p10ppy
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Files posted by p10ppy
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Colour picker
By p10ppy in SF/WO* Utilities/Editors
A little app for managing, viewing and modifying TW game colour swatches
Probably only really useful (maybe) for those playing with environments and effects
It’s a little rough so let me know if anyone finds glaring errors or thinks it could be better … anyone being the 1.5 people who find it useful ;-)
“Features”
RGB colour sliders (RGB conversion)
Copy and paste box for TW colour “code” eg 0.045, 0.34, 0.59
Forty-two editable swatches for your comparing pleasure
All swatches are nameable
Save out all swatch/names to a txt file
Load in saved txt files
I’ve included a sample I/O txt file of the major FE addon environment colours
Have fun
300 downloads
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Submitted
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Mig 9 PLAAF red skin
By p10ppy in Soviet Air Force/Navy Skins
Camo finish PLAAF skin for Timmy's wonderful Mig-9
includes decals
116 downloads
0 comments
Submitted
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Mig 9 VVS red skin
By p10ppy in Soviet Air Force/Navy Skins
Natural finish VVS skin for Timmy's wonderful Mig-9
includes decals
116 downloads
0 comments
Submitted
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Map icons for FE
By p10ppy in First Eagles - WWI and Early Years - Terrain and Environmental Mods
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
164 downloads
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Submitted
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gunsight
By p10ppy in First Eagles - WWI and Early Years - Add On Cockpits
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)
225 downloads
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Submitted
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New Le Prieur Rockets for the FE-Addon Spad VII 180
By p10ppy in First Eagles - General Files - Weapons Mods
New Le Prieur Rockets for the FE-Addon Spad VII 180
I did them in a bit of a weird way to…
Stop the AI jettisoning them
Give them an upward trajectory on launch
Caveats
You can’t launch them in groups or all at once (they seemed to be historically bulk fired)
Never seen the AI use them (did the AI use them pre Addon?)
They are REALLY inaccurate, on purpose; use a lot of them from about 150 metres…
Included are a:
New Spad_180_data.ini (with the weapon stations added)
New Spad_180.ini (with the loadout file added)
New Spad_180_Loadout.ini
Le_Prieur_map.bmp
Le_Prieur_Rocket.LOD
Le_Prieur_Tube.LOD
REMEMBER TO BACKUP YOUR FILES BEFORE USING THESE ONES
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 Le_Prieur_map.bmp, Le_Prieur_Rocket.LOD, and Le_Prieur_Tube.LOD in the “Weapons” folder has well
The Spad_180XXX.ini files go in the “Aircraft/SPAD7_180” folder
Open the WEAPONDATA.INI in a text editor and add to the bottom
/////////////////////////////////////////////////
[WeaponData025]
TypeName=LePrieurRocket
FullName=Le Prieur Rocket
ModelName=Le_Prieur_Rocket
Mass=5.000000
Diameter=0.050000
Length=0.356000
SubsonicDragCoeff=0.320000
SupersonicDragCoeff=2.769000
AttachmentType=NATO,USAF,UK,FRANCE
SpecificStationCode=
NationName=FRANCE
StartYear=0
EndYear=0
Availability=2
BaseQuantity=24
Exported=TRUE
ExportStartYear=0
ExportEndYear=0
ExportAvailability=2
WeaponDataType=1
RailLaunched=FALSE
RocketPod=FALSE
Retarded=FALSE
FinStabilized=FALSE
SpinStabilized=FALSE
HasGrowl=FALSE
EffectClassName=SmallRocketEffects
ReleaseDelay=0.000000
WarheadType=0
Explosives=1.040000
FusingDistance=5.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=0
Accuracy=90
MaxTurnRate=0.000000
MaxLaunchG=2.500000
LockonChance=0
LaunchReliability=50
ArmingTime=0.500000
SeekerFOV=0.000000
