Tailspin
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First Eagles .INI file tweaks... UPDATE 01/04/07....Since the PATCH v.12.27.06 has fixed most all these issues the .ini edits here are only suggested for pre-patch installations. Thanks for supporting CombatACE. First things first. Use these suggestions AT YOUR OWN RISK. BACK UP YOUR ORIGINAL FILES. Many of these tweaks or "fixes" are subjective and only relfect the idea(s) of their authors. If you don't like them you can just delete the entire .ini and the game will revert back to the original file or you can replace it with your BACK UP...get it? ;) Additionally, Changing these files will likely cause problems with Multiplayer games! Keep a separate clean, unaltered install for MP. You will need the SFP1E extract utility. Its available at CombatACE When a reference is made to "extract" a certain file, this is the tool used to accomplish that. Do some exploring in First Eagles main directory and get yourself familiar with the folder structure of First Eagles and where all the various .CAT files are located. Using the SFP1E extract utility The extractor download is a self installer. You can install it anywhere. Make a separate folder for it, or just install it to your desktop like I did. Once installed click on the shortcut to open. You will see [select a .cat file]. To the right of that click the button. Another window will open where you will see "Look in: Sfp1e" and a drop down arrow. Click the arrow. Follow the filepath, by clicking on the appropriate folder, to the main First Eagles directory. The .CAT files are nested in various folders (Flight, Objects, Mission, etc) within the main folder. Highlight the .cat file you want by mouse click and hit the OPEN button on the extractor. You will now see a list of the files within the .cat file. Select the file you want, again by mouse click, and hit the EXTRACT button. You will get a "confirm" window with the location the file was extracted to. Click OK. The extractor makes a copy of the file and sends it to the folder where the .cat file was located. This file can be edited with notepad (or wordpad if needed) and the game will "read" this file instead of the original in the .cat file. The edited file is placed in the main folder where the .cat file is or in the case of Aircraft or Ground Objects in the folder specific to the file, ie. the SE 5a data.ini goes in the SE5a folder. To return to the default file (its still in the .cat) just delete the copy. FOKKER DII, DIIf, and Albatros speed fix: It appears that the German fighters in the sim are a little slow. Seems they have an extra drag value in their landing gear data that isn't present in the other planes. Removing that value indeed brings their top speeds up to most published standards. Extract the DATA.INIs for the two Fokkers and the Albatros...located in the ObjectData.cat file in the OBJECTS folder. Scroll down to the //Landing Gears-------section. [LeftMainGear] SystemType=LANDING_GEAR Retractable=FALSE DragArea=0.50<----------Delete this HideGearNode=FALSE ModelNodeName=Gear Strut L ShockAnimationID=-1 ShockStroke=0.08 SpringFactor=1.3 DampingFactor=2.0 WheelNodeName=Wheel L RotationAxis=X-Axis RollingRadius=0.4 CastoringWheel=FALSE RollingCoefficient=0.25 MaxDeploySpeed=128.61 MaxLoadFactor=6.0 Do the same for the other MainGear. Save and place the .ini in the specific aircraft's folder. SE5a reverse roll rudder fix: The SE 5 tends to roll in the opposite direction of rudder input. If you think that isn't right you can change that behavior. Extract the DATA.INI of the SE5a. Scroll down to //Control Surfaces------- [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE MaxDeflection=23.7 MinDeflection=-23.7 CDdc=0.0067 Cydc=0.1276 Cldc=0.1445<-----Change this to 0.0445 Cndc=-0.0129 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.138,0.121,0.103,0.085,0.066,0.120,0.451,0.781,1.000,0.721,0.000,0.000,0.000,0.000,0.000 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=0.434,0.451,0.465,0.953,0.972,0.986,0.996,1.000,1.000,0.995,0.985,0.970,0.475,0.463,0.449 ControlRate=4.0 MaxControlSpeed=80 ModelNodeName=Rudder ReverseModelOrientation=FALSE RotationAxis=Z-AXIS AnimationID=3 Save and place in SE5a folder. CLOCK fixes for various aircraft: The in cockpit clocks don't work properly. Here's how to fix them. Many thanks to MoonJumper for this one: Ok, the mods are different for the different planes......... Extract the COCKPIT.INIs for the FokkerD7, SE 5a, and SPAD 13 from the ObjectData.cat file. Fokker D7: Scroll down to [CockpitSeat001] section and find.... Instrument[001]=StickRoll Instrument[002]=StickPitch Instrument[003]=RudderPedals Instrument[004]=Throttle Instrument[005]=ClockMinute Instrument[006]=ClockSec<------Change to ClockHour Instrument[007]=CompassHolderPitch Instrument[008]=CompassHolderRoll Instrument[009]=Compass Instrument[010]=RPM Instrument[011]=BankIndicator Instrument[012]=Altimeter Next scroll down to: [ClockHour] Type=CLOCK_HOUR NodeName=Needle_Clock_Hour<----Change to Needle_Clock_SHORT MovementType=ROTATION_Y<----Change to ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=12.0 [ClockMinute] Type=CLOCK_MINUTE