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Tailspin

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Everything posted by Tailspin

  1. "my instinct tells iwas right in the AIMODv1 up.loaded in the downloads section to state that the "aircraft"_data.inis should be installed into the ROOT objects folder...not the individual aircraft folders as is the norm'---" Incorrect. The modified aircraft DATA.INIs don't work unless they are in the correct aircraft file. You can test this by using an easily verifiable change like the Fokker DVII speed fix.
  2. Agreed. There is more depth than many give credit. Regarding AI improvement, adjusting the values in the AIRCRAFTOBJECT.INI is probably your best bet. I don't know if you are familiar with Fubar's UBER AI MOD for Thirdwire's jet sims but you should get a copy of it for a comparison to what you have already done. Its available in the Downloads section here. The only other thing I can think of, again from the jet sims is to increase the MaxVisibleDistance= in the aircraft data.ini. This causes the enemy to "see" you further away and get them to engage with missles earlier. It may or may not affect the agressiveness of AI in FE. Worth a look, I suppose. It also could cause the AAA to shoot at you from further away too.
  3. These threads are really interesting. However sometimes I wonder if I have the same First Eagles as some of you. I've not touched a thing as far as AI goes and my AI pilots routinely get kills. I get whacked by two seaters forward firing guns if I'm not careful. I see all kinds of various levels of agressiveness in the AI. I just flew a recon mission. I heard the telltale rumble of AAA, realized I didn't hear my wingie "buzzing" around behind me. I looked around for him and find he's off engaging enemy fighters near an aerodrome that was a good mile off our flight path and he stayed with them. There is a "randomness" built into the game. About 3/5ths of the AI pilots you encounter aren't going to be better than "regular". (OK...thats a WAG based on the 5 skill levels )Probably a pretty accurate ratio. Sometimes I wonder if we aren't confusing this random encounter factor and the unlikely chance we will encounter an ACE pilot everytime we fly with a deficiency in the sim. Just like real life, especially in major conflicts with high attrition rates like WWI and WWII, there are going to be great differences in skill level and agressiveness among pilots. With, IMO, the bulk of those skill levels leaning towards the green end of the spectrum. Maybe the sim isn't so far off after all.
  4. Hi Sneeever. Welcome to the forum. Your gunsight problem is a known issue. There is a relevant post on the Thirdwire forum here. Hope this helps.
  5. Lets not read too much into my concerns about people not knowing what they're downloading. I am just making suggestions after all. File attachments have been used in the past and you can continue to do so. When you get it worked out to your satisfaction how about posting a copy in the .INI Tweaks thread for everyone's convenience? Thanks
  6. The only aspect of the process I'm trying to address is making the files downloadable and the potential problems associated with that. Wholesale rewrites and major changes to basic gameplay should be tested as thoroughly as possible before being posted for download....and if you can download the file what else would you call it?
  7. Fortunately things aren't always so obvious to everyone and not everyone will have been following the thread closley. Whether they're simple changes or complete rewrites of an .ini isn't the point. Do you object to simplifying the matter and making it even easier for everyone to find things by trying to have a central location? Your last paragraph is an excellent argument for working the bugs out and not posting files willy nilly. We can still post and share changes and discuss those changes while working toward a finished result without putting beta files out there for just anyone to pick up without having to even read the posts. bortdafarm asked about appropriate use of the forum. I asked. The boss says we need to use the upload section for file downloads. I agree with your point about unfinished or beta files in the uploads section so we need to work around that. Not so difficult to understand is it?
  8. It looks like we're getting along well with all the new ideas regarding mods to First Eagles. Also it seems we are getting a little disorganized. First, I think we need to get away from using file attachments as download sources. CombatACE has a file upload feature for that purpose. My main concern with these files is that many are works in progress, betas if you will, still in the experimental stage. Leaving them available for anyone to download is just inviting trouble. Adding to the problem are the ongoing changes made to the files in question as they are fine tuned and updated...more potential confusion and conflicting information. Of course testing these changes is essential and the more testers the better the final product. There are ways to share files, like PMs or email, that don't leave these "experiments" available to the casual user who doesn't know just what he's downloading. The other way to share these changes is to post the changes themselves in the format I've used in the Sticky at the top of the forum. This way everyone knows exactly what the tweak changes and how its done. Next...posting these fixes or improvements in posts within threads is just going to get them scattered out where they'll be hard to find. Thats why we have a Sticky for .INI Tweaks and Changes. Right now everything is still on page 1 but if traffic picks up and topics get pushed down.... Finally....By all means keep up the effort. Work among yourselves and enjoy the process. But lets try and get things as nearly finalised as possible before we post files for "public" consumption. Feel free to post in the Sticky thread. If you want to zip em up for download try and use the CombatACE upload feature. Comments or suggestions are welcome.
