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Everything posted by Geezer
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Agreed. My forte is visual immersion - I've worked professionally for design firms in LA and trained college interns to make aerospace simulator models for Northrop Grumman. There is no denying WOFF has gradually pulled ahead of FE over time, but the end result is more difficult to mod than FE. A while ago, the WOFF guys bought a couple of my early-WW2 models and also offered me a job making models for their new magnum opus Wings Over The Reich. Alas. I was busy with real life and had to decline. When I could once again contemplate making models, I looked at all the extra effort needed to produce a working aircraft in CFS3 and chose to continue working in the more mod-friendly FE2. I really applaud your continuing efforts to improve FE2 because it compliments my efforts to improve its graphics.
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Your welcome, but - to be brutally honest - I work to please myself. If you guys appreciate the results, then everybody wins. If not, there are plenty of other aircraft to fly. Cockpit progress shots.
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I suggest you guys experiment with existing guns, craters, buildings, etc. If you come up with something that looks good, then I'll make some new 3D models - either as ground objects or terrain objects. So long as they are static, not dynamic, it makes no difference to me.
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If you guys are able to develop these bits and pieces into a comprehensive "ambience" mod, I am willing to make some ground objects to go with it. For example, heavy artillery has not been modeled much - most guns are in the field artillery class. Heavy artillery would be so far back from the trenches that there would be no visual conflict with distant explosions in no man's land. Also, they would add to the list of targets - either emplaced or in transport.
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Yes! Also, Stephen1918 developed some nice ambience effects with his smoking craters. Perhaps Steve's and Quack's stuff can be combined?
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Got the cockpit surface mapped and the artwork started.
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Progress shots.
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Yup. The Italian versions also had an engine interesting cowling.
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Gorgeous! I may have to make some new Italian or Austrian aircraft!
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Lovely! I've often read of WW1 pilots having to crash land because their aux fuel tank had not been filled by their mechanics. The N28 aux fuel tank wasn't usually filled because it was located on the right side of the pilot, guaranteeing a horrible death if it was hit by gunfire. A really minor embellishment, but would add even more uncertainty to completion of a mission?
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Had a pleasant morning starting the N28, a personal favorite of mine. My recently obtained reference is full of detailed information that contradicts a lot of the stuff on the internet. Two examples: - The N28 was quickly retired because of PLANNING, not bad operational experience. The N28 was ordered as a stopgap when it became clear the French aircraft industry could not deliver SPAD13s on schedule. Turns out, several units resisted replacing their N28s with SPADs and continued flying them after SPADs were available. Indeed, Billy Mitchell recommended continued production and use of the N28 as SPAD operational readiness was terrible, due to unreliable geared Hispano-Suiza engines. - Today's widespread notion of shedding wing fabric is a distortion of the facts - shedding was a symptom, not the cause of the problem. The cause was poorly understood dynamic stress causing structural failure - the leading edge sheared off the wing under high-G maneuvering, and pulled the fabric off the wing as it fell away. A field mod, that partially fixed the problem, was being implemented about the time the N28s were withdrawn from service. Also, no pilot was ever killed by this partial wing failure. In every case, the pilot was able to nurse the N28 down to a forced landing.
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I hate making cockpits so I have to force myself to work on the Pfalz.
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tres elegant...
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Quack74: Your effects look great. In the real world, artillery is often so distant that muzzle flashes cannot be seen except at high altitude. In terms of realistic ambience, you are definitely on the right track!
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Yes, we should be cautious when drawing conclusions from incomplete data. The N28 book says American mechanics had trouble with brittle SPAD fuel lines that fractured with vibration, and the troublesome reduction gears of the 200 hp Hisso. This resulted in American squadrons having lower operational readiness with SPADs than with N28s, whose 160hp Gnome appeared to be extremely reliable. This could be attributable to the inexperience of American mechanics, most of whom had been in the military for only a year, sometimes less. Interestingly, the 300hp Hisso - that powered the Nieuport29 - was extremely reliable because it dispensed with the unreliable reduction gears.
