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Mike Dora

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Everything posted by Mike Dora

  1. Longbow 2 v2.09

    OK, fixed it by doing the upgrade on a different machine, then copying the whole LB2 package over to the home desktop. Now it works, all I have to do now is work out the controls and see if I can update the graphics. Mike
  2. RIP F-22

    Simple. Buy Typhoons. I'm sure BAE will give the USAF a good price for the RAF model..
  3. As many have said, one of the greatest strengths of FE is its tinkerability. I want to tinker some more. Can anyone advise how to _reduce_ the sizes of the explosion effects? Right now, 25lb Cooper Bombs seem to go off like 500-pounders, and a Gotha raid on an airfield looks like a tactical nuclear strike. The kind of relevant text in my PARTICLESYSTEM file looks like the extract below, what do I need to change to scale things down, or should I tinker something else? Thanks Mike [EmitterType119] Name=SmallBombGroundExplosion EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.200000 MaxVisibleDistance=18000.000000 PositiveZOnly=TRUE EmissionRate=0.0400 EmissionVolume=0.00000,0.00000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,70000.000000 EmissionVelocityDeviation=0.50000 RadialVelocityTableType=CONSTANT RadialVelocity=70000.0 RadialVelocityDeviation=0.500000 HasLightSource=FALSE ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=15.5000 ParticleLifeTimeDeviation=0.400000 ParticleWeight=-4.00000 ParticleRandomness=0.080000 ParticleDragFactor=0.250000 ParticleInheritence=0.00010000 ParticleWindFactor=0.25 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,0.700000,0.700000,0.350000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.200000,0.160000,0.040000,0.250000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=4.50000 ParticleSize[02].Time=0.06000000 ParticleSize[02].Value=9.000000 ParticleSize[03].Time=0.1000000 ParticleSize[03].Value=10.500000 ParticleSize[04].Time=0.2000000 ParticleSize[04].Value=18.000000 ParticleSize[05].Time=0.5000000 ParticleSize[05].Value=21.000000 ParticleSize[06].Time=1.0000000 ParticleSize[06].Value=22.500000 BaseSizeDeviation=0.3 TextureMaterial=ExplosionParticleMaterial
  4. FE Explosion Sizes

    OK, trying again.. just everyone please realise that my weapondata settings may differ from theirs. Mike
  5. FE Explosion Sizes

    Bart, Been trying to upload the file, but keep getting an "Upload failed. You are not permitted to upload this type of file" message. Don't know what I'm doing wrong.. Mike
  6. I have another question about the excellent F-35B model from FastCargo, Klavs81 and USAFMTL. I've followed the installation instructions, but while the F-35 gunpod shows up for the F-35C, it doesn't seem to be available for the F-35C, although the relevant parameters appear to be identical. Help please, what am I missing? Mike
  7. Thanks Coupe That fixed it Mike
  8. I have a question for USAFMTL, creator of the excellent F-35 set (or anyone else who can help.. ) I've been tinkering with the F-35B to create an RAF skin (after all it's the eventual Harrier replacement, and even though it's years since I retired, I remain very partial to my old Service). Trouble is, even when I set the F-35.ini file "skin" parameters to choose the RAF skin first (see extract below), I keep getting the USMC version coming up as the default. While the system allows me to then select the RAF skin, that's not actually what I want. [TextureSet001] Directory=RAF Name=RAF Nation=RAF Specular=0.150000 Glossiness=0.025000 Reflection=0.000000 [TextureSet002] Directory=USMCGrey1 Name=Prototype Nation=USMC Specular=0.150000 Glossiness=0.025000 Reflection=0.000000 And yes, I have the RAF skin in the "RAF" folder, and have checked that the F-35B.ini and the corresponding RAF/TextureSet parameters do match. Any advice please? This is the first time I have encountered this snag in all my SFP tinkering. Thanks Mike
  9. Thanks guys, Used both those steps, now it works fine. Mike
  10. FE Explosion Sizes

    OK all, Tinkering done, and I think it looks a lot better. I used: ClusterBombEffects for hand grenades SmallRocketsEffects in place of SmallBombEffects SmallBombEffects in place of MediumBombEffects MediumBombEffects in place of LargeBombEffects LargeBombEffects in place of VeryLargeBombEffects (only affects the PuW 300kg beastie) This scales down all the A2G explosions and makes it all more believable, at least to me. Anyway, it was quite fun taking a Camel loaded with Cooper bombs, with the rest of the flight flying "light" as escort, to do a dawn beat-up of an enemy aerodrome. Shades of Biggles Flies Again!!! Mike
  11. FE Explosion Sizes

    Thanks both I'm trying that, but have hit a new snag, after editing the WEAPONSDATA text file, then trying to save it using Weapons Editor - the bombs no longer appear! I think that I may be using an outdated version of Weapons Editor, where can I find the latest version please? Thanks Mike
  12. I wonder if either Peter01 or p10ppy or someone can help me with this? I just installed Peter01's excellent new FMs (which really take FE to an entirely different plane, many thanks Peter), and after some fiddling and reinstalling got p10ppys' SPAD XII working again. I really like this aicraft, using the 37mm autocanon takes some skill but when you hit the target, one shot _really_ does it. Trouble is, when I fire the 37mm cannon it doesn't go BANG any more, like it used to. Cockpit fills with smoke, humungous great tracer round shoots out of the prop boss, but - no BANG. Not even a pop. Just a kind of "click" (and lots of smoke.. ) I have installed the 37mm SAMC gun in the gundata file, the associated "tankgun" sound is there in the sounds folder, and does work when I test it as a separate file. It just doesn't work when I fire the SPAD's cannon. Any suggestions chaps? Mike
  13. SPAD XII - no cannon sound

