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peter01

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Everything posted by peter01

  1. Some FM feedback for Peter01

    Strange, but I believe you. The other thing you could do keeping the pilot in the nose section is set the damage rating in the nose section to destroyed. DamageRating=DISABLED (or whatever it is) to .... DamageRating=DESTROYED If that doesn't do it, nothing will. Edit: The best way to test is to load a mission ... you can easily change the player plane in game, edit the file to change the AI plane . Camel vs AlbD5 (1v1).zip
  2. BTW, I will be making similar changes in the final version to the N17L and N23L so they can carry Le Prieurs in addition to the Lewis. And to the CamelF1_110L, CamelF1_110D and CamelF2_150 so they can carry bombs as well at least.
  3. New FMs and game files for FE1. This will not work for FE2. The FMs are for the Hard Flight Model. A total of 14 FMs. For the Nieuport 17s (two), Nieuport 23s (three), Camels (six), Spad 7 (180hp) with Lewis, Spad 12, Fokker Dr1. The AI on the Dr1 was reduced. It is still a hectic affair against the Dr1 with the Camel, and difficult to beat but less hyper. These took some playing around with guns and quite a few other things like plane file names (ran into subtle problems with length of folder names), so they are definitely beta versions. The Nieuports are based on Christian's work with placement of guns etc, but the FMs are more like my latest N17 FM, with engine changes to N23 and a few other things. Christian added quite a bit of weight and other things that made them quite different, though based on, my latest N17 FM. No 10 6 March FE1 Game Files and FMs.zip Changes/Additions: ================= - Had to rename the Camels, as the text was too long to tell which Camel you were selecting (BTW, TK has extended the string in FE2). So originally the Camels were "Sopwith F.1 Camel (130)" etc and are now "Camel 130Hp F.1" etc. - The gun modified Camels and Nieuports only have extra guns, cannot load bombs or Le Prieurs. The standard N23, Camel 110, 130, 150 can load bombs or Le Prieurs. - Two missions to try out the Camel versus the Fokker Dr1, and vice versa. Two other free flight missions. - Files to go into the Sounds ("gun_reloadlg" file for 37mm), Flight (updated "SOUNDLIST" file for sound of 37mm cannon), Effects ("37mmSpad" for smoke on firing) folders. If you already have a working Spad 12 you do not need to install these three folders. - Updated Gundata, Weaponsdata files and things in the Weapons folder. The Gundata, Weaponsdata files are pretty much the same as the "FE Nov 2008 Game Files" component within the "UPDATED FE Plane FMs for Nov 2008 Patch" I provided many months ago to make loadouts, guns, pilots to work, this adds the 37mm cannon and makes changes to the specifications of the extra Lewis mounts so they work properly. - A little bit of headshake added via the AIRCRAFTOBJECT.ini. The FMs (TKs or mine) are much better with this. Used values that TK uses in his other games but not in FE, an oversight IMO. INSTALLATION ============ 1) I recommend you backup your "mod" folders before installing. These are definitely BETA versions. 2) You need the Nieuport 17 and Spad 12 addon models - available in the CombatAce Downloads section. 3) Go to your "Aircraft" folder in your "mod" installation and copy plane folders as follows EXACTLY: Make a FIVE copies of your Nieuport17 folder & rename to ----> Nieuport17B, Nieuport17L, Nieuport23, Nieuport23B, Nieuport23L. (L for one Lewis instead of a Vickers, B for Bis with a Vickers and a Lewis. Naturally if you don't want all just create the ones you do want) Make a copy of your SPAD7_180 folder & rename ----> SPAD7_180_Lewis Make a THREE copie of your CamelF1_110 folder & rename ---> CamelF1_110L, CamelF1_110D, CamelF2_150 (Notice "F2" here, and doesn't matter that you copy the 110hp folder over, and L for one Lewis instead of a Vickers,D for Dual Lewis instead of Vickers, and F2 has one Lewis and one Vickers). 4) Place all the files from this download into the corresponding folders of your First Eagles "mod" directory installation. You can just drop them all into the main directory of your FE install, and click OKAY top overwrite. ***IMPORTANT*** You MUST install all the Effects, Sounds, Object, Weapons folders - if you don't, either problems or alternatively depending on you setup, things will work, but not quite right even though you may not be aware of that. Acknowledgements ================ Tailspin and Christian for much of the Nieuport/Camel Le Prieurs placements, Christian for the extra guns on the Nieuport 17s and 23s. Whiteknight for the Spad 13 extra Lewis. P10ppy for the original modelling and configuration for the Le Prieurs and the 37 mm Gun, and much else.
  4. Some fun pics

    The added gun method always sucked in FE1 with my FFB stick - felt very weird. So, never had an interest in flying them. But it is different in FE2, works fine, another improvement by TK . So, have been playing around ...
  5. FE2 - Shot Pilot Effect?

