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p10ppy

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Everything posted by p10ppy

  1. Ive got the RW stats for the Sockelflak some where I remember thinking TK's stats were pretty good but i never tried in game so never saw the particle effects I'm pretty sure they were not time fuzed (bad around balloons) Just dirty great tracers (which look quite slow when they were coming straight for you, just like a flaming vegetable ) never even found a pic of the brit version BTW its a bad rumor that the gun editor doesn't work (started by me i think ) its fine its only the weapon editor that doesn't anyone got a nice schematic view of a german infantry man?
  2. Good idea these weapons are a big gap and quite prevalent by the sounds of it (especial around drachen) funnily enough i started work on a Sockelflak model a month or so ago (I'm tooo easily distracted) never finished the texture ... couldn't find a good enough pic of a german infantry man to use (was a briefish search tho) the rest is ready to go tho from memory If you are interested i could try to finish the model sooner rather than later? Ps whats the particle effect like for it? these weapons were the latercause of the flaming onion phenomenon i think earlier it was caused by a gattling type weapon borrowed from the navy
  3. p10ppy

    scokelflak.jpg

    From the album: FE Wips

  4. p10ppy

    spad180-struct.jpg

    From the album: FE Wips

  5. p10ppy

    spad13pit.jpg

    From the album: FE Wips

  6. it's a little more complicated because you need to extract the Spad13 pit and place it in the Spad7 folder (i think, i did anyway ) theres some info around somewhere here in the forum Edit some pics my Spad7_180 folder structure (note theres a few folders like the PSD folder that you wont have, and dont need) the cockpit folder (spad13 files extracted from the ObjectData.CAT and placed in the Spad7_180/cockpit folder) hope that helps
  7. Thanks guys I should point out that the first "screenshot" is the loading screen and has been fairly heavily Photoshopped Also apologies for the readme and the download instructions I can actually write English (sort of) my only excuse is it was late here and I'd a few to many pinot noir's Just let me know if theres any problems :)
  8. View File Spad VII Skins and Misc 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 Submitter p10ppy Submitted 02/01/2008 Category Spad Skins
  9. 570 downloads

    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
  10. Little Spad VII skinning/tweaks that I've been playing with should be in the downloads once its aproved 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 im afraid A few pics Hope you all enjoy it
  11. p10ppy

    rooster.jpg

    From the album: FE Wips

  12. p10ppy

    stork.jpg

    From the album: FE Wips

  13. p10ppy

    reaper2.jpg

    From the album: FE Wips

  14. p10ppy

    grayhound.jpg

    From the album: FE Wips

  15. have a quick look at this http://forum.combatace.com/index.php?showtopic=23068 we didn't seem to come to any consensus tho you probably are better off fiddling with the CDO / CDL a little or the prop efficiency DVII was no speedster either MaxSpeedSL is more for the AI iirc and doesn't have much/any? effect on the FM
  16. Glad you like it :-) Pretty sure you have the latest I just grabbed the closest to hand when i did the comparison So i mite have used an old one I cut it up in PS to so as to make a smaller pic (makes it look a little different)
  17. heres the Siemens-Schuckert D.III Data.ini compared to the stock Dr.1 and the 150 camel the D.III CD0(drag overall) does look a little high, (in comparison) the camel looks a little low to me (the Dr.1 has highish aspect wings and no wires so should be lowish) the D.III CDL(lift overall) looks low compared to the other two and CLa looks high (probably to compensate fop the low CDL) the other thing you can play with is the PropEfficiencyAdvanceRatioTableData under the [engine ] in the data ini Dr.1 is a touch higher and can have quite an affect on top speed good luck
  18. p10ppy

    schucket.gif

    From the album: FE Wips

  19. You probably already have seen these but just in case http://www.wwi-models.org/Photos/Ger/Junk_JI/index.html http://www.airwar.ru/other/draw/ju_j1.html
  20. Aye but FE + Addon is the latest iteration of the game engine (until WOI) just saying
  21. I would of thought FE (and voted for it ) if you are thinking of props some nice racers here (wrong game) http://www.transglobalaircraft.co.uk/10130/20654.html
  22. It was the only "throttle" on rotary engines ...engine on / engine off Tho as Heck said some rotaries let you blip individual cylinders for a little more (dangerous) control(not modeled in the game) see these threads for more info (alot more) http://www.theaerodrome.com/forum/aircraft...lip-switch.html http://www.theaerodrome.com/forum/aircraft...e-throttle.html
  23. It would be quite a big change to the engine i think Mesh deformation (twists) is very different to the move and rotate transforms possible at the moment (sorta like cloth dynamics i guess) From my (not so good) info on the subject warping only moved the tips approximately 100mm at max deflection so it doesn't seem a big loss to me And there's many other things that would be nicer to have IMHO Thats a very nice model lambda*sqrt(u*x), I hope someone (or you) converts it to FE I had a taube on my wish list of things to model but its along ways off (never never land) The MoS-N does warping animation (not the wings) by moving the wires/turnbuckles/pulleys/cranks at least it gives some visual feedback
  24. belated happy holidays :)
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