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bortdafarm

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Everything posted by bortdafarm

  1. Cheers Buckner! cheered me up a bit!! i've attached an updated version to this post with a new corrected readme and installation instructions and reduced armour for the aircraft.. or if you fancy a bash ..right click on the aircraft data.ini ..select open (or open with) choose notepad from the list and scroll down to the [AircraftData] EmptyMass=694.5 EmptyInertia=1512.9,1224.3,2709.4 ReferenceArea=24.77 ReferenceSpan=8.13 ReferenceChord=1.52 CGPosition=0.00,0.00,0.00 OnGroundPitchAngle=12.5 HasArmor=TRUE DefaultArmorType=STEEL DefaultArmorThickness=0.5 etc etc this is the entry you need to edit...(i believe it's in milimetres thickness) UPDATED further reduction in armour AIMODv4.zip
  2. well i have to say your right..i tried the aircraft data inis in the individual aircraft folders and yes same result as you...reducing the armour thickness to around 8 or so has the balance about right..BUT as you say the sound isn't right...AND the same result should be obtainable by using much thicker wood armour..giving the correct sound....with any luck...any huw many thanks for the heads up..fairly critical oops on my part that one...still the other files seem to be in the correct place?? there's something fishy going on tho here...as SOME of the alterations to the aircraft data inis in the object folder DID have an effect.....i wonder if there's more to this than meets the eye..
  3. here's a link to the third wire thread (re Jokers new campaign) where Tex gives the fix for the bombs LINK TO TEX MURPHYS BOMB FIX INFO i've allso added my version of it here as an attachment...i've added the fix to all the aircraft but i may have not have got it spot on ...let me know if you see any aircraft dropping bombs..(if you notice) cheers guys! Bucky customise it to your heart's content..that's half the fun of a sim like this thanks for the feed back keep it coming.. Indio i think the egnine is supposed to have siezed but perhaps the engine noise sometimes doesn't catch on.. FEexpermodv2.zip
  4. thanks guys! yes i kinda thought the data ins for the aircraft went into the aircraft individual folder..but i figured that as the original was stored in the cat and the cat was just in the object folder...i dunno seems to work ok (i'll try and double check on that just to be sure) you could reduce the armour thickness to see if you can get things balanced out....what i suggest tho at least at first is to use the way the sim models precise locations for the damage areas...you can bring dow a plane with one shot if you hit just behind the pilot ..fuel tank goes up..or hit the nose area and the engine stops..(i really like the way this is so well modelled!) as an extra thing Tex Murphy (over at the third wire forum) has just told me how to get the bombs working in the campaign so i'll add that to the experience mod (goes in the same file) and post that here as well..
  5. AN AI MOD FOR FIRST EAGLES... SINGLE PLAYER ONLY.. PLACE ALL THE FILES (OTHER THAN THIS READ ME) INTO THE OBJECTS FOLDER.. thoughts... reduces slightly the effectiveness of the flak.. increases the fluidity and variety of the AI tactics and maneverability and tends to result in a higher survival and much higher kill ratio for your squadron mates... AI versus AI combat becomes more satisfying to observe with greater effort on the part of the AI to stay one step ahead..(with occasional exceptions) all aircraft are slightly less likely to explode..and can take fractional more damage before a "kill" intended to give slightly better over-all gameplay during a campaign.. Bortdafarm version 3 ------------------------------- this is by far the best result so far regarding AI pilot survival AND a much increased AI kill rate / fire accuracy etc... hope this is not an inappropiate use of the forum but as long as that's ok with the mods (pm me if it's not and i'll edit the post) cheers all just thought i'd share the fun and to compliment the above mod CAMPAIGN AI PILOT SKILL AND EXPERIENCE MOD FOR FIRST EAGLES.. THIS WILL GIVE ALL AI PILOTS OF ALL FIGHTER SQUADRONS (INCLUDING THE PLAYERS AI SQUADRON MATES) FAR HIGHER SKILL AND EXPERIENCE RATINGS (VIEW THEM ON THE CAMPAIGN ROSTER SCREEN) THIS BUMPS UP THEIR ABILITIES TO MAKE THEM MORE USEFULL ALLIES AND OPPONENTS.. install to the flight folder bortdafarm AIMODv3.zip FEexpermodv1.zip
  6. an increase in the general squadrons experience skill stats (for the campaigns) in the WWICAMP1_DATA.ini (flight folder) like thus [AirUnit026] AircraftType=SE5A Squadron=1RAF ForceID=1 Nation=RAF DefaultTexture=RAFBrown1 StartNumber=1 BaseArea=Sainte-Menehould Aerodrome RandomChance=100 BaseMoveChance=10 MaxAircraft=16 StartAircraft=16 MaxPilots=16 StartPilots=16 Experience=100 Morale=100 etc... this gives you AI pilots with reasonable stats on the roster screen, not 100 per cent but middling to good stats spread more evenly over the entire squad....40 plus for skill experience for most pilots... ---------------------------------- Player Squadron Formation fix in the AIRCRAFTOBJECT.ini object folder (-use the cat extractor from the downloads section if your not sure what i mean) edit the [AIdata] section entry MaxRollFormation=5.0 reducing it thus to 5 or there abouts prevents all that sloppy zooming about behind you as you head out they settle down to a good looking flight ..
  7. View File FEgreyskys GREY SKY MOD FOR FIRST EAGLES CHANGES THE DEFAULT SKY COLUR TO GREY GIVING A LESS "SUNNY" OUT LOOK TO THE GAME... EARLY MORNING MISSIONS WILL STILL BE SUNNY AND BLUE SKYS SLOWLY CHANGING TO GREY AS TIME GOES BY install to the flight folder bortdafarm Submitter bortdafarm Submitted 12/18/2006 Category First Eagles - WWI and Early Years - Terrain and Environmental Mods
  8. 421 downloads

