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Nicholas Bell

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Everything posted by Nicholas Bell

  1. Guess I would push the structuralfactor to 4.0 and work down from there then. Recall the size of the hitbox is the basis of the amount of damage, and the N 11 is a small plane. What's more surprising to me is that you can hit anything while flying an Eindecker.
  2. Armchair Aces updated!

    I'm sorry to hear this - that's bad news. It seems to work in SF2, but perhaps is ignored in FE2, just like fuel is ignored. In SF2 AI will RTB when they hit bingo. In FE2 they fly and fight until they run out of fuel and then they just land where ever. No attempt to get to friendly territory.
  3. Armchair Aces updated!

    Yes, that should help. Might need to drop it 70 or 80 if you still get the wacky waypoints.
  4. I would recommend adding StructuralFactor=1.5 to each Topwing** component to address the specific problem. It can be anywhere in the data list. Increase the value until you get the results you are looking for - a then report back so we can take advantage of your work. I've seen this behavior in the DH-2 also. It does appear to be an asymmetrical lift problem caused by damage. You might change the damage status of the wingtips from heavy to destroyed to see if that helps - I've not had an opportunity to experiment.
  5. FE AA Objects

    Interesting point, Wrench. The 3W data files for stock AAA indicate "mobile_AAA" so the Stephen1918 apparently followed that pattern when he did the ini files for Geezer's objects. However, the stock terrain types.ini file only includes an "AAA" type. Although it doesn't make sense, obviously the program reads them as the same and places them. So either way it is not essential to add the new objects to the map to see them. However, the readme file for the added AAA objects has the user add them to the type file of the terrain, which makes it simple to put them where you want them without the randomization.
  6. FE AA Objects

    I should clarify that if you want those specific objects to appear you have to add them to the map, but they are designated as "mobile_AAA" so they will appear in game randomly at the map locations with "mobile_AAA" objects placed just like the stock AAA objects.
  7. FE AA Objects

    They have to be placed on the map and will appear in campaigns and single missions using the map. Mue's Toolbox is the best way to place them IMO. Whenever I have spare time (none of that lately) I put in some additional AA and craters.
  8. Armchair Aces updated!

    Looks like the German offensive is more successful than historical. The front line drawn by the program may be a little off and does not including the captured airfields used as waypoints in the flight plan. SF2 also has problems with salients in the front line doing this. I mean to eventually reduce the aircraft ranges to force missions to be local to the airfield. Some aircraft data files appear to have total aircraft range instead of the aircraft combat radius which is what I believe the program uses. Combat radius is usually calculated to be 1/3 total range - 2/3s for ingress and egress, 1/3 for combat. Also it's important to note that the map scale is reduced by approximately 1/3, and it appears the program makes no adjustment for this. So realistically the aircraft range should be reduced to take this into account to force historical mission ranges. Of course the fuel consumption model is based on reality so the aircraft are always going to have too much fuel, which in turn increases weight and reduces maneuverability....
  9. Throwing Down The Gauntlet

    Yeah, I get that. I'm a construction manager for a school district and have college engineering student interns working for me in the summer. They actually have no idea what a t-square and triangle is. They get a few classes in CAD, but nothing practical in terms of actual design and plans. 3rd and 4th year engineering students that don't have a clue on how to read a plan. Terrible, but at least they have an opportunity to learn someone practical while working for us. Anyway, I can safely say we are all grateful for your application of your education and experience to the benefit of our hobby. Thanks!
  10. Throwing Down The Gauntlet

    Geezer - you're an engineer of some sort, right? Your attention to detail is amazing.
  11. Throwing Down The Gauntlet

    Don't actually. It can wait, and we don't want you burning out.
  12. Spanish Skies

