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peter01

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Everything posted by peter01

  1. Moving forward ....

    1916_17_Beta_v1.0_FMs_for_Expansion_Pack.zip the fms are in the "Aircraft" folder directory, so you can just drag and drop, if you already have all the models (and folders) and remember for following planes to copy folders, then rename the copied folders before installing that is copy "AlbatrosD5a" folder, rename "AlbatrosD1" "AlbatrosD5a" folder, rename "AlbatrosD2" "AlbatrosD3" folder, rename "AlbatrosD3_160" "Fe2b" folder, rename "Fe2c"
  2. Moving forward ....

    Yep, spot on Firecage. Okay, now decided, this is what i'll upload....and only to the forum at this time. Maybe tonight. Thanks to Aladar, EmID, Monty and the A-Team for the great models. It'll be good to have them in this new game And I'll take a chance, and say, you guys are in for a treat. Anyway, I like them. Redid the Fe2b and Fe2c, and major work on N27. Also now included N27 variants, all slightly different. New FMs are Pup, Tripe, Dh2, Walfisch, Halberstadt D3, N24, N24bis, N11, N16, N17. These are my latest efforts, but can still be improved. Haven't done N17 variants (just time issue), but Christian, if you want, can use this N17 FM and post variants. Also for 1916-17 are the Albatros D1, D2, D3 160hp - need this for some opposition. Yeah lots of Albs and Nieups!! From a 3D model perspective, the D1 and D2, are based on TKs Alb Dva model, and the Alb D3 is based on TKs Alb D3 model. Included in zip are the ini files - you just need to copy the AlbDva and AlbD3 folders and rename them. From a FM basis, the D1 and D2 are really TKs Dva/Dv FMs, with dimension/physical changes, but feel just like TKs original Dva/Dv FMs. I did this as I liked the FM, and had to change the actual Dv/Dva FMs for performance/consistency reasons. The Alb D3 is similar , ie, based on TKs AlbD3 FM, but its more different. I'll see how it goes with the other mods to TKs planes, but given he will change them probably, and AI issues, perhaps best not to confuse it all at this time by making these available.
  3. Moving forward ....

    Tailspin, I think this would even work better in terms of AI keeping up.... replace both [FlightControl] and [AIData] sections. let me know how it goes... [FlightControl] StallSpeed=17.70 CruiseSpeed=46.12 ClimbSpeed=38.34 CornerSpeed=47.93 MaxG=3.70 MaxSpeedSL=54.58 MachLimit=0.160 PitchDamper=0.45 RollDamper=0.0 YawDamper=0.0 GunBoresightAngle=0.0 [AIData] AileronDeltaRoll=1.6 AileronRollRate=-1.3 ElevatorDeltaPitch=2.2 ElevatorPitchRate=-0.15 ThrottleDeltaSpeed=0.1 ThrottleVelocity=-0.12 MaxPitchForAltitude=30.0 MinPitchForAltitude=-20.0 PitchForThrottle=0.1 PitchForAltitude=0.012 PitchForVerticalVelocity=-0.16 RollForHeading=2.0 RollForHeadingRate=-1.8 MinRollHeading=180.0 MaxRollForHeading=180.0 PitchForRoll=0.15 FormationSpeedForPosition=0.95 FormationSpeedForRate=0.45 GunnerFireChance=90 GunnerFireTime=2.0 GunnerAimOffset=0.0050 MaxRollCombat=90.0 MaxPitchCombat=90.0 MaxRollFormation=20.0 FormationRollForPosition=0.001 FormationRollForVelocity=0.1 RollForGunAttack=2.0 RollForGunAttackRate=-2.2 RudderForGunAttack=1.4 RudderForHeading=1.4 RudderForYawRate=-1.4 RudderForSideslip=3.8 More generally, thinking back, autopilot has always been an issue. The autopilot flies the same flight model as the ai but is not "restricted" by formation flying parameters as are the wingmen, for keeping formation etc. The ai pilot just goes flat out, and it may be worse now then before? Perhaps better not to use autopilot too much? I don't - I fly, slowing down at times to allow ai to keep up (now, that is realistic), then using waypoint commands. i do like to use wing leveller tho at times and that can be a problem, not for ai keeping up, but at times porpoising. Now had more time to consider, the dogfight ai parameters have nothing to do with this auto stuff at all, actually the above mods, and suspect it will make it a lot better for both dogfighting AND formation flying - they allow the ai to use elevators to climb better. Trouble is always compromises. The ai will go up and down, porpoise (not the autopliot plane) etc. Thats the tradeoff. I don't think TK will fix these things - they are not necessary in his other games (faster planes, less pitch, lots of pitch dampening is fine for smooth planes), and he has gone to some lengths to mask it in the EP so you'd assume if it was easily done, he would have done it. But someone should raise it with him.
  4. Moving forward ....

