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p10ppy

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Posts posted by p10ppy


  1. I'm the same as Silverbolt and the OP (never noticed before :wink: )

     

    guessing its the newest patch?

    Tailspin I presume you are not running the latest patch?

     

    if I go back to my pre-addon install it works fine, but I'm afraid I have no pre-patch addon install to test :blink:

     

    just a guess...


  2. The resizing thing I almost never do... for skins or anything else for that matter

     

    You can do a much better job putting pixels where they should be than any image program's scaling algorithm IMHO

     

    A image program just averages colour blocks, it cant tell what's important and what's not in a picture

     

    anyways I've done a few more (better i think) and uploaded them to CombatACE Forum > Downloads > Strike Fighters / Wings Over Vietnam / Wings Over Europe / Wings Over Israel / First Eagles by Thirdwire > SF/WO*/FE Maps/Terrain Mods > Planning Maps >

     

    they won't get announced here but in the Strike Fighters section (forum idiosyncrasy)

     

    they are quite stylised I'm afraid ...so tiny

     

    gallery_23136_82_34782.jpg

     

    have fun


  3. Map icons for FE


    New map icons for FE

    stylised rather than representative

     

    drop two of the new tga files into your Flight folder

    one called MAPFRIENDLYICON.TGA (Entente)

    one called MAPENEMYICON.TGA (Central powers)

    and they will override the defaults

     

    note there are two MAPFRIENDLYICON.TGA icons in the package (MAPFRIENDLYICON_F.tga(French) and MAPFRIENDLYICON_B.tga(British))

    you will need too rename the chosen one to MAPFRIENDLYICON.TGA


     


  4. its semi easy :wink:

     

    drop 2 new tga files into your Flight folder

    one called MAPFRIENDLYICON.TGA (Entente)

    one called MAPENEMYICON.TGA (Central powers)

    and they will override the defaults

     

    these are 32x32 pixels with a transparent background (alpha channel like a decal)

     

    at this wee scale its pretty impossible to do much more than a general colour/shape...(i doubt you would tell the difference between a SE5a and a Camel for instance...)

     

    here's a SE5a i did very quickly for you to try (it could be better I'm afraid)MAPFRIENDLYICON.rar


  5. A bit offtopic: does anyone know if there's any change the A-Team, who made the Halberstadt D.III could make the D.II? There is only a minor difference between them - D.II had Mercedes D.II engine instead of Argus As.II engine. Perhaps some other minor changes too, not sure about that. But it would be nice to have them in game for historical accuracy reasons.

     

    there a D.II and D.III here on combat ace by BORTDAFARM

     

    http://forum.combatace.com/index.php?autoc...amp;showcat=258


  6. that's a weird one Southside Bucky

    I just did a quick test and you are right, the default settings are a little short (never noticed before :blush: )

    200m seems to have fixed it up for me (in and out the pit), tho I think a lower monitor resolution would make the popup seem more obvious (chunkier pixels)

     

    the only thing I can think of (other than to make sure you have done all the pilots) is that some 3rd party planes have none or few LODs and that MAY affect the pilot lodding :dntknw: (ie you are only ever seeing the first pilot LOD)

    or the extra graphic load of the pit is causing the pilot not to be rendered....again guessing but maybe play with your graphics settings

     

    @whiteknight06604

    Its still being worked on slowly (couple of hours a week) i just happen to be fiddling with it when i saw Southside Bucky's post :wink:

     

    glad you are looking forward to it...


  7. For the pilot

    In the XXpilot.ini file found in the ObjectDataXX.CAT and placed straight into the AIRCRAFT folder

    ------------------------------------------

    [LOD001]

    Filename=wwiPilotNew2.lod

    Distance=50 //////////////////////////////in metres max view distance for the first LOD

     

    [LOD002]

    Filename=wwiPilotNew_LOD2.lod

    Distance=100 //////////////////////////////in metres max view distance for the 2nd LOD

     

    [shadow]

    CastShadow=TRUE

    ShadowCastDist=10000

    MaxVisibleDistance=50

    ----------------------------------------------------

     

    for decals (2 parts)

    in the decal.ini (in the texture folder for a given aircraft)

    -------------------------------------------

    [Decal001]

