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quack74

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Everything posted by quack74

  1. In any terrains' MOVEMENT.ini is there a specified max distance between "RoutePositions"? Can there be just two positions, a Start and an End point (only two positions)? Or do I have to make many positions that are only a mile or so apart from each other till I get to the last "RoutePosition"?
  2. Ok I've noticed when I speed op the game at 8X (only cause it takes so long when you re flying at 80mph) the ships seem to stop when they detect my plane at around 6-8000 feet distance. When I fly away the ships continue on their way. Is this a parameter in the ships' DATA.INI? "DetectSystem" possibly? or is it a "TRANSPORT" thing? or is it a Truck route thing? Cause it's not a route spacing thing now. The ships also continue along their way if I kick the bucket. So how are the ships detecting aircraft? It's like they stop to fight and then move on.
  3. Well here is what I'm trying to do: This is in regards to my FE2 install. But it's almost a shipping question. I took my Flanders terrain and changed all the Truck MOVEMENT parameters to be out over the water. Then made all the Ground Attack to be on land near the coast. I changed ALL the ships in the Ground Objects folder to the roll of TRANSPORT. And then changed all Infantry, trucks, and tanks to AD. I altered all the proper formations to suit these objects. Now when I fly Armed_Recon missions it always takes me out along the coast or out at sea looking for moving ships. And if I am charged with Army_Coop I will be sent to the coastal area of Flanders in search of infantry units. This is a great mode that seems to work as an alternative to Anti_Ship missions which FE doesn't support. The Movement parameters for Shipping don't work. But I have noticed that as I approach the ships they slow down and come to a complete stop almost around their first waypoint (2nd RoutePosition) I'm wondering if I spaced the routes way too far apart. If they are too far apart will the convoy come to a halt? Are the Shipping movement parameters different than the Truck movement parameters in SF? What are your Shipping Routes like, spacing wise? I guess that wouldn't really matter since I'm using Truck route parameters.
  4. Thats what I was looking for Wrench. Thanks you sir.
  5. Enhancing default terrain in FE2

    I use Stary's tiles and seasonal tiles for my Eastern Front install. Very nice too. The seasonal tiles are beautiful. They are used with Stephen1918's Galicia terrain
  6. Plane requests

    Half of those planes are available Spiteful21. www.cplengineeringllc.com/SFP1 Flight models and skins are available here at combatace.
  7. Ok, finally getting started on the Nieuport 28's. I'm going to do my best to make a complete set of skins for all known '28's of the 27th, 94th, 95th, and 147th Aero Squadrons in early to mid 1918. There is two ways I could do this. One would be to create a whole bunch of seperate skins for each squadron. Or two, create 1 skin for each group and use decals to create each pilot or ace skin within that group like I did with the sopwith triplanes of Naval10. BTW, do you guys prefer having one skin folder that uses decals as apposed to a whole bunch of skin folders. I like the decals because you can see all the different color schemes at randomn when flying and you can select which profiles you want in your squadron or flight. Let me know what you guys think. Decals or Skin folders. Either way it's going to be a lot of Photoshop work. Going to be very hard to get all the artwork that some have on the cowling ( stripes, teeth, zig-zags etc etc) Just need to finish up the base skin first. Lots of small details need attention. Here are some pics of the 4 groups:
  8. 33LIMA did you cancel out the original two USAS nations in the NATIONS.ini? and did you add the new USAS NATIONS at the end of your NATIONS.INI and renumber them properly. What ever you renumber the new USAS and USAS_OLD Nations you have to number the 4 .TGA decals the same. You shouldn't have to do anything else and you shouldn't do anything with the Nation018.
  9. North Sea Terrain for First Eagles

    Having those ships is just as great as having the planes.
  10. This might be a first for a WWI sim! Stephen1918 will like this one for his Water World terrain. Since shipping and Anti_Shipping works when making single missions I figured what the heck, I'll take a WWII torpedo and mount it to a DH-4. It took some doing. Few changes to the torpedoes DATA.ini were needed because there are no true torpedoes in FE or SF. So they are modeled after the Cruise Missiles. They skim the surface of the water only. But they do the trick. And if you don't mind the torp falling through the axle, the DH-4 is an ok plane to use for now...Ehem...Ehem...Stephen1918..sorry just clearing my throat!
  11. WWI Torpedo run

