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Showing most liked content on 03/03/2018 in all areas
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7 pointsTonka F3 HUD from this to this (with wip new gunsight) repainted new gunsight and MRAAM Skyflash mode (2M = 2 MRAAM remaining, also counts SRAAM and gun ammo) What started as a quick new gunsight mod went out of control...
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4 pointsHello everybody, Today we don't have a lot of news, we just want to tell you that the work on 3.001 update is near its end. We have 20 Career mission types working of 25 planned for the release. The most of the initially found issues are fixed and some tweaks are already in the place. To give you a general idea of the scale of this update, its change list will contain 90 items, nearly a third of which are significant changes and improvements. The sheer number of these changes means that after 3.001 release hotfixes will likely follow because there could be problems that couldn't be found by the testers. We're sure this teething period will be short. P-39L-1 cockpit is almost ready, perhaps we'll spend 1-2 days for final 'polishing' of its textures, but we can already show you its overall look. All other changes and additions planned for 3.001 release are finished. Therefore, we plan to release this humongous update in 2-3 weeks. We want to release it as soon as possible ourselves: all we're doing we're doing for you and your feedback is very important for us. But we need to make a bit more effort to give you the result that will not only be massive, but also good functioning, so these days will be spent on debugging and refinement of the new functionality. You can discuss the news in this thread
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3 pointsHello 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
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3 pointsGot the new Breguet 14 fuselage mapped, and made some new escadrille markings for the Nieuport 24. When this stuff gets released, the files will include templates and sample colors so guys can make new markings.
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3 pointsTesting sorta/kinda realistic battle damage for the wooden fuselage and cloth covered wings.
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3 points
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3 pointsI am getting the replacement parts this Monday i hope, keeping fingers crossed that those will fix my issue...
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3 points
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2 pointsRoyal Norvegian Air Force F-16 Agile Falcon Concept in action! From the excellent Mitsubishi F-2A by Dels
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2 pointsTo 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
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2 pointsNeeds packaging and 1-2 smaller fixes...for you Crawford ***Update*** - Files/skins uploaded, pending approval - see 'Other Central Powers Aircraft Skins' ohh btw the decals gave me an awfull lot of headache
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2 points
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1 pointDon't see many of these at the movies http://www.imdb.com/title/tt7515456/plotsummary?ref_=tt_ov_pl
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1 pointView File Myasishchev M-4 "Bison" The Myasishchev M-4 Molot (Hammer, USAF/DoD reporting name "Type 37", NATO reporting name "Bison") is a four-engined strategic bomber designed by Vladimir Myasishchev and manufactured by the Soviet Union in the 1950s to provide a bomber capable of attacking targets in North America. The Myasishchev design bureau was formed to build such a bomber. WHAT'S IN: - Veltro 2K Lost SF-2 (and shadows fixed) Bison I recovered for you; - 2 flyable planes; - Old revamped and new skins; - Proper decalset; CREDITS: Veltro 2K - Model Y.Gordon - References Lindr2 - data, loadout Paulopanz - Skins, decals, screens, edits INSTALL: - Objects folder in your mod folder and overwrite This is for our friend Ettore, at last! Enjoy @paulopanz Submitter paulopanz Submitted 04/04/2014 Category Other
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1 pointThat 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 [DogfightNovice] SafeAltitude=160 LookoutAngle=90 DefensiveAngle=60 ChanceDefensiveTurn=0 ChanceBreakTurn=25 ChanceHardTurn=50 ChanceTurnDirection=25 ChanceContinue=100 ChanceCheckNewTarget=5 ChanceUseVertical=0 FightWithoutAmmo=0 CannonFireAngle=20.0 MaxPitchInput=0.75 MaxCannonRange=500 OptimalCannonRange=80 MinCannonRange=50 MaxRollForGunAttack=45 CannonBurstLengthShort=2.5 CannonBurstLengthLong=2.5 MaxRudderForGunAttack=0.5 MaxRudderForManeuver=0.7 [DogfightGreen] SafeAltitude=140 LookoutAngle=120 DefensiveAngle=90 ChanceDefensiveTurn=10 ChanceBreakTurn=50 ChanceHardTurn=100 ChanceTurnDirection=50 ChanceContinue=100 ChanceCheckNewTarget=10 ChanceUseVertical=0 FightWithoutAmmo=0 CannonFireAngle=20.0 MaxPitchInput=0.75 MaxCannonRange=500 OptimalCannonRange=80 MinCannonRange=50 MaxRollForGunAttack=60 CannonBurstLengthShort=2.0 CannonBurstLengthLong=2.0 MaxRudderForGunAttack=0.8 MaxRudderForManeuver=0.9 [DogfightRegular] SafeAltitude=120 LookoutAngle=150 DefensiveAngle=90 ChanceDefensiveTurn=35 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=20 ChanceUseVertical=10 FightWithoutAmmo=0 CannonFireAngle=12.0 MaxPitchInput=0.8 MaxCannonRange=500 OptimalCannonRange=70 MinCannonRange=30 MaxRollForGunAttack=75 CannonBurstLengthShort=0.75 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 [DogfightVeteran] SafeAltitude=100 LookoutAngle=150 DefensiveAngle=120 ChanceDefensiveTurn=75 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=30 ChanceUseVertical=50 FightWithoutAmmo=0 CannonFireAngle=12.0 MaxPitchInput=0.85 MaxCannonRange=500 OptimalCannonRange=70 MinCannonRange=30 MaxRollForGunAttack=90 CannonBurstLengthShort=0.75 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 [DogfightAce] SafeAltitude=100 LookoutAngle=150 DefensiveAngle=120 ChanceDefensiveTurn=85 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=35 ChanceCheckNewTarget=40 ChanceUseVertical=100 FightWithoutAmmo=1 CannonFireAngle=12.0 MaxPitchInput=0.85 MaxCannonRange=500 OptimalCannonRange=70 MinCannonRange=30 MaxRollForGunAttack=90 CannonBurstLengthShort=0.75 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0
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1 pointThank you VonS I asked for the vickers data.ini from an experience in SF2 : I now always check AI + armament :)
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1 pointHello 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
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1 pointIt seems to me that this is not due to guns ... In my opinion, such files simply do not exist, but I'll see how I can help you ...
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1 pointAs with Op Darius, if you want to use the updated Turkeys, go for it.
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1 pointAn option that wasn't explored when the USN Banshees were purchased.
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1 pointBelow are two experimental screens for the Pfalz D8. If they survive the testing process, They'll become the templates for other aircraft.
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Version
241 downloads
This mod provides you with a batch of colorful, reduced-size, more immersive counters, devoted to each of the nationalities present in Wings Over Europe – and also to some that could be added. Besides having a more attractive map and less confused stacks, you can also find more easily the units you're after. As a rule, the counters with rectangular national flags and division devices show the ground units, while the counters with roundels concern the air units. -
0 pointsEnoc's PC died, so we will post news at the end of February. His PC should be back up and other goodies should be finished also.
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