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Tailspin

+MODDER
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Everything posted by Tailspin

  1. Yer welcome wk. Any more requests? Anyone? I don't mind doing it. I don't have any idea which planes carried these...
  2. WWI men and machines

    Don't know if this is a new idea or not but its something P10ppy discovered while testing the 37mm cannon mod (Yes, I'm still working on it....having problems with the Hotchkiss revolving gun.... ) You can reduce the diameter of the projectile in the gun editor and and increase range at a given velocity. Seem to reduce drag or something. I was having trouble getting the low velocity 37mm tracers to reach a decent altitude when firing at high angles. Set the caliber to 13mm and they would fly higher. Don't change the other values and the shell still has the same impact/effectiveness as a 37mm. Might work for artillery.
  3. Alrighty then. Here's the data for the N11 and N17. Hope these work OK. I tested them but its very late so let me know if there are any problems. P10ppy_s_Le_Prieur_rockets_for_N11.txt P10ppy_s_Le_Prieur_rockets_for_N17.txt
  4. WWI men and machines

    .....or a balloon.
  5. weapons editor question question

    I thought you may have a bad WeaponData.dat or something. Removing those files forces the game to use the original files that are still in the ObjectData.CAT file. Did you try it? Once again the stock weapons work. They work for most of the third party planes too. If you have made a separate Weapons folder take it out along with any WeaponData.dat or WeaponData.ini files you find in your Objects folder and see if your have weapons. They are easy to spot as that is what they are named. Sounds like you don't have the WeaponsData.ini. INI files and DAT files are what make the game work. INI files make up a huge part of the sim and are everywhere. Flight models, effects, mission parameters, etc. etc are all part of .INI files. If you you can't get the stock game files to work then a complete reinstall sounds like your only option if you want bombs and such. edti: What you are calling the weapons configure file is probably the WeaponsData.ini. It shoud be named WeaponData.ini At least try removing the files and see if it works. You can save them and put them back if it doesn't work...although they sound like they're pretty much useless as it is.
  6. Yeah, I can. Once you get the first position set right the rest is pretty straight forward. Some trial and error, but thats the way I mod everything.
  7. Thanks. All credit to P10ppy. I don't know why I didn't just post the file in this thread. I'm a little "disorganized" today...like usual.
  8. weapons editor question question

    Yes. If you have created a Weapons folder those files need to be in it to work. You might want to remove that folder (Weapons) too. edit: Of course if those files aren't in the Weapons folder, if you have one, that could be the problem.
  9. Like I said man...great job! BTW...about the "F" letter designation for the pilot model. Do you have them sorted by country? If so thats a another good idea. Makes picking the new pilots for the old planes easier if you want to use them instead of installing the pilot models that came with the planes. edit: Move the Camel file over to the other thread. Thanks again, P10ppy!
  10. weapons editor question question

    I don't know. I would have thought reinstalling the EP would have restored any lost files. Do you see a weaponsdata.ini or weaponsdata.dat file in your Objects folder? If so take those two files out of your game. You can cut and paste them to your desktop or create a folder to put them in. This will restore the game to the stock versions of those files contained in the ObjectData.CAT. That should get the stock weapons working again. If that doesn't work you can restore your current set-up by putting them back.
  11. WWI men and machines

    There is a difference between complaining or disparaging and discussing game limitations and how they affect gameplay. Most any modder is fully aware of those limitations. Its how you say things. Over-the-top "OMFG!!! I CAN'T BELIEVE MOD XYZ DOESN'T DO THIS OR THAT!!!" statements or "Your mod sucks because it doesn't do this or that." are simply silly or rude. I think we're OK here.
  12. WWI men and machines

    I agree. No mans land and the front could use some attention. Heck did a battlefield mod over a year ago. Its in the Terrains section of the downloads here. I never tried it so I can't comment on how it works. You can get the infantry squads to move by making them "tanks". I'm not sure how well the sim models artillery fire ie. getting the guns to fire without actually "seeing" a target. I do know that such things work to some extent as I have seen "gun battles" between ships and shore guns and have been tasked with attacking moving infantry during CAS missions in Edward's WWII Solomans add-on for SFP1.
  13. Just got around to trying this out today. GREAT job P10ppy! I love the way these things corkscrew and shoot off in all directions. After quite a bit of tinkering I got them working for the Camel...still need to refine the position of the launchers a bit but it does work for other planes. One small thing. Your data.ini has the pilot listed as "wwiPilotNewF" and that doesn't work with the new pilots as they are all numbered. NP though, I just changed it.
  14. weapons editor question question

