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vonOben

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Everything posted by vonOben

  1. More Flamers, Please!

    Hi VonS I've tested your files and also without modded effects, and the problem persists. Here's the effect I have problem with: The stutter happens when this effect starts, any idea what this effect is called? Best Regards vonOben
  2. Hi VonS Feedback latest realism pack v.8.6: The Spad 13C1 and Airco DH5 250 Hp have similar problem with the fire position. Best regards vonOben
  3. Thank you very much gterl!
  4. Perfect! Thank you very much!
  5. Could you possibly post the needed files here for BritSquad & British12pdr, please?
  6. Hi VonS Nice update, I'll download as soon it has been uploaded. Thanks for all work you have made on "Tweaked Flight Models and Realism Pack for FE2"! Happy Holidays! vonOben
  7. Hi VonS Regarding the Nieuport 24 C.1 Lewis I meant the fire animation when the plane start burning, not the guns firing. Thanks for the sound list! Best regards vonOben
  8. Hi vonS Time for some more feedback: Albatros D.V (170) missing sound file: EngineSoundName=mercedes180 Sopwith F.1 Camel (130) missing sound file: EngineSoundName=clerget130 It's possible I'm missing more engine sounds, are there more engine sounds where you have used other file names for the sound? Nieuport 24 C.1 Lewis fire animation slightly in front of the plane. AI gunnery is terrible in campaign missions with the latest ai data settings: Example from last campaign mission: Fired hit % 514 2 0,4 148 0 0 148 0 0 Best regards vonOben
  9. More Flamers, Please!

    Hi VonS I'm using your ObjectFire settings, and get a lot of burning aircraft now. But I have a slight problem which I haven't been able to solve. When the effect with fire and heavy smoke displays all at once my computer chokes and I get a slight stutter. I have tried disabling all modded aircraft fire effects but it doesn't help. Do you know which file that controls that kind of smoke and fire and what might cause the problem? Thanks in advance. Best regards vonOben
  10. A bump for my earlier question....
  11. Thanks VonS! I've tested your ai data file and it does reduce the amount of crashes. I've increased the distances for OptimalCannonRange and MinCannonRange though. In my last campaign mission September 3, 1917, with 8 planes there were 2 kills due to collisions displayed in the de-briefing and one friendly AI crashed because of that. But usually there are no crashes at all. Are you using the peter01 dumbed-down settings for the 2 seater gunner? They are terrible at hitting and it's usually no danger attacking 2 seaters. S! vonOben
  12. Hi VonS Have you figured out a way to reduce the number of collisions between friendly and enemy AI's? I've increased MinCannonRange to 70 for all AI levels, and I think that made some improvement but it still happens too often. Sometimes the losses in a mission is 50% caused by collisions, especially when there are many planes in the air. Cheers vonOben
  13. Hi VonS Thanks for the information. All is ok then. Regarding that the exhaust coordinates control the fire position: That is ok for most planes, but it looks a bit strange with fire from the exhast pipes on the BE2... Nothing to do about it I guess? S! vonOben
  14. Hi Is there a way to force FE2 to read modded screen files? On my setup it doesn't always work. A few examples: 1. The modded main screen displays always ok when I start FE2, but when I go back to the main screen after a mission the default main screen displays. 2. The Planningmap screen and the Hangar screen behaves the opposite way. They show the default screen initially and they don't even read the modded ini-files the first time, but after a completed mission and starting a new mission the modded screens displays ok. If I pack the modded files in the MenuData.cat they ought to work or is there any other way? Cheers vonOben
  15. I've used CatPack to make new MenuData.cat and all modded screens work perfectly now.
  16. I've tried bmp and jpg, but not noticed any difference in displaying or not.
  17. I've installed the modded screens as instructed in the readme files, usually in the Menu folder which is in my Mods folder. So I have these files in the Menu folder: Hangarscreen.ini, Mainscreen.ini, Mainscreen.jpg,Planningmapscreen.ini and Planningmapscreen.jpg etc.
  18. Anatra DS Updated

    I second that!
  19. Hi I've tested the Guitarclassic55_Menu_Screens, but the text is yellow on yellow background so it's quite hard to read the text. Does anyone know how to change the text colour in the campaign related screens? Best regards vonOben
  20. I found the problem! Hangarscreen.ini controls also the hangar in campaigns, but the modded version is not read before a mission, but after a completed mission and starting a new it's usually read.
  21. Hi VonS Thanks for the information, much appreciated. I had the engine sounds downloaded already, so I have the OberurselUR3 in my install now! Perhaps you could include this information in the readme file, or include the OberurselUR3 sound file in the pack in future upgrades? I've had strange experience with the Spad VII lately in a few campaign missions: Example: A Spad 7 C1 (180) was badly damaged and smoking. Despite of that it flew in level flight with a slight climb of about 0,5m /sec at 200 km/h. Is it a similar "über" problem that was in RB3D, with some planes gaining performance when damaged? S! vonOben
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