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Everything posted by vonOben
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Hi all Without the mods I wouldn't even have bought FE2, so i'm very grateful to all modders, past or present! The modders do their work on their free time and give it away for free to the community, so what is there to complain about? Everyone is doing as good as they can and as others have said: If you don't like a mod - don't use it! I've been doing mods for other games, but nothing for FE2 yet. My experience is that if you share a common interest most people are helpful and appreciative and give feedback in a friendly way. But there are always exceptions of course, nothing much to do about it but to ignore them as Stratos wrote. Best regards vonOben
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Thanks for the info guys And another question: In which cat file are the effects files stored? There are some in FlightData.Cat but not all and in the FlightData.index file there is no folder structure. So how can I tell which files that belong to the effects folder? Cheers vonOben
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Hi Back with another question: In the debriefing what does it mean when there are two rows for the pilot like in this example: S! vonOben
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Hi quack74 Thanks for sharing your effects folder! I've tested those effects and I like them! No negative frame rate impact as far as I have noticed so far. S! vonOben
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And another one: To prevent your wingmen from landing on the edge of the aerodrome I tried this tweak by ataribaby: Change to this in WWI_AIRFIELD1.INI: [Runway001] TouchDown=0,-150 <------ here is change! But they still land on the edge of the aerodrome and when they pass the edge they disappear. Is there anything else to do? Tweak the values further perhaps? Cheers vonOben
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Hi again Back with some more questions. In my ongoing Armchair Aces campaign I've in several occasions landed on enemy ground when my plane has been to damaged to continue flying, but I haven't been taken POW in any of those occasions. Doesn't FE2 check if you land on enemy ground? In one mission one of the squad mates was taken POW, but in the next mission 3 days later he was back again and not POW this time. A quick exchange with an allied pilot perhaps? Best regards vonOben
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Adding a gun sight: Edit the aircraft cockpit.ini as follows: [GunsightFront] HasGunsight=TRUE GunsightMilSize=30 GunsightName=Fokker_ironsight.tga FixedSight=FALSE [CockpitSeat001] Gunsight=GunsightFront There are other ironsight.tga files to chose from, use the one you prefer.
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I'm glad it worked for you. You can edit the FOV values for different views in VIEWLIST.INI. There are some info about it here also: http://combatace.com/topic/88951-some-newbie-questions/
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Hi don246 I had the same problem with my ATI card, see here: http://combatace.com/topic/88951-some-newbie-questions/ Check post #6 by mue, that worked for me. Quote: I had the same problem. It happens with large FOV. I use a FOV of 90 degrees. Setting the Horizon Distance to Very Far fixed it for me. Good luck! Best regards vonOben
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Summer tiles for Jan Tuma's seasonal upgrade
vonOben replied to quack74's topic in Thirdwire - First Eagles 1&2
Any news regarding the release of the upgrade? -
Couple of question on Armchari Aces.
vonOben replied to jack72's topic in Thirdwire - First Eagles 1&2
Hi jack72 Not long ago I went through the same process as you are now and I couldn't find Hanriot HD1 and Aviatik C.I in Peter01 FM's. ojcar posted the files and you can find them in reply #44 here http://combatace.com/topic/85292-armchair-aces-updated/page-3 When you are up and running I can recommend adding "Tweaked Flight Models and Realism Pack for FE2" with JSGME. These are the latest FE FM's by VonS updated with "FE2 Aircraft Hit Box Revisions" by Nicholas Bell and many other changes, check this thread for more info: http://combatace.com/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/ and http://combatace.com/topic/88710-fe2-aircraft-hit-box-revisions/ Good luck! vonOben -
Found the answer myself: In Viewlist.ini: ViewName=GunsightView ViewClassName=NarrowCockpitViewClass Editing: [ViewClass014] ViewClassName=NarrowCockpitViewClass LimitYaw=FALSE // was TRUE Changing LimitYaw to FALSE increases the check six view which was what I wanted.
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This doesn't seem to have any effect. I'm still getting missions were I have to fly very long distances. My current settings for the Fokker D.II: NormalMissionRadius=10 //was 50 MaxMissionRadius=15 //was 100
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Ok, thanks Wrench!
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Ok, thanks Nick!
