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  1. 10 points
  2. 10 points
    I'm setting up Jimbib's Miramar to be TWO active runways. This way you can have twice the amount of static aircraft, two sets of little guys, and two sets of heavies. Nellis AFB is already setup this way in SWUS. Especially in campaigns, you also get aircraft simultaneously taking off and landing next to you, on the other runway.
  3. 8 points
  4. 4 points
    Wish I had the knowledge, Geezer. Obligatory screenies:
  5. 4 points
    Yep, its in-work but the 3D model is only 25% of the effort required to release an aircraft. Unless more guys like you step forward and volunteer to make files, etc it will be a loooong time before its done.
  6. 3 points
    Just received in the mail an excellent reference for one of my favs - the Nieuport 28. So...I will add it to the Aviation Militaire collection.
  7. 3 points
    Dunno if this helps, but Gepard put together a pack of SF1 effects and functions that also work in FE1: I took all files i have modified in First Eagles and put in in this little package. (I hope that i have found all so far.) The only thing you must do is to extract this files in a First Eagles installation. I suggest, that you make a special install for WW2 amd call the new gamefolder "First Eagles WW2". After unzip my files in you FE WW2 installation you must still copy the speechfiles from WoX in the speech folder of FE WW2. The nations.ini which i use is a modified WoE file. I know, that it cause some anomalies in debriefing screen. This has still to be solved. Perhaps i must take an original FE nations ini and modify it. There is something to do. Be aware, this mod is for First Eagles first generation. I have no FE2, thatswhy i cant tell you, wheter it will run with FE2. First Eagles WW2.zip Below is a sample list of control functions that are dormant in FE1. They can be enabled by dropping the listings into a newly created CONTROLS folder, providing working flaps, landing gear, radio, etc. [ControlSet001] EXIT_FLIGHT=ESCAPE QUIT_GAME=ALT+Q PAUSE_FLIGHT=ALT+P TIME_COMPRESSION=ALT+T NORMAL_TIME=ALT+R CHANGE_TIME=ALT+C SKIP_TO_NEXT=ALT+N RADIO_COMM=TAB CHAT_ALL=GRAVE CHAT_ENEMY=SHIFT+GRAVE CHAT_FRIENDLY=CTRL+GRAVE CHAT_TARGET=ALT+GRAVE AUTO_PILOT=A WING_LEVELER=SHIFT+A NEXT_WAYPOINT=W PREV_WAYPOINT=SHIFT+W MAP=M SCREEN_SHOT=PRINTSCREEN DEBUG_TOGGLE=CTRL+H GOTO_COCKPIT_FRONT_VIEW=F1 GOTO_COCKPIT_LEFT_VIEW=F2 GOTO_COCKPIT_RIGHT_VIEW=F3 GOTO_COCKPIT_UP_VIEW=SHIFT+F1 GOTO_VIEW_PADLOCK=F4 TOGGLE_COCKPIT=NUMPADPERIOD SNAP_VIEW_FRONT=NUMPAD8 SNAP_VIEW_FRONT_RIGHT=NUMPAD9 SNAP_VIEW_RIGHT=NUMPAD6 SNAP_VIEW_REAR_RIGHT=NUMPAD3 SNAP_VIEW_REAR_LEFT=NUMPAD1 SNAP_VIEW_LEFT=NUMPAD4 SNAP_VIEW_FRONT_LEFT=NUMPAD7 SNAP_VIEW_UP=NUMPAD5 SNAP_VIEW_DOWN=NUMPAD0 