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Tailspin

+MODDER
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Everything posted by Tailspin

  1. German Bomber FMs

    Hello Matt. Sure, I assume you can rearrange the line up like that. Why don't you give it a try and let us know how it works.
  2. Hold on quack. I'll see if I can find you some help.
  3. Fantastic new terrains?

    Hey that looks really good! Nice work, Jan.
  4. German Bomber FMs

    Point of clarification. The left column...negative is "up" and positive is "down" or, looking down the runway from center or the player plane, left and right. You want to make sure you don't have a plane taking off before one in front of it. edit...looks like from the take off order and spacing that it alternates from left of center to right of center outwards so maybe a vee is the only one that will work?
  5. German Bomber FMs

    Extract the WWIAirfield.ini from either terrain.cat [Runway001] Heading=0 Offset=0,0 Length=480 Width=280 LaunchAll=TRUE TouchDown=0,200 TakeOff[01]= 0,-200 TakeOff[02]= -15,-200 TakeOff[03]= 15,-200 TakeOff[04]= -30,-200 TakeOff[05]= 30,-200 TakeOff[06]= -45,-200 TakeOff[07]= 45,-200 TakeOff[08]= -60,-200 TakeOff[09]= 60,-200 TakeOff[10]= -75,-200 TakeOff[11]= 75,-200 TakeOff[12]= -90,-200 TakeOff[13]= 90,-200 TakeOff[14]=-105,-200 TakeOff[15]= 105,-200 TakeOff[16]=-120,-200 This is the take off position for up to 16 planes. The -200 is the straight line of aircraft. The left column is the spacing. 0,-200 is the centerline of the runway and the player's position. Anyway, you can move planes forward (or to the right as you are looking at the airfield with the hangers at the top) by adding to the -200 values. Take the players plane (number one) and make the coords. 0,-195 and you move the player plane 5 meters ahead of the others. So it could be possible to figure out how to space the aircraft according to take off order....or a forward vee formation should work. You get the idea. Worth having a look at.
  6. German Bomber FMs

    Re: take off formations. You can also move planes forward so you could stagger the line so the wings won't overlap. All you gotta do is figure the take off order and put those that take off first in the front....that is if there is a set take off order. This shouldn't affect fighter formations 'cause they ain't gonna run into each other anyway.
  7. My 1/4 scale Fokker Dr1

    Looks great Quack. I have considered building (Or should I say trying to build ) one of the smaller electric engined models available. May take it up for a winter project this year.
  8. Dowload section working?

    Quack, Eric is in the process of moving everything back to the new servers today so there may be some downtime and/or other possible effects on normal operations. I don't see anything in the upload que from you today so perhaps it would be better to hold off on the uploads until later. I'll try an let everyone know or there might be some announcement that the upgrade is complete. Sorry about that.
  9. AI landing on airfields

    Looking at the layout of the "runway" from the airfield.ini. its 480 meters long by 280 meters wide. From the perspective of the entire airfield, with the common hangar area at the top, the length of the runway runs left and right and the width up and down. The center is at offset 0,0. Values to the left are negative, right positive, up negative, down positive. The first number in the offset is up or down, the second left or right. This applies to the entire airfield not just the "runway" itself. The player's take off position is at 0,-200 or center line of runway and 200 meters left of center. The touchdown coords. are 0, 200 or centerline and 200 meters right of center...which is 40 meters from the right end of the runway. Should be the ideal spot to touch down. Apparently the AI has some random factor included and they don't all land at precisely 0,200 causing some to land short off the end of the runway. It would seem all you need to do is move the touchdown coords. left far enough to get those short landings on the runway itself. I would imagine that moving it too far left would cause some to overshoot the runway?
  10. Hannover CL.III

    Another winner Laton!
  11. Happy Birthday Zur

    Happy Birthday Zur.
  12. Download limit

    Check the forum rules page.
  13. There are no editors that I know of. Would be nice, though. Your english is not too bad. I understood you perfectly.
  14. AI landing on airfields

    The WWI Airfield.ini is in both Cambrai and Verdun .CAT files. Its the same file and all airfields use it. The addon terrains share files with the game. What is not in the addon is read through the original terrain.CAT file. If you can't find an airfield ini then the terrain is using the one from the .CAT file. So, like with other .ini files, if you modify one (WWI AIRFIELD.INI) and put it the Vogesen folder then the game will "read" it first. Thats the theory...anyway.
  15. AI landing on airfields

    Quack, since all terrains use the same Airfield files you should be able to drop your modified airfield.ini into each terrain folder.
  16. SE5A

    Both guns should fire by default however you can cycle through your guns, selecting each individually or both together by using the semicolon ; key. Perhaps you inadvertently selected only the Lewis gun.
  17. AI landing on airfields

    In the WWIAirfield.ini (extract from the individual terrain.CAT) the touchdown co-ords. are set at 0,200. Exact center of runway is 0,0 so AI should touch down 200 meters right of center or 40 meters from the end of the runway. Reducing the 200 towards zero should make them land closer to center...in theory at least.
  18. What did you do in World War II daddy?

    My dad was in the Air Force. Trained as a bombardier in B-24s and being trained for B-29s when the war ended. Didn't see any action. Father in law was in the Army in the Phillipines, New Georgia, ect. My Great Uncle on my mother's side was Oscar Koch. Patton's Chief Intelligence Officer throughout most of the war. I remember visiting a few time when I was 10 or so. Oscar had a bunch of neat stuff in his bedroom I couldn't touch.
  19. Kamakazi's and colliding

    Well, you weren't here and we needed someone to blame.
  20. Kamakazi's and colliding

    Way too early to draw any conclusions. B Bandy's idea that it could be connected to Peter's enhanced AI sounds plausible to me. Quack...if I was getting numbers like you are I would be trying to fix it too. Thats way too many collisions.
  21. Kamakazi's and colliding

    Right. I'm not seeing that with the stock game.
  22. Had to build a new puter so I'm catching up late on some recent mods like Laton's new engine damage effects, which are fabulous, BTW. Anyway the extended smoke trails bring to mind a question about plane crash effects. Is there a way to extend/increase the duration and intensity of the smoke effect rising from a crash site? IMO it would be an nice effect to still see some burning wreckage or at least a smokin' hole in the ground where A/C have crashed after the battle.
  23. Crashed plane effects question....

    Here, kitty kitty.
  24. Kamakazi's and colliding

    I'm not using any FM mods either and in the larger furballs, 6 on 6, 8 on 8, I do see one or two collisions quite often.
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