Jump to content

Uriah

JAGDSTAFFEL 11
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Uriah

  1. Are you taking some version of Third Wire sims and making a WWII version?
  2. For me to come back to FE the online problems must be fixed and the view to see planes must be much better. As of now they just kind of appear way to suddenly. Not only should the ground look good how the planes interact with the ground must be better. No more going underground please.
  3. It is 'Jumping, jittering and warping of enemy aircraft in dogfight and mission modes.' And yes it was dogfighting which is what I like best and usually only what I have time for. The OFF team were clear in that they did not advertise OFF 3 as an online game and even offered to refund my money. I declined only because they did such nice work and I want to support such developers. First Eagles was good with dog fighting but had some major coop online mission issues. Regardless, FE died as an online game. I am looking to RoF but it to has online issues so for me it may die too. I must say OFF team did a bang up job on atmosphere. Wish it was in RoF.
  4. This view thing is something I think is a fault in FE, but TK thinks it is better. RoF does this much better. FE does do many things very well and the community made modes is a huge thing TK's games offer.
  5. I installed OFF3 and did mulitplayer. I did not like it, behaved just like CFS3 in that regard. Has there been any improvement? I can forgive all else.
  6. I installed OFF3 and did mulitplayer. I did not like it, behaved just like CFS3 in that regard. Has there been any improvement? I can forgive all else.
  7. it is down aways but here it is: http://simhq.com/forum/ubbthreads.php/topi...ver_closer.html
  8. J Tuna posted this over at SIMHQ EAW 'new terrain for Sudetenland 1938 campaign for First eagles, with A-Team's Heinkel He-51A1 with my skin:' along with a pick. What I was was supper. Would like to see more of these new terrains if any care to share. It has been 8 months or more since I messed with FE. Dropped it because of no significant online community. Trying out OFF3 and like it very much so far but when I saw that bit of new terrain I thought that might compete well with OFF3.
  9. Ah, good to hear! I will wait on WOI until some one makes a few WWII planes for it WITH the new fm that FE/WOI has. Am I right in thinking that just importing an old WW2 plane modeled on the Strike Fighters or whatever will not have the proper stall/spin or does the new capabilities of WOI just handle that just fine? A minor thing - most sims do not model 'prop wash' correctly, they all act like the thrust and air flow is coming from the tail - like a jet. Result is that if you go into a steep climb, cut the engine and wait for the near stall that then max the engine you do not get the 'whip' affect of the air flow created by the prop - so you don't get that nice quick turn some fighter pilots did in WW2.
  10. I am puzzeled a bit. Does the new WOI have the proper stall/spin that the FE with the expansion pack have? And if so that leads to the next question, can a prop plane be created and used in WOI?
  11. Peter01, it is good to hear from you on what is going on with all the work needed for doing fm for the new EP. I have the impression you are the only one doing fm for the EP standard. A few questions: Are you changing the FM for the planes that TK has made or just for the planes that modders have made? Do you feel like doing an online game against each other? Uriah
  12. Gepard, sorry I have not replied for a while. I would very much like to have your FW 190. I assume that you have updated it with the new flight model capabilities the FE allows. Regardless, it would be fun to try. Uriah
  13. Delta, you might try getting joysticks from EBAY. I got a MS sidewinder forcefeedback pro for just a few dollars. so this might be a cheap way to go.
  14. Lots of the WW2 modes for SF is very 'old' and I did not care for the fact that the planes would hardly go into a proper stall/spin. Well, TK fixed all that with the FE expansion pack. With all the other updates it might be nice to have a spit1a and a 109e modeled just for fun. I did find that I could get all the WW2 options (like raise and lower landing gear) to work in FE by modifying various files.
  15. KGB and all, you might want to try European Air War. Great updates have been made and the small coders group has the s code and will in a month or two present an update. However, it will not touch the update that the VBDG did for BOB. EAW has little management of engine and props and such. If ever BOBII should get multiplayer... The main site for EAW is over at SimHQ.
  16. I do Patron. Near perfect condition. I live in Omaha Nebraska, USA.
  17. See if we can get one going tonight. See latest info on chat room and team speak in 'FE ONLINE' topic. Over at SIMHQ forum.
  18. Going to try an online game tonight with the expansion pack. See post over at SimHQ for FE for details. Don't mean to be dragging people from this forum, just seems simpler this way.
