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Laton

+MODDER
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Everything posted by Laton

  1. Replacement Pfalz E I's

  2. Available here as soon as the file is approved: Link Tha Hansa-Brandenberg D1 "Star-Strutter. This is the early version with the smaller tail and slightly lower pilot seating. New FM provided by peter01! I highly suggest staying over 90mph with this one, it's very tricky in a turn fight, if you find you're having a lot of stalls try reducing joystick sensitivity. Peter has also kindly provided a new FM for the Phonix KD1 - see the new thread for that. There will be a small update to both over the weekend to add the new pilot by Geezer. Cheers Laton
  3. Version

    797 downloads

    Effects Pack - test. New fuel fire and engine damage effects, plus changes fuel leak. Please check the readme for installation.
  4. Fokker E.IIIa

    Version

    1,447 downloads

    Fokker E.IIIa (two-gun variant of the E.III) Ver.1 14 May 2007 Model by by Andre (Laton) Simpson Skins by v. Deutschmark FM by peter01 Release pack also includes original bmp templates for anyone who wishes to make and distribute their own skins. Check the Readme for installation instructions and any other notes
  5. Hey quack Details & new LOD's here: Linky Hopefully that will work
  6. Hi guys, Still working on the CL.IV but I've been poking around the old Wings of War max files I've got here (this is the same source as many of the A-Team WWI aircraft) and found a few models they didn't bring across to FE so I'll have a go at them. Progress so far: Felixstowe F2A There are 3 or 4 skins for the the F2A Brandenburg W 29 At the moment I don't plan to do a huge amount of extra work on these (re-mapping, re-painting etc). There are a few WW2 float planes available for TK's other sims so getting them to work on water should be possible.
  7. Avaitik-Berg D.I

    Nice looking crate - I may have a go at one if I can get references. Just got out of hospital after getting my appendix removed last week and the new baby still hasn't arrived. With FE2 out I'll keep working away on a few things but they won't be quick releases.
  8. Hi guys, Taking a look at the new _data.ini files in FE2 the callouts for the new crashed aircraft models are now there. If you want debris for 3rd party aircraft all you need to do is add two lines to the individual aircraft _data.ini file E.g for my SVA.5 the SVA5_DATA.INI file currently has a section that looks like this [AircraftData] EmptyMass=655 EmptyInertia=738.0,582.2,1213.5 ReferenceArea=21.6 ReferenceSpan=9.10 ReferenceChord=1.48 CGPosition=0.00,0.00,0.00 OnGroundPitchAngle=15.5 DefaultArmorType=WOOD DefaultArmorThickness=26 Component[001]=Fuselage Component[002]=TopWingLeft Component[003]=TopWingRight If you add a few lines: [AircraftData] DestroyedModel=AlbatrosD3_destroyed.LOD <------------------ add this DestroyedEffect=VehicleFireEffect <------------------and this EmptyMass=655 EmptyInertia=738.0,582.2,1213.5 ReferenceArea=21.6 ReferenceSpan=9.10 ReferenceChord=1.48 CGPosition=0.00,0.00,0.00 OnGroundPitchAngle=15.5 DefaultArmorType=WOOD DefaultArmorThickness=26 Component[001]=Fuselage Component[002]=TopWingLeft Component[003]=TopWingRight You'll get the destroyed & burning aircraft whenever one crashes. Other choices are: DestroyedModel=RE8_destroyed.LOD DestroyedEffect=VehicleFireEffect DestroyedModel=AlbatrosD3_destroyed.LOD DestroyedEffect=VehicleFireEffect DestroyedModel=DFW-CV_destroyed.LOD DestroyedEffect=VehicleFireEffect DestroyedModel=FokkerD7_destroyed.LOD DestroyedEffect=VehicleFireEffect DestroyedModel=Salmson2_destroyed.LOD DestroyedEffect=VehicleFireEffect DestroyedModel=SPAD_XIII_destroyed.LOD DestroyedEffect=VehicleFireEffect DestroyedModel=AEG_GIV_destroyed.LOD DestroyedEffect=VehicleFireEffect DestroyedModel=Camel_destroyed.LOD DestroyedEffect=VehicleFireEffect DestroyedModel=FokkerDR1_destroyed.LOD DestroyedEffect=VehicleFireEffect Just pick which model you like and add it in. There is some doubling up, for instance the Strutter uses the RE8 destroyed LOD. If an effect you like better for crashed aircraft comes along later you can also change the effect name to reflect that. ETA: If you want a different crash effect try unzipping the attached file into your effects folder. You'll also need to change the DestroyedEffect=VehicleFireEffect line to read DestroyedEffect=AircraftCrashEffect You should get this: Also if you change DestroyedEffect=VehicleFireEffect to read DestroyedEffect= you should just get a wreck with no fire or smoke so you can have a mix of burning/non-buring crash sites. Cheers CrashEffects.zip
  9. Gr. Viper: I'm not sure about new textures, so far I haven't found the texture files for the crash LOD's. TK may be able to tell you. It should mean that we can make our own better crash models though. Quack: I don't think so. Its something people have been asking TK for for some time. Bandy: I'll have a look if I have time, my wife & I are expecting our 2nd baby any day now so I'm killing a bit of time at the moment. If you or anyone else wants to have a play with the AircraftCrashSmokeEmitter.ini EmissionRate=0.050000 EmissionVolume=1.000000,1.00000,0.00000 RadialVelocity=500.0 RadialVelocityDeviation=1.50000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.50000 ParticleSize[02].Time=0.3500000 ParticleSize[02].Value=3.000000 ParticleSize[03].Time=1.0000000 ParticleSize[03].Value=5.000000 ParticleSize[04].Time=3.0000000 ParticleSize[04].Value=7.000000 Are the lines to mess around with
  10. Hi guys, Just a quick rework of some of my old effects to add some colour to FE2 Notes: Backup Extract into your Effects folder. I prefer a more subtle exhaust effect than the game one so my version is a bit harder to see. I've put these together over a year or so, there may be a few lines that I've pulled from other modders work (Stary?) and added to my own combined with some effects that Stary released for FE last year. I hope I've included everything needed to get these up and running but let me know. Anything you don't like just delete the effect .ini file to go back to the original Cheers Laton ETA: These work best if you have MaxParticlesPerEmitter=2048 in your PARTICLESYSTEM.INI file. FE2Effects.zip
  11. Hi guys, After doing a bit of messing around I've found a few things you'll need to do to get my models to work in FE2 (I should add that I just did a straight copy and paste of all my aircraft from my FEG folder into the new FE2 directory) First off you'll need to have the following folder: C:\Users\?????\Saved Games\ThirdWire\FirstEagles2\Objects\Pilots Where ????? is your user name (this is for Win7 - I'm not sure of the new location in XP) Extract the attached Pilots.zip file into there and you should be good to go if you're having texture issues with pilots or gunners on my models. Next bit is a little more time consuming. You will need to go through each of my models and copy some of the .TGA and BMP files from the main aircraft directory into each skin folder. E.g. For the SVA.5 Go into the C:\Users\?????\Saved Games\ThirdWire\FirstEagles2\Objects\Aircraft\SVA5 folder and you'll see the following files: FASTPROP.TGA SLOWPROP.TGA GLASS.TGA Vickers.bmp Vrt.bmp They all need to be copied into each individual skin folder you may have. Similarly for my Hannover's C:\Users\?????\Saved Games\ThirdWire\FirstEagles2\Objects\Aircraft\HannoverCLIII FASTPROP.TGA SLOWPROP.TGA GLASS.TGA Parabela.bmp Spandau_barrel.bmp Spandau_rec.bmp Vrt.bmp GermanGunner1.bmp may also need to be copied, not sure about that one. You get the idea, copy into each skin folder for the Hannover. Once you've done that you shouldn't have any guns showing up black or missing prop disks. Cheers Pilots.zip
  12. FE2 Effects pack

