Jump to content

quack74

+MODDER
  • Posts

    2,009
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by quack74

  1. Ok I just posted this in the dowload section. Let me know how it works out for you. If it does
  2. 165 downloads

    --- For First Eagles Gold --- Albatros D.III's of Jasta 11. This download is of the Jasta 11 Albatros D.III's with the all red fuselages. Implimented late April 1917 to July 1917. The idea was to help Manfred von Richthofen's all red D.III blend in with the rest of the pack. Since there was a price on his head, his fellow airmen of Jasta 11 thought it might be a good idea if he wasn't the only "red" target. but each had an individual touch. So I created a decal pack to help create some of the Jasta 11 ace's aircraft of this time period. They will appear at random and even von Richthofens D.III will appear as well. He might not be the lead plane, but he'll be in there. Here is a list of who's planes you will encounter or use. 1. Manfred von Richthofen "Rittmeister" of Jasta 11 - All red fuselage with over-painted markings. 2. Karl Allmenroder - White nose and spinner with white elevators. 3. Kurt Wolff - Green nose and spinner with green elevators and light blue wheel discs. 4. Karl Emil Schafer - Rear fuselage and complete tail section all black. 5. Georg Simon - A pale green band around fuselage just aft the cockpit. 6. Hans Wolff - An orange band around fuselage just aft the cockpit. 7. Otto Brauneck - Blue nose and spinner with blue elevators. 8. Lothar von Richthofen - Yellow nose and spinner with yellow elevators and rudder. The others you might see are unknowns and made up by me. There will be some that appear to have no personal markings but will have the iron crosses on the fuselage sides and the tail section. I made these with crosses to make them different than Manfred von Richthofens plane. His plane will be the ONLY one with no personal markings and no fuselage and tail crosses. More in the readme file. Enjoy, quack74
  3. Ok I got this working. A whole lot of decal work. Anyone who knows about decals will appreciate this one. The hardest part was creating "99" decals. Too hard to explain, but I wanted to pull my hair out. But well worth the effort for sure. Now when I fly for the RAF or RFC I just might come across the deadly ALL red Jasta 11 wolf pack. I'll see all the known aces and a couple more I threw in there. But there will only be 1 with NO personal markings and washed out crosses on the fuselage and rudder. Guess who? It's very cool to be in the big furball and see Manfred von Richthofen's D.III in the mix. This works every time. There will be two ways to install this so that the J11 DIII's will appear at random. 1. Install as a skin into your AlbatrosD3 folder and in the Config file make the J11 skin [TextureSet001]. This way everytime you use the D.III the default skin will be Jasta 11. And the default skin for AI will also be Jasta 11. 2. Copy the AlbatrosD3 aircraft folder and rename it "AlbatrosD3 J11". Rename the DATA file and Config file. And only have one skin inside (Jasta 11). I'll explain in the readme file when I post the download. Personally I added this skin as a whole new aircraft. That way I'll always have a variety of D.III's flying around. Sometimes I'll see Jasta 11, sometimes Jasta 28, And sometimes Jasta 5. I created seperate aircraft folders for different skins. Better than seeing the same enemy all the time. Let me go and right up a readme file so I can get this posted. Later
  4. I know you're only allowed a certain number of decals per mesh. I think it's only 4. If you have more than 4 it could cause the mesh to go white or even blank. Also if you want decals to appear in sequence like numbers or at random the decal levels should be set to "2". "0" is for a particular decal that always appears like National markings. Hope this helps. If not sorry I couldnt help. If you have decals that should appear an all the aircraft like "Caution Jet Intake" ,stuff like that, they should be pasted right onto the skin template to save room for more decals since decaling is limited.
  5. All the stats in the forum are coming up as "0" views for all threads. Is it just me?
  6. Ok. I'll try to explain what I've been working on here. This will be a new aircraft install called "AlbatrosD3 J11". Just drop into your /object/aircraft/ folder. This new folder will contain only one skin. The all red fuselage of Jasta 11 from April'17 to early-mid summer '17. The dates in the DATA.ini will make this plane appear on these dates only. I set this up for AI. So if you fly for RAF or France you'll end up coming across the all red Jasta 11 D.III's with the personal markings of all the known aces aircraft like: Karl Schafer - All black tail Lothar von Richthofen - Yellow nose, elevators, and rudder Allmenroder- White nose, and elevators Kurt Wolff - Green nose and elevator with light blue wheel discs Hans Wolff - Orange fuselage band Otto Brauneck - Blue nose and elevators Georg Simon - Light green fuselage band And last but not least Manfred von Richthofen - ALL red with NO Crosses on the Fuselage or Tail I had to create some other personal markings just to fill in some blanks for now. But maybe I'll just make the extras have crosses on the the fuse and tail. For now they all have crosses on the fuse and tail except for MvR. Otherwise his would look just like the blank ones. This is still a WIP. Check out the pics. It's all decals. Now you can engage Jasta 11 and try to shoot down an ace! I've removed the crosses on the "ace's" skins. They will still appear on the blank planes to distingush between MvR plane though.
