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peter01

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Everything posted by peter01

  1. Hi Bandy, Zippy is a good word to describe them but fun tho? The EIVs (have to say most of mine done for Borts aren't very aggressive AI). I just redid the EIII so I could get decent test dogfights for the Moranes, I'll post this new version shortly. All the planes are a lil bit too good aren't they? You have to fit in with the rest or most. And doing the early ones is extremely hard, whos done them well for hard FM? If you were flying the EIVs or any other, you would still have shot down 3 or so of any plane, even the same plane!! - I do, its the AI (not many games use same AI as player planes), and the damage inflicted by the guns (too easy). Good to hear the wiingman got a kill, the "L"s are very capable AI, not the plane alone at all but rather how the FM was done for the AI. Cheers
  2. A beautiful model, and flies great. Good to see Bort not only updating his models but building new ones (like this and the Farman Shorthorn and Longhorn recently) ....... Tho not that well known, the Halb DII was an very important plane in 1916, "and enjoyed a brief period of superiority over its adversaries", so thanks to Bort for doing this....very much appreciated. Maybe he'll do the DI and DIII as well!!!! Available at Bort's site here http://www.ebort2.co.uk/FE.html
  3. A bunch of Flight Models

    Cheers HerGr, its an interesting thought, hadn't thought of it. Not many 1915 planes yet, so no, but the way things are going who knows......1915 is a good year - damn, they all are in that period!!!!
  4. A bunch of Flight Models

    Firecage, thanks for pointing it out. Its probably true re patches, especially wings, but all parts, maybe just got a bit worse - wasn't always perfect as Tailspin stated. And I did minimal damage/collision modelling, as I said initially in posts. Good time to revisit. The nose thing is reasonably easily improved (testing already for EIII :smile). I'll look at other parts too, bit harder w/o 3d, have to ....guess, test, tweak etc etc. Cheers
  5. Thanks very much for this, one I've ben waiting for, and looks great to me.
  6. .INI Tweaks and Changes

    hi Von Legs, "How did you alter the skill levels of the AI? Is it a matter of adjusting the WWICAMP1 data file to increase the morale/experience?" You will first need to get that ObjectData.cat file opened Then modify the AircraftObject.ini file - it has various skill levels - you will easily see it- by copying say the ace stuff to vet and regular levels, and copy the vet stuff to reglar green novice etc to do what I did. You can do any combination. Also in this file is default AI data - important if you have not specifically detailed this in your individual planes data.ini files (most Third party planes now have this, but not the original TW models). You can mod this, but suggest you just copy say from another plane that has this data - if you have the ATeams stuff their later planes do. If you are doing it just for campaigns, setting experience/training/morale levels is maybe better to changing skill levels, but I think quite different in the sense that green are still green etc, you just get less of them or they improve quicker. Cheers, and good luck with the cat.
  7. A bunch of Flight Models

    Finished. Sorta!!! Updated download to include brand new Fokker B2, D2, D3 and D3L FMs. Work fine, player or AI. Even B2 as AI will give a good fight. All easier to fly and more capable then previous versions. Definite upgrade path, Halb the most capable, B2 the least - can hardly wait for that superb looking Morane being done, for itself and against B2s and D2s as well as EIII should be a good fight!! Tried to base their capability on my view (plus research) of their chances versus Nieuports (thanks Tex, EmID and Monty). Hope you like it, think I achieved what I wanted: more consistency in game play for the 1916 airwar, and to do something myself for the community, given I'm a skin, campaign and new plane junkie, downloading all the great work being done by others. Note that if you have any funny issues with graphics/cockpits/guns/skins its likely you do not have Borts latest versions - I used the ones available on 25th March. Of course it could be me, so post here anyway, will try to help. The sorta, is because Bort is very productively updating, and if cockpits change or major upgrades occur, I might incorporate changes . And of course, if any major issues or if I find minor improvements etc.
  8. A bunch of Flight Models

    Hi Tailspin, thanks, I got the pilot postion wrong there, looks funny, have updated zip. New Zip is dated 25th March, if you don't have this date folder then redownload, then copy new Halb data_ini to correct folder, or to correct manually just copy this section over old for Halb DII as per Tailspin's suggestion, plus extent positions: [Pilot] SystemType=PILOT_COCKPIT PilotModelName=WWIpilot PilotHeadNodeName=head Position=0.0,-0.90,0.50 MinExtentPosition=-0.20,-1.20,-0.05 MaxExtentPosition= 0.20,-0.60, 0.51 Thanks for pointing this out, Tailspin, and comments.
  9. Somethings missing

    Well it works, have a SE5a without Lewis, which is great - and can use two different folders. Might look at the link you gave to see about gunpod as weapon option though. Anyway thanks again and for sharing this info. Cheers
  10. .INI Tweaks and Changes

    Hi Von Legs, did you go to the right directory, where the file is stored as explained by Tailspin? "......no option to select the said file. Sorry im a bit of a mong when it comes to using unfamiliar I.T. " Use the utility's folder option in top right (box with three little dots) to navigate to the right directory. I may have it wrong, but its the only reason I can think of.................. With ineffective AI, there is a variety of skills Novice to Ace. I found it a bit easy, and made half Veterans and half Ace, less variety but tougher. Cheers
  11. A bunch of Flight Models