    Just changing the latitude of the sun in the environmentalsystem.ini will change the lighting quite a bit. You can further adjust sun brightness and color, sky color etc.
  13. Not doing real well attempting to find out how to view all locations (and coordinates) on a complete map in order to which ones to use to create strategic nodes. I must be missing something really obvious, but can't seem to get what I am looking for the using the old terrain editor, the TDF editor, and KMD which was mentioned as a way to see them. Impossible to edit campaign files to relocate or create new ground units if one doesn't know where to put them. Thanks for any help. Nick
  14. Yes that works for coordinates, but doesn't show where existing Strategic Nodes are.
  15. Yes, please! Gave up myself after an hour or so. Thanks!
  16. FE2 Observations and Musings

    Glad that's working out for you. After you find the VolumeStructurePoint sweet spot that works for most aircraft, you can always further adjust individual components with StructuralFactor multiplier. In summary for those who may be following... The damage capacity of a component can absorb is initially based on the size of its hit box. Damage capacity for all components of all aircraft is increased by the VolumeStructurePoint. Damage capacity for individual components can be further modified by StructuralFactor (increase or decrease) Armor reduces the amount of damage a warhead causes. For solid, non-explosive rounds this is relative to the projectile weight, velocity at the time of impact, and the thickness of the armor. Long range solid projectile hits will cause less damage. Angle of impact is not considered. If the armor is thick enough, the projectile will not penetrate and no damage is caused. Projectiles with explosive warheads (WarheadWt in the gun data file) will cause additional damage if they penetrate the armor. The explosive damage is not reduced by the armor. Components that reach their damage capacity change to a new state based on the DamageRating in the aircraft data file. This can be light, heavy, disabled, or destroyed and each status has a different impact on the functioning of that component. Components which detach when the reach their damage capacity stop functioning obviously, but those that do not (a wingtip component with a DamageRating of Heavy for example) still provide some functionality at a reduced level. A Destroyed status of any component apparently changes the entire aircraft to destroyed. A Disabled status on any component of an AI plane to receive a RTB (Return to Base) order. Heavy damage status may or may not force a RTB - I've not tracked down the specifics on this. Light damage status AI aircraft continue fighting as normal. Damage to control surfaces is apparently controlled by damage to their parent component. Assigning them an individual StructuralFactor (which is not evident in any stock models) doesn't seem to prevent their falling off, although I've not experimented with absurdly high values to confirm. Because the hitbox modifications I have done in general decrease the size of the hitboxes, aircraft using the modifications will be harder to hit, but easier to damage/destroy. Thus the need to increase the damage capacity via modifications to VolumeStructurePoint and/or StructuralFactor. I prefer to avoid major armoring of aircraft (other than where they actually had armor) because the damage inflicted becomes range dependent. I've contemplated removing the standard wood DefaultArmor (and further modifying the VolumeStructurePoint and/or StructuralFactor) to offset this. Obviously DefaultArmor is a work-around as planes were not covered with an inch plus of wood.
  17. FE2 Observations and Musings

    It boils down to AI obtaining kills by critical hits instead of structural failure. Which is pretty much the way it always is given the few hits it takes. I'd suggest that increasing VolumeStructurePoint is an easier way rather than armoring everything, and it's across the board which makes it easier to test. I'm using 2000. A few months back I tried 3000 and the AI got very few kills - didn't seem right. I have all my aircraft with fuselage damage set to disabled rather than destroyed. You want a tough cookie, try setting them to heavy. Then the only way to knock the plane down is by getting a critical hit on the pilot, engine or fuel tank. At VolumeStructurePoint=2000 it's pretty tough to cause structural of wings (which I think is realistic, as the wings normally folded when the plane went into a high speed dive (or turn) if they were going to at all...) Cheers!
  18. FE2 Observations and Musings