    My wing man so far has hit the Target (Ship) a few times. But sometimes, even when a ship is the primary target, the AI wing man will go find the nearest ground target (AAA) and launch the torpedo at it. On the bright side it hits that target every time.
  12. I'm using the F5 Skunkworks Torpedo in FE2 as a test bed. Every things working so far. But when launched the torpedo slips under the water everytime and never hits anything. My wing man shot one offg and hit a AAA target 3 miles away! I turned of the ability to track and turn. Now they just drop in water and excellerat slowly. But how do I keep them at water level?
  13. I tried a different ship (About Time!) And it seems to work now. The Torp still disappears around 50m or so but scores hits regardless. Very cool for a WWI Torpedo run. Opens up lots of things for FE. Too bad we don't have the "Shipping" that SFP2 has. Thanks for helping out Wrench and usasphantom2.
  14. You guys are welcome. My pleasure and I love doing it ,when I have the time. If any of you could just let me know if it's working ok. There were a lot of files. I would like to know if they came out alright.
  15. In FE2 I drop the Mk13 Torpedo at about 50-100ft and in 2sec the booster and wake effect kick in. It never really skims the water but is always in a slight descending angle of about 10deg or so to the target. Seems to be working so far. But every time it gets within 50-100m of its target (moving ship) it disappears! And it's still a few meters above the water! But if I shoot at a land target (AAA) it skims the ground no problem and hits the target. Is it something with the ships? The water? or the Torpedo? I cant figure it out. [WeaponData035] TypeName=Mk13Torpedo FullName=Mk.13 Torpedo ModelName=Mk13 Torpedo Mass=1005.000000 Diameter=0.569000 Length=4.089000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.222000 AttachmentType=USAF,USN SpecificStationCode= NationName=USN StartYear=1914 EndYear=1955 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1935 ExportEndYear=1950 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=2 Explosives=300.000000 FusingDistance=0.100000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=3 Accuracy=100 MaxTurnRate=2.000000 MaxLaunchG=1.000000 LockonChance=100 LaunchReliability=100 ArmingTime=1.000000 SeekerFOV=45.000000 SeekerGimbleLimit=45.000000 SeekerTrackRate=15.000000 SeekerRange=8000.000000 CLmax=14.000000 MinFreq=1.000000 MaxFreq=20.000000 MinLaunchRange=200.000000 MaxLaunchRange=1500.000000 Duration=1500.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x10300080 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=2.000000 BoosterDuration=1500.000000 BoosterAccel=0.200000 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,-1.370000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.370000,0.000000 InFlightEffectName=ShipMovementEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=1.000000
  16. As I type this I am updating the N.28 package in the download section. The updated package now includes the two missing TAIL.tga's for use with the new USAS NATION.
  17. These are the two missing Tail.tga's if you are going to use the new USAS "Nation" I provided with this download. I just left them out by accident. I knew I was going to forget something! They are the rudder markings for all USAS planes. Remember to renumber them in correct order to match the numbers of the USAS and USAS_Old "Nations" USAS Tail decals.zip
  18. File Name: Nieuport.28's of the USAS 1rst Pursuit Group File Submitter: quack74 File Submitted: 09 June 2013 File Category: Nieuport Skins =-=-=-=-= Nieuport.28 skin and data pack for the 1rst Pursuit Group =-=-=-=-= All Skin work and all decal work done by Quack74. Feel free to add to these skins as you please. If reposting any of these parts with your new work, just throw a little credit my way. It took a long time to make these. Thanks. I would like to thank EmlD for creating the N.28 model some years ago and posting it for us at CombatAce.com. I have created a completely new skin for the N.28 along with numerous decals to create the 4 USAS Aero Squadrons that, together, form the USAS's 1rst Pursuit Group. 1. 27th Aero Squadron - Flying Eagle in red circle 2. 94th Aero Squadron - Hat In The Ring 3. 95th Aero Squadron - Kicking Mule 4. 147th Aero Squadron - Terrier "Who Said Rats?" ---------------------------------------------------------------------------------------- The Nieuport.28 was the sole aircraft used by the American pursuit group from the Late Winter of 1918 until the first week of August 1918 when The 1rst Pursuit Group was re-equipped with the SPADXIII. When first delivered the N.28's were unarmed. Some of the first frontline flights were done with unarmed aircraft in March. More or less done to familiarize pilots with the type and the "Front" itself. It wasn't until March 28, 1918 that the Squadrons began to receive guns for their planes. But just enough to mount one per plane. The Nieuport.28's were also Notorious for shedding their upper wing fabric do to poor glue quality. stemming from the factory's lack of quality control. Few pilots had indeed lost their lives do to this defect. Click here to download this file
  19. Sorry for the holdup guys. Been pretty busy with work. Haven't been able to finish up the README files. I'm including a bunch of other DATA.INI parameter inputs for the NATIONS.INI and FORMATIONS.INI. Also some things for the main Decals folder and main Aircraft folder. So it's a lot of typing. But it's just about done. Just posted these to the download section. Should be ready for download shortly.
  20. I'll try that in the morning. You might be right. No matter what I change in the Parameters for the Mk13 it still goes into the sea.
  21. I've been using the Mk13 and there is no parameter for Min Altitude. The torpedo just doesn't want to fly level. It will release at 500ft or less and around 1.5 sec it begins to "Boost" slowly and the ship wake effect kicks in. But it just continues to steadily lose altitude and fall into the sea. I tried messing w the LoftAngle, DecentAngle, and the MaxLoft Altitude parameters but they don't seem to do much if anything. This might be a question for TK. Good luck with that one since it involves FE2.
  22. Thanks USAFPhantom2 and thanks Wrench. But when released the torpedo goes submarine on me and disappears. It doesn't even hit the ships. Is there a way to adjust the altitude at which they cruise? Nice torpedo model BTW
  23. New Seaplane - Sopwith Baby

