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Buddy1998

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Everything posted by Buddy1998

  1. Hi to all Aircraft Modders, Rather than send each of you a PM, I thought to post this out there and see if anyone objects to my use of their plane MOD in WOFF UE. I'm able to convert the models for static planes in WOFF UE. Also, I don't have the ability or experience to model the aircraft's flight. see this thread at simHQ (I purposely did not include the plane's author so he doesn't get spammed with PMs): http://simhq.com/forum/ubbthreads.php/topics/4367098/walking-the-dog-animation-wip#Post4367098 In the spirit of MODDing, all aircrafts will have credit given to the author and used as a free mod only. That will be made explicitly clear in the readme and on the thread. I will not make any alterations to the model, except to fit/resize into the WOFF setting. If you all agree, then I will go ahead with the conversions. Or please let me know otherwise.
  2. Any plane modders have objections?

    Thank you Stephen for your response. I will not use your planes for WOFF.
  3. Any plane modders have objections?

    Crawford, I wish I could, but all their aircraft are copyright and they do not allow their use inside other games. I could get into legal trouble. FE, however has "free" planes made by modders which have not such copyright or I can't find it. I guess then my only course of action would be to send individual emails and wait for the mod authors to respond. If I don't get any responses within a certain time frame, then I'll use the models with all credits given and all that stuff.
  4. Any plane modders have objections?

    I'm glad it's entertaining. On a side note, I've managed to somehow make that plane flyable inside WOFF. Well, now that changes the equation and the perfect marriage is possible between two of my most beloved sims.... If only I can get a consensus, otherwise, I'll just use them for my own personal enjoyment.
  5. Open cockpits in the rain?

    I apologize that I missed your interesting reply. I am from Egypt. We drive crazy (rain and dry) and within inches of one another almost like India.
  6. If time and budget are the issue for OBD, then focus should be on improving the simulation with the current planes in the three critical areas. Like AI, FM and DM to make it as real as possible. Since majority of gameplay will be in the air. Then the focus can switch to improving single player campaign like OFFice did for OFF. Last final update can be a Universal Editor to easily add/modify aircraft, terrain and objects. Kindda like the steam workshop.
  7. Open cockpits in the rain?

    Interesting discussion. I wonder if there were other compounded effects that could happen in rain like goggles getting fogged or even hiding behind that windscreen without a wiper? I can't drive at 100mph in the rain without a wiper.
  8. Armchair Aces updated!

    Ok. So now I've got FE2 to where I now like it a lot after following ojcar's excellent instructions on the Armchair aces redux MOD. Also, I've done some additions of different engine sounds to all the aircrafts from other FE mods. I've been playing WOFF and RoF, but it doesn't satisfy my WW1 gaming needs like FE2's great modding community has done. I do have a couple of areas of concern so far.... 1) Pilot kills. It seems like when I encounter an ace ai, they kill my pilot in one shot. It is possible that I'm a bad virtual pilot, but I'm used to seeing blood splatter effect to know that at least I'm injured before I get killed. Is there anyway to get this effect or at least make my pilot withstand a few more bullets before getting killed? 2) None of the WW1 airfield figures, officer cars, maintenance objects are showing on the airfield like they do in the Eastern Front Campaign. What could I be doing wrong? Salute and a big thumbs up to all the modders who made this sim so wonderful to play.
  9. Armchair Aces updated!

    Ok. I managed to get most of the planes from A-Team. Another question I have is about the campaign play.... I'm enjoying the campaign missions a bunch and I know that the ultimate goal is survival until the end of the war. However, there are a few general questions I have regarding how you guys play the campaign: 1. Since you cannot crash into ground objects, do you just imagine that you've crashed and end your pilot's career if you pass through a building or tree? 2. The enemy AI is great, but do they ever run away when outnumbered or injured or is it a fight to the death? Also, the engine sound seems to cut off and on again when landing or taking off (full throttle). Is this a limitation of the game engine or is it a problem on my end? Salute, Buddy
  10. Armchair Aces updated!

    I really would love to get into this game, but I'm missing some plane models. So, is there anyone willing to share their downloaded models from A-Team Skunkworks? They're very rude to me and not responding to my requests to gain access
  11. Olham is right. That is not normal behavior. Did you check the mission log file. It has the squad morale determined at the begining of each mission. This could be a factor. Here is an example of my wingman's condition at the start of the mission: <Unit ID="9571" Type="RAF_BE2c_SQ1" Skill="2" Morale="6" Payload="0" FuelPct="85" AmmoPct="100" PilotFirstName="Robert" PilotLastName="Bernard"/> Very low skill with average morale. I'd say he would jump ship at the first sign of trouble. If it's not the case with your situation, then I'm stumped.
  12. WOFF Installation

    Sorry, to hear about your internal struggle, and hope that you're able to resolve it soon. But just out of curiosity you're hesitant about ??? low end system, installation steps, becoming addicted and having no life once you start playing.....????
  13. This is way too cool. I like the authenticity of the mission briefing and it really brings this sim back in time with your breifings. Would it be too much to ask to do this the way you did for OFF (active sectors/non active sectors, dates 1915 to 1918)? I know it took you a while to get it all done, but man, this would be awsome in WOFF
  14. File Name: Buddy1998 Modified DM File Submitter: Buddy1998 File Submitted: 07 October 2012 File Category: Aircraft Models This DM is a bit different from my other one. All that I did was to lower each of the probabilities to hit most parts of the aircraft (see Change Log). Nothing else was changed or altered. Just drop in your JSGME mod folder, then activate the mod. happy hunting. Click here to download this file
  15. Buddy1998 Modified DM

