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Tailspin

+MODDER
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Everything posted by Tailspin

  1. WK is correct. Zeppelins have been tried in the game before. The problem was they tend to behave/manoeuver like winged A/C.
  2. Sounds

    I just use the Sound Recorder that comes with Windows.
  3. Cambrai Plane Fest II

    Download limits are listed in the Forum Rules. Its set up that way to encourage forum participation. :yes:
  4. Full Set Uploaded

    Ready for download...sorry about the delay.
  5. I use a Logitech Extreme 3D Pro too. I buy at Best Buy and its about the only thing I buy the extended store warranty for. 2 yr. full replacement for @ $5...IIRC. Button stops working, take it back and get a new one. :yes:
  6. Hmmm....I usually got those results with tequila.
  7. Very interesting KB. Actually when it comes to all that stuff I'm just a "Googlespert". I've read a lot of information...all available to the public, of course...and am just regurgitating that. I do know that the Union Carbide (now Martin Marietta) plant at Paducah was involved in dismantling some weapons components and recovering all the "valuables" from them. Rumors abound about the "gold vault" that contains gold recovered from electrical contacts and such from those components. They are getting ready, in the process actually, of shutting down the Paducah plant. Too bad. The industry supported a lot of families in my area. On the "ground zero" side...oddly, or maybe not so much, folks around here weren't into building bomb shelters. Not much use, I suppose.
  8. Bomb Damage to Bridges

    Yes, it should be. If you'll look the *terrain name*_Types.ini you'll find: [TargetType018] Name=Bridge1 FullName=Bridge ModelName=frBridge1.lod TargetType=BRIDGE ActiveYear=0 TargetValue=1000.0 UseGroundObject=FALSE DamagePoint=100.0 ArmorValue=30000.0 ArmorType=0 RepairRate=0.10 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 CollisionMesh=frBridge1_col.lod DestroyedEffect=LargeShortStructureCollapse DestroyedModel=frBridge1_dest.lod DamagePoint= or ArmorValue= values should do the trick. I would try lowering DamagePoint= first. I think the high ArmorValue= keeps things from being destroyed by maching gun fire. Keep in mind, I'm just guessing about that. I haven't tested it. It'll take some "trial and error". Let us know what you come up with. ps...I do know that the German PuW300 300kg. bomb will destroy a bridge. I watched an AI Gotha take one out with with a direct hit. He only had 2 bombs and it looked like one hit the water...not to say that one didn't contribute to the damage factor.
  9. Bomb Damage to Bridges

    Hi OlPaint. FE includes destroyed bridge lods and textures. AFAIK there are no damaged textures so until the bridge is destroyed it will not show damage. Smaller bombs do little damage even after several hits however the big bombs carried by the heavy bomber should take out a bridge with one or two hits.
  10. Some FMs that needed rework

    Ok, thanks. I realized I hadn't any add-on aircraft in my previous install with the Nov. patch so I didn't notice until I added them recently.
  11. Some FMs that needed rework

    I don't think that matters as I just did a quick test and the game seems to call up the pilots whether the .bmps are in the Aircraft folder or not. Btw there is another pilot in the Objectdata.cat, "wwipilot", that can also be used. Anyway I think I got my pilot situation straightened out. Not having the WWIGERPILOT installed for the Pfalz DVIII was one problem. That model is a bit narrower in the shoulders than the "new" pilot so he works better. The other was the Pfalz DIII and I can't remember exactly how I fixed that. I'm still having trouble with the A-team's planes and decals showing. Can't figure that one out. Has the format changed with the Nov. patch?
  12. Peter01’s FM pack?

    The latest versions are available as downloadable attachments in several threads on page 1 and 2 of this forum. Look for topics started by Peter01 pertaining to FM udates and similar titles. Some of the latter posts update and overwrite some of the FMs from the original post on page 2 so I would start with that post which is titled Update to FMs for the initial link. Be sure and read all the excellent information and advice provided by Peter in the readmes and such. btw...I'm not sure what planes are included in the Planefest so if you have more trouble locating something just post back here and I'm sure someone will help out.
  13. We did Duck and Cover in grade school. ca. 1961-66 for me. Fission bombs work basically by getting enough high grade fissile material (Uranium or Plutonium) close enough together long enough to creat a sustained chain reaction (critical mass). They didn't even bother to test the "gun type" Little Boy. It basically just fired one mass of fissile material into another mass of fissile material to reach critical mass. The difficulty with the implosion bomb was in designing the spherical HE charge to explode in such a precise way that would sustain a reaction. Thats the basics anyway. Bomb designers incorporated other materials that actually relfected neutrons back into the reaction to cause more fission and other little "tricks" that improved yield. The implosion bomb was favored because it was much more efficient (used less material and acheived greater yields) than "gun bombs". Get something wrong and the fissile material tends to blow itself apart before enough reactions take place to creat the desired release of energy and the chain reaction fizzels out. Something the N. Koreans apparently "discovered" in their first known actual test of a weapon. H-bombs? Harder for me to grasp the physics behind them. BTW...I live only a few miles, as the crow flies, from one the last operating Gasseous Diffusion uranium processing plants in the US near Paducah Ky...at least I think they are still producing U235? There is a plant in my home town that makes UF6 for that plant and others. Can you say ground zero?
  14. Got a good sunburn yesterday. Now I'm officially a "redneck", I guess.
  15. No Bombs