    MeshName=FusesideR

    DecalLevel=2//////////////////////////////////////////Decal type, Country insignia are DecalLevel=1 iirc

    DecalFacing=RIGHT

    FilenameFormat=Voisin3\VB102\D\FuseR

    Position=1.159,-0.767

    Scale=1.395

    DecalMaxLOD=3//////////////////////////////////////max LOD for a given decal

    -------------------------------------------

     

    in the xxxaircraft.ini (found in the ObjectDataXX.CAT or the aircrafts folder)

    --------------------------------------------------------

    [LOD001]

    Filename=Voisen3a.LOD

    Distance=120////////////////////////////in metres max view distance for the LOD

     

    [LOD002]

    Filename=Voisen3b.LOD

    Distance=300////////////////////////////in metres max view distance for the LOD

     

    [LOD003]

    Filename=Voisen3c.LOD

    Distance=600////////////////////////////in metres max view distance for the LOD and in the above case the the max distance for the decal

     

    [LOD004]

    Filename=Voisen3d.LOD

    Distance=1200

     

    [LOD005]

    Filename=Voisen3e.LOD

    Distance=9000

    ------------------------------------------------

     

    hope thats helpful :)


  8. sorry misunderstood you :blush: (the popup is lousy for hilly terrain tho... :wink: )

     

    I think you already know this but in case others don't

     

    the horizon shortening is in the FLIGHTENGINE.INI as well

    Even on the new "Unlimited" option the horizon is shorter than the old "High" by 4km (more detailed mesh tho...)

     

    here are the current Addon on settings

     

    [LowDetailOption]

    HorizonDistance=6000.0

    DetailMeshSize=4

    DetailLevel=0

    WaterEffect=0

    NoiseTexture=0

    MaxTextureRes=128

     

    [MedDetailOption]

    HorizonDistance=7000.0

    DetailMeshSize=6

    DetailLevel=0

    WaterEffect=1

    NoiseTexture=0

    MaxTextureRes=256

     

    [HighDetailOption]

    HorizonDistance=7500.0

    DetailMeshSize=8

    DetailLevel=0

    WaterEffect=2

    NoiseTexture=1

    MaxTextureRes=-1

     

    [unlimitedDetailOption]

    HorizonDistance=8000.0 <<-----8km

    DetailMeshSize=10

    DetailLevel=1

    WaterEffect=2

    NoiseTexture=1

    MaxTextureRes=-1

    --------------------------------------

    and the pre-addon

     

    [LowDetailOption]

    HorizonDistance=8000.0

    DetailMeshSize=2

    DetailLevel=0

    WaterEffect=0

    NoiseTexture=0

    MaxTextureRes=128

     

    [MedDetailOption]

    HorizonDistance=10000.0

    DetailMeshSize=4

    DetailLevel=0

    WaterEffect=1

    NoiseTexture=0

    MaxTextureRes=256

     

    [HighDetailOption]

    HorizonDistance=12000.0 <<-----12km

    DetailMeshSize=8

    DetailLevel=1

    WaterEffect=2

    NoiseTexture=1

    MaxTextureRes=-1

     

    at medium there is still a 3km difference and the "old" LowDetailOption is the same distance as the "new" UnlimitedDetailOption

     

     

    Addon + patch UnlimitedDetailOption HorizonDistance=8000.0 on the left

    Addon + patch UnlimitedDetailOption HorizonDistance=12000.0 on the right

    gallery_23136_82_21092.jpg

     

    if people make the edit they may have to drop the DetailMeshSize down to pre-addon as well (or some other graphic compromise)

     

    ps WOV =

     

    [HighDetailOption]

    HorizonDistance=75000.0

    DetailMeshSize=6

    DetailLevel=1

    WaterEffect=2

    NoiseTexture=1

    MaxTextureRes=-1

     

    Terrain and models certainly are higher resolution in FE


  9. Was just reading about cellinsky’s excellent looking Widesky effect for the jetsim’s

    And saw Tailspin’s comments re horizon popup in FE

     

    I was playing around with this a little while ago before real life reclaimed me

     

    I don’t have enough time at the moment to really experiment with it but I thought I would share in case someone else wants to try and find a nice compromise

    (Remember that TK will have already done this, and the default settings maybe best given the much higher terrain overheads in FE) :dntknw:

     

    This maybe old news....

