peter01
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"File has been reported as broken" message
peter01 replied to peter01's topic in Thirdwire - First Eagles 1&2
Okay, seems to have fixed itself. -
Yes, at times its almost full-time. What i really need to do is find a new job. Bit too comfortable. FE has been an challenge and diversion. BTW, for an easily modded game, having one person doing all the mods to FMs and AI is probably ideal, given the assumption that you think that the work is good. Otherwise it just becomes inconsistent, as it was in the early days - and it is impossible to get everything consistent unless one person or team do it with that in mind. To me thats important. And maybe an advantage FE has over other Thirdwire sims too? But now that its done, hopefully others will add or modify things, theres a framework, for better or worse? And certainly lots of examples of FMs and AI done differently to one another and to TKs, that can be built on. Of course the next challege is to update things for a current patch. I doubt I will ever do this, certainly not for a full set of planes. And even then, only if TK makes some "must have" improvements....mainly sounds and campaigns and ground objects and balloon damage effects. It looks like he will do further Expansion packs (said so on his Forum), but if its the usual same old changes to Flight Model and some extra planes, then not me - I'll just port the models to the Oct 2007 version and do FMs for them that work. Having a full set of planes that works well is my main goal, minor improvements are secondary and not worth 3-6 months of my time. But TK surprises us all the time, so you never know....and we should be lobbying him to make the changes we want. We don't do that much now, its a problem I think unless TK visits this site to see whats happening. He does listen, he made many changes in the EP that were raised earlier..... stalls, better AI, engine starts, damage modelling, collisions, harder and better FMs, some improvements to campaigns. As it is, IMO this is far and away the best WW1 game around as is, and TK is so talented it could be the best for many years.
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New here and wondering what next?
peter01 replied to muddpuddle's topic in Thirdwire - First Eagles 1&2
"Should i add any mods? Do i need any mods? What about graphics add-ons?" Yes, its what makes the game. Theres menu screens, loading screens, terrain and skins here at Combat Ace, and all these can be installed safely. Its hard to say what to install, its a matter of preference. Mine are Guitarclassic55s menu screens, Alligator Devil's Hangar and Loading Screens, Edward's Flanders terrain. For user made campaigns and missions, generally you need add-on planes. And there are bout 86 Add-on planes - and with Thirdwires stuff, FE has about 103 planes!! IMO these are what make the game, and puts FE in a class of its own. However to have all the add-on planes working properly, and to try a completely modded game, you must purchase the Expansion Pack - its different to the April 2008 patch. Sorry, but Thirdwire keep changing the Flight Model with every patch. FMs dont mix and match across versions - it'll drive you crazy if you do this. The benefits of buying the Expansion pack, and then downloading and installing say my mod is its simple (now, see below), all the add-on planes will work well, its a far better game modded (bit immodest here!), other things like working Le Prier Rockets and AI planes made flyable are done (takes a bit of fiddling if you are new to the game), as well as having other must have plane models such as Camel, Fokker Dr1 etc. In terms of complexity in installing, you just pre-empted me by a few hours ...... just uploaded a "Quick Start..." pack IF you have the oct 2007 EP. This doesn't require add-on planes - they can be added later. Mainly to very quickly try a modded game with some more difficult mods already done, and easily added to with additional planes as they are acquired. -
QUICK START FMs and Campaigns for Oct 2007 Version EP ONLY
peter01 posted a topic in Thirdwire - First Eagles 1&2 File Announcements
File Name: QUICK START FMs and Campaigns for Oct 2007 Version EP ONLY File Submitter: peter01 File Submitted: 25 Jul 2008 File Updated: 3 Sep 2008 File Category: Flight Models UPDATE: 3rd September Se5a, Spad13, FokkerDr1 FMs changed. For the Fokker Dr1, there are two alternative FMs, TKs with AI changes and mine. Default is mine... its your choice. There are backups of each version in the folder hopefully clearly named so you can delete default and copy another to pick and choose. ======================================================================= This pack only updates the stock plane FMs. Its meant to be a very QUICK START to a modded game. It does change the game considerably, and also includes Le Prieur Rockets and AI only planes made flyable. If you like this, and want to then add other aircraft and FMs that work properly with the Expansion Pack Oct 2007 version then download the "FULL SET FMs and Campaigns for Oct 2007 Version EP ONLY", and add plane packages and FMs, manually and individually. The FMs are done for Hard FM Mode. They will not work well, or as designed at all in Normal or Easy Mode (Flight Models are completely different and inconsistent).Actually, they are designed for hard everything, including Hard Enemy Skill Level in the Gameplay Options. However, if you find the AI too hard or too easy, see 5) AI Difficulty Setting. IMPORTANT: These are ONLY for the Unpatched Expansion Pack - October 2007. They will not work well at all with the April 2008 patch nor will they work mixed with stock FMs. Installation is very simple and quick, maybe 10 mins for everything. 