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peter01

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Everything posted by peter01

  1. Bristol Scout

    Look real good quack. I like all the schemes you have posted. Shading on the wing ribs is excellent. This beta model is starting to look great. If you want, and you are in contact with Capun, and he wants to use my FMs to release the Bristols as a package, please let him know that is more'n okay with me.
  2. For Peter01

    Hi quack, thanks about Pup elevators, never noticed! Re skin, I PM'd you.
  3. Getting back to the business at hand :wink2: , new FMs for the Nieuport 16, Nieuport 17, Bristol Scout D and Sopwith Dolphin. Also included are: - Loadout files in the folders for bombs, Le Prieur rockets to work. - The Nieuport 11, with updated AI and Loadout File. All are improved FMs to those done previously last year. The Dolphin is a 2-Gun version. The Bristol Scout D is the version with the Vickers, and is considerably improved on the previous FM. The older one had a few problems. The Nieuport 16 is a bit too capable, but to balance that somewhat it is very easy to lose a wing and it is difficult keeping it stable when aiming/firing. No3 2010 FMs - Nie11 Nie16 Nie17 ScoutD Dolphin.zip IMPORTANT ========= These are for FE1. You must have installed "FE Nov 2008 Game Files" component within the "UPDATED FE Plane FMs for Nov 2008 Patch" for everything such as guns, loadouts and pilot models to work properly. It is available here at CombatAce: First Eagles by Thirdwire> First Eagles Add-On Aircraft> Flight Models. INSTALLATION ============ 1) I recommend you backup the folders of the above aircraft before installing. 2) Place all the files from this download into the corresponding plane folders in the /Objects/Aircraft of your First Eagles installation.
  4. FE2 Details?

    IMO ... 1) Campaigns are dynamic, and decent (especially addon campaigns). 2) Mainly bombing airfields unfortunately, but with addon mods especially you can seek and destroy infantry, guns, trucks, tanks etc. 3) More complex to answer ... see http://forum.combatace.com/topic/52929-new-guy-to-fe2/
  5. new guy to fe2

    Well I've only played FE2 for a few hours, but here goes ... a bit of detail as there may be others that either want to know either whether mods can be used, or what needs to be done to make things work: Plane models are generally okay. But I noticed some models have problems (Junkers D1), and 3rd party 2-seaters gunners are white - not sure why, maybe someone else or a modeller can answer that. FMs that I did (you will need those for addon planes) work well enough (though not as designed, the flight model has changed), but there could be problems with some; maybe takeoff - player or AI, maybe other things. Can't really tell unless they are thoroughly tested. The FMs seem okay as AI as far as I could tell. However you may need to change some pilot models in the data ini if you don't see a pilot, and will need to mod the gunner's guns to original guns for each 2-seater/bomber data ini. eg in the data ini // Internal Guns section GunTypeName=7.92MM_PARABELLUM_MG14_Gunner to ... GunTypeName=7.92MM_PARABELLUM_MG14 ie, delete the _gunner or _(whatever) at the end. also true of the Lewis which should be GunTypeName=303CAL_LEWIS_MK2 eg, if you don't see pilots: change to wwiPilotNew1 or wwiPilotNew(2-4) depending on nationality in the // Crew section of data ini. Loadouts like many bombs and rockets (Le Prieurs) won't work. The gundata and weapondata files need to be updated. The writing on addon hangar screens is now misaligned, FE2 seems to have redrawn the hangar screens - a bit off putting, but playable. Guitarclassic's beautiful and extensive menu interface probably won't look good for a similar reason, but i haven't actually tried it. Terrain mods seem fine. Jan's current extensive rework works fine too, and looks even better in FE2. Sound mods seem fine. Add on campaigns seem okay but you need many of the mods generally for them to work, ie, extra planes, terrains, and other things. Bottom line is that if things work, they work. If not, you will need to fix yourself, ask here on the forum how to do it, not use the mod, or live with the problems. It is unlikely modders are going to do much to fix things for FE2 as it is not much different as a game to FE1, and it took some time to get FE1 sorted out and mods working well. Fe2 will probably change again when an Expansion Pack comes out, and I guess then most people will move to FE2. Hope that all makes some sense .
  6. Help wanted

    Your case may be different Don, but ... this has happened to me. One reason is an error in the FM, something incorrectly defined or missing. A mismatch between the model and the data.ini. And once identified and fixed it is okay. Is it the same planes? It also happened a long time ago for a different reason, until I fixed it. I think it was due to something in the "Graphics Settings", couldn't handle highly detailed skins or models. Sorry can't remember which variable, but below are my current settings that work fine: [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=8192 MaxModelType=2048 MaxMeshPerScene=4096 MaxModelPerScene=4096 MaxLightPerScene=256 AspectRatio=1.333333 MinPixelSize=1.0 In the flightengine.ini file in the Flight folder.
  7. New FE seasoned tiles released!

