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Tailspin

+MODDER
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Posts posted by Tailspin


  1. Welcome to the forum, spOnky! Hope you get your setting sorted out as different values can affect frame rates. I suggest you get the "stock" version without addons set up and running to your satisfaction first then add mods one at a time testing as you go...especially those involving graphic enhancements. One thing to consider about Ground Object settings is that the lower setting affect how many objects are displayed. Most of those objects are small objects that add detail to airfields and such. My recommendation would be to set Ground Object to as high a setting as your system can handle. Its going to be a "trial and error" process for you and your system as different settings for the rest of the graphics details will have varied impact. Of course it also depends on what type of simmer you are. If you don't spend much time looking around at the ground then G.O.s are not that important but I would "aim" for at least a Normal setting for G.O.s JMHO.

     

    TS


  2. Good point TS, I saw that visible distance variable but left it alone. I'll see what that can do to help resolve it, but it will result in pop-up if you happen to be looking in that direction as you cross the threshold.

     

    This was always an issue with FE, at least in the early days, and especially with the horizon band being so wide. You could see bomb blasts hovering in the haze, etc. If you use Stary's tweak to reduce the horizon band this is ameliorated for the most part.

     

    As far as wind direction goes, the variable that provides the natural "smoke blown-in-the-wind" effect (sometimes looks like a slow snaking motion) simply provides a chance for the smoke emitter to change it's direction slightly from what it was prior to the "challenge". I do not know if the default emitter is actually tied to the wind direction, that would be cool attention to detail, though I wouldn't rely on the smoke path/direction for navigation :grin: .

     

    Ahhhh...OK. Occasionally you will see the original crash smoke "bending" in a certain direction. I just assumed the "wind" was doing it. :drinks:


  3. Looks good, Bandy. Do you all think maybe reducing the max visible distance would help. As it is now you can see the smoke plumes way beyond the visible "horizon" and at extreme distances it looks like the plumes are hanging in the air. Of course reducing the distance would likely cause the smoke to "pop" into view suddenly.... :dntknw: Haven't tried it out myself. Also about the winds. Didn't the prevailing winds flow from West to East or vice versa? The base wind direction is set to North.


  4. Hi jg. Just to be clear, the FMs (***data.ini) go into each plane's individual folder not generally in the Aircraft folder. IMHO you should use HARD settings for everything but Visual Targeting and Hud Display (set those to Normal) to start with. HARD isn't really that much harder and since Peter's FMs are designed for the Hard FM you will get the full benefits of those FMs. I've never found landing difficult with FE either. Perhaps its because stall characterists are still a bit "off"? Not sure about your question re: analog sticks. Years ago, I had some problems with Rowan's Battle of Britain. I replaced my analog with a digital, fixed the problems and I have been using digital since then. However, that doesn't mean an analog stick won't work and work well with FE. :dntknw:


  5. Since quack opened the "bugging me" flood gates... :yes:

     

    If it didn't involve the Terrain Editor I'd also give a go at spinning some of the Vogesen airfields so that the tents and hangars were on the dirt part of the field.

     

    Also, there are at least 3 or 4 trench border tiles in Flanders that need to be rotated, and at least two in Cambrai.

     

    These are really old and in the grand scheme of issues minor, but what the h_ll, complaining is cathartic. :bye:

     

    Ahem....Look in the .ini tweaks and changes topic...post #17. :grin:


  6. I don't know about FE2 but in FE/EP I rarely get into a spin. What does happen often is the stupid "stuck in the air at 0 mph and floating tail down to the ground" effect. Fact is most of these A/C very easily entered into a spin and most very easily recovered from said spin. IMHO we lost a very good flight model pre-EP (or at least a very good, more realistic FM to build on) to gain spins and spin recovery and its STILL broken.


  7. Great job Jan on the original, and Pauld895 for fixing the tree shimmer!

     

    This mod to the terrainDATA.INI is the kind of thing that will unfortunately get buried in a few days, and what a shame it will be for others coming behind us.

     

    I would say Pauld895 should add this simple adjustment to the "tweaks sticky thread", and/or it should be added to the original download for everyone's enjoyment.

     

    Thats why the sticky was created. Since its creation I encouraged everyone to utilize that sticky for the very reason you state. Its there for everyone and anyone. Your ideas don't have to be some sort of ground shaking discovery that transforms the game. Its often the little things that make a difference. Why not use the sticky so everyone, especially the new folks, can more easily find your mods and try them without having to wade through pages of posts? You still have the ability to edit or delete anything you add to the sticky. Lastly, I'm not b*tching at the new guys. This has been an ongoing "problem" for a long time. :salute:

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