    I found most of it quite easy, quick and painless, surprisingly so, but then I am used to modding FE. The file structure is the same. Except the terrain folder is called terrains instead of terrain, and of course you have a seperate mod directory. I moved everything from my FE1 installation straight over - Effects, Terrain, Flight, Sounds, Missions. And everything in the Objects folder. It was a bit of a risk, but if it didn't work, I would have just deleted it all and started again step by step. But everything works. I also transferred the campaigns, but haven't tried them yet. There is a new Extract utility, and new Weapon and Gundata editors. They do work differently. After getting the hang of them, I extracted everything for future use, and redid the gun/weapons stuff to be the same as in FE1 just by copying all the old stuff from FE1 into the ini files and saving with editors. As always. All fine so far. The annoying stuff is some plane models and decals. Laton posted a very useful guide for fixing the models (not all, maybe a dozen or so that I have I identified), where you have to move things like prop, gunner, glass bmp and or tga files etc from the main plane directory to each skin folder. Unfortunately! Otherwise no prop, no windshield. You also need to create a "Pilots" folder in the Objects directory - nicey expalined by Laton, he even provided the directory with the files. Just add others that you use. Laton's post is here http://forum.combatace.com/topic/53119-fe2-converting-my-models/ Actually that post, and some others need to be made stickies I think. With decal problems, some you can fix by moving the stuff in the decal folder to the main directory, others do not. I tried changing the pathname in the decals.ini but that didn't help. How many planes? Not sure, not the majority by any stretch, so far for me the PfalzD3, F2b, HalbD3 (it could be many of the A-teams though). But it is early days! And my guess is that some decals will not work anymore, things like numbers etc although insignia can be fixed one way or another. It a nutshell, thats been my experience. A bit of work, but not overwhelming, yet still some niggly things to do.
  6. Some fun pics

    Forgot a couple.
  7. Some FM feedback for Peter01

    That is true, but I use the same set of FMs for FE1 and FE2. They work fine. There are a few more FMs to upload Bucky, and a several mods/tweaks to those I have already uploaded, then that is it for FE1.
  8. Some FM feedback for Peter01

    Well yeah, for one or a few planes, but not for 80-100 unless you are *real* keen. The "pilot" is normally placed in the fuselage section, and the "engine" in the nose section. Put the pilot in the nose. make sure numbering of SystemName[XXX]= is consecutive for the new spot for pilot moved to engine, and fix those in the moved part, the fuselage section. Example, TKs Albatros Dv ... Currently .... [Fuselage] SystemName[001]=InternalGun1 SystemName[002]=InternalGun2 SystemName[003]=LeftMainGear SystemName[004]=RightMainGear SystemName[005]=FuselageFuelTank SystemName[006]=Pilot SystemName[007]=BombCompartment [Nose] SystemName[001]=Engine Change to .... [Fuselage] SystemName[001]=InternalGun1 SystemName[002]=InternalGun2 SystemName[003]=LeftMainGear SystemName[004]=RightMainGear SystemName[005]=FuselageFuelTank SystemName[006]=BombCompartment [Nose] SystemName[001]=Engine SystemName[002]=Pilot Notice the numbering changes. If incorrect - problems! Give it a try. This is how I used to do it, I'm sure it still works. I won't be doing or testing it simply because keeping up with TKs ever changing stuff has become not only annoying at times (like this one), but often will need to be rechanged if TK fixes it himself.
  9. quack, skin request

    Hi EmlD, great to see you back on the forum after all this time. And your models are still fantastic . BTW, I didn't have any luck with the spinner thing.
  10. FE2 - Shot Pilot Effect?