    New Update , yeah yeah..... but its quite major. I cracked the AI issue, doing a Halb DII for myself, I hadn't been intending to do any more changes. I've updated the pack with the changed FMs described below, at CA usual place - its a small download so just d/l'ing it for say Halb DII alone is easy. New Halb DII FM. Somewhat slow climb, slow speed around 90mph, but easy to fly, light and very nimble. Tested against N17 and N11 mainly, you will have some great dogfights, AI or player. This Halb is a good match with the N17, even Pup. Given Bort will likely continue work on Halb, probably will need to update FMs in future on this one. Eindeckers updated, same as previous version for player, except slightly improved rudder (done for player and to make AI a little more aggressive), but mods to FM vastly improve the AI . Tested for Hard FM, but can say very confidently works just as well for Normal FM, player or AI. No problems with takeoff. Eliminated non rotating prop problem at start of takeoff for these for my previous FMs (part of solving AI issue). But main reason for the update is the AI. They are like all AI aircraft now. But some points, given they were a bit less than perfect in past, Far far more aggressive, very good in evasion. The Halb DII esp with v. good maneouvarability. Do not go to low altitude quickly at all anymore. Very rarely spin/stall, less than most other planes. Do not give up any more, no long how dogfight continues. Sometimes land/takeoff during dogfight, but its reasonably rare. Followed them many times for 20 mins or more. Sometimes crash dogfighting near ground, happens but very rare. D3s require a bit of FM rework to make effective AI as Eindeckers and Halberstadt. Will do this, as want this for myself, maybe B2 and D2 as well, but no promises for now. Lastly, for those that like tweaking these FMs are very very finely tuned (out of neccessity). Modding flight characteristics or the AI section will more than likely result in difficulties for the AI, so if you do this, keep that in mind. Exception is rudder of course. Thanks again to Bort for his permission to do these FMs, including new Halb DII. Comments welcome...........Cheers
  12. Somethings missing

    Neat. Can you explain how you do it. Cheers
  13. Interesting point, but its unlikely....users define mouse speeds in Windows, programs then use the default system values (which they should). I wouldn'y say there was much call for a developer to provide specific controls for mouse movements in a game, unless the mouse was an integral part .........but even then??
  14. Hi Joe, Bort just posted this on his site, I haven't tried it yet: In ########_DATA.ini and more or less at the top is this section [AircraftData] EmptyMass=520.5 EmptyInertia=1512.9,1224.3,1209.4 ReferenceArea=60.77 ReferenceSpan=17.13 ReferenceChord=1.52 CGPosition=0.00,-0.02,0.00 OnGroundPitchAngle=13.5 DefaultArmorType=WOOD DefaultArmorThickness=25 Component[001]=Fuselage Component[002]=BottomWingLeft Component[003]=BottomWingRight Component[004]=BottomWingMidLeft Component[005]=BottomWingMidRight Component[006]=RightStab Component[007]=LeftStab Component[008]=VertTail Component[009]=Tail Component[010]=Nose Component[011]=Pilot Component[012]=TopWingLeft Component[013]=TopWingRight ADD A NEW COMPONENT IN NUMERICAL ORDER THUS.... Component[014]=AllFuse then just paste this at the end of the data ini.... [AllFuse] ModelNodeName=fuselage ShowFromCockpit=TRUE DetachWhenDestroyed=False DamageRating=destroyed HasAeroCoefficients=FALSE prop disc visible from the cockpit... this should work with any of my aircraft....
  15. SRT, its a good idea. But a lot of those you have (I know its not yours as such) are not what I think at least, mainly earlier planes, my thoughts: HalberstDII 04/1915 to 11/1917.......should be more like 07/1916 to 04/1917 DH2 06/1915 to 06/1916 .......should be more like 02/1916 to about mid 1917 EIII 06/1915 to 07/1916.......should be more like finishing 10/1916 EIIIL 09/1915 to 06/1916 .......should be more like 03/1916 to 10/1916 E IV 11/1915 to 08/1916.......should be more like 03/1916 to 10/1916 SPAD7 08/1916 to 08/1917 .......should be more like 05/1917 to 11/1918 for 175HP version I think. We don't have 150HP. FokkerDIII 07/1916 to 12/1917.......should be more like end 04/1917 AlbatrosDI 08/1916 to 04/1917.......should be more like 09/1916 to 11/1916 N11 06/1915 to 08/1916.......should be more like 01/1916 to 12/1916 Anyway good idea.
  16. Firecage Plane Fest 3.0

    Good stuff Firecage, way to go Thanks for all the hard work too.
  17. Everything I have read online and in books about the Halb DII is very positive, especially agile and nimble and easy to fly, superior to all fighters in mid to late 1916 including Nieuport 17/SpadsVII. I remember a comment by Nungesser I think quoted at some online site stating the Spad 150HP (a successful plane) was inferior to the Halb DII, asking for the Spad to be improved. The reason, as I understand it, that it was not an overly successful plane was it was quickly supplanted by the Albatros DII - 2 guns and far quicker, then of course by the Alb DIII, the undisputed king. I may be wrong, its be known - I'd be interested to know others views as well.
  18. Dr1 Hard FM - Firecage

