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Tailspin

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Everything posted by Tailspin

  1. I'm not sure torque isn't modelled to some extent. Try slamming the throttle wide open on a Camel while sitting on the ground. You'd better have ahold of the stick.
  2. Well I just enjoy tinkering around with this sim. I remembered some pilot accounts from the Battle of Britain (different era but still relevant perhaps) of them landing after a patrol and finding bullet holes in their planes. Often they had no idea they were being shot at or even, occasionally, that there were any enemy planes around.
  3. Hello Gentlemen. There were 6 known failures of the N28's upper wing fabric. All were early on and it appears this flaw could be overcome by diligence on the pilot's part when pulling out of a steep, power on dive. Here's an interesting read if you haven't seen it already. http://www.airminded.net/n28/n28.html
  4. Hmmm....a $400 upgrade (providing you already have the MO-Bo and power supply to handle it)? Somehow I don't find that a comforting thought to be able to fly two planes and STILL have to be online to do it.
  5. I agree that the Camel should be one of the aircraft that should snap into a hard spin if you stall it.
  6. Is it just the default skin or does it happen with any skin you select in the loadout screen? Check the aircraft .ini file and make sure there is a reference to [TextureSet001] and that there are no typos and such.
  7. This is an excellent idea Mike. Thanks!
  8. 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.
  9. http://www.thirdwire.com/downloads_tools.htm
  10. I've compiled some screenshots of some of the ground objects listed in the TYPES.ini. Thought it might be a handy reference for those interested. Now available in the downloads section.
  11. 213 downloads

    Here is a file with screenshots of the various "stock" terrain ground objects found in the terrain TYPES.ini. This is just a general list. Not all types listed would appear in the game. This is intended as a reference for modders interested in adding or removing objects in target areas or for making new target areas. I've left some TYPES out intentionally such as villiage and town buildings and some Ground Objects like tanks. TS
  12. View File FE Ground Object Gallery Here is a file with screenshots of the various "stock" terrain ground objects found in the terrain TYPES.ini. This is just a general list. Not all types listed would appear in the game. This is intended as a reference for modders interested in adding or removing objects in target areas or for making new target areas. I've left some TYPES out intentionally such as villiage and town buildings and some Ground Objects like tanks. TS Submitter Tailspin Submitted 07/02/2009 Category First Eagles - WWI and Early Years - Object Mods
  13. It would probably be easier to find another smaller explosion effect and change the corresponding WeaponData entry with the Weapon Editor. Not sure it will work but don't know why it wouldn't. [WeaponData001] TypeName=Bomb25lb FullName=25-lb Bomb ModelName=Cooper_20 Mass=11.340000 Diameter=0.127000 Length=0.660400 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=NATO SpecificStationCode= NationName=USAS StartYear=0 EndYear=0 Availability=3 BaseQuantity=12 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=SmallBombEffects <---Change this entry DragAreaMultiplier=1.000000 WarheadType=0 Explosives=2.500000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000
  14. That should work. Just remember, as you said, that if you add the balloons and MGs to an existing target area the target numbers have to follow in sequence from the last entry. Also with the format given as examples you should be able to place a defended balloon anywhere on the map by making it a separate target. [TargetArea001] Name=Amagne Position=72626.00,162874.00 Radius=100 ActiveDate=01/01/0001 Location=1 Alignment=ENEMY Target[001].Type=Balloon Target[001].Offset=0.00,0.00 Target[001].Heading=0 Target[002].Type=ParabellumAAA Target[002].Offset=-210.00,175.00 Target[002].Heading=90.00 Target[003].Type=ParabellumAAA Target[003].Offset=-100.00,-240.00 Target[003].Heading=0.0 Target[004].Type=ParabellumAAA Target[004].Offset=240.00,-80.00 Target[004].Heading=270 Rename it something like Observation Balloon. Determine the coodinates where you want to put it either by using a mission editor or by flying around in "debug" mode. Then adding it to the Targets.ini like so: [TargetArea001] <---- Change to next Target Area in sequence Name=Observation Balloon Position= <---- Add new map coords Radius=100 ActiveDate=01/01/0001 Location=1 Alignment=ENEMY Target[001].Type=Balloon Target[001].Offset=0.00,0.00 Target[001].Heading=0 Target[002].Type=ParabellumAAA Target[002].Offset=-210.00,175.00 Target[002].Heading=90.00 Target[003].Type=ParabellumAAA Target[003].Offset=-100.00,-240.00 Target[003].Heading=0.0 Target[004].Type=ParabellumAAA Target[004].Offset=240.00,-80.00 Target[004].Heading=270 The only other thing you mention, Mike, is that the game subsitutes Archie for the MGs. Thats not supposed to happen. Make sure its says GroundObjectRole=RECON in the Parrabellum and Vickers Data.ini and you've added both guns to the Types.ini using the data provided in the download. Of course there should be some Archie around balloons too so unless you want to add it in addition to the MGs you can leave it like it is. ;)
  15. There's an interesting thread on this at Thirdwire's forum. Seems that this mod might trade off game (physics engine performance) for the increase in graphics performance. Check your game fps with and without the mod and see if you get the same results. http://bbs.thirdwire.com/phpBB/viewtopic.php?f=14&t=6696
  16. Thanks Mike. Once you figure it out target and ground object placement is not difficult its just a bit tedious. :yes:
  17. Rather than shutting down the 'puter, unhooking everything, and hooking up the old HDD, I decided to just download everything. The new HDD is smokin'. Not too bad though...Eric has got downloads section here at CA SCREAMIN' fast!
  18. Thanks Kevin and Baltika. I was mainly interested in the best base install to start with. I have most of the older stuff downloaded already on my old HDD but its been quite some time since I messed with it. I know you and others have been busy improving things and I wanted to make sure I didn't miss anything.
  19. OK, I want to do another WWII Pacific install since I've upgraded my machine. I have SF, WOV, WOE, and WOI. Since I'm not up to speed on the latest improvements...What is the best "platform" to begin with? Which patch? What upgraded terrains, effects, etc. Thanks!
  20. Forums>Downloads>First Eagles by Thirdwire>First Eagles Skins.
  21. Hey Dave. You missed a sound file for FE. Its called Breaking Apart Sound V2 by Shrikehawk. Its at the bottom of Page 4 in the SF/WO* Sounds section.
  22. You know, I've had some odd sound problems with FE since I got my new 'puter and reinstalled everything. Sounds (like guns, engines, some other sound effects) tend to fade in and out all the time. I've checked all the sound files and the soundlist.ini...these are "stock" sounds too. Can't figure it out?
  23. Yep. Its really odd to me how people "settle" on which games they like. FE has a LOT to offer but it doesn't seem to get much "respect". I don't get it? I mean look at ROF. You're kidding me, right?
  24. Hey Dave, you can send the bill to quack.
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