1) Do a clean install of the the original FE (no need to apply patches), then install the paid for Oct 2007 Expansion Pack. DO NOT install any EP patches at all. 2) Extract this zip file to a temp folder, and move or copy all the folders of the extracted zip to your newly installed main First Eagles directory, and when prompted, click yes to overwrite existing files. 3) Go into the game, set all options to Hard (its designed for Hard), and...fly. Thats it!!! There is a comprehensive readme (there are many changes to the stock game), and consists of the following sections: 1) Introduction 2) The FMs 3) Additional Changes to FMs 4) Extras 5) AI Difficulty Setting 6) The Campaigns 7) Installation 8) Acknowledgements & Caveats Please note that the included campaigns will not work until you download all the add-on planes. Standard campaigns will work of course. Have fun. Peter01 July 2008 Click here to download this file -
Version
240 downloads
UPDATE: 3rd September Se5a, Spad13, FokkerDr1 FMs changed. For the Fokker Dr1, there are two alternative FMs, TKs with AI changes and mine. Default is mine... its your choice. There are backups of each version in the folder hopefully clearly named so you can delete default and copy another to pick and choose. ======================================================================= This pack only updates the stock plane FMs. Its meant to be a very QUICK START to a modded game. It does change the game considerably, and also includes Le Prieur Rockets and AI only planes made flyable. If you like this, and want to then add other aircraft and FMs that work properly with the Expansion Pack Oct 2007 version then download the "FULL SET FMs and Campaigns for Oct 2007 Version EP ONLY", and add plane packages and FMs, manually and individually. The FMs are done for Hard FM Mode. They will not work well, or as designed at all in Normal or Easy Mode (Flight Models are completely different and inconsistent).Actually, they are designed for hard everything, including Hard Enemy Skill Level in the Gameplay Options. However, if you find the AI too hard or too easy, see 5) AI Difficulty Setting. IMPORTANT: These are ONLY for the Unpatched Expansion Pack - October 2007. They will not work well at all with the April 2008 patch nor will they work mixed with stock FMs. Installation is very simple and quick, maybe 10 mins for everything. 1) Do a clean install of the the original FE (no need to apply patches), then install the paid for Oct 2007 Expansion Pack. DO NOT install any EP patches at all. 2) Extract this zip file to a temp folder, and move or copy all the folders of the extracted zip to your newly installed main First Eagles directory, and when prompted, click yes to overwrite existing files. 3) Go into the game, set all options to Hard (its designed for Hard), and...fly. Thats it!!! There is a comprehensive readme (there are many changes to the stock game), and consists of the following sections: 1) Introduction 2) The FMs 3) Additional Changes to FMs 4) Extras 5) AI Difficulty Setting 6) The Campaigns 7) Installation 8) Acknowledgements & Caveats Please note that the included campaigns will not work until you download all the add-on planes. Standard campaigns will work of course. Have fun. Peter01 July 2008 -
Several changes/additions. The main package has been updated, and there is seperate download (should be available shortly) for the changed FMs as well. If you have the models, and haven't made changes to the FMs, I'd recommend just installing these, they are an improvement to my last lot. Bortdafarms Albatros D1, D2, D2L, D2Oef are new FMs. Gambit has also done some skins for these, available here at Combat Ace. Fokker E1, E1a, E3, E3a, E4, E4a are improved FMs - perfomance and feel. Camel F1 130 (torque was wrong, takeoff difficult, now as per original stock) 6 FMs changed slightly for feel and/or performance: AlbatrosD3OAW, AlbatrosD3OEF_200, AlbatrosD5, Se5a, F2B, Dolphin. 19 other FMs with minor changes, mainly for the early period , mostly to AI parameters, and damage modelling, and for a few, some tweaking of stalls: Camel F1 150, Spad 7 180, Pfalz D3, Fokker B2, Fokker D2, Fokker D3, Pfalz E1, Pfalz E3, Halberstadt D3, Avro 504D, Martinsyde S1, Martinsyde G100, Dh2, Fe2b, Morane N, Morane H, Morane L, Morane L 2 seater. This will be the last for a while. Yeah, i know, said that before, but they are probably as good as I can do, and with DM, AI, the testing is becoming overwhelming. If there are any probs, let me know, I'll either let you know a workaround, or upload a fix. Cheers
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Yes, congratulations Laton. Maybe the first in a long line of lil' Latons?