    From a sidebar discussion Von S and VonOben are having under file announcements. These are actually quite good for the AI, and after years of experimenting IMO it's not possible to get higher percentage rates. Nor would it be historical or desirable - try some late war scenarios with 16-18 planes per side and 75% of them getting shot down by the AI. Poppycock. The paucity of AI wingmen victories vonOben describes is much more realistic. The real issue is that it is too easy for the player to score hits, and anything one does to make it more so only hurts the AI more. The only real solution is to make it as difficult for yourself as possible - no map, no padlock use, no HUD help at all. I'm using a slightly different AI data file than von S!, with other tweaks to the damage model decreased weapon accuracy I've noted in the discussion above, and and am achieving results I am pretty happy with (note my lack of success!) These are from a campaign setting (March 1918). In 17 missions I achieved 11 kills, which although still ahistorically high, is a lot lower than a standard game. 4-5 of those I should not have been credited, but I've discovered that the last player to fire at a disabled plane get the credit. So I won't do that in the future if I can discern it's status. Had several AI aces also, and lost 5 pilots. Still too bloody, but better.
  19. Weapons In FE2

    Weapon and Guns folders are both in the Objects Folder in all my setups, SF2 and FE2. Not saying it doesn't work that way too, but all the all-in-one packs come with the Weapons and Guns in the Object folder.
  20. FE2 and Windows 10?

