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Everything posted by Laton
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Thanks guys, A bit down the track I'll look at using it as the basis for a CL.II conversion.
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Just check that the enbseries.ini file is in your /Flight folder rather than the root FE folder.
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Hi guys, Halberstadt CL.IV ready and approved:- Link Big thanks to Geezer for his original model and Peter01 for the FM. I decided to go with the stock Spad pit, as such I removed a few things from the model - including the wing mounted compass and a tachometer mounted in front of the cockpit. If I ever get around to doing a proper pit I'll put them back. Gunner uses the stock MG, if you have Peter's less accurate guns installed, open the _data.ini file and change the following: [Tailgun] SystemType=FLEXIBLE_GUN GunTypeName=7.92MM_PARABELLUM_MG14 //GunTypeName=7.92MM_PARABELLUM_MG14_Gunner to [Tailgun] SystemType=FLEXIBLE_GUN //GunTypeName=7.92MM_PARABELLUM_MG14 GunTypeName=7.92MM_PARABELLUM_MG14_Gunner Have fun Cheers Laton
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828 downloads
Halberstadt CL.IV Ver 1 1 July 2009 Original Model: Geezer First Eagles Conversion, Damage meshes & Skin: Andre (Laton) Simpson FM: Peter01 Gunner mesh & Skin provided by Geezer ***Spandau/Parabellum machine gun and Propeller based on the source file from Wings of War by Silver Wish Games/Illusion Software provided by Radek Navratil. Template pack included for skinners. See readme for installation instructions. -
View File Halberstadt CL.IV Halberstadt CL.IV Ver 1 1 July 2009 Original Model: Geezer First Eagles Conversion, Damage meshes & Skin: Andre (Laton) Simpson FM: Peter01 Gunner mesh & Skin provided by Geezer ***Spandau/Parabellum machine gun and Propeller based on the source file from Wings of War by Silver Wish Games/Illusion Software provided by Radek Navratil. Template pack included for skinners. See readme for installation instructions. Submitter Laton Submitted 07/01/2009 Category Other Central Powers Aircraft
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http://forum.combatace.com/index.php?showt...=43231&st=0 Worth a look, I'm getting about twice the frame rate with the dll and ini file in my FE folder (not running the dll, just having it there gives the increase) Looks like Vista/Win7 users are getting a boost, not sure about XP.
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Funny you should ask. The CL.IV is at about 95%, just talking to Peter about the FM. and I got the Felixstow in-game for the first time a few hours ago: Still lots of work getting all the ini stuff sorted out, but it's on the way. A few more weeks on this guy probably but I'll be working on the Brandenburg at the same time.
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Top marks for Historical correctness
Laton replied to Wildfowler's topic in Thirdwire - First Eagles 1&2
It's good to see. One of the things I remember from reading Biggles when I was a kid. -
Thanks guys. At least the learning curver for this one won't be as steep! BTW Peter, I should soon have the CL.IV to a stage where I can send you a version to play with for working up the FM.
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It does, my little guy is 11 months tomorrow. And we just found out that his little brother or sister is on the way :smile:
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Can't see how they would. The original Max files are freely available here (scroll to the bottom of the page). (ETA: The A-Team would of course have the rights to their skins/LOD's and Max re-works of the originals.) The skins are in DDS format. Nvidia has a Photoshop plugin for that format here.
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It could be that the gunner is set to use Peter's Gundata file. If you grab his latest FM (and you really should) pack it should have it. Otherwise open the HannoverCLIII_DATA.INI and HannoverCLII_DATA.INI files and find the following section: [Tailgun] SystemType=FLEXIBLE_GUN GunTypeName=7.92MM_PARABELLUM_MG14_Gunner MuzzlePosition=-0.0120,-0.3230,0.8101 MaxAmmo=250 TracerLoading=5 BurstAmount=10 NumReloads=3 ReloadTime=6.0 GunnerID=1 EjectShells=FALSE MinExtentPosition=-0.30,-0.58,0.62 MaxExtentPosition= 0.30,-1.34,0.86 and change the bolded line to refer to 7.92MM_PARABELLUM_MG14
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Bucky - I'm pretty sure the A-Team got all the rest, but I'll keep looking I think these will end up being 'amphibious' so if you see them in quick missions its possible the game will make them take off or land from normal airfields. Mission builders should be able to populate coastlines
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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.
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Persistant smoke from downed aircraft
Laton replied to Laton's topic in Thirdwire - First Eagles 1&2
Hey Quack If you open up the AircraftCrashSmokeEmitter.ini file and use these lines ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.200000,0.200000,0.200000,0.100000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.200000,0.200000,0.2000000,0.400000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.2500000,0.2500000,0.2500000,0.30000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.300000,0.300000,0.3000000,0.0000000 to replace the existing ones that should do the trick. -
Still got a fair bit to do: all the rigging, some struts, need to dirty up the paint scheme as well :yes: . Then I'll look at a cockpit as I don't think any of the stock ones will work.
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Persistant smoke from downed aircraft
Laton replied to Laton's topic in Thirdwire - First Eagles 1&2
Yeah, always the way It's a trade-off I guess. Mid-air explosions seem fairly rare, crashed aircraft are common I'll keep working on it, but here is another version to play with, added a small fire and changed the smoke colour a bit. Messing around with this kind of thing keeps me sane for the 3D work crash2.rar -
Persistant smoke from downed aircraft
Laton replied to Laton's topic in Thirdwire - First Eagles 1&2
Damn, just noticed this: If an aircraft explodes in mid-air you'll get the effect hanging in space I'll leave the effect up but use at your own discretion, you may find the occasional oddity. I'll see if I can fix it