SeekerGimbleLimit=0.000000
SeekerTrackRate=0.000000
SeekerRange=0.000000
MinLaunchRange=0.000000
MaxLaunchRange=0.000000
Duration=60.000000
CounterCountermeasure=20.000000
NoiseRejection=10.000000
CapabilityFlags=0x00000000
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
CLmax=0.800000
MinFreq=0.000000
MaxFreq=0.000000
BoosterStart=0.000000
BoosterDuration=2.000000
BoosterAccel=26.000000
BoosterEffectName=RocketFireEffect
BoosterSoundName=Rocket
BoosterNodeName=
BoosterPosition=0.000000,0.012000,-0.029000
SustainerDuration=0.000000
SustainerAccel=0.000000
SustainerEffectName=
SustainerSoundName=
SustainerPosition=0.000000,0.012000,-0.029000
InFlightEffectName=RocketInFlightEffect
InFlightSoundName=
ReleaseAnimationID=-1
EODisplayFlags=0
CEP=0.000000
[WeaponData026]
TypeName=LePrieurTube
FullName=Le Prieur Tube
ModelName=Le_Prieur_Tube
Mass=4.000000
Diameter=0.020000
Length=1.570000
SubsonicDragCoeff=0.100000
SupersonicDragCoeff=0.770000
AttachmentType=NATO,FRANCE
SpecificStationCode=
NationName=FRANCE
StartYear=1915
EndYear=1919
Availability=2
BaseQuantity=200
Exported=TRUE
ExportStartYear=1914
ExportEndYear=1919
ExportAvailability=2
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
That should be all
If you want to add the rockets to another craft using the Spad_180_data.ini as an example
Add these Systems to the bottom of the appropriate wing sections (SystemName[XXX]= should be sequential with systems already there)
[TopWingMidLeft] for the Spad
/////////////////////////////////////////////////////////////////
SystemName[001]=leftWingRocketRail
SystemName[002]=WingRockets02
SystemName[003]=WingRockets04
SystemName[004]=WingRockets06
SystemName[005]=WingRockets08
/////////////////////////////////////////////////////////////////
[TopWingMidRight] for the Spad
/////////////////////////////////////////////////////////////////
SystemName[001]=RightWingRocketRail
SystemName[002]=WingRockets01
SystemName[003]=WingRockets03
SystemName[004]=WingRockets05
SystemName[005]=WingRockets07
/////////////////////////////////////////////////////////////////
In the Weapon Stations section add these stations (Weapon Stations usually go after the gun entries)
The two first stations are for the non-jettisonable launch tubes (graphic only)
The Attachment Position will vary with differing aircraft
AttachmentPosition= -3.04,0.50,0.05 equals 3.04m to the left, 0.5m to the front, and 0.05m above the aircrafts CG
The RightWingRocketRail is exactly the same except the first number (3.04) is positive, meaning to the right
The following 8 Weapon Stations are for the rockets themselves
Their Attachment Positions are similar to the first two EXCEPT:
Left and right are the same as the first 2 and should alternate positive/negative (eg 3.04 for WingRockets01 and -3.04 for WingRockets02)
Forward/backward are also the same except add 0.01 (eg 0.51 vs. 0.50)
Up and down, add 0.017 for the first two (WingRockets01, WingRockets02)
Add 0.137 too the next two (WingRockets03, WingRockets04)
Add 0.257 too the next two (WingRockets05, WingRockets06)
Add 0.377 too the last two (WingRockets07, WingRockets08)
All other values shouldn’t need changing unless you already have some weapon stations listed (you may need to change the StationID / StationGroupID)
///////////////////////////////////////////////////////////
[LeftWingRocketRail]
SystemType=WEAPON_STATION
StationID=1
StationGroupID=1
StationType=EXTERNAL
AttachmentPosition=-3.04,0.50,0.05
AttachmentAngles=0.0,15.0,0.0
LoadLimit=5
AllowedWeaponClass=FT
AttachmentType=NATO
ModelNodeName=
PylonMass=0.01
PylonDragArea=0.00
NoJettisionTank=TRUE
FuelTankName=LePrieurTube
[RightWingRocketRail]
SystemType=WEAPON_STATION
StationID=2
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=3.04,0.50,0.05
AttachmentAngles=0.0,15.0,0.0
LoadLimit=5