    No change to pilot or balloon effects, FE2 is pretty much FE1. Is it worth getting? Hard to say. despite graphics being much nicer, my frame rates haven't been affected (i monitor FPS continously, it displays on the screen in the game). Graphics wise everything looks nicer, the colours are richer, more vibrant, terrains and planes are excellent. The shading and shadows work a lot lot better, and are pretty good. And all that is on a WinXP-DX9 machine. The FM changes are interesting, and TK has done an *exceptionally* talented job "fixing" problems with the old flight model. It is pretty amazing, pretty incredible to me, I can appreciate it. But initially the feel of the planes, just flying around, were more wishy washy to me, without that unique feel that made FE quite special in terms of FMs in the Expansion Pack. After flying (and especially dogfighting) a few hours I changed my mind completely, and FE2 is basically what I play now. AND I say the above re FMs knowing that mine designed for FE1 aren't as good in FE2. Not all anyway. Normally that drives me crazy, but not this time. The other improvements to the flight model more than make up for it.
  11. FE2

    Have started modding FE2 to get a similar installation to FE1, and took a little doing. Still some problems with some plane decals, but other than that lookin good. And I'm on XP and DX9. So thought I'd upload a few things for those that have the game. I think most of my FMs work, but guns, loadouts etc were a problem, so this should fix that part. Plus a few FMs ... and these rae only for FE2. The file should be available for download here shortly: http://forum.combatace.com/index.php?app=downloads&showfile=10654 Some pics in the meantime. Nice bomb bay! Loads of fun downing Hannovers, Gothas, AEGs and the like with the 37mm cannon! Sopwith Camel F.1 110hp with one Lewis rather than two. Sopwith Camel 2F.1 150hp with port Vickers and overhead Lewis.
  12. FE2

    I have the same OS as you OlPaint, no problems. In fact FE2 is very good. Glad to see you have found where to install the mods, the "mod" directory. All mods go there, none in the default game directory - leave that alone. Sorry I wasn't more specific, but I'm new to FE2 too, and I'm not sure what the "mod" folder path is called in Vista or Win7, so didn't want to be too exact. There have been quite a few threads here on this however. If your game is crashing I'd check out or reinstall your terrains. The terrain folder in FE2 is called TERRAINS (with the "S") not TERRAIN as in FE1. As all terrain mods have been developed for FE1, including installation instructions, you need to be careful here. More generally I just transferred everything over from my complex FE1 installation to FE2, then redid the weapons and gundata files, and everything was fine, except .... some plane models and decals. With the former Laton wrote how to fix this for his, and you need to do the same thing for others too, so it is a pain and takes some time. The decal problem is still a problem for me - some just don't work as in FE1 (at this stage).
  13. Some FM feedback for Peter01

    This has a long history. It is in the code, but you can force the pilot "to die" in the FM. In FE Original (prior to the Expansion Pack), the pilot would try to make a forced landing after sustaining engine damage. It was quite neat. But the downside was that the pilot would still try to dogfight you, and even without an engine were quite capable. In the FMs I did for that version of the game, I forced the pilot "to die" immediately with an engine hit, simply because I found it completely ridiculous - but no forced landings of course. TK changed this in the first version of the Expansion Pack, the pilot "died" some seconds later (maybe 10-20, can't remember) after an engine hit. I changed my FMs back, there was no need to link the engine and pilot hits anymore. Some people didn't like this development ... no more forced landings at all. Then in another patch (Nov, 2008 Patch I think), TK came up with the current solution. Pilots can fly with engine damage, but don't dogfight. So they can make forced landings if at low altitude when hit, and do. At high altitudes basically they just fly for a long while and then eventually crash if their engines were disabled initially at high altitudes. So TK sort of compromised the options, with forced landings a "feature", but that annoying side effect of continuing to fly for some time (without allowing them to continue dogfighting, which was the real immersion killer for me). The option from an FM point of view is to leave them as TK has designed. Or have the pilot "die" when the engine is disabled. neither is perfect, TK maybe will improve this down the track - he is very, very aware of the game, and it's limitations/problems.
  14. New FMs for the Albatros D5/D5a, Fokker D7/ D7F, Pfalz D12, Sopwith Tripe, Nieuport 24/24bis/27, DH2. - Loadout files are included where necessary. All considerably improved from previous FMs I did for these planes. No9 2010 FMs - AlbD5s FokD7s PfD12 Tripe N24-27s DH2.zip IMPORTANT ========= These are for FE1. You must have installed "FE Nov 2008 Game Files" component within the "UPDATED FE Plane FMs for Nov 2008 Patch" for everything such as guns, loadouts and pilot models to work properly. It is available here at CombatAce: First Eagles by Thirdwire> First Eagles Add-On Aircraft> Flight Models. INSTALLATION ============ 1) I recommend you backup the folders of the above aircraft before installing. 2) Place all the files from this download into the corresponding plane folders in the /Objects/Aircraft of your First Eagles installation.
  15. Some FM feedback for Peter01