    Ok, have some more thoughts about this. I mentioned previously that TK has "masked" some ai issues. This could be the problem, if the problem wasn't there pre-Expansion Pack. What he masked, rather than fixing (probably not an issue for his other games :)), is ai porpoising. I suspect he did this for a number of reasons - people raising it before, of course, and additionally, he has given some of the planes in this set more elevator authority, and decreased pitchdampening (which is good, planes feel better, but its one means of reducing porpoising). The latter two increase porpising all other things being equal. Now, he has changed the ai parameters, the code etc, so can't be certain, and at work so can't test. In any case, I don't use autopliot for testing or in game so could you try please. I'd guess there would be some improvement. In N28, in [AIData] section change the line (which is also standard for TKs planes in AircraftObject.ini) PitchForVerticalVelocity=-0.034 to PitchForVerticalVelocity=-0.16 If this does improve things somewhat, then there are other parameters that will help too.
  5. Moving forward ....

    Well, firstly have to say I haven't had played many missions or any campaign in Expansion Pack yet. But what you are describing does not seem to be what I was getting at about in optimising the AI for dogfighting, and the effect this has on ai formation flying. And optimising will probably mean they keep up in formation better anyway, to be honest, its just how they look, if you like, in doing this. Autopilot for player isn't effected (level flight function is different, could have porpoising). For example, the N28 in the example pic, isn't "optimised" for dogfighting, the ai parameters I think are reasonably standard, it isn't necessary to improve, its good enough. Its mainly the ZnB'ers that I'd do differently. And don't think anything I have done effects formations as such in any case - there are seperate ai paramaters which I never fiddle with, there is a formation.ini. and there is the code of course. So, is it just these FMs or TKs too? I don't think this happened before the expansion pack much?
  6. Moving forward ....

    Well have been busy and done a few more FMs, redone some of TKs, fixed some things in previous ones. But I'm running out of time...Xmas and the leadup is a busy time for me, probably everybody, and very soon I'm just going to have to leave doing FMs for a while. Travelling in January too. Its probably a good thing, need more time to fine tune planes at leisure and tweak the AI, and a bit too stressful doing them in rush. But thought it would be good to upload what I have done, as is, so everybody can fly more planes in the Expansion Pack. And actually the last ones done are probably the best, all are full conversions. But.... they certainly are not final versions!! And importantly....... Firstly, have modded some of TKs, for better or worse, for performance consistency and for AI. Have also done extra versions using his models of some of these planes since TK started all this , eg, Albatros D3 160 Hp, D1, D2. Needed for earlier 1917 period - JFM has done some superb Alb D1 and D2 skins for the Dva model, so used that at this stage for these two. Secondly, have not tested all these FMs completely - could be issues (there always are anyway I guess), and things like real fine tuning, getting stalls/spins spot on take quiet a bit of extra work - and it will have to wait. I will not be fixing any thing for a while. Thirdly, the AI - they are very much optimised for dogfighting (including TKs). Its a tradeoff with formation flying for some of these - so if you worry about porpoising in "Level Flight" mode, AI porpoising a bit, ai going up and down for altitude in formation especially after takeoff or keeping up ith you, well, don't download these - they are not for you. Its not that bad, some are just fine, but some are not. All seem good in combat. Fourthly, consistency is good, but still needs to be tweaked a bit. Finally, they are for Hard FM. Haven't even played in Normal, and because stalls are used to restrict climb and turn, and because of all the other differences between Normal and Hard FM modes (TK does this differently than most games), its impossible to get plane consistency in different modes - and for that reason I'm not interested in Normal. Sorry. So, with some of above, and fact that TKs patch will probably come out soon and may change things, a bit in two minds about what to do. What do you think?
  7. Moving forward ....

