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TexMurphy

+MODDER
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Everything posted by TexMurphy

  1. World War V mod?

    Big Crimson Skies fan so Im loving this idea!! ;) Tex
  2. Nieuport 28

    Question on the FM is it ballanced for Normal or Hard? Tex
  3. Monty CZ Hope your not obandoning your Nieuport 11 project... Tex
  4. Bit of work on an Eindecker

    Ahhh crhist he left the forums??? This is more drama then a freekin MMPOG.... But seriously if one cant laugh about something that is posted as a beta... as in not ready and just something to toy around with till it is ready.. what can one laugh about then?? Tex
  5. Bit of work on an Eindecker

    Ive set the "real" values and the following lift on the inner wing sections... CL0=0.4932 CLa=0.9677 CD0=0.0545 CDL=0.0250 Cmq=-0.0253 Cmad=0.029 Cyb=-0.0015 Clb=0.05 Clp=-0.0341 Clr=0.0162 Cnp=0.0078 Cnr=-0.0173 Ive also set MomentOfInerita to 0 for time beeing... When I start manouvering the plane has all sorts of behaviour issues. These lift values arnt enough to get it off the ground. But it does fly... this is a bit strange to me. Tex
  6. Capun could I please request one thing. Would it be possible for you guys to ballance the FM on hard difficulty?? As it is now one has to modify the FM inorder to be able to play on hard settings. Swiching to normal when flying the Dr1 or Camel isnt really an option because the Dr1 and Camel are much more timid planes on normal then say a Dr7 is on hard. By ballancing them on hard the game engine will make them easier to fly on normal and easy. If they are made so that they are really hard to takeoff on hard, Ive got it that way atm, then they are still much torqueier then the other planes on normal. Thanks in advance. Tex
  7. Bit of work on an Eindecker

    Id gladly work the FM for you if you wana... Tex
  8. Bit of work on an Eindecker

    I hope this one will be ballanced for hard as the others released are ballanced on normal and hence unplayable on hard without reballancing... Id rather see ballanced on hard. Tex
  9. Bit of work on an Eindecker

    I know it isnt ballanced yet... just thought it was hillarious that I carefully throttled like when I take off my Dr1 on hard settings and then it goes zooooooom and Im up at 2000feet.. ;) So no pun intended at all just that it was fun... Tex
  10. Bit of work on an Eindecker

    Lol it climbs like a freekin rocket at the speed of 76km/h.... thats hillarious... ;) Tex
  11. Bit of work on an Eindecker

    what have you done????!?!?!?! this last update looks just god awfull!!!! j/k..;) looks great man cant wait to shoot the pilots out of the cockpit!!! Is it possible to give the pilot a neck shot??? >=) Tex
  12. Bit of work on an Eindecker

    foook man that is starting to look good!!!!! TEx
  13. FE where will it go?

    For the first time in years there is something happening in the WW1 market... I think there is at least 2 or 3 more WW1 projects going on atm and I think the coopetition will be good for the genre... Im saying coopetition because it is in fact cooperation and competition for these projects.. they all create momentum for the niche... then compete for market shares... if there would have been just one then the niche would have been much smaller... So WW1 is gonna see an up swing... FE will have a good life... wount be a smash hit as its a niche niche game but will do well enough to be profitable for the parties involved... TK has a good concept where he is reusing alot of his work which cuts development costs... this is something that his competitors dont have... TK can easily put out 3 WW1 games at the cost of 1 game from another company... Tex
  14. Bit of work on an Eindecker

