peter01
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Everything posted by peter01
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The game is coming along nicely . See the post by the developers today 5th Feb, and the previous one 15th Jan. http://riseofflight.com/Blogs/default.aspx
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Tracer loading - historically accurate
peter01 replied to Bandy's topic in Thirdwire - First Eagles 1&2
An interesting read, posted by FlyRetired at SimHQ some time ago http://simhq.com/forum/ubbthreads.php/topics/2580456/3.html Excerpted from The First Of The Few, Fighter Pilots Of The First World War, By Denis Winter: For those interested in the subject, there's a number of source books available tracing the development and use of aviation ammunition during WWI: Early Aircraft Armament, The Aeroplane and the Gun up to 1918, by Harry Woodman Flying Guns World War I, Development of Aircraft Guns, Ammunition and Installations 1914-32, by Anthony G. Williams & Dr. Emmanuel Gustin Gunning for the Red Baron, by Leon Bennett Handbook of German Military and Naval Aviation 1918, reprinted by The Battery Press -
New FMs for the Br.14 (Two versions), DH-4 (Two versions), RE.8 and Nieuport 11. The DH.4, Br.14 and RE.8 FMs are improvements to those I did last year, especially the DH.4 and Br14. Plus an extra Liberty engine version of the DH.4 and the Br.14. The Nieuport 11 FM is new too. Added to this D/L for the non-bomber type flyboys, and because it is real neat (IMO of course). I'm probably whistling in the wind here , BUT, feedback, good and bad, appreciated. There are always some problems with FMs, some can be solved, so let me know please. No1 2010 FMs - Dh4 Br14 Re8 Nie11.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 both versions of the DH.4 and Br.14, first copy your current DH-4 and Br14 folders in the Objects/Aircraft folder of your main First Eagles directory and rename the copied folders as follows: Copy of Br14 folder -> "Br14_Liberty" Copy of DH-4 folder -> "DH-4_Liberty" 3) Place all the files from this download into the corresponding aircraft directories.
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Ah, thanks quack. I noticed that problem a couple of months ago, but must have reverted back to an older file, prior to fixing. I'll upload the fixed DH.4 files in the next batch of FMs. Yeah, there were a lot of engines used Mike. I chose the 250hp RR Eagle III for the DH-4, and the 400hp Liberty for the DH.4 Liberty variant. The latter is a "super variant" I guess, and one is probably enough?
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Two-Seaters- why won't my gunners open fire?
peter01 replied to Spad13's topic in Thirdwire - First Eagles 1&2
Sounds like a great idea Spad13 - a key to force the gunner to start engaging/firing. For the player aircraft. Maybe last some time like 10 secs so you need to keep pressing it. Could make 2-seater combat more immersive. At the moment not only does the player have no interaction with the gunner, but the gunners seem to have minds of their own ... but the AI controlled plane gunners seem fine. -
Two-Seaters- why won't my gunners open fire?
peter01 replied to Spad13's topic in Thirdwire - First Eagles 1&2
Yeah, that has been fixed now quack. Available now. Decided to go with some 2-seaters first partly in anticipation of your new excellent DH.4 skins. And thought maybe it would encourage you to do a Br14 one as well . -
Two-Seaters- why won't my gunners open fire?
peter01 replied to Spad13's topic in Thirdwire - First Eagles 1&2
You're welcome quack. It is good for players to know how to mod the gunners generally, I don't think there are any values for these things that keeps everyone happy - some like accurate gunners, some don't, and some don't but like them accurate except when they are flying a 2-seater (especially if it is a favourite plane). BTW, as you pointed out some time ago, the DH4 FM I uploaded last year had some problems, and I did fix it eventually - much better now I think. After watching the forum discussion here some time ago, with some good ideas, decided to do a bigger engine for default DH4, and an extra Liberty engine 400hp US version for your excellent US skin (which I have been using, thanks very much ). Decided now that the DH4 and a couple of 2-seater bombers will be first ones I update, and should be soon. Will be using the lower gunner capability numbers as usual for those again. Sorry, but you know now how to change them . -
Two-Seaters- why won't my gunners open fire?
