Jump to content

Stephen1918

+MODDER
  • Posts

    1,169
  • Joined

  • Last visited

  • Days Won

    19

Everything posted by Stephen1918

  1. The best thing about FE for me is the modding. Modders have ben able to "work arounds" for a lot of things that were not possible in the original game. If TK were to make a patch, he would have to standardize some of those things, and that would break a lot of the work-around solutions people have come up with. So I believe that it's wise for TK to leave it alone. I think we should all thank TK for essentially giving us the game to use as we see fit!
  2. OK. My plan is to get two more seaplanes for the Entente. I have a Sopwith Baby, and a Hanriot HD2 close to being finished. Then I'll finish the naval terrain. THEN I'll finish the BE2c. Sorry 33Lima, there's going to be a little more waiting...
  3. That would solve some of the modeling and rigging problems...
  4. Allowing the gun o pass through the struts will solve some of the problems. Limiting the yaw and pitch of the gun will help too. It occurs to me that the gunner can rotate on a slight angle, that will help him raise the gun over the pilot as he swings around. I'll also look at that Heinkel and see what I can learn from that. This will require quite a bit of experimentation. I'll keep working on seaplanes while I experiment with the BE2 gunner... If anyone gets any other ideas, please post them!
  5. Thanks for the quick response, gentlemen! I'll take a look at some of the SF planes, especially Monty's HE-111. Can someone describe how the gunner in Capun's plane moves? Does the gun pass through the struts as it rotates? In a lot of the photos I've seen, there were multiple mounts and the gunner moved the gun to a different position (I think?)
  6. I've been having issues with the BE2c. With the observer up front, under the wing, his field of fire will be limited. Because of the way FE handles the AI gunner, he will be able to fire to the right OR to the left OR to the back, over the pilots head - But not all three. And, there is no way to make him sit down, so he will always be blocking the pilot's view. I'll keep working on it, but I'm stumped until I figure out how to rig the gunner.
  7. I created a new "airfield" for the naval terrain. Each airfield has a seaplane tender and a gunboat escort to provide AA cover. The fields are quite small, there's only room for 6 planes and there are no "parking" spaces for static planes. In WWI, most seaplane carriers only carried 4-6 planes. Some of them only carried one. All the targets are small battle groups of 2 to 6 ships. There are also cargo ships, subs, and airships scattered around.
  8. The terrain is all water. There are a lot of ships scattered around. It will require a separate install, but you'll be able to fly single missions.
  9. Sweet! I like your seaplane base. I have some Entente planes coming, then I'll finish the naval terrain. (By the way, your screen shots were a good way for me to check my monitor.)
  10. These are looking great Quack. The diamond cowl markings look fantastic and I love the squadron markings. Very impressive work!
  11. I've been meaning to get that! It's a two volume set.
  12. Last night I uploaded the Rumpler 6B-1, a single seat, seaplane version of the Rumpler C.I. The plane includes two skins and a set of number decals. Thanks to Ojcar for making another great FM for my plane. Now I have a question for all of you: I recently upgraded my computer and I'm still calibrating the monitor. Do the skins, screens, and screen captures look OK to you? Too light or too dark? Feedback would be helpful.
  13. View File Rumpler 6B-1 The Rumpler 6B was a float plane version of the Rumpler C.I. It had more forward stagger to the upper wing and a larger rudder than the land version. The fuselage was also modified to make the plane a one man fighter. I have made an early version, the 6B-1. The 6B-2 was introduced later and was slightly larger, had a different tail, and didn't perform as well as the 6B-1. The Rumpler 6B-1 was a fighter and saw service in the Baltic, the North Sea, and the Black Sea. Since it's a float plane, the 6B-1 works best in the Flanders, Gibraltar or other terrain that has a lot of water. The plane will actually take off and land from a conventional airfield, but it looks strange to see the floats going under the ground. It would be best to start the missions in the air. I have included two skins, a standard German "Sea Hex" camo and a mottled green and blue camo. My skinning templates are included with the download. I have also included a set of number decals. Credits Thanks to Ojcar for making the data file for the Rumpler 6B-1 and for providing information on the appearance of the plane. Thanks to Nix for providing the sound for the Mercedes engine. Installation Instructions For FE1 - Unzip the file and move the folder named "Rumpler6B1" into the FirstEagles/Objects/Aircraft folder. You also need to move the sound file "mercedes160m2.wav" into the FirstEagles/Sounds folder. For FE2 - Unzip the file and move the folder named "Rumpler6B1" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create new folder named "Rumpler6B1". Move the folder named "D" from the Aircraft/Rumpler6B1 folder into the Decals/Rumpler6B1 folder you just made. You also need to move the sound file "mercedes160m2.wav" into the FirstEagles/Sounds folder. Submitter Stephen1918 Submitted 05/22/2013 Category Other Central Powers Aircraft
  14. Version v2

