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peter01

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Everything posted by peter01

  1. You mean the one I did for the Nov 2008 version? I just used TKs AI parameters, I didn't check how the AI worked at all. think I said that at the time. But sorry about that, but because I haven't done AI stuff or tested AI stuff for mid-late planes, or even extensively for the early set (not playing the game as much the last few months), I stopped uploading the mid-late FMs I started making available. I am interested in any issues on AI people have seen with the early set. I'm sure there are some :). The AI is now very complex, and anything I have done wrong there may help when I get around to redoing the PfalzD12 and others sometime. I don't like having to redo things constantly either. In any case, thanks for letting me know, hadn't seen that.
  2. Yes it is difficult to say whats the case with any particular plane. There are probably 10-15 ai parameters that effect dogfighting performance, maybe 5 more if you include skills. I use them all. I do each AI differently. TK improved the AI in the April 2008 patch considerably, and yes they are good, but some parameters don't even work, some work better, some work less good compared to 2007 EP version that I based mine on. so which AI is better or worse is hard to say generally, but on the whole improved by quite a bit, is my guess. The final test I do for example the Tripe AI in any version, is flying the same plane as a player in a 1:1. The aim for me is that the AI at Ace Skill level should be nearly the equal. It wasn't when i tested some in the April 2008 version, the AI were generally far too good. I have done new ones for the mid-late war period. been flying them for several months and they are probably as good as I can do. Unfortunately haven't finished the AI, the AI stuff has become more complex and I sort of lost a bit of interest, or more accurately found some new games that I'm enjoying. So haven't made them available. I'll see if I can finish these ... sometime!
  3. Firstly Quack, thanks for all the great skins. I use yours as defaults for the Camel, Dr1 and now Tripe. Re mods - yes you can do mods, and it will work immediately. As Tailspin said, its very likely you are not moving the data.ini to the Dr1 plane folder - it extracts to another folder "Objects", then move it. The game doesn't look at the "Objects" folder for aircraft FMs. Re capability. Firstly the TKs Camel turns better to the right. If you are just using TKs FMs then you should have no trouble out maneouvring any other plane. If you are using my FMs mixed with TKs, the Camel or Dr1 for example won't be as superior. I think this is what you are doing - you are using a Tripe FM done for the 2007 version? The AI on all FMs I have done are for the 2007 version would probably be far more capable mainly because AI parameters have changed between versions (I don't check consistency between versions because I know TK has made major changes to both FMs and AI). What worked well before could be excessive now - and thats what my quick testing showed when the 2008 Aprill patch came out - its probably even more so with Oct/Nov 2008 versions. All these changes with every version are difficult for everyone.
  4. FMs for Nov 2008 version

    Hi Mike, I think mine are generally the same, but maybe more variation then TKs. Some of mine would be more like that, some less like that. Just some more general comments :) Although I agree with what you are saying (see below), my thoughts are that in real life these planes would have been thrown around quite a bit in dogfights, at least by 1917, and strong rudder would have been a part of evey manoeuvre. Despite some feeling that these planes fought in a sedate leisurely slow manner, I don't believe it. These planes were probably easily the most manoeuvrable planes flown in any war. And most were robust. Its very unlikely these planes would lose wings etc from sudden extreme manoeuvres, or even say very extreme violent spins going for several thousand feet (tho engine recovery may have been difficult) - these don't cause the extreme stresses (high g's) on planes like for example pulling out from a high speed dive sharply. Sure some planes that first went into action had problems - as in every war - but many got sorted relatively quickly (except Nieups). I'd guess a typical WW1 tactic would be to dive out of trouble, as in all wars. In real life I think what would happen is firstly the attacked plane would often dive then exit and survive to fight another day. The attacker probably would be wary of following a plane into a steep dive esp to low altitude - losing his wing mates, losing altitude advantage etc, being followed down by another EA (common). None of these actually are the case in the game, eg, a plane that dives comes back up to fight again, you can always find wing mates, dogfighting altitudes are too low in the game generally compared to what was happening in late 1917, 1918. So its all a bit of a compromise, and if they didn't do extreme defensive manoeuvres in the game they are too easy to shoot down. Lots of compromises in this game, lots of compromises in every game.
  5. Over Flanders Fileds Phase 3

