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Stephen1918

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Everything posted by Stephen1918

  1. View File Armored Train - For Tracks Armored Trains were used extensively on the Eastern Front and to a lesser extent on the Palestine and Italian Fronts. On the Western Front, after 1914 they were used mostly for defense and as mobile headquarters. I have created five cars which can arranged in different configurations. Engines could both push and pull other cars. It was common to have an armed car or two in front of the engine. Troop cars had quarters for an infantry unit to help defend the train. There is a turret with a light gun. It is currently set for anti-aircraft, but you can change the data file to target ground objects. Transport cars were used to move troops, munitions, or other supplies into a battle zone or recently conquered territory. Gun cars were used as mobile light artillery. They can be included in a train or parked on a siding to defend a train station, supply depot, or other strategic location. If you change the target type to ground, they can be used as field guns. I have included two versions of a heavy, rail mounted artillery gun. In transport mode, the gun is lowered and the car can be included in a train. In deployed mode, there is gun data assigned so the gun will shoot at ground targets. If you place an observation balloon about 2 kilometers down range, the gun will be elevated when it shoots, as if it were shooting at a distant target. There is very little side to side motion, so you have to be pretty accurate when you place the target balloon. All the cars are the same length for easy placement. Put them 17.25 meters apart and they will line up nicely on the tracks. There are three complete trains with different skins so you can use them in different terrains or for different forces. I have arbitrarily assigned the grey skin to Germany, the green skin to Russia, and the tan skin to the Ottoman Empire. With a little typing, you can reassign them to whatever forces you want. These cars are designed to be used with the train tracks from Gepard's Railway Station (available in the Strike Fighter 1 Terrain downloads). Gepard has given me permission to include the tracks with my train. I have made a new skin with the ties farther apart, which I think looks better from the air. If you already have the tracks in your terrain, you don't need this. All of these need to be included in the targets.ini in order to use them. I have included the data for the types.ini in the folders for each train. Submitter Stephen1918 Submitted 12/22/2013 Category First Eagles - WWI and Early Years - Object Mods
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  2. View File Armored Train - Ground Level Armored Trains were used extensively on the Eastern Front and to a lesser extent on the Palestine and Italian Fronts. On the Western Front, after 1914 they were used mostly for defense and as mobile headquarters. I have created five cars which can arranged in different configurations. Engines could both push and pull other cars. It was common to have an armed car or two in front of the engine. Troop cars had quarters for an infantry unit to help defend the train. There is a turret with a light gun. It is currently set for anti-aircraft, but you can change the data file to target ground objects. Transport cars were used to move troops, munitions, or other supplies into a battle zone or recently conquered territory. Gun cars were used as mobile light artillery. They can be included in a train or parked on a siding to defend a train station, supply depot, or other strategic location. If you change the target type to ground, they can be used as field guns. I have included two versions of a heavy, rail mounted artillery gun. In transport mode, the gun is lowered and the car can be included in a train. In deployed mode, there is gun data assigned so the gun will shoot at ground targets. If you place an observation balloon about 2 kilometers down range, the gun will be elevated when it shoots, as if it were shooting at a distant target. There is very little side to side motion, so you have to be pretty accurate when you place the target balloon. All the cars are the same length for easy placement. Put them 17.25 meters apart and they will line up nicely on the tracks. There are three complete trains with different skins so you can use them in different terrains or for different forces. I have arbitrarily assigned the grey skin to Germany, the green skin to Russia, and the tan skin to the Ottoman Empire. With a little typing, you can reassign them to whatever forces you want. These cars are designed to be used directly on the terrain, without any track lod. You will need to use them in terrains that have the tracks painted directly on the tiles. All of these need to be included in the targets.ini in order to use them. I have included the data for the types.ini in the folders for each train. Submitter Stephen1918 Submitted 12/22/2013 Category First Eagles - WWI and Early Years - Object Mods
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  3. Version v2

    136 downloads

    Armored Trains were used extensively on the Eastern Front and to a lesser extent on the Palestine and Italian Fronts. On the Western Front, after 1914 they were used mostly for defense and as mobile headquarters. I have created five cars which can arranged in different configurations. Engines could both push and pull other cars. It was common to have an armed car or two in front of the engine. Troop cars had quarters for an infantry unit to help defend the train. There is a turret with a light gun. It is currently set for anti-aircraft, but you can change the data file to target ground objects. Transport cars were used to move troops, munitions, or other supplies into a battle zone or recently conquered territory. Gun cars were used as mobile light artillery. They can be included in a train or parked on a siding to defend a train station, supply depot, or other strategic location. If you change the target type to ground, they can be used as field guns. I have included two versions of a heavy, rail mounted artillery gun. In transport mode, the gun is lowered and the car can be included in a train. In deployed mode, there is gun data assigned so the gun will shoot at ground targets. If you place an observation balloon about 2 kilometers down range, the gun will be elevated when it shoots, as if it were shooting at a distant target. There is very little side to side motion, so you have to be pretty accurate when you place the target balloon. All the cars are the same length for easy placement. Put them 17.25 meters apart and they will line up nicely on the tracks. There are three complete trains with different skins so you can use them in different terrains or for different forces. I have arbitrarily assigned the grey skin to Germany, the green skin to Russia, and the tan skin to the Ottoman Empire. With a little typing, you can reassign them to whatever forces you want. These cars are designed to be used directly on the terrain, without any track lod. You will need to use them in terrains that have the tracks painted directly on the tiles. All of these need to be included in the targets.ini in order to use them. I have included the data for the types.ini in the folders for each train.
  4. Version v2