    Well hurricane, my friend, although I don't have all those planes installed in the EP all the stock planes and all the addon planes I do have all have working bombs and grenades. Rockets don't work outright because they are not included in the EP weapons but using P10ppy's Le Prieur rockets that can be fixed. I think you have another problem with your install. You are choosing Bomb Target or Armed Recon as missions aren't you? (Army Co-op is causing CTDs for some planes).
  15. weapons editor question question

    Good morning. P10ppy by addon you meant the Expansion Pack? Now I got it. I was thinking "addon" in terms of the third party additions. :yes:
  16. I don't know what I was thinking. Most of my mods for First Eagles are based on other people's work. Those folks may not want it redistrubited beyond what they gave me permission to do. So please hold off on modding my mods until we see where everyone is on this. Thanks. TS
  17. weapons editor question question

    Ok. Back home again. Earlier I was kind of thinking out loud and posting without really looking at what what has already been done and what really needs to be done. Sorry about that. It looks like most of the addon A/C that use bombs, use the stock weapons and they don't need updating as the new weapons work already. P10ppy, your new Le Prieur rockets can replace the old ones nicely. I'm sure the old ones had launch tubes though. I think the Le Prieur was included with the N11? hurricane3...Yes the new A/C have bombs. The Camels, for instance, carry Cooper bombs. The AEG has them and add on bombers like the Fe2C and the Br14 use bombs included in the EP. If they are missing in your game you have yet another problem. Remember that some carried their bombs internally. I haven't seen any rockets on the new A/C though. Also I'm not looking into this solely on your behalf. If you are having trouble there must be others too that don't bother to ask. Anyway...I'll find some time to look at the issue and see whats up.
  18. weapons editor question question

    Hmmm...I just realized that all the older third party aircraft that have been updated for the EP have already had their loadout updated to relfect the new weapons...except for the rockets. I don't know if I'll tackle the others yet as they may or may not be ready for the EP. There are Le Prieur rockets in the new weapons data, no? Why don't they work?
  19. weapons editor question question

    P10ppy's right. I think what I'm going to do is update all the old loadouts to reflect the new weapons where possible and applicable and post those. I'll try and get that done in the next couple of days. It will benefit everyone. However, it'll probably turn out to be more complicated than that...we'll see.
  20. weapons editor question question

    Shouldn't you just add only the weaponsdata for the third party weapons to the new weaponsdata.ini and save them with the new editor so you won't overwrite the new weaponsdata?
  21. Thanks Kevin. Actually the rift between some folks in the mod community has been much improved lately and I'm not about to be a party to making it worse again. In this case its not really going to change how it was before a lot of us decided to freely share OUR work. All I'm going to do is rewrite the Readmes to make it perfectly clear to everyone what is what and what you can and can't use without permission. Bottom line: I respect the right of anyone to decide how they want their work to be handled. If I use their work then I will abide by their wishes. I don't have a problem with that at all.
  22. weapons editor question question

    Oh yeah, check out P10ppy's thread about the new Le Prieur rockets he made for the SPAD. Those are updated for the EP.
  23. weapons editor question question

    Great! Glad we got the seasons sorted out. As was mentioned before the EP introduced some new parameters for the weapons, like drag coefficients, so I don't know how the old weapons will behave in the EP but I assume the installation procedures are the same as they were before...just follow the directions using the new weapons editor. Thats the short answer anyway. I don't think you'll have to update each and every plane if you use the old weapons as all the loadout.inis for the old planes will still be correct for the old weapons. If you wanted to have the old plane use the new weapons then you'd have to change all the loadout.inis. Like I said...I "assume"....I haven't messed with that yet.
  24. CTD

    I get a CTD when I hit accept on the mission selection screen. It seems to be aircraft specific as some work and others don't. Its stock A/C only so far and not all the stock A/C.
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