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Yeah, I read the same stuff but this book is the definitive English language reference and conclusively proves the problem was misreported: https://www.amazon.com/gp/product/0764329332/ref=od_aui_detailpages00?ie=UTF8&psc=1 The problem was not really understood until after the war because the primitive, low-velocity wind tunnels of the time did not accurately model varying aerodynamic pressures on wings during high-G maneuvering. This resulted in a design flaw: the leading edge section, forward of the main spar, could not withstand high-G bending moments and broke off, dragging the wing fabric aft as the section fell away. The fabric did not detach from the wing until AFTER the wing structure had failed. This was misunderstood in some reports but not in others. For some reason, the inaccurate reports survived while the accurate reports were buried in archives until discovered by the book's author. For example, most photos of this problem were taken from behind the aircraft so they only showed the torn fabric, not the missing wing section. Two ACCURATE photos, showing the missing leading edge section, are below. Also shown is a fragment of the high quality artwork contained in the book.
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Magnificent! Some time ago, you mentioned you had some experimental settings for SweetFX. Do you have anything worth showing?
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I will finish the four D3a color schemes, but will only make the standard factory scheme for the D3. You guys can use the graphics pack to make any additional D3 paint jobs.
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Been working on the D3a skins. There are several different interpretations of the paint job shown below. One interpretation is the use of lemon yellow with black stripes. Close examination of the old photo shows slightly different shades of gray when compared to the forward fuselage, so the yellow version may be correct. You guys can use the graphics pack to make your own interpretations.
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Problems with the smoothness of graphics
Geezer replied to JacksonM's topic in Thirdwire - First Eagles 1&2
Nice shadows and atmospheric effects. It was worth the wait! -
Just received in the mail an excellent reference for one of my favs - the Nieuport 28. So...I will add it to the Aviation Militaire collection.
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Yep, its in-work but the 3D model is only 25% of the effort required to release an aircraft. Unless more guys like you step forward and volunteer to make files, etc it will be a loooong time before its done.
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Dunno if this helps, but Gepard put together a pack of SF1 effects and functions that also work in FE1: I took all files i have modified in First Eagles and put in in this little package. (I hope that i have found all so far.) The only thing you must do is to extract this files in a First Eagles installation. I suggest, that you make a special install for WW2 amd call the new gamefolder "First Eagles WW2". After unzip my files in you FE WW2 installation you must still copy the speechfiles from WoX in the speech folder of FE WW2. The nations.ini