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Tailspin

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Everything posted by Tailspin

  1. Campaigns may be somewhat scripted but I think there's an obvious difference between randomly generated single missions with different take off points, target areas, targets, enemy aircraft, etc and what YAP does. Isn't YAP telling stories? Never seen a story without a script. Wouldn't the introduction of random elements like changing bases and targets interfere with the history of the story and thus defeat the purpose of telling it like it really happened?
  2. wind sounds

    Hello again, Doc. Wind sounds are modeled but they don't kick in until you reach around 215-220 mph or so...kind of an "overspeed" warning, I suppose. However this issue has been brought to TK's (the developer) attention and he said he would look into it. I wouldn't be surprised if it is fixed in the upcoming "hot fix" patch. :yes:
  3. Great Game But?

    Hi Doc. Welcome to CombatACE! Since you have Il 2 I'll assume you are familiar with basic flying maneuvers and deflection shooting. FE is a bit different in that speeds are slower and turn radii are smaller. I suggest flying some single missions and spend some time getting used to the flying characteristics of the planes. Also getting CLOSE is a must. I rarely fire at distances over .1 NM (about 185 meters) and most often hold fire until much closer (probably 100 meters or less). I always try and aim for the center of the fuselage where the pilot and fuel tanks (for most planes) are located. You will get quite a few kills by taking out the pilot. Also, IMHO, good deflection (lead) shooting is essential in this sim as the planes are pretty quick and getting a good firing postion on an opponent's six can be difficult.
  4. Hmmm....works for me in both EP and EP + Patch versions. Don't know if MaxG can be applied universally via. the Flight Control section...haven't tried it.
  5. So quiet in here

    I think maybe Peter01 might have gotten a little frustrated seeing all his hard work affected by the latest patch? Can't say I blame him. Such is life in the Thirdwire world. I agree that the ground needs attention. I have lots of ideas but not much time to work on them. I'm have a part time job as a painter that becomes more or less a full time job in warm weather.
  6. It already works pretty good for diving. You can try it out by just adding the line: MaxG=5.0 to whatever component you want in the A/C data.ini (ie. Upper/Lower MidWingLeft/Right, WingTip etc.) Take her up, dive fast, yank back the stick and see what happens. BTW.....There is an excellent sound mod done by ShrikeHawk that is great for this effect. In fact it is my standard "component detach" sound for FE. http://forum.combatace.com/index.php?autoc...p;showfile=4934 Don't forget the updated version too. You will need the original to install the update. Ps...sorry, I don't know much about online play. Someone else will likely know though.
  7. One more way to increase the resistance to gunfire of various components is to add the StructuralFactor= line in the A/C data.inis. A value of 2.0 doubles the required hit points, 3.0 triples, etc. I have added a StructuralFactor=2.0 to all the TopWingLeft and TopWingRight sections. This greatly reduces blowing off the entire top wing with a short burst or a lucky snap shot. I've also been experimenting with G limits for components by adding MaxG= . Preliminary tests look promising. The neat thing about G limits is that we already have an audible warning system in place. The airframe "creaking" sound is G induced. It begins at approx. 4.0 Gs and increases in volume to about 4.9 Gs. I have started with limits at 5.0 Gs which doesn't affect combat maneuvers but requires you watch your dive speed and how aggressively you pull out of a dive at higher speeds. Looks like breakage is not caused precisely at the G limit but requires a certain amount of sustained G load at or above the limit. Again this is related to airspeed. The faster you go the more sustained Gs you can pull in a turn or when climbing out before loss of airspeed reduces momentum and the G load. I hope to find the "magic number" that will cause breakage during the most extreme combat maneuvers without compromising diving ability too much. Unfortunately I haven't had much time in RL lately to do much testing. BTW...I'm flying FE+EP+Apr.08 patch.
  8. Expansion Pack - "Check Six" View?

    Hmmmm....try +/- 180 on one to see if that helps. My stick is broken (lost some buttons including both rear angles on the hat) so I can't test it....besides I'm not sure which view system Track IR uses.
  9. FE at double speed?

    FE FMs really got "hopped up" with the Expansion Pack especially in roll rates. Most written accounts I've read indicate good rudder and elevator response. However, IMHO, I think the roll rates generally are overdone. So, no, you're not insane. FE is sped up.
  10. Expansion Pack - "Check Six" View?

    Guitar...not sure about TrackIR but it may work. Those yaw values are what is limiting the rearward visual arc of the snap views.
  11. Expansion Pack - "Check Six" View?

    ps...I have the Apr. 08 patch installed. I think the fixed rear view may have been added with it. Still, IMHO, increasing the yaw angles in the cockpit.ini is a bit more "realistic". Its a bit of work extracting and changing the cockpit.inis but its worth it, I think.
  12. New to FE

    A hearty WELCOME to CombatACE, godzilla1985. Make yourself at home and we hope you enjoy it here.
  13. Expansion Pack - "Check Six" View?

    Both views work for me. F5 is still the old "over the shoulder" thats really a view from behind the plane. The new "rear" view I have mapped to a joystick button. I may have remapped the views from the stock version...I don't recall. When you install the EP or the patch you will need to remap your buttons. As far as the view system, IIRC its still pretty much like EAW. Snap views mapped to the hat switch, UP and DOWN mapped to two joystick buttons, padlock, etc. Another trick you can do if you don't like the "fixed" rear view is open up each aircraft's cockpit.ini and change the Min and Max Yaw= values to 179 and -179 respectively. Then when you hit your right rear and left rear snap views you can see behind you and snap back to the front without having to hit F1 on the keyboard.
  14. New to FE

    Some planes have internal weapons bays but you should be seeing the Cooper bombs on the Camels etc.
  15. Very Good Resource Site

    Hmmmm.....the webpage doesn't work for me. I can get to the page but most of the links to the various individual planes, vehicles, etc. result in an "Error loading stylesheet" message. The links to the 3D models and skin templates work but thats about it.
  16. The Huddata.ini is in the FlightData.cat in the Flight folder.
  17. nieuport 16

    http://forum.combatace.com/index.php?autoc...amp;showcat=250
  18. nieuport 16

    AD, there is a link in MontyCZ's post where it says new model here. Download.
  19. Holy Moly!

    s**t like that happens when you get old.
  20. Hi, Claudio. How's it going?
  21. BTW....ReleaseDelay=1.000 works for me too. Think I'll use the new one though.
  22. Thanks for helping out P10ppy. Good point about changing the Aim Angles. I confess I hadn't been using the change until I revisited the original topic and found the info the other day so I hadn't noticed the problem. Can't have the AI missing any more than they do already. Looks like I'll go back to "Kentucky windage" for aiming the Spad 7's gun.
  23. That would be in the Huddata.ini. Extract it from the FlightData.cat in the Flight folder.
  24. Hmmmm.....When I said the rockets work fine I was still using the pre-Apr. 08 patched version of the EP. I have since installed them in my post patch version and they fire in "salvo" mode only. Before the patch they fired with each button press so this is something that has changed with the patch.
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