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bortdafarm

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Everything posted by bortdafarm

  1. Bit of work on an Eindecker

    thanks Gr! no worries... for a minute there i was wondering if there was any demand for low poly new model files...you know the types the ones which just look ok for the job and run like heck FPS wise!!! i build for the game not the museum!!! (and for folks like myself who don't have all the latest PC gear) Cheers Sinbad... yup i reckon the registry went south taking the computer with it..(it wouldn't start up not even in safe more) so i just used the recovery disc to wipe the thing clean and get back to a fresh set up....i thought XP was supposed to be stable??? lol
  2. Bit of work on an Eindecker

    of course...i see.... i do apologise.. i shall keep my skuzzy model files to myself :close_tema:
  3. FE where will it go?

    i love this game/sim...it's my favourite flightsim ..it's only a 500 mb full install.... runs without the cd in the drive ...endlessly moddable....and has more hidden depths than a bottomless coal scuttle....lol!! get's my vote...
  4. AI MOD version 3 beta..

    looks good..be kinda nice to have them pernament tho
  5. for me the thing that really makes this game playable is reducing the quality and playback rate bit rate etc etc of the sound files (all of them if you just change some it actually makes it worse)...it transformed the game from a slow down jittery annoyance to a double click and play it'll run well no matter what's happening on screen game....i get at least 30 FPS no matter what is going on..even with the DH2 ...go figure...normal horizon distance normal everything in the graphics settings (other than low detail ground texture settings...but that's beacuse for some strange reason i think it actualy looks more atmospheric)
  6. AI MOD version 3 beta..

    OK cheers good stufff!! tell you what i something could be knocked up for the trenchs a MG with a burst of one shot and a reload of 5 second or so would simulate the troops taking pot shots at you as you flew over...place one friendly one enemy all along the trench lines then when they weren't firing at you they'd be sniping at each other...instant ground troops effect
  7. AI MOD version 3 beta..

    nice one!!! thanks looks great
  8. AI MOD version 3 beta..

    sound like an idea!!!! would add some tracer coming up from the trenchs... edit some of the AAA trucks aswell to carry MG's IMO realism mods tend to end up focused on statistical realism..(if you type the historical figures into the files what happens in game must be realistic...which actualy rarely comes off in games/sims because it's a game sim not the real world...but you can tell yourself it's realistic because the stats are right)..gameplay mods focus on gameplay (which is all about percieved realism...does it appear to be realistic?? if so screw the stats )
  9. AI MOD version 3 beta..

    Cheers PC' i have a few ideas brewing that would be fun to try but could never be cosidered for use as a realism mod in the traditional sense of the concept..i make gameplay mods rather than realism ones... here's the idea i'm wondering about at the moment as the pilot ratings don't play out in game terribly well (so far anyway ) i am considering making duplicate versions of all the aircraft three or four versions of each... and editing the capabilities of each version to simulate novice green veteran and ace each version modified to give better turn/roll etc etc rates than the lower rated aircraft... then you can edit the campaigns to allocate ace squadrons (using the ace aircraft) novice squadrons (using the novice aircraft) and so on..bit of jiggery pokery and trail and error should result in something fun and immersive from the gameplay point of view (with possible other spin offs allso) has to be done with a bit of restraint..no ubering of aircraft just compensating for the inability of the AI higher roll rates etc etc.. players aircraft remains normal of course so it's a strictly AI job... it doesn't help the players squadron AI pliots kill rates..but the armoured engine/pilot concept works very well...i don't lose pilots any more (wonded yes POW yes but far far fewer KIA) no realism mod team is going to live with that....i prefer to make gameplay mods..
  10. Screenshots

    can be beautifull with a little help!!!
  11. AlbatrosDIII

    Version

    2,195 downloads

    EDITED AND REPAINTED STOCK ALBATROS DVA TO REPRESENT A MID WAR ALBATROS DIII for FIRST EAGLES with reduced performance to match the period... for use with mid war aircraft etc install to the objects/aircraft folder if for example you fly a single mission and select 1917 as the year in the mission screen.. then only aircraft of that era will be loaded into the mission so this aircraft allows you to fly in the correct period and have some slightly more appropiate targets/enemys bortdafarm (is player flyable allso)
  12. yikes,,, if the lod trick ,texture reduction, smoke removal and perhaps the additional tweak of setting it to use the stock proploop.wav doesn't help then that's the lot ..there isn't anything else..
  13. File Name: AlbatrosDI File Submitter: bortdafarm File Submitted: 24 Dec 2006 File Category: WW1 Aircraft EDITED AND REPAINTED STOCK ALBATROS DVA TO REPRESENT AN EARLY WAR ALBATROS DI (FOR FIRST EAGLES) with reduced performance to match the period... for use with early war aircraft etc install to the objects/aircraft folder if for example you fly the DH2 and select 1916 as the year in the mission screen.. then only aircraft of that era will be loaded into the mission so this aircraft allows you to fly in the correct period and have some slightly more appropiate targets/enemys bortdafarm (is player flyable allso) Click here to download this file
  14. AlbatrosDI

    cheers PC' i did spot your post over there thanks for letting them know...(i note some-ones getting itchy about the technical details ...which as you and i know is missing the point of the thing!)
  15. File Name: FEnamedpilots File Submitter: bortdafarm File Submitted: 24 Dec 2006 File Category: SF Hanger/Menu Screens 49 NAMED WW1 PILOTS PHOTOS FOR THE PILOT RECORD SCREEN FOR FIRST EAGLES install to the pilotdata folder these individual historical pilot photos will show on the screen with their correct name displayed on the pilot photo selection list should you want to fly as a named WW1 pilot german french english russian american polish etc bortdafarm Click here to download this file
  16. FEnamedpilots

