Jump to content

Gr.Viper

+MODERATOR
  • Posts

    4,547
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Gr.Viper

  1. Won't have the shredded part regenerate then at lower speed? I think the best way would be asking TK to add some kind of structure limits - +-G, airspeed etc.
  2. Now we have a topic just like WIP on simHQ
  3. Hm... maybe WWII planes use different avionics dll?
  4. Well... maybe game FPS means some frames used in physics calculation, fm, AI... all that is not graphics.
  5. Tex can turn water to wine if you give him the right ini Did D.VIII see much action or arrived too late to do anything?
  6. Edit - not quote!!! :biggrin:
  7. Huh... Oh, I was also wondering if it's possible to increase drag when some part falls off or gets damaged. Say, you place fabric on some place as a separate object and then this cover gets destroyed - would it be possible to imitate the effect of such stuff happening?
  8. I thought about that too when looked at the maps. Maybe the lines should be done darker and no so soft if it is possible without resolution chage...
  9. Hm... I tried changing Fokker pilot training level to ace but that didn't make things better. AI is still quite dumb. If only further patches gave us something like the one in RB3D which makes human mistakes yet flies aggressively and doesn't allow to sit on his tail... One minute of following + three seconds of shooting... Tex, textures are 512x512: separate maps for fuselage, wings(2), nose, and other stuff..
  10. And using exactly the same materials(fabric, alloys etc...) Hm... I like the last N28.ini :yes: Here is a duel vs D.VII. Rename extension to .msn and put into Mission folder N.28_vs_FokkerD7__1v1_.txt
  11. I gave it another run in RB3D. Seems to have maneuverability equal to the one of D.VII: I shoot at them a bit - they put some bullets into me but nothing serious and the fight ended with light collision which left me without the prop. But engine is a major letdown. One immelman is the max the thing is capable of - also ails seem to greatly lose efficiency at lower speeds (roll at the top of immelman is very slow) and work at their top at the speed a bit higher than in level flight. BTW, rudder gives amazing assistance in rolling So in RB3D it seems like a bit underpowered but quite agile.
  12. I was just browsing and came across this stuff http://www.aerofile.info/fokkerd7/d7html/pprmodel.htm If you're feeling lucky or have some skill at making paper models, you might wanna give it a try. I know, I will It mentions some freebies at FG website so I went there and found a couple of pre-war non-combat planes A Sopwith http://www.worlds-smallest-air-museum.com/FREEBEES/TABLOID/ and Bleriot http://www.worlds-smallest-air-museum.com/...EES/BLERIOT-LG/ Then I got a bit carried away and... Kodron G3-A2 http://jtdigest.narod.ru/dig3_01/museum.htm Desc is in Russian - but the schemes are self-explanatory, just make sure the part sheets are printed at the same scale. Simple Sopwith Camel http://www.recortecole.com.br/biplano/biplanoE.htm And also quite simple Dr.1 http://www.recortecole.com.br/triplano/triplanoE.htm Morane Saulnier http://www.modele-kartonowe.com/morane/index.html Eindecker with quite a number of paint schemes http://www.modele-kartonowe.com/fokker/index.html
  13. I hope, I'll see them at KRI game developers conference in Moscow this spring. Maybe there'll be something flyable
  14. Ok... I just tried N28 in RB3D - it's seems to be more responsive to elevators there. Don't know about ails, though - it turned out I was flying with bottom left wing shot off.
  15. I did a couple of test flights on hard... Climbs like a brick for some reason. And I barely manage to perform an immelman - I think it's due to engine power, because it accelerates rater slowly too. Performs fine against stock D.V but it seems that Fokker would score kills on N28 without a problem.
  16. Just tried flying it. Handles well.. looks perfect
  17. I think the only way it can be improved is by pressing Shift+Del on the keyboard http://forum.combatace.com/index.php?s=&am...ost&p=66103
  18. Heh... Ok, guys, I give up What I've done so far obviously doesn't fly... control surfaces were seen to move the right way but is struck me just now that after updating component names in ini I forgot about updating parent component names for controls By the way the base FM_data was the one of Salmson Not only it looks horrible but textures are also badly mapped. Actually what I've done are 2 texture files consisting of paint 'thingies' - the items of same colour all go onto the same colour region. Yay, the glass is transparent, thick and firmly fixed onto the frame. Notice the ugly static prop The only good thing about it - 16 planes cause absolutely no lag(at least on my machine) But who needs it Collision points are not set(sorry, Tex ) There is some space left for radiator grill right above the spinner. And two little ears at the sides of the nose... Though the scale still needs adjustment - but only after the cockpit is widened. So here are both the lod and ini I used for shots. And the 3Ds max file in case someone feel adventurous. Raven.rar