  9. Known issue with some planes. I don't know whats going to be in the patch but TK is aware of the problem.
  10. Thanks Spectre. I posted that thread with the intention that anyone can add to it if they want to.
  11. Thanks for the info Spectre, I thought it was you who reported it. I tried to find your post earlier at Thirdwire but was looking in the wrong place.
  12. ...not sure what the problem is.. I'm pretty sure its a known bug in the campaign. On the list for the next patch?
  13. I forgot to add that this thread is open for anyone to add to. Please try and test your tweaks to see if they actually work as advertised. Here are some things you can do to the HUD display. Extract the Huddata.ini from the FlightData.cat in the Flight folder. You can "turn off" the lines by adding a double forward slash // to the front of the line. [infoDisplay] BackgroundImage=TextBackground.tga BottomLeftPosition=0.01,0.985 <----//BottomLeftPosition=0.01,0.985 will eliminate bottom left display. BottomRightPosition=0.99,0.985<---same as above will eliminate bottom right display DisplayWidth=0.20 VerticalBorder=0.0015 HorizontalBorder=0.008 EnemyTargetColor=1.0,0.0,0.0,1.0 FriendlyTargetColor=0.0,0.0,1.0,1.0 UnknownTargetColor=1.0,1.0,0.0,1.0 WaypointColor=1.0,1.0,1.0,1.0 TextFile=HUDText.str NormalColor=1.0,1.0,1.0,1.0 WarningColor1=1.0,1.0,0.0,1.0 WarningColor2=1.0,0.0,0.0,1.0 AGLAltStart=609.6 AGLAltWarning=152.4 [Display001] DisplayType=DIRECTOR ObjectType=TARGET_ENEMY ConeSize=25 BoxSize=10<----making this value smaller will reduce the size of the box. Try 1 and see if you like it BoxType=SQUARE BoxColor=1.0,0.0,0.0,0.75 ConeModelName=redcone [Display002] DisplayType=DIRECTOR ObjectType=TARGET_FRIENDLY ConeSize=25 BoxSize=10<------Same as above. BoxType=SQUARE BoxColor=0.0,0.0,1.0,0.75 ConeModelName=bluecone [Display004] DisplayType=RADAR PosX=0.865 PosY=0.015 Width=0.125<-------setting WIDTH= and HEIGHT= to 0 will remove the large Aldiss sight in the upper right. Height=0.16666667 Alpha=0.60 InitTime=2.0
  14. Using the Alt+D (Hud information toggle) method removes ALL icons and info boxes. There are other options besides that. With an edit to the Huddata.ini you can eliminate the data on the bottom right and/or bottom left and keep the enemy and friendly icons (red & blue box) . You can change the size of the boxes too. And you can get rid of the large Aldiss scope sight in the upper right and still use the "normal" display. I'll add all this to the .ini tweaks thread.
  15. I've not played a campaign yet but I think there has been a bug reported with bombs not showing up on some aircraft in the campaign. They work in single missions buy choosing "bombs" in the pull down on the loadout screen. I don't think they're available unless the mission type calls for them. You should also be able to get them as a default loadout by editing the Loadout.ini for the aircraft.
  16. All I can suggest is try it out in various mission types using different player controled aircraft. You can always add to the primary and secondary roles to enable a wider player selection of missions. How the sim will handle the changes and how it will choose AI aircraft, .