    Ahh, thanks. :blush2: Saw this, thought it was a bug with the game- must remember to stop blaming TK for everything! Its probably in a few files. Also, Fe2b data file has an error, near top of file, the line ationName=RAF should be replaced with the two following lines [MissionData] NationName=RAF
  8. Moving forward ....

    The porpoising is related. Anyway, long explanation follows. Its mainly due to the AI parameters. Thing is, the ai parameters are either combat or formation flying, and the most important are general, ie, they cover both. That latter is the problem. And a huge complexity in understanding and optimising ai parameters and effects. I had hoped that TK would seperate the formation and combat ai parameters in the Expansion Pack, it wouldn't be hard really. And had thought then TK had fixed it differently, as I didn't initially see it - unfortunately he has just "masked" it using new values for the old ai parameters. And, additionally you can "mask" it in the FM itself as well as in the AI parameters - see Se5a comment below, its one of the reasons I think many are underdone performance wise. But not the Camel or Dr1 :). So for example, the Dr1 is probably exhibiting the behavior described by Tex for two main reasons - it has more pitch authority defined in AI parameters than the rest (and its got good pitch anyway), and its climb speed is defined as high - result is what you see, it uses dive to maintain its high climb speed (there are a couple of other parameters too, its very complex, many tradeoffs). These two particular parameters are "general" ai parameters affecting both formation flying and dogfighting. Given the current flight model and ai parameters, the only way I think TK can "fix" the issue is by compromising the Dr1s dogfighting ability. Thats probably what he'll do, but wait and see - he may do more work on the ai parameters themselves, but I doubt it. He's not that interested in the dogfighting ability so much, other than the Dr1 and the Camel are a good match. More generally its one of the reasons the Se5a has only a 15 degree min deflection on pitch in the FM raised by someone before - to reduce that behavior of climbing & diving in formation, but it reduces its effectiveness as a fighter for player, maybe ai too. The N28 is different - its my FM I presume. Its because I optimised the dogfighting "general" ai parameters. I have reduced this in the new lot, but nevertheless, the general issue remains. Need to trial and test over time, and each plane is different. It may be best not to worry about the ai formation flying, other than crashing etc. More importantly to me is dogfighting. I fly in the cockpit and don't watch the ai unless testing, other than my opponent, and that relates to their dogfighting ability, not formation flying ability. And frankly TK should fix all that formation flying stuff anyhow, its good its been raised - its what I eluded to before about "niggly" things still remain. Whether its fixed, masked or tuned specifically for Dr1 (eg, reducing climb speed would be most effective IMO, but there are other AI parameters), is another matter :).
  9. Moving forward ....

    Maybe, which aircraft? After takeoff? I haven't had the chance to fly the planes much with wingmen. Also, I assume you are steady on autopilot, ie, no porpoising?
  10. hanriot hd.1

    Really superb EmID, plane and gunsight.
  11. Moving forward ....