    Haven't had the chance to fly OFF Ph3 much yet, but initial impressions are that it is very good....and a major improvement over Ph 2, in many many ways. And indeed apart from the view system, the FMs, and perhaps the slow graphics, it really doesn't seem like CFS3 at all....one of my major gripes. I wouldn't hesitate to recommend it to anyone interested in ww1 flying.....there won't be another like this with the content, immersion, and detail for a long time. It is worth the money. Actually, its a bargain.
  6. FMs for Nov 2008 version

    Hi OlPaint01, Yes, there have been changes. Thought it was necessary due to gun damage effects: the AI (both fighters and AI gunners) have always been extremely accurate, and with changes in this patch the effectiveness of guns is lethal - one bullet will destroy a plane. Previously gun damage effects could be modified very satisfactorily - but not in this patch. The changes to gun damage (comparative ones for ai versus player) by TK is the worst thing to me about this patch. Did test gunners considerably, and IMO it was unrealistic and almost impossible for the player against a two-seater, and its worse for an AI attacking an AI 2-seater - AI fighters tend to just sit behind a plane and shoot: an easy target for AI gunners. I have had flights of 12 fighters including myself attacking 3-6 2-seaters, and being completely wiped out. So I made many of the 2-seaters less capable, and their gunners and gunner's guns less effective. If you prefer it different, its easily changed with some edits. I'll use Aviatik as an example: Gunners tracking EA ============= In the Oct 2007 version, in following section // Crew ------------------------------- PitchAngleRate=45 . . YawAngleRate=60 In the Oct/Nov 2008 version, PitchAngleRate=12 . . YawAngleRate=12 The Gunner's gun accuracy ================= Has been reduced, I use a new gun defined in gun data with "_Gunner" at end, eg, in Aviatik in following section // Internal Guns -------------------------- . . GunTypeName=7.92MM_PARABELLUM_MG14_Gunner . . Just delete "_Gunner" part, it will revert to the standard gun. Re "flight scatters" ============ Not 100% sure, but probably because I have reduced the 2-seaters/bombers ability to maneouver via ai parameters, when they do, they may tend to scatter, ie, find it harder to keep formation. With TKs default AI parameters some 2-seaters were more capable then many fighers. You could delete the following AI sections I have put in the data ini, it will then revert to TKs defaults for AI flight for those planes: [AIData] plus all the skill levels that follow eg [DogfightNovice] thru to [DogfightAce].
  7. WIP Strutter

    Hi Dagaith, The Strutter, 1 and 2 seater versions would be a fantastic addition and your work does look very good. I'd be more then happy to do the FM. It would take a couple of weeks - largely due to limited time. PM me when you are ready. Cheers
  8. New User