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Hi Dagaith, thanks for posting. It is true that the Fe2b can take quite a bit of damage, and did this mainly for player. Sometimes it looks as if its been attacked by a deranged Hole-Puncher, but flying fine :). I seriously doubt a player would survive very long in this plane if it couldn't take damage (true of F2b too). Did try it again, and you can flame it easily enough even with a 1 gun plane, or hit the pilot, but if you don't hit the critical bits your wasting ammo. A difficulty hitting the critical bits is that the AI is a bit too nimble for a big, old pusher, and its hard to get a long burst in the small area in the front and engine as it jumps around (engines do take a few shots). So thanks for post, as I'll redo the AI (doing it for some other early planes too), as a Pusher with few critical bits, and a big plane that probably could sustain damage, i think thats how it should be, just slow down the AI. Doing that, also means player can still take damage. But if you want to reduce its ability to sustain damage, change the line: DefaultArmorThickness=27 to DefaultArmorThickness=25 I usually use 25, 27 makes it tougher. Cheers
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Thanks Sinbad. I know you like the early war period, so let me know what you think about this area. I'm redoing some things here, but its hard to get right, so feedback appreciated, from you and others. Some of the things on the cards: Redoing some damage modelling. Some errors, and some early planes are still too fragile. Currently redoing just a couple of FMs, probably only Fokker Es, these are important... so they feel better, more personality, performance improved. Redoing some AI, some are a bit too sprightly, but can be made better too without being too hyper. Next will do Borts Alb D1 and Alb D2s. Cheers
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Thanks for letting me know. I do the FMs for myself of course, but upload them hoping others will enjoy them too.... and preparing/finalising/testing stuff to upload takes a few weeks, so appreciate your post.
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Thanks Firecage, think thats right, and glad your enjoying them.
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Uploaded some mods to several FMs. The main download has been updated (with readme errors corrected), and there is a seperate additional download for those that have already downloaded the main package. Morane L/LAO. I must have missed testing the AI after the last (minor!) changes, and the AI was too good. MSL is also slightly different now. Pfalz EIV, Fokker EIV, Fokker EIVa have had their performance improved. Pfalz EV is a new FM. Triplane, Pup, Fokker D8 are improved FMs. These are better, and am pleased, as I think I have finally done a decent Fokker D8 FM.