  19. Rowan's BoB code is already been greatly updated by Shockwave. They have two games out based on it - BoBII Wings of Victory and 'Air Battles SKY DEFENDER' which is just a more limited version of BoBII. The issue for Shockwave and its volinteer group of coders is the online engine (it is very poor by todays standards). They hope to add that on later but it is a big question if that can be done because it is written in C and that is a major drawback involving lag and addressing. Just for kicks you might want to check out TargetWare. I guess my major point is that if you produce a solid foundation many others will come and build the house. You don't need to do it all or even most of it. Another thing to check out is in the EAW forum over at SimHQ. Some of the guys are building a WWI version of EAW and are coming along nicely. Of course it will have all the limits of EAW, but they are having fun.
  20. Hey Dread, so why not Hyperlobby? Is it to laggy? It's been to long for me to remember why. For some of us all we care about is a good dogfight with our friends.
  21. You are correct when you noticed that what I was suggesting sounds a little like 'First Eagles'. That game and TK's holds the promise but not the reality. The issue with TK's games is that good flight models are very difficult to create. There does not seem to be a program 'tool' to make coding the FM much easier. It seems that manually editing the code is what has to be done. And even if you know what to edit, it takes some one who knows aeronautics well to do the right job. That issue may never change. Plus, TK wants to make money (no problem there) and so does not want certain aspects of his code shared, just small snippets here and there. This makes it slow for a group of interested 'developers' to play online and test models over and over again and refine them. The other issue is that in TK's game there is no 'file selector'. A Mr.Jelly made one (he has done so for EAW). With this 'file selector' program we can swap out different terrains, ground objets, skies, skins, flight and damage models, and just about everything else. What you might want to do is create a good working base program which would include such a 'file swapper'. Once any set is made ANY kind of flight sim could be created by many people. Different sets would be created as sets and people could load those sets to play online and so every one would be on the same page. Your first set would be a WWI set. For me, I work in an office all day using computers. I don't think I want to come home and code. But others might. No matter what you do I wish you good luck.
  22. Good things to see Kendo. The big thing on distance is to be able to see planes much better than in IL2. Compare EAW and Aces High. As far as 41,000 feet you can see a WW2 bomber against a cloads at that distance. Blue sky is more difficult and against the ground - no way. As far as playing 'dodge the trees and buildings' this is something that can not be done in IL2. Some buildings are big enough but most of the ground objects are a much smaller scale and so playing dodge does not work well.
  23. Just a few ideas. I am an EAW fan and the community has made that game far beyond what it was when it came out. When we play online everyone has to have the same flight models and other items. This is all selected by a program tool called OAW. Now I would like to see a flight sim that is 'open source' - just like Linux is. To get everyone on the same page a tool like OAW could be used. Maybe such a system could pull in more help for this project and yet not make it go off in a thousand directions and so fizzle out. best wishes.
  24. Kendo, I am delighted to see your effort, big cheers! But, here is my wish list... For me what a new sim will have to have is as little lag as possible when flying online AND be able to see planes (as dots or even stick figures) as far away as 41,000 feet. Proper stall and spin will be needed and ground starts. Then it would be nice if the ground objects were big enough for a dogfight that included 'dodge the trees and building'. Right now CFS3/OFF have to much lag for me and IL2+ could have much better mid and long distance view of aircraft.
  25. I have been making a ww2 set from addons to Strike Fighters (actaully trying to use FE as the base) and have been reading the 'readme' docs. In the downloads for a given plane like the Spitfire1a several sub folders are created. Among these are 'AIRCRAFT', 'COCKPIT', and 'SOUND'. From reading the docs I think I am to take the files under the 'SOUND' folder and copy them under the 'SOUND' folder under the OBJECTS folder. I think the 'COCKPIT' folder remains under the given plane. Now there are three or two files I am not sure where they go. An example would be PilotSpitfire.bmp, PilotSpitfire.ini, and PilotSpitfire.LOD Now I think I just drop these 'pilot' files directly under the 'AIRCRAFT' folder. But should I keep them under the given plane? Or howabout under the PILOTDATA folder. Until told otherwise I will just drop them under the AIRCRAFT FOLDER.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..