     

    I was searching for a solution when I was playing around with some Alps terrain...

    (any sort of mountainous terrain is heavily effected and looks silly with the current horizon settings)

    It’s only a partial solution I’m afraid as it affects all the terrains in a given install of FE

     

    In the FLIGHTENGINE.INI near the top are these settings (yours maybe different, I’ve been fiddling and they possible are not default any more)

     

    ----FE-----------------

    [FarSceneClip]

    FarClipDistance=20000.0

    NearClipDistance=1000.0

    [NormalSceneClip]

    FarClipDistance=15000.0

    NearClipDistance=149.9

    [NearSceneClip]

    FarClipDistance=150.0

    NearClipDistance=0.4

     

    WOV is very different

     

    --------WOV--------------

    [FarSceneClip]

    FarClipDistance=80000.0

    NearClipDistance=3000.0

     

    [NormalSceneClip]

    FarClipDistance=20000.0

    NearClipDistance=249.9

     

    [NearSceneClip]

    FarClipDistance=250.0

    NearClipDistance=1.2

     

    These make a great deal of difference to the "popup"

    However FE has much higher "rez” terrain (500m tiles vs. 1000-2000m for the jetsims)

    So you will have to play around a bit to get a compromise

    I've just got a fairly good new workstation and this does have a big impact on frame rates if you go to far (much more than I expected)

    I was however using a “experimental” tile set so it wasn’t really a good test

     

    Hope it is useful to someone :yes:


  10. I fiddled with some data ini edits, tyring to 'move' the mast and ariels, but came up with them still there.

    Anyone want to esplain how I"m supposed to effect this change???? I thought I was just as simple as the cockpit moves, but not.

     

    have a look at this long winded exterior "move" http://forum.combatace.com/index.php?showtopic=28472

    can't actually move exterior stuff but we can hide it and replaces it with a dummy weapon or pilot replacement (or just leave it missing)

     

    define the mesh as a weaponstation is the short answer :-)

     

    @geezer205, looking really nice

    very under modelled era (Hawker Hart/Fury is a sweety as well :wink: )

     

    how many poly doing the "scallops" if you don't mine me asking?


  11. Sorry i havent been around much (RL) :blush:

     

    actually its fairly easy to make newly skinned pilot models

     

    make a copy of the old pilot lod and rename it (eg. WWIPILOTNEW.LOD to MYWWIPILOTNEW.LOD)

     

    and then hexedit the new MYWWIPILOTNEW.LOD and search for the string xxxpilotskinname.bmp and then rename that xxxpilotskinname.bmp to yourxxxpilotskinname.bmp (the yourxxxpilotskinname.bmp is your reskin of the original pilot)

    save the lod

    you need to do it for each new pilot/skin

     

    here are some quick repaints i did a while ago (only the face)

    I wont post the altered Lods (sure you guys can manage that) :wink:

    newpilotskins.rar

    and heres a slightly smaller pilot i made a while ago for those tight cockpits (lod and skin) unfortunatly he predates the addon and could probably be higer poly now i've seen TK's great new figures

    smallpilot.rar


  12. I’m afraid it’s not really a priesthood (or no one’s invited me) :dntknw:

    More like a long mystical journey of self-enlightenment :wink:

    (and many many many forum searches)

     

    Info is sort of around but many “old hands” take some knowledge for granted so when searching for things its best to start at the earliest posts (like the weapon editor as you have found out)

     

    The Knowledge base here http://forum.combatace.com/index.php?showforum=99 is a good place to start but it’s really only a starting point

     

    Ask here and as long as you are prepared to put in some legwork yourself plenty of people will help…

     

    The ini structures and the amount of them can be quite daunting at first (actually they still are :blush: ) but you just need to get stuck in (backup, backup, backup)

    The openess of the sim is what keeps me here

     

     

     

    Good luck


  13. Add on gunsight for FE

     

    As mentioned in a recent post, I’m somewhat “uneasy” about using aimangles to adjust the gunsight/bullet path convergence

     

