Tailspin
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Everything posted by Tailspin
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Do enemy aircraft "Air-Spawn" near you?
Tailspin replied to Helmut_AUT's topic in Thirdwire - First Eagles 1&2
I attempted to discuss some of this in your other thread. -
Popeye's! For burgers, there's a little joint about 20 miles up the road called Ned's Shed. Been in business for at least 50 years. You can get a double cheeseburger there with everything on it...and they do mean everything including slaw (chow) and sweet pickle relish. O. M. G.! :yes:
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There is no system to record video tracks built in to the game. You'll have to use other software.
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Oh yeah. I agree with B Bandy. Losing the targeting aids changes the game entirely. There are several things you can do to improve gameplay. Think outside the box. Whether you fly the whole mission in real time or use time acclelerate, fly the last leg all the way in to the IP or at least leave yourself enough real time before the IP to scan the sky and try and find the ememy as far away from the target as you can. I use the mouse look to scan and zoom to "focus" on a certain area for this. Thats the way TK designed it to be used. IF you can spot the enemy this way it is often 2 or 3 times distance (thus warining) the 2.0 nm the target boxes give you. This way you get to set up your attack or plan your defense better. As its hard to fly and watch at the same time the enemy is also easy to lose sight of and sometimes difficult to find again. Especially if you are above them. Camouflage can be very effective at longer distances. Playing like this adds a certain unpredictability to the sim. You are not always guaranteed you will see the enemy...especially with cloud cover. After a while you'll be wishing there was more AAA. If you like to "warp" (like I do), before you take off go to the planning map and drag the IP (you will warp to the IP) further away from the target area. When you hold your mouse pointer over a waypoint it will show the ETA so you can drag the IP and give yourself several more minutes to the target area to set up. I guess what I'm saying is if you let the sim "fly you" all the time with all the cheats on it can seem rather simple and predictable. The player can do a lot of things to change that. :yes:
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Yes, there are other missions going on. You can use the F6 key to look around for other aircraft.
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The SPAD loading screen is the default screen so something probably isn't set up right in your folder(s). While I don't think Caps matter the rest of the filenames have to match exactly. Ie. DH4_loading / DH4_loading. Make sure there isn't a "space" in the .bmp title instead of the "_", etc.... If that doesn't work, try using the default loading screen as a "template" and replace the picture cropped to fit on the screen?
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Rise of Flight: Two aircraft released/unlocked today!
Tailspin replied to ArgonV's topic in General Discussions
It'll likely sell more games. Then they can sell more of the next plane set. -
Enemy Selection Screen W skin option needed
Tailspin replied to quack74's topic in Thirdwire - First Eagles 1&2
Anybody ever seen a known Ace in a single mission? During offensive patrols you will occasionally run into different aircraft types in the same mission but I've never run into MVR. I would also be nice to mix up enemy A/C in the same Jasta. Like a couple of Dr.1s mixed in with the Albatros'. -
I think maybe it works better if your torque and gyroscopic inertia are opposite +/- wise. You guys can try it different ways with different values. I've gone up as high as +/-750. I still can't get off the ground at high torque values. Wildfowler...are you getting the same impressions I get about the handling? Does it seem to skid around a bit more?
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Re: the gyro thing. This is where I decided I wasn't seeing what I thought. I think increasing it tends to cause the A/C to keep its nose pointed in the direction its pointed. So if you are nose up in a turn the nose will tend more to stay up and your tail will tend to slip into the turn. Maybe... Try -700.
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Rise of Flight: Two aircraft released/unlocked today!
Tailspin replied to ArgonV's topic in General Discussions
Smart move on their part. -
Enemy Selection Screen W skin option needed
Tailspin replied to quack74's topic in Thirdwire - First Eagles 1&2
Yep. It sure would make single missions a lot more interesting. -
Well, sounds like you have the Decals working. Is this a problem with certain skins or all of them for the Alb? About all I can offer is basic troubleshooting. Make sure there are no folders "nested" inside others. This happens sometimes when unzipping directly to a folder of the same name. Again, check the filepaths from the Albatros.ini file to the Texture sets, ect. You can compare with other planes that work to get an idea of whats correct. Make sure all the skin .bmps are in the correct folders with the correct names. Have you modded any .ini files lately. If so which ones? This may help you track down whats wrong.
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Do downloaded aircraft appear as AI in Single Missions?
Tailspin replied to Helmut_AUT's topic in Thirdwire - First Eagles 1&2
Another handy thing to keep is the activation code you get when purchasing from Thirdwire online. It allows you to re-download your purchases in case you lose your backups. -
Weird Shadow Performance Bug (Crosspost from TW-Forum)
Tailspin replied to Helmut_AUT's topic in Thirdwire - First Eagles 1&2
Shadows have always been a drag on framerates with 3rdwire sims. I've got a system close to yours... C2D e5200, 1G 9600, 4G Ram and run shadows on med. Only A/C cast shadows. I think I have everything else set to High, with only Ground Objects set to Unlimited. I haven't noticed the ground shadow problem but when I'm flying low over an area that has a lot of objects to render, like airfields, bigger cities, etc. my frames drop below 20 sometimes. Since the sim doesn't utilize dual cores IMO the bottleneck is the CPU. At only 2.5 ghz per core its like running a 2.5 single core. I wish I had gotten a bigger single core CPU especially since I don't buy many new games anymore. Still yet in the open skys, in cockpit fps are 50+ and there's not much of a slowdown in dogfights. Anyway, probably the best thing to do is try and turn other graphics settings down to compensate. Maybe someone else will have some ideas? -
Sorry, went back to work Wed. for a few days. My initial enthusiasm has been tempered somewhat because, A. I'm not so sure changing those values make that much difference, and B. I'm totally lost when it comes to stalls and spins.
