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33LIMA

JAGDSTAFFEL 11
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Everything posted by 33LIMA

  1. Oh, that's gorgeous, Quack, would not be out-of-place in an exhibition of WW1 air war art. A really dramatic study, well up to RoF standards.
  2. Will give the rudder a try. The effect seems very sudden, like one of her wheels suddenly went fully braked or locked solid so it must take a very quick reaction with the rudder! Ah yes the '_Gunner' version of the Lewis, that is the 'toned-down' one that comes with Peter01's FMs, it it not? I don't like it as the observers seem to be unable to bring their guns to bear, to the point they are pretty useless. I like flying 2-seaters sometimes so I change them back and I don't mind the better gunners when attacking, tho it can be hard on flight-mates who tend to attack uncautiously...but TWO effective Lewis guns?!! I don't think I will be applying for a home defence staffel or kest, any time soon!
  3. Is it just me or are others finding that the DH9 and 9a are prone to fairly wild swings during the takeoff run - with a bomb-load anyway? i'm still practicing but have to let the otehrs take off first because no matter what i do at some point she just goes off at a wild angle and even if I get her off she still wants to yaw wildly for a bit before settling down. If this is 'pilot-induced oscillation' it's the first time I've seen it. Only other issue I have found is that the FPS dropped badly, when looking back at my flight in the external view. Setting shadows to FALSE in the .ini files killed the shadows of course but the FPS are now fine, so I would recommend that for anyone else experiencing a similar issue, same trick helps with the A Team DH4, too. I have not tried attacking the the new DH's yet, those twin Lewis mounts look a bit scary.
  4. Yes another great new bird for FE from Stephen! This and the 'Nine' can be a right pain to take off, my usual 'Full speed ahead and damn the Dry Martinis!' technique seems often to result in a ground loop and a fireball, but practice makes perfect, no doubt. She's not quite as pretty as the one below but I'm hoping Stephen won't be able to resist the temptation of this classic warbird for much longer...
  5. Hi Buddy! I'm fairly sure that apart from the stuff recommended for Ojcar's Armchair Aces campaigns, like the medals mod, planes and groundobjects such as ground MGs, the mods I'm using currently, all from CombatAce I'm pretty sure, are: - Polak's Skymod, which produces the dramatic horizon clouds; - a cloud mod, not sure which one but probably an SF2 one as 1st gen clouds don't seem to work due to the different particle system used by 2nd generation Third Wire sims; - Shrikehawk's worn airfield textures; - a hand-edited Flightengine.ini, with MeshDetailSize=22 as this figure means city buildings are drawn right out to the horizon; - an engine exhaust effect mod which cuts the over-done (to my eye) stock smoke trails and helps FPS a bit too - can't find it now, must be here somewhere! - a hand-edited MissionControl.ini, edited as below to 'comment out' the two lines in the [Map] section which create the little plane icons, which takes the AWACS-effect out of the in-flight map (combined with Gameplay Options set on 'Hard', this edit keeps map and screen clear of all the unrealistic visual aids but I can still bring up the on-screen info box with my plane's speed/alt/heading by hitting Alt+D if I want to have a peek): //FriendlyIcon=MapFriendlyIcon.tga //EnemyIcon=MapEnemyIcon.tga - Edward's Flanders Terrain, needed for the excellent Bloody April campaign (I have tried most of the other terrain mods but am generally fairly happy with the stock terrain, rough areas and all, not least because the area of the Lines is better blended in, not quite as good as OFF but still reasonably convincing. Other mods I've tried but haven't so far re-installed after my last system re-install: - Vanderstock's 'Updated Trench Textures'; - Laton's Smoke Effects V.2.
  6. This is getting scary! First Armchair Aces 1917 mission with Jasta 5 in April was fairly quiet, to start with anyway. A short chase after a couple of BEs who looked to be sneaking in to bomb our airfield ended with both being knocked down by the Albatrosses already chasing them. A short hop over the lines was quite a peaceful little jaunt, until looking behind and counting my flightmates, more out of incipient boredom than anything, revealed there were 4 of them not the 3 I'd taken off with. Hmmm, that's not quite right, is it? A hasty closer look revealed that the tail-end charlie was an RFC SPAD 7! A pell-mell combat ensued; I shot down two SPADs but lost one of mine. But the second mission - that was as hectic a mission as I've ever flown in First Eagles, barring none! Just after takeoff, the 3 of us got jumped by a pair of Triplanes and I was lucky to knock down both, mainly by the slightly underhand but rather effective tactic of sneaking up on them while they were trying to nail my comrades. Forming up again and heading for our patrol sector over the lines none the worse for wear, I could see that there were several air battles in progress, most picked out by flakbursts, and joining the nearest, I managed to get behind a DH2 and fairly shot his engine to hell and back at point blank range, to no great effect it has to be said. After I broke away, a DIII from a different staffel promptly showed me how to do it right by shooting off the De Havilland's lower right wing. Not to be outdone by this, I turned my attention to another pair of pushers who were dogfighting an Albatros nearby. FE2s they turned out to be, big, slow-moving packing cases with a suprising ability to pull some tight low-speed turns to get out of your way just when you were lining up a shot. After a bit of weaving about, I managed to get a long burst into one from behind without getting a stoppage and he fairly fell to pieces in my fire, no doubt about that one. By this time, I had lost sight of my flight-mates and headed towards two other planes coming my way, who turned out to be not my friends, but two more Triplanes, seemingly intent on avenging the squadron mates I had despatched earlier. A glance behind revealed one of my comrades had come from nowhere and was now right behind me, so we pitched into them, head on. I've got two guns and you have one, I told myself, and held my course with the finger on the trigger and the leading Triplane's engine coming right for me, getting quickly bigger. He's not going to break, is he...no he didn't and nor did I...untill the very last minute when I lost my nerve and pushed the stick forward...about the same time the Triplane did the same thing. Goodnight Vienna, as the saying goes. This is going to be interesting!