    I've included new effects for: Aircraft damage Engine fires Fuel fires Different tracer smoke Toned down exhausts Longer lasting Flak bursts Some pics:
  13. FE2 Effects pack

    Hi Haggis, I've attached my particlesystem.ini file - its the game stock version with the required changes. I'm running Win7, my effects folder is in C:\Users\?????\Saved Games\ThirdWire\FirstEagles2 where ????? is your user name. You should be able to drop the particlesystem.ini straight into that. You may have to create an Effects folder in there yourself. Good luck PARTICLESYSTEM.zip
  14. Its also possible the gunner is set to use Peter's less accurate guns, open the _data.ini file and check the GunTypeName: [Tailgun] SystemType=FLEXIBLE_GUN GunTypeName=7.92MM_PARABELLUM_MG14 If it has something like GunTypeName=7.92MM_PARABELLUM_MG14_Gunner At the end of the line get rid of the _gunner bit.
  15. This is why the Allies won

    Gandalf the Khaki?
  16. The Strutters Ball!

    Really nice work guys!
  17. New Hannover CL Skins

    Really nice work!
  18. Thanks for the new terrain, Stary!

    Those look amazing! Floatplanes work, I've been able to get the Felixstow to successfully land & take off from close to shore. Positioning the landing gear points so that the boats 'settle' in the water properly takes a bit of testing. When I'm back from my honeymoon I'll get back to it.
  19. Thanks guys. We're off to the South Island of NZ for a 10 day driving holiday. Anyways, just sent the new LODS to Sinbad, so I'm off to bed.
  20. Just though I'd add that Sinbad has been in touch and sent the files through to me. I think we can get a 'beta' version out pretty quickly, hopefully all I need to do is produce the distance LODS. I'm getting married on Saturday so things will be a bit hectic for a few daysweeks years but once things settle down I can have a look at tidying things up a little.
  21. Need help no tracer smoke

    TracerSmoke2Emitter was the name Stary used in his new effects pack to avoid conflict with some AC that use the old tracer effect as an exhaust.
  22. Need help no tracer smoke

    Yep, Objects folder. Check that the lines that say: TracerEmitterName= Refer to the correct tracer effect, eg. TracerEmitterName=TracerSmokeEmitter
  23. Need help no tracer smoke

    Check the effect name in the Bulletobject.ini file
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