GOTO_VIEW_SHOULDER=F5 GOTO_VIEW_OBJECT_NEXT=F6 GOTO_VIEW_OBJECT_PREV=SHIFT+F6 GOTO_VIEW_GROUND_OBJECT_NEXT=F7 GOTO_VIEW_GROUND_OBJECT_PREV=SHIFT+F7 GOTO_VIEW_TARGET=F8 GOTO_VIEW_PLAYER_TO_TARGET=SHIFT+F8 GOTO_VIEW_TARGET_TO_PLAYER=CTRL+F8 GOTO_VIEW_WEAPON=F9 GOTO_VIEW_PLAYER_TO_WEAPON=SHIFT+F9 GOTO_VIEW_WEAPON_TO_PLAYER=CTRL+F9 GOTO_VIEW_FLYBY=F10 GOTO_VIEW_FLYBY_PREV=SHIFT+F10 GOTO_VIEW_TOWER=F11 GOTO_VIEW_TOWER_PREV=SHIFT+F11 GOTO_VIEW_ACTION_CAM=F12 GOTO_FREE_VIEW=CTRL+F12 CAMERA_PITCH_UP=JOYSTICK01_POV01_UP CAMERA_PITCH_DOWN=JOYSTICK01_POV01_DOWN CAMERA_YAW_RIGHT=JOYSTICK01_POV01_RIGHT CAMERA_YAW_LEFT=JOYSTICK01_POV01_LEFT CAMERA_ZOOM_IN=MOUSE_BUTTON01 CAMERA_ZOOM_OUT=MOUSE_BUTTON02 CAMERA_PITCH_AXIS=MOUSE_Y-AXIS CAMERA_YAW_AXIS=MOUSE_X-AXIS CAMERA_ZOOM_CONTROL= PITCH_UP=DOWNARROW PITCH_DOWN=UPARROW ROLL_RIGHT=RIGHTARROW ROLL_LEFT=LEFTARROW YAW_RIGHT=PERIOD YAW_LEFT=COMMA THROTTLE_UP=EQUALS THROTTLE_DOWN=MINUS THRUST_VECTOR_UP=CTRL+EQUALS THRUST_VECTOR_DOWN=CTRL+MINUS FLAPS_DOWN=F FLAPS_UP=V AIRBRAKES_TOGGLE=S WHEELBRAKES_TOGGLE=B LANDING_GEARS_TOGGLE=G ARRESTER_HOOK_TOGGLE=H CYCLE_NAV_LIGHT=CTRL+L DRAG_CHUTE=CTRL+B EJECT=ALT+B PITCH_CONTROL=JOYSTICK01_Y-AXIS YAW_CONTROL= ROLL_CONTROL=JOYSTICK01_X-AXIS THROTTLE_CONTROL=JOYSTICK01_U-AXIS THRUST_VECTOR_CONTROL= NEXT_AA_WEAPONS=JOYSTICK01_BUTTON03 PREV_AA_WEAPONS=SHIFT+BACKSPACE NEXT_AG_WEAPONS=JOYSTICK01_BUTTON04 PREV_AG_WEAPONS=SHIFT+BACKSLASH FIRE_PRIMARY_GUN=JOYSTICK01_BUTTON01 FIRE_SECONDARY_GUN= FIRE_WEAPON=JOYSTICK01_BUTTON02 UNJAM_GUN=SHIFT+JOYSTICK01_BUTTON03 OPEN_BOMBBAY_DOOR=CTRL+O DROP_TANKS=CTRL+D JETTISON_STORES=CTRL+J NEXT_RIPPLE_QUANTITY=RBRACKET PREV_RIPPLE_QUANTITY=SHIFT+RBRACKET NEXT_RIPPLE_INTERVAL=LBRACKET PREV_RIPPLE_INTERVAL=SHIFT+LBRACKET NEXT_HUD_MODE=APOSTROPHE PREV_HUD_MODE=SHIFT+APOSTROPHE NEXT_GUNGROUP=SEMICOLON PREV_GUNGROUP=SHIFT+SEMICOLON CHAFF=C FLARE=X ECM_TOGGLE=Z TOGGLE_RADAR=CTRL+PGUP NEXT_RADAR_MODE=PGUP PREV_RADAR_MODE=SHIFT+PGUP NEXT_RADAR_RANGE=PGDN PREV_RADAR_RANGE=SHIFT+PGDN SELECT_NEXT_RADAR_TARGET=HOME SELECT_PREV_RADAR_TARGET=SHIFT+HOME ACQUIRE_RADAR_TARGET=INSERT ACQUIRE_VISUAL_TARGET_ON_RADAR=SHIFT+INSERT REJECT_RADAR_TARGET=DELETE SELECT_CLOSEST_CENTER=NUMPADSTAR SELECT_TARGET=T SELECT_PREV_TARGET=SHIFT+T SELECT_CLOSEST_TARGET=CTRL+T SELECT_FRIENDLY=Y SELECT_PREV_FRIENDLY=SHIFT+Y SELECT_CLOSEST_FRIENDLY=CTRL+Y SELECT_GROUND=E SELECT_PREV_GROUND=SHIFT+E SELECT_CLOSEST_GROUND=CTRL+E SELECT_LAST_RADIO=R SELECT_LAST_RADIO_CALLER=SHIFT+R SELECT_RADAR_TARGET=CTRL+R SELECT_WAYPOINT=CTRL+W DESELECT_TARGET= ANIMATION_1= ANIMATION_2= ANIMATION_3= ANIMATION_4= ANIMATION_5= ANIMATION_6= ANIMATION_7= ANIMATION_8= ANIMATION_9= ANIMATION_10= [ControlSet002] FIRE_PRIMARY_GUN=SPACE FIRE_WEAPON=RETURN [RangedControl001] AxisControl=PITCH_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=PITCH_DOWN DecreaseControl=PITCH_UP CenterControl= [RangedControl002] AxisControl=YAW_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=YAW_RIGHT DecreaseControl=YAW_LEFT CenterControl= [RangedControl003] AxisControl=ROLL_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=ROLL_RIGHT DecreaseControl=ROLL_LEFT CenterControl= [RangedControl004] AxisControl=THROTTLE_CONTROL MaxValue=1000.000000 MinValue=0.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THROTTLE_UP DecreaseControl=THROTTLE_DOWN CenterControl= [RangedControl005] AxisControl=CAMERA_PITCH_AXIS MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=0.200000 UseMouseRate=TRUE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=50.000000 KeyControlRate=2.000000 AllowKeyControl=TRUE IncreaseControl=CAMERA_PITCH_DOWN DecreaseControl=CAMERA_PITCH_UP CenterControl= [RangedControl006] AxisControl=CAMERA_YAW_AXIS MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=0.250000 UseMouseRate=TRUE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=50.000000 KeyControlRate=2.500000 AllowKeyControl=TRUE IncreaseControl=CAMERA_YAW_RIGHT DecreaseControl=CAMERA_YAW_LEFT CenterControl= [RangedControl007] AxisControl=CAMERA_ZOOM_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=0.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=100.000000 KeyControlRate=5.000000 AllowKeyControl=TRUE IncreaseControl=CAMERA_ZOOM_IN DecreaseControl=CAMERA_ZOOM_OUT CenterControl= [RangedControl008] AxisControl=THRUST_VECTOR_CONTROL MaxValue=1000.000000 MinValue=0.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THRUST_VECTOR_UP DecreaseControl=THRUST_VECTOR_DOWN CenterControl=
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  10. 2 points
    I fooled around a bit with Blender years ago when designing user interfaces for Northrop UAVs. Blender and 3dsMax both use a lot of graphic processing horsepower when rendering an image. While there are probably some tweaks to slightly improve efficiency, there is no avoiding the real problem - old computers lack the horsepower needed for good graphics.
  11. 2 points
    If you have YAP’s Drug War you have access to the Bell 206B. What you also have access to is all of the textures/skins for the stock FSX Bell 206 because the mapping is the same. All you have to do is download a texture from a FSX site like Avsim.com or Flightsim.com and then convert the file called Bell_206B_T from a .bmp or .dds file to a .tga file (I use a free program called DXTBmp for this) and rename the file remapbell.tga and put it in a skin folder together with an appropriately worded textureset.ini file. You can fly the Bell 206B in your SF1 and SF2 installs, and with so many skins out there it should see a lot of action.