    Hi Lederhosen, Fair question.... but not so easy to answer as there are a lot of mods available. And some don't work with newer versions of the game. If you have room on your hard drive I'd suggest you copy your FE directory, and call it something else eg "WW1 Modded", and install mods there. The stock game isn't big, shouldn't take much space on todays hard drives. Skins: Many great skins, available here at CA, its up to you. http://forum.combatace.com/index.php?autoc...&showcat=59 Terrains: Many terrains or improved terrains are available, they should work okay: try Edwards terrain, my favourite, but if you have a slower machine there are less photorealistic ones available too eg from max188 and Gepard. Edward's is here: http://forum.combatace.com/index.php?autoc...p;showfile=3943. Look thru this download area for other terrain mods. Theres a very neat tracer mod enhancement, a must have: http://forum.combatace.com/index.php?autoc...p;showfile=7936 Menu enhancement, a must have by Guitarclassic. This one is intro with video, there is also one without. http://forum.combatace.com/index.php?autoc...p;showfile=6685. There are many plane models available, nearly all here: http://forum.combatace.com/index.php?autoc...&showcat=70, and many very nice ones also here at A-Teams site (you must register and be approved, see instructions at that site): http://cplengineeringllc.com/SFP1/ Flight Models/FMs: Keep in mind that Thirdwire have changed the FMs and AI in EVERY patch, many won't work properly for the current version of FE. These will work for the current patch, by me: http://forum.combatace.com/index.php?autoc...p;showfile=8064. Probably most two-seaters/bombers will be okay (maybe just), I wouldn't use any others - it becomes extremely frustrating, with many problems. Maybe others can add to this list with must have mods, or ones they like. Cheers
  9. I haven't used any mission editors so can't say which is good or not. But as far as I know there are two: KMD: availalble here http: http://forum.combatace.com/index.php?autoc...p;showfile=2678 Le Missionneur: not sure where this is, do a google. There are tutorials on both here at CombatACE in the Utilities/Editors Section here: http://forum.combatace.com/index.php?autoc...&showcat=30 Hope that helps.
  10. Catch, still dropping in, still plugging OFF . You know there are many flight sims out there... you should try a few, it'll put OFF in perspective for you, & maybe understand what some are saying here. BTW, the real deal is ROF - looks awesome, and coming soon... see first post here at SIMHQ for a taste of how its raising the bar: http://simhq.com/forum/ubbthreads.php/topi...tml#Post2656178
  11. FMs for Nov 2008 version

    Well the answer to that Tailspin is obvious to me: the new Flight Model was done for TKs Jet Sims. WOI and FE use the same game engine. After WOI came out I looked at TKs jet sims a bit more from a FM perspective. First, the new jet FMs are better - there aren't any negatives. Unfortunately the FE FMs tho good in many ways are supercharged in comparison to the original FE ones. Not so good for ww1. Secondly, its not harder doing Jet Sim FMs now then it was before. FE FMs are far far harder now with this new Flight Model - takes me at least 3-4 times as long compared to original FE, almost impossible to do really well, and always too smooth. I'd say TK had a lot of difficulty in doing his FMs for FE in EP initially. Thirdly, and I'm not 100% sure of this cos I didn't fly many of the Jets, but nevertheless think its the case, the migration path for older style Jet FMs is easier. The earlier Jet FMs still work reasonably in the new games like WOI. Not exactly as before, but nothing like the change in FE - which was huge. So IMO, FE, and the ww2 guys, got the short end of the stick... still riles me to be frank.
  12. FMs for Nov 2008 version