AllowedWeaponClass=FT
AttachmentType=NATO
ModelNodeName=
PylonMass=0.01
PylonDragArea=0.00
NoJettisionTank=TRUE
FuelTankName=LePrieurTube
[WingRockets01]
SystemType=WEAPON_STATION
StationID=3
StationGroupID=3
StationType=EXTERNAL
LoadLimit=5
AttachmentPosition=3.04,0.51,0.067
AttachmentAngles=0.0,15.0,0.0
AllowedWeaponClass=RCKT
EjectVelocity=0.0,150.0,30.0
AttachmentType=NATO
ModelNodeName=
PylonMass=0.001
PylonDragArea=0.00
[WingRockets02]
SystemType=WEAPON_STATION
StationID=4
StationGroupID=3
StationType=EXTERNAL
LoadLimit=5
AttachmentPosition=-3.04,0.51,0.067
AttachmentAngles=0.0,15.0,0.0
AllowedWeaponClass=RCKT
EjectVelocity=0.0,150.0,30.0
AttachmentType=NATO
ModelNodeName=
PylonMass=0.001
PylonDragArea=0.00
[WingRockets03]
SystemType=WEAPON_STATION
StationID=5
StationGroupID=3
StationType=EXTERNAL
LoadLimit=5
AttachmentPosition=3.04,0.51,0.187
AttachmentAngles=0.0,15.0,0.0
AllowedWeaponClass=RCKT
EjectVelocity=0.0,150.0,30.0
AttachmentType=NATO
ModelNodeName=
PylonMass=0.001
PylonDragArea=0.00
[WingRockets04]
SystemType=WEAPON_STATION
StationID=6
StationGroupID=3
StationType=EXTERNAL
LoadLimit=5
AttachmentPosition=-3.04,0.51,0.187
AttachmentAngles=0.0,15.0,0.0
AllowedWeaponClass=RCKT
EjectVelocity=0.0,150.0,30.0
AttachmentType=NATO
ModelNodeName=
PylonMass=0.001
PylonDragArea=0.00
[WingRockets05]
SystemType=WEAPON_STATION
StationID=7
StationGroupID=3
StationType=EXTERNAL
LoadLimit=5
AttachmentPosition=3.04,0.51,0.307
AttachmentAngles=0.0,15.0,0.0
AllowedWeaponClass=RCKT
EjectVelocity=0.0,90.0,18.0
AttachmentType=NATO
ModelNodeName=
PylonMass=0.001
PylonDragArea=0.00
[WingRockets06]
SystemType=WEAPON_STATION
StationID=8
StationGroupID=3
StationType=EXTERNAL
LoadLimit=5
AttachmentPosition=-3.04,0.51,0.307
AttachmentAngles=0.0,15.0,0.0
AllowedWeaponClass=RCKT
EjectVelocity=0.0,150.0,30.0
AttachmentType=NATO
ModelNodeName=
PylonMass=0.001
PylonDragArea=0.00
[WingRockets07]
SystemType=WEAPON_STATION
StationID=9
StationGroupID=3
StationType=EXTERNAL
LoadLimit=5
AttachmentPosition=3.04,0.51,0.427
AttachmentAngles=0.0,15.0,0.0
AllowedWeaponClass=RCKT
EjectVelocity=0.0,150.0,30.0
AttachmentType=NATO
ModelNodeName=
PylonMass=0.001
PylonDragArea=0.00
[WingRockets08]
SystemType=WEAPON_STATION
StationID=10
StationGroupID=3
StationType=EXTERNAL
LoadLimit=5
AttachmentPosition=-3.04,0.51,0.427
AttachmentAngles=0.0,15.0,0.0
AllowedWeaponClass=RCKT
EjectVelocity=0.0,150.0,30.0
AttachmentType=NATO
ModelNodeName=
PylonMass=0.001
PylonDragArea=0.00
/////////////////////////////////////////////////////////
Add to the aircraft’s someAircraft.ini
////////////////////////////////////////////////////
LoadoutFile=someAircraft_LOADOUT.INI
///////////////////////////////////////////////////////////////////
If it doesn’t already exist
Create the someAircraft_LOADOUT.INI with… (or add to it if already exists)
////////////////////////////////////////////////////////////////
[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
////////////////////////////////////////////////////////////////
Note the Loadout[XX] numbers maybe different if you have other WEAPON_STATION’s on the aircraft
Enjoy and feel free to mod it and repost it for other aircraft :yes:
V
307 downloads
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Submitted
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Spad XII
Little mod of the Spad VII to turn it into a Spad XII (apologies and acknowledgement to Gr.Viper who went before me)
Model changes: removal of the nose humps and reskin
XXX_data.ini changes: tweaked flight model reflecting the much heavier weight, more powerful engine (220hp nominal), wing stagger, better aerodynamics, and more wing area
New weapon (37mm S.A.M.C.) New (it’s a mod of stock) reloading sound for the canon (its slow), New firing effect for the canon (cockpit smoke)
New hanger and loading screens
