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Tailspin

+MODDER
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Everything posted by Tailspin

  1. Ummm...wrong forum Jet. Like the rest of the series we have no trees. Anyway, the auto pilot routine is better. The player plane on AP climbs more realistically and actually throttles back so the rest of the flight catches up. The friendly AI is definitely better. If you don't hurry and "get yours" there won't be much left to shoot at. I also spotted an enemy plane sitting in a field all shot up with no pilot in it.
  2. I'm definitely getting better frame rates in and out of the cockpit when viewing objects like airfields down low and other planes in the air. Don't know if the fresh install has anything to do with it but the numbers don't lie.
  3. http://forum.combatace.com/index.php?showt...static+aircraft Since the EP the game generates its own static aircraft so I don't know if any "conflicts" may occur?
  4. Ground structures

    Looks good!
  5. Ground structures

    Hey markjhnstn. Looking forward to some screenies of your project!
  6. Ground structures

    No wonder I couldn't find it. One, the Search function sux. Two, its a railway station and I was using "train station". Three, it in the Environmental mods section....
  7. Ground structures

    Ok Kevin...what train station and where? No can find.
  8. Ground structures

    You can either make them separate target areas or you can add them to other target areas by using the offset coordinates of that particular target area. The problem with adding target like a railway yard, which I assume is composed of multiple objects arranged in a particular way, is that each individual object has to be placed according to the main area offset which normally has its center at 0,0. It would be much easier to just make a separate target area for each station and rename it whatever you like. Then just place it using the main map coords. That way everything within the target should be oriented correctly with each other and you should be able to rotate the entire target area around your heading at Target001. At least thats the way airfields and bridges work. You can also add AAA as offsets to the target area itself. Also, using separate target areas, the game will generate specific missions for those targets. Hope this makes sense. Here's a Bridge I did to illustrate adding the AAA. The bridge is the center of the area (0,0) and everything else is placed as offsets of it and everything rotates around it according to the Target001 heading. I assume the railroad yards as set up basically the same way. [TargetArea413] Name=Carvin Bridge Position=110247.000,161247.000 Location=1 Alignment=Enemy Target[001].Type=Bridge1 Target[001].Offset=0,0 Target[001].Heading=0 Target[002].Type=AAA Target[002].Offset=-100,-75 Target[002].Heading=0 Target[003].Type=AAA Target[003].Offset=100,75 Target[003].Heading=180 Target[004].Type=ParabellumAAA Target[004].Offset=10.0,-50.0 Target[004].Heading=90 Target[005].Type=ParabellumAAA Target[005].Offset=-10.0,-150.0 Target[005].Heading=180 Target[006].Type=ParabellumAAA Target[006].Offset=-10.0,50.0 Target[006].Heading=180 Target[007].Type=ParabellumAAA Target[007].Offset=10.0,150.0 Target[007].Heading=90 Target[008].Type=SandBags Target[008].Offset=10.0,-50.0 Target[008].Heading=90 Target[009].Type=SandBags Target[009].Offset=-10.0,50.0 Target[009].Heading=90 Now if you're just placing single objects then often its easier to add them to existing Target Areas using the offsets.
  9. Ground structures

    They should work ok as long as you have all the appropriate LODs (3d models), BMPs ("skins") and any .ini files that go with them. You also have to make the proper entries in the Terrain types.ini and targets.ini and make sure there are no conflicting names with buildings and such already in the game. I've used other 3rd party 3d objects (some of Polak's stuff) in FE and they work fine.
  10. Any other shooters here?

    I've got a fairly decent collection of military surplus rifles from all over the world ranging from 1870 - present day. No "Gunsafe Queens". They're all shooters.
  11. My bad. Stupid game.... BTW....Thanks for the post in the KB.
  12. Ok, help me with my failing memory. Is the Expansion Pack 1 the "Oct. 07" version of the sim and the Apr. 08 patch is the only update for the EP? I thought there was a previous update to the Apr. 08 patch but I think I may be a bit confused.
  13. The First Eagles Knowledge Base

    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.
  14. Good idea. It can go in the KB. It applies to the EP. One problem may be new player's access to the Oct. 07 update. It is no longer up at Thirdwire and I don't see it here at CA. For some reason I can't find it on my HDD either. We need get that uploaded. I'll ask around and see if I can get that done. Meanwhile, go ahead and post away.
  15. Hey folks. I've added a new sticky post for everyone to use and contribute to. It intended to be a First Eagles specific Knowledge Base. Feel free to contribute. Thanks TS
  16. New "sticky" topic