  7. I like that. Good idea. Some towns and cities are a bit busy. This is for Jan's terrains right? What these terrains need is more human element. Maybe more of Jan's pedestrians in towns and cities and stationary trucks and cars around buildings and in the streets.
  8. All the campaigns work for me too. Stock and add-ons. Dont recall ever having any problems.
  9. The HP 400 is pretty good Peter01. Thanks a lot. I did have to fix the elevators though. One didnt work and another was really slow. But Now it's good on take-off.
  10. I just want to finish up a Gotha G.IV in Aurstrian Camo. I'm doing this one so I have an Austrian bomber for my Austria-Hungary "like" install. But I still have to texture all the ribs. Take note of the detail on the fuse sides and rudder. I want to do that same "bevel" effect on all the wings too. Also take not of all the interior details, cockpit and underside rear tunnel. The plain green was bugging me too much. I'll get these up by the weekend I hope.
  11. I like that double Sopwith Tripe
  12. I appreciate that Pete01. I figured since I figured a way to use heavy bombers at take off it would be nice to have all the "big ones" to use. Thanks a bunch.
  13. don246, make sure everything has the correct new name like I wrote above. There are no major changes other than renaming things, there is no reason why it wont work for you. It works for me and it seems to be working for Tailspin and JFM. You must be forgetting to rename a file or two. Just keep checking. It's worth it.
  14. You're welcome. I need to repost all the Gotha skins that I've been touching up. They look great on the airfields.
  15. Wish I had this a year ago. Thanks Wilches
  16. These are the files that need changing. The Flanders terrain is just an example. This works for all. In the new main Flanders_Bombers terrain folder rename all these files: 1. Flanders.ini to Flanders_Bombers.ini 2. Flanders_DATA.ini to Flanders_Bombers_DATA.ini 3. Flanders_DOGFIGHTS.ini to Flanders_Bombers_DOGFIGHTS.ini 4. Flanders_MOVEMENT.ini to Flanders_Bombers_MOVEMENT.ini 5. Flanders_NATIONS.ini to Flanders_Bombers_NATIONS.ini 6. Flanders_TARGETS.ini to Flanders_Bombers_TARGETS.ini 7. Flanders_TYPES.ini to Flanders_Bombers_TYPES.ini 8. Flanders.TDF to Flanders_Bombers.TDF 9. Flanders.HDF to Flanders_Bombers.HDF 10. Flanders_Map1.bmp to Flanders_Bombers_Map1.bmp " " " Map2.bmp " " Map3.bmp 11. Inside of the "Flanders_Bombers".ini file (configuration settings) you'll need to change the following lines: [Terrain] TerrainFullName=Flanders_Bombers < DataFile=Flanders_Bombers_data.INI < TargetFile=Flanders_Bombers_targets.INI < TargetTypeFile=Flanders_Bombers_types.INI < MovementFile=Flanders_Bombers_movement.INI < NationsFile=Flanders_Bombers_nations.INI < BriefingText=Flanders_briefing.INI DogfightFile=Flanders_Bombers_dogfight.INI < DogfightOnly=FALSE Longitude=5.221 Latitude=49.176 CatFile=..\wwiVerdun\wwiVerdun.cat [Map] FilenameFormat=Flanders_Bombers_Map%d.bmp < Width=250000.0 Height=250000.0 NumZoomLevels=3 Make sure these are all done. This is exactly how mine is and it works. If you still have problems, just post them here. I see what I can do. This is a great addition to the game so it's worth a little head scratching.
  17. Hey guys, that happened to me too at first. I'm not sure what causes that. But make sure you rename all the files like I said. All the "Flanders".INI files, the two .HFD and .TFD files, the 3 "Map%d.bmp". Rename everything except for the .ini's for the ground objects and tiles. I'm running my FE upto FEG standard. Exp-Pack and Nov'08 update. Also, dont forget to change all the lines in the new Flanders_Bombers.INI file like in my first thread. Very important your file looks just like the one above.
  18. For the first 8 or 9 of you who downloaded the WWI_AIRFIELD1.ini file from the above post, I made a change to where the bombers land on the airfield. I forgot to change the landing position. So redownload the WWI_AIRFIELD1.ini from the above post. I just updated it. Now the bombers will land much sooner on the airfield rather than landing near the middle. Sorry about that.
