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Gr.Viper

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Everything posted by Gr.Viper

  1. SPAD 13 to 12 and 7 conversion

    Version

    1,617 downloads

    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.
  2. Version

    564 downloads

    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.
  3. File Name: Beutepanzer rear guns to AA File Submitter: Gr.Viper File Submitted: 27 Dec 2006 File Category: SF Object Mods Since two gunners in rear sponsons never see ground combat, this mod arms them with machine guns and gets them to target aircraft. This gives a nice dense 'trench fire' effect if you fly low behind the panzers in an allied craft. The rest of the tank's guns still work against ground targets. To install, unpack and place the .ini file into Objects\GroundObject\BeutepanzerIVF folder of First Eagles Click here to download this file
  4. Version

    449 downloads

    Since two gunners in rear sponsons never see ground combat, this mod arms them with machine guns and gets them to target aircraft. This gives a nice dense 'trench fire' effect if you fly low behind the panzers in an allied craft. The rest of the tank's guns still work against ground targets. To install, unpack and place the .ini file into Objects\GroundObject\BeutepanzerIVF folder of First Eagles
  5. AI MOD version 3 beta..

    Well, I don't know how to place anything yet. AA guns are placed buy the almighty game engine(I love it!) Someone was fixing some infantry http://bbs.thirdwire.com/phpBB/viewtopic.p...ht=airandground And this one is the infantry mentioned... http://forum.combatace.com/index.php?autom...p;showfile=3671
  6. AI MOD version 3 beta..

    Great? You haven't seen 'great' yet! A 13-pounder edit. Armed with Maxim gun, burst length 50, ammo... 5000. Ass-kicking altitudes from 1 to 300 meters(or more.. well find out yourself ). Ballistic computer enabled, so they know where to shoot so that it hurts (but not too accurate anyway). Availability set to very_common so these guys might come in packs. They love airfields. And.. the most amazing thing.. I did it the same way as with SPAD 12 so you keep 13-pounder and get this brand new killer. Don't even think of flying straight when any number of these are about. MGs kill pilot, engine - everything, except fun Installataion: same as spad - create folder AAMG in GroundObject, place ini-s there, copy texture folder from 13pdrAAA P.S. Might be a good idea to do the same thing to German flak... and some repaint job. AAMG.rar
  7. AI MOD version 3 beta..

    Voila... German tanks don't like you anymore. And show it with Maxim MG(max burst length 16, half are tracers) And the ground offensive still rages on You know what to do with it BEUTEPANZERIVF_DATA.rar
  8. AI MOD version 3 beta..

    hm... 'gameplay mod' you say Beutepanzer rear sponson gunners never see action. What about giving them MG(or keep 8mm cannon), increasing pitch angles, turning speed and burst length, decreasing detection time and setting target type to air? Each tank gun has it's own settings so it shouldn't affect ground combat
  9. Screenshots