    Just superb Jan. Not only looks great, but also changes the feeling of the Verdun and Cambrai terrains - too gloomy before, not now . Best thing to happen to FE for a long long time. I think you may have made FE competitive again. Thanks very much.
  8. FMs for the Se5aViper and Halberstadt CL4. The Se5aViper version FM is slightly different to the Se5a FM, without a headrest as well, thanks to good idea from Bucky and help from Whiteknight. The Halberstadt CL4 went missing from the last download, so here it is .... Also included is: - An avionics file in Se5aViper folder, that eliminates telescoping of the Aldis; it wasn't a telescopic sight, and aiming is easier with this modification I think. If you prefer the tepescopic sight either don't add the "Avionics" file in the download, or delete it after installing/trying - it will revert to the default. No 4a 2010 FMs - Se5aViper HalberstadtCL4.zip IMPORTANT ========= You must have installed "FE Nov 2008 Game Files" component within the "UPDATED FE Plane FMs for Nov 2008 Patch" for everything such as guns, loadouts and pilot models to work properly. It is available here at CombatAce: First Eagles by Thirdwire> First Eagles Add-On Aircraft> Flight Models. INSTALLATION ============ 1) I recommend you backup the folders of the above aircraft before installing. 2) To use the Se5aViper version, first copy your current Se5a folder in the Objects/Aircraft folder of your main First Eagles directory and rename the copied folder as follows: Copy of Se5a folder -> "Se5aViper" 3) Place all the files from this download into the corresponding plane folders in the /Objects/Aircraft of your First Eagles installation.
  9. Updated FMs No3

    Great Whiteknight. Just tried it and yes it works. Live and learn I guess! Good idea Bucky, looks better IMO. I'll upload this variation shortly since I have already done it. I'm calling it the Se5aViper for no good reasons other than I have a slightly different FM for the Se5a by that name that I use.
  10. These went pretty quick, so thought I'd upload. New FMs for the Roland C2, Hannover CL2, Hannover CL3, Halberstadt CL4 and Sopwith Pup. Also included are: - Loadout files in the folders for bombs and Le Prieur rockets, the latter to work for the Pup. - The download file is larger than usual, I've included a very nice Pup skin, sent to me by somebody a long time ago. The Hannovers and Roland (Walfisch) are improved FMs, the Halberstadt is far better IMO, and the Pup is very nice. All IMO of course. The Hannover CLII and Hannover CLIII FMs are slightly different, with the Hannover CLIII more capable. The Halberstadt CLIV is very capable. As usual, any feedback appreciated. No4 2010 FMs - Pup Roland HannoverCLs HalberstadtCL4.zip IMPORTANT ========= These are for FE1. You must have installed "FE Nov 2008 Game Files" component within the "UPDATED FE Plane FMs for Nov 2008 Patch" for everything such as guns, loadouts and pilot models to work properly. It is available here at CombatAce: First Eagles by Thirdwire> First Eagles Add-On Aircraft> Flight Models. INSTALLATION ============ 1) I recommend you backup the folders of the above aircraft before installing. 2) Place all the files from this download into the corresponding plane folders in the /Objects/Aircraft of your First Eagles installation.
  11. Updated FMs No4