    123 downloads

    Armored Trains were used extensively on the Eastern Front and to a lesser extent on the Palestine and Italian Fronts. On the Western Front, after 1914 they were used mostly for defense and as mobile headquarters. I have created five cars which can arranged in different configurations. Engines could both push and pull other cars. It was common to have an armed car or two in front of the engine. Troop cars had quarters for an infantry unit to help defend the train. There is a turret with a light gun. It is currently set for anti-aircraft, but you can change the data file to target ground objects. Transport cars were used to move troops, munitions, or other supplies into a battle zone or recently conquered territory. Gun cars were used as mobile light artillery. They can be included in a train or parked on a siding to defend a train station, supply depot, or other strategic location. If you change the target type to ground, they can be used as field guns. I have included two versions of a heavy, rail mounted artillery gun. In transport mode, the gun is lowered and the car can be included in a train. In deployed mode, there is gun data assigned so the gun will shoot at ground targets. If you place an observation balloon about 2 kilometers down range, the gun will be elevated when it shoots, as if it were shooting at a distant target. There is very little side to side motion, so you have to be pretty accurate when you place the target balloon. All the cars are the same length for easy placement. Put them 17.25 meters apart and they will line up nicely on the tracks. There are three complete trains with different skins so you can use them in different terrains or for different forces. I have arbitrarily assigned the grey skin to Germany, the green skin to Russia, and the tan skin to the Ottoman Empire. With a little typing, you can reassign them to whatever forces you want. These cars are designed to be used with the train tracks from Gepard's Railway Station (available in the Strike Fighter 1 Terrain downloads). Gepard has given me permission to include the tracks with my train. I have made a new skin with the ties farther apart, which I think looks better from the air. If you already have the tracks in your terrain, you don't need this. All of these need to be included in the targets.ini in order to use them. I have included the data for the types.ini in the folders for each train.
  5. My ships in the North Sea Terrain had a wake effect and a smoke effect to make them look like they are moving when they're standing still. Installation instructions are in the ReadMe. Also, in the data file for each ship, make sure the GroundObjectRole is NOT set to Transport, Shipping, or Tank. Otherwise the game will use them in the Movements. If you set it to something like Bridge, Factory, or Warehouse, the ship should still show up as a target in the single missions.
  6. Yes, the BE2c was uploaded late last night. It includes two skins and a complete set of number decals for each skin. The gunner's motion is limited to a pretty narrow range, but I've included instructions for changing the data.ini to widen his range of motion. My thanks to ojcar for the FM. And thanks to ojcar, 33Lima, and Hansa for resources and other help with the details. This makes the 35th plane ojcar and I have made for FE!
  7. View File RAF BE2c Several variations of the BE2 were produced by the Royal Aircraft Factory from 1912 until the end of World War 1. The BE2c was introduced in 1914 and was produced in large numbers. It was designed to be a very stable plane, which was desirable in a reconnaissance plane, but not very effective for a fighter. During its service, the BE2c was used mostly for recon missions, but it sometimes served as a fighter and as a light bomber. I have included two skins, a stock linen, and a brown paint. A full set of number decals are included for each skin. My skinning templates are included in the download. The gunner in the BE2c sat in front of the pilot and either had multiple guns, or was able to move the gun between multiple mounts. The game engine does not allow this, so I set up the data file to limit the gunner's aim to the upper rear of the plane. However, I provided alternate lines in the FM which will allow you to widen the gunner's aim, but that makes the gun pass through the struts, and sometimes shoot through the wing. Instructions for changing the gunner's range of motion are included in the download. Credits Thanks to Ojcar for making the data file for the BE2c and for providing resources for the model. Thanks also to 33Lima and Hansa who provided resources for the cockpit and help with details of the model. Thanks to Mike Dora for identifying and helping me fix problems with the gunner. Thanks to Nicholas Bell for correcting the hit box coordinates for this plane. Installation Instructions For FE1 - Unzip the file and move the folder named "RAFBE2C" into the FirstEagles/Objects/Aircraft folder. For FE2 - Unzip the file and move the folder named "RAFBE2C" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create a new folder named "RAFBE2C". Move the folder named "D" from the Aircraft/RAFBE2C folder into the Decals/RAFBE2C folder you just made. Submitter Stephen1918 Submitted 12/17/2013 Category Other Entente Aircraft
  8. So that's what this is for... (Thanks Quack.)
  9. Version v2