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Thanks Tailspin. I'd agree they are the best in any sim. Having good wingmates makes it more personal and immersive too. well the Nieuports are the hardest to takeoff, I think. The Nieuport 11 is tricky. If you mastered that, you passed flight school. If too annoying in terms of flipping to the right, you can offset this by increasing prop torque (in the positive, or less negative). Converse if other planes tend to flip to left. It does change the feel and how they fly a bit, depending on how big the change is. For Nieuport 11 the following change will give you an idea: MomentOfInertia=-2.90 is current value, change to MomentOfInertia=2.90
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File Name: Several FMs Updated File Submitter: peter01 File Submitted: 17 Jul 2008 File Category: Flight Models Several FMs updated. The main package has also been updated. Morane L/LAO modded as AI was too good. Pfalz EIV, Fokker EIV, Fokker EIVa performance improved slightly Pfalz EV new FM Triplane, Pup, Fokker D8 are improved FMs Click here to download this file
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Hmmm, thats interesting.... just tried it again, it takes off fine for me, climbs pretty well, picks up speed nicely too. A qualification on "fine" in takeoff, yes it is tricky, does want to flip to the right, and you do need to apply left aileron and left rudder as you stated. Many FMs were either hard to get to takeoff or control on takeoff, its a "feature" of the EP, and especially earlier planes. It was a challenge in itself. So yeah, some can be a handful I guess. Best advice I can give is .......... set throttle to 0% before starting. The initial one or two seconds for some reason is when planes tend to be the most volatile, they settle after that. If this doesn't work then, let me know.
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Had intended elaborating on reduced bullet mass, ie, Gundata 65% files etc, in AI WIP thread but it was getting a bit long....however, its worth explaining a bit more tho. Firstly, it doesn't always work for everything. It doesn't work well for the stock game FMs. The reason is that the AI aren't as capable or as good shots say as my FMs/AI. Its improved greatly in the newer versions of FE, but AI versus AI dogfights in a stock game can be a sorry sight to watch IMO. They have trouble lining up, and bringing down planes and hence reducing gun effectiveness makes it worse. I'll admit I don't play stock anything much anymore, but thats been my experience. Its not the case with my FMs. Reducing gun effectiveness here actually greatly improves the game in many ways, some not so obvious. Its funny, its a minor change, but a biggie. I've been using it for over a year, so.... AI versus AI fights are fine, The AI actually have no trouble in shooting down other AI, they are capable and they are good shots. There is a distinction here, capable means being able to line up a plane to fire. The distinction is important when it comes to 2-seaters with gunners. Results vary in AI versus AI fights to total wipeouts to only a couple of losses depending on many factors (skill, planes, relative numbers on different sides). The AI are so effective, for example, that while pursuing a EA I'm sometimes joined by other wingmates that end up dispatching the EA before me...its very heartening, you do feel you have a team, adds to immersion. With my FMs, if you use 100% bullet mass ie, stock, all AI vs AI fights will result in significant casualties. 2-Seaters are still lethal and tend to decimate any AI attack, and of course dangerous for you. They are good shots too. The difference is that as the attacking AI are good shots BUT are also more capable in setting themselves up for a shot, they tend to be more succesful. From the player perspective you have a better chance too, you can take more damage - the ai are good shots but do not necessarily hit critical areas. In addition I have reduced the time the rear gunners fire, which when using reduced gundamage files works well. Overall result is that 2-seaters are still dangerous but there is a better balance IMO, for the player and attacking AI. Not perfect but definitely better. There is another step that can be taken, creating special guns for 2-seaters, with even further reduced mass, and also reducing accuracy, and at one time did that for my own game, but just gets a bit more complex. With bullet mass at 65%, it does mean its harder bringing down a plane. You need to aim for the engine, pilot and/or fuel tank. Some planes that "seem" hard to bring down are so as the fuel tank is in front of the pilot, and its harder to hit. And any shot to nose etc is harder, due to lead for deflection and bullet trajectory, so you need to get close. It can take a few shots, as per Fonck, but can take many shots as you improve marksmanship. IMO its a feature, an improvement, just takes a lil getting used too. More realistic to me, more a challenge, and is an advantage for the player. The AI don't aim at criticall bits, that just aim at the plane, so you can survive better. You are often shot at from other planes especially in campaigns as you are preoccuppied or are surprised, and this gives you a chance, as in reading real life experiences, of hard breaking, using rudder, even trying to spin the plane, to shake the attacker (there not always easily shaken), when you first are aware bullets are coming your way. There is a significant difference in 1 gun and 2 guns with reduced gundata files. Perhaps reasons why planes such as the Bristol M1c, Tripe and Hanriot weren't as popular as they supposedly should have been? The allies were very keen by mid 1917 to have 2 gun planes. You appreciate the extra firepower, with stock settings make no difference to me. Damage effects are nowhere near as extravagant. You can shoot off wings etc off some planes, certainly tails and stabs, but its harder. Seems far less arcadish. so you do get bits coming off, but its not the norm. It is a very significant improvement to me, and redresses many issues I had in the game since it first came out.. And for a simple change. But again, it only works really well for AI that are capable. You get the best of both that way. Also, 65% bullet mass is about perfect for me, but reducing/increasing by 5% may suit you better. 5% makes quite a difference.
