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Heck

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Everything posted by Heck

  1. Weird roundels...

    I'd certainly like them. I'd even have the odd member of my flight using them on the Western Front in 1918 as an interesting what if. It was the African colors reference in one of the previous posts that sent me investigating. Finally found the answer at Wings Pallet. Hope you'll post these. They look cool.
  2. Weird roundels...

    South Africa, 1920's.
  3. Weird roundels...

    Never mind. Wrong order of colors
  4. My family's condolences to his family and friends. So young....
  5. One point landings aren't considered good testing technique, my friend. So, if you set these vunerable aircraft to about 4.8 g we might get break-ups on pull out, but not in tight turns, if these aircraft stay under 4.8 g in a level turn. The only place that might cause trouble would be diving turns and their associated pull outs.
  6. The only "real" information I've ever read, from JM Bruce's profile on the Albatros DV, is that Von Hipple's DV lost its lower wing after a dive of some 3000' over Le Catelet. It's the only reference I've ever seen to concrete distance, etc. Perhaps that distance could be used as a starting point, since these single spar wings actually failed because of twisting and flutter caused by speed. I really don't think they should fail in tight turns, no matter how tight, because what was stumping designers at the time was that these wings tested fine in the sandbag tests used for static G testing. Maybe the Albatros DV's speed in a dive of that height could be used as a sort of starting point? Perhaps this would give them enough strength to survive tight turns, but fail after a sharp pull out from a high speed dive.
  7. The Strutters Ball!

    Thing of beauty. This plane was so important to the French reconnaissance squadrons. What a great model and skins.
  8. It's been a long time since I used it, in fact, I think it was when I was doing PBI, so I'm not sure about much of this. I don't think it will let you change balloon altitude, or change skins. Sorry I couldn't help, but you've convinced me to update PBI at least, as soon as I can after my brother's and my project. Look for it in "two weeks."
  9. Geo creates some great stuff. The French 75 and the Whizz-bang are awesome, not to mention the infantry and MGs. If you're going to place these things along the lines and have them shoot at each other, here's two suggestions:1) create special versions of them that do one of two things, either armor them, not making them impervious, just tough, or make them wildly bad shots by giving them "new" versions of their guns which are inaccurate, so they fire alot but miss more often than they hit. If you don't do one of these two things, they will kill each other two soon, and then the fun stuff is gone. 2) Get yourself Le Missioneur, or KMD, so you can determine coordinates on the battlefield. Placing these guys is wildly time consuming and mind numbing, but it does work. 70 percent of the objects I placed for the first time couldn't see each other when I placed them, so I had to fly there, crash, and then use the free floating camera to see where they should be placed, so they could see over the small rises in the terrain that you can't see from the air. Finally, in your missioncontrol.ini, increase the MaxEventLog line to at least 8192 so you don't lose all your stats (Sorry, Bandy! Forgot about this all those months ago!), because every time they shoot or hit, it's an event to the sim, so if the file isn't big enough you lose your stats. Right now I'm involved in a project with my brother not involving FE, but over the coming long, cold winter I'll take on Cambrai and Flanders if real life doesn't interfere. If you want to post an updated version of the PBI mod using Geo's stuff, Quack, please do. And if anyone takes on Cambrai or Flanders before I get to it, God bless you, and I'll send you gauze pads for your bleeding eyes.
  10. I think if you just go to Geo's main page then follow the links to the ground objects it should work. http://geos-aircraft.com/SFmain0.htm This link just worked for me.
  11. Beautiful skin Lloyd. Please finish both of them. I love my Hawks!
  12. Thank you, Veltro. Another beautiful model. And another plane I've always wanted to fly in the sim.
  13. The Strutters Ball!

    From the aerodrome website, these are the different engines installed in Strutters. Lots of variation here. Too bad they didn't give numbers per engine type. Clerget 9Z, 110 hp Clerget 9B, 130 hp Clerget 9Ba, 135 hp Clerget 9Bb, 135 hp Clerget 9Bc, 145 hp Le Rhône 9J, 110 hp Le Rhône 9Jby, 135 hp Le Rhône 9C, 80 hp I'm assuming the 80 hp LeRhone was used in a training version. Don't think I'd want to fly a plane this big on 80hp in combat. Hey, Sinbad! According to a discussion at the Aerodrome site the French versions were delivered in a silver dope scheme like Nieuport fighters, as well as some in five color camouflage. Are they amongst the skin sets you're working on? Not trying to be pushy, just curious. You've done such beautiful work on these. Thank you so much! Glad I could help, Sockboy. The Strutter's a beautiful model. Glad you're able to use it. Boy, Sinbad. You and your team created a lot of community excitement with this release.
  14. The Strutters Ball!

    I stand corrected. Time for a new engine, I think. The Clerget 145 9Bc. Thanks for the info, Panama Red. Most of the sources I've seen said 130 Clerget, but I like this one better. Think I'll do some research on that model. Thanks again.
  15. The Strutters Ball!