    Check out the FE Knowledge base above. It explains how to use the "stock" bombs already in the game for all aircraft. Its all .ini edits. You don't need the weapons editor. Peter's FMs are already set up this way and you don't need to mess with installing the third party weapons that come with some add-on planes. edit...You'll want to use the stock weapons anyway as they have been updated to the latest standards with new aerodynamic factors, etc. not implemented with the old third party weapons.
  16. Don't know about anyone else but its a beautiful day today in Southern Illinois. Its supposed to be 92F here tomorrow so I've been finishing up some yard work. :yes:
  17. Terrain Editor Info

    Have you checked the SF/WO* Knowledge Base? Look in the intermediate modding section under Modding Terrains/Environments. Haven't read it personally but looks like lots of info there. :yes:
  18. OT: Windows 7 RC1

    Hell, I just upgraded to XP.
  19. I've seen this twice since installing Laton's new effects. Now that fuel leaks are more visible, when the leak stops...so does your engine. I was watching a dogfight and noticed a plane trailing a thinner white smoke trail. Cool, thats the new fuel leak effect. It continued for awhile then stopped. A few seconds later the engine quit. Huh, nah that didn't just happen. Well tonight it happened to me. I got hit and the controls went funny. Went to the outside view and has lost half an elevator...was trailing fuel too. Then the fuel leak quit and the engine stopped. I'll be damned!
  20. Thanks Laton! More new targets.
  21. Some FMs that needed rework

    Yeah, I saw the WWIGERPILOT call-up in the data ini for the Pfaltz DVIII, which was one without the pilot. Changed it to the newpilot2 or whatever and see what you mean by the pilot being too big. What was the download with gambit's pilots? Since I've rebuilt I don't have my old HDD hooked up...not enough IDE slots in my new MoBo. The Pfalz DIII is one of the top of my head that won't show decals.
  22. Some FMs that needed rework

    Hmmm...I've not lost all my pilots but some A/C don't have one. Also I'm not seeing decals/insignia on some planes. Assuming its just some typos in the .ini files.
  23. German Bomber FMs

    BTW...Thank you, Peter, for fixing the level bomber FMs and most importantly for me the freakin' gunners. I can now go back to flying intercept missions. I had quit because the gunners were just ridiculous. :yes: I just flew a bombing mission in the Gotha. Set it on AP and watched the whole thing from the F6 veiws. Flak was constant and fairly heavy from No-Man's-Land all the way to the target. Those German mission planners need better recon! We flew over several airfields...the IP was over an airfield. Lost one to flak pretty early on. Another got hit at the IP. Kept it on AP, ordered the rest of the flight to Attack Ground, then released my bombs...too early, missed the entire airfield. The other three all got hits. A couple of AA guns and a shack or two. Meanwhile the escort and the enemy fighters were mixing it up nearby. Albatros, Camels, Dolphins, SPAD VIIs, Hanriots....a real furball.
  24. German Bomber FMs

    Here's my variation on the theme. Works well for the Gotha's and other types. Haven't tried the Staakens...don't have them in my game. The wings will likely overlap for them though. With this one the AI tend to take off very close together so the "formation" holds together until they are all in the air. TakeOff[01]= -50,-185 TakeOff[02]= -62.5,-200 TakeOff[03]= -25,-185 TakeOff[04]= -37.5,-200 TakeOff[05]= 0,-185 TakeOff[06]= -12.5,-200 TakeOff[07]= 25,-185 TakeOff[08]= 12.5,-200 TakeOff[09]= 50,-185 TakeOff[10]= 37.5,-200 TakeOff[11]= 75,-185 TakeOff[12]= 62.5,-200 TakeOff[13]= 100,-185 TakeOff[14]= 87.5,-200 TakeOff[15]= 125,-158 TakeOff[16]= 112.5,-200
  25. I haven't gotten a reply on the staff forum. Have you tried the Bug Report/Suggestions forum?
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