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Good, let me know what you think. Borts Martinsyde s1 is only available at his site, bottom of page: http://www.ebort2.co.uk/FE.html
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On the campaign side, very highly recommend Charles' Cambrai and Bloody April campaigns. They are available here, but under "Missions", not "Campaigns" in the download section. Done in september last year. As well as being historical, they include British and German squads, and both require Edwards Flanders terrain (cambrai map wasn't available when Charles did these last year), which IMHO, is also feature. To make them work in EP with newer Camel, Spad7, and Dr1 models, you just need to make a couple of simple changes (as long as you have the extra add-on plane models too of course): Bloody April: Do Find and Replace using Notepad of "Spad7" with "Spad7_150" in two files in the CAMPAIGNS/BLOODYAPRIL1917 directory - BloodyApril1917_DATA.ini and BloodyApril1917.ini.There is only one occurrence in each file. Cambrai: Do Find and Replace using Notepad of "Camel" with "CamelF1_130" and and "Dr1" with "FokkerDr1" in two files in the CAMPAIGNS/CAMBRAI1917 directory - Cambrai1917_DATA.ini and Cambrai1917.ini. There is one occurrence of each in the second file, and several of each in first.
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Thanks for comments, Firecage. Yes the AI can often gang up on you, and do it effectively. One time 3 were firing at me at about the same time from different directions. Ah, as always, the one head on got me... I've cut and run many times too. You appreciate a faster plane. BTW, sometimes had to use the flight level mode, it maintains higher speed better than I can. Now thats tail between the legs. Your side also do the same, often aiding you too, eg, that magical moment post, with N11 was an example of that. All this happens in stock game too, but nowhere near as effectively or as much. Looking forward to "the 'fest", and good idea to break it down inot early/late variants.
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Doing manual install is fine. But you do need to install most things. With aircraft, nearly all FMs have improved somewhat, so wouldn't worry about keeping older stuff, but if you have done cockpit changes for ai only flyable changes, you could be selective about that...basically just install data.ini. The only files I can think of that you do not need are: Missioncontrol.ini - just delays ai takeoff Viewlist.ini - if you have your own modded, then don't install this one You don't need to install RotaryEngine sound if you have one (from A-team) If you have modded the soundlist.ini, keep it but add [gun_reloadlg] Priority=HIGH 3DSound=FALSE NumBuffers=1 Looped=FALSE You must install the modded Aircraftobject.ini. Using the default one will mean the AI are exceptionally hard, harder than either of mine.
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Thanks Sinbad.
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Good, glad its all working.
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Just guessing here Don. Did you move your joystick settings over from another install? If you want to go back to the view system you had working previously, delete Viewlist.ini in the FLIGHT folder. Its a new one. The new Viewlist.ini subsitutes a "check six" view in place of the the shoulder view (default is F5 key I think). So doesn't sound like you are using the one in the install? Is that the case? helps trying to work out whats going on.... External view should be F6 I think. Another point: did you install the FM zip file last, ie,after both doing a clean FE install then updating that with Oct 2007 pack?
