), 20/1, 76/10
Hit accuracy: 5-18%

Fired/Hit records: 162/14, 201/11, 231/11
Hit accuracy: 5-8%

There was a strange thing happening in the last mission with a damaged Vickers FB5 flying 2 meters over the ground round and round, not sure if that behaviour is related to your files or something else...???
And the damage model looks a bit odd....

 

Vickers_FB5.jpg

Do you know how to lower the volume of the explosion when a aircraft hit the ground?
It seems a bit to loud IMHO.

S!

vonOben

 

 

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Hello VonOben,

 

The FB5 I haven't tweaked yet for FE2 - I will try to get around to it over the next few months. The strange floating that it did above ground may be related to inertia settings in the data ini file, or some more obscure setting having to do with empty weight, engine power, etc. - this is sometimes seen with the DH.2 types as well, that they dig into the ground with one wing and do several circles before eventually exploding - I think it has something to do with the default AI in FE2 more than with the FMs and damage models. I will look over the FB5 for my next update, version 8.5.

 

I haven't tinkered with lowering the explosion volume but have replaced the standard explosion sound with a crunching sound available here on CombatAce. The crunching sound is also heard when an enemy aircraft is damaged badly and you are close enough to hear it, similar to the cracking sounds from RB3D.

 

The Soundlist.ini file located in the "Flight" folder of my 8.0 FM update pack already contains that collision/crash sound, but in order to get it to work you should also tinker with the following section located inside the Aircraftobject.ini file that is in your "Objects" folder:

 

[GameObjectEffect]

ObjectFireEffect=AircraftFireEffect
ObjectFireSound=
ObjectExplosionEffect=AircraftExplosionEffect
ObjectExplosionSound=SmallExplosion
ComponentDetachEffect=AircraftDetachComponentEffect
ComponentDetachSound=CollSnd
ComponentShrapnelCount=0
DamageShrapnelFactor=0.0
MaxDamageShrapnelCount=0
 
I've already included the relevant change at "ComponentDetachSound=CollSnd" but you might also want to tinker with "ObjectExplosionSound=SmallExplosion" to improve/minimize explosion sounds. I will see for an 8.5 update if I can record a smaller explosion sound, and will include the relevant tweaks in the Aircraftobject.ini and Soundlist.ini files - for improved realism. In the meantime you might want to try the crash/collision sound and see if that is an improvement.
 
Happy flying,
Von S
Edited by VonS
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Hi VonS

I've got some improvement on my AI flight members with the latest version of with my edited AIRCRAFTAIDATA together with some edits on FokkerEIII_DATA.INI (I'll PM you the files).
The changes I've made have been discussed in this old topic:
http://combatace.com/topic/20350-ai-wingmen/

The hit accuracy has gone up slightly and they have shot down a few enemies!
Some AI's are more aggressive and shoot more and that's realistic and there are also differences how many enemies there are in a mission so the figures vary between missions.

So now the next step would be to make the aircrafts harder to shoot down.

Fired/Hit records:
122/18 (1 kill), 163/6 (1 kill)
Hit accuracy: 4-15%

Fired/Hit records:
45/8, 93/2, 254/30 (3 kills)
Hit accuracy: 2-18%

Fired/Hit records:
66/12 (1 kill), 95/16 (1 kill), 236/64 (2 kills)
Hit accuracy: 16-27%

Fired/Hit records:
96/22, 114/2, 94/16 (1 kill)
Hit accuracy: 2-23%

S!

vonOben

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Hi VonS

I've now increased VolumeStructurePoint to 2000, but I've only flown two campaign missions with this setting. I didn't notice that much difference, so I might increase it further.

In the last missions one of my flight members set a new hit accuracy record:

Fired/Hit record:
107/45 (1 kill)
Hit accuracy: 42%

 

The missions are more fun now, since my flight members perform better I don't have to do all the job myself. So I can fly around keeping my eye on them and help if anyone get into trouble.

S!

vonOben

Edited by vonOben
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Hi VonOben, yes the VolumeStructurePoint entry seems to work in subtle ways. 2000 makes a small difference but I will test further with values of 2500 or 3000. You might want to try a value of 3000 to see if it makes any noticeable difference.

 

Happy flying,

Von S

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Hi VonS

 

Here are some records and observations from my next campaign missions taking place in january 1916, flying the Fokker EIII and using my edited AIRCRAFTAIDATA.INI (v7), the edited FokkerEIII_DATA.INI and AIRCRAFTOBJECT.INI with VolumeStructurePoint=2000.

 

1916-01-19  Fired/Hit: 233/50 (mainly at one Be2c) kills:1 Be2c

1916-01-22  Fired/Hit: 126/47 kills: 2 FB5, 2 Nieuport 10                  AI: Wegmann Fired/Hit: 400/58 (mainly at Be2c) kills:1 BE2c

1916-01-25  Fired/Hit: 181/53 kills: 1 Farman F.40, 1 Nieuport 10    AI: Weissenberger Fired/Hit: 400/85 21% kills: 1 F.40, Strassnicky Fired/Hit: 135/22 16% kills: 1 F.40, 2 Nieuport 10

 

It's still rather easy to get kills both for myself and my flight members.
The Be2c is a lot sturdier than the fighters, it took about 50 hits both for myself and the AI to shoot one down.
The fighters (Farman F.40, Nieuport 10, Vickers FB5) take a lot less hits to shoot down: An average for myself is 17 hits and for a good AI only 7 hits!

 

Does this seem historically accurate / reasonable?

Was the two-seaters that much harder to shoot down in reality?

 

S!

 

vonOben

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Hi VonOben,

 

The FB5 I can't comment on yet since I still have to tweak its data ini (hopefully by August) - also the F.40. The Nieu. 10 on the other hand was, historically, a fairly fragile plane. And it was difficult to score hits with it - thus the need for the Nieu. 11 which improved many of the 10's qualities. The Be2c can be made a bit more fragile by having its armor rating reduced - although I've tried to be historical with it. It was considered a stable and fairly robust plane, for its time, but undergunned and underpowered - no match for the early Eindeckers and certainly not for the Albatroses. It's possible that its sturdiness requires more shots to bring it down. The Be2 series were great observation planes, slow and stable, but they were not dogfighters. Historically, two seaters were not as easy to shoot down as made to appear in movies - especially if they were well-armed.

 

Happy flying,

Von S

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      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.
       
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