    Yes, without any problems.
  21. Until I get enough done to make a package, I'm going to post these as I get them done. I didn't approach this work with enough forethought to annotate every change, so I'm having to compare new vs old files to determine what changed. Because there are more than a few variations on flight models, you'll have to cut and paste the changes into the *_DATA.INI files you are using. // Sopwith Pup // 3D Model By the A-Team // Hitbox rev 5 Apr 2016 [Fuselage] MinExtentPosition=-0.35,0.6,-0.35 MaxExtentPosition= 0.35,-2.5,0.5 [Nose] MinExtentPosition=-0.42,0.6,-0.45 MaxExtentPosition= 0.42,1.2,0.5 [TopWingLeft] MinExtentPosition= 0.0,1.0, 1.0 MaxExtentPosition=-1.25,-0.5, 1.1 [TopWingRight] MinExtentPosition= 0.0,1.0, 1.0 MaxExtentPosition=1.25,-0.5, 1.1 [TopWingMidLeft] MinExtentPosition=-1.25,1.0, 1.05 MaxExtentPosition=-2.85,-0.5, 1.15 [TopWingMidRight] MinExtentPosition=1.25,1.0, 1.05 MaxExtentPosition=2.85,-0.5, 1.15 [TopWingTipLeft] MinExtentPosition=-2.85,1.0, 1.10 MaxExtentPosition=-4.05,-0.5, 1.20 [TopWingTipRight] MinExtentPosition=2.85,1.0, 1.10 MaxExtentPosition=4.05,-0.5, 1.20 [bottomWingLeft] MinExtentPosition=-0.35,0.5, -0.25 MaxExtentPosition=-1.25,-1.0,-0.35 [bottomWingRight] MinExtentPosition=0.35,0.5, -0.25 MaxExtentPosition=1.25,-1.0,-0.35 [bottomWingMidLeft] MinExtentPosition=-1.25,0.5,-0.20 MaxExtentPosition=-2.85,-1.0,-0.30 [bottomWingMidRight] MinExtentPosition=1.25,0.5,-0.20 MaxExtentPosition=2.85,-1.0,-0.30 [bottomWingTipLeft] MinExtentPosition=-2.85,0.5,-0.15 MaxExtentPosition=-4.05,-1.0,-0.25 [bottomWingTipRight] MinExtentPosition=2.85,0.5,-0.15 MaxExtentPosition=4.05,-1.0,-0.25 [Tail] MinExtentPosition=-0.15,-2.5,-0.1 MaxExtentPosition= 0.15,-3.8,0.4 [LeftStab] MinExtentPosition=-0.2,-3.05,0.4 MaxExtentPosition=-1.5,-4.1,0.5 [RightStab] MinExtentPosition=0.2,-3.05,0.4 MaxExtentPosition=1.5,-4.1,0.5 [Pilot] MinExtentPosition=-0.25,-0.2,-0.1 MaxExtentPosition= 0.25,-0.7, 0.7 [Engine] MinExtentPosition=-0.40,1.2,-0.4 MaxExtentPosition= 0.40,0.75,0.4 [FuelTank] MinExtentPosition=-0.3,0.65,-0.3 MaxExtentPosition= 0.3,0.59,0.3 /////////////////////////////////////////////////////////////////////// // Pfalz D.III // 3D Model By the A-Team // Hitbox rev 5 Apr 2016 NBell [Nose] MinExtentPosition=-0.4,1.5,-0.45 MaxExtentPosition= 0.4,0.6, 0.45 [Fuselage] MinExtentPosition=-0.4,0.6,-0.45 MaxExtentPosition= 0.4,-3.0, 0.6 [TopWingLeft] MinExtentPosition= 0.0, 0.7,0.8 MaxExtentPosition= -2.5,-0.9,0.9 [TopWingRight] MinExtentPosition= 0.0, 0.7,0.8 MaxExtentPosition= 2.5,-0.9,0.9 [TopWingMidLeft] MinExtentPosition= -2.5, 0.7,0.8 MaxExtentPosition= -3.6,-0.9,0.9 [TopWingMidRight] MinExtentPosition= 2.5, 0.7,0.8 MaxExtentPosition= 3.6,-0.9,0.9 [TopWingTipLeft] ModelNodeName=WingT_L MinExtentPosition= -3.6, 0.7,0.8 MaxExtentPosition= -4.2,-0.9,0.9 [TopWingTipRight] MinExtentPosition= 3.6, 0.7,0.8 MaxExtentPosition= 4.2,-0.9,0.9 [bottomWingLeft] MinExtentPosition= -0.5, 0.23,-0.5 MaxExtentPosition= -2.2,-0.95,-0.4 [bottomWingRight] MinExtentPosition= 0.5, 0.23,-0.5 MaxExtentPosition= 2.2,-0.95,-0.4 [bottomWingMidLeft] MinExtentPosition= -2.2, 0.23,-0.5 MaxExtentPosition= -3.2,-0.95,-0.4 [bottomWingMidRight] MinExtentPosition= 2.2, 0.23,-0.5 MaxExtentPosition= 3.2,-0.95,-0.4 [bottomWingTipLeft] MinExtentPosition= -3.2, 0.23,-0.5 MaxExtentPosition= -3.9,-0.95,-0.4 [bottomWingTipRight] MinExtentPosition= 3.2, 0.23,-0.5 MaxExtentPosition= 3.9,-0.95,-0.4 [VertTail] MinExtentPosition= -0.1,-4.2,0.0 MaxExtentPosition= 0.1,-5.4, 1.0 [LeftStab] MinExtentPosition= -1.25,-4.1,-0.05 MaxExtentPosition= 0.00,-5.2, 0.05 [RightStab] MinExtentPosition= 1.25,-4.1,-0.05 MaxExtentPosition= 0.00,-5.2, 0.05 [Pilot] MinExtentPosition=-0.25,-1.35,-0.1 MaxExtentPosition= 0.25,-0.85, 0.75 [Engine] MinExtentPosition=-0.38,0.6,-0.3 MaxExtentPosition= 0.38,1.5,0.6 /////////////////////////////////////////// // Nieuport 17 model (Also used for Nieuport 23) // 3D Model By MontyCZ - LOD File dated 2/22/2007 Size 217 KB // Hitboxes revised NBell March 2016 for N17 and N23 types [Fuselage] MinExtentPosition=-0.35,-1.57,-0.70 MaxExtentPosition= 0.35, 0.45, 0.10 [Nose] MinExtentPosition=-0.47, 0.5,-0.8 MaxExtentPosition= 0.47, 0.89, 0.2 [TopWingTipRight] ModelNodeName=WingTR MinExtentPosition= 4.05,-0.80,0.45 MaxExtentPosition= 3.78, 0.32,0.55 [VertTail] MinExtentPosition= -0.05,-4.6, -0.3 MaxExtentPosition= 0.05,-3.7, 0.66 [LeftStab] MinExtentPosition= -1.2,-4.3, -0.025 MaxExtentPosition= 0.00,-3.3, 0.01 [RightStab] MinExtentPosition= 1.2,-4.3, -0.025 MaxExtentPosition= 0.00,-3.3, 0.01 [Pilot] MinExtentPosition=-0.25,-0.85,-0.55 MaxExtentPosition= 0.25,-0.41, 0.38 [Engine] MinExtentPosition=-0.4, 0.5,-0.75 MaxExtentPosition= 0.4, 0.89, 0.15 [MainFuelTank] MinExtentPosition=-0.2, 0.02, 0.10 MaxExtentPosition= 0.2, 0.3, -0.42 /////////////////////////////// //Albatros C.III //model by Stephen1918 //Hitbox rev 2 Apr 2016 NBell [Fuselage] MinExtentPosition=0.41,-3.68,-0.6 MaxExtentPosition=-0.39,1.8,0.39 [Nose] MinExtentPosition=-0.30,2.15,0.19 MaxExtentPosition= 0.30,1.68,-0.28 [TopWingLeft] MinExtentPosition= -2.84,-1.05,0.9 MaxExtentPosition= -0.03, 0.77,1.1 [TopWingRight] MinExtentPosition= 2.84,-1.05,0.9 MaxExtentPosition= 0.03, 0.77,1.1 [TopWingTipLeft] MinExtentPosition= -5.67,-1.05,1.0 MaxExtentPosition= -2.86, 0.77,1.2 [TopWingTipRight] MinExtentPosition= 5.67,-1.05,1.0 MaxExtentPosition= 2.86, 0.77,1.2 [bottomWingLeft] MinExtentPosition= -2.85,-1.05,-0.7 MaxExtentPosition= -0.53, 0.77,-0.5 [bottomWingRight] MinExtentPosition= 2.85,-1.05,-0.7 MaxExtentPosition= 0.53, 0.77,-0.5 [bottomWingTipLeft] MinExtentPosition= -5.23,-1.05,-0.6 MaxExtentPosition= -2.91, 0.77,-0.4 [bottomWingTipRight] MinExtentPosition= 5.23,-1.05,-0.6 MaxExtentPosition= 2.91, 0.77,-0.4 [VertTail] MinExtentPosition=-0.06,-5.5,-0.34 MaxExtentPosition= 0.06,-3.5,0.7 [LeftStab] MinExtentPosition= -1.41,-5.5,-0.04 MaxExtentPosition= -0.08,-3.5, 0.00 [RightStab] MinExtentPosition= 1.41,-5.5,-0.04 MaxExtentPosition= 0.08,-3.5, 0.00 [Pilot] MinExtentPosition=-0.25,-0.3,-0.34 MaxExtentPosition= 0.25,0.3, 0.65 [Gunner] MinExtentPosition=-0.25,-1.4,-0.23 MaxExtentPosition= 0.25,-0.9,0.9 [internalGun1] MinExtentPosition=0.15,0.66,0.16 MaxExtentPosition=0.30,1.77,0.36 [MainFuelTank] MinExtentPosition=-0.88,-0.27,0.89 MaxExtentPosition= 0.88,0.69, 1.05 ////////////////////////////////////// //Airco DH9a //Model by Stephen1918 //Hitbox rev 4 Apr 2016 NBell [TopWingLeft] MinExtentPosition=0.0,-0.64,1.19 MaxExtentPosition=-2.43,1.09,1.39 [TopWingRight] MinExtentPosition=0.0,-0.64,1.19 MaxExtentPosition=2.43,1.09,1.39 [TopWingTipLeft] MinExtentPosition=-2.42,-0.64,1.30 MaxExtentPosition=-6.46,1.09,1.50 [TopWingTipRight] MinExtentPosition=2.42,-0.64,1.30 MaxExtentPosition=6.46,1.09,1.50 [bottomWingLeft] MinExtentPosition=-0.36,-0.99,-0.57 MaxExtentPosition= -2.41,0.79,-0.37 [bottomWingRight] MinExtentPosition=0.36,-0.99,-0.57 MaxExtentPosition= 2.41,0.79,-0.37 [bottomWingTipLeft] MinExtentPosition=-2.42,-0.99,-0.47 MaxExtentPosition=-6.45,0.79,-0.27 [bottomWingTipRight] MinExtentPosition=2.42,-0.99,-0.47 MaxExtentPosition=6.45,0.79,-0.27 [Pilot] MinExtentPosition=-0.25,-1.28,-0.54 MaxExtentPosition= 0.25,-0.54, 1.13 [Gunner] MinExtentPosition=-0.25,-2.03,-0.54 MaxExtentPosition=0.25,-1.29,1.13 [internalGun1] MinExtentPosition=-0.31,-0.66,0.46 MaxExtentPosition=-0.31,0.33,0.36 [MainFuelTank] MinExtentPosition=-0.21,-0.0,0.4 MaxExtentPosition= 0.21,0.8,-0.4 /////////////////////////////// //Airco DH9 //Model by Stephen1918 //Hitbox rev 4 Apr 2016 [TopWingLeft] MinExtentPosition=0.0,-0.64,1.19 MaxExtentPosition=-2.43,1.09,1.39 [TopWingRight] MinExtentPosition=0.0,-0.64,1.19 MaxExtentPosition=2.43,1.09,1.39 [TopWingTipLeft] MinExtentPosition=-2.42,-0.64,1.30 MaxExtentPosition=-6.46,1.09,1.50 [TopWingTipRight] MinExtentPosition=2.42,-0.64,1.30 MaxExtentPosition=6.46,1.09,1.50 [bottomWingLeft] MinExtentPosition=-0.36,-0.99,-0.57 MaxExtentPosition= -2.41,0.79,-0.37 [bottomWingRight] MinExtentPosition=0.36,-0.99,-0.57 MaxExtentPosition= 2.41,0.79,-0.37 [bottomWingTipLeft] MinExtentPosition=-2.42,-0.99,-0.47 MaxExtentPosition=-6.45,0.79,-0.27 [bottomWingTipRight] MinExtentPosition=2.42,-0.99,-0.47 MaxExtentPosition=6.45,0.79,-0.27 [Pilot] MinExtentPosition=-0.25,-1.28,-0.54 MaxExtentPosition= 0.25,-0.54, 1.13 [Gunner] MinExtentPosition=-0.25,-2.03,-0.54 MaxExtentPosition=0.25,-1.29,1.13 PitchModelNodeName=ScarffRing [internalGun1] MinExtentPosition=-0.31,-0.66,0.66 MaxExtentPosition=-0.21,0.33,0.56 [MainFuelTank] MinExtentPosition=-0.21,-0.0,0.4 MaxExtentPosition= 0.21,0.8,-0.4 ////////////////////////////////// //DH5 Data //Hit Box & Misc Revisions NBell 2 Apr 2016 //Serious problems with duplicate node names and hitboxes on wings [Fuselage] MinExtentPosition=-0.5,-2.0,-0.491 MaxExtentPosition= 0.5,1.097,0.5 [TopWingLeft] MinExtentPosition= -3.849,-1.235,1.0 MaxExtentPosition= 0.716,0.26,1.1 [TopWingRight] MinExtentPosition= 3.849,-1.235,1.0 MaxExtentPosition= 0.716,0.26,1.1 [TopWingMidLeft] //Need to remark these out //MinExtentPosition= -3.849,-1.235,0.943 //MaxExtentPosition= 0.716,0.26,1.312 [TopWingMidRight] //Need to remark these out //MinExtentPosition= 3.849,-1.235,0.943 //MaxExtentPosition= 0.716,0.26,1.312 [TopWingTipLeft] //MinExtentPosition= -3.849,-1.235,0.943 //MaxExtentPosition= 0.716,0.26,1.312 [TopWingTipRight] //Need to remark these out //MinExtentPosition= 3.849,-1.235,0.943 //MaxExtentPosition= 0.716,0.26,1.312 [bottomWingLeft] MinExtentPosition= -3.847,-0.55,-0.5 MaxExtentPosition= -0.5,0.944,-0.4 [bottomWingRight] MinExtentPosition= 3.847,-0.55,-0.5 MaxExtentPosition= 0.5,0.944,-0.4 [bottomWingMidLeft] //Need to remark these out //MinExtentPosition= -3.847,-0.55,-0.566 //MaxExtentPosition= -0.714,0.944,-0.196 [bottomWingMidRight] //Need to remark these out //MinExtentPosition= 2.847,-0.55,-0.5 //MaxExtentPosition= 0.5,0.944,-0.4 [bottomWingTipLeft] //Need to remark these out //MinExtentPosition= -3.847,-0.55,-0.566 //MaxExtentPosition= -0.714,0.944,-0.196 [bottomWingTipRight] //Need to remark these out //MinExtentPosition= 3.847,-0.55,-0.5 //MaxExtentPosition= 0.5,0.944,-0.4 [Nose] MinExtentPosition= -0.6,1.1,-0.566 MaxExtentPosition= 0.6,1.5,0.597 [Tail] MinExtentPosition=-0.255,-4.1151,-0.332 MaxExtentPosition= 0.193,-2.0,0.18 [VertTail] MinExtentPosition= -0.029,-4.8,0.127 MaxExtentPosition= 0.029,-3.8,0.8 [LeftStab] MinExtentPosition= -1.267,-4.65,0.051 MaxExtentPosition= 0.0000,-3.5,0.111 [RightStab] MinExtentPosition= 1.267,-4.65,0.051 MaxExtentPosition= 0.0000,-3.5,0.111 [Pilot] MinExtentPosition=-0.25,-0.1,-0.389 MaxExtentPosition= 0.25,0.4,0.8 [internalGun1] MinExtentPosition=-0.08,0.345, 0.493 MaxExtentPosition=-0.25,1.437, 0.688 [MainFuelTank] MinExtentPosition=-0.33,-0.6,-0.084 MaxExtentPosition= 0.33,-0.3,0.3 /////////////////////// AEG G4 //Hitbox rev 4 Apr 2016 NBell [TopWingRight] ModelNodeName=wing_upper_inner_R [MainFuelTank] MinExtentPosition=-0.30,-0.24,1.8 MaxExtentPosition= 0.90, 0.80,1.9 [FuelTankL] MinExtentPosition=-0.0, -0.3, -0.6 MaxExtentPosition= -0.5, -0.6, 0.4 [FuelTankR] MinExtentPosition=-0.0, -0.3, -0.6 MaxExtentPosition= 0.5, -0.6, 0.4 Not sure why I can't make this into separate posts.... Here are the text files for the above. HitBox Files 5 April 16.zip
  22. FE2 Aircraft Hit Box Revisions