    Not really necessary P10ppy. Thats why I added the last line in the "introduction" paragraph for the new sticky. Mods that apply to First Eagles in general and work with the all versions of FE are very much welcome. I was trying to avoid things that don't work with the EP/Patch. Most of those fixes are covered in the early .INI fixes thread and subsequently were fixed with later patches anyway. Perhaps I should "lose" the sub-header? BTW...great addition to the KB! That is exactly the kind of thing we're looking for. THANKS! Ok, I edited the topic header and changed the "intro". Again my intent is to encourage the progression of the sim, not to completely exclude the original or subsequent versions. General knowledge is welcome too.
  17. I tend to agree with you Bucky. Although I spend about as much time with the Apr08 version as I do with Peter's FMs. I think Peter's AI is a little too "spiffy" sometimes. And the sky full of "expert" pilots is a bit unrealistic. JMHO, of course. But the stock game is a bit too easy, I suppose. I also still enjoy cranking up the Pre EP version for some 1915/16 action too. Those FMs for the early planes are hard to beat.
  18. Well, simply put, TK and Thirdwire aren't in the business of designing their products to fit third party add-ons. Its up to those who produce third party add-ons to keep up with the developing sim or get left behind. The onus is on third party modders not Thirdwire. The real shame is that it appears that most of those third party developments are rapidly becoming "abandonware".
  19. The First Eagles Knowledge Base

    Here is a link to Southside Bucky's post from the other thread regarding service dates. Post # 23. Good info. http://forum.combatace.com/index.php?showt...20&start=20
  20. New "sticky" topic

    If you have problems or ideas but aren't sure how to fix or implement them the post them in this thread and we'll see if we can address them and put them in the KB.
  21. The First Eagles Knowledge Base

