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quack74

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Everything posted by quack74

  1. I Just got mine a couple of months ago for First Eagles 2. It creates a whole new flying experience. Making head movement control the view adds so much to the realism. It's a lot smoother than I thought it would be. My only problems with it is 1. I hate wearing hats! And 2. just behind me in my office is a window facing East. When the sun is up over the trees in the morning it's too bright (even with the shades down) to use TrakIR. I would have to hang a blanket or towel from the window. Then it just looks ghetto in here.
  2. I think there could be patches for the .dll files or code that don't mix in with the mod folders. Several of the problems are straight from the main install location. Such as the weather changing. That's all in the code that, if patched, wouldn't ( or shouldn't) affect the mods. So nothing should be lost on our side of things. Other small things like Damaged engine sounds and dust emitters from wheels that used to be in FE could be reinstalled the same way. I'm not going to complain about terrains or sky mods in FE because most of it has been taken care of by fellow modders. I like my terrains and skies. It's really the little things missing or disabled from the original code that could be touched up. But I'm really not holding my breath. Would be nice though.
  3. I was away for a week on vacation with the family. What a great thing to come back to! It's very exciting!
  4. WKF, is it a stock DI? Are you just adding the narrowplt? Or have you done something else to it? If you are only swapping out the pilots the parameters from the above post should be right on. They are the ones I'm using for my H-B DI and I never had a problem with it.
  5. Try messing with the "Position" values. They are X, Y and Z coordinates. It's weird though, you shouldn't have to change anything. As long as gterl is still working on the Italian terrain, which he gratefully is, then it's still in the works. All my skins and campaign parameters are ready to go. Just need a terrain.
  6. The pilot files can go right into the /Objects/ Aircraft folder. Just drop them in. They don't need an special folder. The .bmp, the .LOD, and the Config files.
  7. Just glad you are even doing it! Take your time. It will be well worth it for all of use. Thanks for the updates.
  8. Try this. Put it into the DATA.INI. Or just use the coordinates for the pilot "position" [Pilot] SystemType=PILOT_COCKPIT PilotModelName=narrowplt.LOD PilotHeadNodeName=Head Position=0.0,0.05,-0.01 MinExtentPosition=-0.27,0.2,-0.2 MaxExtentPosition= 0.27,-0.2,0.7
  9. Some ground battle shots. This is what's going on while I'm up above.
  10. Does it matter that the decals for the DFWCI are not in a decals "D" folder? Can the decals be read just from the main skin folder? The paths in the decals.ini show the decals are to be read directly from the skin folder and not a decals folder. Could that be the problem? I don't have FE1 anymore so I cant test it. Wait a tick! The Decals.INI calls for a "D" folder for the decals but there isn't one in the download ( for the new Linen skin). You'll have to create a "D" folder in the main skin folders and put the .tga's in there. I think
  11. Didn't the Camel come with the game? How could it causing any problems? There is something else going on there.
  12. What Squadrons or Escadrilles would you like to have of the N.17 or the N.11-16? Anything needed for any of your campaigns? The game already has many escadrille and squadron markings. They just need to be placed on the aircraft via the Decals.INI for each skin.
  13. After doing the Nieuport.28 skins I haven't had the urge to do anything just yet. I've really been waiting for gterl's Italian Front terrain. But if any of you would like an aces' skin or any generic skin for any of the available (to FE) aircraft, or ground objects too I guess, just throw them out at me and I'll see what I can do. Please keep them, as much as is possible, historically accurate. It doesn't matter which Front or which side.
  14. Awesome! Keep up the good fight. You are contributing to a mod that no other flight sim has ever done by creating an Italian front. I for one am very excited! I have an incredible campaign just sitting here waiting patiently. So many skins and pilots waiting to fly those skies once again. And ground forces ready to reek havoc!
  15. It's raining out today and the kids are like little tornados in the house and I've read all the books I have. Oh well I guess I'll go out in the rain, clean the house, and buy some more books in the mean time.
  16. I guess they're still working on it then.
  17. Is the First Eagles download section still offline for everyone else as well ?
  18. You've been too quiet gterl. Please don't say you're giving up!
  19. 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.
  20. 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.
  21. 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"?
  22. Thats what I was looking for Wrench. Thanks you sir.
  23. If I have a ground object set as TRANSPORT in it's data.ini, what would its' formation parameter be called in the FORMATIONS.ini? Do TRANSPORT objects have their own formation call out? I know trucks and tanks use TANK and Infantry use MobileAD. Just not sure about TRANSPORT.
  24. 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
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