peter01 replied to Spad13's topic in Thirdwire - First Eagles 1&2
Hi quack, LOL. You obviously like flying the DH4. And no wonder, you have done some excellent skins for it as well. If the gunner is firing, but not often or very long, you can change it easily enough. You are probably using values I did, and if so, the 2-seater gunners I did/do don't fire as much (and are less accurate) because I always felt they were too lethal as AI. On the other hand, if you are flying the plane, the gunners don't seem to shoot much - and even less for player than as AI. Must admit that ain't much fun if your a 2-seater flyer sort of guy. You can change that: In the [AIData] section change GunnerFireTime=2.5 (what TK uses usually) to something like 5.0. Increases lengths of bursts. In the Crew section, in [Gunner] section, increase the yaw and pitch rates as the gunners will fire more often and be more accurate if the can swing their guns around to shoot. If too slow, they never get a bead on the enemy plane. Change the following to these values (used by TK): PitchAngleRate=40 and ..... YawAngleRate=60 The ones I used were much less .... 25 and 32 respectively. Those changes should do the trick . -
No probs Bucky. But P10ppy deserves the thanks for making us all aware of this trick, and explaining it. And considerable thanks too, it is pretty neat, and I use it quite a bit. I was really really happy to get rid of the extra Lewis guns on the Dolphin, and even P10ppy's Morane N looks better without the spinner IMO hehe.
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Hello everybody! Been a while I guess ...
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Ah, I see Mike. No doubt you are right about the correct wing shape, but mine is based on the standard BE2C model. Maybe the angle in the screenshot, and maybe because I have mixed and matched available paint schemes for my BE2Cs - some parts are from BE2As skins (as well as BE2D skins).
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Not sure what you mean Mike? The BE2a was a wingwarper wasn't it, while the BE2c had ailerons? That is how mine are - and that is how I thought they were done by the A-Team. You have something different? Quite possible, can't remember what I have done to these plane models or FMs over the years
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Hey Tailspin, good to be back . Thanks Sky High. And you are right, it is a good game and underestimated. If TK continues to improve the game, it will stay competitive, or better with the modding community. Hopefully others are still producing terrains and models, as well as skins.
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Worth learning Bucky, you can do cool stuff with it. For Morane L, I think it is like this, and these are the general steps: Add the following in the Fuselage section of data ini, no. must be the next one in sequence, eg, 008 in this case, I think: SystemName[008]=Mydummyweaponstation1 Add a new weapon station in the Weapon Stations section, StationID should be next sequential number, StationGroup always 1: [Mydummyweaponstation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.00,0.00,0.00 AttachmentAngles=0.00,0.00,0.00 LoadLimit=1 AllowedWeaponClass=FT AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=Lewis PylonMass=0.0001 PylonDragArea=0 FuelTankName= Trick is to identify the piece(s) you want to get rid of from the OUT file. The Lewis in this case, sometimes simple and obvious. And finally for a gun, delete the gun from the Internal Guns section. Haven't tried it for MSL, but these seem like the right numbers so should work.
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Very nice work quack. Great to see you are still producing so many fine skins .
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Thanks for the welcome back guys! Avro or BE2c ? A BE2c, Mike. Started a mission flying Avros then changed to a single seater Be2c, but didn't notice the plane name in the screenshot until you pointed it out . The BE12 was the idea for modding the BE2c - as the BE12 was a basically a BE2c maybe there were some intrepid souls that inspired the idea with their own makeshift changes with a forward firing gun in the field. Not passing through Bucky, have always taken breaks, though they are getting longer, and RL is certainly busier. Anyway, have been working on a lot of the FMs. Many needed improvements. Others are just done differently - whether these seem better to others could be more a personal preference and/or type of joystick thing (mine is a MSFFB). But many are really nice IMO, individually done rather than mass produced, but a downside is none are completely ready yet. Or not fully tested. So, might just upload a few at a time here on the forum before uploading to CA's D/L section. Maybe a few a week. Won't overwhelm myself that way, or you guys for that matter. So, any preferences on which ones first ? No promises though, may not have redone or completed them, but if started, I'll try to finish.
