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Stephen1918

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Stephen1918 last won the day on October 4

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About Stephen1918

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    Male
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    Michigan

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    http://www.swroble.com/Aircraft/WWIAircraft.html

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  1. Problems with my FE2

    The OnGroundPitchAngle determines how the plane sits when it's parked, if you get it too high, the tail skid may go underground and the drag will slow the plane down. I've had this problem if I land on a slight hill, then I can't get the speed to take off again. You need a little drag at the tail or the plane may pull to the right when it first starts rolling. I always have to be careful with this number when I make a plane. In the AIData, there's a setting for TakeOffRotationAngle, does this control the pitch of the plane as it leaves the ground? I've also noticed in some planes that the tail lifts before the wheels do, different planes seem to do this more than others. What controls that?
  2. Is this a stupid idea?

    I spent quite a while playing with battle fields when I was doing to the Vogesen2 terrain. I was not able build an emitter that would work intermittently. Later, I made some craters that have smoke coming out of them, they work continuously and do add some effects to the battle field. Gterl and Quack have each figured out a solution. I came up with a third option, so you have a choice (maybe you can mix them.) In my experiments, the field guns and infantry would only "see" objects that the game engine places in the terrain. They don't seem to "see" targets placed in the Target.ini. Maybe this is a limit of FE1, I don't know if it's the same in FE2. In Vogesen and Galicia, I was able to place an AA gun behind the lines (theTarget.ini defines a location and the game engine picks a gun and places it) The guns from the target.ini see it and shoot at it. (But they don't see enemy infantry and field guns.) With some experimenting you can find a place where it's too far to get hit, but close enough that the other guns see it. The field has to be pretty flat, if there's a hill between them, or if one side is much higher than the other, they don't shoot. I was able to get some pretty active battle fields (check out Vogesen2 and Galicia2.) You see a lot of tracers, and explosions where the field gun shells hit the ground. I made a rail mounted artillery gun and Geezer made some artillery guns. Those will shoot at a balloon, so they will be elevated when they shoot. Again, you need to experiment with distance and placement of the enemy balloon before the guns will see it, but not be able to hit it. You'll see the guns shooting, but the explosions where the shells hit are quite a distance away and you may not even see them. For Collisions, Wrench is right, the things placed in the tod don't detect a collision. (this includes the trees and most of the city and farm buildings.) This is built into the game engine and can't be changed. Things placed in the Target.ini will detect a collision. In the Types.ini, some objects declare a "CollisionMesh" (which is an LOD.) But not all of them do, so I don't know if you need to have one or if it uses the original mesh unless another one is specified .
  3. New Aircraft

    I have commitments in the real world, so I don't know when I'll be able to upload planes again. So, Geezer, whatever you want. Crawford, there's a DH 4 from a few years ago in the download area.
  4. You can also try changing the graphic settings in the options in the game. See if you can change the display resolution to a lower setting. I've noticed over the years that different graphics cards give you different options. You will need to experiment because some settings may be distorted. You will have a rougher looking screen, but the frame rate should improve. In games, it's always a trade off between quality and speed anyway. Do you know that pressing Alt+D while the game is playing will display the frame rate at the top of the screen?
  5. Issue with sky mod

    Thanks for your comments, gentlemen. I've been reading VonS's posts in another thread about environment tweaks. I'll try changing the fog and sky color settings. The purple band doesn't bother me too much, although sometimes it's much more pronounced. My question was why does the game only use the sky mod sometimes, while other times it reverts to the stock sky. I noticed in the terrain ini that the weather chance settings did not add up to 100. I adjusted the numbers and the problem seems to be fixed.
  6. Congratulations are in order...

    Congratulations VonS! A well deserved honor!
  7. Salmson

    In the stock First Eagles screens, there is a very faint blue gradient at the top of the screen, and a faint red (or brown?) gradient at the bottom. I tried very hard to match it in the screens I made for the Eastern Front campaign many years ago, but they didn't quite match.
  8. Salmson

    I agree with Heck, please make more hangar screens and upload them! (I like the shadow on the DFW better than the shadow on the Albatros.) Congratulations on getting your technical issues worked out, I admire your persistence.
  9. New Aircraft

    The problem is not with the FM, which I think is excellent. It's more a problem with the inexperienced pilot.
  10. New Aircraft

    Ojcar made the FM for the Caudron G.IV. I like the way it handles, although I sometimes have trouble on the take-offs.
  11. I have uploaded a new cockpit for the AEG G.IV. This will convert the stock AEG G.IV from an AI plane into a flyable plane. The cockpit features fully functional gauges, throttles, rudder control, and stick. Many years ago, ravenclaw_007 made the AEG G.IV flyable by making a cockpit using the cockpit from one of the other stock planes. My thanks to him for leading the way.
  12. View File New Cockpit for AEG G.IV This cockpit will convert the stock First Eagles AEG G.IV from an AI plane into a flyable plane. The cockpit features fully functional gauges, throttles, rudder control, and stick. Acknowledgement About 10 years ago, ravenclaw_007 made the AEG G.IV flyable by making a cockpit using the cockpit from the SE5a. My thanks to him for leading the way. Installation Instructions for both FE1 and FE2 If you have already installed ravenclaw's version, you should delete the two ini files ("AEG_G4.ini" and "AEG_G4_COCKPIT.ini") before installing this version. If you still have the stock version, this install will replace the original AEG-G4.ini file. You should make a backup in case you want to revert to the original AI version. Open my "AEG_G4" folder and place all the files - 1 folder and 2 ini files - into your "AEG_G4" folder. Submitter Stephen1918 Submitted 10/03/2017 Category First Eagles - WWI and Early Years - Add On Cockpits  
  13. Version 1.0.0

    65 downloads

    This cockpit will convert the stock First Eagles AEG G.IV from an AI plane into a flyable plane. The cockpit features fully functional gauges, throttles, rudder control, and stick. Acknowledgement About 10 years ago, ravenclaw_007 made the AEG G.IV flyable by making a cockpit using the cockpit from the SE5a. My thanks to him for leading the way. Installation Instructions for both FE1 and FE2 If you have already installed ravenclaw's version, you should delete the two ini files ("AEG_G4.ini" and "AEG_G4_COCKPIT.ini") before installing this version. If you still have the stock version, this install will replace the original AEG-G4.ini file. You should make a backup in case you want to revert to the original AI version. Open my "AEG_G4" folder and place all the files - 1 folder and 2 ini files - into your "AEG_G4" folder.
  14. Issue with sky mod

    I am running Panama Red's Realistic Sky Mod. I have noticed when running under the "Clear" weather setting, about half the time I get Panama Red's clouds, the rest of the time I get a purplish haze at the horizon. Does anyone know why it's so inconsistent?
  15. Over-Compressed Engines

    Thanks for posting this. Parts of the data.ini have always been something of a mystery to me. This helps.
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