    Ooops. Thanks, I'll upload another zip.
  12. Updated FMs No3

    Some of these are fine Bucky. The Bristol Scouts and the F2b. Had forgotten about the Fe2D, and I'll do that, but as before, same FM as Fe2b but defined as bomber for 1917 and 1918. Don't know about the nose wheel, but will have a look. Re Se5a it is not a bad idea, but I don't think you can mod TKs models like 3rd party ones - no OUT file to identify the name of pieces for a start. Have only ever done one version of the Camel, doing different engines is more work, and just not interested in doing that for the Camel. But if you want to do that it is simple. Eg, for the 110hp version just decrease the weight due to the smaller engine, reduce the Empty Inertia values by the percentage decrease in the weight, and decrease the HP. The 110hp version would automatically be more nimble as result. Do the converse for the 150hp. That is all TK does. It works. But it is not what I would do, or would like to upload.
  13. New FMs for the BE.2C, BE.2D, Farman MF11c, FE.2B, Sopwith Strutter and Se5a. Also included are: - Two DH-4 FMs, with aileron/elevator graphics corrected. - An Re8 FM and folder as I didn't include the cockpit for it to be flyable in previous download. - An "Avionics" file in Se5a folder, that eliminates telescoping of the Aldis; it wasn't a telescopic sight, and aiming is easier with this modification I think. If you prefer the telescopic sight either don't add the "Avionics" file in the download (in the Se5a folder), or delete it after installing/trying it - it will revert to the default. The Farman is Bortdafarms' "Farman MF11c" model. Bort did quite a few variations, this is the only one I'm doing an FM for, it has a gunner in the rear. The Be2s, Farman, Fe2b, Se5a are mostly major improvements IMO to others I did previously. The Strutter is my first for this plane, I didn't do the previous one that came with the model. This one is quite capable as a 1916 fighter. Any feedback appreciated. No2 2010 FMs - Be2s Farman Fe2b Strutter Se5a Dh4 Re8.zip IMPORTANT ========= You must have installed "FE Nov 2008 Game Files" component within the "UPDATED FE Plane FMs for Nov 2008 Patch" for everything such as guns, loadouts and pilot models to work properly. It is available here at CombatAce: First Eagles by Thirdwire> First Eagles Add-On Aircraft> Flight Models. INSTALLATION ============ 1) I recommend you backup the folders of the above aircraft before installing. 2) Place all the files from this download into the corresponding plane folders in the /Objects/Aircraft of your First Eagles installation.
  14. Updated FMs No2

    Are the Nieuport AI improved now Bandy?
  15. Updated FMs No3

    Why thanks Bucky ! All modesty aside , the ones I'm uploading now are certainly my best efforts . I do recommend everyone tries them out. I hadn't worked out how to get around the problems associated with slower rolls in my previous FMs for the EP. Once I did (and it is very tricky, takes some work), I could start improving the overall feel and flyability. I think they are excellent FMs, even compared to RoF, and if there is any weakness, it is the stalls IMO. FE stalls are okay (and better than most games), but difficult to make work well, and a little too gentle. Hopefully TK will improve them down the track for FE2. I think he implied this some time ago. And TK has fixed the roll issue with FE2 , and that makes it easier doing FMs. With variations, okay. From my own perspective now that we have so many planes, I tend to just fly one, with the configuration I personally like. For example I prefer the N24 with two vickers of all the N24s and N27s. But everyone has different personal preferences, and some like variety too, so yes. But they will be the same FM. Won't do lower or higher HP versions - changing anything makes the FM different, it is work and needs testing etc, and believe me, these are as finely tuned as possible. So maybe all the Bristol Scouts, the Nieuport 17s, the Hanriots, the one gun F2B. Let me know if any more ... But it will have to wait until I finish all the base FMs, the ones I'm uploading currently, maybe a month or two. Until then just one FM per plane.
  16. Updated FMs No4