  17. First Eagles .INI file tweaks... UPDATE 01/04/07....Since the PATCH v.12.27.06 has fixed most all these issues the .ini edits here are only suggested for pre-patch installations. Thanks for supporting CombatACE. First things first. Use these suggestions AT YOUR OWN RISK. BACK UP YOUR ORIGINAL FILES. Many of these tweaks or "fixes" are subjective and only relfect the idea(s) of their authors. If you don't like them you can just delete the entire .ini and the game will revert back to the original file or you can replace it with your BACK UP...get it? ;) Additionally, Changing these files will likely cause problems with Multiplayer games! Keep a separate clean, unaltered install for MP. You will need the SFP1E extract utility. Its available at CombatACE When a reference is made to "extract" a certain file, this is the tool used to accomplish that. Do some exploring in First Eagles main directory and get yourself familiar with the folder structure of First Eagles and where all the various .CAT files are located. Using the SFP1E extract utility The extractor download is a self installer. You can install it anywhere. Make a separate folder for it, or just install it to your desktop like I did. Once installed click on the shortcut to open. You will see [select a .cat file]. To the right of that click the button. Another window will open where you will see "Look in: Sfp1e" and a drop down arrow. Click the arrow. Follow the filepath, by clicking on the appropriate folder, to the main First Eagles directory. The .CAT files are nested in various folders (Flight, Objects, Mission, etc) within the main folder. Highlight the .cat file you want by mouse click and hit the OPEN button on the extractor. You will now see a list of the files within the .cat file. Select the file you want, again by mouse click, and hit the EXTRACT button. You will get a "confirm" window with the location the file was extracted to. Click OK. The extractor makes a copy of the file and sends it to the folder where the .cat file was located. This file can be edited with notepad (or wordpad if needed) and the game will "read" this file instead of the original in the .cat file. The edited file is placed in the main folder where the .cat file is or in the case of Aircraft or Ground Objects in the folder specific to the file, ie. the SE 5a data.ini goes in the SE5a folder. To return to the default file (its still in the .cat) just delete the copy. FOKKER DII, DIIf, and Albatros speed fix: It appears that the German fighters in the sim are a little slow. Seems they have an extra drag value in their landing gear data that isn't present in the other planes. Removing that value indeed brings their top speeds up to most published standards. Extract the DATA.INIs for the two Fokkers and the Albatros...located in the ObjectData.cat file in the OBJECTS folder. Scroll down to the //Landing Gears-------section. [LeftMainGear] SystemType=LANDING_GEAR Retractable=FALSE DragArea=0.50<----------Delete this HideGearNode=FALSE ModelNodeName=Gear Strut L ShockAnimationID=-1 ShockStroke=0.08 SpringFactor=1.3 DampingFactor=2.0 WheelNodeName=Wheel L RotationAxis=X-Axis RollingRadius=0.4 CastoringWheel=FALSE RollingCoefficient=0.25 MaxDeploySpeed=128.61 MaxLoadFactor=6.0 Do the same for the other MainGear. Save and place the .ini in the specific aircraft's folder. SE5a reverse roll rudder fix: The SE 5 tends to roll in the opposite direction of rudder input. If you think that isn't right you can change that behavior. Extract the DATA.INI of the SE5a. Scroll down to //Control Surfaces------- [Rudder] SystemType=CONTROL_SURFACE InputName=YAW_CONTROL ReverseInput=TRUE MaxDeflection=23.7 MinDeflection=-23.7 CDdc=0.0067 Cydc=0.1276 Cldc=0.1445<-----Change this to 0.0445 Cndc=-0.0129 CldcAlphaTableNumData=15 CldcAlphaTableDeltaX=4.00 CldcAlphaTableStartX=-28.00 CldcAlphaTableData=0.138,0.121,0.103,0.085,0.066,0.120,0.451,0.781,1.000,0.721,0.000,0.000,0.000,0.000,0.000 CndcAlphaTableNumData=15 CndcAlphaTableDeltaX=4.00 CndcAlphaTableStartX=-28.00 CndcAlphaTableData=0.434,0.451,0.465,0.953,0.972,0.986,0.996,1.000,1.000,0.995,0.985,0.970,0.475,0.463,0.449 ControlRate=4.0 MaxControlSpeed=80 ModelNodeName=Rudder ReverseModelOrientation=FALSE RotationAxis=Z-AXIS AnimationID=3 Save and place in SE5a folder. CLOCK fixes for various aircraft: The in cockpit clocks don't work properly. Here's how to fix them. Many thanks to MoonJumper for this one: Ok, the mods are different for the different planes......... Extract the COCKPIT.INIs for the FokkerD7, SE 5a, and SPAD 13 from the ObjectData.cat file. Fokker D7: Scroll down to [CockpitSeat001] section and find.... Instrument[001]=StickRoll Instrument[002]=StickPitch Instrument[003]=RudderPedals Instrument[004]=Throttle Instrument[005]=ClockMinute Instrument[006]=ClockSec<------Change to ClockHour Instrument[007]=CompassHolderPitch Instrument[008]=CompassHolderRoll Instrument[009]=Compass Instrument[010]=RPM Instrument[011]=BankIndicator Instrument[012]=Altimeter Next scroll down to: [ClockHour] Type=CLOCK_HOUR NodeName=Needle_Clock_Hour<----Change to Needle_Clock_SHORT MovementType=ROTATION_Y<----Change to ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=12.0 [ClockMinute] Type=CLOCK_MINUTE