  12. 2 points
  13. 2 points
    Some Israeli choppers... Tzefa and Saifan Tzefa and Anafa Training Day Border Police Yasur
  14. 1 point
    Skyraiding, Korea 1951.
  15. 1 point
    Screaming Banshee, Korea 1951.
  16. 1 point
    Looks really tasty so I hope you keep experimenting. One thing - I've noticed that lighting conditions vary from map to map. Might I suggest you experiment with several different maps? Also, kudos for classic art history reference! Next, we'll have to experiment with chiaroscuro.
  17. 1 point
    The best way to find the perfect car is to go to the showrooms. Take a seat in the car and ask yourself how it feels. If it feels good then ask for a testdrive. If driving the car feels good, then it is a good solution. If you enter a car and you feel "Thats it!" then you have found your perfet car. Its only a question of feeling.
  18. 1 point
    Hi Guys, im back from my Vacation and the il2 Team has posted some great news for us, you can find the original post in the link below and also larger pics inside it. 177 Hello everybody, The winter is coming and we're approaching the Battle of Kuban release run. The Career mode texts are finished and being translated right now. Cooperative mode is in the internal testing phase. P-39L, A-20B and Yak-7B flight models are nearly finished, Bf 109 G-6 and La-5FN exterior models are ready and their cockpits are in the works. Today we can show you the current state of the A-20B bomber interior: We're completing the increased rendering distance feature: the atmospheric haze has been tuned for it and skydome has been completely reworked for daytime and dusk light conditions. At the moment, we're working on winter landscape and skydome graphics, as well on cumulus clouds. Plans for the new year are being finalized and confirmed, but we'll maintain the suspense a bit more, all we can say now is that they'll definitely amaze you. To finish today's relatively short Dev Diary, we present you the first in-game shots of Bf 109 G-6 Collector Plane: The LINK: https://forum.il2sturmovik.com/topic/168-developer-diary/page-5#entry525835 178 Hello everybody, today we'll briefly tell you about two new features. First, in conjunction with increasing the landscape rendering distance, we also increased the clouds rendering distance - they are now visible almost three times further than before. Together with the new gamma and gradient for the skydome we showed you earlier, it gives the sim a significantly new look. For example, the 'feeling of flight' became even more natural at medium and high altitudes and when you fly under the clouds the new perspective is stunning. We also improved the look of cumulus clouds, making them more realistic and diverse; they can also appear at two layers now. It is interesting to note that we were able to recreate one of the real life effects - the Earth projecting its shadow on the opposite to the setting sun part of the sky). As the popular saying goes, one picture is worth a thousand words: The second new feature is related to the look of the bare metal parts on various aircraft - in the future, we plan to make planes that weren't painted and had a polished or matte aluminum finish. The metal parts on lend-lease planes P-40E-1, Spitfire Mk.Vb, P-39L-1 and A-20B and Italian MC.202 ser.8 (which also has a bare metal skin) will look even more realistic and authentic. The LINK: https://forum.il2sturmovik.com/topic/168-developer-diary/page-5#entry528352 Have fun reading it! If you have any comments, leave it here or on the il2 Forum
  19. 1 point
    You had no idea that the USAS possessed such weapons in 1917. But, yes, SF2 afterburner effects work in FE2.
  20. 1 point
    Yes, Stephen, it was your smoking craters that started me thinking about this in the first place, along with the light emitter from the lighthouses in Korea. My mind often puts disparate things together; it's part of the psychosis. Then again, these juxtaposed things often don't work together, and that's probably the case here, because of the way the game engine works. One odd thing I noticed using Mue's Cat extractor, FE2 seems to contain all the effects from SF, but they may be turned off in FE2. It''ll be interesting to see if they are. Time to break a few eggs.
