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p10ppy

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Everything posted by p10ppy

  1. No go here either (and i have fiddled with it ) Its probably a soundcard issue if others have a windloop sound Realtek AC97 (VIA) and a 5.1 setup here Its a pretty old setup, but seems to be fully functional apart from this...
  2. I played with this a wee bit a while ago (long while) I never got it to work... either its broke or windloop is for some other game event (not the one obvious to the strut and wire peeps) maybe a orphan from something in the jet sims.... the whole sound thing is a bit arcane so i could easily be wrong (love to be wrong) we could do with a whole lot of new sound files (hisso, DIII, etc) imho
  3. try removing Pcpilot's SALMSON2A_DATA.INI from the Salmson folder.... (or renaming it) It looks very different from the latest (post-addon, post-patch) SALMSON2A_DATA.INI TK has obviously changed stuff Don't know if it will break anything else, Pcpilot doesn't say much about what he changed in the DATA.INI (nothing is really necessary for a pit iirc)
  4. Aye still working on it Its pretty near finished, just got to sort out the Fm and loadouts (and fiddle with the pit a little more) Ran out of energy for it tho, so am having a wee break from aircraft... bitten by the TE bug (more of a disease really ) thought it would be a nice way to relax after work... easily distracted....
  5. easiest thing to try is to alter the aircraftobject.ini near the top [GameObjectData] MinSystemHitChance=25 VolumeStructurePoint=1000////this is the "hitpoints" for a given structure multiplied by the area of that structure (min/maxextents) Elasticity=0.2 the jet sims seem to use 5000 as a number and ground objects (usually bigger) use 10 Ymmv
  6. I haven't patched yet so I'm just guessing but if the Aircraftobject.ini isnt the problem check out the first few posts in this thread http://forum.combatace.com/index.php?showtopic=27423
  7. thanks Crusader I will give the [FlightControl] ... GunBoresightAngle=1.0 <---------- here ( to tell the AI where the gun aims ) a go in FE, see how it goes No left/right tho? guess thats unusual (single off set gun,centred sight)
  8. p10ppy

    Voisin3.jpg

    From the album: FE Wips

  9. Just a word of caution regarding aimangles I think it was B Bandy RFC who “discovered” this Aimangles physically alters the firing angle of the gun I think (no longer parallel with the aircraft) Which is great for lining guns up with the player’s cockpit sight (or weapons that actually are angled in RL) But the AI doesn’t seem to use that sight (how the AI does sight is unknown to me ) and consequently can’t seem to hit the side of a barn from the inside Caveats Imperially tested and seems to be the case in FE on hard mode FE’s targets a smaller, our ROF is less, and guns are the only AtoA weapon so YMMV with other theatres Zeroing the aimangles fixed a lot of headaches I was having with blind AI
  10. Guessing a little And it has nothing to do with the FE addon, so if it worked pre-addon I have no idea Looks like both the external and internal cockpit frames are showing Try playing with either the OpenCockpit=TRUE in the cockpit.ini (never was sure what this actually does to be honest) Or tagging the exterior models cockpit frame mesh in the Data.ini with a ShowFromCockpit=FALSE, you may need to add a new Component to do that but it should work clip distance is a pretty coarse way of dealing with it but if all else fails you may be able to get ExternalClipDistMin=xx or InternalClipDistMin=xx in the cockpit.ini to work normally in FE these things would be parented to the external cockpit node in max and HideExternalNodeName=cockpit in the cockpit.ini would sort it I’d start with the ShowFromCockpit in the data ini if you haven't got the max model to check the hierarchy hope that helps As to FMs WW2 is alot closer to WW1 than jets imho
  11. thanks guys that sites real nice Sinbad (good descriptions) I think (maybe ) I've exhausted the net...(famous last words) So i was just checking if anyone had any nice book references before i got to carried away with the skin/decaling I think it was christian59 who mentioned THE book on escadrille insignia a while ago I've been coveting it for a while but cant really justify the price for a book that i'm too dumb to read http://www.aerostories.org/~aerobiblio/article693.html Checksix may be a good idea, how are they with dense anglish ? thanks again
  12. all still a little way off I'm afraid (but getting steadily closer) Voisin4 (canon) is unstarted but "shouldn't" be tooo big a convert.... Thanks Gr.Viper got some of those but not all seems they were fairly unadorned, which is surprising given other French aircraft Maybe its because they were earlier, or just not as photogenic
  13. Looking for info on insignia for the French Voisin units specifically the early Voisins (3, 4, 5) got a few photo's but not much variety (and no colour) any help would be appreciated :yes: thanks
  14. p10ppy

    SPAD_XII_SS.jpg

    From the album: FE Wips

  15. p10ppy

    SPAD7_180_SS.jpg

    From the album: FE Wips

  16. p10ppy

    MoN_SS.jpg

    From the album: FE Wips

  17. wondering if you mind other iterations of TK's game? (FE) and how much of a screenshot does it have to be? Heavy manipulation ok? thanks
  18. umm that might have been a misleading post on my part I only have the Spad installed out of those aircraft (thirdwire) I'd be interested to know if other people have older 3rd party FMs going in the addon as well I'm still finding it hard to rationalise the changes between the flight engines...
  19. look good :yes: top of my head.... Pup for sure Nports (especially the N16, apparently it was a pretty awful scout so the used it for Balloon chasing) don't know about the N28 Be12 (homeland defense) probably or the homeland defense craft (be2 etc) brits were pretty keen on them for anti zepp (no successes tho....) Spad XIII Farman HF 20/21 seen pictures/drawing of the above craft (of course that doesn't mean they were used often) think you could probably assume almost anything may have tried them (Farman ) It was a pretty crude field mod and probably didn't need long to fit or remove Italy and Belgium used them too (don't know about the Hanriot) Incendiary rounds generally replaced them late war....(what ever late means)
  20. its good thank for this sky is hectic
  21. what Tailspin said ... but look in your "Objects/Weapons" folder for the weaponsdata.ini as weaponsdata.dat aswell not sure if its necessary but mine are in a weapons folder.... gluck
  22. glad they work for you :) with the spad i got the tubes in the right place first then used the known offsets for the rockets gotta stop doing that with my pilots need a stock install for testing mods...
  23. yes of course I meant the Le Prieurs that came in the addon weapons.dat (confused yet ) seem to be an unfinished addition to the addon...addition thingy... hurricane3 it would probably help everyone if you can tell us what aircraft specifically have loadout problems then maybe we can compile a list of things that need fixings :yes:
  24. i made new rockets after seeing the add-on versions tho i NEVER tried the addons i believe they have no launch tubes (they were probably meant for aircraft with a "pylon" modeled) feel free to use mine (either rocket or the "graphic" tube or some combo) PS if you use the RP type be aware that the AI Dumps it at the first sign of trouble and the trajectory is always flat (i couldnt make it arc anyways...) Thinking about a weapons pack tho... most addon weapons are A-team are they not? PpS yes you are right about the weapons.ini in my previous post just add the OLD WEAPONS to the bottom of the NEW WEAPONDATA.INI
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