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Tailspin

+MODDER
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Everything posted by Tailspin

  1. Can`t reach SimHQ?

  2. EmlD and Tex Murhpy?

    Good to hear from you EmlD. We are glad you are well...don't work too hard.
  3. EmlD and Tex Murhpy?

    Bueller?.........................................................................Bueller?.....................................................................Bueller??
  4. WIP - Morane-Saulnier Type L

    Looking good Laton.
  5. A bunch of Flight Models

    I see it often with the EIII. I also concur that ground collision has been a been a problem with FE from the beginning.
  6. If its the same show that was out a year or two ago, yes I have seen it. MVR was supposedly shot through the chest? IIRC. Hard to say without direct forensic evidence...even then an aircraft is capable of rotating about three axes so how can you conclued exactly where a bullet came from?
  7. WIP

    Looks real good p10ppy. Keep up the good work.
  8. A bunch of Flight Models

    peter01...good job on the Halb. One small problem. The latest version seems to have the pilot sitting too far forward and too high up. I revised the pilot position in the data.ini to 0.0,-0.90,0.50. Works for me. Cockpit seat position is fine. FM feels good. I see you fixed the inertia values and got rid of the "ballooning". Now you can reverse your turns and when you push the stick forward it actually dives. Thx.
  9. .INI Tweaks and Changes

    Hmmmm....If you're opening the ObjectData.cat file with the editor, you will find the AircraftObject.INI. Highlight that with your mouse and "extract". The AircraftObject.ini will be in the Object folder. It will look like a spiral notepad with a gold emblem. Double click on it and it will open in Notepad.
  10. Look Who's 35 Today....USAFMTL

    Happy Birthday Dave!
  11. Interesting comment regarding the N17. IMHO the N17 and N11 are a little "sluggish" as modeled in the sim. No slam against Tex Murphy who did the FMs...just another opinion. I tend to modify the FMs to my own liking anyway. Its what I love about FE. You can tweak it yourself. The lack of a fixed tail fin means the entire vertical tail was also the rudder. Oddly that was usually associated with instability. geezer205...as the saying goes in air combat, Speed is Life.
  12. .INI Tweaks and Changes

    You select the file by mouse point, left click. Then hit the extract button. You will get a confirm and the file, in the case of the AircraftObject.ini, will be in the Object folder. The AI does shoot each other, they just aren't as adept as we are. I'm not too familiar with campaign editing. I suggest you drop down to the main forum and ask there. There are a few campaign edits available, including Firecage's PlaneFest which could provide you with some ideas.
  13. .INI Tweaks and Changes

    First...Welcome to CombatACE. The extractor is not designed to open/extract .DLL files. It is for opening .CAT files to access the various files located therein. Extracted files are found in the game directory in the folder where the .CAT file is located. Are you all patched up? Patch 2 improves AI behavior. For info on tweaking AI and damage models I suggest you go here and download the SF Editing Notes at the bottom of the page. They were written for SFP1/WOV/WOE but since the game engine is basically the same they will apply to First Eagles too.
  14. One of the problems with end dates is aircraft availability. Some relatively common earlier aircraft were still in use late in the war but in small numbers. For instance, I've seen references to Alb. DI/IIs still flying in Aug. 1918 but you surely weren't likely to see them at squadron strength over the front lines at that time. I'm sure that applies to several of the aircraft types. Changing the availability to rare would help but that would be conterproductive to flying missions during time periods when they were common. You'd have to change the availability according to what time period you were in the sim.
  15. Thanks for the additional info geezer...and welcome to CombatACE.
  16. NCAA Tourney '07

