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Nicholas Bell

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Everything posted by Nicholas Bell

  1. View File First Eagles Expansion Pack 1 Squadron Editor v1.0 First Eagles Expansion Pack 1 Squadron Editor version 1.0 For editing squadron pilot data in campaigns. *Works only for the Expansion Pack 1 version of First Eagles.* For early versions use my Squadron Editor v0.6. With the release of the FE Expansion Pack, Third Wire changed the file format of the campaign game save, thus this seperate version. This editor consists of a Microsoft Excel Spreadsheet with embedded Visual Basic Macros which allows easy editing of the *.SAV files. You can edit the following: Player Pilot Name Rank Air and Ground Kills Missions AI Pilot Names Rank Air and Ground Kills Missions Pilot Characteristics (Skill, Experience, Morale and Condition) Pilot Status (Active, WIA, MIA, POW, KIA) New: You can set Pilot Experience up to 250 instead of just 100. **NOTE: You must have MS Excel 2000 or newer. Sorry, I don't have the programming skills necessary to create a seperate program. Submitter Nicholas Bell Submitted 11/21/2007 Category SF/WO* Utilities/Editors
  2. 404 downloads

    First Eagles Expansion Pack 1 Squadron Editor version 1.0 For editing squadron pilot data in campaigns. *Works only for the Expansion Pack 1 version of First Eagles.* For early versions use my Squadron Editor v0.6. With the release of the FE Expansion Pack, Third Wire changed the file format of the campaign game save, thus this seperate version. This editor consists of a Microsoft Excel Spreadsheet with embedded Visual Basic Macros which allows easy editing of the *.SAV files. You can edit the following: Player Pilot Name Rank Air and Ground Kills Missions AI Pilot Names Rank Air and Ground Kills Missions Pilot Characteristics (Skill, Experience, Morale and Condition) Pilot Status (Active, WIA, MIA, POW, KIA) New: You can set Pilot Experience up to 250 instead of just 100. **NOTE: You must have MS Excel 2000 or newer. Sorry, I don't have the programming skills necessary to create a seperate program.
  3. Peter- Wonder what you think about the radical changes between the flight model data between the pre-expansion and the expansion versions? After doing a side by side comparision of the data files, I am amazed at the differences. A lot of data types have been eliminated in the new version (eg Cm0,CLaMachTable, Cnp, Cnr). How often does code get eliminated <g>? Of course other data types have been added, especially regarding stalls. And the data in the same catagories in many cases has radically changed, indicating major changes to the hard-coded flight model forumulas. I looked at the D-VII and the SE-5a in the old and the expansion and there seems to be little in common. Even simple stuff I can understand is a lot different: These are from the SE-5 EXPANSION StallSpeed=23.53 CruiseSpeed=47.80 ClimbSpeed=43.60 CornerSpeed=55.21 OLD StallSpeed=17.08 CruiseSpeed=32.88 ClimbSpeed=24.98 CornerSpeed=40.35 It's no wonder add-on aircraft don't fly right anymore. I wonder how they fly at all without having the necessary data - or having too much in other cases. Don't know how you make heads or tails of it all, but appreciate your work!
  4. I'm sure that all the stock weaponry will be updated, but I would guess that everything else will need to be updated. The non-stock weapons currently will not work in First Eagles. Logically it would follow that the last Weaponpack will be non-op then too. Yeah, CEP at leasts registers meaning with me . The value for the bombs & rockets in FE are all zero, which makes me think that the CEP variable will only affect guided weapons.
  5. No, I'm not posting in the wrong area. Thought this might be of interest.... TK stated on the Third Wire Forum: "I'll need to clean up and release the new Weapons Editor to work with the expansion (and with all the upcoming patches ). The changes to the data format and the editor are mostly aimed at SFP1 series and not FE, so it totally skipped my mind... " Examining the new FE Expansion 1 weapondata file here are the changes he is referring to: Added: SubsonicDragCoeff= SupersonicDragCoeff= SpecificStationCode= CEP= No Longer Present: Streamlined=
  6. Other than ground support, most missions I read about in books are 12,000-20,000 feet. So the horizon issue is a real problem if you want fly at historical altitudes.