  7. Wow - a Ninak already!! Another beauty - off to grab it now!!!
  8. Great stuff, grabbed it now, off to check I have all that is needed. I have been looking forward to this one especially, as 1917 is the period I like best! Brilliant - thanks a million!!!
  9. Well done and best wishes for the future!
  10. I think I will stick to 'Normal' enemy skill level. I'm mostly flying Ojcar's Armchair Aces at the moment and never mind my flight-mates, I the player am finding it hard enough to survive from one month to the next. Last night, a promising 1916 career in 20 Squadron flying the FE2b came to an unhappy end. After me and my gunner had bagged the odd Fokker in our first couple of missions, we got bagged ourselves by a hot-shot flying a twin-gunned EIV who was all over us like a rash.
  11. Oh my goodness - a Nine, and so soon! Plenty of time to be in Ojcar's Armchair Aces 1918 as well as Quack's Independent Force campiagn. Brilliant - thank you Stephen!!!
  12. Re the SE5-SE5a thing, apparently the 150hp engine is likely not the distinguishing feature of an SE5, it's the more sharply-raked wingtips, in the slightly longer-span wings (with the less raked, more rectangular tips denoting SE5a, not a 200hp engine). This is per 'Aeroplanes of the Royal Aircraft Factory' by PR Hare (Crowood, 1999), where, describing the early evolution of the SE, it's noted 'The Factory's drawings of the aircraft...with the shorter span wings [but still with the 150hp engine] bear the title S.E.5a, clearly suggesting that it was this feature, rather than engine power, which distinguished the two variants. However, the RFC's rigging notes, when eventually issued, were entitled 'SE5 - 150 hp Hispano-Suiza: SE5a - 200hp Hispano-Suiza' and since it was these documents rather than the production drawings which received the wider circulation, the latter, incorrect distinction has become widely accepted...despite the new drawings being issued as quickly as possible, it was too late to incorporate the amendment into the initial batch of twenty-five aircraft built by the Royal aircraft Factory and these were completed with the longer-span wings of the prototype, making them the only true SE5s.'
  13. I'm sure you will do well against the V-strutters in your Pup; I only missed this shot because I was too slow on the trigger:
  14. Wooo, pretty! They look elegant rather than lethal but First Eagle's Pups are great little albatros-killers, one of my favourite add-on planes. Nice study.
  15. No worries, thank YOU for the excellent skin packs, Quack. I'm firmly on the 'PC10 was BROWN, not green!!!' side of the debate (tho slighty-greenish-brown, as well as the chocolate confirmed by AG Lee, is fine by me too) and the subtly weathered look of your Biff's cowls is good too, never mind the extra squadron markings!
  16. Good to hear Ojcar, would be good to have the better cockpit PoV, especially. Marc, I dunno about the Flaming Onions and pom-pom but I noticed that Ojcar's Armchair Aces, if installed with the recommended mods, has the AA MGs working (they saved my bacon in a Rumpler CI campaign when two of got mobbed near a friandly airfield by some rather unfriendly RFC Martinsydes and Fees, by orbiting over the ground guns till they brought down most of my attackers. Cost me a lot of holes and a dead observer!). It may be possible to get all working by editing the targets.ini or wherever they are set, but just how dangerous do you want ground fire to be???!! The Archie I can live with but not the MGs now they're there too, unless I stay well over a thousand feet!