NodeName=Needle_Clock_Min<----Change to Needle_Clock_LONG MovementType=ROTATION_Y<----Change to ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=60.0 SE5a: Scroll down to [CockpitSeat001].... Instrument[001]=StickRoll Instrument[002]=StickPitch Instrument[003]=RudderPedals Instrument[004]=Throttle Instrument[005]=ClockMinute Instrument[006]=ClockSec<----Change to ClockHour Instrument[007]=SlipBall Instrument[008]=Altimeter Instrument[009]=AirSpeed Instrument[010]=AirPressure Instrument[011]=RPM Instrument[012]=WaterTemp Instrument[013]=OilPress Instrument[014]=CompassHolderPitch Instrument[015]=CompassHolderRoll Instrument[016]=Compass Instrument[017]=AldisSight That it for the SE5. SPAD XIII Scroll down to [CockpitSeat001].... Instrument[001]=StickRoll Instrument[002]=StickPitch Instrument[003]=RudderPedals Instrument[004]=Throttle Instrument[005]=ClockMinute Instrument[006]=ClockSec<----Change to ClockHour Instrument[007]=SlipBall Instrument[008]=Altimeter Instrument[009]=AirSpeed Instrument[010]=AirPressure Instrument[011]=RPM Instrument[012]=WaterTemp Instrument[013]=OilPress Instrument[014]=FuelIndicator Instrument[015]=CompassHolderPitch Instrument[016]=CompassHolderRoll Instrument[017]=Compass Scroll down to: [ClockHour] Type=CLOCK_HOUR NodeName=Needle_Clock_Hour<----Change to Needel_Clock_SEC MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=12.0 [ClockMinute] Type=CLOCK_MINUTE NodeName=Needle_Clock_Min MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=60.0 [ClockSec] Type=CLOCK_SECOND NodeName=Needle_Clock_Sec<----Delete bold section MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=60.0 Bullet Ground Strike Effect If you think the ground hit effect for your machine gun bullets is too big you can reduce the size. Extract the ParticleSystem.ini from the FlightData.cat in the FLIGHT folder. Scroll down to: [EmitterType089] Name=DirtHitSpikeEmitter1 EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=VERTICAL_SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.60000 ParticleLifeTimeDeviation=0.50000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,1.000000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.500000,0.400000,0.300000,0.900000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.400000,0.300000,0.200000,0.600000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.300000,0.200000,0.2500000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.000000 ParticleSize[02].Time=1.00000 ParticleSize[02].Value=9.00000<----Lower this value. I suggest 1.5 ParticleSizeDeviation=0.000000 BaseSizeDeviation=0.5 TextureMaterial=GroundHitMaterial2 Save it. Place the .ini in the Flight folder. Another for the SE 5a. This one removes the magnification from the Aldiss sight. Extract the SE5A_AVIONICS.INI from the ObjectData.cat [TVDisplayData] TVDisplayTextureSize=128 ApplyFilter=FALSE OverlayTexture=AldisSightOverlay.tga [CameraData] CameraFOV=10.0<----Change this to 15 or 16 CameraPosition=0.0,-0.23,0.72 CameraAngles=0.0,5.0,0.0
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Perhaps its time to start our own First Eagles Knowledge Base of sorts. To be sure the SF/WO*/FE Knowledge Base in the SF/WO* section contains a wealth of knowledge that fully applies to First Eagles so that is still an invaluable source of information. However, here we can translate some of that knowledge into terms specific to First Eagles so its easier for First Eagles players to digest. Feel free to add to this thread but PLEASE try and keep comments out of this thread. If you want to discuss, thank, scold, or correct which is very much welcome and necessary to keep things accurate and up to date then by all means post your comments. But do so in the regular forum. I'm not too worried about organization at this time. If we get a lot of information we'll take care of that later. I'd also like to keep topics related to the EXPANSION PACK and/or PATCHES and OLDER MODS that work with them. Thanks! TS
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I have that problem too Quack. I'm using Panama Red's sky mod. Somtimes the game just loads the default blue horizon band. Why? I have no clue.
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Nice skins! Too bad we don't have decent looking gunners for the Gotha.
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Be prepared...a long post this one is
Tailspin replied to Liberty24's topic in Thirdwire - First Eagles 1&2
All you need is the latest patch. It contains all previous updates. -
Be prepared...a long post this one is
Tailspin replied to Liberty24's topic in Thirdwire - First Eagles 1&2
I'm 54 years old. My Grandfather was a WWI vet...not in the air service though. Probably the best all around aircraft was the Fokker DVII. Allied pilots liked the SPAD XIII because it was sturdy and fast therefore it was relatively easy disengage from a fight when the odds were against you. -
Looks like Sinbad has a good start. I think, if the mod works for FE, all you need to do is make new "overlays" for various types of sights. Of course I'm sure its a bit more complicated than it sounds. This type of modding is beyond my limited skills.
