Jump to content

Gr.Viper

MODERATOR
  • Content count

    4,547
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Gr.Viper

  1. Bit of work on an Eindecker

    I'm flying on hard and torque isn't that bad - let go of the handle and you'll see that plane just rolls about 30 degrees to the left and rolling stops. 'Watch your six' SPADs are XII... luckily they never use that cannon.. but I've taken plenty of hits(I removed steel armor from the pilot) and ended up gaining yet another Wound Badge.
  2. Bit of work on an Eindecker

    Well, of course it climbs vertically... Pilot, his breakfast and his clothes But. The point is that if you adjust that, you'll have you dig a lot into wing FM... which is not top priority for now... The Wound Badge I always get while flying E.III... makes me feel like a test pilot.. Anyway, the model looks fine and we're not testing anything else yet. I'll start looking into MG problem if it is .ini-fixable
  3. Bit of work on an Eindecker

    Ok, I scored a kill flying this - where is my prize?
  4. Bit of work on an Eindecker

    Yep, it makes the ride more pleasant...
  5. Bit of work on an Eindecker

    wow... I didn't expect the Spanish Inquisition... Is it just me or rudder makes the plane roll in the opposite direction? The folks at SimHQ were complaining about the same issue with Albatross(What flavour is it?) remake. Just put(or remove) '-' before the rudder+roll something in data And... What about polishing the wire joint above the MG? Now it looks like a pile of sticks.. You might wanna look at E. in Richthofen Skies for Targetware to see how it looks on their model. Funny but that's the only plane where AI shoot as much as me. Maybe because I was so busy trying to turn in the right direction... :moil: Anyway, I still think it's
  6. I agree that some tiles are too blue (I doubt there were such severe frosts in Europe). But white tiles and the green tile partially covered with snow look fine... Green's the one several hedges below the landing gear in the third picture. Will you also supply steam effect from pilot breathing?
  7. Do I see some snowdrifts at the hedges? That looks good.. but the river is too warm..
  8. Bit of work on an Eindecker

    And there is a Newport in progress at simhq Hangars are slowly filling up...
  9. FE where will it go?

    hmm... do I see another AIMOD coming up... Or are you waiting for the patch, like almost everyone? IMHO, the point of any sim-game is to create 'impression' of realism, not the pure realism itself. The real thing is used only for pilot training and full immersion is usually created there with much more than PC monitor and a joystick.
  10. Authentic WWI Era Music

    I suppose it's this one http://forum.combatace.com/index.php?autom...p;showfile=3791
  11. AI MOD version 3 beta..

    I didn't pay attention when read the topic for the first time :tomato2: Either we teach them to shoot or we teach them to hit. Anyway, with my flight settings AI pilots survive without extra armor
  12. AI MOD version 3 beta..

    Somehow, I'm not satisfied with these results of shooting practice. Thanks to capun for a hint http://bbs.thirdwire.com/phpBB/viewtopic.php?p=22137#22137 ... GunnerAimOffset=1.0000 ... CannonFireAngle=5.0 ... The log is after intercept flying Dh.2 against two-seaters. Unfortunately, no record of Instant Action is kept but I was shot down by a diving Fokker(Death from Above - pilot and fuel tank shot in one burst). And I saw SPAD taking shot at the side of a Fokker that was just passing by his sights.
  13. AI MOD version 3 beta..

    yup... their maneuvers look insane and irrational but now they are extremely hard to hit. I've just seen a SPAD do high yo-yo. IndioBlack should like it By the way individual AI settings in plane_data just seem to override the defaults 'cause two-seaters fly almost the same boring style Now it would be nice to get these guys to shoot...
  14. Finally a working FPS fix!!! http://www.simhq.com/simhq3/sims/boards/bb...;f=165;t=000302
  15. AI MOD version 3 beta..

    bortdafarm, have you ever seen drunken apes flying an airplane? AIRCRAFTOBJECT.rar
  16. Bit of work on an Eindecker

    A valuable artifact was discovered through forum-digging http://www.users.bigpond.net.au/CharlesEAW/sfpage.html At the bottom of the page reside SF Editing Notes... A hu-u-u-ge amount of info on FM edit and how the ini-files work. Engines, wings, control surfaces... everything that makes a model fly. You might also be extremely interested in Damage Modeling part which could be the key to fixing high mortality rate among pilots. At least I found how to make the game consider a wing blown off as non-lethal damage.
  17. Bit of work on an Eindecker

    No way! Finish it!
  18. AI MOD version 3 beta..

