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Everything posted by Gr.Viper
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Or, you can wrap a couple of steel cords around your monitor so that they'll cross in the centre of the screen
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Maybe not the weight but the space taken by it was the reason. MGs have to be fed with ammo and having an ammo cache right trough the fuel tank would be asking for trouble Anyway is it possible to, well... model tank placement? For shooting purposes Recently I became rather interested with blowing SPADs to pieces with one burst at the wing tank
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Well, fine... I can do without the gunsight It'll take some time to get used to guns position, though. By the way, why did they use such placement?
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The model looks nice, didn't give any CTD or lag yet... But couple of things could use some fixing 1. Pilot is placed too low. 2. No prop Will there be some gunsight thingie? It was a bit difficult to down a Fokker... For the first time I've flown a concrete plane... Nice work, keep it up
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Nope, I've got Simulation settings still there with full range of options.
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http://www.thirdwire.com/downloads_fe.htm
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Charles, that FM stalls in a very peculiar way. I fly on Hard. Actually, it stalls the exactly the same way as Gotha - just takes a sudden nose dive for several hundred meters. By the way, the v2 model(the 3D model) looks even better. The only issue is that prop stops at low throttle and you can see than it's fixed a a bit wrong on the axis. I do hope bortdafarm will fix this.
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Huh... there might be a way to calculate the gross weight roughly... According to edit notes the maximum fuel amount is in kg. Add it. Then open Gundata.ini file. Find the weapon you have on your plane. Look at ammo weight(I suppose) and multiply it by the number of rounds you've set up.. don't know if it is in grams or kg there...
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Ok, TK might want to look into this These AI guys were following a SPAD, and firing at it. They weren't stuck in this position - were flying wing to wing for some time or one's landing gear right above the other's stab - but they performed nearly identically for at least a minute until I came and blew the SPADs engine. The blue couple closed in on it and then finally split both sides. None of the planes were harmed. I didn't disable any collisions and FM is set to hard. I even remember crashing into other planes. Do AI have some privileges or is it a bug? That sync flying was really creepy too...
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I does add stuff up. SPAD 12 felt much heavier when I was testing it with about 50 cannon shells on board.
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Quick suggestion re: Fokkers post patch...ERROR, PLEASE READ
Gr.Viper replied to Tailspin's topic in Thirdwire - First Eagles 1&2
AlbatrosDI? The one by bortdafarm? It was made prior to the patch and is based on old Albatros .ini. -
The AI seem to have gained limited range. I mean, before the patch they would follow you anywhere across the map, walk you home(even two-seaters) - now they don't go far from their airfield into enemy territory. That's actually very nice 'cause it gives a chance to escape. Yesterday I had both ailerons and elevators blown off, SE5a and SPAD on my tail and was ready to be finished off when they suddenly turned around and left(headed back according to the map)... I managed to land at friendly territory using only rudder and throttle. Mission was failed but survival is a bit higher priority in the campaign In other mission I noticed AI shoot at me after I landed... The patch is great The issue with bombs and frequent AI stalling seems to be PC-dependent, because I never had any problems with bombs and AI flies just fine(i.e. like me) Just before they turned away.
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Quick suggestion re: Fokkers post patch...ERROR, PLEASE READ
Gr.Viper replied to Tailspin's topic in Thirdwire - First Eagles 1&2
Yep. And Readme for patch mentions which ini files will be deleted and suggests doing a backup. -
Quick suggestion re: Fokkers post patch...ERROR, PLEASE READ
Gr.Viper replied to Tailspin's topic in Thirdwire - First Eagles 1&2
Get this http://forum.combatace.com/index.php?autom...mp;showfile=343 Use it to extract Fokkers' _DATA.ini from ObjectData.CAT in game's Objects folder After tweaking place the modified ini file into corresponding(there are two types of Fokker in game) folder in Objects/Aircraft folder -
MJ, grab editing notes from the bottom of this page http://www.users.bigpond.net.au/CharlesEAW/sfpage.html Maybe we should double all lift values for a start? bortdafarm, if anyone had any crashes, FPS drops or other things like that, I think we'd tell you, huh? The model works fine and people already want to adjust its stats closer to real figures. I the meantime you can draw some nice damage..
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Just a guess - did you give a proper OnGroundPitchAngle in aircraft data?