    328 downloads

    The Rumpler 6B was a float plane version of the Rumpler C.I. It had more forward stagger to the upper wing and a larger rudder than the land version. The fuselage was also modified to make the plane a one man fighter. I have made an early version, the 6B-1. The 6B-2 was introduced later and was slightly larger, had a different tail, and didn't perform as well as the 6B-1. The Rumpler 6B-1 was a fighter and saw service in the Baltic, the North Sea, and the Black Sea. Since it's a float plane, the 6B-1 works best in the Flanders, Gibraltar or other terrain that has a lot of water. The plane will actually take off and land from a conventional airfield, but it looks strange to see the floats going under the ground. It would be best to start the missions in the air. I have included two skins, a standard German "Sea Hex" camo and a mottled green and blue camo. My skinning templates are included with the download. I have also included a set of number decals. Credits Thanks to Ojcar for making the data file for the Rumpler 6B-1 and for providing information on the appearance of the plane. Thanks to Nix for providing the sound for the Mercedes engine. Installation Instructions For FE1 - Unzip the file and move the folder named "Rumpler6B1" into the FirstEagles/Objects/Aircraft folder. You also need to move the sound file "mercedes160m2.wav" into the FirstEagles/Sounds folder. For FE2 - Unzip the file and move the folder named "Rumpler6B1" into the FirstEagles/Objects/Aircraft folder. Then in the FirstEagles/Objects/Decals folder, create new folder named "Rumpler6B1". Move the folder named "D" from the Aircraft/Rumpler6B1 folder into the Decals/Rumpler6B1 folder you just made. You also need to move the sound file "mercedes160m2.wav" into the FirstEagles/Sounds folder.
  15. Welcome to the group, Nakedyanick. When I first started here, it was very confusing because most of the posts assume that you already know what they're talking about. There are planes in our download section that just say "Install it in the usual way." Newbees will find this frustrating. It took me a while to figure things out, but it was well worth the effort. One of the best things about First Eagles is the modding. So hang in there, it all makes sense in the end.
  16. Great stuff, Quack! Are we there yet? Are we there yet?
  17. I spent some time trying to make an "incapacitated" pilot as whitekinight suggested. But it isn't going to happen because you can always see part of the dead guy sticking through the live guy before he gets hit. I flew a lot of missions trying to get the pilot killed, it's not as easy as it might seem! It looks like "slumped to the bottom of the cockpit" will have to do.
  18. I've been working on a naval terrain so I can fly single missions with seaplanes. The entire terrain is water. All the airfields are seaplane tenders (they didn't have a flight deck, they used cranes to transfer the planes in and out of the water.) All the targets are warships. All the trucks are cargo ships. All the tanks are torpedo boats. All the balloons are airships. All the ships have AA guns so flights should be challenging. I've made about a dozen ships, I'm still working on skins and data files. I also have more seaplanes started - a Rumpler 6B1 is almost finished, a Sopwith Baby is about half done, and a Hanriot HD2 is started. It will be a while before everything is ready to fly. I figured out how to make a wake for ship that is parked, you can see it in some of the pics. I modified the wake emitter from First Eagles. I put a fake engine in the ship and assigned the new wake emitter as the exhaust. So instead of spewing smoke from the funnel, it spews wake from the back of the ship. It looks pretty good from the air, but it starts to break up when you get down to sea level.
  19. Good looking 3D model of the Marlin!
  20. Great stuff. My computer is too slow for me to use all the visual upgrades, so I love to see how my models look with high res skins and all the effect mods applied.
  21. Sinbad, welcome back! This is a great skin, I love what you've done to the cockpit!
  22. Geezer, I hope you're still working on this. The aircraft and ground objects alone would be great to have, but the campaign would add a whole new dimension to FE.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..