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bortdafarm

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Everything posted by bortdafarm

  1. i have given BWF complete and free permission to up-load all my aircraft to the CA downloads section (and he has kindly agreed to do so) so keep an eye out for them ..it's ok ...he has my permission.. any and all modifications FM's skins etc are now perfectly ok and you have my permission to up-load them here (and anywhere else you may have the yen to do so) AFAIK this is the best thing to do....please don't prove me wrong
  2. Many Many Thanks Never' it's most appreciated!!
  3. and whoose gawd dang eindecker is this anyway.....it is perfectly obvious to me now exactly why folks like capun decide to work in private and play their cards so close to their chest,,,why??because people just focus on entirely the wrong areas....i shall of course learn from this....
  4. if you go down the pilot armour and engine armour route...this reduces your kills drmatically without affecting the normal airframe damage model..as most easy kills come from knocking the engine out or getting the pilot...that's my take...and it pans out well in game... ====== there is definitely an issue with the bombs on hard flight model in the campaign.... lost an entire squadron of SE5a's when equiped with bombs for a ground support mission...a soon as i told them to attack they fell out of the sky...maybe the bombs are too heavy or need moving slightly in the FM
  5. look guys you are taking this far too seriuosly...(am i the one who needs the thick skin or is it you guys???) you seem inordinately sensitive to statistical odditys in text files ...and so on...the point is and i have been playing along with this...fair do's...i built a model file for an Eindecker..i said absolutely nothing about wanting to build a FM for an eindecker..you kinda completly missing the point....... i have no interest in building FM's now if some-body is OFFERING to build me an FM for the eindecker that's an entirely different kettle of fish....gratefully recieved... if somebody wants to nit pick the one I have made they can go swing on a star as far as i'm concerned... and as you know i'll argue for the sake of argueing till the cows come home... so it's that simple don't like the eindecker FM? make me a new one...
  6. and you end up with yet another "twist and go" aircraft.. tell you the truth i'm inclined to say the Eindecker is finished it is...and the air file.... this it's inmportant to get the basics right???? ----what your saying is it's important to get the stats right...and i'm with GR here there are no stats for all the really important things...you see the thing with realism and stats is this.. in the real world - reality produces the stats... in the sim world - the stats produce the reality.. so you end up putting the cart before the horse as it were..and i'd rather not live in a reality controlled by stats...
  7. there MAY be a slight issue with the AI ability and thenew FM's...i have tried a campaign mission and just went thru all the aircraft watching them perform...some mighty good stuff going on...loops spiral dives to get into position on aircraft etc very nice....but that stall and spin thing seems to happen quite often and with the patched aircraft allso...not too bad as that in itself isn't beyond the pale....but the two seaters seem to occasional completely lose the plot...i watched a formation of DWFC's drop their bombs ( great stuff) on a village (the butchers!!!) but as soon as they had dropped them they immediately went into endless loops eventually losing control entirely spinning down to crash...summat to tinker with no doubt we can sort it out if it wasn't just an case of bad timing on my part (perhaps they had been damaged ?) anyhuw...apart from the smoke (which kills my poor PC's FPS) it looks good...the AI pilots fire their guns at every opportunity...sometimes even just for the heck of it.. (they are still as inaccurate as ever tho...but it's got the ball well and truly rolling) any one else notice the stall and spin issue?? perhaps the change in CoG when the two seaters drop the bombs throws them into a spin?