  19. Look grrreat My plane will never be that good.. not even close..
  20. What's that? I thought collisions were handled via collision points defined in ini
  21. Ok. I managed to export LOD and found out that I've forgot to adjust scale... A plane almost 200 meters high :biggrin: I'll fix that, make all control surfaces move and then it's off to skinning and FM-ing.
  22. Uh... Another question How do you place struts/supports etc? Do you make them a part of the mesh of wings so that they get blown off simultaneously or do it via hierarchy?
  23. AFAIK, even to change player's plane in IA you have to edit two ini flies. Too complicated. Would be much better to generate a mission the way we have 'Spad 13 vs Fokker D7(1v1)' in mission selection. Look at .mis files - they are plain text, just like ini. Shouldn't be too hard co create text compiler? It would also assist FM and AI testing...
  24. I do hope the topic won't get buried under recent flooding... And I hope it will prove useful :yes: Show it to TK sometime, will you? I don't even dream of sticky. Also it would be nice if people didn't just dump their ideas here like "we need a bigger gun" but tried to develop them... 1. Damage system needs to be improved making it more difficult to tear planes apart with a short burst. There were a number of suggestions in that *link* topic and I still like mine Also, changing system for regarding pilot as killed after the plane is badly damaged might use some tweaking - I suggest counting one as dead only if fuselage is destroyed (the rest is land-able). Making pilot wounded instead of dead after the plane is set on fire, if the one managed to get to altitude less than 3 meters at airspeed of 3-5km/h would be excellent. 2. AI would benefit from further improvement. At the moment I see them shoot more but they miss a lot. Quite often I see a log with AI pilot firing 150 rounds, hitting with five and scoring a kill. Current damage model assists them but if it gets fixed, AI might be in trouble. :yes: 3. An mission generator or an external utility that would allow generation of quick dogfights. I do like 'Fly Now' in RB3D. The basic concept is this: -1. The utility scans aircraft folder to generate a list of available planes. Then scans terrains for a list of them. -2. The utility shows a dialog window which allows to choose player's plane, enemy's plane, terrain and encounter type(duel, 2x2 etc). Maybe even some extra options like speed and altitude. Naming Mission might also be useful. -3. After the choice is made the utility generates a mission using pre-created templates(I suppose there should be one for each type of encounter and for each map). Basic template is supposed to contain all other(not planes') mission data -4. The generated mission is then placed wherever it must go to be selectable from game menu. -5. The player starts the mission and gets CTD enjoys it. -6. Actually it would be pretty nice if the utility were able to generate missions even more freely changing number of flights and their type and so on, including flak activity. 4. It might sound stupid but I'd like to see more challenge in landing. However, TK has mentioned once, that enabling tree and building collision would eat plenty of CPU resource, so I guess this will have to wait. 5. It's quite odd to see planes perform extreme maneuvers without falling apart. I know that the stock game is set in the late war period when airframes were not that fragile (maybe that was one of the reasons for TK to start with 1917-1918) but seeing some limits to stricture strength would be great. Creaking seat is good but the creepy effect wears off after some time. 6. Pilot wounding effect. Adding 'screen going red/black' effect for the player and animation of, like, pilot bending forward for AI's, combined with sluggish and unsteady controls would increase immersion. Oh, and I've read somewhere that first blackouts were reported in the late years of The Great War but I haven't seen any in game. Need them too. 7. Engines are way too reliable. There is an unused entry for overheat in ini-s. And there is no way yet to introduce fuel supply cut at negative g's which was common in some planes. Getting this things to work should make sim-er sweat and swear more... it's just immersion and realism thing. Did you know that an engine is only used to keep the pilot cool? If you don't believe it, watch the pilot sweat when one goes out! 8. FM calculator. That would be the thing modders would kill for. I know there are/were such things for some other sim, so I guess it is possible... in the long run. That's it from me.. for now. I know, I want too much. NEXT!
×
×
  • Create New...

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..