Tailspin
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Everything posted by Tailspin
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AA MG Airfield Gunners for FE Expansion Pack 1
Tailspin posted a topic in Thirdwire - First Eagles 1&2 File Announcements
File Name: AA MG Airfield Gunners for FE Expansion Pack 1 File Submitter: Tailspin File Submitted: 13 Mar 2008 File Category: Object Mods File Version: No Information Website: No Information This mod contains the Airfield AA MG mod only. It does include the airfield mod for the Cambrai terrain. Unzip to a separate folder and read the Readme for installation instructions. RESTRICTIONS apply to the redistribution of certain files in this mod. Again read the Readme for clarification. Hope you enjoy, Tailspin Click here to download this file -
AA MG Airfield Gunners for FE Expansion Pack 1
Tailspin posted a file in First Eagles - WWI and Early Years - Object Mods
Version
404 downloads
This mod contains the Airfield AA MG mod only. It does include the airfield mod for the Cambrai terrain. Unzip to a separate folder and read the Readme for installation instructions. RESTRICTIONS apply to the redistribution of certain files in this mod. Again read the Readme for clarification. Hope you enjoy, Tailspin -
Bridges for Verdun Expansion Pack 1 Version
Tailspin posted a topic in Thirdwire - First Eagles 1&2 File Announcements
File Name: Bridges for Verdun Expansion Pack 1 Version File Submitter: Tailspin File Submitted: 13 Mar 2008 File Category: Ground Objects Mods File Version: No Information Website: No Information This is the Expansion Pack version. It also includes a combined Bridges & Airfield AAMG mod as an option. Unzip to a separate folder and read the Readme for installation instructions. There are RESTRICTIONS on the redistribution of certain files in this mod...again see the Readme for clarification. Hope you enjoy, Tailspin Click here to download this file -
Bridges for Verdun Expansion Pack 1 Version
Tailspin posted a file in First Eagles - WWI and Early Years - Object Mods
Version
263 downloads
This is the Expansion Pack version. It also includes a combined Bridges & Airfield AAMG mod as an option. Unzip to a separate folder and read the Readme for installation instructions. There are RESTRICTIONS on the redistribution of certain files in this mod...again see the Readme for clarification. Hope you enjoy, Tailspin -
Yes, sorry for running off track. Didn't mean to hijack your thread, Falcon. edit: Oooops...Sorry Falcon, it was your thread wasn't it?
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Interesting Baltika. So I guess all the code for things like flaps, gear, and such is working. Looks like the sound files are present too. It'll be interesting to see how the upcoming patch will work with existing WWII installs. Yes, Uriah, spins are present in WOI and yes you can fly prop planes in WOI. I was flying a C-47 around a little the other day trying to adapt it to the bomber role used by the Egyptian Air Force. Actually spins (at least those nasty flat spins) have always been possible and were present in some jet aircraft (depending on the model and modeler) before FE. It was just that you may not have always spun when you should have and spin recovery techniques didn't work properly.
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Thanks for the tips Peter.
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Forgot to add, guitarclassic55, that the last patch for FE fixes most of the issues that the original "Ini tweaks" were intended for.
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Yes. Patch up to the last patch for First Eagles. I have both versions FE and FE/EP. Regarding the EP. I was just really "settled in" and happy with the pre-EP game. Maybe I'm just resistant to change. I did try a couple of the old planes in EP and thought the AI was doing strange stuff like a lot of climbing straight up, hanging on their props, stalling, etc. Perhaps, Peter, you could provide some pointers to adapting the old planes, AI data wise...if necessary, to the EP. You know, advise what to change and what to look for so if we wanted, we could change it ourselves and take some of the load off of yourself. I don't know though. It may not be that easy?
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I have very mixed emotions about the EP. It brought some needed improvements yet "fixed" (ie, broke ) some things that didn't need fixing. Completely eliminated force downs or soft landings. Screwed up the horizon. Didn't get rid of or even introduced a couple of bugs in the AI routines. And, IMHO, FMs are overdone in areas like roll and turn rates making it actually too easy to fly certain planes despite the new stall/spin routines. The Camel is a good example. I could very easily get used to flying the "old" version of FE again.
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TK has always said he's not interested in doing WWII. There is already enough WWII stuff out there to make the sim. All that's really needed is fine tuning the FMs. I think WOI is probably the better platform for the reasons Peter mentioned. The aircraft components and all the things that accompany them in the sim, like sounds etc., are very similar to jets and already "activated" and working in WOI.