    GREY SKY MOD FOR FIRST EAGLES CHANGES THE DEFAULT SKY COLUR TO GREY GIVING A LESS "SUNNY" OUT LOOK TO THE GAME... EARLY MORNING MISSIONS WILL STILL BE SUNNY AND BLUE SKYS SLOWLY CHANGING TO GREY AS TIME GOES BY install to the flight folder bortdafarm
  9. same with the AI versions...if you pan round to the other side often it can be seen from there which makes me wonder if they're isn't a missing texture for one side of the rudder...? or an LOD problem...
  10. i agree cheers for the info... be very nice to have the bombs working in the campaign hopefully it will get a look in when the patch gets built..the airfields are destroyable as are the canvas hangers....so destroying an airfiel or having your own destroyed should on paper have a big impact on the campaign dynamics and it will just look so atmospheric watching bombers make their runs...give a good reason to shoot them down as well...
  11. here's the latest WIP version of my AI mod if any one fancies see-ing if it helps matters.. AIMODv2.zip
  12. View File FEterrainL FAST RUNNING TERRAIN/GROUND OBJECT TEXTURES FOR FIRST EAGLES ALLOWING YOU TO GAIN A SIGNIFICANT INCREASE IN FPS NO NOTICABLE DIFFERENCE IN APPEARANCE FROM THE NORMAL LOW DETAIL SETTING BUT AN INCREASE IN FPS OVER STOCK.. install into the terrain/wwiVerdun folder bortdafarm Submitter bortdafarm Submitted 12/16/2006 Category First Eagles - WWI and Early Years - Terrain and Environmental Mods
  13. ALT+D twice will switch the info off...
  14. cheers..i just hada look at it...changed the type of mission that gave the SE5A's bombs to include all types of mission..but no luck...you can allways (even before) select bombs from the loadout screen pre mission...but i can't select them in the campaign patrol...it just cycles thru the normal machine guns.. i did try editing the weaponary setion for the Se5A data.ini as that showed that the maximum weight limit for bomb loadout was less than the weight of the two 25lb bombs...that sounded like the fix..but no luck again...not sure what the problem is.. i tend to only play the campaign ,as i can use time excell or skip to next action to shorten the thing if i don't have the time and i like the sense of continuing on thru something as i play...i like to see what the campaign cooks up for me ..makes every go a surprise sort of thing
  15. 325 downloads