    The issue (thanks B Bandy RFC) is that the AI becomes very inaccurate when using significant amounts of this parameter (empirical testing seems to confirm this)

    The AI would seem to use the aircraft’s fore/aft axis for aiming fixed guns and aimangles shifts the bullet path away from this axis

     

    This is fine for vertical adjustments because the AI can be “told” to compensate with the GunBoresightAngle in the [FlightControl] section of the FM (as with the Lewis gun in the stock SE5a)

     

    SE5A_DATA.INI

     

    [FlightControl]
    GunBoresightAngle=5.0
    
    [InternalGun2]
    AimAngles=0.0,5.0,0.0

     

    However there seems to be no GunBoresightAngle equivalent for left/right adjustments

     

    So heres a replacement gunsight that can be moved around instead of the bullet path

    Its somewhat of a pain to use I’m afraid

     

    The steps

     

    You will have to extract the WEAPONDATA.INI and the WEAPONDATA.DAT from the ObjectData.CAT if you haven’t already and place them in a folder called “Weapons” in the “objects” folder (you may have to make the “Weapons” folder)

     

    Place the GunSight.bmp and gunsight01.LOD in the “Weapons” folder has well

     

    Add this to the bottom of your extracted weapondata.ini

     

    [WeaponData027]
    TypeName=Gunsight01
    FullName=Gunsight01
    ModelName=Gunsight01
    Mass=0.010000
    Diameter=0.100000
    Length=0.010000
    SubsonicDragCoeff=0.000100
    SupersonicDragCoeff=0.000100
    AttachmentType=
    SpecificStationCode=
    NationName=
    StartYear=0
    EndYear=0
    Availability=0
    BaseQuantity=0
    Exported=FALSE
    ExportStartYear=0
    ExportEndYear=0
    ExportAvailability=0
    WeaponDataType=5
    MaxFuelAmount=0.001000
    Asymmetrical=FALSE

     

    Note [WeaponData0XX] should be sequential with any thing you already have there

    After you have saved that, Open the extracted WEAPONDATA.INI in the NEW weapons editor and hit save

     

     

    Now change your “victim” aircraft FM thusly (SPAD7_180 used here as an example)

     

    Add TWO new systems to the component that the gunsight will sit on (often [Nose])

     

    SPAD7_180_DATA.INI

     

    [Nose]
    ParentComponentName=Fuselage
    
    SystemName[001]=Engine
    SystemName[002]=Gunsight01////////////////////New
    SystemName[003]=Gunsight////////////////////////New

     

    Add two new weapon stations’ to match in the weapon station section of th FM

     

    [Gunsight01]
    SystemType=WEAPON_STATION
    StationID=11///////////////////////////note these are sequential with StationID’s above 
    StationGroupID=4//////////////////////note these are sequential with StaionGroup’s above
    StationType=EXTERNAL
    AttachmentPosition=0.0,0.75,0.642 /////////////where the gunsight will appear on the aircraft, you will have to test
    AttachmentAngles=0.0,0.0,0.0
    LoadLimit=5
    AllowedWeaponClass=FT
    AttachmentType=NATO
    ModelNodeName=
    PylonMass=0.0001
    PylonDragArea=0.00
    NoJettisionTank=TRUE
    FuelTankName=Gunsight01//////////////name of the weapon lod

     

    The next one’s parameters are largely irrelevant, its to hide the existing gunsight

    The most important bit is the ModelNodeName=sight,

    “sight” being the mesh name of the original gunsight

    You will have to deduce that with an OUT file or use a hex editor on the main models LOD to find it (not as hard as it sounds) or ask the original modder to tell you

     

    [Gunsight]
    SystemType=WEAPON_STATION
    StationID=12//////////////////////////note these are sequential with StationID’s above
    StationGroupID=5/////////////////////note these are sequential with StaionGroup’s above
    StationType=EXTERNAL
    AttachmentPosition=0.000,0.5000,0.0000
    AttachmentAngles=0.000,0.0000,0.0000
    LoadLimit=1
    AllowedWeaponClass=FT
    AttachmentType=NATO,WP
    NumWeapons=1
    ModelNodeName=sight////////////////////////name of the original gunsight mesh
    PylonMass=0.0001
    PylonDragArea=0
    FuelTankName=