    It only took me 6 years
  24. New Seaplane - Sopwith Baby

    Hello Don246. First, do you have the Flanders terrain?. If so do you have any campaigns installed that use the Flanders terrain? If so open the Campaigns' Data.ini and scroll down to the end of the [AirUnits] and add these lines: Just renumber them with the next consecutive numbers. //GermanUnit 1 [AirUnitxxx] AircraftType=AlbatrosW4 UnitName=Seefrosta ForceID=2 Nation=GERMANY DefaultTexture=AlbW4SeaCamo BaseArea=Marine Feld Ostende RandomChance=100 BaseMoveChance=00 MaxAircraft=16 StartAircraft=8 MaxPilots=16 StartPilots=8 Experience=80 Morale=100 Supply=50 Intelligence=80 MissionChance[sWEEP]=00 MissionChance[CAP]=10 MissionChance[iNTERCEPT]=10 MissionChance[ESCORT]=00 MissionChance=00 MissionChance[CAS]=00 MissionChance[sEAD]=00 MissionChance[ARMED_RECON]=00 MissionChance[ANTI_SHIP]=80 MissionChance[RECON]=00 MissionChance[bALLOON_BUSTING]=00 MissionChance[bALLOON_DEFENSE]=00 UpgradeType=NEVER //GermanUnit 2 [AirUnitxxx] AircraftType=Rumpler6B1 UnitName=Marine Feld Ostende ForceID=2 Nation=GERMANY DefaultTexture=R6B1HexCamo BaseArea=Marine Feld Ostende RandomChance=100 BaseMoveChance=00 MaxAircraft=12 StartAircraft=8 MaxPilots=12 StartPilots=8 Experience=80 Morale=100 Supply=50 Intelligence=80 MissionChance[sWEEP]=10 MissionChance[CAP]=00 MissionChance[iNTERCEPT]=10 MissionChance[ESCORT]=00 MissionChance=00 MissionChance[CAS]=00 MissionChance[sEAD]=00 MissionChance[ARMED_RECON]=00 MissionChance[ANTI_SHIP]=80 MissionChance[RECON]=00 MissionChance[bALLOON_BUSTING]=00 MissionChance[bALLOON_DEFENSE]=00 UpgradeType=NEVER Then open the Campaigns' Config.INI and add the aircrafts' data like I made below: Also renumber the [GERMANYUnitxxx] to the next consecutive numbers. Next change the "UnitID" number to match the number position of the corresponding aircraft in the DATA.ini. EX: If the Seefrosta Albatros W.IV is the 10th "German" [AirUnit] then the UnitID in the config.INI should read UnitID=10. IMPORTANT: The UnitID doesn't mean the 10th [AirUnitxxx] but rather the 10th "German" Airunit. Yes you have to count all of the German AirUnits in the DATA.ini. If there is an RAF or FRENCH unit inbetween you have to skip over them and continue counting when you get to the next GERMAN Unit. If you have a big campaign with a lot of units it could be a real pain in the neck (or eyes). It's wise to number every unit by nation in order in the DATA.ini. Like I did above. Don't forget the //. [GERMANYUnitxxx] UnitName=Seefrosta ForceID=2 UnitID=23 <-------------------Change this number to the number you get counting the GERMANAirUnits in the DATA.ini StartDate=4/9/1917 AircraftType=AlbatrosW4 DescFile=FFA5.txt StartText=BA1917StartGer.txt StartScreen=WWICampStart.bmp CampaignBaseScreen=DefaultBaseScreen.bmp [GERMANYUnitxxx] UnitName=Marine Feld Ostende ForceID=2 UnitID=24 StartDate=4/9/1917 AircraftType=Rumpler6B1 DescFile=FFA5.txt StartText=BA1917StartGer.txt StartScreen=WWICampStart.bmp CampaignBaseScreen=DefaultBaseScreen.bmp Hope you understand what I wrote.
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