  7. I wish I had more photos of myself when I was in the Army. Guess it just wasn't the kind of "job" where I had time to tell someone "say there, take a picture of me". Dress events apparently were different. 1982 Just a kid 1984 - What I heck was I looking at in a snowstorm in El Paso, Tx anyway...idiot. 1986 Germany. Call me a "Redhead" - Wife attempted to bleach out the grey in my hair - yickes! And those glasses - oh man! 2007 - Different uniforms. Older. Less hair, more grey. Meaner.
  8. Ah cr@p! Now I won't have an excuse regarding finishing my 1957 campaign
  9. You got that right. My hat is off to those talent folks who have figrued it out.
  10. Physical condition. Drops after a tough mission - exhaustion I guess. Goes down a lot when WIA. In WOE it also drops when a pilot ejects. If you have Excel try using my Squadron Editor to adjust all these values. It does help to a degree.
  11. I agree that the F-15 in a late 1970's campaign is a monster. I've had AI wingmen make "ace" in a single mission.
  12. The actual "in game" experience value will vary by approximately 20%. If you have Excel you can use my squadron editor to check it out yourself. Experience can be up to value 250 in First Eagles, BTW. I've tried it in WOV/WOE and the program resets it back to 100. The lower experience levels represents the lower training levels of Soviet and Warsaw Pact pilots. Historically they only got a small fraction of the flying time NATO pilots got. Something like NATO pilots flew as many hours in one month that a Soviet pilot would fly in a whole year, or something like that. Adjusting the difficulty level of the AI impacts the "in-sim" functioning of the AI pilots by in effect increasing the experience, skill and morale levels. So playing on HARD will make those pilots better. However, I have experimented with setting the campaign data values for WP units to 80 and then playing on HARD AI level. It is a very difficult challenge, almost impossible as the NATO player. The AI works best with more manueverable planes than with heavy Western type aircraft more suited to long range missile attacks, or boom and zoom tactics. Instead, the AI pilots flying F-100s or F-104s (for example) will get into turning fights with MiGs and quickly end up dead. Using the lower experience levels for the WP squadrons helps the NATO player a little. My experience is that surviving a campaign in early NATO aircraft is nearly impossible against MiG's.
  13. atrdriver- In the 1950s AAA Mod I already did because of the results of this campaign (here: 1950's AAA Mod ) I made the AAA more effective by combining the effects of the weapon system data and also increasing the warhead weight as you did - just not as much. Increasing the warhead weight to your levels within my other system tweaks is way too effective. Remember it still took 2-3000 rounds of radar controlled heavy AA rounds to knock down a plane. I think we are after the same effect - just a different approach.
  14. I've got a lot of bugs (weapon supplies and loadouts for example) to work out before it's ready for public use. Also need to add the new Vulcan in, and am hoping the newer F-86 series planes will be out soon. Perhaps more important, I have to experiment with dumbing down the Soviet forces. I had planned on presenting the campaign results from both sides. But survival for NATO AI-crewed aircraft is nearly impossible, to the point where I would flew a few missions and the entire squadron would be wiped out. 6 out 8 F-100s shot down in a single mission for example. Just couldn't get anywhere to provide a decent campaign summary. What I don't understand is that when fighting against the NATO planes, it certainly seems hard enough. My guess is that the AI routines are better suited for MiGs than heavier Western aircraft (F-86 series planes do seem to survive a bit more). I've tried stock, Uber AI, and few others from specific aircraft to no avail - especially for the poor old Hun. Perhaps Fubars latest MiG-17 FM will balance the field a bit. But the MiG-19 is still a killer vs the Hun. I think the AI flies it better than I do - except when they are my wingmen Maybe it would better to ditch this and back up to 1951 where the planes are better matched
  15. If you eject over friendly territory the mission ends but the campaign continues. I was WIA on both ejects, although obviously not too badly as I was flying again 2 days later. During my rest period the squadron didn't fly. Read elsewhere that ejecting or landing in enemy territory sometimes allows the player to continue, so apparently search and rescue is calculated too. This would explain how some of my MIA AI pilots showed back up on base several days after getting shot down.
