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Tailspin

+MODDER
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Everything posted by Tailspin

  1. Ooo la la...
  2. The original targets .ini is in the terrain .cat file. I assume all you have to do to get the mod to work is put the downloaded file in the Crambrai terrain folder. Don't worry, confusion comes natural to me.
  3. The link is under the last screenie.
  4. Excellent! More targets=more fun. Thanks FC! I know all too well how much work it is to do a mod like this.
  5. The F-8 was the reason the F-11F didn't make it as a fighter for long. The Tiger in the game is pretty manoeuverable. May not quite turn inside a MiG but its quick enough to get some good deflection shots in. Watch those flat spins.
  6. Since we had two posts on the same topic I've merged them.
  7. Tooner, like sparky says, TK is working on a update/patch for FE that will bring all the improvements (other than new models) from the EP to the original game. Of course he's also working on the same type of patch for the rest of the Thirdwire series plus a new jet game too. So when is the question.
  8. No patches...EP 1 is the latest version. Check the downloads section here. Peter01 has released some new EP ready FMs for a lot of the late model planes available. The Hanriot HD 1 is a must have, IMHO. There's also some other stuff thats been updated to EP 1 standards.
  9. Wing leveler works pretty good for most aircraft. Some fly smooth and steady, some bob a little, some bob a lot, some like the Camel 150hp tend to climb on wing leveler. I agree it is difficult to hold a plane steady enough to get a good reading without it.
  10. Just change the SLPowerDry= value in Engine section of the FOKKERD7_DATA.INI. I have the DVII at 134226 which is in Watts and equals 180hp. I changed the DVIIf to 149139 which equals 200hp. Note the AltitudeTable data is different for the F in that the factors are higher so the higher hp should help with the high altitude performance advantage the DVIIf should have. You should experiment with the hp values to get what you want. I just picked 200hp as a starting point and got pretty close. From what I've read, I don't think its unrealistic to give the Mercedes 200+ hp @ SL. What does everyone think? edit....After rereading your initial post, I see you already have set the hp numbers higher than I have them...and you're not getting more than 170-175 kph at those numbers? I have no idea about that? Hmmmmm......
  11. Oh, I've never used 7-Zip other than to extract .rar files. I usually just use the old standby WinZip for most file compression.
  12. More observations...I upped the HP in the DVII to 180 and it went 189km/h, again tested at or near SL. Since the Mercedes engines (DVIIf) reportedly generate well in excess of 200hp (Wiki says 240 was possible although full throttle at low alt. damaged the engine) IMHO its a good idea to go ahead and give them enough horsepower to get them up to speed at SL. 200hp @ SL gives me 198-199km/h and mid 190's at 1000m.
  13. Hmmmmmm.....I just tested both (@ 100-150m, full throttle, wing leveler engaged) and they ran 183 and 193 km/h respectively. Thats about 6km/h slower than some published figures. It is less than the MaxSpeeedSL value in the data.ini though. If you're only getting 170-175km/h I'd say you need to fire your mechanic. Seriously the speed difference must be due to the difference in altitude as results at or near SL come closer.
  14. Yes, a .RAR file is just another form of compression like .zip. I use 7-Zip.
  15. Yes it is a great sim. I just wish we would get the update/patch soon so the community can continue makin' it better. :yes:
  16. NP geo. I appreciate all the models you provide for FE. This reminds me that I need to get on the ball and finish the Cambrai version of my mods. The problem is there are lots of river crossings on the Cambrai map and TK has added some bridges but not everywhere. Also the way objects are rendered (they're not unless they are near the mission paths) makes it more difficult. Since I don't use the TE I spend a lot of time in the .inis and the debug screen.
  17. This is from an old ROTC book called Fundamentals of Aerospace Weapon Systems. Dated 1961.
  18. Me too. I first noticed it when I was doing the bridges. I thought it was related to the fact that my vid card can't do the new water effects. When I turned water detail down to low it seemed to do away with most of it. I'll try the zbuffer thing...thanks.
  19. You guys that want to dogfight MiGs should try the F-11F Tiger. 4 winders and 4 20mms and she's a MiG killin' machine.
  20. Hmmm...I thought I tried that and as long as their type was AAA the game would interchange them at random. I was trying different things at the time though. When I found something that worked like I wanted I stayed with that...and FE may be different in how it draws objects. Anyway if I can help by sending what I have just let me know. You can place these by just assigning the same co-ords as the gun. Heading will control where the opening is.
  21. Good job Kevin. I found that when I set up the gunners (in the First Eagles version) as a AAA ground object type that they are randomly interchanged with other AAA types. Does this map do that? I solved that problem by changing the GroundObjectType to RECON and they always show up as MGAA where they are placed. Of course First Eagles doesn't have RECON ground objects so it worked for it. I have a sandbag pit that GEO gratiously made for me for First Eagles that looks good with the gunners...maybe he wouldn't mind if you used it too...if you wanted. I redid the .bmp and am going to release it for FE soon as I'm satisfied with the skin.
  22. Welcome to CombatACE! Planes go in the Aircraft folder which is located in the Objects folder. I like to unzip or install to a Temp folder so I can see what's what. This also helps with the problem of folders "nesting" themselves inside other folders. You might want to skim through the Knowledge Base. A lot may not make much sense now but you will using it sooner than later. :yes:
  23. The Knowledge Base is your friend. http://forum.combatace.com/index.php?showtopic=11815
  24. They are conversions of 260 and 240 knots to m/s (rounded off).
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