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Some question re: Armchair Aces campaign
vonOben replied to jack72's topic in Thirdwire - First Eagles 1&2
So I guess you just has to get the various add-on and put then in the right file directory, -Correct! No major fiddling with .ini files? -No, nothing that I can recall right now. There are a lot to download and install, so it will take some time. Follow the instructions for each download, but older downloads have instructions for old FE then you have to use the FE2 way of installing instead. I'm new to FE/FE2 as I wrote, but I had no problems following the instructions and everything worked as it should directly. -
Some question re: Armchair Aces campaign
vonOben replied to jack72's topic in Thirdwire - First Eagles 1&2
Hi jack72! I'm rather new to FE2 and Armchair Aces, and here are my experiences. 1) Quote from the Armchair Aces Readme file: "This mod is intended for FE2, because in 1917 and 1918 you'll need the different Albatros, Strutters, SPADS et al with different engines that FE2 has. FE1 pilots will need to edit the campaigns to fly them, for example changing the name of the planes like AlbatrosD5_180 to AlbatrosD5....Please, don't ask me for a FE1 version. I'm doing 117 campaigns for the entire series and it's a lot of work!!!! Nevertheless, if someone want to make an FE1 version it has my agreement (if it's free for the people, of course)." 2) A-Skunkworks site is here: http://cplengineeringllc.com/SFP1/ I'm running Armchair Aces with the A-Skunkworks downloads in my FE2 install and haven't noticed any problems so far. The downloads were working ok, when I downloaded but that is some time ago. 3) I don't have a separate install for Armchair Aces, it's only a campaign and doesn't affect other stuff and the downloads required are downloads you would want anyway IMHO. Good luck! S! vonOben -
Hi guys Thanks for the information! So I only have to add the new TargetTypes to the [terran]_types.ini (for example Flanders_TYPES.INI) and they will show up randomly? Is that correctly understood? Cheers vonOben
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Hi Nick In FokkerEIII_DATA.INI I edited MaxMissionRadius=100 (was 150) Is that what you mean?
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Thank you very much, Geezer and Steve! Pom-poms will significantly affect a gamer's experience when flying below 5,000 feet, and could motivate a gamer to replay old campaigns - especially if he used to like balloon-busting. Now that balloons can be realistically defended, he may not like balloon-busting anymore. So how does these AA Objects get into an campaign? S! vonOben
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Hi Steve I think the problem is with the alpha channel in the TGA file, rather than with the graphic settings or render engine. For the rivers, the shade of grey in the alpha channel has to exactly match in all the tiles, if you're using tiles made by different people, they may not match. You may have to do some copy and paste. Selecting Water detail to High instead of Medium fixed the river problem: S! vonOben
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Hi ojcar Here is some feedback from my Armchair Aces Redux campaign flying for Fookerstaffel Porcher May 22 1916: Briefing Map: The in game map doesn't match the briefing map with German airfields far to the west which creates strange way points in escort missions: Is this as intended? Best regards vonOben
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Hi KJakker I've tested FE2_Edited_T_Datafiles.7z, but they caused flickering city houses and the white trees i overcast weather in my FE2. Some houses flickers marked F in the image below but others don't flicker marked N below. White trees i overcast weather: I get less flickering and no white trees with Jan Tuma's original files and his edited data ini from New alternative-SCR.zip removes the flickering completely and makes the center part of the houses transparent as they should be and it also cures the white tree problem. Some houses are not rendered 100% correct though. Cheers vonOben
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Hi VonS Regarding BetterSmokeAndBalloonEffects.zip: The BalloonFireEffects need some tga-files, so I used the ones included in Stary's effects. Cheers vonOben
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Hi Steve Thanks for replying, much appreciated! "For the rivers, the shade of grey in the alpha channel has to exactly match in all the tiles" Yes, that seem to be the problem! For the river the alpha channel is not "shade of grey" but a different river texture which doesn't fully match between the Brady and Tuma textures. "Check the alpha channel in "Mesto.tga" and make sure it hasn't accidentally been altered or erased." The alpha channel is there and uses colour 0,0,0, that is ok right? "In Jan Tuma's courtyard buildings, there are actually two buildings at the same location" Ok, so what is the reason doing it that way? I've found the reason for the flickering buildings! It was the WWIVERDUN_DATA.INI from a file called FE2_Edited_T_Datafiles.7z, that caused the flickering and the white trees i overcast weather! I get less flickering and no white trees with Jan Tuma's original files and his edited data ini from New alternative-SCR.zip removes the flickering completely and makes the center part of the houses transparent as they should be and it also cures the white tree problem. Some houses are not rendered 100% correct though. And now a new question: Is it possible to have a wider rear view in gunsight view? In VIEWLIST.INI is gunsight view the same as WeaponViewClass? I've tried increasing the AngleRates for the WeaponViewClass but it doesn't make the rear view wider in gunsight view. Cheers vonOben