  8. Hells Angels is right!!! very lively stuff indeed!! reckon he's nailed the AI agression problem well and truly...they are opening fire bullets flying all over the place.... the smoke effects from the engines are ok...like the new serial numbers on the SE5a's and the gun animations..definite radical change in FM/AI behaviuor so much so in fact that if you slap one of the pre patch aircraft in they AI can't keep them in the air any more they stall and spin them...not just the spad either...so definite major changes gone on !! to early in the morning to have a real go at it but this certainly shakes the cobwebs out..definitely the Hell's Angels patch!!! i tried an mision one on one with an D7f in an SE5a...he got on my tail..i did all the usual maneuvering expecting to see him appear in my gunsights as per usual...nothing...panned the view back..yup he was still there...hadn't fooled him for a second...looks good! ive had a butchers in the new Aircraftobject.ini and there are some new entrys refering to windnoise so perhaps he's added some extra sound effects ??any one notice? and as i say he's definitely had a look at the AI pilots gunnery agression and vastly improved it..
  9. cheers again MJ ! it's getting a balance Gr i got the DH2 and the eindecker together at last in game lol...id di as you said (left the spad 7 in tho.. i like it) is set bth the dh2 and eindecker to appear in 1915 same availability etc,,and start a mission in 1915 ...
  10. Cheers MJ!! guys yeh the N11 looks great i see tho i'm not the only one who finds the FM and DM extremely hard work...!! the more early war stuff the better IMO!! heck i went back and re-read Capun's advice on the gun sight issue...and he had it nailed.. (i was just too distracted by the DM problems to pick up on what he saud at the time) adjust them to this in the data ini and it's bang on again.. AimAngles=0.0,0.0,0.0 tell you what tho i am having a strange issue...i can't get the DH2 and my Eindecker to appear in the same mission...one or the other turns up but never in the same mission..that's baffling...obviuosly it's not universal as the screenshots GR posted show but it's another one of those computer technical fiddle faddles that drive me mad lol!
  11. yes i can't figure out what has gone wrong with the aiming...i'm working on it...if all else fails i'll make a custom gunsight for it.. i've tried using the airlons for the wings with the eindecker in other sims and it never looks right ...i think it would be possible to animate it using some very advanced modelling stuff..but that's way out side my capabilities!!! but you got the jist the wings are the airelons on the eindecker..now that has to be a scary way to fly!
  12. ok many thanks Froggy glad you like it! i'll make the change to the HP....
  13. once you get the hang of that you can use it to your advantage ...it just doesn't respond in the same way as an aircraft with normal airelons..the entire wing flexes so it has to feel different than the other fighters...the entire wing is a flexible unstable constantly bending surface (even a string gust of wind would have twisted it cause-ing loss of control for a second) the climb rate is dorked for sure but that can be tweaked...increase the weight abit..( i had to remove a wing from the FM remember..it woudn't fly at all with only the one wing so i needed a quick way to get it airbourne to test other things out...etc) it's not a deadly serious job i hate editing FM's with a passion...but when it comes to modelling a dangerous WW1 fighter aircraft that was a not exactly precision engineering when it came to areodynamics..(the entire wing flexes remember...it really was an old kite!) it provides some sort of challenge which having flown radio control scale models of WW1 fighters i have to say that it's not out side the ball park for difficulty..it's not twist and go...you actualy HAVE to fly it...which was what i was after ...(the AI seem ok with it allso) just edit it to suit ..i have no idea what it's like on easy or normal settings it is mean't to be hard or at least tricky to fly you'll see it canm perform really very realistic maneuvers once you've gotten used to it's quirkyness and time lapse control response..
  14. is every-one round here an idiot???
  15. same place it allways is...
  16. i'm sure you guys can cope with editng the rudder section to reverse the imput... come on now... my rudder pedals require this change- obviously not for a joystick perhaps?? sorry you'll have to edit it youselfs...ye gawds... as for the rest...well.. you now have an Eindecker of sorts....it's up to you wether you enjoy it or not!!! it's not compulsory!! all airfile entrys are completely open to modification --as any other aircraft--...knock your selves out! i like this one me self you may not...i set it up the way i like it nothing too fancy but quirky enough to be interesting ,..if you change it that's fine by me.. you can change the g force needed to make the structure creak by editing this entry in the data ini MaxG=4.20 reduce it to 3.20 or similar to simulate the fragility of the airframe..etc.. and so on glad you like it..it is of course not really finished...detail is great but it all costs FPS lets not be boring about it eh guys??? just for once?? for the novelty of the experience
  17. i've posted what i got so far on my site if your feeling adventurous...and want to try it out :tomato2:
  18. CHEERS GUYS!! many thanks Tex!! keep the pointers coming, thanks Capun have to work it out myself (only way to learn in the end)but no harm in reading some solid tips! EML hope your card lives to fight another day! anyhuw gotten some sort of grip on the thing so i think i've earn't a screeny splurge! near drove me mad but...