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Yes thanks, my mistake, it should be as you say Copy DFWC5 folder, rename to.......... DFWC1 Yes copied folders go back into Aircraft folder, before you install the FMs. If you didn't do this, and installed, no problem, just copy the copied aircraft folders after renamed and if there is already a folder there just overwrite. Then do FM install completely again. Hanriots are in WW1 Aircraft down bottom of page: http://forum.combatace.com/index.php?autoc...&showcat=70
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FULL SET FMs and Campaigns for Oct 2007 Version EP ONLY
peter01 posted a topic in Thirdwire - First Eagles 1&2 File Announcements
File Name: FULL SET FMs and Campaigns for Oct 2007 Version EP ONLY File Submitter: peter01 File Submitted: 5 Jul 2008 File Updated: 3 Sep 2008 File Category: Flight Models UPDATE: 3rd September There's a bit of a mix, some AI only changes, some minor changes, mostly major FM changes. N11, N16, N17, N17bis, Halberstadt D3, Fokker D2. AI changes only. Pfalz EV, Fokkers EIV/EVa. Changed, more difficult to fly and roll reduced. Dh2. Minor changes to stalls. FokkerD7. Minor change, roll reduced and more stable. Pup, Tripe, F2b, Dolphin, Se5a, Snipe, N28, Spad13, FokkerDr1, PfalzD3. Major changes. Some things worth pointing out: Dolphin. 4 and 2 Gun versions, 2 Gun version thanks to p10ppy, but otherwise same FM. The default is the 2 gun one. There are backups of each version in the folder hopefully clearly named so you can delete default and copy another to pick and choose. F2b. Overwing Lewis and Without Lewis versions from Mike Dora's idea, and in folder with backups of each, same FM. Default is Without Overhead Lewis. The gun is removed, but the mount for the Lewis is still in place on this model, as I found some graphical glitches when that was removed. Fokker Dr1. Two FMs, TKs with AI changes and mine. Default is mine... its your choice. =========================================================================== These are ONLY for the Unpatched Expansion Pack version - October 2007. They will not work well at all with the April 2008 patch nor will they work mixed with stock FMs. The FMs are written for Hard FM mode. They will not work well, or as designed, in Normal or Easy Mode (Flight Models are completely different and inconsistent). There is a comprehensive Readme, and includes the following sections: 1) Introduction 2) The FMs 3) Additional Changes to FMs 4) Extras 5) AI Difficulty Setting 6) The Campaigns 7) Installation 8) Acknowledgements & Caveats Installation is simple, but should be done on a clean install of original FE (no patch), then Oct 2007 EP (no patch). You do need to get all the add-on aircraft models installed first. 80 FMs included, and many thanks to all the modellers for allowing me to do these. All are needed for campaigns. Bortdafarm - Pfalz B1, Fokker B1, Fokker B2, Fokker D2, Fokker D3, Martinsyde G100, Martinsyde S1, Avro 504D. Monty CZ - Nieuport 11, Nieuport 16, Nieuport 17 EmID - Nieuports 24 (2), Nieuports 27 (4), Nieuport 28, Hanriots (3) Laton - Fokker E1, Fokker E1a, Fokker E3, Fokker E3a, Fokker E4, Fokker E4a, Pfalz E1, Pfalz E3, Pfalz E4, Morane H, Morane L, Morane LAO, Fokker D8, Bristol M1c Thirdwire - Albatros D3, Albatros D3OAW, Albatros D5, Albatros D5a, FokkerDr1, Fokker D7, Fokker D7F, DFW C5, Camels (3), Spad 7s (2), Spad 13, Se5a, Salmson, Re8 p10ppy - Morane N, Spad 12 A-Team - Be2c, Be2d, Fe2b, Fe8, Dh2, Pup, Triplane, Dolphin, Snipe, Breuget 14, F2B, Halberstadt D3, Walfisch, Aviatik C2, Pfalz D3, Pfalz D8, Pfalz D12, Schuckert D3, Junkers D1. In addition, some planes that use another 3-D Model: N17bis, N23, Fe2c, AlbatrosD3_160, AlbatrosD3OEF_200, AlbatrosD2, DFWC1. These are needed for campaigns also. See Installation instructions. FMs are mainly by me, but Spad12 FM is by P10ppy, and Camels, Fokker Dr1, Spad 7s are by Thirdwire. The RE8 is largely Thirdwires with some changes to improve takeoff and turning. All have AI changes to fit with other FMs. Have fun! Peter July 2008 Click here to download this file