    Hi Stachel, welcome to FE, and welcome to modding. The site Firecage pointed you to is THE reference site, but info will take some time to digest. There is some assumed knowledge. Not sure if it answers your specific question on panning tho. As you like me are a cockpit flyer, here's some specific help. I'm sure many would probably like to mod these for other planes as well not just Dr1. To change rudder, in the dr1_data.ini file in the plane folder (Dr1 in this case), in section [Rudder] locate line Cndc= (whatever it is). Increase say 25%, fly and test, then tweak till it suits. To pan all the way to the rear try this - in the dr1_cockpit.ini file in the plane folder, in section [CockpitSeat001] change the two lines MaxYaw= (whatever) and MinYaw= (whatever) to 180 and -180. Similar for all planes, but you will need to do it for each plane, and of course there are reasons why designers put in values they do. All the best.
  19. A bunch of Flight Models

    Firecage, did you get my PM??
  20. A bunch of Flight Models

    Hi Firecage, Yes, done with tweaking. They are more capable, players could fly say in 1916 in an E3 or others and not only survive but do well. Apologies about difficulties, to everyone actually, but these have proved to be elusive nuts to crack. I had them ready a week ago but just wanted to be reasonably sure by playing lots of missions and campaigns with them so I knew what the issues would be, if any, before anyone d/l'd again. Should have PM'd you on progress.....probably now means extra work - sorry, I really can sympathise with that...... Cheers
  21. A bunch of Flight Models

    Hi B Bandy RFC, I used a previous version when developing and testing, but then downloaded all of Bort's updates last night, and doesn't seem like a problem. The data.inis/flight model is fine. You stated "I transferred some of the original EIII skins into the new AC folder". Bort I think has added new LOD files and this could be a reason. I have found best not to mix and match new skins and models with the old - I just deleted all the old stuff and reinstalled the new, tho I personally liked the original D3 skin. Hope this helps.
  22. A bunch of Flight Models

    An update. Modified download available at CA download section. http://forum.combatace.com/index.php?autom...amp;showcat=213 Pack includes E3, E4, D3, D3L. May redo the D2 and B2 at some later date, tho unlikely, would really take a lot of time. As I am keen on 1916, of course I wanted to get some of these working properly for myself and others, which it wasn't in last version, as I found out with AI as I relaxed in a campaign to enjoy the fruits of my labour. Theres a limitation, and I've spent many hours tweaking and tuning (and a bit of fudging) and testing to get something working ......I've been flying with this lot a couple of days now, and they will do for me - pretty good to fly, passable AI.... makes a 1916 campaign far more enjoyable, either side. Here's a rundown on the FMs and the changes: Flying. This is definitely the best part, and in this update particularly. They are all somewhat different in characteristics, and I've made them all more consistent with other people's FMs, ie, easier to fly, with lower stall speeds and problems. They are fun to fly, if you just try one, suggest the Fokker EIII. Performance. More competitive - with a bit of skill or practise, player will mostly beat period opponents. Still not over modelled IMO, just more comparable with other FMs. AI vs AI seems fine. Player vs these AI. Hmmm. It took a great deal of effort but - nearly eliminated all stalls/spins, bouncing on ground during dogfights and reduced excessive slowdowns in speed. BUT, the AI will give up after some minutes (if not shot down), still evades, but acts as if the pilots having engine problems. I've set the D3s to "Rare" so they do not appear as often when you fly allied in missions/campaigns, it can become a bit of a turkey shoot. But variety is good. Takeoff. Fine - however you will start to move without prop spinning for a few secs if you view in external mode. I'm probably done with these unless real issues emerge or major upgrades are done by Bort in the future. As always, feedback welcome, Cheers.
  23. Extremely nice, and damage modelling as always such a treat - just love shooting up these 2 seaters. Thank you Ateam.
  24. Well done....its a good find. Thanks for sharing.............
  25. A bunch of Flight Models

    I had problems uploading initially as well.... but seems sorted out. No armour in these versions. "Sounds like you're really pleased tho... " Yes, I am, very much. My Eindecker problems with AI completely fixed with these mods, and are really well behaved opponents now. The Fokker B and D series are completely new FMs, and are a delight to fly (and look at of course), even if I say so myself. The AI worked well straight away, so could concentrate on the player FM experience more, without all the AI testing - thankfully, was driving me nuts, the eindeckers were a tough start! Am enjoying the challenge myself against DH2s and N11's with these planes, takes a different type of flying approach, and haven't really been as challenged since initial release. Also dodging the AI's attack and bullets in a fighter is a new experience for me - after a few dogfights say in DIII against N11 you appreciate the marked improvement in the AI in aggressiveness and shooting in the latest FE patch. Perhaps the whole game/AI was developed for less capable planes/FMs, slower roll/climb etc, and handles it better..........the initial release FMs weren't easy. Hope you have fun with them....
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