    Where are my bombs? This seems a fairly common question. "I just downloaded add-on plane XYZ and I can't select or see any bombs? Fortunately this is a relatively easy fix. You won't need the Weapons editor, just the SFP1e .cat extractor utility available at CA in the Utilities download section. The problem with bombs and some add-on planes is that many older planes don't use the "stock" weapons that are available in the sim. Most came with their own bombs and installing them involved adding LODs, BMPs, various .ini files and using the Weapons Editor to get them in the sim. All that is no longer necessary in most cases. For simplicity's sake lets use the Laton's excellent Savoia Pomilio SP.3 bomber as our model. It doesn't come with third party bomb models. The first thing to do is extract the WEAPONDATA.INI from the ObjectData.cat file in the game's main folder. (File path... HDD */Program files/Thirdwire/WWI/Objects/ObjectData.cat). When extracted and opened in notepad you will see all the various bombs modeled in the sim. Now lets look at the SP.3 files and see if we can find the problem. When we open the SP3_LOADOUT.INI we find this: [Light Bombs] DefaultFor=CAS,ARMED_RECON Loadout[01].WeaponType=Bomb25lb Loadout[01].Quantity=1 Loadout[02].WeaponType=Bomb25lb Loadout[02].Quantity=1 Loadout[03].WeaponType=Bomb25lb Loadout[03].Quantity=1 Loadout[04].WeaponType=Bomb25lb Loadout[04].Quantity=1 [bombs] DefaultFor=STRIKE Loadout[05].WeaponType=Bomb100lb Loadout[05].Quantity=1 Loadout[06].WeaponType=Bomb100lb Loadout[06].Quantity=1 [Rockets] DefaultFor=BALLOON_BUSTING Loadout[05].WeaponType=WWI_Launcher Loadout[05].Quantity=1 Loadout[06].WeaponType=WWI_Launcher Loadout[06].Quantity=1 Look at the WeaponType= entry. A comparison with the TypeName= entries in WEAPONDATA.INI shows a discrepancy. There is no Bomb100lb entry. Ah but there is a Bomb25lb entry (the first bomb listed) yet they still don't work in the game...more on that in a minute. Ok, we've discovered part of the problem. The weapon names in the loadout don't match the type names in the Weapon Data. Thats why the sim won't recognize the 100lb. bombs. "Bomb100lb" doesn't exist in the newer versions of the game. Ok, that doesn't explain the problem with "Bomb25lb". Lets look at that entry in the WEAPONDATA.INI: [WeaponData001] TypeName=Bomb25lb FullName=25-lb Bomb ModelName=Bomb25 Mass=11.340000 Diameter=0.127000 Length=0.660400 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=NATO SpecificStationCode= NationName=USAS StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=2.500000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Note two specific entries. AttachmentType and NationName. Bombs are Nation specific in FE. The Bomb25lb is a USAS bomb. To fix that we need to open the SP3_DATA.INI and find the section Weapon Stations.... // Weapon Stations --------------------------------------------------------- [bombRackLeft1] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-0.72,0.05,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB,RP AttachmentType=NATO,FRANCE ModelNodeName= [bombRackLeft2] SystemType=WEAPON_STATION StationID=3 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-0.72,-0.65,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB AttachmentType=NATO ModelNodeName= [bombRackLeft3] SystemType=WEAPON_STATION StationID=5 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-0.72,-0.35,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB,RP AttachmentType=NATO,FRANCE ModelNodeName= [bombRackRight1] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.72,0.05,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB AttachmentType=NATO ModelNodeName= [bombRackRight2] SystemType=WEAPON_STATION StationID=4 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.72,-0.65,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB AttachmentType=NATO ModelNodeName= [bombRackRight3] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=0.72,-0.35,-0.70 AttachmentAngles=0.0,0.0,0.0 NumWeapons=1 LoadLimit=300 AllowedWeaponClass=BOMB,RP AttachmentType=NATO,FRANCE ModelNodeName= Look at the AttachmentType= lines. NATO is there but no USAS. USAS specific bombs won't work. If you want to use the USAS 25lb bomb simply add USAS to the AttachmentType= lines. Personally, I don't think a USAS bomb on an Italian plane is appropriate. However there are no Italian bombs in the WeaponData.ini. Well why not use FRENCH bombs? Ok. Lets do that. ;) First thing to do, while we have the SP3_DATA.INI open is to add FRANCE to all the AttachmentType= lines above...exactly like those already there. Save the file. Now were ready to find the some French bombs in the WEAPONDATA.INI. Here's the list of all French bombs. [WeaponData017] TypeName=75mm FullName=75mm Bomb ModelName=Michelin75 Mass=4.500000 Diameter=0.075000 Length=0.525000 SubsonicDragCoeff=0.173100 SupersonicDragCoeff=0.652700 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=0.800000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData018] TypeName=90mm FullName=90mm Bomb ModelName=Michelin90 Mass=9.200000 Diameter=0.088000 Length=0.621000 SubsonicDragCoeff=0.141900 SupersonicDragCoeff=0.430600 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=2.900000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData019] TypeName=115mm FullName=115mm Bomb ModelName=Michelin115 Mass=8.100000 Diameter=0.115000 Length=0.580000 SubsonicDragCoeff=0.113700 SupersonicDragCoeff=0.472700 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=3.800000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData020] TypeName=115mmL FullName=115mm Bomb, Long ModelName=Michelin115Long Mass=20.200001 Diameter=0.115000 Length=1.180000 SubsonicDragCoeff=0.154200 SupersonicDragCoeff=0.733100 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=2 BaseQuantity=6 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=MediumBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=12.200000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData021] TypeName=120mm FullName=120mm Bomb ModelName=Michelin120 Mass=12.500000 Diameter=0.120000 Length=0.714000 SubsonicDragCoeff=0.088200 SupersonicDragCoeff=0.441700 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=5.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 [WeaponData022] TypeName=155mm FullName=155mm Bomb ModelName=Michelin155 Mass=41.000000 Diameter=0.155000 Length=1.300000 SubsonicDragCoeff=0.128200 SupersonicDragCoeff=0.753000 AttachmentType=NATO,FRANCE SpecificStationCode= NationName=FRANCE StartYear=0 EndYear=0 Availability=1 BaseQuantity=4 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=MediumBombEffects DragAreaMultiplier=1.000000 WarheadType=0 Explosives=24.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 I chose the nearest equivalent I could find to the bomb weights (Mass= in Kg.) in the SP3_LOADOUT.INI. 25lbs. and 100lbs. They are, by TypeName= the 90mm and 155mm. You can pick different bombs if you want. Just try and remember to separate "light" bombs and "bombs" and the bomb must be equal to or less than the LoadLimit= in the DATA.INI. Ok, that done lets go back to the SP3_LOADOUT.INI and enter the correct WeaponTypes. [Light Bombs] DefaultFor=CAS,ARMED_RECON Loadout[01].WeaponType=90mm Loadout[01].Quantity=1 Loadout[02].WeaponType=90mm Loadout[02].Quantity=1 Loadout[03].WeaponType=90mm Loadout[03].Quantity=1 Loadout[04].WeaponType=90mm Loadout[04].Quantity=1 [bombs] DefaultFor=STRIKE Loadout[05].WeaponType=155mm Loadout[05].Quantity=1 Loadout[06].WeaponType=155mm Loadout[06].Quantity=1 [Rockets] DefaultFor=BALLOON_BUSTING Loadout[05].WeaponType=WWI_Launcher Loadout[05].Quantity=1 Loadout[06].WeaponType=WWI_Launcher Loadout[06].Quantity=1 Save it and we're done. The SP.3 will now have working bombs in the game. This process will work for any addon plane according to the NationName and AttachmentType. These entries in the Plane's DATA.INI have to match the entries in the WEAPONDATA.INI. If the addon plane comes with its own weapons just install the plane without installing the weapons that come with it and follow the instructions given here. There could be a problem with the attachment position of the bombs, ie. they may not sit in the "bomb rack" correctly, but that can be tweaked by adjusting the attachment position in the plane's DATA.INI. NOTE: I have purposefully ignored the [Rockets] entries for the purpose of this tutorial. Getting the rockets to work is a different, more complicated process. I will try and cover that in the future. Addendum...Peter01 has already included these changes in his FMs for those specific planes. So if you use them you should be good to go. -------------------- Variation on a Chinese Proverb: If a man gives you a fish you eat for a day. If you learn to fish you can feed yourself for a lifetime.
  22. anybody still working on stuff?

    I'll most likely be revisiting all my airfield, balloon defense and bridge mods...adding more ground objects, target areas, and such as soon as my part-time job tapers off. Got about another 4-6 weeks of work depending on the weather.
  23. GO CUBBIES!

    BWAHAHAHAHAHAAAA!!!!!!!!
  24. Wings over the Channel....

    http://news.yahoo.com/s/ap/20080926/ap_on_...tain_rocket_man
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