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And don't forget about the Gotha, plz. Though AI flies them still quite well... It barely glides on hard and gunners could use some tune down, I guess
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Heh... started a new campaign flying Fokker during St. Mihiel Operation. We ran into swarm of SPADs and SE5a. There were lots of turns, dives and climbs - the AI no longer wants to die. Somehow I managed to kill engines on a couple of planes(random hit - no more sniping) then killed another pilot and managed to set 2 SPADs ablaze(upper wing fuel tank seems to be the weak spot). It was real fun to be aiming at one plane and hear bullets hit wings just near your head... The battle ended after a mid-air collision with the last SPAD. 2 out of 7 AI pilots of my squadron were shot down. Not bad Dagger, how about adding FABRIC armor type which would randomize greatly the amount of damage dealt to structure, thus simulating 'hit through fabric'/'hit structure' type of damage? This way several bullet hits can go either unnoticed or rip the wing off. Giving this armor cover an StructureDensity parameter would also allow to change the amount of structure elements under the fabric for various plane components, this way imitating different placement of stuff, e.g. high Density for fuselage to mark engine, and fuel placement and a low one for wings and wingtips in particular. This way we will have relatively low chances of destroying a wing with non-explosive projectile hit and have an incentive to shoot at the engine or pilot. And we'll see even more realistic kills
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It's easy to find these figures - figuring out what, for example, 'Lift due to control surface deflection' should be is much more difficult.
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"Cannons?" A manual to making SPAD XII Ca. :)
Gr.Viper posted a topic in Thirdwire - First Eagles 1&2
http://www.storks.cwc.net/guy/s12.html I'd really like to see a 37-mm cannon on any ingame plane. Turns out that SPAD 12 had it Replaced one of SPAD 13 machine guns with 37 Hotchkiss M1902(look in gundata.ini fo entry). Point one - this baby has reeeeaaaly big recoil, so you'll wanna aim carefully. Point two - it rips Beutepanzer apart with one hit, didn't try it on planes but I bet they won't like it. Point three - I don't know how to make it a) manually reloaded after each and every shot b) produce a lot of smoke to obscure pilot's view. And thanks to the game engine for the recoil and different handling of the plane added without any work on my side yup, cannon in air-to-air is 'one shot-one kill' weapon. If you can score a hit. Did 25 shots - 6 hits - 6 kills. Then I got so busy trying to nail another two-seater that I let Fokker to tail me. Well, that was fair. As soon as anyone manages to add smoke and reload, cannons would be pretty balanced with other weapons.. maybe even worse than machine guns :) But its 37 MM!!! another update - taken Lewis on SE5a as example. So now I have [internalGun2] SystemType=FIXED_GUN GunTypeName=37MM_HOTCHKISS_M1902 InputName=FIRE_PRIMARY_GUN GunGroup=2 MuzzlePosition=0.18,0.43,0.46 LightPosition=0.18,0.43,0.46 AimAngles=0.0,0.0,0.0 MaxAmmo=1 NumReloads=25 ReloadTime=8.0 EjectShells=TRUE EjectPosition=0.45,-0.25,-0.24 EjectVelocity=0.5,-1.0,-0.0 MinExtentPosition= 0.24,-0.52, 0.43 MaxExtentPosition= 0.12, 0.43, 0.54 GunFireAnimationID=8 The problem is that reload sound was done for Lewis and is 6 secs long. So you might set it back to 6, or just wait a bit after reload sound finishes. With such reload period you really think twice before firing ---------------- So, here are the so-called mods made via editing ini of SPAD XIII http://forum.combatace.com/index.php?autom...p;showfile=3777 -
"Cannons?" A manual to making SPAD XII Ca. :)
Gr.Viper replied to Gr.Viper's topic in Thirdwire - First Eagles 1&2
Updated, based new DATA on SPAD after the patch. http://forum.combatace.com/index.php?autom...p;showfile=3777 -
No problems yet. All my graphic/sim settings were reset but it's no problem... Just tried Instant Action - Hard AI really started to bite... Fokkers turn faster than ever ;) Nice exhaust smoke effect added to all planes... :clapping: And we got the rear view! And flight orders menu got redesigned... Oh... I shouldn't get so excited at 5:30 in the morning before going to sleep... but the patch definitely brought more drive to air combat... Bloody two-seaters now fly in tight formations and DO drop bombs, turning airfield into smoke and ashes... And with these machine gun animations planes look much more alive...
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Try setting year to 1916, enemy activity to heavy, mission type to intercept and make sure you don't have any of my early SPADs installed. Or even adjust availability dates so that Dh2 and E.III greater chance to meet each other :)
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Nieuport 11? http://www.simhq.com/simhq3/sims/boards/bb...;f=165;t=000288
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Hm... Is it possible to make the whole wing just a large aileron and give it bending animation? Tried playing with muzzle position, looked at other settings... no luck... The gun shoots from the upper wire joint. Is there something in the LOD at that spot?