    Wanted to see Southern Illinois advance. They gave Kansas a run for their money....oh well. Don't really have a favorite among the rest.
  17. I remember when "safety" razors only had one blade...with one edge. My Grandad shaved with a straight razor all his life. Looking forward to the Tripe.
  18. Well there is definately a conflict of information. This is from theaerodrome.com forum discussing the deployment of the Halb. DII. http://www.theaerodrome.com/forum/archive/...hp/t-11155.html Another point to ponder and with all due respect to Mr. Hatfield...the "Halberstadt Fighters" account seems to come from actual pilots who flew the airplane.
  19. Took her for a spin. Agility is good as it should be but it seems very reluctant to nose over and dive. In fact if you climb at too steep an angle you lose almost all elevator authority in the negative. Not much info out there for the Halberstadt but I did a Google and came across this from the Sim Outhouse OFF forums: From Peter Grosz, "Halberstadt Fighters" Albatros Datafile Special "The Halberstadt fighter was universally esteemed for its facile flight characteristics, quickness of control response and excellent performance, praise probably not equalled until the arrival of the Fokker DVII. Leutnant Rudolf Nebel of Jasta 5 fondly recalled flying the fighter with just one finger lightly curled around the stick. Of all he flew, the nimble Halberstadt fighter was his favourite aircraft.....'The Halberstadter has a very great advantage - it flies by itself, while in the Fokker monoplane one must pay constant attention. This is of more importance than one might first imagine because in the Halberstadt the pilot can even kneel on the seat and observe the sky and earth continually to search for and attack the enemy. In the Fokker one can barely turn one's head and it goes awry'.... ....Richtofen wrote: ' The view above, below and to the sides must be faultless. Albatros DIII good, Albatros DII especially poor downwards, Albatros DI impossible in a dogfight. In the Halberstadt fighters the top wing is too close to the eyes and placed exactly at eye level. Further away from the eyes and a touch higher is more suitable for dog fighting.' Because it lacked a fixed tail fin, the Halberstadt was very manoeuvrable and a British report stated that 'a surprisingly large percentage of those brought down were observed to come to earth in what appeared to our pilots to be a spinning dive.' But the manoeuvre, as is well known, was a standard ploy for escaping from a precarious situation. Josef Jacobs wrote that: 'Frankl flew the Halberstadt in the wildest banks and loops that I had ever seen....During the afternoon I took up a Halberstadt for the first time. The machine was extraordinarily easy to fly, was very fast and stable, and possessed no vices.' In a mock dogfight with an Albatros DI...'the slower but more manoeuvrable aircraft is superior to a faster one in a dogfight situation....I was impressed by the sluggishness of the Albatros during climbs and banks; the cause may be attributed to it's longer and heavier engine." I haven't tried it in combat yet. It should be a close match to the N11 though.
  20. Ahhh...another target to for the Neiuports.
  21. Ya'll Take Care

    Two for one? Can't beat that deal! Take care, Dave.
  22. New Combat Flight Sim!?

    Hi Peace878. Welcome to CombatACE. I moved your post to the General Discussion thread as, IMO, you are more likely to get the help you are seeking here rather than in the LOMAC forum.
  23. Ya'll Take Care

    Yeah, get screwed Dave.
  24. Something is tragically wrong

    From TK himself: The next WWI title will have (in addition to 4 new player planes, 3 AI planes, new map, and campaigns) new features and improvements that are specifically required by that title (such as better rotary engine model - blip switch and synchronized maghineguns that have variable fire rate based on engine rpm; "ace" personality in campaign with individual decals and skins -so you can meet the Red Baron in the sky Wink , etc. etc. ) In campaign .ini file, under each squadron, you'll be able to (optionally) list and specify pilot's name, starting stats, aircraft skin, aircraft id for decals, etc. And their stats are kept track of, so as they fly missions and get kills, they'll be recorded. And when you meet them in mission, they'll have slight bonus so they're better pilots and harder to shoot down. And at the end of mission, encounter with them will be noted in debrief. Haven't decided how far we want to go on displaying their stats, tho... We might have "kill board" showing top aces of the war (either just friendly aces, or may even include enemy aces?) And we haven't decided if "normal" AI pilots would be promoted to these "ace" characters if they get enough kills. This would result in ahistorical ace names, but again, it might make for more interesting games Smile Just some of the fun stuff we've been messing with Wink As for the game's heart and soul (any of the series for that matter)...as I've always said, I often wonder if I have the same game as some of you?
  25. OK, just found this on another forum. Straight from the author of BS 83. Here is how you should install: Start with a fresh install of SFP1 patched to SP4 with latest weapons pack. Now extract the contents of the BS 1983 zip to a temp folder and copy everything except the 'Objects' folder to you new install. Then copy the 'Aircraft' folder from inside of the 'Objects' of the BS 1983 zip to the 'Aircraft' folder of your new install. Then install the BS 1983 SP4 Update and you should be all set. Vince Thanks Vince.
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