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Grinseed

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Everything posted by Grinseed

  1. I've prepared Ojcar's Armchair Aces 1916 1.2 for FE 1. Cambrai and Verdun work fine. With Vogesen I have trouble. Firstly if I open the planning map I CTD If I ignore the planning map I can access the mission and open the map in flight, but there are no airfields. I take off from empty fields and none show on the inflight map. I confess I havent flown much at all in Vogesen. Have I missed something? Cheers Grinseed
  2. Vogesen woes....

    Gepard, it was more than just the cat file link that I missed. Apparently , last year, during my second rebuild of First Eagles, l forgot to load your Vogesen terrain before adding Tuma's modification This morning I took a long leisurely delightful flight in a Fokker DII around those beautiful cities and castles. Its now a good opportunity to thank you for that stunning terrain. Cheers Grinseed
  3. I've been testing the L63 (LZ63?) and when I fly it all the Zeps in the formation are huddled in so close and tight they over lap each other. Surely they werent that worried about enemy fighters? Any solutions to making them all keep an appropriate distance apart? I know the Kaiser doesnt condone this sort of hippy-love-in behaviour from his combat forces. Cheers, Grinseed
  4. Thank you gentlemen for your responses. Quack I follow what you mean (I think lol), but pls dont trouble yourself sending me data. I never really was that interested in flying Zeps, even though I prefer flying bombers. I see the airships as targets more than rides. Cheers Grinseed
  5. I've been testing the L63 (LZ63?) and when I fly it all the Zeps in the formation are huddled in so close and tight they over lap each other. Surely they werent that worried about enemy fighters? Any solutions to making them all keep an appropriate distance apart? I know the Kaiser doesnt condone this sort of hippy-love-in behaviour from his combat forces. Cheers, Grinseed
  6. Right, I take your point, no Zeppelin crews could ever expect to form a Silver Arrows team, nor could they maintain anything like a formation such as aeroplanes could. Nice site too, thanks for that. Cheers Grinseed
  7. I think I already have that bomber formation mod loaded. I best check. I had not intended to fly in formation. I know I can edit the flight number downward. However, I think you'll find that Zeps flew in formation as a rule. London and many northern cities were attacked by flights of up to 12-13 and as many as 20 or more in single raids. I think it was a matter of safety in numbers given their slow pace, their subjection to unkind wind and weather. Their only real protection was the ability to gain altitude very quickly, much faster than any aircraft at the time, virtually straight upwards. No I havent done any acrobatics with them yet...they look like a pod of whales engaged in an orgy....somewhat off-putting... Anyway thanks for the reminder about the bomber ini. Cheers Grinseed
  8. As the title says, a FE1 version of Ojcar's Armchair Aces 1915 1.1 is now available. I've been flying it for a few weeks on a First Eagles Gold setup (November 2008), with no problems. I expect it will work for other FE1 versions patched to that date. Any comments, suggestions or complaints, contact me, not poor old Ojcar, here on this forum. I, like Ojcar and probably like everyone who visits this board, have followed the RedBaron 3d and SWWISA path of flight simming and I really couldnt let his Armchair Aces series campaigns for FE2 pass. I can only run FE1 for the moment and I was determined to have a FE1 version if I had to learn how to make it myself. As I say I have had no problems, but if you encounter any please let me know, I'll do my best to get around them. I intend to modify the rest of Ojcar's Armchair Aces series, complete with all necessary aircraft. I have already created the FE2 aircraft not yet available in FE1, the Alb variants etc 1916 is almost done, some testing to do. Cant wait to start on 1917. Cheers and Happy Landings Grinseed
  9. Armchair Aces 1916 1.1 problem

    I could be wrong Chicken George but it sounds like a FE1/FE2 conflict. It could be something else but I had the same problem last year flying Wrench's WW1 Palestine which was made for FE2, not FE1. Armchair Aces 1915 1.1 has few differences to FE1 except the terrain. In the FE2 version I could take off but in the Voges region I started submerged under 10 feet of snow that hovered as a layer above the actual ground. Strange things happen in the FE1/FE2 interface. If you have FE2 ignore all this. : ) Cheers and Happy Landings Grinseed
  10. File Name: Ojcar's Armchair Aces 1915 1.1 for FE1 File Submitter: Grinseed File Submitted: 05 April 2012 File Category: First Eagles Missions and Campaigns Acting on Ojcar's invitation and personal encouragement, I have modified his Armchair Aces 1915 1.1 for use with FE1. Installation is the same as his original readme, but I have included my own readme explaining how the mod was achieved. I have almost completed the 1916.1 version and have started looking over the 1917 version. As mentioned in my readme, I will provide the stock FE2 aircraft variants not already included with FE1, i.e. the Alb DIII and DV5 variants etc that are required for 1917 and 1918. Sinbad has kindly given permission to modify his Strutters for 1916 1.1. I have not had any problems with this modification and have been enjoying the campaigns immensely. Thanks again to Ojcar. And special thanks to Canadair for his Unicode->Ansi batch converter and to Sinbad. Cheers and Happy Landings Grinseed Click here to download this file
  11. Version