    510 downloads

    Several variations of the BE2 were produced by the Royal Aircraft Factory from 1912 until the end of World War 1. The BE2c was introduced in 1914 and was produced in large numbers. It was designed to be a very stable plane, which was desirable in a reconnaissance plane, but not very effective for a fighter. During its service, the BE2c was used mostly for recon missions, but it sometimes served as a fighter and as a light bomber. I have included two skins, a stock linen, and a brown paint. A full set of number decals are included for each skin. My skinning templates are included in the download. The gunner in the BE2c sat in front of the pilot and either had multiple guns, or was able to move the gun between multiple mounts. The game engine does not allow this, so I set up the data file to limit the gunner's aim to the upper rear of the plane. However, I provided alternate lines in the FM which will allow you to widen the gunner's aim, but that makes the gun pass through the struts, and sometimes shoot through the wing. Instructions for changing the gunner's range of motion are included in the download. Credits Thanks to Ojcar for making the data file for the BE2c and for providing resources for the model. Thanks also to 33Lima and Hansa who provided resources for the cockpit and help with details of the model. Thanks to Mike Dora for identifying and helping me fix problems with the gunner. Thanks to Nicholas Bell for correcting the hit box coordinates for this plane. Installation Instructions For FE1 - Unzip the file and move the folder named "RAFBE2C" into the FirstEagles/Objects/Aircraft folder. For FE2 - Unzip the file and move the folder named "RAFBE2C" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create a new folder named "RAFBE2C". Move the folder named "D" from the Aircraft/RAFBE2C folder into the Decals/RAFBE2C folder you just made.
  10. Wrench - I really like your idea of color coding the tiles. It makes terrain modding much easier.
  11. Stary - Thanks, that helped. I also discovered that the threshold numbers at the top of the data file affect the overlapping too. You have more problems if the numbers are too high, these are working for me now. Ground object that use a TGA skin are still causing problems, but all the terrain objects are behaving correctly. [TerrainMesh] TextureThreshold=0.80 LowDetailMeshThreshold=0.50 MedDetailMeshThreshold=0.30 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=4096 SolidObjectIndexCount=6144 AlphaObjectVertexCount=2048 AlphaObjectIndexCount=3072 Wrench - Thanks. Unfortunately, I don't have SF at all, which is why I'm doing it this way. Beside problems with the rendering, my biggest problem is that I don't have any of the stock terrain objects or TODs, but I've been able to find downloads for almost everything so far.
  12. Does anyone know what causes this? I'm playing with Wrench's Palestine terrain. I don't have the desert.cat file and I'm using FE Gold, so I've been piecing it together from from the wwiVerdun.cat and various downloads from SF. I just noticed that often, far objects show right through the trees. I cannot figure out how to fix it. It doesn't happen in any of my other First Eagles installs. Has anyone come across this problem before?
  13. Thanks for the campaign update. I've downloaded it and I'm looking forward to flying...
  14. A Lohner L and a Macchi M.3 - since they're so similar, it will go faster. But, it's going to be a while, other projects need to be finished first.
  15. I have a Lohner and a Macchi started, for the Italian Front. I like the look of the hydroplanes, and I REALLY APPRECIATE that ojcar does all the difficult work to make them flyable in First Eagles. But, as ojcar points out, the game engine isn't really made for water based objects aircraft...
  16. Got 'em. Thanks Wrench.
  17. These are looking very nice. Are you planning to upload them when you're done?
  18. The Fairey is very do-able, and we could use some 2 seater float planes.
  19. This is slightly off topic: I've been seeing trains appear in some of these (and other) screen shots. I've been looking around the Combat Ace download sections with no success. So, where did you guys get the trains?
  20. I've made some adjustments to the nose, wing tips, and tail. I had to reskin some of the parts, but I think it was worth the extra work. Cockpit is nearly done. I'm hoping that soon I'll be able to send it to ojcar so he can work his magic. I also think I finally got the gamma setting on my monitor figured out.
  21. Thanks for the feedback, gentlemen. The changes you identified should be pretty easy to fix, mostly just moving vertices around. It may distort the skin, but that can be fixed too. I'll post a revised version when I get it made. Any other comments?
  22. The early versions had a different cowling arrangement making them thinner so the nose might look longer. And the BE12 was similar, but with a longer engine. It seems good to me, but I've been wrong before. If changes are needed, now is the time to make them. What do you guys think?
  23. You mean... you're shooting down my planes!! ( )
  24. The BE2c is coming along! The model is mostly finished. I'm still tweaking the skins, and the cockpit needs more work. I still have to figure out the loadout, transfer all the coordinates into the data file, make the low poly lods, finish the decals, and probably a few more things I haven't discovered yet...
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