  19. sadly i have not the patience for computers i used to have ho hum another day wasted....6 hours straight work on a damage profile and nothing...absolutely no progress what so ever....i cannot prevent the fuselage from simply vanishing completely when damaged... the gunsight does not line up with the bullet trajectory so it's impossibel to aim...(even when the mg psotion and flash location are both lined up exactly on the gunsight..the bullets them selves travel half a inch above...no way to adjust...that i have been able to find..... unable to persuade the wires nose and upper cowling to be visable from the cockpit endless drivelling techno fetish computer bollocks!!! :slow(en): got an airfile set up i quite like (doesn't conform to ANY history book tho--right speeds right flight characteristics...completely wrong statistics!! lol that's more like it..) all flying control surfaces remember...wing warp roll controll etc... so that's it no damage profile... bizaare gun sight issue...... invisable nose/upper decking/wires etc no release damage profile gunsight ok nose ok release move onto next model.. it's that simple..
  20. many Thanks TEX! trouble is i'm getting so bogged down in the damn fiddle faddling about with the damage profile this parts breaks of that part breaks of the other part breaks of that part etc etc...in fact the only thing that breaks is the fuselage..which simply vanishes no matter how i set it up...typical computer bollocks...the one part which should NEVER vanish....is the only part that will....patience wearing thinner here...
  21. EmlD did i read some where that if the lower LODs dont have the same hierachy as the main LOD then nothing shows up...??? to be safe and for early testing just have the one LOD and edit the others out of the ini file (as per the DWFC) it should show up then-- or slap some texture on it (mine was an eindecker shaped cloud untill i put texture on it!) Brandy ...Cheers.. kinda lost me a bit on the undercarraige thing ..i need more coffee i'm not being that accurate about it all i must admit!! here's me engine thingamadoodle...!
  22. very true ! tell you what tho...i have a CH flight yoke and pedals....and was gratefull that FE is compatible with them both...the springs that create resistance on the yoke don't really affect you in non combat sims but with the need to use full elevator movement in turns and so on after a short while it actually begins to wear you out!! after three kills i usually need a rest! that's one thing that allways get forgotten in realism stuff....you'd be absoloutely knackered in a very short time indeed in real life..in a sim that would keep the kill tally down for the player.!!! certainly keeps mine down...it's exactly this sort of stuff that renders most realism issues in sims to be so selective that they become irrelevant.. folks want to feel that they are flying something as close to the real thing as possible and i'm all for that... but there's no sense in taking them seriously..it's supposed to be fun ...any-one who says otherwise has potentaily lost the plot..!! i'd like the aircraft to have that certain magic tho i must say!! but that's going to take a bit more imagination than just typing the correct stats into an airfile.. it's going to need to be a game engine specific element...something unique..you see the problem with flight sims is that nothing actually flys... there's no Air....everything is controlled by the FM....you can model a railway station and attach an airfile to it and it'll fly just the same as if it were an aircraft....the day they can model actual flight in flight sims ..that'll be the day we can really enjoy ourselves... i dunno has to come some day....create genuine Air in the sim...create a genuine relation ship between the wings and flying surfaces and that air to create lift as in the real world...and off you go...be very simple at first...but you wouldn't be able to take the drag of a FokkerDVII's undercarraige by editing a text file..you'd have to add streamlining to the model file itself!
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