  21. 1 point
    I spent quite a while playing with battle fields when I was doing to the Vogesen2 terrain. I was not able build an emitter that would work intermittently. Later, I made some craters that have smoke coming out of them, they work continuously and do add some effects to the battle field. Gterl and Quack have each figured out a solution. I came up with a third option, so you have a choice (maybe you can mix them.) In my experiments, the field guns and infantry would only "see" objects that the game engine places in the terrain. They don't seem to "see" targets placed in the Target.ini. Maybe this is a limit of FE1, I don't know if it's the same in FE2. In Vogesen and Galicia, I was able to place an AA gun behind the lines (theTarget.ini defines a location and the game engine picks a gun and places it) The guns from the target.ini see it and shoot at it. (But they don't see enemy infantry and field guns.) With some experimenting you can find a place where it's too far to get hit, but close enough that the other guns see it. The field has to be pretty flat, if there's a hill between them, or if one side is much higher than the other, they don't shoot. I was able to get some pretty active battle fields (check out Vogesen2 and Galicia2.) You see a lot of tracers, and explosions where the field gun shells hit the ground. I made a rail mounted artillery gun and Geezer made some artillery guns. Those will shoot at a balloon, so they will be elevated when they shoot. Again, you need to experiment with distance and placement of the enemy balloon before the guns will see it, but not be able to hit it. You'll see the guns shooting, but the explosions where the shells hit are quite a distance away and you may not even see them. For Collisions, Wrench is right, the things placed in the tod don't detect a collision. (this includes the trees and most of the city and farm buildings.) This is built into the game engine and can't be changed. Things placed in the Target.ini will detect a collision. In the Types.ini, some objects declare a "CollisionMesh" (which is an LOD.) But not all of them do, so I don't know if you need to have one or if it uses the original mesh unless another one is specified .
  22. 1 point
    Same model that came out off site a couple of years ago? from the Gulf... Taz and Ms Taz. same plane. always do your homework kids!
  23. 1 point
  24. 1 point
    Not a real camo, only specular and glossnes test, but it starts to look coll ;-)
  25. 1 point
    It's a great sim - the dogfight action is really seat-of-the-pants stuff, especially with all the mods installed. Von S
  26. 1 point
    You can also try changing the graphic settings in the options in the game. See if you can change the display resolution to a lower setting. I've noticed over the years that different graphics cards give you different options. You will need to experiment because some settings may be distorted. You will have a rougher looking screen, but the frame rate should improve. In games, it's always a trade off between quality and speed anyway. Do you know that pressing Alt+D while the game is playing will display the frame rate at the top of the screen?
  27. 1 point
    none of the 1stGen games (SF/Wo* or FE/FEG) create the separate "mods folder" like the "2" series. Everything is located within the main game install; all the exes, dlls, cats, etc. try turning down all the graphic options. Turn shadows and mirrors off, horizon to NEAR, basically all graphics down to minimum, then start bringing them up, one at at time playtesting each change. With a on-board card, in a laptop (probably not originally designed for gaming), internal memory will be lacking in both RAM and video. Unfortunately, the only way to improve them -even with a 1stGen- is a better machine (sorry, had to state the fact!).
  28. 1 point
    Hi Jackson, the .dll of the particlesystem ini is a part of the game itself, as I can see from the folder structure "c/firsteagles/system" - then it's likely the case, as in my post above, that FE/FEgold does not create a user folder under "c/users/documents/thirdwire/firsteagles" as is present in FE2. While this does complicate tweaking somewhat, toggling of the settings in the game menu itself should help to increase framerates (the main culprits are usually shadows set too high, and the horizon set to medium or far). Keep us posted, hopefully some of these tips will help. Von S
  29. 1 point
    In an unusual example of enemies co-operating in aeronautical engineering, an Albatros D.I converts a SPAD VII to a monoplane... ...Albatros courtesy of Stephen1918.


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