    Will be cleaning up files and uploading to CombatAce in a few hours. Writing this at work, saving time. Pack includes 14 FMs - Nieup.28 from EmID, FokkerD8 from Laton, all the rest from the A-Team. Thanks to these guys for the models, and allowing me to do these FMs. Haven't finished the Nieup.27s overhaul as previously planned, but have included a couple of extra FMs. With TKs planes, this should cover all the fighters that we have currently for the 1918 period, and many bombers. FMs are for the Snipe, Nieup.28, Dolphin, Breuget Br.14, Fe2c, Fe2b, F2B, PfalzD3, PfalzD8, PfalzD12, PfalzDr1, SchukertD3, FokkerD8, JunkersD1. The Fe2c is the same FM as the Fe2b, but defined as a bomber from mid 1917 to end of war, while the Fe2b is a multi role plane available end 1915 to mid 1917. You need to copy the "Fe2b" directory and rename it "Fe2c", then place the data FM and ini files in the zip file in the "Fe2c" directory, as per instructions below. The zip contains the files in individual plane directories, so after installing the plane packages (available here at CombarAce), you can just drop the "Aircraft" folder within the zip file into your FE "Objects" directory, and then say yes to overwrite existing files when prompted. It will place all the files in the correct locations. If you do not have all the planes, the directories will be created but without the 3D model and other files, you will not be able to fly the plane - but it will not cause a problem. Alternatively, you can drop each file individually into the correct directory from the zip file. New Loadout files provided by the Ateam are included in directories for the Sopwith Dolphin, Bristol Fighter F2B, Pfalz D.III, Sopwith Snipe, Breguet Br.14. Required for the Expansion pack. Also included is an alternative Aircraftobject.ini. Only the skill factors have changed. It should be placed in your "Objects" folder. If you have modded this file, just copy the skill level stuff (Novice thru to Ace), to your existing one. If you don't like it, its not necessary to use, and you can just delete afterwards too after trying out if you like - the game will revert to the the stock Aircraftobject.ini file contained with the game. This Aircraftobject.ini makes the AI tougher, more capable, more aggressive. It also differentiates quite a bit between Aces (very tough), Vets (nearly as tough), and the rest. The rest are still quite capable, probably equal to TKs current stock Ace/Vet AI. Okay, now all the caveats, qualifications, warnings.....no, I'm not lawyer, maybe missed my true calling :) Written ONLY for Hard FM, no idea what they are like in Normal or Easy. Certainly stalls have been used to limit climb, and to get relative balance between different performing planes - a consistency thing. So IMO Normal or Easy, for these planes at least, is probably more appropriately called Arcade. They are written for the Expansion Pack. They will not work properly at all in previous versions of the game. Takeoff is far trickier in the new game (and the game is better for it too IMO), and is tricky for many of these FMs. Its best to start with 0% throttle, let them settle down for a second or two, then takeoff. All planes takeoff in Hard FM, but a couple are quite twitchy, and loaded bombers need some runway length. You can just takeoff in the Fe2cs with a bomb load - its a nice experience, I think. I still consider these beta for a number of reasons: TK may change things (especially AI) in patch. I haven't had time to test as thoroughly as I'd like - haven't even had time to play missions. There is a lot of tweaking that can be done in the new flight model, it can go on forever, and I wanted to get something out in a reasonabe time. The new flight model, the physical environment, the AI have changed considerably since the last version, and I'm still learning. There are many different things that can be done, as well as new issues/compromises! One major compromise relates to the AI - have taken the safe route with these, but will probably change this as I spend more time testing/playing. And finally, they are as good as I can do at the moment, but its early days with the new flight model. Anyway, let me know if you have any queries or issues.
  12. Lt Fritz Rumey

    Very nice indeed
  13. Moving forward ....

    hehe, thanks, she will appreciate that. Well, from a point of view of doing FMs, its just different, takes some getting used to. More generally, the new Flight Model is excellent - its not just how FMs are done (thats improved tho too), the flying environment/phsyical dynamics have changed. Its very hard for me now even to play the pre-expansion game, it seems very "bland" to me in comparison. I think TK has made some really major changes, and it works well. The other biggie, is the AI, which is now excellent. Its hard really to describe really how much its improved to non-FM'ers, given the issues that were there before. Although in the pre-expansion game, you could make the AI capable, tough, well behaved (mine, :)), I did spend 50-90% of my time making the FM work for the AI. Not any more. The AI looks after itself (to a large degree, couple of fiddily bits still). Its not just how the AI handles stalls, its just about everything. And in the game TKs new AI are very good. Haven't really had a chance to see how they go bombing etc, and there are one or two niggly things in formation flying. But gee, in dogfights, its the best around of all ww1 or ww2 sims IMO, and by a large margin , when tweaked that is - capable, tough and interesting. Its just that TK doesn't optimise them that way!! But he's done an excellent job on this aspect, which is a part of the flight model - maybe one of the reasons it changed.
  14. Dolphin EP FM as a model