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I've noticed that too, occasionally. Its like the A/C is stuck in the air and just sort of floats down.
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I've been playing around with a little sound mod to change the sound effect when your A/C is hit by enemy MG fire. I personally don't think the richochet "ping" is very realistic where wood and canvas are involved. In fact IRL you probably couldn't hear anything when hit by a bullet. So one option is to eliminate the sound effect altogether. The other is to change the sound to more of a "thump". To do either you need to extract a couple of files. One is the Soundlist.ini (FlightData.cat) the other is the BulletObject.ini (ObjectData.cat). First to eliminate the sound entirely, open the BulletObject.ini, find the section on LmgEffects and remove ObjectHt from the line ObjectHitSoundName= . [LmgEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=LmgGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=LmgObjectHitEffect ObjectHitSoundName= <-----Here ArmorHitEffectName=LmgObjectHitEffect ArmorHitSoundName= AirBurstEffectName= AirBurstSoundName= Now you should have no hit sound at all. If you like some sort of audio indication you are being hit then try this. Open the Soundlist.ini and edit the following. [Cannon] Priority=NORMAL Looped=TRUE <----Change to FALSE NumBuffers=4 3DSound=TRUE DopplerEffect=TRUE MaxDist=500.000000 MinDist=100.00000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=100 This Cannon sound file is actually a rapid fire cannon sound left over from the jet sims. AFAIK its not used for anything else in the sim. "Unlooped" it becomes a very short "thump-like" sound and it only occurs once per "hit". You'll notice I've also increased the MinDist= to 100. This seems to increase the volume of the effect. Anyway decreasing it definately seems to decrease the volume. This effect is kind of subtle amid all the other noise but I kind of like it. Next step is to open the BulletObject.ini and change the following: [LmgEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=LmgGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=LmgObjectHitEffect ObjectHitSoundName=ObjectHit <----Change this line to Cannon ArmorHitEffectName=LmgObjectHitEffect ArmorHitSoundName= AirBurstEffectName= AirBurstSoundName= This mod does not change any visual effects and seems to work fine with aftermarket effect enhancements like Stary's. If you don't like it, you can simply change the files back to their original entries.
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Please help, trying to get 1920x1200 mainscreen
Tailspin replied to Helmut_AUT's topic in Thirdwire - First Eagles 1&2
The menusystem.ini is in the menudata.CAT file located in the MENU folder. You'll have to use the SFP1e Cat. extractor utility. Its located in the WO* downloads section under tools and utilites, I think...or something like that. -
Stupid boat ramp! Its too steep. :yes:
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Persistant smoke from downed aircraft
Tailspin replied to Laton's topic in Thirdwire - First Eagles 1&2
Thought I'd drag this one up again. I have been using it since Laton released it and have only seen the mid air smoke plume maybe 2 or 3 times since. So its not such an issue, really. This mod does add a lot to the game. Thanks again, Laton. -
I think you can turn the blip off in the engine section. That reminds me. I think I may have turned up the throttle rate because I thought it sounded better when you blipped it. Thay could be part of the problem.
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Cool! Now you know why I don't do flight models. I think I was more wishing it was pulling left because that seemed to work better with the Gyroscopic Inertia thing and the nose attitude in the turns. I've done some more flying today and I think maybe increasing the Gyroscopic effect tends more to just keep the nose pointed in whatever direction its pointing (makes sense and the torque direction probably doesn't have as much affect as I thought). However I think that (increasing the Gyro) forces you to use more rudder correction and with the increased inertia she can get "out from under you" if you aren't paying attention. Anyway, IMHO cranking up the gyro inertia changes the feel of the Camel. Seems a little looser but maybe quicker. With Peter's enhanced head shake its a pretty good ride. I always had trouble the those d****d pesky little Pfalz DIIIs. Today, I almost felt sorry for the b....., er, poor fellows. Ok, I may be exaggerating. As I mentioned, I can't seem to get the 130 off the ground (without autopilot...which I use a lot anyway) with much over MOI of -15.0 without crashing. Of course when you hit the gas the Camel goes to full throttle and it just rolls over into the ground. Doesn't bother the AI though. I guess they're using the AP. edit...Almost forgot...now if we could just figure out how to get her to fall into a spin quicker she may be closer to the dangerous beast she can be. What about the AI, you ask? We don' need no steenkin' AI.
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Hi Bucky, do you have any handy references on the Camel? One I found at the Aerodrome says a Camel pilot needed to apply full RIGHT rudder on take off to counteract torque. If it pulled to the right I don't think you would want to add right rudder??