which i use is a modified WoE file. I know, that it cause some anomalies in debriefing screen. This has still to be solved. Perhaps i must take an original FE nations ini and modify it. There is something to do. Be aware, this mod is for First Eagles first generation. I have no FE2, thatswhy i cant tell you, wheter it will run with FE2. First Eagles WW2.zip Below is a sample list of control functions that are dormant in FE1. They can be enabled by dropping the listings into a newly created CONTROLS folder, providing working flaps, landing gear, radio, etc. [ControlSet001] EXIT_FLIGHT=ESCAPE QUIT_GAME=ALT+Q PAUSE_FLIGHT=ALT+P TIME_COMPRESSION=ALT+T NORMAL_TIME=ALT+R CHANGE_TIME=ALT+C SKIP_TO_NEXT=ALT+N RADIO_COMM=TAB CHAT_ALL=GRAVE CHAT_ENEMY=SHIFT+GRAVE CHAT_FRIENDLY=CTRL+GRAVE CHAT_TARGET=ALT+GRAVE AUTO_PILOT=A WING_LEVELER=SHIFT+A NEXT_WAYPOINT=W PREV_WAYPOINT=SHIFT+W MAP=M SCREEN_SHOT=PRINTSCREEN DEBUG_TOGGLE=CTRL+H GOTO_COCKPIT_FRONT_VIEW=F1 GOTO_COCKPIT_LEFT_VIEW=F2 GOTO_COCKPIT_RIGHT_VIEW=F3 GOTO_COCKPIT_UP_VIEW=SHIFT+F1 GOTO_VIEW_PADLOCK=F4 TOGGLE_COCKPIT=NUMPADPERIOD SNAP_VIEW_FRONT=NUMPAD8 SNAP_VIEW_FRONT_RIGHT=NUMPAD9 SNAP_VIEW_RIGHT=NUMPAD6 SNAP_VIEW_REAR_RIGHT=NUMPAD3 SNAP_VIEW_REAR_LEFT=NUMPAD1 SNAP_VIEW_LEFT=NUMPAD4 SNAP_VIEW_FRONT_LEFT=NUMPAD7 SNAP_VIEW_UP=NUMPAD5 SNAP_VIEW_DOWN=NUMPAD0 GOTO_VIEW_SHOULDER=F5 GOTO_VIEW_OBJECT_NEXT=F6 GOTO_VIEW_OBJECT_PREV=SHIFT+F6 GOTO_VIEW_GROUND_OBJECT_NEXT=F7 GOTO_VIEW_GROUND_OBJECT_PREV=SHIFT+F7 GOTO_VIEW_TARGET=F8 GOTO_VIEW_PLAYER_TO_TARGET=SHIFT+F8 GOTO_VIEW_TARGET_TO_PLAYER=CTRL+F8 GOTO_VIEW_WEAPON=F9 GOTO_VIEW_PLAYER_TO_WEAPON=SHIFT+F9 GOTO_VIEW_WEAPON_TO_PLAYER=CTRL+F9 GOTO_VIEW_FLYBY=F10 GOTO_VIEW_FLYBY_PREV=SHIFT+F10 GOTO_VIEW_TOWER=F11 GOTO_VIEW_TOWER_PREV=SHIFT+F11 GOTO_VIEW_ACTION_CAM=F12 GOTO_FREE_VIEW=CTRL+F12 CAMERA_PITCH_UP=JOYSTICK01_POV01_UP CAMERA_PITCH_DOWN=JOYSTICK01_POV01_DOWN CAMERA_YAW_RIGHT=JOYSTICK01_POV01_RIGHT CAMERA_YAW_LEFT=JOYSTICK01_POV01_LEFT CAMERA_ZOOM_IN=MOUSE_BUTTON01 CAMERA_ZOOM_OUT=MOUSE_BUTTON02 CAMERA_PITCH_AXIS=MOUSE_Y-AXIS CAMERA_YAW_AXIS=MOUSE_X-AXIS CAMERA_ZOOM_CONTROL= PITCH_UP=DOWNARROW PITCH_DOWN=UPARROW ROLL_RIGHT=RIGHTARROW ROLL_LEFT=LEFTARROW YAW_RIGHT=PERIOD YAW_LEFT=COMMA THROTTLE_UP=EQUALS THROTTLE_DOWN=MINUS THRUST_VECTOR_UP=CTRL+EQUALS THRUST_VECTOR_DOWN=CTRL+MINUS FLAPS_DOWN=F FLAPS_UP=V AIRBRAKES_TOGGLE=S WHEELBRAKES_TOGGLE=B LANDING_GEARS_TOGGLE=G ARRESTER_HOOK_TOGGLE=H CYCLE_NAV_LIGHT=CTRL+L DRAG_CHUTE=CTRL+B EJECT=ALT+B PITCH_CONTROL=JOYSTICK01_Y-AXIS YAW_CONTROL= ROLL_CONTROL=JOYSTICK01_X-AXIS THROTTLE_CONTROL=JOYSTICK01_U-AXIS THRUST_VECTOR_CONTROL= NEXT_AA_WEAPONS=JOYSTICK01_BUTTON03 PREV_AA_WEAPONS=SHIFT+BACKSPACE NEXT_AG_WEAPONS=JOYSTICK01_BUTTON04 PREV_AG_WEAPONS=SHIFT+BACKSLASH FIRE_PRIMARY_GUN=JOYSTICK01_BUTTON01 FIRE_SECONDARY_GUN= FIRE_WEAPON=JOYSTICK01_BUTTON02 UNJAM_GUN=SHIFT+JOYSTICK01_BUTTON03 OPEN_BOMBBAY_DOOR=CTRL+O DROP_TANKS=CTRL+D JETTISON_STORES=CTRL+J NEXT_RIPPLE_QUANTITY=RBRACKET PREV_RIPPLE_QUANTITY=SHIFT+RBRACKET NEXT_RIPPLE_INTERVAL=LBRACKET PREV_RIPPLE_INTERVAL=SHIFT+LBRACKET NEXT_HUD_MODE=APOSTROPHE PREV_HUD_MODE=SHIFT+APOSTROPHE NEXT_GUNGROUP=SEMICOLON PREV_GUNGROUP=SHIFT+SEMICOLON CHAFF=C FLARE=X ECM_TOGGLE=Z TOGGLE_RADAR=CTRL+PGUP NEXT_RADAR_MODE=PGUP PREV_RADAR_MODE=SHIFT+PGUP NEXT_RADAR_RANGE=PGDN PREV_RADAR_RANGE=SHIFT+PGDN SELECT_NEXT_RADAR_TARGET=HOME