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Everything posted by gterl
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Something I noticed in random missions
gterl replied to Bandy's topic in Thirdwire - First Eagles 1&2
See your point..... how about 'tuning' the overall stock of available aircrafts? Example (I know it's an extreme one, but just to exemplify): - Change the 'availability' to RARE for every fighter (Camel, etc.) - Change the 'availaiblity' to VERY COMMON for every two seater Now I know this is an extreme solution and needs to be tuned depending on the aircrafts sitting on your HD Overall this is an extremely individual process, since not every player has the same ACs within the game. ..guess it's a matter of tuning and trial-and-error PS: You might double-check the other entries within the data.ini files of the ACs you're missing (PrimaryRole, AircraftRole, etc.). Just to make sure........ just my 2cents rgds gterl -
Extremely nice......but don't waist your time with skinning What's the status on the Sopwith 1 1/2 Strutter 1B2 bomber version ???? ...sorry couldn't resist rgds gterl
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Thx Heck! Well I should have written more in detail....yes I ment 'Single Mission', don't want to change the 'instantaction.ini'. Since I don't like to have my eyes bleeding, but want to see more movement on the ground (even in single-mission)....is there a more simple way than - modifying the HUD data - flying above the map an writing down the offset whenever I want to place something - editing targets.ini and types.ini accordingly ??? Mind you, I could live with modifying types.ini, but writing down line after line within targets.ini will kill me Not to mention writing down all co-ordinates Is there a tool for such work? Something that could help here? thx gterl
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dumb question here....sorry to have them in the 'quick missions' do I have to add them to the ***targets.ini (e.g. put them into the corresponding terrain folder) ?? thx gt
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New Pfalz D.IIIa skins for Jasta16b
gterl replied to quack74's topic in Thirdwire - First Eagles 1&2
great stuff!! -
They say a picture is more worth than 1000 words....... rather old..... ...and now rather old.... ....and now rather old.... ...and now I guess with all these mods FE(1/2) is going still strong
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looks sweeet
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Good yob...well done congrats!! With Clerget engine I suppose....the D1 ? rgds gterl
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First Eagles seasonal Tiles by Jan Tuma
gterl replied to Jan Tuma's topic in Thirdwire - First Eagles 1&2 File Announcements
Absolutely fantastic....just installed yesterday.....I'm speechless well done!!!! -
Screenshot Thread
gterl replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Maybe old 'shots'.. over and out -
...just my 2cents to Tailspins 'Balloon-Idea' What about making the ballon fully transparent (tga), so you wouldn't even SEE the fake :-D sorry just my 2cents keep up the discussion
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Hi, the 'Static Aircraft on the wwiVerdun' topic brought this problem to my attention. I was, thx to the detailed instructions, able to include the static aircrafts from the Flanders terrain into the Verdun terrain. BUT how do you guys know where to put this stuff??? Example (taken from the Flander_targets.ini file): Target[046].Type=GrndCrew3 Target[046].Offset=-130.50,74.00 <--------------- HOW???? Target[046].Heading=90.0 Where do you get this figures from? Is that all a kind of 'try & error'. Problem: Trying to position a static truck exactly on a road. I've tried with the KMD and 'le Missioneur' tools to find out the x/y positions, but it's always kind of 'nearby'.....never perfect Any tricks, ideas??? thx
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hi peter01, no not naive....not at all (seriously). Personaly I'm still stucked with my Thrustmaster TopGun Afterburner II (and CHPro Pedals). I know it does not have all the bells & whistles of a X52, but it's rugged and does it's job. .....AND has FFB! At the beginning I tought it's just a gimmick, but after a while, with a bit of 'tuning' it's rather fun feeling the rumble/shaking when you press the trigger for the MG or even more shaking when you press the other button for the guns (like in a BF109 in IL2). Concerning the flying feeling......like stalls, etc. well my experience is rather mixed....it basically depends on the used game (IL2, FSX, FS9, FE, BOBII, BOB, etc.) a couple of them are doing it better than others.... rgds gt