     

    Finally modify or create a loadout file for the aircraft so the gunsight01 is loaded in all configurations

     

    SPAD7_180_LOADOUT.INI example

    [Default]
    DefaultFor=SWEEP,CAP,INTERCEPT,BALLOON_DEFENSE,CAS,RECON,ARMED_RECON,ESCORT
    Loadout[11].WeaponType=Gunsight01
    Loadout[11].Quantity=1
    
    [Le Prieur]
    DefaultFor=BALLOON_BUSTING
    Loadout[01].WeaponType=LePrieurTube
    Loadout[01].Quantity=1
    Loadout[02].WeaponType=LePrieurTube
    Loadout[02].Quantity=1
    Loadout[03].WeaponType=LePrieurRocket
    Loadout[03].Quantity=1
    Loadout[04].WeaponType=LePrieurRocket
    Loadout[04].Quantity=1
    Loadout[05].WeaponType=LePrieurRocket
    Loadout[05].Quantity=1
    Loadout[06].WeaponType=LePrieurRocket
    Loadout[06].Quantity=1
    Loadout[07].WeaponType=LePrieurRocket
    Loadout[07].Quantity=1
    Loadout[08].WeaponType=LePrieurRocket
    Loadout[08].Quantity=1
    Loadout[09].WeaponType=LePrieurRocket
    Loadout[09].Quantity=1
    Loadout[10].WeaponType=LePrieurRocket
    Loadout[10].Quantity=1
    Loadout[11].WeaponType=Gunsight01
    Loadout[11].Quantity=1

    Phew

     

    I usually mod the main guns tracer size with the gun editor to make testing easier (bigger, temporarily)

     

    AttachmentPosition=0.0,0.75,0.642 equals Left(-x.x) or Right(x.x), Down(-x.x) or Up(x.x), Backward(-x.x) or Forward(x.x) from the aircrafts CG (units are metres)

    Keep adjusting it till you have it right, the above is good for MY spad7_180 with the cockpit setting that I use

     

    I will include my SPAD7_180_LOADOUT.INI and my SPAD7_180_DATA.INI in the download (they go in your SPAD7_180 folder)

    Please backup your old ini's first

    My SPAD7_180 ini's are modded for LePrieur's as well as the cockpit settings here http://forum.combatace.com/index.php?autoc...p;showfile=5924

    so YMMV

     

    Enjoy and feel free to use it for other aircraft (and re-release it for the community if you wish) :yes:

     

    Should be available in the "World War I Cockpits" downloads section when approved


  14. gunsight

    View File

    Add on gunsight for FE

     

    As mentioned in a recent post, I’m somewhat “uneasy” about using aimangles to adjust the gunsight/bullet path convergence

     

    The issue (thanks B Bandy RFC) is that the AI becomes very inaccurate when using significant amounts of this parameter (empirical testing seems to confirm this)

    The AI would seem to use the aircraft’s fore/aft axis for aiming fixed guns and aimangles shifts the bullet path away from this axis

     

    This is fine for vertical adjustments because the AI can be “told” to compensate with the GunBoresightAngle in the [FlightControl] section of the FM (as with the Lewis gun in the stock SE5a)

     

    SE5A_DATA.INI

    [FlightControl]

    GunBoresightAngle=5.0

     

    [internalGun2]

    AimAngles=0.0,5.0,0.0

     

    However there seems to be no GunBoresightAngle equivalent for left/right adjustments

     

    So heres a replacement gunsight that can be moved around instead of the bullet path

    Its somewhat of a pain to use I’m afraid

     

    The steps

     

    You will have to extract the WEAPONDATA.INI and the WEAPONDATA.DAT from the ObjectData.CAT if you haven’t already and place them in a folder called “Weapons” in the “objects” folder (you may have to make the “Weapons” folder)

     

    Place the GunSight.bmp and gunsight01.LOD in the “Weapons” folder has well

     

    Add this to the bottom of your extracted weapondata.ini

    ----------------------------------------

    [WeaponData027]