    Funny, but I'm getting the impression that stock AI isn't that bad. It's just set up the wrong way. Otherwise such small tweak as AIMODs Aircraftobject wouldn't improve it's performance... but AI Fokker doing some crazy maneuvering Me, ripped by other Fokker. I noticed he was tailing me, tried to get away through a hard turn(SPAD.. hard turn.. ) but as you see, it didn't help. I do hope we'll get AI at least of YSFlight level P.S. Ouch! I got rammed just now. I didn't touch controls - a Fokker just came from above and blew my wing to pieces...
  19. I don't use tracers that much. I just shoot when the target fills my sight. Close and personal
  20. Well the cannon has not that much firepower. You generally have to get closer because you can't spray some bullets to see if any of them hit. And this gives gunners quite good chances of taking the player down. I took me quite a long time to learn to kill Gothas without dying in the first seconds... When both cannon and MG were set up as primary weapon AI used neither well. Now It's at least using the machine gun. Guess, we'll have to wait until the patch comes to see what can be done about it...
  21. Ok. I've got it placed in Downloads http://forum.combatace.com/index.php?autom...p;showfile=3777 The new version also has updated empty weights of the planes and reduced MG ammo for 12. Didn't notice much difference after weight adjustment...
  22. http://forum.combatace.com/index.php?autom...ode=sst&id=3777 File Name: SPAD 13 to 12 and 7 conversion File Submitter: Gr.Viper File Submitted: 28 Dec 2006 File Updated: 8 Sep 2007 File Category: SPAD No remodeling or repaints. Since SPAD 7, 12 and 13 use nearly the same airframe, I've created the new planes via FM edit i.e. by adjusting speed, engine power, weight and armaments. SPAD VII is armed with single Vickers MG (the right one of the stock SPAD). Compared to SPAD XII Engine performance is lower an so is the weight. Available since summer 1916. SPAD XII Ca. is a rare bird. There were only 300 of them built. The plane features a 37mm Hotchkiss cannon with muzzle placed at the prop spinner. Cannon has to be manually reloaded after each shot - the reload takes 10 secs(the stock reload sound lasts 6 secs, though). You also have one Vickers MG with reduced ammo. Engine performance is between the ones of SPAD VII and SPAD XIII. Weighs more than S.XIII so take care, especially when bearing a bomb. Warning: the 37mm is set up as 'Secondary weapon' so you should have a key assigned to firing it in the controls menu. The AI will fight using Vickers only. I've tried another setup but they ended up never hitting with cannons and barely shooting MGs. Update for Patch 2.. and apparently the previous update was pretty messed up (entry dates, mass, hp) which I didn't notice and no one complained This update is more thoroughly checked Installation: unpack to ObjectsAircraft folder. Copy all *Camo folders from SPAD13 to SPAD7 and SPAD12. Click here to download this file
  23. File Name: FE - simple AA Machine Gun mod File Submitter: Gr.Viper File Submitted: 28 Dec 2006 File Category: SF Object Mods No remodeling, or repaints. This mod adds heavy truck-mounted anti-air machine guns. They use Maxim MG, shoot very long bursts, have lots of ammo and since availability is set to very_common there may be two or even three per airfield. Maximum attack altitude set to 300. This adds a pinch of realism and lot of fun to low-level bombing. And luckily they are not as lethal as stock flak. Highly recommended to use with any mod reducing stock flak accuracy so that you'll be able to escape MG fire by gaining altitude without getting shredded by the cannons. Gundata.ini from AIMOD would do nicely. Installation: unpack in Objects\GroundObject folder. Copy Texture folder from 13pdrAAA to AAMG, and Texture folder from 77mmKFlak to GERMG. Machine guns will be placed on the map randomly. Click here to download this file
  24. Screenshots

    It might not be the most beautiful game ever... but sometimes it looks really great. Or funny... Anyway, if you see something worth looking at - post it :yes: To make these moments easier to capture use the following: Alt + P - will freeze the game. You will be able to change cameras, rotate view, but all stuff including smoke, tracers and flame will be still Ctrl + F12 - switches you to free camera, controlled by mouse movement and left/right buttons. So when you see something happening Bring some postcards from The Great War! Still testing my cannon Death spiral Close contact
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..