    213 downloads

    Acting on Ojcar's invitation and personal encouragement, I have modified his Armchair Aces 1915 1.1 for use with FE1. Installation is the same as his original readme, but I have included my own readme explaining how the mod was achieved. I have almost completed the 1916.1 version and have started looking over the 1917 version. As mentioned in my readme, I will provide the stock FE2 aircraft variants not already included with FE1, i.e. the Alb DIII and DV5 variants etc that are required for 1917 and 1918. Sinbad has kindly given permission to modify his Strutters for 1916 1.1. I have not had any problems with this modification and have been enjoying the campaigns immensely. Thanks again to Ojcar. And special thanks to Canadair for his Unicode->Ansi batch converter and to Sinbad. Cheers and Happy Landings Grinseed
  12. Airco DH9

    Fantastic! The DH9a AND the DH4 as well! You and Ojcar (for fms and the Armchair Aces) are my favourite people. Thank you very much. Cheers Grinseed
  13. Shorthorns and longhorns

    My response was so bad I felt guilty enough to go check the MFs myself and sure enough Farman MF7, Farman MF11 and MF11b dont takeoff. Its been so long I might have already added Whiteknight's tailgear solution to the others in the two download packs and forgotten to finish the job. Thanks to Whiteknight and Trotski00 dont forget to blow as hard as you can into the front aerilons while taking off for extra lift. Cheers Grinseed.
  14. Shorthorns and longhorns

    Rubber bands tight enough?
  15. Still here, rabbiting around the download files...and found this gem: http://combatace.com/files/file/3702-realistic-head-movement/ I somehow missed this, hidden away in the SFP1 section. Never heard or read of it before, but it really makes a difference to handling the SE5 and emphasises the effectiveness of the collating Aldis gunsight...so much so, I've posted it here, in case others have missed it too. There are several other FE files in that section of the downloads also worth checking out. Cheers Grinseed.
  16. Head movement mod

    G'day 33Lima. At least one WW1 pilot, probably Cecil Lewis, commented how it seemed almost impossible to be able to shoot down an enemy aircraft with the wild manouevring, the shudderings and vibrations of the engine and the guns, the solid buffeting of the wind and slipstream and the elements in the open cockpit and the general excitement and discomfort of the encounter. This little mod just ratches the difficulty up a notch, away from that 'flat projection' aspect you mentioned. It makes things a little more challengingly difficult. I should mention the mod, a mere two line modification and easily edited out if necessary, affects all aircraft, not just the SE5, which I mentioned only because it makes sense of the use of the Aldis. I also suggest the following setting for the SE5_Avionics data [CameraData] CameraFOV=25.50 CameraPosition=0.0,-0.23,0.72 CameraAngles=0.0,5.0,0.0 which I find almost eliminates the magnification. Cheers Grinseed
  17. Infantry Units

    Simply brilliant. Thanks to you, yet again!! Cheers Grinseed
  18. Armored Cars

    Stephen these are really great additions. Thank you. I wont have time to run these in the game. I spend what time I can downloading items for WW1 and WW2 ahead of my pending blackout. I did have a look at the data files and noticed the armour is set to a default of '5'. I'd remind everyone that they can increase these if the armoured cars appear to blow up or burn too easily. Thanks again Stephen. Please keep up your great work. Cheers Grinseed
  19. I have loaded Edward's WW2 New Guinea Full Scale Terrain. Very nice. I also downloaded Wrench's New Guinea 2 WW2 Terrain Targets Upgrade Pak. In Wrench's online readme he emphasises that his upgrade is only for 'New Guinea 2'. A search in the CA download section for 'New Guinea 2' didnt produce anything. Can someone confirm that the Full Scale Terrain and the New Guinea 2 referred to are one and the same, or is there a third NG terrain pack somewhere? Cheers Grinseed
  20. Belay that. Wrench explains it all in the readme...as he always suggests. New Guinea 2 is the full scale version. So there must have been an original at some point. Sorry Wrench, I must always read the readmes, I must always read the readmes, .I must always read the readmes........... Thanks and as you were. Grinseed
  21. Palestine theatre