  19. First off this is for First Eagles Gold. But I'm sure it will work with FE2. I figured a simple way to use heavy bombers that takeoff from airfields without changing the spacing for fighters. What I did was copy a terrain folder (for this example I'll use the Flanders terrain) and renamed it "Flanders_Bombers". Then inside of the new "Flanders_Bombers" terrain I renamed ALL the Flanders.INI files (Flanders.ini, Flanders_DATA.ini, Flanders_Nations.ini, etc, etc) to Flanders_Bombers.ini, Flanders_Bombers_DATA.ini, Flanders_Bombers_Nations.ini, etc, etc. Then I had to change the name of two other files in the Flanders_Bombers terrain; which are Flanders.HFD and Flanders.TFD. Just change these two to Flanders_Bombers.HFD and Flanders_Bombers.TFD. When you've changed all the names of the .ini files open the Flanders_Bombers.ini file. Inside of this file you'll have to change the .ini names again and the terrain full name. Here is an example: [Terrain] TerrainFullName=Flanders_Bombers DataFile=Flanders_Bombers_data.INI TargetFile=Flanders_Bombers_targets.INI TargetTypeFile=Flanders_Bombers_types.INI MovementFile=Flanders_Bombers_movement.INI NationsFile=Flanders_Bombers_nations.INI BriefingText=Flanders_Bombers_briefing.INI DogfightFile=Flanders_Bombers_dogfight.INI DogfightOnly=FALSE Longitude=5.221 Latitude=49.176 CatFile=..\wwiVerdun\wwiVerdun.cat [Map] FilenameFormat=Flanders_Bombers_Map%d.bmp <---there are 3 Flanders_map%d.bmp's. You'll have to change their names as well in the terrain folder Width=250000.0 Height=250000.0 NumZoomLevels=3 This does go quickly. Just takes a couple of minutes. Last is the "WWI_AIRFIELD1" .ini for the aircraft spacing at takeoff. I made two rows of 8 bomber positions. Here is that .INI file Install this right into your Flanders_Bombers main terrain folder and overwrite the existing one. Now after you have created the new Flanders_Bombers terrain, changed all the .INI file name, and add the new WWI_AIRFIELD1 file, run the game. In the terrain menu you should now see a Flanders (if you have the Flanders terrain) and a Flanders_Bombers. Select the Flanders_Bombers terrain and select the Gotha or HP400 (again, if you have them). That's all. BTW you'll need to takeoff right away or the planes behind you on the runway will roll right into you. They like to takeoff before the coast is clear. This new terrain will function just like the others. Random aircraft and ground objects will appear in the same way. This will work for any of the terrains you have installed, stock or add-on. You can use any aircraft you like but the spacing will be pretty big for fighters. I recommend this new terrain just for bombing missions using the Gotha G.IV or the Handley Page 400 (HP400) Any problems or questions please feel free to contact me on this thread or PM Enjoy, quack74 Hope it works for you
  20. One request if possible Pete01, Could you have a look once more at the HP400? At takeoff it seems to be getting hung up. Really rough at take off for about a 1/4 of the runway. Then slowly smooths out. But all the AI plane are fine so they catch up and crash into me. I figured a way to use bombers on takeoff so I've been using them a lot lately. The HP400 is a bit hindering. Thanks
  21. Thanks a bunch Wilches
  22. I cant figure out a couple of parts on the stock AlbD.III. Anyone know the "NodeName" for the lower tail fin that the skid is attached to? And also the "NodeName" for the nose cone or prop hub? One other thing for anyone who knows about decals, how do you bring a decal to the forground if two decals share the same position? If I use a decal to make a part black and also a decal of a roundel how do I get the roundel to be in the forground (ontop of the black)?
  23. Well i just figured as a ground object there is or could be a "movement" parameter to create a vertical movement for an AI balloon to go up and down. I dont want to spend too much time trying it out just yet because I want to finish a bunch of skins first. So if any of you guys (who know more about this stuff than me) want to try it out that would be cool.
  24. Does anyone think it's possible to create a "vehicle" like DATA file for the ballons to make them move? Not forward or backwards but up and down. On a "Z" axis perhaps? Start near the ground and raise up to altitude for a bit, then lower down. A continuous motion. Or even when hit the balloon will lower. Something along those lines.
  25. I know about that stuff bucky. The problem with the Scout is that the top fusalage is shared with the bottom fuselage. What ever I do to the template shows up on both the bottom and the top . Believe me it's been driving me nuts. And the lower fuselage gets stretched near the rear. And the cowel is stretched all the way around. Even the whole under side of the horizontal stabilizers is a decal on the PC10 versions. Nuts I tell ya . The reason there all still in the works is because I have to creat upper and lower fuselage decals to be able to get the textures and colors to look right. So scaling and positioning is going to take some time. The upper nose that I painted over can easily be changed back to the grey. I tried both ways. I'll change them back. I dont even want to tell you how long it took just to get the spinner to look like wood when the prop is spinning and having the hub remain metal But I'm very close now to finishing them up. Just need Capun to fix a bunch of things. Cockpits, shadow bug, forward right struts need to be moved out a bit, and the reload animation for the Lewis on the other scout models needs to be added to Peter01's DATA files. Some other things too. Soon enough
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..