    If you want to reduce stalling/stall speed, this is what to do. In the FM in 8 different places (each 3 wing sections x left and right wing bit, plus 2 stabilizers=8), find the following entries, AlphaStall=, AlphaMax=, AlphaDepart=, eg: AlphaStall=7.88 AlphaMax=12.81 AlphaDepart=16.26 These are angle changes that induce stall/spins. The lower the number generally (depends on plane), the easier it is to stall/spin. To lower stall speeds/actions increase the numbers by say 3.00, consistently for all entries in order to maintain the plane specific stall characteristics after stall. Example for above: AlphaStall=10.88 AlphaMax=15.81 AlphaDepart=19.26 Try that, and if not enough, then increase more by smallish increments (another 3.00 or so) to reduce stalling/spinning speed, doing it consistently, ie, say increase by 3.00 for all variables for all sections. Consistency is necessary to maintain the stall/spin behavior when it gets into a stall. If the stall stuff is okay, but spins are too quick (they are on spad Camel Se5), then increase the last two numbers only, MORE on stabilizers (critical part for spin), they determine when the stall goes into a spin or buffering type stall stuff goes into full on stall. Again, consistently. If you want to deactivate the stall stuff competely, but still fly Hard FM (there are other major differences between Hard and Normal FM, Hard is still far better even without stalls), set all CheckStall=TRUE instances in the FM to CheckStall=FALSE. BTW the SF Notes are very good, i would have been lost without them, thanks Charles. But its only the starting point, these FMs are very complex. About the only way you can actually learn is by doing them, and asking questions along the way. Some of it is unbelievably complex, everything just about affects everything else..... and in a way, thats the difficulty in answering questions, there are many ways to do the same thing all with diferent implications. But your safe with the above on the stalls :).
  15. Moving forward ....

    Thanks Barkhorn1x. Anyway, a meeting cancelled, so thought just explain (not justify!) why i am changing some of TKs planes. Its basically for consistency, as I see it anyway. I initially changed the previous games version of TKs planes mainly to to fit performance wise with ones I did - see below why - but also the feel. Didn't like the patch 2 versions that much, too much yawing on roll, rolling on yaw etc. Thats not the case on feel at least with the EP lot, they are very good, probably some as good as you can get, the Camel, Dr1 etc- and all are very very finely tuned. TK spent some time on these. But some are a bit the same, and thats one change I'm doing, but again, its mainly relative performance consistency. And as i do a lot of 1:1 dogfights developing/testing FMs, consistency is pretty obvious to me - it will be in misions, campaigns too, but not necessarily at first. The Spad7 (180), Camel, Dr1 are consistent to me in terms of performance, ie, how they should be against one another, but the Se5a, Spad13, FokkerD7s, Albs tho consistent with each other, are underdone compared to the first bunch. The spad7 (150) is way too good, I have little trouble beating a FokkerD7 ace AI in this one. So i couldn't just fit my FMs with TKs in terms of consistency, because firstly they are (to me) inconsistent in themselves. Secondly, as I work backwards to the early years, I know what I did previously not only worked for the very early planes like Moranes Eindeckers (as climb and pitch are reduced the AI have more and more trouble taking off, crashing into the ground etc), but was consistent across time, and I don't want to change all those other FMs (performance wise, climb is a headache) and redo the consistency thing all over again - it was just a mega-huge job the last time around. So below is how I have tried to change this consistency thing in EP, and its easiest to describe in terms of climb changes, which are the major changes, but there are others. The dr1 I haven't changed at all - its just perfect: The current spad7 (150) and spad (180) have really no performance differences, and feel the same. The first is an average mid 1916 plane, the second was a capable 1917-18 plane. Thats a big difference. So I have kept the spad7 (180) feel exactly the same, but improved climb and dive, its a budding Spad13 now, and made the spad7 (150) a bit lighter feeling - it feels a bit different, and its not the ZnB'er of its bigger brothers. The camels are wonderful, but again the performance difference between the models is miniscule. Just adding a bigger engine doesn't do it justice, and doesn't change performance in this game FM much anyway -small changes in weight and especially engine do not reflect real differences to me (small increases had a large impact on these planes in real life), Maybe its because this flight model is basically one developed for modern planes. You could add 6 machine guns with no perceptible difference in performance, I have tried it. Whatever, the Camel 150 version was considerably better than the 130, the clerget 130 was a perfect match for the Camel, and would be better than the 110, more so than currently in game, So, have left the feel for all the same, and the 130 is completely unchanged (except for autotrim), but reduced climb for the 110 and improved it for the 150. Hence difference between 110 and 150 is not insignificant. Result is that if you fly say the FokkerD7 against the Camel 110, you will win, using climb as well as everything else. Against the 150 you won't easily, it will nearly climb as well, so its TnB, and the camel is very good at that. Converse is true if you fly different camels against the FokkerD7. All this requires different changes to the planes: for player with changes of course in the FM, and on the other hand for the AI, in the FM as well as in the AI parameters. Changed the Albs, Se5a, Spad13, FokkerD7s in feel and in performance. Just better performance, mainly climb, but other things too. The Se5a is definitely better in terms of feel, I think, the others, well, its a matter of preference. If you prefer Tks to mine thats fine, stick with them, but don't use the Aircraftobject.ini I'll be uploading, as you won't have a chance against the other AI in my FMs in any of TK planes, except the Camel and Dr1. Climb ability is just as critical as turn and change of direction, in the way I have done it. As i have completed most already - can be very motivated, fortunately, the wife is very forgiving, I had promised I wouldn't do this again - i know what I have done works for me.
  16. Lt Fritz Rumey