    Version 2.2

    49 downloads

    This DM is a bit different from my other one. All that I did was to lower each of the probabilities to hit most parts of the aircraft (see Change Log). Nothing else was changed or altered. Just drop in your JSGME mod folder, then activate the mod. happy hunting.
  16. While I'm waiting for another job to start soon, I decided to play around with my DM files. This time I only adjusted the probabilities around and left EVERYTHING else in the file intact including damage box hit points and special effects - I figured that the devs probably spent and enormous amount of time to get these things right, but may have made a decision not to adjust the probablities. As almost any part of the plane has an equal 100% chance to get hit. Mine are are adjusted a bit different.. Body - 90%, Wings - 70%, Engine - 30%, Guns - 10%, Cables - 5%, etc.. So far here are my observations: 1. No more engines jumping out of planes 2. Hits to the engine causes heavy black smoke with fewer engine fires unless the fuel tank is hit enough times. It seems that when the AI craft engine fails (heavy smoke) they just glide down and try to land in an open area. A neat consequence of this is that the plane decends perfectly level and much more likely to get knocked out of the sky with a direct shell hit. 3. The craft's body is the most common thing to get hit first if your randomly shooting. 4. Some crafts have the pilot with a higher chance to get hit eg Fokker EIII. This DM is much different than my other one because the crafts very rarely explode into pieces when hit. 80% of the time they spew out heavy smoke and sometimes will catch fire. I hope that some of you can try this one out and let me know what you think - negative/positive comments all welcome. Buddy1998 Buddy1998 Modified DM_2.1.7z
  17. Slight Change to my old DM

    Discovered a slight hiccup. All folders with DFW & Halb need to be deleted from the zip - otherwise sim won't load properly. Then you can use JSCME to load the mod. I'll upload the new zip to the download section.
  18. AI Planes Crashing with HPW EW Mods

    Hey there HPW, glad you're back in business. I had to drop a comment to let you know that you should keep up the good work and don't give up. I've just been taking a long break from games in general for now and hope to get back sometime soon.
  19. First Eagles ScreenshotsThread

    Amazing shots quack74 For the life of me, I can't get those infantry men to show up on the battlefield, but I can see the tanks & armoured cars. Did you just drop the new folders&files into your groundobject directory or is there something else?
  20. Armchair Aces

    Thanks for the clarification. I tried to wander around the map to see if I could find any ground objects fighting each other, but all I could see were a few scattered tanks around the trench line firing shells. What I expected to see was an actual offensive movement from either side with infantry units +/- armoured cars, tanks, etc... firing at other units or at planes and dust/smoke more frequent on the trench line. Maybe also see an occasional truck convoy travelling the roads. Now I think that I understand the game will only generate the appropriate ground objects when the mission calls for it. It would be great if there was a way to tweak some files to create a more comprehensive dynamic ground movement.
  21. Armchair Aces

    OK. I know some of you are probably burnt out answering questions, but I need your help with getting my game fixed so that I can get maximum enjoyment out of it. I've been struggling to get the groundobjects (AAA, tanks, trucks, infantry units) to appear in my game. I tried everything I could think of. I checked that the lods, ini and data.inis are in the proper folders for the ground objects. I've played on the stock campaign as well as armchair. I tried on both the stock terrain, then verdun. I think that I may have a problem with either the types.ini or target.ini, but I'm not sure. I'd like to see the objects appear randomly on the map, or do I need to enter each coordinate in the ini file. Thanks Buddy
  22. Armchair Aces

    Thanks for the reply. One more question I have is how would I go about modifying the ini's in order to combine all the 1915 months into one continuous year while still perserving all the changes that occur during that year?
  23. I'd like to play this sim with the Armchair mods, but I'm not being allowed to register download the required A-Team mods due to my country's proxy restriction. I would greatly appreciate any assistance of any helpful fellows out there who are willing to send me these mods? BTW - I can freely download all of the combatace mods, so no worries in that regards.
  24. Armchair Aces

    I have a couple of questions: 1. I haven't seen a single infantry unit during the whole 1915 campaign. Where do they show up? I did figure out that I had them under "groundobjects" folder instead of "groundobject" (without the "s"), so I thought that might be the cause. However, I still can't see them anywhere on the map or during flight. 2. Will my pilot get automatically transferred to other bases or is it a manual process? Cheers.
  25. Hi, I've taken the plunge and finally bought FE2 based off of the excellent modder community. So, I went ahead and also downloaded about 3 gigs of mods. I started to browse these threads and the SF2 knowledge base for information on where to start. It's fairly comprehensive, but overwhelming. I found bits and pieces of information, but no clear direction on where to start. My game is installed and in the vanilla state. I'd like to start using the Armchair mod eventually, but first I'd like to max out the eyecandy before I start adding the planes. Can someone help me out on a thread that would explain: 1. where and how to start with the eyecandy mods 2. any tips or tricks for tweaking the ini's 3. pitfalls to avoid during mod installations If I can just get pointed in the right direction, I can take it from there. My rig is an i5, 680GTX, 16GB, SSD. Thanks, Buddy
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