    FAST RUNNING TERRAIN/GROUND OBJECT TEXTURES FOR FIRST EAGLES ALLOWING YOU TO GAIN A SIGNIFICANT INCREASE IN FPS NO NOTICABLE DIFFERENCE IN APPEARANCE FROM THE NORMAL LOW DETAIL SETTING BUT AN INCREASE IN FPS OVER STOCK.. install into the terrain/wwiVerdun folder bortdafarm
  16. will do! at first attempt using the bomber asignment and limited primary/secondary role entrys it seems to be quite happy with the alterations...there seemed to be more fighters around than usual and found quite a few squadrons of the Bomber two seats escorted by large numbers of fighters...which may be part of the dynamic of the campaign (which by the way does actualy seem to be a proper dynamic campaign (?) if so then this truly is an amazing sim...if the failure in patrols results in the reduction in supply for your side and possibly an increase in supply for the enemy resulting in more enemy aircraft and fewer friendly ..then zoot alors...that is fabolous ...i'm fairly sure that's how it works do you know?? stunned and amazed by this .. there is an issue with bombs and bombing i seem to have ..even as stock i can't understand how to select and drop bombs (at least from the Se5A) i select the air to ground weapon but all i can select is the normal MG's no bombs available even when added in the hanger screen.. the reason i ask this is that if bombs are available and work for the AI and this responds to the BOMBER assignment....then it may be possible to duplicate the two seaters and have them set up with different armement and loud outs specifically for bombing missions...limiting them to STRIKE roles... do bombs work ....i havent seen anything bomb anything as yet??? (stock or other wise ...so far) anyhuw the AircraftRole=BOMBER AircraftCapability=DAY Availability=VERY_COMMON Exported=FALSE PrimaryRoles=RECON,ARMED_RECON,STRIKE SecondaryRoles=TRANSPORT set up works fine for the two seaters...(thus far) last patrol the enemy tried a mass attack on an airfield dozens of two seaters all escorted by even more fighters... complete mayhem haven't had so much fun in a game for ages!! "Huns...thousands of 'em!" that's why i ask about bombs...they should have obliterated the aerodrome..but not one bomb dropped.. my AI squadrom mates put up a fairly good show...(top ho!!) and one one was lost which was pretty stowt stuff considering the number of enemy..sadly tho they didn't get any kills...mind you if they survive long enough to gain experience points (does the campaign actualy do this or is it just static info on the roster screen?) if they gain from surviving then maybe they will get some kills as they continue improving..heck i dunno...wish the manual was more in depth on this stuff... i'll check the files and browse around looking for other possible asignments... i'll try to figure out how to duplicate one of the aircraft and customise it specificaly for bomb runs...the try adding it to the campaign ...wouldn't mind flying the Albatros..must be possible there's a cockpit for it some where here...anychance of a tutorial section for the sim how to add new or duplicated aircraft? (if i figure it out i'll write one..if there's not one allready)
  17. perhaps if i try something like this for the two seaters? AircraftRole=BOMBER AircraftCapability=DAY Availability=VERY_COMMON Exported=FALSE PrimaryRoles=RECON,ARMED_RECON,STRIKE SecondaryRoles=TRANSPORT what do you think?
  18. yes you could be right there!! i'll keep playing and see how it works out in game..it may be affecting the numbers of fighters in certain missions..i dunno...i have tried setting all to ATTACK...but it's quite difficult to tell what was intended to happen using the stock settings and wether the changes have changed the type of aircraft doing the different mission types..i must admit that if i can get an improved feel to the AI behaviuor and maybe even the long hoped for but never achieved balanced between player kills and fellow AI squadron kill numbers i'll accept that aganst any negative impact on the other features within the campaign..i doubt i can do it tho my pet gripe alert!! why oh why does the AI allways take a back seat when games are developed--my only gripe that covers every game/sim i've ever played !!! when will devs realise that in single player ..at the end of the day the AI IS THE GAME!!!! gripe alert over... i think i've cracked the AI maneverability and they both get into good attack positions AND make every attempt to evade when under attack (most times) so what i need is to get them to open fire with a little more aggression...if they fire often enough they will get the kills.. on the whole i find messing about with stuff like this a good way to pass the time and FE is a good sim worth while spending the time..thanks for the positive words they are most appreciated..and i do understand that what migth be good for one issue might very well create other problems which other folks won't like being messed with or damaged...good thing here is that it's just a mod i'm making so it's not compulsory!! i don't think the ATTACK/FIGHTER role is a bug .. i just noticed that the ATTACK ROLE AI was noticably smoother and more well intelligent than the FIGHTER ROLE AI......just one of those things i like to swop round when i notice them to see what happens! (can't resist the temptation to try these things out) i'l check to see if i can see if the campaign assigns aircraft to airfields/missions/ escorts etc by name or by role ( i know it uses the PRIMARY?SECONDARY ROLE section (?) one assumes)...that should help clarify things alittle..wether the role affects the AI only or wether it affects the actual campaign it self.. i'm still looking for the dang weather stuff...this is Europe!! it's allways overcast ..well a good deal of the time anyway.. if i can find the ratio that controls how many missions are in bad weather and how many in good and so on i'll be altering that but i can't find it anywhere..any thoughts? anyhuw lots of things to mess about with...which is what i like to do...the computer equivilent of "doodling"
  19. Cheers Tailspin! here's another possible tip for the squadron guys...i have been watching the two seaters flying in combat and one thing kept puzzling me ..why they performed far more effective evasive maneuvers than the fighters..in fact most of the time they were able to shake a fighter and get on it's tail and make an attack of their own...the fighters tend to get confused and break of an attack where-as the two seaters cling on like grim death most of the time.. so as an experiment i set all the fighters in the data inis from FIGHTER to ATTACK [MissionData] NationName=RAF ServiceStartDate=06/1917 ServiceEndDate=11/1918 AircraftRole=ATTACK and set all the two seaters from ATTACK to FIGHTER (lol i know...but the behaviour actually seems to be reversed in game) and now the fighters have the upper hand... make better maneuvers and usually survive most patrols ! all i need to do now is figure out a way of upping their kill rate... any way the combat is slightly more convincing to watch in the next plane view while cruising home... i'll do a new version of my little AI mod as soon as i pick up a few more details
  20. you get the occasional issue when taking off..they may take a while to get into formation behind you..(those sharp turns straight after take off tend to throw them a bit..but they just take a little longer to form on you.) other than that nothing seriuos..following waypoints etc fine..and as soon as combat starts or a enemy is detected then they maneuver at full capability.. the formation isn't tight they just don't over correct all the time trying to stay behind you..they just make slow casual turns..
  21. only just sussed this but it helps enormously in the AIRCRAFTOBJECT.ini object folder (-use the cat extractor from the downloads section if your not sure what i mean) edit the [AIdata] section entry MaxRollFormation=5.0 reducing it thus to 5 or there abouts prevents all that sloppy zooming about behind you as you head out they settle down to a good looking flight ..
  22. View File feprop REPLACEMENT ENGINE SOUND FOR FIRST EAGLES A MUCH SLOWER THUNDEROUS ROW ! place the proploop.wav into the sounds folder (overwrite the original or move it to a safe place) bortdafarm Submitter bortdafarm Submitted 12/15/2006 Category First Eagle - General Files - Sound Mods
  23. 608 downloads