    Always wanted this one...looking forward to it.
  17. Moving forward ....

    No more planes this post, but an update on where I'm up to. Had a very big week or two, and maybe need another week or so to finish, but these are the planes I'll be uploading to CA, all going well. The F2B, Fe2C, N28, N27s, Dolphin, Snipe, Breuget on allied side. The PfalzD3, PfalzD12, PfalzD8, SchuckertD3, JunkersD1 on German side. Briefly, a good way to describe these FMs is that they are different. Different to previously posted ones here - except PfalzD3 and Breuget, and N27s similar but refined performance wise, and a bit on the feel. Starting to get the hang of the new flight model, and reworked the others completely. They are very good I'd say, some excellent. I won't be updating them for a while after this, tho probably will tweak over time as I fly/play, then maybe in a few months (unless there are issues, or the patch changes things). Different to TKs generally. Some are similar, but most are quite different. Different to one another, very noticably. This is one of the good things about the new flight model, it wasn't possible previously to get similar performing or similar period planes all that different. I have had a lot of fun experimenting. The AI parameters in all the FMs are redone, tuned very carefully to bring out the differences in the planes. An example - climb capability, if your in a better climbing plane you may outclimb your AI opponent (note, may, depends on how you fly), and if the reverse is true, you won't......sounds simple, but its not, took some FM tweaking/lots of testing to get consistent across all planes, and works well in terms of the dogfight experience, I think. I will be posting an alternative Aircraftobject.ini too with this set. It seems to work well. Aces and Vets are very capable, very aggressive (ie, possessed :)). You will be hard pressed to beat an Ace in a comparable performing plane. The rest are quite capable, probably equal to TKs current crop of Aces/Vets, but done differently. Some are reasonably capable, reasonably aggressive, others are aggressive but not that capable, another lot are not that capable but good at evasion. You don't need to use this new Aircraftobject.ini. Everything will be fine, but the AI won't be as good/tough, and the difference between the Aces/Vets and rest not as defined :). Which brings me to TKs planes, and his AI. I'm redoing some of these planes for performance and all AI (most AI are not optimised by a long shot). The camel and dr1 fit very well performance wise with the ones I have done, rest don't, they are underdone IMO. I don't get that feeling of superiority in the SE5a, Spad13, or FokkerD7 I think you should (maybe thats just me!), nor with better AI can you survive in say an Albatros. I'll be posting the alternative versions of TKs here for you to try out first, maybe a couple of weeks down the track. Finally, I'll include in the download for the Fms I'm doing some new LOD files supplied by the A-Team for some of the planes, for loadouts to work with the current game.
  18. Great Alb D3 paint job...