    Thanks again (again) Peter, the sound recorder trick did the trick. It also let me tone down the wind noise - I've had the good fortune to have had a few biplane joyrides (in the Old Rhinebeck 1929 New Standard aeroplane), and I certainly didn't hear the wind over the thundering clatter of the great big radial engine up front! Mike
  14. I recently downloaded Veltro2K's excellent Javelin for SFP, but I'm having a problem getting it to work properly. The fuselage skin is missing in the external view (or when I see wingmen). The wings and tail appear OK, with camouflage, markings etc in place, but the fuselage/engines box appears as a kind of see-through "ghost" image. This is the only add-on ac I am having this problem with. Any suggestions anyone? Thanks Mike
  15. Thanks comrpnt That solved the problem. Now I can take the old Flying Flatiron up against those early Sixties' Soviet bombers. If I can catch them... Mike
  16. SPAD XII - no cannon sound

    OK Peter, Just tried it again, but this time with the engine "off" and the windloop volume reduced to 50%, and indeed it does go bang. Not BANG, just bang. So it appears to have been a sound file volume issue. Maybe my question then evolves into "how can I increase the volume of the tankgun sound file?" Mike
  17. SPAD XII - no cannon sound

    Thanks Peter I'll check for that file's presence when I go home tonight, though I expect that it will probably be there because I just copied your new FM files on to the previous install of FE, which did have the SPAD XII cannon sound working. And yes, I did save the gundata file using the gun editor, and I do hear the gun reloading sound. I've also tried substituting different sounds in the relevant line of the gundata file, but still nothing. Trivial, I know, but one of the most satisfying things about using the SPAD XII's autocanon (apart from reducing Hun 2-seaters to a cloud of sawdust) was the serious BANG when you fired it! Mike
  18. Does anyone know how to delete the spurious tail gunner from the Skunkworks A-Team's HP 0/400? I mean the chap standing up right at the back, in among all the tailplanes, fins etc. This position didn't exist on the real-world HP 0/400 (although a tailgunner's cockpit was included behind the empennage in the much bigger HP V/1500), so for me it strikes a jarring note in an otherwise excellent aircraft model. Suggestions anyone - what do I need to delete/amend in the *data file? Mike
  19. OFF QC Lock-up

    I recently received my copy of BHAH, and set aside some time on Sunday to install it. Had to dig out my CFS3 disks (deleted it long ago), but found them, reinstalled it then updated CFS3 to v3.1. The installed BHAH (and updated it to v1.28), but - can't get it to go flying! I've created a pilot, and have been trying to test the sim with Quick Combat, but every time I select "go to field", I get as far as the pics of pilots walking out to their ac, then the screen goes black with just the "hourglass" mouse icon showing, and my system locks up. Only way out is a hard reboot. Any ideas anyone? BTW I'm running XP on a 3GHz P4 with 1Gb of Ram, with a GeForce FX 5500 256Mb card. Mike
  20. OFF QC Lock-up

    OK Chaps, I've followed the advice & upgraded to 2Gb RAM. Still get same problem though, I get all the way to a black screen (with hourglass cursor) right after the picture of pilots walking out from the squadron office, then nothing else happens. I have left the system for half an hour and it remains in this state. Cursor does still move with the mouse, _unless_ I get frustrated and try to break in with alt-tab or ctrl-esc, then the cursor freezes. Ctrl-alt-del is ineffectual, doesn't get me into Task Manager. So, any other suggestions please? Reading all the After Action Reports is making me very frustrated! Thanks Mike PS For the record, my system is now: WinXP, DirectX 9.0c, 3GHz P4 with 2Gb of Ram, GeForce FX 5500 256Mb card.
  21. One of my favourite Bucc story was of the resident of Honington village back in the 70's (I think) who claimed and won a rebate on his local taxes because of the aircraft noise from the Buccaneers at neighbouring RAF Honington. He was actually a Bucc driver himself..
  22. OFF QC Lock-up

    Thanks SD, My first thought on reading your message was "what sliders"? Then I found the CFS3 config utility, and after only one change - forcing it to run in 1024x768x32, my system's "native" mode - lo and behold, CFS3 worked! (It had been locking up too). Then I immediately tried BHAH again, but no, it still locks up. That was last thing before going to bed last night - I had enough self-discipline _not_ to sit fiddling for another 2-3 hours. Walking to work this morning, two approaches occured to me, bearing in mind that BHAH "borrows" CFS3 config at start-up; either do a complete uninstall/reinstall of BHAH (bleh), or ask someone here what CFS3 file(s) BHAH borrows, and what they should be renamed/where they should go. So.. does anyone here know what CFS3 file(s) BHAH borrows, and what they should be renamed/where they should go? Thanks Mike
  23. MK2, British fighter sqn practice from 1915 (with the deployment of 11 Sqn on Vickers Gunbuses) was always one squadron, one type. The only time that there would be a mix would be during a transition from old to new, eg from Pup to Camel or from Camel to Snipe, _or_ on the very rare occasions when a particular ace was allowed to have his own private ac (eg Ball, Barker). I believe that French practice was broadly similar, although (from my memories of reading "Falcons of France") there might be mixes of SPAD VIIs and SPAD XIIIs. BTW the Germans could still have various Albatri (and Pfalz types, esp for Bavarian jastas) mixed in with their Fokkers right up to the Armistice, though I think they did try to stick to one jasta, one type as far as possible. Mike
  24. Does anyone know how to change the "magnification" factor for the SE5a's Aldis sight? With its slight magnification of the target view, I find it a bit difficult to use, and in any case this is unrealistic. Contrary to common belief, the Aldis was not a telescopic sight, it was a collimating sight with a "magnification" factor of 1:1. Thanks Mike
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