    just an update to let you know what my plans are at this time. there a few things for the early set that I want to do, and in any case I'll finish off within the next week, whatever I have complated. Theres other things/games for me, so that will be it for a while. hopefully everything is okay, but at the very least i'm sure there are ai improvements or ai problems that need fixing, but they take time and playing to identify, and I'll likely find them as I play the game over weeks or months. If anyone is seeing ai issues now, let me know if possible in the next week. I'm redoing the avro and martinsyde scout, and they will be better. but early planes are hard to do. actually apart from the Albs each one has been terrifically hard, mainly due to stability problems - its the expansion pack fm style and/or there are some things I don't know how to fix. I try to reduce the stability problems but its tedious, every time you change the FM it needs to be redone, and ultimately very limiting. in addition, slow roll, and limited turn make it hard to do nice FMs - but I do my best :) for many, not all, due to time considerations... its just too time consuming for planes that I or others will hardly ever fly. I think most of the difficulties are due to the engine power - replace a 80hp with a 110hp or 130hp engine, and most stability problems disappear, and its a better FM too..but too good, too capable, and not how it should be. These problems weren't problems in the original FE FM style. i'll be redoing the fokker e1 and e3s, and uploading the e3 2-gun version (same fm) - started redoing them and they seem pretty good, but are different then the current lot available... more gritty. It was necessary to redo the FMs to reduce (not completely eliminate) the funny stalls. BTW not sure what people think about the rudder capability, but I like it for a number of reasons: the fokkers probably did have effective rudders, and if used well by the player the Fokkers are reasonably effective. Too little, pretty useless in dogfighting, but too much causes stalls very quickly due to drag. the rudder needs to be used appropriately, and then these are reasonably effective as dogfighters. Had a lot of great dogfights against the Scouts, my main AI opponent in testing. Its a bit of a challenge, and not planes for a novice. I'll also do Borts Albs as alternatives with cockpits from the AlbD3 done by Sinbad. Borts Albs are nice, certainly look the part, and there are some skins around.. The reason I don't do them by default is they seem to slow my FPS significantly more then most (as do Borts other planes). Not sure why, maybe the way the texture is done? then that it'll be it...thought it would be nice having an early set...tho I have to say regreted doing these instead of late war FMs many times over the last few weeks because of the difficulties I experienced.
  13. FMs for Nov 2008 version

    Noted this on Download description: "Note: 20th Jan 2009. There is an error in the instructions re making AlbD1s and AlbD2s from TKs models. You should copy Tks AlbDv folder and rename, not Tks Albatros Dva as in the Readme. Otherwise you won't get skins - the plane will be white. Thanks to Dagaith for pointing this out. It'll be fixed so that it will use the AlbDva in the future as originally intended (its also for those that don't have the Expansion Pack) when I update the download next." Just thought I post here too, because next download will use the AlbDva model - its for people that don't have the Expansion pack, the Alb Dv wasn't available then from memorey? Also there were some very nice early skins done by JFM for the Dva model. Of course that means people that have changed things now will get the reverse problem in the next download! Fun and games.... The simplest solution then rather then "remaking" new albD1 and albd2 folders from the albdva I think would be just to delete all skins in those folders you created and install ones from the Dva folder. Or change the ini itself, specifying dva lod files by copying from the dva ini if you have extracted it etc. Yeah, simple problem, but fiddily. Apologies for that. In any case i'll have Borts Albs ready by next download, they use the same folder names (for albd1, alb2, not alb d2Late or oef version). Its either Borts or copies of TKs AlbDva, one or the other - reason for that is if people in the future do campaigns there is just one name for these Albs, whatever model is used.
  14. Changing view position

    Yeah your right. Just ignore what I posted nixarass :).
  15. Hi Derfinne, Welcome to FE/CombatACE. Not sure why it doesn't work, maybe Firecage can answer? but re: "AlbatrosD3_160 Fe2C" these are copies of the Fe2b and albatros d3 (TKs version). You need to create folders from the Fe2b etc, rename the the folders as above, then install the FMs I did for them. Its in the readme for the FMs - I think firecage based the campaign on my FMs, so you should install these. Please keep in mind that the campaign and the FMs are for the oct 2007 version (the original Expansion pack). Things have changed.
  16. Changing view position

    Try modding the CGPosition in the data.ini, its usually 0.00,0.00,0.00, these are x,y,z coordinates I believe, negative numbers are okay. Shouldn't effect anything else except your view/position from inside the plane, ie the FM itself or the view of the pilot externally. You can also change your viewlist.ini - the FOV parameters for each view.
  17. FMs for Nov 2008 version

    I think your tests are a pretty accurate reflection of the differences I've noticed too, and IMO gun balancing has changed in this version. And the Lewis now seems the most lethal.
  18. Got borred

    Very nice whiteknight, I like the spad with the Lewis very much. How do you do this? Or any chance of getting this one?
  19. FMs for Nov 2008 version