    Good on you Ojcar for this project. As for the Australian squadron, AFC1, you will probably get more information than you need at the following site: http://www.southsear.../1sqn/1sqn.html The AFC site has been run by Cam Riley for what seems ages. I recall he created AFC skins early on for RB3d. Anyway good luck with this, I know it is in good hands. Cheers Grinseed ps if you manage to create any missions for this upgrade I hope you will include the Handley Page bomber that was sent out to help encourage Lawrence's Arabs for the Allies.
  22. OK Things are moving quickly as per my house move and soon for a few months I will be off line until I land and settle at the next address. Even then I cant even guarantee when or if I will get back online. So, I offer the following for modifying ground objects. This has been made possible thanks to advice from Wrench and Capun. YOu will need to extract the data.inis for the various ground objects. In GroundObjectData swapping out DestroyedEffect to VehicleFireEffect keeps the destruction of the trucks to a minimal but more beleivable level. [GroundObjectData] DamagedModel= DestroyedModel=Liberty_destroyed.LOD //DestroyedEffect=SmallBombEffect <--- DestroyedEffect=VehicleFireEffect <--- EmptyMass=4826.00 Component[001]=Truck Component[002]=Gun Then in Truck changing the Max and MinExtentPosition numbers reduces the hit box. The ones shown are almost like the ones Capun suggested. I think they might yet be reduced, but i leave it to you all to decide what settings are best. After the Min/Max details add the lines HasArmor=True through to Armor[bottom].Thickness=50. I advise fiddling with the numbers here. I didnt mind '50' it seemed to fit with firing .303 bullets (I have personal experience with Lee Enfields and Bren guns), but again I leave it with you to set to your own likes. [Truck] ModelNodeName=truck EffectSize=1.0 MaxExtentPosition= 1.10, 1.66, 1.70 <---damage box MinExtentPosition=-1.10,-1.59, 1.55 <---damage box HasArmor=TRUE ArmorMaterial=WOOD Armor[FRONT].Thickness=50 Armor .Thickness=50 Armor .Thickness=50 Armor[REAR].Thickness=50 Armor[TOP].Thickness=50 Armor[bOTTOM].Thickness=50 //DetachNode[001]=wheel_front_R //DetachNode[002]=wheel_front_L //DetachNode[003]=wheel_rear_L //DetachNode[004]=wheel_rear_R //DetachNode[005]=gate_L //DetachNode[006]=gate_F_L //DetachNode[007]=gate_F_R /DetachNode[008]=gate_R Finally you can blank out all the DetachNOde items, as shown, which stops the destruction graphics in keeping with the DestroyedEffect in GroundObjectsData above. I was tinkering with blanking only some of the DetachNodes to have a wheel or gate fall off, but I think you would need to renumber the ones left working eg //DetachNode[001]=wheel_front_R DetachNode[001]=wheel_front_L //DetachNode[003]=wheel_rear_L //DetachNode[004]=wheel_rear_R DetachNode[002]=gate_L DetachNode[003]=gate_F_L //DetachNode[007]=gate_F_R /DetachNode[008]=gate_R Not all the truck data inis are exactly the same but the lines above are pretty standard and its all a fairly forgiving program anyway. Sorry I cant deliver a finished project but time is defeating me. Testing is a time consuming business and I wasnt sure sometimes about what I was seeing in the game. Generally I would attack several trucks in turn on a single mission. Sometimes the second or third trucks still fell to the first burst, maybe I just got lucky. I also started adding the armor lines to the observation balloons which from what I've read werent all that easy to burn even with Buckingham ammunition. Good luck and a Happy New Year to you all. Hope to get back here asap to discover more about this great WW1 flight sim. Cheers Grinseed.
  23. Is there any way to toughen up ground object targets, like the 7.7mmK flak for instance? Taking them out with a devastating explosion after a short burst of .303 is way too easy and unrealistic. I've checked the data.ini for the 77mm flak. It has no armour entry like the aircraft and adding armour type and strength lines do nothing. Is there anything else I can tinker with to make them withstand a little more bullet damage? I could just dispense with shooting them after the Coopers run out but to my mind WW1-type CAS calls for a few strafing runs at least. Cheers Grinseed
  24. Toughening up ground objects

    Good news. Using all the advice I have received from Wrench and Capun I now have trucks and mobile AA that are much harder to destroy. Actually I have the parameters racked up so high they are almost indestructible :) .... a little tweaking will fix that. And 33LIMA you dont have to put up with the dramatic explosions but rather have nicely burning fires and smoke columns to mark your ground kill. Give me some time and I will endeavour to deliver the tweaked file segments you can add to your own data files...maybe a week or so with any luck...testing takes time and I am about to move house Cheers Grinseed
  25. Spad 7 in FEG

    G'day Baxter, if you havent already downloaded Peter01's FM set, I thoroughly recommend it http://combatace.com/files/file/10683-108-fe1-andor-fe2-fms-march-2010/ Have a look in this download section for his other addtions to these FMs. And for a few Spad 7s try these: http://combatace.com/files/category/379-spad/ Cheers Grinseed
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