    cheers! if you don't want to see the numbered pilots on the list just delete the stock pilot photos from the folder (or move them)
  17. i notice it has exhaust smoke incorporated...removing this might help a little as well? engine section of the DH2_data.ini ExhaustEmitterName=CleanExhaustEmitter ExhaustPosition=0.0,-0.9,-0.25 edit it to this ExhaustEmitterName= ExhaustPosition=
  18. EXCELLENT STUFF many thanks!!
  19. ah yup i was thinking of the spad 7... on the steering whell thing...i'm sure if it were possible that the pilot of a cannon armed spad would get his engineer to replace the wheel with a stick as that wheel would make reloading the cannon virtually impossible...even on the ground??? that's one of the things i imagine happenned frequently in real life ..with paint scheemes and just about everything in fact...alterations made...bits cnnabilised from other aircraft not enough time to repaint the cnnabilised parts to fit the scheme on the repaired aircraft etc..patches on the wings "borowed airlons rudders wheeels etc etc...so i feel there is plenty of room for manuever
  20. let the historians worry about detail like that i reckon!!
  21. yes the Spad 7 was available in 1916 aswell so it could be usefull for the early war scenarios etc.. do a version with just the single Mg set to common and a version with the cannon set to rare...slow them both down as you say easy way to do this is via the data ini FlightControl StallSpeed=20.59 CruiseSpeed=30.12 ClimbSpeed=22.88 CornerSpeed=37.93 MaxG=3.20 MaxSpeedSL=51.39 MachLimit=0.100 PitchDamper=0.1 RollDamper=0.0 YawDamper=0.0 the MachLimit=0.100 sets a "brick wall" limit where-by the aircraft cannot exceed this speed...(not sure how it affects a vertical dive? tho) edit ive attached a 20 second long reload sound wav...(it's a low res one so it's a bit muffled) (i find it's the sound files that cuase me the most FPS issues in this game..) im guessing it is possible to edit the soundlist.ini to add a new reload wav and then edit and add the new reload sound to the sound section of the aircrafts data.ini gun_reload.wav
  22. well done! he he! i was reading that web page last night!! tell you what tho for the reload time..i can't help thinking it could probably do with being set to something like 30 seconds at the very least even for the normal machine guns..as i can't imagine trying to reload the lewis guns (especially on the Se5a) in anything less than half a minute and how on earth they'd have done this whilst actualy in combat ..you'd have to break of the attack and risk death by flying straight an level whilst you did it...pity the poor rear gunners trying to reload whilst being thrown about by evasive maneuvers..! wouldn't be too difficult to knock up a reload sound that lasted 30 seconds.. this might be a way to reduce the players kill tally a bit (and add a bit of uncertainty to the AI as well) might be a bit over the top but it's a possibility..
  23. experimenting a little with the ground textures and knocked up a few (just three but it's enough for the purpose) just to break up the monotony on the landscape a little (above image taken at low detail settings for terrain textures) just adds a little bit of variety...there's a redone airstrip included couldn't decide if i liked it but see if you do..? here's the same thing at the high texture detail setting and the airstrip here's a link to the file
  24. A few redone ground textures..to test

    ok many thanks so it's via the types/target ini...definitely a bit of a head-ache!! (watch out for the black zeppillins...!!) on the plus side it does allow you to add stuff to those allready plotted locations just to add detailing TargetArea010 Name=Autry Position=96750.00,135250.00 Radius=100 ActiveDate=01/01/0001 Location=1 Alignment=ENEMY Target001.Type=Balloon Target001.Offset=0.00,0.00 Target001.Heading=0 Target002.Type=AAA Target002.Offset=0.00,0.00 Target002.Heading=0 Target003.Type=watertowerDestroyed Target003.Offset=-34.00,45.00 Target003.Heading=90 Target004.Type=DestroyedTruck Target004.Offset=-18.67,141.41 Target004.Heading=184 Target005.Type=DebrisSmall3 Target005.Offset=40.78,11.82 Target005.Heading=90 Target006.Type=DebrisLarge2 Target006.Offset=-56.87,0.49 Target006.Heading=0 Target007.Type=DebrisSmall3 Target007.Offset=-93.85,44.37 Target007.Heading=90 (brackets removed) most of the balloon stations have no surrounding buildings etc so adding a bit of stuff around them should be accurate and look ok allso..?? you don't happen to know what the entrys are for the great road side village shown in Grviper's screen shot..i'd love to use those buildings in the towns etc...??
  25. A few redone ground textures..to test

    yes that's the little village i like ...i'd love to use those buildings for the main towns and city's and or place a few near or on the aredrom...funny thing is i keep seeing those wrecked trucks in the same place....i figured they were from the campaign and had been swatted by summat before i got there weird one that... i didn't even know you could move the free camera ..have to try it next time...it must be possible to set it up so you can select freeview with a keyboard button...i'll have a look in the view ini maybe it's be there (should be)...sure would be nice to leave the plane parked and wander about for a while also a real shame that there isn't a debug mode (is there a debug mode?) that showed your location on screen...that way you could move the camera to any location you liked and note down the co-ordinates for placing things in missions etc... free view (just tried it) is CRTL F12 or ALT F12 one or the other ! thanks for the tip i can now pan and tilt the view and move about i didn't realise i could that!!
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