  17. Hi Spriggs! Do you find your squadmates suffer heavy casualties flying with 'Hard' enemy in campaign? Or maybe you don't care
  18. Hi Marc - Quack74 has just posted a set of Brisfits (needing only the .LOD file from the original model); 3 out of 4 have no centre section Lewis and he has removed the mount as well as the weapon. I had to copy an existing engine sound as I don't have the Proploop3.wav these use; but otherwise they work fine for me and the dark chocolate brown scheme looks better than the original washed-out green, to my eyes; http://combatace.com...48-and-62-sqns/
  19. I have always used the 'Normal' setting for 'Enemy Skill Level'. With this, I tend to find the bad guys are mostly hard enough opponents and the realistic variation you encounter is highly realistic. But I get somewhat more kills than is realistic, even allowing for the fact I'm the equivalent of a very experienced pilot and the average WW1 flyer was much less experienced and often inadequately trained. I think this is mainly because, when I do manage to get behind them, they often find it hard to escape, unless they have a faster plane. I don't think this is necessarily unrealistic - for instance, I have just finished reading Billy Bishop's 'Winged Warfare' and it is very obvious how an experienced flyer could often find himself dominating enemies composed mostly of 'average' pilots at best. And I certainly don't want to get shot down much more often than I already am, at 'Hard' the bad guys are certainly no slouches. But I would like a subtle re-balancing - an enemy who flies slightly better, more often, but doesn't necessarily shoot any better, perhaps. Certainly not a setting which puts the average enemy skill level above the average of my own squadron. I tried out the 'Hard' setting for 'Enemy Skill Level' and found it definitely made the enemies fly mostly like very capable pilots and was certainly a whole lot scarier; but I have not stayed with it because I understand it doesn't affect my squadron mates. I believe from reading other SF forums that the 'Hard' setting gives the enemy units more aces, presumably by leveling up their unit's average skill levels; but because this isn't applied to your own side, while it may give the player a greater challenge, it results in heavier losses amongst your own squadron. I like looking out for my flight-mates, to the extent I select the same ones each flight in campaign and try to bring them throught it aliove with some kills of their own. This modest but effective element of flight management is one of the little-mentioned strong points of FE, that helps make it the best sim for recreating the experience of being a flight leader in WW1, as well as being the best at dogfighting. I'd rather not have slightly better enemies, if the cost of that is greater losses from my flight, which i understand is what happens. Ideally I suppose what I'd like is for my own side's AI to be sharpened up at the 'Hard' setting as well as the enemies, tho I don't know it that's even possible - perhaps by editing Campaign files. If it could be done, even if it would only work for the 'Hard' setting (because otherwise your own side would be the supermen), that might be better. I say 'might' because things are actually fairly good as they are now - last night a 40 Squadron Bloody April campaign - I just love those little silver Nieuport 17s! - came to an end when my flight of 4 ran into about 6-8 V-strutters and tho I got 3 of them they first shot down my 3 flight mates and then got me too! So, what Enemy Skill Levels do others fly at, in FE campaigns? And how do you find it?
  20. Very interesting DeIGS, would your ground effect be a 'noise' one like these? - http://combatace.com/files/file/12378-ground-effects-collection/ Would you mind sharing your edit - my 8800GT may not be able to cope but I'd like to give it a try! TIA!
  21. Another nice pic, DeIGS, and another question - that looks like Jan Tuma's terrain but may I ask, where does the highly-textured airfield surface come from? Is it from one of the FE airfield mods? It looks very effective, and it would be good to have a hi-res ground texture where you see it closest, ie on the airfield.
  22. No, and no. AFAIK (never tried it) you can install any plane made for CFS3 into OFF, but it will only show up in Quick Combat not in campaigns. So theoretically you could have a seaplane flying in OFF, if you can find one; I vaguely remember a Short seaplane in OFF Phase 2 but maybe I'm imagining that. Likewise you could install other made-for-CFS3 objects like weapons, ships and planes (albeit they'll be WW2 ones, so not much point), but would probably have to build missions for them to show up. The Dolphin you were thinking off is probably the A Team Skunkworks one for First Eagles; RoF has one of course and so may SDOE-WW1. I'm pretty sure there is no Dolphin for CFS3 or OFF, and it's not amongst the planes announced for OFF2.
  23. 'Fluttering fabric' might very well accompany flatulence (depending on severity, of course). So I can see the connection.
  24. Well in desperation I uninstalled/reinstalled - and still got the error re stdole.tlb near the end and then the 429 ActiveX error when launching, without obvious ill-effect. Patched up to HiTR 1.47 and with 46 Sqdn Nov 1917 the Huns are back, first mission anyway! Trust it's not a fluke. I'm now going to fly for a bit between installing mods and try to find out which one, if any, is causing this.
  25. Interesting discussion. FFB joysticks seem not particularly common/cheap these days, whether because the cheaper ones proved mechanically short-lived I dunno. Best bet if you can get one, mush and shudder by the sound (sic) of it, just the ticket. Having your bum wired up may also be quite effective and could have many other leisure applications besides a seat-of-the-pants stall warning but for some reason I find it strangely unattractive Even if it's artistic licence rather than strictly realistic I'm inclined to think that some sort of sound - designed to be audible above the engine sound with volume well turned up and at full throttle, otherwise it's really little/no use in combat - which CONVEYS the 'shaking of the airplane and controls' described above for the Dora 9, would be good. Having checked out various sound samples available online (you'd be amazed at the number of people who record their wardrobes rattling etc), I still find the rumbling/rattling sound of the wheels on the ground - OFF has several variants of this, which may or may not be stock CFS3 ones - somehow conveys it best of them all, subjective tho that obviously is. I'm going to try a renamed airframe stress creak as a new stall.wav, and if I can still hear that above the engine sound in combat I will at least know it's possible, given the right sound. And it would be good to have one built in from the off (sic) in OFF2.
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