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Ol Paint, Downloads>Strike Fighters/WOV,WOE,WOI etc.>Strike Fighters 1 Series....>SF/WO^Weapons Mods/skins>Single ordinance files> Page 11.
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The bombsight mods are on page 11 of the single ordinance mods. They work good for the WWII bombers...or they did at the time.
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FE2 - Later and earlier mission start times?
Tailspin replied to Helmut_AUT's topic in Thirdwire - First Eagles 1&2
Usually when you don't get responses its because no one can answer your question. Look at it this way. At least you don't get any BS. -
Sorry, I should have said "High" for Ground Objects instead of Normal. There is a difference in the number of objects displayed between Normal and High. Let us know what you come up with.
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Welcome to the forum, spOnky! Hope you get your setting sorted out as different values can affect frame rates. I suggest you get the "stock" version without addons set up and running to your satisfaction first then add mods one at a time testing as you go...especially those involving graphic enhancements. One thing to consider about Ground Object settings is that the lower setting affect how many objects are displayed. Most of those objects are small objects that add detail to airfields and such. My recommendation would be to set Ground Object to as high a setting as your system can handle. Its going to be a "trial and error" process for you and your system as different settings for the rest of the graphics details will have varied impact. Of course it also depends on what type of simmer you are. If you don't spend much time looking around at the ground then G.O.s are not that important but I would "aim" for at least a Normal setting for G.O.s JMHO. TS
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Great idea, Quack!
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I think that parameter is just for limits and the altitude is random between those limits.
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Benefits of unpacking the CAT files?
Tailspin replied to atuhalpa's topic in Thirdwire - First Eagles 1&2
Well, without an .ini file to go by you have no idea of the format or terminology needed to create a new modified one. The only way to get an original is to extract one. If you are using already modded files then of course you don't need to extract the originals but somewhere down the line someone did. -
Benefits of unpacking the CAT files?
Tailspin replied to atuhalpa's topic in Thirdwire - First Eagles 1&2
Without the ability to unpack the .CAT files you wouldn't be able to mod the sim. -
Ahhhh...OK. Occasionally you will see the original crash smoke "bending" in a certain direction. I just assumed the "wind" was doing it.
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Looks good, Bandy. Do you all think maybe reducing the max visible distance would help. As it is now you can see the smoke plumes way beyond the visible "horizon" and at extreme distances it looks like the plumes are hanging in the air. Of course reducing the distance would likely cause the smoke to "pop" into view suddenly.... Haven't tried it out myself. Also about the winds. Didn't the prevailing winds flow from West to East or vice versa? The base wind direction is set to North.
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Hi jg. Just to be clear, the FMs (***data.ini) go into each plane's individual folder not generally in the Aircraft folder. IMHO you should use HARD settings for everything but Visual Targeting and Hud Display (set those to Normal) to start with. HARD isn't really that much harder and since Peter's FMs are designed for the Hard FM you will get the full benefits of those FMs. I've never found landing difficult with FE either. Perhaps its because stall characterists are still a bit "off"? Not sure about your question re: analog sticks. Years ago, I had some problems with Rowan's Battle of Britain. I replaced my analog with a digital, fixed the problems and I have been using digital since then. However, that doesn't mean an analog stick won't work and work well with FE.
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New FE seasoned tiles released!
Tailspin replied to Jan Tuma's topic in Thirdwire - First Eagles 1&2
LOL. No problem B. I was reading through the threads and came across yours and I thought hmmmmm.....It had been so long I wasn't sure. I had to find the post myself. -
Ah the old EAW days. Where do you think my nickname came from?
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New FE seasoned tiles released!
Tailspin replied to Jan Tuma's topic in Thirdwire - First Eagles 1&2
Ahem....Look in the .ini tweaks and changes topic...post #17. -
Hmmm...thats odd. For me stalls, yes. Spins, no. Also I have to really not be paying attention to what I am doing to get into a stall. Perhaps "growing up" flying EAW, which had an almost automatic stall/spin mode has taught me to really watch for stalls.
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If anyone is interested in making a couple of ground based, as in AA, gunners and MG models please contact me via PM. Thanks.
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I don't know about FE2 but in FE/EP I rarely get into a spin. What does happen often is the stupid "stuck in the air at 0 mph and floating tail down to the ground" effect. Fact is most of these A/C very easily entered into a spin and most very easily recovered from said spin. IMHO we lost a very good flight model pre-EP (or at least a very good, more realistic FM to build on) to gain spins and spin recovery and its STILL broken.