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This is a difficult one to explain, and its a couple of posts. The first is of general interest, for those interested, but also leads into the second, how to set the AI to the difficlulty level you are most comfortable with. To me the best thing about FE, after all the great models and number of models, is the dogfight experience. And this is largely due to the AI. Its not obvious thats why at first, other than being a challenge maybe (due to TKs great AI stuff), but its also because you can tailor the ai for individual planes. This is not possible at this level in any other game. Its a very satisfying thing when doing the FMs, cos the AI are half of all of it. TK doesn't tailor the AI, except in some minor things. There is variety of course, based on plane performance and skill levels, and that is good, but this is another level. Perhaps TK didn't do this as its not so necessary for Jet Sims (& does take some work), but WW1, where the fighting is up close and personal, to me it adds a lot. First just some egg sucking, the ai seem pretty good flying generally in my experience, but if you use autopilot or level flight for too long, you will lose your wingmates. If you use level flight, you can time compress, but reduce throttle to about 75% (works in rotaries too), your wingmates will then be able to stay with you. But generally, wingmates do require some management in flight and in combat in this game. Its not a bad thing IMO, tho frustrating at times. But you know all that. Until the last month or two, the AI I did was developed for 1:1 dogfights (thats how I would test, and I like it too), and of course they work in missions and campaigns, but this time the AI are specifically optimised for campaigns (and missions too by extension). It required redoing some things fundamentally, and when doing that I also think I found a way of easily allowing some choice in terms of difficulty, that should satisfy most. Another factor was also that TK showed in the April patch how Aces actually could be made as good as you, and after some experimentation, that was easily applied to this Oct EP version of the FMs. Using the Very Hard settings (next post), an Ace AI in the same plane is as good as you - they will shoot you down as often as you shoot them down (at least me, you may be better or less experienced than me, but it will be consistent). A qualification is that in testing I'd call it a draw if we got close to the ground - the AI tend then to just take evasive action. Most planes in Very Hard settings are like this, but capability was reduced or increased then for various reasons ie, not as good or better in the same plane, but only slightly. BTW, the improved capability is not from improving roll, turn etc, it relates to either being smarter, reacting quicker, more unpredictable and/or tailoring the ai paramaters to that planes strengths. True, some planes especially late war ones are hyper, but so are the planes for the player, so they need to be at the Very Hard setting level to be equal. This was to get them as good as the player, but minimising as much as possible the turn/roll stuff. More on this next post, setting difficulty levels. I like to think that the performance differences between planes is so finely tuned as well, that if you meet an Ace in a better plane, well he's better. Converse if you are in a better plane. Its the case too, I have tested this a lot... I probably spent as much time tweaking performance differences and AI, as I did the FMs themselves. Its how I want the game for myself at least. The Vets are nearly as good as the Aces - a Vet in a better plane is about as good as you too! After that their capability reduces, though Regs put up a decent fight. Okay, so they are tough and capable, but there's more, in terms of variety, unpredictability with different types of planes, different periods, a few other things etc. It means the dogfight experience varies. Earlier plane AI fly lots differently to late war ones. Mid war are a bit different to both, though not as clearly different. So earlier ones don't roll or jump around as much, not because of the plane itself, but how the ai are done. Dogfights are slower, but just as deadly. The ZnB'ers (only a few true ones) are different to TnB'ers. Ther are inbetween ones (tranAIs?) like the Albs that can be one or the other depending on circumstance, or opposition. Even within the same category and in the same period, TNB'ers for example, they will be different...eg N24 and N27s are done slightly differently to one another. Why do this? One is no more capable than another, its predictability/surprise...isn't that what makes interesting AI? There's one more level too...some planes will be better as a team. Individually they fit performance wise in the greater scheme of things, but in Campaigns especially this means a difference. Its done at a couple of levels. At the highest level, its a tough team, your side or opposition. I think it reflects historical dominance, and if not, think it enhances the game experience anyway - variety, unpredictablity. Now, having said that, you probably won't notice that much quickly - until you start getting surprised or done (LOL), or seeing some do loops or immelmanns. My experience is that it definitely enhances the game experience. It may be that I'm the only one that knows all this, and thats a reason I'm elaborating. Its a reason this game is so good in some fundamentals too. Hope this is of interest?
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Should be available here shortly: http://forum.combatace.com/index.php?autoc...p;showfile=8064 This is certainly my final major FM update for the Oct/Nov 2008 game. But I'm redoing some of the campaigns I did before using the current set of FMs, some early war plane AI, plus a couple of other tweaks to plane FMs. So, if I finish, I'll upload as a seperate update file. PS. I forgot to mention an recent change to the gundata files. The reliability of the guns has improved somewhat, ie, less Gun Jams.