    Hi Bandy, Yeah, it is/was a beautiful aircraft, and is a superb model by Monty. The blip switch threshold is set to 95% for all I do. "Climbs like crap" maybe a bit strong, but isn't far wrong - try it against the Albatros D1/D2s, a good AI that uses climb quite well - you do really feel the need for an engine upgrade :). BTW, the N11 in this game climbs almost exactly as quickly as it did in real life. As does the Dh2. And the other one you mentioned too ... the Se5a (my FM). The Flight Model in FE may be too good in roll (tho Ive being trying to reduce that substantially - difficult to do but improved on my previous versions and TKs current ones too), and turn would be better a little slower, but climb is basically correct. I usually test planes for climb from just after takeoff, speeds around 55 - 65 mph, not top speed, as I test other things at the same time, and from experience I know this means you could reduce climb figures by about 10% up to 3000ft if you were flying top speed when you start the test. Actual climb rates are from a book by Lamberton. So for example for current FMs the figs I have from tests are: n11 - 5:30 to 3200ft, real 5:00 to 3200ft dh2 - 3:00 to 2000ft, real 2:30 to 2000ft, bit better then n11, maybe why it was around longer. se5a - 6:30 to 6500ft, real 6.00 to 6500ft Of course not all are correct, for many reasons, often gameplay, limits to FMs, or to reflect actual superiority/inferiority (as I see it at least). EG early plane FMs such as Moranes I did initially to climb 1000ft in 3:00 mins, but doesn't work from a FM perspective (too hard to do, can't takeoff, impossible for player to dogfight in tho AI has no difficulty), so very early ones climb better then they actually did. The reason many are correct is partly an effort on my part, but largely due to TKs Flight Model and how he has done the FMs. For example, I based the climb in my FMs in the Expansion Pack around his Camel, which I found was pretty corrrect in climb. As you do other planes to fit in, it sort of works out - before the compromises I mentioned.
  20. FMs for Nov 2008 version

    Thanks for both raising and finding the cause of the problem Dagaith. I'll fix when i get a chance.
  21. FMs for Nov 2008 version

    Re OFF BHAH, Bandy, I've purchased it and eagerly looking forward to my copy arriving. They have undoubtly done some wonderful stuff. Its likely i won't be doing much with FE for some weeks as I play it (and another game just released, Jutland, a naval sim). But I don't agree at all re the FMs. i won't go into why, but I have looked at them, even did alternative ones (its quite easy). What i did want to say is that they say the AI have improved in OFF BHAH, and thats great. They don't need to be as good as FE and it will still be good because OFF has a lot more to offer. But I know very well problems can emerge when you have better AI, in that it brings up all the weaknesses in the FMs themselves. Example, say you fly the Pup then the Camel in dogfights - with say the very weak Albatros AI in Phase2, it doesn't make any difference - in Phase 2 you just hope the AI will do something, anything to be interesting! If the AI are better, then the performance differences in the player planes will become VERY obvious - the camel should be a lot better then the Pup, for player and as AI too. I think this may be a problem... If it is, it will be for me too. I can live with weak FMs (no feel, all the same, but with some good and notable exceptions), AI passable (as against useless in phase 2), bugs, but can't play a flight sim game where performance differences are a joke. I hope its not the case. Anyway wish them the best, and if not for me, FE is still good, and I'm sure Rise of Flight will be a truly great game. Happy days indeed!
  22. FMs for Nov 2008 version