  16. Glad you got it working. Always better to know "why" also.
  17. Here's a PDF of the AAR. Couldn't figure out how to create or format columns and rows using the forum software... 1957_Campaign_Summary.pdf
  18. Maybe you your're thinking of Lowengrin's DCG for IL2 where this is easily accomplished I don't think there is an "easy" way. You might want to try editing the formation.ini file. The supply level of a force and the squadron's affects the number of available aircraft during a campaign, and can be adjusted in the campaigndata.ini. Sorry I can't be of more help.
  19. It worked just fine for me, Wrench - I sent him the file. Maybe that was his problem. Flying torpedo, eh?
  20. I'll try it myself and PM the files to you.
  21. You are editing the WeaponData.ini file and then opening and saving it using the Weapon Editor, right? It sounds like your Weapondata.dat file is getting messed up somewhere in the process. Is the Weapondata.dat file in Weapons folder? Is it larger in size than the Weaponpack dat file after you are done saving it. Just throwing out some ideas on isolating the problem...
  22. Try extracting the OBJECTLIST.INI and increase the GroupSize of the GroundObjectGroup. This solved similar problems I have had with my Air Defense mods.
  23. View File WOE 1950's AAA Mod v1.0 Wings over Europe 1950's Anti-Aircraft Mod version 1.0 This is modification adds heavy and light anti-aircraft guns to the GermanyCE map. Hundreds of 4 gun heavy AAA batteries have been placed around cities and airfields - over 3000 additional guns. Each airfield has also be given additional light AAA assets. All SAM related map objects have been removed or replaced with AAA. The effectiveness of the weapons has also been increased to provide a more realistically hostile environment. I have also faked several additional NATO airfields on the map, which are part of several 1950's era campaigns I am working on. Because I totally lack any map editing ability, I placed these airfields on existing flat open terrain existing on the map. These are located near Colmar, Eindhoven, Apeldoorn, and Leuwarden. Unzip the enclosed zip file on your desktop or a temporary file and read the WOE AA Mod Readme.txt file for installation instructions. This modification requires some editing of files by the user. Thanks to Pasko Patak for allowing me to use his excellent objects, and to all the folks who contributed and put together the modifications and effects in the WeaponsPack which is required for use of this mod. Submitter Nicholas Bell Submitted 10/05/2007 Category Ini Edits
  24. 615 downloads

    Wings over Europe 1950's Anti-Aircraft Mod version 1.0 This is modification adds heavy and light anti-aircraft guns to the GermanyCE map. Hundreds of 4 gun heavy AAA batteries have been placed around cities and airfields - over 3000 additional guns. Each airfield has also be given additional light AAA assets. All SAM related map objects have been removed or replaced with AAA. The effectiveness of the weapons has also been increased to provide a more realistically hostile environment. I have also faked several additional NATO airfields on the map, which are part of several 1950's era campaigns I am working on. Because I totally lack any map editing ability, I placed these airfields on existing flat open terrain existing on the map. These are located near Colmar, Eindhoven, Apeldoorn, and Leuwarden. Unzip the enclosed zip file on your desktop or a temporary file and read the WOE AA Mod Readme.txt file for installation instructions. This modification requires some editing of files by the user. Thanks to Pasko Patak for allowing me to use his excellent objects, and to all the folks who contributed and put together the modifications and effects in the WeaponsPack which is required for use of this mod.
  25. When did the USAF (and other NATO) countries start camouflaging their planes anyway? Always wondered why (and when) everyone gave up bare metal aircraft.
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