    Two Gothas shot down by flak almost simultaneously. The guys in the third must have felt their pants getting heavier...
  10. Well, I didn't try the LOD or texture tricks yet :) All I know is that even F6 view on my own plane alone causes slowdown...
  11. Don't think exhaust is the problem. I've got Albatross and Fokker with exhausts, use the latest smoke effects mod and the game never slows down (even with many planes) as much as it does with one or two Dh2 on the screen...
  12. The trick with primary/secondary cannon worked perfectly. I can now think which gun to use AND the AI seems to be fine using the primary MG without even bothering about the secondary large caliber. Does it happen the same way if you make separate triggers for SE5a?
  13. Yep, thanks. Funny but I rarely switch weapons in FE. Maybe because they're all MG and you need to concentrate as much fire as you can in order to take an enemy down.
  14. The question is - will that help AI to stop breaking the attack just cause their cannon needs reload?
  15. Gotha. Single Hit. Now the really crappy thing happens to the AI. They not only miss with 37mm - they even fire shorter bursts with MG. I suppose that they press the trigger and then go reload(though you can fire and reload at the same time). Also, is there a way to automatically enable wing leveler when one reloads the cannon and let the WL go only after reload is complete?
  16. Heh.. tried just now.. vertical 0.0 seems to be gun sight level. And distance forward seems to be counted from the nose backwards. Creepy... wrong Hm... Try setting to this :) MuzzlePosition=0.0,0.5,0.0 LightPosition=0.0,0.5,0.0 We're getting closer... Ok. The final figures are MuzzlePosition=0.0,1.2,0.0 LightPosition=0.0,1.3,0.0 Notice the difference between values. If I place muzzle outside the plane - very strange stuff happens. But the flash is better when it starts just at the nose. Oh. And the great thing is - recoil is gone cause the gun is right at the centre.
  17. Arrgh... since it's nearly impossible to find out anything about the 12th SPAD12_a.rar Again. Service date set to 12/1916 - 12/1917. Reload - 10 sec. Ammo 20. Don't worry, you still have the Vickers. SPAD7_a.rar Minor edit - Service set to August 1916
  18. It would be impossible to use the stick. Look at link with the drawing So, I suppose, the wheel column goes forth and back, controlling stabs. The wheel turn controls ailerons. And the butt of the cannon is sticking through the arch of the column somewhere between pilot's legs. Wish, someone modeled this machine :) Anyway. Here is SPAD 7 and 12 with decreased max speed and horsepower. Decreased CornerSpeed too(otherwise it would be higher than max)... it was about 95,5% for SPAD 13, so for these two I did the same ratio. Didn't touch climb and stall(well, this one is airframe-dependent). *Removed* S. VII set to be in action since September 1916 *Removed* S. XVII is RARE, service start July 1917 Installation: In the Aircraft folder create folders SPAD7 and SPAD12. Unpack archives accordingly. Then go to SPAD13 folder and copy all camo folders to SPAD12 and SPAD7. Otherwise you'll be flying SPADs white as snow with only cockpits coloured. I didn't touch cannon reload times or ammo(did increase to 400 for 7th single vickers). Both me and AI seem to have a hard time using cannons. It's useless against Gothas, by the way, - they shred you to pieces before you can get close enough not to miss. And 8 sec reload is more than enough to allow the target get out of sight.
  19. MaxSpeedSL= speed in meters per second at sea level.. googled, found a link to other topic at CombatAce and in the engine section SLPowerDry=is in watts as conversion experiment shows So I'll set them to what that reference sheet says... By the way I saw some note saying that 12-th first flew only in summer 1917
  20. Just one problem. SPAD XII had steering wheel in cockpit :) 13-th will do for now... but... That's the most I found about the 12th cockpit interior... http://www.wwi-models.org/Photos/Fre/SPAD12/index.html
  21. The funny thing is that, what I got by such simple edit nearly perfectly matches the description here http://www.wwiaviation.com/french1916.html Мах speed is just about 10-15 km/h higher. Can tweak it by reducing hp. Stalls like hell. Gun is inaccurate so even good aim might result in a miss. But you still have a MG which seem to be historically accurate... But seeing this after just one hit is worth it Only 300 were built. I think, increasing reload time AND reducing ammo to 15-18(I can't find a reference anywhere, so it's a guess) would be nice. And I think it should be made a separate aircraft (mine is just a SPAD edit) with availability set to rare or something...
  22. A few redone ground textures..to test

    There are some nice stock towns :) Does anyone know how tank/truck wreck(left side) got in there? It's instant action. By the way, how do you get free camera? The only way I know is to crash. Then the camera just shows your last position and you can go forward/backward using mouse buttons and turn with the mouse. But, well, can it be done without breaking your neck?
  23. A few redone ground textures..to test

    hmm... I saw something about trees in the downloads... Here it is http://forum.combatace.com/index.php?autom...p;showfile=3261 You might wanna see how this mod's done since the games share the same engine... Or ask the author for hints
  24. Is it something with this model, or just a general glitch: I got it after installing Dh2 - sometimes end mission log would show no hits and no kills despite the fact that I ran 3-5 planes into the ground. What's more, this happens even when I switch to other plane.
  25. When I start single intercept or support missions on Dh2 I never see any enemy planes other than DFWCV. I saw SPADs on my side on several occasions but more often I only see DFWCV and Dh2. Once after some single missions on Dh2 other planes and (enemy's too) just stopped appearing on the battlefield. Is that a bug or some feature? Didn't use any date mods and stuff. Just saw about 20 allied tanks at once... never saw more than 8 before..
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