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Ahhh....the "Black Art" of data.ini interpretation. I don't know if there is anything in the Knowledge Base about this stuff or not. But I have a few ideas from some trial and error experimentation. The problem with all this is that what might seem LOGICAL doesn't always apply. The Detect System controls what the "gunner" sees. [DetectSystem] TargetType=AIR <-------- which type of target the gun will engage OpticalSight=TRUE <-------- self explanatory NightSight=TRUE <-------- adds night firing capability VisualRange=6000.0 <-------- range at which gun "sees" a target and engages? VisualMinimumAlt=100.0 <-------- alt. limit at which gun will see a target ViewportPosition=0.0,0.0,2.50 <-------- position of the gunner's "eye", affects gunners line of sight MaxVisibleDistance=6000.0 <-------- not sure? maybe maximum visual detect distance? RadarCrossSection=5 <-------- N/A for First Eagles....don't know what it means exactly anyway? Weapons System controls actual physical characteristics of the gun [WeaponSystem] TargetType=AIR <-------- same as above GunRange=6000.0 <-------- self explanatory PitchAngleRate=6 <-------- speed at which gun will change pitch angle while tracking target MaxPitch=75.0 <-------- self explanatory value in degrees MinPitch=0.0 DefaultPitchAngle=35 <-------- angle of gun "at rest" ? YawLimited=FALSE <-------- When set to TRUE then you can define yaw limits by adding min/max as in pitch angles. YawAngleRate=6 DefaultYawAngle=0 ReloadGunAtAngle=FALSE <-------- not sure how this works...doesn't work like I expected it to? GunRecoil=20 <-------- not sure. may affect accuracy of rapid fire guns? GunMinAltitude=100.0 <-------- min alt gun will fire? GunMaxAltitude=6850.0 <-------- max alt gun will fire? GunStabilization=FALSE GunRadarTracking=FALSE RangeFinder=0 BallisticComputer=0 YawModelNodeName=barrel_pivot PitchModelNodeName=AAA_German Question marks denote lack of knowledge on my part. Also the Detect System interacts with the Weapons System. Exactly how? Not sure either. If the Detect System can't see you the gun won't shoot at you. The gun seems to operate within Weapons Systems parameters for the most part. All I can suggest is to experiment with the values and see what happens. Maybe someone with more experience than I will add to (or correct) my interpretations. :yes:
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Collision Kill!?
Tailspin replied to IceManHG's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Happens in First Eagles all the time. -
Things like gun range and the range at which the gun "sees" you are controlled in the data.inis for each weapon ie. 77mmFLAK_data.ini. You can extract these, using the SFP1e extract utilitly, from the ObjectData.CAT file in the Objects folder. They will extract to the main Objects folder but the edited versions need to reside in the individual weapon folders which are located in the GroundObjects folder.
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What Cold War dont have Intercontinental missiles ?!
Tailspin replied to vulkan's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
We've got working arty? Where? Do they do indirect fire? We could use some for FE. :yes: -
Anyone up for new menu screens?
Tailspin replied to guitarclassic55's topic in Thirdwire - First Eagles 1&2
Those are very nice. Any improvements in the GUI are always welcome. -
vascrats. Since you are trying to change the ROF I assume you've found the gundata.ini in the Objects folder. Basically all the data in the gundata.ini appears in the Gun Editor. What the Gun Editor does when you hit the Save button is both save the gundata.ini and create a new Gundata.DAT file which is actually what the game reads. Changes you make in the Gun Editor also appear in the gundata.ini so you can edit it either way.
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First...Welcome to CombatACE. Can't help with the campaign stuff but when you change gun data you must load the altered gundata.ini in the Gun Editor and save the gundata.ini in the Gun Editor for the changes to take effect. The latest Gun Editor can be found HERE.
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I wish i was.......................... A Beetleborg!
Tailspin replied to Silverbolt's topic in The Pub
I guess Clutch Cargo isn't included? ....then again I should "stay away" 'cause I'm 32 over the 20 limit. -
Look for Peter01's FM updates for the EP. Any of those planes with Peter's FMs added will work fine. If it doesn't say "updated for the Expansion Pack" or something to that effect then it may or may not work with the EP. Some older planes may "fly" OK for the player but the AI may not perform up to EP standards. Of course some mods may not require updates....depends on the mod I suppose. Clear as mud, huh?
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I'm pretty new, and a late commer I guess, to the "premium" cigar crowd. I thought it would be interesting to see if anyone here smokes stogies and what your favorites are. Also, if you have a favorite drink to accompany your favorite cigar. I guess right now mine is the Cusano 18 Double Connecticut. BTW....I bought one of those "Premium Samplers" from an online company with 16 highly ranked cigars (Rocky Patel, CAO, Cusano, Camacho, Macanudo, etc) and I like most of them but I'm not into smoking expensive cigars on a daily basis. With that in mind I'd like to hear some recommendations for a "cheap" , <$2 cigar too.
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I wish we'd just keep daylight savings time and stop switching back and forth.
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A Newbie needs some help
Tailspin replied to guitarclassic55's topic in Thirdwire - First Eagles 1&2
Yes. If you're adding the pre-Exp Pack planes to the Exp. Pack, Peter's FM are a must have. -
Yep. Real cubans are illegal in the US. What we get here are "cuban seed" varieties produced in various Central and South American countries. I suppose the Cuban makers license their names to these companies. I find sitting down with a decent cigar and a cup of coffee and Baileys (or Kahlua) a good way to unwind.
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A Newbie needs some help
Tailspin replied to guitarclassic55's topic in Thirdwire - First Eagles 1&2
Hello guitarclassic55 and welcome to CombatACE! You are correct in assuming that the Expansion Pack includes all the patches and updates for First Eagles. 1. Those two campaigns were built pre Exp. Pack. As a lot of the planes involved are pre-expansion also there may be problems with FM compatibility and AI performance. 2. The SFP1/WOV/VOE/WOI Knowledge Base here contains a lot of information about how things work that applies equally to First Eagles. However if you have any specific questions I'm sure we can help out. 3. I've see the "floating planes" too although not often. Don't know what causes it. I haven't seen the sinking plane thing in First Eagles but have heard of it in the rest of the Thirdwire series. Maybe someone else can offer help there. 4. Activation codes not necessary. However I'd keep those numbers somewhere for reference as I think they can help if you have problems with the downloads and need to contact Thirewire.