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Alright chaps, just in case anyone is still following this discussion (looking at the other topics I guess everyone is keen on new add-ons ) I've found the solution, at least works here. It looks like FE has a couple of problems with the zBuffer stuff (trees showing up through clouds, horizon-clipping, missing tiles, flickering ground stuff, etc.). The good thing is that is somewhat fixeable. Pls try the following if your ground stuff is flickering: 1. Look within the 'terrain/wwiVerdun' folder for the file WWIVERDUN_TYPES.INI (if you can't find it you may wanna extract it) 2. Change the following stuff (example for the debris, e.g. bombed towns) [TargetType0XX] <----- whatch for continuous numberings Name=DebrisLarge2 FullName=Debris ModelName=DebrisLarge2.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1.0 RepairRate=0.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 ZBufferOffset=24.000000 <----------------------------------- FlatObject=TRUE <----------------------------------- DestroyedEffect=StructureCollapse SecondaryEffect= SecondaryChance=0 [TargetType0XX] <----- whatch for continuous numberings Name=DebrisSmall1 FullName=Debris ModelName=DebrisSmall1.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1.0 RepairRate=0.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 ZBufferOffset=24.000000 <----------------------------------- FlatObject=TRUE <----------------------------------- DestroyedEffect=StructureCollapse SecondaryEffect= SecondaryChance=0 [TargetType0XX] <----- whatch for continuous numberings Name=DebrisSmall2 FullName=Debris ModelName=DebrisSmall2.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1.0 RepairRate=0.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 ZBufferOffset=24.000000 <----------------------------------- FlatObject=TRUE <----------------------------------- DestroyedEffect=StructureCollapse SecondaryEffect= SecondaryChance=0 [TargetType0XX] <----- whatch for continuous numberings Name=DebrisSmall3 FullName=Debris ModelName=DebrisSmall3.LOD TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=1.0 RepairRate=0.0 StartDetectChance=0 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=2500.0 ZBufferOffset=24.000000 <----------------------------------- FlatObject=TRUE <----------------------------------- DestroyedEffect=StructureCollapse SecondaryEffect= SecondaryChance=0 Conclusion: The problem lies definitely with the zBuffer 'management'. I've NO idea what the 'ZBufferOffset' stuff does, but increasing that number certainly helps minimizing the flickering. I've still to try out on the rest of the ground objects....altough the 'bombed towns' were the most anoying. hope this helps kind rgds gterl
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just a quick one to show the inclement weather (with rain!), without the 'overcast' layer
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:good: GREAT!!
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Tailspin: Yup tried that with the terraintypes.ini thingi (just by search/repleace) ....nothing happened. My guess this helps ONLY on pure flat objects (the 'bombed town' models are 3d). Another guess is the overall handling of zBuffer within FE since by changing the zbuffer (as mentioned above) cures the problem on the ground objects ....but opens up another one with the planes ......so at the moment is 'one or the other' gterl
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Strange.....I would guess that EP wouldn't change the overall behaviour of the game (the DLL's). Personaly I had to replace the 'overcast.bmp' (can't remember the right name) with transparent tga's & mess around with the 3d clouds. Guess should be feasable also with EP
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Bandy, yes I've seen the 'triangle' too!!!!!!!!!!! My personal solution for that one was modifying the environmentsystem.ini to such a degree that I've now 3d clouds ONLY for overcast and inclement (took me quite a while to figure out what where to do). It looks terribly nice now, but I guess depending on the machine quite a FPS hit!! rgds gt UUUPS: Forgot to add NO EP here!! Don't see the reason why to be onest ....
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Gentlemen, I've already posted, that I love this sim......but there's always room for improvements...right? My problem: Certain ground objects 'flicker' (blink)! A verry good example are those bombed towns along no-mans land. If I get verry close to them they stop 'flickering', but let's say at about 1500ft distance and more it is verry pronounced. I've tried the following stuff...to no avail: - Increased / decreased view distance (within game ...options) - Increased / decreased ground details, ground object details, etc. (within game ...options) - Fiddled around with the flightengine.ini stuff - By de-creasing the zBuffer (flightengine.ini) ...no more flickering, so I guess it's related to the zbuffer...but then a lot of add-on planes start flickering - Also the horizon tiles are anoying (tried the suggestions here concerning the 'farsceneclip', etc. ..didn't work) - I've the NHANCER tool (since I've a NVIDIA7900)...tried a couple of things....no way - Drivers are up-to-date, DX up-to-date Any...I mean ANY help would be highly appreciated!!!! ONE solution could be (at least for the 'bombed towns') raising the buildings slightly above the ground. So there's on overlapping of the ground and the buildings (since the flicker is caused at exactly the transition point). But WHERE do I configure that??? kind regards gterl
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Big thx to all the developers!!! S!