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Showing most liked content on 12/23/2020 in Posts

  1. 6 points
  2. 5 points
    I think i have to work on those carrier landings a bit, i got somewhat rusty
  3. 4 points
  4. 4 points
    Here's something else to experiment with - In FE, the gunner is one piece and attached to the gun, so his motion is restricted to keep his legs from poking through the side of the plane. It could be that enemy planes are simply not coming into his field of fire so he doesn't "see" them. In the "Crew" section of the FM, for the [Gunner] you can try changing the Min/Max Pitch and Yaw settings to increase his range of motion, but you might get the gunner intersecting with the plane. You can also try increasing the PitchAngleRate and YawAngleRate to make him move faster. Maybe improving his reaction time will help. Please let us know if any of this helps. Merry Christmas to you too, and everyone at Combat Ace.
  5. 3 points
    Happy holidays to you Sky High and Stephen, and to all fellow FE2 (and SF2) fliers! (Photo by Yannick Bammert, 2010, detail of 6-cylinder Anzani radial, 60 hp.)
  6. 3 points
    A few possibilities to try (even though I have to admit that I never bothered tinkering too much with gunner accuracy - since I've been focusing on FM tweaks instead): a) check the "Internal Guns" section of the relevant data ini file, for whatever two-seater aircraft you are modifying gunners, and look for something similar to the following (this is from the Rumpler C.I file, data for the gunner's weapon): GunTypeName=7.92MM_PARABELLUM_MG14_Gunner -----> change "Gunner" to "HGunner" since some guns, in the relevant Guns folder under Saved Games/TW/FE2/Objects/ contain "HGunner" variant files - those, from what I've been able to find, contain slightly greater ammo/bullet weight (AmmoWt), also greater accuracy GunnerID=2 MuzzlePosition=0.081,0.06,0.623 MaxAmmo=400 TracerLoading=5 BurstAmount=8 -----> possibly also double (x2) the burst amount, in this case 16 instead of 8 EjectShells=TRUE MinExtentPosition=-0.10,-1.9,0.6 MaxExtentPosition= 0.10,-1.2,0.7 b) under the "AIData" section of the relevant data ini, tinker with the following entries: GunnerFireChance=90 -----> increase this if necessary (value in percent) GunnerFireTime=2.5 -----> increase this if necessary (try x2, value is in seconds) GunnerAimOffset=0.0050 -----> for this one, see this thread (https://combatace.com/forums/topic/90596-gunneraimoffset-ai-parameter/); best values are between 0.07 and 0.09, apparently, for good deflection shots - have modified this in the tweaked FM package, wherever necessary, but doesn't hurt to double-check if still having trouble with gunner c) under the "AIData" section, include perhaps the following two entries (for min/max quality of the AI, to avoid novice AI and gunner AI): MinAIQuality=Veteran (or MinAIQuality=Regular) MaxAIQuality=Ace Von S
  7. 2 points
    Von, work on new base airframe and support cables...
  8. 2 points
  9. 2 points
    Just completed the model and the animation (I had to remove the rivets as the drone is mostly made from aluminum structured from inside and some special composite material and there are only some screws for some parts and this is to make the drone have a little radar signature) I will start making the weapons for it the TB2 Roketsan MAM C Roketsan MAM L
  10. 2 points
    what difference does it make in what language the game is written if it is already compiled? A rhetorical question Or you gonna decompile it? As to language i prefer Ukrainian
  11. 1 point
    some reason decs go weird...took ages trying to see what wrong...turns out nothing...seems lod viewer having a bad day weird....decs fine in game..
  12. 1 point
    This bug is a reminder to modder that sometimes should get out from the barn...and click the fly button. nice little thingie...
  13. 1 point
  14. 1 point
    No, you're wrong. We can do wathever we want with the code, what we CANNOT redistribute are the games or part of them. So we can for example generate a new PATCH to hack the original (and legally purchased) games, but we cannot redistribute the EXE itself. That was written by TK looong ago, still have the mail.
  15. 1 point
    Thank you. There's lots to work on there. I find that it's not so much the accuracy is the problem (my own wouldn't be great, either and these were very unsteady gun platforms), but some of the two-seaters rarely fire at all. Therefore, the AI settings might be the key. Happy Christmas to you and to all on here!
  16. 1 point
    Ah I see I was getting ahead of myself then. I've seen the amazing work people did for game like GTA V which aren't modder friendly at all. It had me wondering what scripts could be written for SF2 and what those limitations could be. Not reverse engineering of course but to be able to try something neat like how WOFF changed things with MCFS...but not that much.
  17. 1 point
    Couldn't find a link in English, but basically, they all got replaced by A-400Ms. I've seen them both fly past quite lately since i got stationed near Zaragoza AB, but to be honest, it makes you feel old knowing the aircraft you used to jump from are museum-worthy stuff now.
  18. 1 point
  19. 1 point
  20. 1 point
    A nice Fleet Defense mission, one E-2 Hawkeye and two A-6 destroyed.
  21. 1 point
  22. 1 point
    this pic shows the different items m8 spoilers slats flaperons etc etc
  23. 1 point
  24. 1 point
    Looks like the winter camo is pretty effective!
  25. 0 points
    All British Airways 747`s are being scrapped...apart from one or two.....sign of the times...crazy...sad to see these iconic birds go...


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