The canon is on the secondary fire button and takes 12 sec to reload (new sound more or less reflects this)
It has 12 reloads
I have seen the A.I get infrequent hits with this setup (I’m pretty infrequent too)
---------------------------------------------------
A few “Facts”
The Spad XII was a beefed up version of the Spad VII with a new engine (Hispano-Suiza 8Cb 220hp) and a slightly more refined fuselage, more wing area and the most obvious difference, slight wing stagger (something we can’t do with the stock model)
It had a 37mm S.A.M.C. semi-automatic canon with twelve reloads mounted to fire through the prop hub and with the breech situated between the pilot’s legs
Because of the breech placement the controls were of the Deperdussin type (wheel)
After initial enthusiasm for the aircraft by the French ace Georges Guynemer, the Aéronautique Militaire placed an order for 1000 airframes,
However the Spad XII proved very difficult to fly with its unfamiliar controls, the new weapon filled the cockpit with smoke on firing and was difficult to aim and reload, and to cap it off, the new Hispano-Suiza proved to be unreliable
Its doubtful that more than twenty aircraft were completed and these were issued singly to individual Aces of the Aéronautique Militaire, There were never more than 6-8 on the front at any one time and they were widely spread throughout the Escadrille’s
---------------------------------------------------
Top speed 220kph at SL
Ceiling 7000m
Empty weight 628kg
---------------------------------------------------
Files
New Reloading sound: gun_reloadlg.wav goes in the Sounds folder
The SOUNDLIST.INI must be modified to add the sound (this must be extracted to the flight folder if you haven’t already) see below
New gunfire effect: 37mmSpad.ini must be placed in the effects folder
New cannon must be added to the bottom of your GUNDATA.INI (this must be extracted to the Objects folder if you haven’t already) see below, and then the GUNDATA.INI must be opened and saved with the gun editor
New aircraft folder SPAD_XII placed in the Objects/aircraft folder
This contains 4 skins (the French aces, Nungesser of Esc65, Madon of 38ESC, Fonck of Esc103 and Guynemer of Esc3),
the Ini’s necessary for the craft,
a hanger screen and two version of the loading screen: wide(default) and normal (you must rename it to use it)
---------------------------------------------------
SOUNDLIST.INI
Add near the top of the file:
---------------------------------------------------
SoundFile0XX=gun_reloadlg /////////////////////XX is the next number in the sequence above
---------------------------------------------------
And at the bottom add:
---------------------------------------------------
[gun_reloadlg]
Priority=HIGH
3DSound=FALSE
NumBuffers=1
Looped=FALSE
---------------------------------------------------
GUNDATA.INI
Add at the bottom of the file
---------------------------------------------------
[GunData0XX] //////////////////////////////////XX is the next sequential number
TypeName=37MM_SAMC
FullName=37mm SAMC Moteur canon
Caliber=37.000000
ROF=1.000000
MuzzleVel=400.000000
AmmoWt=0.650000
WarheadWt=0.035000
Reliability=97.000000
Accuracy=70.000000
AddLight=TRUE
MaxLightRange=1000.000000
FireColor=0.150000,0.100000,0.100000
GunFireEffect=37mmFireEffectEnH
GunFireSound=TankGun
EffectClassName=37mmEffects
EffectTime=10.000000
TracerTexture=Tracer.tga
TracerSize=0.150000
TracerDistFactor=0.002000
TracerLength=0.015000
MaxVisibleDist=4000.000000
MaxStreakVisibleDist=1000.000000
TimeFuzed=FALSE
---------------------------------------------------
Important: the GUNDATA.INI must be saved in the gun editor after manual editing
Have fun :yes:
V
1,216 downloads
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Submitted
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Spad VII Skins and Misc
