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Tailspin

+MODDER
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Everything posted by Tailspin

  1. In real life, once you got below takeoff speed, you pulled the stick back using propwash to put downward pressure on the tailskid to help slow you down. I know, doesn't help with the game but interesting anyway.
  2. Fantastic Max, absolutely fantastic!
  3. Not sure but its most likely that when you replace the bombers with fighters in the loadout screen in a bombing mission the game still "thinks" they are bombers. You are only changing the models and not the mission parameters of the models.
  4. Salmson

    You don't need a hanger file. All I have in my Salmson2A folder are the skins folder, the Salmson2A.ini file, the renamed Salmson2A_cockpit.ini, and the Salmson2A_data.ini. mig14, go back and check all your spelling, no spaces between words etc., and make sure everything is correct. Edit..I mean hanger file reference. The section of the .ini file above is copied directly from my in game .ini.
  5. In lieu of changing the aimpoint I've been using the Snap view down button on my stick. Simulates the pilot having to lower his head to see under the wing. I've no idea what the view was actually like. Was the wing really that low...or the pilot seat that high?
  6. Salmson

    Any problems, let me know and we'll try to work it out.
  7. Salmson

    Hi mig14...welcome to CombatACE. You can make the Salmson 2A flyable. Here is how I did it. It needs to have a cockpit to be flyable so first, using the SFP1e extractor tool, you need to extract the SPAD 13_COCKPIT.INI file from the ObjectData.cat file in the Objects folder. You will also need the Salmson2a_DATA.INI from the same source. First put the SPAD13_COCKPIT.INI and the Salmson2A_DATA.INI file in the Salmson2A aircraft folder with the Salmson2A.ini file. Now, open the Salmson2A.INI file and add this line like so: [AircraftData] AircraftFullName=Salmson 2 A.2 AircraftShortName=Salmson 2 AircraftDataFile=Salmson2A_data.ini LoadoutFile=Salmson2A_loadout.ini CockpitDataFile=Salmson2A_cockpit.ini <------Add this line Next rename the SPAD13_COCKPIT.INI file to Salmson2A_COCKPIT.INI Open the new Salmson2A_COCKPIT.INI and change the following line: [CockpitSeat001] ModelName=S13_cpit.LOD HideExternalNodeName=cockpit OpenCockpit=TRUE ExternalClipDistMin=0.04 Position=0.0,0.09,0.74 <------Change this line to these values which match the pilot position in the DATA.INI Offset=0.00,0.00,0.00 ViewAngles=0.0,0.0,0.0 That should do the trick. You should now have a flyable SALMSON with a SPAD cockpit.
  8. New FokkerEIV Flight Model

    http://www.hq.nasa.gov/office/pao/History/...68/contents.htm
  9. New FokkerEIV Flight Model

    peter01...Wasn't suggesting the model wasn't worth doing. I was just trying for some perspective on how the model performed and how the series was generally unstable and difficult to fly. As far as being competitive against the N11 or the DH-2...well...apparently it wasn't competitive at all. Thus the end of the Fokker Scourge.
  10. Hmmm....Funny I always thought that the XII was basically a VII with a cannon. Upon further investigation thats not quite right. Actually the S XII and S XIII seem to have been separate developments built around the new 208hp Hispano Suiza engine. http://www.historynet.com/wars_conflicts/w...owAll=y&c=y There are also differences in the profiles of the XII and XIII. The XII had a forward sweep to the upper wing and the XIII looks a little larger in girth. http://wp.scn.ru/en/ww1/f/255/21/0 I guess to be 100% accurate we need a new model for the XII. For now either would suffice, IMHO. BTW, Gr. Viper, I hope you will accept your recent invitation...
  11. Great model ATeam. Much needed. As a plus we can now make the SPAD XII C.I mod with the correct airframe.
  12. Adding new planes

    7-Zip is what I use.
  13. Welcome to CombatACE meconicuk. You might try a Search of the Strike Fighters/WOV/WOE forums in reference to sound files as the format will work the same way for FE.
  14. New FokkerEIV Flight Model

    Thanks peter01. I haven't tried your FM yet but I'm glad the Eindeckers are getting a much needed FM tuneup. IMHO the way the AI flies them now they are waaayyy overmodeled. From what I could read, while they were superior to the observer/scouts of the the day they weren't that great in performance. The main advantage being the sychronized MG. The Eindeckers were no match for the Nieuports and DH-2 which drove them from the skies. Nieuport 11 Gustave Delage's answer to the Fokker menace was a scaled down version of the Nieuport 10 fighter. This small, lightly loaded sesquiplane (in fact, pilots called it Bébé) was not only faster than the Eindeckers, it could literally fly circles around the German design. The EIV was almost a complete failure... Fokker E.IV
  15. Stick and string aircraft

    Welcome to CombatACE BRUNO and DennyBoy04!
  16. Fokker D.VIII Released

    Three of the the first six Fokkers delivered to the front lines crashed due to wing failures. Two lines of explanation are given. One was a mandated redesign of the rear wing spar support that caused a failure when the front spar flexed under load and the stiffened rear spar did not. The other reason was attributed to poor materials and quality control by the contractor who built the wings. Regardless these problems were apparently corrected and the remaining DVIIIs shipped to the front were OK. One source reported the DVIII was more manoeverable than the DVII. However it arrived too late to really prove itself in combat.
  17. Fokker D.VIII Released

    Approved for download...go get 'em!
  18. Very nice, Max. I always liked your EAW stuff and am glad you decided to do some work with First Eagles. Looking forward to the winter terrain too.
  19. Question about membership activity

    I've been on this green tea binge lately...but you can't beat a good beer buzz in the morning.
  20. Question about membership activity

    Well...since you'd have to vote in a poll to vote NO on the first question that kinda eliminates the NO votes, no? So a non vote could be construed as the equivalent of a NO vote because even if you voted NO you would be voting and a NO vote would really be a YES vote. So with 76 views and 9 votes I would interpret the data as 9 YES/67 NO on Question #1. Question #2 only applies to those who voted YES...or NO. Mmkay?
  21. Adding Gunsights

    I'm guessing Gr.Viper is right. I don't think you can add a gunsight without access to the cockpit.LOD file.
  22. Vogesen Terrain

    Sounds like kendo is on the right track.
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