    yes, these are excellent skins. where have you been hiding, sinbad?? thanks, hope you do some more.
  19. Dolphin EP FM as a model

    " It seems to slip to the side in a most curious and extreme way." Yes, it needs more work, not an easy fix. I'm sorta half way thru it, re-doing this and some of the others I have posted as beta as next step in conversion. "What does AutoTrimLimit do? Found no info. It is active, but set to 0.0. Is there an appropriate setting for 'nose heavy'?" Autotrim wasn't set to active in my FM. If you activated (by deleting //, even if value is 0.0), yes, it will be nose heavy. Autotrim is elevator trim setting done for you (hence auto), 0.0 will cause pitching down, 1.0 pitching up. Using this will vary considerably for different aircraft, and there is no real need for it for most FMs - TKs has done it specially only for two planes - the Dr1 and Camel, because they want to climb continously (hence value of 0.0 to settle a bit). If you want to try it out on the Dolphin FM, a value of 0.5 will probably be okay, but just keep in mind each and every plane will be different - 0.5 for another plane will probably cause other problems, notably see-sawing pitching moment. The sideslip damper is interesting, 0.0 will have an effect (if you activate the damper, even if 0.0, it will have an effect, I think) , but in this particular case 1.0 is better. It will settle that slipping down somewhat. Using a value of 0.5 for example will in this case cause sideslip overcompensation - it will slip to other side :). I think. BTW, I'm redoing the FMs, its necessary, either they don't feel quite right in the new game, or they can have problems (eg Dolphin, some others). And it takes time. Realised along the way that TK may implement this new flight model for his other series, as it is definitely better (the "feel" , AI, and its easier doing FMs, not as tricky), but gee, there are several years of FMs done by the community, there is a huge amount of rework here....
  20. Moving forward ....

    Some more... the Bréguet, FE2c, Re8, Nieuport28. Included is a loadout file for the Bréguet.... Br14_LOADOUT, courtesy of the A-Team. Needed to use bombs for EP1. Just put in same folder as the Bréguet data.ini, overwriting the old file. Some other plane FMs I posted here also require some new Loadout files, and will upload shortly. The FE2c is fine. Have called the Fe2b the Fe2c. The Fe2 was a multirole plane until early 1917, this Fe2c is a pure bomber/recon with dates of mid 1917- late 1918. Made them different, as the Aircraft Roles needed to be defined differently in the FM, otherwise it would undertake fighter roles in 1918. It will be the same FM as the Fe2b, just different roles. So by renaming data.ini to Fe2b and changing roles (change dates too!) in [MissionData] section at top of data.ini, you will also have the Fe2b. Or do this by copying the [MissionData] stuff from the original data.ini from the A-team . So copy your Fe2b folder, rename it Fe2c (exactly), and put the Fe2c.ini file in the Fe2c plane directory with the new data.ini. You should keep theFe2b as a seperate folder in the game install anyhow, otherwise decals won't show up for the Fe2c. The Re8 is TKs...just made it so you can take off in Hard FM (just, with a bomb load!!) - it didn't before. I use the salmson cockpit done by somebody some time ago with adjustments - available here at CA. The Re8 is fun to fly, beautiful model. EP_Beta_1.0_Br_guet_FE2c_Re8_Nieuport28.zip
  21. Moving forward ....

    Next few... Dolphin, PfalzD12, Bristol F2B EP_Beta_1.0_Dolphin_PfalzD12_F2B.zip Again, will probably tweak over time.
  22. Whats worst?

    A template for the Pfalz would be great if possible. This plane had some interesting colours...might then even be inclined to have a go myself at a paint job.
  23. Whats worst?

    Nice skin, very distinctive. I like the look of the earlier crosses.
  24. N28 upgraded

    Nice work EmID
  25. hanriot hd.1

    Its a real looker - would be fantastic to have in FE. And the Italians loved them.... Now, who's doing Alpine terrain?
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