    Hi Dagaith, Bandy Thanks for feedback. Can't check what you have rasied out until next week, but some thoughts.... You could be right re Albatros Dv Dagaith. What happens when you use the Dva for the model? Bandy re the Se5a and Nieuport 11, you picked my very favourite planes! Favourite probably partly because they have been easily the hardest to do, for different reasons. For example the Nieuport is a continuation of one I did for the original Expansion Pack and wasn't much good, and over a year I probably spent a couple of weeks with it. Same with the Se5a. Se5a is still a WIP - i think I agree partly with what you say, and have done a better one in the last week ..... lot better I think, more stable too. If you are interested I'll post here for you and others to try out. Did the same for FokkerD7 as well. I remember the N11 FM very well - what you described doesn't sound like the current version, but last years? It is true it struggles a bit around 50-60 mph (small engine, in real life its poor climb became an issue by mid 1916), but it is very capable, has no trouble taking off or climbing (tho slowish compared to later planes), the AI have no problem, either generally or when used for player plane...never saw that bouncing across fields that you mentioned for this version. Either you have the wrong version, or I made some mistake uploading? The date of the file I use and uploaded is 3:26pm 17/01/2009? Should have a header in data.ini saying 2009 too. Just as a side note, if you fly the N16 the initial impression is probably is its better then the N11. Its not really, about the same, and the N16 is pretty unstable, stalls are worse, and far easier to lose a lower wing. I think thats neat, cos of course the N16 wasn't any/much better then the N11, in fact more difficult to fly. For me, the current N11 FM is very good (nimble but feels early, slow roll), and very sweet to fly - but maybe that depends on preferences, and quite possibly Joysticks.
  23. File Name: UPDATED FE Plane FMs for Nov 2008 Patch File Submitter: peter01 File Submitted: 17 Jan 2009 File Updated: 20 Jun 2009 File Category: Flight Models AI UPDATE 20th June. ============== The last update for this file! Updated a number of AI, mainly early war planes, plus some minor FM changes. 24 FMs modded mainly just AI: Couple of Albs (D3, and my D2 version based on TKs AlbD5 model), all FokkerEs, HalbD3, all early Pfalzes, Hannovers, Dh2, Fe8, all Moranes, Bristol Scouts. See support topic for details .... http://forum.combatace.com/index.php?showtopic=42586 Also included in the Readme is the need to have a "RotaryEngine" sound file in your SOUNDS folder, and how to do that. MAJOR UPDATE: 3rd June 2009. ==================== Too many changes to list, most were posted on Forum recently, some weren't - FokkerE1, FokkerE1a, FokkerE3a, N16, Walfisch, PfalzD12, N24, N27. The FMs are designed for Hard FM mode ONLY. 76 FMs for the October or November 2008 patch of the game. You do not need to have purchased the Expansion Pack for these FMs, but your original game must be patched to the October or November 2008 version. Dh2 by Aladar. Model available at CombatACE. MoraneN by P10ppy. Model available at CombatACE. N24, N24bis, N27, N27_RFC, N28, HanriotHD1 (CAM) by EmiD. Models available at CombatACE. Nieuport11, Nieuport16, Nieuport17 by MontyCZ. The Nieuport16 is available through Christian59, all models available at CombatACE. FokkerD2, FokkerD3, MartinsydeS1, MartinsydeG100, Avro504D, Farman MF11c by Bortdafarm. All but MartinsydeS1 available at CombatACE. MartinsydeS1 only at Bortdafarms site (no need to register). http://www.ebort2.co.uk/FE.html Be-2c, Be-2d, DH-4, Br14, HandleyPage0/400, Fe8, Fe2b,Fe2d (based on Fe2b model), BristolScoutC, BristolScoutD, SopwithPup, Dolphin, F2B, F2Ba (single gun version based on F2b model), Snipe, Triplane, HalberstadtD3, Walfisch, PfalzD3, PfalzD8, PfalzD12, SchuckertD3, Aviatik, GothaGIV, Staaken by A-Team. Models available at A-teams site. you need to register first. http://cplengineeringllc.com/SFP1/ FokkerE1, FokkerE1a, FokkerE3, FokkerE3a, FokkerE4, FokkerE4a, MoraneH, MoraneL, MoraneLAO, PfalzE1, PfalzE3, PfalzE3O, HansaBrandenburgDI, PhonixKD1, HannoverCL2, HannoverCL3, SavioPomilloSP3 by Laton. Models available at CombatACE. AlbatrosD1, AlbatrosD2, AlbatrosD3, AlbatrosD3OAW, Spad7(150), Camel F1(130), Se5a, Spad 7(180), Spad13, AlbatrosD5, AlbatrosD5a, Fokker D7, FokkerDr1, AEGIV, DFWC5, Re8, SalmsonA2 by Thirdwire. The Albatros D1 and D2 are based on Thirdwires Albatros Dva model. Note, in a seperate directory are FMs for Bortdafarms Albatros DI, albatros DII, Albatros DIIL, OEF Albatros DII if you prefer to use those models. The download includes loadouts, cockpits for Thirdwire's AI only planes, all the necessary bits and pieces for Le Prieur rockets to work on Pup, Camel, Dolphin, Nieuports 11 - 27. There is a Readme File - please read, it includes essentials, some issues, some things worth knowing, as well as Installation Instructions, Acknowledgements & Caveats. There is a support thread here for comments or if you have any problems: http://forum.combatace.com/index.php?showtopic=42030 Have fun. Peter01 3rd June 2009 Click here to download this file
  24. FMs for Nov 2008 version