    REPLACEMENT ENGINE SOUND FOR FIRST EAGLES A MUCH SLOWER THUNDEROUS ROW ! place the proploop.wav into the sounds folder (overwrite the original or move it to a safe place) bortdafarm
  24. View File AIMODv1 AN AI MOD FOR FIRST EAGLES... SINGLE PLAYER ONLY.. PLACE ALL THE FILES (OTHER THAN THIS READ ME) INTO THE OBJECTS FOLDER.. thoughts... reduces slightly the effectiveness of the flak.. increases the fluidity and variety of the AI tactics and maneverability and tends to result in a slightly higher kill ratio for your squadron mates... AI versus AI combat becomes more satisfying to observe with greater effort on the part of the AI to stay one step ahead..(with occasional exceptions) all aircraft are slightly less likely to explode..and can take fractional more damage before a "kill" intended to give slightly better over-all gameplay during a campaign.. Bortdafarm Submitter bortdafarm Submitted 12/14/2006 Category Ini Edits
  25. bortdafarm

    AIMODv1

    666 downloads

    AN AI MOD FOR FIRST EAGLES... SINGLE PLAYER ONLY.. PLACE ALL THE FILES (OTHER THAN THIS READ ME) INTO THE OBJECTS FOLDER.. thoughts... reduces slightly the effectiveness of the flak.. increases the fluidity and variety of the AI tactics and maneverability and tends to result in a slightly higher kill ratio for your squadron mates... AI versus AI combat becomes more satisfying to observe with greater effort on the part of the AI to stay one step ahead..(with occasional exceptions) all aircraft are slightly less likely to explode..and can take fractional more damage before a "kill" intended to give slightly better over-all gameplay during a campaign.. Bortdafarm
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