    TypeName=Gunsight01

    FullName=Gunsight01

    ModelName=Gunsight01

    Mass=0.010000

    Diameter=0.100000

    Length=0.010000

    SubsonicDragCoeff=0.000100

    SupersonicDragCoeff=0.000100

    AttachmentType=

    SpecificStationCode=

    NationName=

    StartYear=0

    EndYear=0

    Availability=0

    BaseQuantity=0

    Exported=FALSE

    ExportStartYear=0

    ExportEndYear=0

    ExportAvailability=0

    WeaponDataType=5

    MaxFuelAmount=0.001000

    Asymmetrical=FALSE

    ---------------------------------------------

    Note [WeaponData0XX] should be sequential with any thing you already have there

    After you have saved that, Open the extracted WEAPONDATA.INI in the NEW weapons editor and hit save

     

     

    Now change your “victim” aircraft FM thusly (SPAD7_180 used here as an example)

     

    Add TWO new systems to the component that the gunsight will sit on (often [Nose])

     

    SPAD7_180_DATA.INI

    ------------------------------

    [Nose]

    ParentComponentName=Fuselage

    ---snip----------

    SystemName[001]=Engine

    SystemName[002]=Gunsight01/////New

    SystemName[003]=Gunsight/////////New

    ---------------------------------------

    Add two new weapon stations’ to match in the weapon station section of th FM

    -----------------------------------------

    [Gunsight01]

    SystemType=WEAPON_STATION

    StationID=11//note these are sequential with StationID’s above

    StationGroupID=4//note these are sequential with StaionGroup’s above

    StationType=EXTERNAL

    AttachmentPosition=0.0,0.75,0.642 //where the gunsight will appear on the aircraft, you will have to test

    AttachmentAngles=0.0,0.0,0.0

    LoadLimit=5

    AllowedWeaponClass=FT

    AttachmentType=NATO

    ModelNodeName=

    PylonMass=0.0001

    PylonDragArea=0.00

    NoJettisionTank=TRUE

    FuelTankName=Gunsight01//name of the weapon lod

    --------------------------------------------

    The next one’s parameters are largely irrelevant, its to hide the existing gunsight

    The most important bit is the ModelNodeName=sight,

    “sight” being the mesh name of the original gunsight

    You will have to deduce that with an OUT file or use a hex editor on the main models LOD to find it (not as hard as it sounds) or ask the original modder to tell you

    -------------------------------------------

    [Gunsight]

    SystemType=WEAPON_STATION

    StationID=12//note these are sequential with StationID’s above

    StationGroupID=5//note these are sequential with StaionGroup’s above

    StationType=EXTERNAL

    AttachmentPosition=0.000,0.5000,0.0000

    AttachmentAngles=0.000,0.0000,0.0000

    LoadLimit=1

    AllowedWeaponClass=FT

    AttachmentType=NATO,WP

    NumWeapons=1

    ModelNodeName=sight// name of the original gunsight mesh

    PylonMass=0.0001

    PylonDragArea=0

    FuelTankName=

    --------------------------------------------------------

    Finally modify or create a loadout file for the aircraft so the gunsight01 is loaded in all configurations

     

    SPAD7_180_LOADOUT.INI example

    ------------------------------------

    [Default]

    DefaultFor=SWEEP,CAP,INTERCEPT,BALLOON_DEFENSE,CAS,RECON,ARMED_RECON,ESCORT

    Loadout[11].WeaponType=Gunsight01

    Loadout[11].Quantity=1

     

    [Le Prieur]

    DefaultFor=BALLOON_BUSTING

    Loadout[01].WeaponType=LePrieurTube

    Loadout[01].Quantity=1

    Loadout[02].WeaponType=LePrieurTube

    Loadout[02].Quantity=1

    Loadout[03].WeaponType=LePrieurRocket

    Loadout[03].Quantity=1

    Loadout[04].WeaponType=LePrieurRocket

    Loadout[04].Quantity=1

    Loadout[05].WeaponType=LePrieurRocket

    Loadout[05].Quantity=1

    Loadout[06].WeaponType=LePrieurRocket

    Loadout[06].Quantity=1

    Loadout[07].WeaponType=LePrieurRocket

    Loadout[07].Quantity=1

    Loadout[08].WeaponType=LePrieurRocket

    Loadout[08].Quantity=1

    Loadout[09].WeaponType=LePrieurRocket

    Loadout[09].Quantity=1

    Loadout[10].WeaponType=LePrieurRocket

    Loadout[10].Quantity=1

    Loadout[11].WeaponType=Gunsight01

    Loadout[11].Quantity=1

    ------------------------------------------

    Phew

     