    I believe she rolls too fast. Probably something to to with these values, as posted by Wild_Elmo: Clb Roll moment due to sideslip Clp Roll moment due to roll rate (roll damping) Clr Roll moment due to yaw rate Cnp Yaw moment due to roll rate And these dealing with the ailerons: Cldc Roll moment due to control surface deflection Cndc Yaw moment due to control surface deflection They're all interconnected, so you have to play with changing them by using Wrench's excellent example for how to do it (so idiot Heck doesn't forget what he changed ), copying the line and using // to rem out the old line. It's a lot of trial and error until you get the effects you want. Also, at SLPowerDry=111855.0, she has the 150 hp of a Bentley Rotary, not the SLPowerDry=96941.0 of the 130 hp Clerget. From what I've read the Strutter was considered underpowered for her size, and fell out of the 2 seat fighter role very quickly after the appearance of the Albatros fighters, being used mostly for long range reconnaisance (especially by the French who used many, many more than the British) and for bombing.
  16. The Strutters Ball!

    I used a picture program to reduce my skins from 2048 to 1024. I'm sure that's your problem. They can be resized down to 512 if you need to.
  17. The Strutters Ball!

    A beautiful model. And a very important aircraft to boot. Great job, guys.
  18. My thanks to your whole team! Long awaited and greatly appreciated.
  19. I'd love to test them in SF2E/V. Thanks, Wrench.
  20. I think the two basic problems TK has in taking into account all of the addons is that many of the addons are in direct competition with his own vision of the way these aircraft are supposed to fly, and, as Peter01 has pointed out, everything in this sim is interconnected. If TK changes something, even for the better, it changes connections all through the sim, and this breaks something else sometimes, especially flight models not based on his model for how they should fly. I'll be honest. I don't fly Peter01's flight models. I've tried. I don't like them. But that's just my personal preference and opinion, based on what I've read and what I've observed in real life. And that's the real point. When it comes to flight model and AI, it's really all just personal opinion, because, like everyone else here, I've spent over thirty years searching all the reading materials I can find to give me good hard aerodynamic evidence for how these planes actually flew, and what I've found wouldn't fill a dixie cup compared to WW2 and later. It's all subjective; "climbs like a monkey, dives like a stone," etc. Even Peter01 has admitted that his flight models and AI are all subjective, to suit his taste. And that's fine. He has his opinions, TK has his, I have mine. So, I don't blame TK at all for staying true to his own vision. And when a new version comes out, I'll just quietly use the tools I have accumulated here at CombatAce (FM Tool, aerodynamic abbreviations and what they stand for, etc.) and a few I've created (MOI spreadsheet) to generate new FM's for my addon aircraft. And that way I can make them conform to my own opinions. Which is all they are. And to be honest, I can't wait to see what he comes up with next, because each new version adds something we haven't had before.
  21. Hope you do join them. I've been flying some of the aircraft they've created so far, and I think they're the best around. I especially love their P-47. I've always loved the Jug from the reading I've done, but never really liked it in a flight sim, which was very disappointing to me, until I flew theirs. Now, I'm in love with the Jug again. Those guys are a great team. I'll download anything they produce and be grateful for it. If they need a flight tester, I'm there.
  22. I'm sorry. I wasn't clear. The sections I posted previously are from an aircraft data.ini. Each individual aircraft's data.ini calls for a pilot, with two seaters adding the lines about the gunner. I meant for you to check each aircraft's data.ini to make sure the correct pilot lod is called out in that, not the aircraftobject.ini. Sorry if I made things worse. Can anybody else help here? I don't seem to have identified the problem.
  23. The data.ini's are probably calling for a pilot lod that isn't in the gold version of the game. Look for the crew section and make sure it calls out one of the four pilots present in the sim now: // Crew --------------------------------------------------------- [Pilot] SystemType=PILOT_COCKPIT PilotModelName=wwiPilotNew1 <<<<<<<<<<<<<< PilotHeadNodeName=head Position=0.000,-0.555,0.387 MinExtentPosition=-0.289,-0.769,-0.368 MaxExtentPosition= 0.296,-0.263, 0.495 [Gunner] SystemType=GUNNER_STATION SeatID=2 GunnerID=1 PilotModelName= GunnerBodyNodeName=gunner <<<<<<<<< SetCockpitPosition=FALSE Position=0.000,-1.46,0.66 MinExtentPosition=-0.293,-1.630,-0.368 MaxExtentPosition= 0.293,-1.124, 0.495 PitchModelNodeName=scarff_arm YawModelNodeName=scarff_ring GunRange=2000 PitchAngleRate=40 MaxPitch=34 MinPitch=-8 DefaultPitchAngle=20 YawLimited=TRUE YawAngleRate=60 MaxYaw=270 MinYaw=90 DefaultYawAngle=180 They are: wwiPilotNew1 (British) wwiPilotNew2 (German) wwiPilotNew3 (French) wwiPilotNew4 (USAS) The Gunner is always gunner, I think, no matter what the service
  24. FE Immersion

    Thanks for sharing this story, Mike. Your tale of hedgehopping back across the lines with the Huns in hot pursuit certainly reminds me of many moments I've had in this sim. I sometimes fly in the sim just for the beauty of it, buzzing French Villes and practicing aerobatics, swanning about I think they used to call it, finishing my flight by spinning down over the aerodrome as I've read one German aviator whose name escapes me at the moment used to do. And I can honestly say that First Eagles is the first combat flight sim that I've flown non-combat since Red Baron 3d.
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