    I've done all the most used aircraft. The Caproni Ca3 is nicely done and is good as is. A few minor tweaks on the Spad 11. Based on VonS's April 2016 tweaked file. SPAD11_DATA.zip
  23. FE2 Aircraft Hit Box Revisions

    These are data.ini files based on VonS's April 2016 files, so they are ready to go. Pfalz EI - caught a fuel tank error I made Pfalz E IV Pfalz E V What other aircraft would you consider important to address? Looking for a prioritized list, given Real Life is limiting my free time until Fall - it's construction season in Alaska and my work days are longer...thankfully not as long as the actual days (18 hours, 45 minutes today). Pfalz EI-EIV-EV.zip
  24. Armchair Aces updated!

    Excellent! Let us know how your squadron does over a long period with the VonS mods. I'm not spending enough time playing these days to find out for myself as RealLife is getting in the way.
  25. Halberstadt D.V

    This is a common problem in many 3rd party mod that drives me nut when working on hit boxes. And often missing altogether. The hitboxes don't appear if not assigned a ModelNodeName, although I've been told they still work for damage modeling, although obviously not for displaying that damage. I temporary use a known ModelNodeName to make the hitbox visible, and then reassign back to where it belongs. Is there a way to edit the ModelNodeName in the LOD files without using 3DS Max or whatever you modellers are using? Thanks for fixing the Halberstadt.
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