    I usually mod the main guns tracer size with the gun editor to make testing easier (bigger, temporarily)

     

    AttachmentPosition=0.0,0.75,0.642 equals Left(-x.x) or Right(x.x), Down(-x.x) or Up(x.x), Backward(-x.x) or Forward(x.x) from the aircrafts CG (units are metres)

    Keep adjusting it till you have it right, the above is good for MY spad7_180 with the cockpit setting that I use

     

    I will include my SPAD7_180_LOADOUT.INI and my SPAD7_180_DATA.INI in the download (they go in your SPAD7_180 folder)

    Please backup your old ini's first

    My SPAD7_180 ini's are modded for LePrieur's as well as the cockpit settings here http://forum.combatace.com/index.php?autoc...p;showfile=5924

    so YMMV

     

    Enjoy and feel free to use it for other aircraft (and re-release it for the community if you wish)


     


  15. Sorry i've been mostly AWOL for a while, RL is been hectic

     

    The accuracy thingy was deliberate and funnily enough the post patch behaviour is probably more realistic as well (I couldn’t make it do “salvo” firing pre-patch)

     

    From what I read they(LePrieur's) were use in a 30-45 degree dive and launched all at once or in large groups from about 150m (shudder)

     

    So the patch seems to have fixed that (ReleaseDelay)

    I saw at thirdwire that this wasn’t working for OlPaint01 but ReleaseDelay=1.000000 seems to return it to the pre-patch behaviour for me (1 rocket at a time) YMMV

     

    To get rid of the corkscrewing set the FinStabilized=FALSE to TRUE (they then are way to accurate imho but there seems to be nothing in between) :wink:

    They still fire in an upward trajectory but it’s pretty easy to compensate for it

     

    @ Tailspin

    I’m still not convinced that changing the gun AimAngles is a good thing AI wise :dntknw:

    It does seem to make them miss… but it is the fastest way

     

    When I get some time I (or someone else) can make a “Gunsight” that can be added as a pilot or weapon and we can tweak that to the right position instead of moving the boresight to match the current gunsight

     

    Have fun all :yes:


  16. Thanks for the encouragement. :biggrin: The refs I have were sometimes detailed about production and delivery, and sometimes vague - you may be right that only a total of 48 Type N's were built.

     

    Any chance that you might resume work on your RFC and Russian variants? If so, there is little point in my producing them - I would much prefer to concentrate on the BB and texturing Laton's 1-1/2 Strutter.

     

    welllll i will finish them... (new cockpit bits will take the longest)

     

    but i wouldn't like to say when

    I don't have that much spare time, so its all a bit of a whim, what i work on next...and i seem to have started a ridiculous number of things

    and new things keep taking my fancy.... (of course seeing yours made me go and look at what i had done, and start thinking about them again)

     

    So please don't feel constrained by my erratic output

     

    I picked up the MoS N,I,V windsock (sometime after i had released the plane :rolleyes: ) so let me know if there is any detail stuff you want me to pm you

     

    I don't think I have much/any stuff on the BB tho :(

     

    On 3-views

    Ive found most to be unreliable at best and the best thing to do is pick one (picking two is stupid, I know :blush: ) and supplement it with as many photos as you can

     

    good luck


  17. looking good geezer205 :good:

     

    let me know if you need any references for the N, I or V

    theres not much info around but i "think" I've finally amassed most of them

     

    I have a nearly finished MoS V and a started MoS I but the new bits are untextured and knowing me are still some time away from release (they have been it that state for some time) :blush:

    The massive variations in the windscreens and gun mount types of the Russian and RFC machines i seem to remember was giving me grief...

     

    Your service numbers and dates look about right to me, I think the 48 figure for the MoS N is both FAM and RFC combined

    The RFC also used the V (12) during the Somme offensive and i think many of the most unfavorable reports on the aircraft relate to this model (much heavier)

     

    Really looking forward to seeing them

    Especially the BB :yes:

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