    FE-2´s there are FE-2´s out????? and ohh.. bortdafarm.. keep up the good work and no one gets hurt...
  15. Gr.Viper Ok true with the fact that it needs to reload after each shot then the AI wount be able to use it and it wount make a significant increase in the performance of player planes. Another thing though. For the sake of your own aim DO NOT use the tracers to guid the shots to the target. The best thing you can do for your aim is to not use tracers. In FE its quite a pain to turn of the tracers since you need to mod the ini files. But it is well worth it inorder for your aim to improve. It will suck for first day or so but then you will see it rapidly becoming uber as you learn to aim proactivly instead of reactivly. In the game I play the most Aces High there is a huuuuge difference in aiming skill between pilots who fly with and without tracers. The most common miss concept is that "Ive got a bad aim so I cant turn of tracers" its exactly the oposite "ive got a bad aim so I do need to turn of tracers". Back to subject. If you use the MGs the same way as you have learned to use the Cannon you will se that your aim improves greatly and that after a while you will be hitting alot of different shots at a veriaty of distances. For example in FE I know which part of the enemy plane will fall of just as I squeze the trigger. I know he will loose his tail when I take the shot because I know that its what I got in my sights. Tex
  16. Does the AI use the cannon at all?? I mean the problem with FE isnt players having too little gun power but AI not beeing able to kill stuff... If the cannon on the 12 is only a player option and not a AI option then we do just increase the problem.. Tex
  17. Ive looked at a few options on how to give the game more of a role play touch. Here is a conceptual beta of what I have done. Inorder to try it out download the attached zip and unpack it in the campaing folder. Note that it will overwrite Jokers 2nd battle of Marne. Inorder to play Jasta 18 and 19 you need the Fokker Dr1 but the campaing can be played without it if other units are selected. So here is the idea. All squads have different experience level, supply level, type of planes and number of pilots. For example Jasta 13 has high supplies but is very low on pilots (just 6) and the ones it has sucks on experience and morale. Its your job to increase their experience and morale while the squad rebuilds. Jasta 15 is an elite unit with high morale, high supplies and high experience. Jasta 8 is an elite unit but morale is low as some of its best pilots have been transfered to Jasta 15 and High Command prioritizes Jasta 15 on supplies. Each unit has different mission generation values. Both state of squad (RP) and type of mission are described in the create campaing description box. Note only German Jasta squadrons have RP rest is just standard 2nd battle of Marne campaing. Please give me a word what you think of this concept. Tex beta_rp_campaing.zip
  18. Great day for all FE fans first the DH2 now the Dr1 and Camel.... The Simwidows of the world arnt gonna be very happy though.. ;) http://cplengineeringllc.com/SFP1/Skunworks1.html Tex
  19. Ok I know its historically incorrect, so sue me... ;) First adjust the service end year in the dh2_data.ini file. [MissionData] NationName=RAF ServiceStartDate=02/1916 ;ServiceEndDate=06/1917 ServiceEndDate=12/1918 You might want to adjust what missions you get. Then change the 1st RAF squadron so it has DH2s instead of SE5As Do this by changing the AircraftType of the AirUnit26 to DH2 in the WWICAMP0_DATA.INI file You might also want to change it so you dont get strike missions. here is the entry the way I have it. [AirUnit026] AircraftType=DH2 Squadron=1RAF ForceID=1 Nation=RAF DefaultTexture=RAFBrown1 StartNumber=1 BaseArea=Sainte-Menehould Aerodrome RandomChance=100 BaseMoveChance=10 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=70 Morale=100 Supply=50 MissionChance[sWEEP]=90 MissionChance[CAP]=90 MissionChance[iNTERCEPT]=80 MissionChance[ESCORT]=40 MissionChance=0 MissionChance[CAS]=0 MissionChance[sEAD]=0 MissionChance[ARMED_RECON]=45 MissionChance[ANTI_SHIP]=0 MissionChance[RECON]=90 MissionChance[bALLOON_BUSTING]=35 MissionChance[bALLOON_DEFENSE]=30 UpgradeType=NEVER Now your up for a challange. Fighting Fokkers and Albatroses is all ok but when you get to intercept Gothas thats the tricky part. The DH2 is soooo fragile so you really have to work the Gothas carefully. Tex
  20. If TK doesnt include this in the next patch I will post it as a mod but wana wait and see. All planes can now carry bombs in TK´s two stock campaings. Tex stock_camp_with_bombs.zip
  21. AI MOD version 3 beta..

    Ok here is my conclusion. You can force the AI to not take as many bad shots (increase its gunnary %) but then he fires less. This is due to the AI´s inability to get into a good shooting position and this is most likely due to lack of rudder usage. The catch 22 is that if you increase its flying ability it will become harder to get on its six so it evens out. What Im saying is that you will more or less always see the AI get 1-2 kills every 2 or so missions not more. When it comes to the life of the AI... there are two types of deaths 1 due to ack and 2 due to enemy planes... Ack death you can reduce by taking the wing in low. Fly in under the ack and fight low. Increase in your and enemies chance to survive. Enemy planes. Make sure to change YOUR flying style to "scrape s**t of wingmen". Im working more and more on this and it is giving results. Tex
  22. Flying the Salmson2A is alot of fun. Wana fly it in a stock campaing? Well here you go... Tex WWICAMP1.zip
  23. AI MOD version 3 beta..

    Well the value goes down the better the AI pilot and WoV has 1.0 for its ace pilot while FE has 2.0... Im gonna do some changes here... Tex
  24. AI MOD version 3 beta..

    Hey have you considered this value "CannonFireAngle". Ive never changed it and your files have it to stock value as well. Any idea what it does?
  25. WoE

    If a mod can be played on one of the games then it can be played on all of the games. Currently what determins if it can be played or not is if its SP4 compliant or not. Alot of old mods arnt but quite a few are getting upgraded from what I understand. Tex
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