    Can't say I don't exceed expectations! Wife went shopping, dog is tuckered out, so..... tidied up, done readme and file now uploaded to CombatACE downloads section. Should be available shortly. Cheers
  25. FMs for Nov 2008 version

    Thanks Fastcargo. Yes, its a bit of work. But FE has so many nice models, and the dogfighting is fun, its hard not to keep going. Just an update, I'm still away... got to be quick, a holiday is a holiday as far as my wife is concerned. But tested things out pretty well before I left and its looking good. Maybe just couple of things, a few tweaks, a readme, and cleaning up some files. It should be ready a few days after I get back - next weekend or soon after. These are FMs for the early part, mid 1915 - mid 1917. Moranes/Pfalzes to Pups/AlbatrosD3s. I think its excellent. Planes feel great generally (eg, Pup is just very nice to fly, as it should be etc), performance differences between planes is very finely tuned (both FMs themselves and AI), stess modelling for Nieuports, takeoff generally very good. Also loadouts should work fine, and 2-seaters not as lethal or nimble. All planes have tailored AI parameters.... and a real challenge was slowing down the pace of dogfights, less hectic but still difficult/a challenge, and I think I've done this ... it wasn't easy. Its one of the better things about this period in FE with these FMs - its a nice change of pace, the dogfighting isn't as supercharged. Most of the FMs I previously uploaded here are different, mainly changes to the AI, so please re-install, at least all the FMs. A couple of FMs have changed: ... the Dh2 is nicer to fly, and is more capable. Its the equal to the Nieuport 11 (but in different ways of course). ... stress modelling on Nieuport 11 more finely tuned. ... the Morane L/ Pfalz E3 Parasols have been redone. They are far better, probably as good as I can do them, keeping capability within reason. you can certainly successfully dogfight Pfalz E1s, E3s and Fokker E1s in the Morane L for example, but thats about it. Be sure you read the Readme! This set doesn't include every plane model, tho nearly all. I won't be doing any more however, for this period. But there are some improvements/updates I will need to make, in the future, maybe. ... Fokker E stalls. I may or may not fix these. ... Morane H/Pfalz E1 FMs could be improved, but are good as AI. may or may not redo these. ... AlbD1s and AlbD2s are based on TKs AlbDva model. I will do Borts versions after. ... gun damage isn't perfect. AI only needs a couple of shots, player needs quite a lot to bring a plane down. A WIP. ... no changes to the skill levels in the Aircraftobject.ini. Once I start playing more campaigns I'll consider if that needs changing, ie, AI tougher/more aggressive or less tough/less aggressive. Theres likely to be other minor changes such as AI, may be some problems, but FMs seem pretty right to me... tho I always fiddle around, and if I do, and improve some, I'll upload.
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