SELECT_PREV_RADAR_TARGET=SHIFT+HOME ACQUIRE_RADAR_TARGET=INSERT ACQUIRE_VISUAL_TARGET_ON_RADAR=SHIFT+INSERT REJECT_RADAR_TARGET=DELETE SELECT_CLOSEST_CENTER=NUMPADSTAR SELECT_TARGET=T SELECT_PREV_TARGET=SHIFT+T SELECT_CLOSEST_TARGET=CTRL+T SELECT_FRIENDLY=Y SELECT_PREV_FRIENDLY=SHIFT+Y SELECT_CLOSEST_FRIENDLY=CTRL+Y SELECT_GROUND=E SELECT_PREV_GROUND=SHIFT+E SELECT_CLOSEST_GROUND=CTRL+E SELECT_LAST_RADIO=R SELECT_LAST_RADIO_CALLER=SHIFT+R SELECT_RADAR_TARGET=CTRL+R SELECT_WAYPOINT=CTRL+W DESELECT_TARGET= ANIMATION_1= ANIMATION_2= ANIMATION_3= ANIMATION_4= ANIMATION_5= ANIMATION_6= ANIMATION_7= ANIMATION_8= ANIMATION_9= ANIMATION_10= [ControlSet002] FIRE_PRIMARY_GUN=SPACE FIRE_WEAPON=RETURN [RangedControl001] AxisControl=PITCH_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=PITCH_DOWN DecreaseControl=PITCH_UP CenterControl= [RangedControl002] AxisControl=YAW_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=YAW_RIGHT DecreaseControl=YAW_LEFT CenterControl= [RangedControl003] AxisControl=ROLL_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=ROLL_RIGHT DecreaseControl=ROLL_LEFT CenterControl= [RangedControl004] AxisControl=THROTTLE_CONTROL MaxValue=1000.000000 MinValue=0.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THROTTLE_UP DecreaseControl=THROTTLE_DOWN CenterControl= [RangedControl005] AxisControl=CAMERA_PITCH_AXIS MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=0.200000 UseMouseRate=TRUE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=50.000000 KeyControlRate=2.000000 AllowKeyControl=TRUE IncreaseControl=CAMERA_PITCH_DOWN DecreaseControl=CAMERA_PITCH_UP CenterControl= [RangedControl006] AxisControl=CAMERA_YAW_AXIS MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=0.250000 UseMouseRate=TRUE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=50.000000 KeyControlRate=2.500000 AllowKeyControl=TRUE IncreaseControl=CAMERA_YAW_RIGHT DecreaseControl=CAMERA_YAW_LEFT CenterControl= [RangedControl007] AxisControl=CAMERA_ZOOM_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=0.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=FALSE SelfCenterRate=100.000000 KeyControlRate=5.000000 AllowKeyControl=TRUE IncreaseControl=CAMERA_ZOOM_IN DecreaseControl=CAMERA_ZOOM_OUT CenterControl= [RangedControl008] AxisControl=THRUST_VECTOR_CONTROL MaxValue=1000.000000 MinValue=0.000000 DeadZone=10.000000 Saturation=100.000000 ReverseJoystick=TRUE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THRUST_VECTOR_UP DecreaseControl=THRUST_VECTOR_DOWN CenterControl=
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Problems with the smoothness of graphics
Geezer replied to JacksonM's topic in Thirdwire - First Eagles 1&2
I fooled around a bit with Blender years ago when designing user interfaces for Northrop UAVs. Blender and 3dsMax both use a lot of graphic processing horsepower when rendering an image. While there are probably some tweaks to slightly improve efficiency, there is no avoiding the real problem - old computers lack the horsepower needed for good graphics. -
Looks really tasty so I hope you keep experimenting. One thing - I've noticed that lighting conditions vary from map to map. Might I suggest you experiment with several different maps? Also, kudos for classic art history reference! Next, we'll have to experiment with chiaroscuro.