By p10ppy in Spad Skins
Little Spad VII hop up
Cockpit.ini and Spad7_180.ini
Hanger Screen
Widescreen and normal loading Screen
Default tan textureset (replacement for stock if you wish)
Escadrille 103 (Les Cigones) textureset and decals (Tan)
Escadrille 31 (Hoplite Archer) textureset and decals (Tan)
Escadrille 48 (Rooster) textureset and decals (Tan)
Escadrille 65 (Dragon) textureset and decals (Tan)
Escadrille 81 (Grayhound) textureset and decals (Camo)
Escadrille 94 (Running Reaper) textureset and decals (Camo)
Escadrille 3 (Les Cigones) textureset and decals (Tan)
Escadrille 3 (Les Cigones) Alternative with Stripe textureset and decals (Tan)
Escadrille 3 is skinned to a higher degree than the other Escadrille with personal markings and semi accurate paint jobs/numbers
The French seemed to paint all their aircraft individually so many compromises were necessary
The Folder structure is a little unusual (trying to save space)
Straight under the SPAD7_180 folder there is a Decal folder (combined for all the new decals) and Folders for all the new Texturesets
The main Tan Skins live straight in the SPAD7_180 folder as well so all the tan textureset’s can access then (some textureset folders have replacements depending on Escadrille)
If you haven’t already done so you will need to extract the Spad XIII cockpit from the ObjectData.CAT into a separate cockpit folder under the SPAD7_180 folder if you wish to fly the SPAD7_180 (the two .ini’s provided point to a cockpit folder and make a few changes to the 13’s cockpit but they are not necessary if you have already done this)
If you will need to use the provided SPAD7_180.ini if you wish to use the provided hanger and loading screen (or alter your own ini)
There’s a wide screen version of loading screen in the folder “widescreen loading pic” just copy it over the existing pic or delete it depending on your needs
I suggest you unzip this Download to a temp folder first and take what you need to the SPAD7_180 folder.
Please remember to back up any files that may be overwritten in the SPAD7_180 folder first
These Skins should work fine for the SPAD7_150 as well but the .ini files will be different
Please feel free to use these skins and decals for your own work (non-profit only)
Hope you enjoy them
Vernon
569 downloads
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Submitted
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Morane-Saulnier N “Bullet”
By p10ppy in Other Entente Aircraft
Morane-Saulnier N Monoplane version 1.3
18 May 2007
By Vernon "p10ppy" Bowden
Please read the Installation.txt for other notes and installation instructions
2,941 downloads
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Min/MaxExtentPosition exporter
By p10ppy in SF/WO* Utilities/Editors
This script outputs to a text file from MAX the min/maxExtentPosition for all of a models nodes
The min / max extents are calculated on the bounding box of the node so YMMV if you have very irregular nodes (some hand tuning)
Obviously this is only of use to people with the max file models…
The output looks like this
------------------------------ Fuselage MinExtentPosition=-0.42,-1.127,-0.86 MaxExtentPosition=0.42,2.63,0.778 Cockpit MinExtentPosition=-0.42,0.38,-0.727 MaxExtentPosition=0.42,2.484,0.173 Radiator MinExtentPosition=-0.506,-0.535,-0.063 MaxExtentPosition=0.506,0.495,0.935 ---------etc etc
Please feel free to offer improvements
See readme for install /use
300 downloads
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FmTool
By p10ppy in SF/WO* Utilities/Editors
Little tool for analyzing First Eagles Aircraft_Data.ini
(not sure about other 3rd wire aircraft, some of the estimated calcs would be surely wrong)
see readme for a few more details
616 downloads
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