    Thanks Bucky. Yeah, I think I nailed the Pup FM, certainly one of my best. And the skin does it justice.
  17. Well quack, no doubt there are some issues in transferring mods over - hangar screens don't work (writing is off) and unfortunately Guitarclassic's brilliant menu screens are affected too, I think. Maybe other things - I see some weird things on some models too - eg, JunkersD1. Also some decals etc missing from planes that were fine before. Who knows about campaigns, terrains - guess we will find out over the next few weeks. I'd agree with the slower FPS, but it does look quite a bit better even with Dx9/XP. If your system isn't great, maybe just reduce graphics or sound options, it will probably go as well and look better tha FE1? I'm sure it is playable. But, I don't think it is a big deal. Firstly, FE1 skins, flight models, sounds, most plane models generally seem fine. These are the most important things. Secondly, it is better "under the hood" - graphics, FM wise (even just the slower roll?), and some new functionality/improvements. It also means your skins will look even better to people that have systems that can appreciate them (with better shading, richer colours), and that TK is obviously be committed to doing another Expansion Pack. Is it worth $20 in itself? No, but I think TK made it clear that if you are using Vista/Win7 and have a decent graphics card it may be worth upgrading. If you don't have that, probably best wait until FE2 Expansion Pack.
  18. I think FE2 is quite an improvement on FE1 in terms of FM and Guns. TK has done a great job here. The guns are less effective (less cannon like), and just importantly, more balanced between player guns and AI guns. This was/is a problem with FE Gold - the AI guns were too effective compared to the player. One of my major gripes with latest patch for FE1. It is now fixed. The AI hasn't changed - thank god. It is complex enough as it is .... The Flight Model has changed, and it is quite a significant improvement. In fact the problems evident to me with the previous flight model, ones that I have been struggling with for at least 1 and 1/2 years, are fixed. The change isn't to individual FMs (the data inis), but roll has been slowed down (via a simple code parameter I expect). The reason TK never slowed the roll down before was because of the associated problems that I experienced and drove me nuts at times when slowing the roll for planes: stiffness/tightness,instability and sensitivity. It took me an awful lot of time to figure out how to get around that - with I think some quite lateral solutions too! All that is unneccesary now, TK has solved this by smoothing/lessening the strength of forces acting on the pitch (again in the code). So the planes roll slower, and are less tight on the pitch. Exactly what I have been trying to do. What does this mean in terms of addon FE1 planes for FE2: It is far easier doing better WW1 FMs, especially with the slower roll. The FMs feel better, fly better, they were much toooo sensitive before. The FMs I did previously, or doing now, for FE1 are different in FE2 with even slower roll (which is great I think), and looser pitch (which I like), to how they are in FE1. IT is not exactly how I would do them for this version - I would increase the zinginess/feedback, if that makes sense. But you can certainly use my FMs for FE2, and the AI are unchanged from FE1. There are some probs of course - eg I use special guns for two seaters, and you would need to be change that in the data inis, and you would need to add the ground crash effects to see them as per TKs planes (simply add a couple of lines to data ini). Loadouts will be a problem, eg, Le Prieurs, until the weapondata ini is updated. I doubt I'll be doing/uploading special FMs for FE2, or much else with FE2, simply because I think the lot I did/doing are still pretty good for FE2, and TK being TK, will probably improve things in the next Expansion Pack (for FE2 no doubt).
  19. Just purchased FE2, and had a quick try before work, probably install DX10 and Win7 tonight. Should be interesting! But looks like the file structure is different to FE1. I dropped an addon aircraft into a created "Aircraft Folder" and it is not seen by the game? Any ideas - SF2 has been out a while but I haven't been following developments. Also, new cat extractor? What about the "Contols", "Missions", "Effects" directories - do you just create them?
  20. FE2 Folder Structure Different?

    Ah, thanks . That explains it. I use XP, not Vista, so didn't think to look in the Documents Folder. But makes sense for Vista of course. Thanks for the link to the Cat Extractor - I'm completely at a loss at the moment on the series 2 stuff. A bit of a learning curve . I only flew for about 10 mins this morning, but it is clear that TK has done some work on the flight model (not the plane FMs they probably are the same). Looks good - roll seems to have been tightened, and some forces that caused stiffness (especially with slow rolls) seem a little less strong, which is good too, it was a problem before. Hopefully there is an improvement to the stalls. Anyway, it'll be interesting to see, yet again, what is effected and what no longer works .
  21. Updated FMs No2

    Hi Bandy, I'll include the N17 in the next upload. I'd agree that the descoped Aldis is good, and a very effective sight in the game with or without TiR IMO. I fly without TiR for testing, with when just playing.
  22. Updated FMs No2

    No, I don't think it can be done, not in any way I've tried in any case. The Aldis and especially its associated code in the game engine isn't the same as all of the other "run of the mill" bits and pieces on planes that you can take off reasonably easily.
  23. Updated FMs No2

    LOL, Bucky, I have made so many changes to so many things for my own game, often just trialling things out, and with different versions of similar FMs in different installs! One of the problems I'm having is confirming which version is the last or the best, and getting them "presentable", like corrrect engine sounds :). But OTH for what I'm trying to do (slower roll than TKs - which adds considerable difficulty and/or limits options, variety, earlier planes somewhat different to later planes, and for my joystick), I think I've finally hit the limit in terms of what you can achieve with TKs current EP flight model for FE. So once things like errors or oversights are eliminated, these are definitely the last lot from me for this version of the game. Next? Not sure, just a matter of which ones I'm in the mood to revisit and test (especially as AI - and that does become tiresome). I'll upload most here eventually, hopefully - have redone around 40 different planes.
  24. Updated FMs No2

    Ummm. Bit of a problem with the Strutter FM above. With the COG - so you as pilot are sitting behind the cockpit instead of in the cockpit. The following FM fixes this, and the FM is fine, but very slightly different after a few quick fixes. I'll have to look at this more down the track, and could change the FM again. In the meantime: Strutter.zip While trying to work out where I introduced the mistake a few months ago (when I did this FM) I also saw/remembered that it came with specific rotary sound "RotaryEngineClerget130", that I never used. The FM still uses the standard sound "RotaryEngine", but you can revert to the original by changing the following in the data file strutter_data.ini: //EngineSoundName=RotaryEngineClerget130 EngineSoundName=RotaryEngine to ... EngineSoundName=RotaryEngineClerget130 //EngineSoundName=RotaryEngine
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