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Have been using these as AI for some while, and had some time this w/e to look at them more. But have only flown these a couple of days, and they do seem pretty good, but I usually fly for a week or two before I release, so may update later. They are the PfalzE4, PfalzE5, Bristol M1C, FokkerD8, PfalzDr1, JunkersD1. 06_22_2009_FE_FMs.zip
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From article .... "Early build yes, but there was enough content to see this title has every reason to warrant the excitement WWI aviation fans are anticipating from the final release." Its not a long review if you exclude the pictures, but the first. It also has a couple of attached vids from the preview. http://www.simhq.com/_air12/air_400a.html
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Good ideas Bucky, I'll think about it. Yeah quack the Dh4 could be improved. Would need to be redone, so I won't be looking at that, for a while at least. I spent 2 days doing that FM (huge probs), and never flown it since! Haven't changed the PfalzD3 flashes or guns, they are the same as the original FM by the A-team several years ago. Never noticed what you decribed myself, but no doubt you are right. If you find better positions, maybe post?
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"IMHO it isn't a pimple on OFF's ass" LOL cameljockey. Since you raised it, combining OFF and ass is maybe a good analogy I've been playing the last day or so as well. My advice is if you don't have a very good PC, if your after content, if you don't want to fiddle around setting things up, give it a miss ... for a while. It has issues and failings, and some things have got worse from beta two months ago, and not much has improved for some odd reason . Nevertheless its fantastic . The FM-physics-feel of flight are great (FokkerD7 is too pitch sensitive, but its a minor change I expect). The AI are fabulous in dogfight and generally, and best I have seen in any prop game by far. Damage modelling is superb, not just crashing, but damage sustained when hit. Graphics generally are superb, but some have issues apparently (seem great to me in the sense they are better then anything else). Sounds are superb. Immersion is superb, even with such treadbare content ... everything seems just right, some very nice little touches. Somehow, the more you play, the more you like, despite the minimum content. A good sign. So potentially a truly great game with more content, and more easily used or looking interfaces (especially single mission screen and keyboard assignment methods). Well see what neoqb do the next few months ...
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Don't really know themightysrc. But 6 months ago there weren't any 2-seaters (now 2), 2 flyables (N17 was added for Russian market), they didn't have a mission builder (community at SimHQ were insistent they should, it was developed for release and included). Many other things too. So with limited time and many things to do (content isn't just campaigns, ai, flyables, there is a lot more), I guess they wanted to focus on getting it released as a quality product with as few bugs as possible. Sure, extra AI would be good, more campaigns would be good, extra flyables as part of the package would be good, extra flyables available to download for payment immediately would be good, AND far more. Extra AI is probably one of many "could have" included. IMHO, it wouldn't have changed much. My guess is content, in the broad sense of the word, will be the dominant theme in initial feedback on release. First report from a player on the US version at simHQ .... and more further on in thread ..... http://simhq.com/forum/ubbthreads.php/topi...US_version.html "I'm jumping out of the cockpit to relay some quick observations after less than an hour of play. I've been into flight sims since the wireframe TRS-80 days. I upgraded a 2.5 y/o core2 duo system to an i7 920/6 Gb/2x 8800 GTX rig with TIR5 specifically to play this and DCSBS. I installed to XP x64 and logged on without difficulty. No update from Neoqb required. I am astounded by the immersion factor of ROF. Graphics/level of detail/atmospheric elements are even better than YT videos indicated. Sense of flight and altitude are fantastic. Very clean , attractive interfaces. I initially went into training missions (animation and voice acting not too good) in the SPAD. TIR5 not turned on. I had some sound difficulties (silence when firing gun and in external views). Otherwise running great on my rig at 1920x1200 with high settings. Silky smooth framerate. Eventually crashed...even better visual damage modeling than I've seen on YT. Restarted with TIR5 running and went right into a balloon busting mission in the D.VII. WOW! Dumped right over the front at high altitude with flak everywhere. TIR5 works great - a must have for the sim, imo. Animated in-cockpit pilot is very cool - I had not seen videos of him before. He looks around naturally, and the arm gestures are great. I judge him to be proper scale relative to the plane, btw. Dived too eagerly on a balloon and engine stopped. Tried to glide to a landing but flipped over - plane badly damaged - wings bent - fuselage torn up - one wheel spinning off-axis - too cool! I will be flying this and adding planes/content for years - as the neoqb servers allow Hope you are all in the air soon- Regards"
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well its good to hear its working. but its a big "bang" in my game for some reason , with engine etc on full. I use the sound recorder in windows: start -> all programs -> accessories -> entertainment. Given you can hardly hear it, you may need to increase 200% or more.
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Is it possible to change the introduction/shell music?
peter01 replied to SGCSG1's topic in Thirdwire - First Eagles 1&2
Yeah I have different music for every different screen, most from RB and the Blue Max movie.