NodeName=Needle_Clock_Min<----Change to Needle_Clock_LONG MovementType=ROTATION_Y<----Change to ROTATION_Z Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=60.0 SE5a: Scroll down to [CockpitSeat001].... Instrument[001]=StickRoll Instrument[002]=StickPitch Instrument[003]=RudderPedals Instrument[004]=Throttle Instrument[005]=ClockMinute Instrument[006]=ClockSec<----Change to ClockHour Instrument[007]=SlipBall Instrument[008]=Altimeter Instrument[009]=AirSpeed Instrument[010]=AirPressure Instrument[011]=RPM Instrument[012]=WaterTemp Instrument[013]=OilPress Instrument[014]=CompassHolderPitch Instrument[015]=CompassHolderRoll Instrument[016]=Compass Instrument[017]=AldisSight That it for the SE5. SPAD XIII Scroll down to [CockpitSeat001].... Instrument[001]=StickRoll Instrument[002]=StickPitch Instrument[003]=RudderPedals Instrument[004]=Throttle Instrument[005]=ClockMinute Instrument[006]=ClockSec<----Change to ClockHour Instrument[007]=SlipBall Instrument[008]=Altimeter Instrument[009]=AirSpeed Instrument[010]=AirPressure Instrument[011]=RPM Instrument[012]=WaterTemp Instrument[013]=OilPress Instrument[014]=FuelIndicator Instrument[015]=CompassHolderPitch Instrument[016]=CompassHolderRoll Instrument[017]=Compass Scroll down to: [ClockHour] Type=CLOCK_HOUR NodeName=Needle_Clock_Hour<----Change to Needel_Clock_SEC MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=12.0 [ClockMinute] Type=CLOCK_MINUTE NodeName=Needle_Clock_Min MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=60.0 [ClockSec] Type=CLOCK_SECOND NodeName=Needle_Clock_Sec<----Delete bold section MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=60.0 Bullet Ground Strike Effect If you think the ground hit effect for your machine gun bullets is too big you can reduce the size. Extract the ParticleSystem.ini from the FlightData.cat in the FLIGHT folder. Scroll down to: [EmitterType089] Name=DirtHitSpikeEmitter1 EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=VERTICAL_SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.60000 ParticleLifeTimeDeviation=0.50000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,1.000000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.500000,0.400000,0.300000,0.900000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.400000,0.300000,0.200000,0.600000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.300000,0.200000,0.2500000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.000000 ParticleSize[02].Time=1.00000 ParticleSize[02].Value=9.00000<----Lower this value. I suggest 1.5 ParticleSizeDeviation=0.000000 BaseSizeDeviation=0.5 TextureMaterial=GroundHitMaterial2 Save it. Place the .ini in the Flight folder. Another for the SE 5a. This one removes the magnification from the Aldiss sight. Extract the SE5A_AVIONICS.INI from the ObjectData.cat [TVDisplayData] TVDisplayTextureSize=128 ApplyFilter=FALSE OverlayTexture=AldisSightOverlay.tga [CameraData] CameraFOV=10.0<----Change this to 15 or 16 CameraPosition=0.0,-0.23,0.72 CameraAngles=0.0,5.0,0.0
  18. Hi Buckner and welcome to the forum. If you'll stand by I'll get an ".ini tweaks and changes" thread going with some fixes and tweaks and a short "how to" on extracting files. Been meaning to do it but just haven't gotten a round tuit.
  19. bortdafarm....Those are interesting results. Doesn't changing the role of the aircraft cause you to get two seaters as opponents in fighter sweeps and fighters escorting fighters, etc. ? Then again its possible you may have found a bug and it might be worth reporting it to TK to look into over at the Thirdwire forum. BTW...Please don't get me wrong. I'm not trying to discourage you or be negative. I'm only trying to point out that there is sometimes a "cause and effect" aspect to changing something and its not always readily apparent. I admire your interest in improving the sim. Actually, I wish there were more people like you who are willing to get involved instead of just complaining. Keep it up.
  20. My sig picture came from my Dad's Bombardier School class graduation book, late '44, early '45. hint: Thats not the intercom. :slow(en):
  21. Sounds good. I'll have to give it a shot. Thanks!
  22. Interesting find, bortdafarm. They do tend to wander around. Does the change seem to affect other things like the squadron's ability to follow you or anything like that?
  23. Oh yeah! I'm off to download this. I've got the first release....a target rich environment indeed! Watch out though 'cause you're one of those targets too.
  24. I just fly at the default setting but you can change waypoint alititudes. Using the SFP1E extract utility, extract the MISSIONCONTROL.INI from the MissionData.cat file in the Flight folder in your FE main folder. Open it up and find the [Altitude] section. Change Normal= to your desired altitude. Values are in METERS. Also while you're in there MoonJumper suggests to raise the AttackAlt= to 800 to avoid crashing into the ground while using ALT+N. BTW...I don't now how extreme changes in Normal altitude will, if at all, affect other aspects of gameplay so do so with that in mind.
  25. Don't have a clue. I'm sure Fubar512 will help you get things sorted out, though.
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