    Ha. Seems like somewhat similar experiences to mine Bucky. Maybe we have been flying these doped, unstable crates a wee bit too long?
  16. New FMs for the Fokker E3/E3a, Fokker E4/4a, and redone Nieuport 11, Nieuport 16. Also included are: - Loadout files in the folders for bombs, Le Prieur rockets to work. I think of this as my "stability" update. The Fokker Es FMs are new, but as always have been very hard to make stable, these come very close. Flying the Nieuport 11 and 16 again, I realised they were too unstable even for my liking , so these improve/fix that, and I'd say you will like these better than the previous FMs. BTW, TK has pretty well fixed the stablity issues in FE2 , which to me was the bane of doing EP FE1 FMs (as well as slower roll); it required a lot of FM knowledge, effort, work arounds, compromises and testing to make FMs stable, especially the earlier planes. No7 2010 FMs - FokkerE3s FokkerE4s Nie11 Nie16.zip IMPORTANT ========= These are for FE1. You must have installed "FE Nov 2008 Game Files" component within the "UPDATED FE Plane FMs for Nov 2008 Patch" for everything such as guns, loadouts and pilot models to work properly. It is available here at CombatAce: First Eagles by Thirdwire> First Eagles Add-On Aircraft> Flight Models. INSTALLATION ============ 1) I recommend you backup the folders of the above aircraft before installing. 2) Place all the files from this download into the corresponding plane folders in the /Objects/Aircraft of your First Eagles installation.
  17. Multiplayer Server?

    I may have given you incorrect information about multiplayer and FE2 before atuhalpa. Just read that the SF2 series (I think FE2 is in that category) no longer supports multiplayer.
  18. Some FM feedback for Peter01

    Hi OlPaint01, Likely you don't have a RotaryEngine sound in your Sounds Folder. Two things you can do. The simplest is make a copy of your PropLoop sound file in that folder and rename the copy RotaryEngine. Or use the A-teams RotaryEngine sound by extracting it from one of their rotary plane packages and palcing it in the Sounds Folder.
  19. Some FM feedback for Peter01

    Bucky, a bonus - a new Triplane FM. About 95% complete too. That in a nutshell is my problem currently, many nearly ready but not quite! Tripe.zip Let me know what you think.
  20. Some FM feedback for Peter01

    Yeah Bandy, I do have FE2. I'm doing the FMs for FE1. The AI in FE1 and FE2 are the same, so no problems there. The FMs work okay in FE2, but ... TK has changed how the pitch and roll work, both slower (and it is better). As I did the FMs quite differently at times to the "standard" way, ie TKs, some planes don't feel as good though relative performance etc will be the same, and they are okay if not great. others are just as good in FE1 or FE2, just a bit different. It is hard to explain, but one example. Because the pitch in FE1 was too tight/tense at times, I increased the pitch deflection angles at times to compensate, eg standard 30 degrees to sometime 36 degrees. It softens the feel of the pitch, and I'd tweak them until they were how I wanted them. However as the pitch tenseness/sensitivity is reduced in FE2 these particular FMs feel more flaky then they do in FE1, compared to others that have 30 degree pitches that I have done. It is quite easy to redo this. But I do quite a few things differently, and I suspect some of those may not work as well (in terms of feel only), but then again they may work fine too, or well enough. I won't be redoing anything for FE2 yet though, I suspect that when I really get interested, when another expansion pack is done, TK will again make changes to the Flight Model.
  21. Some FM feedback for Peter01

    These are the laatest ones, different to any previous ones uploaded. Pre Beta Camel Dr1 with Missions.zip
  22. Some FM feedback for Peter01

    Well, Whiteknights feedback was great - he liked the first version, the "friskier" one. I had been a little concerned it was too extreme, and it needed some work on the feel. So I did a second more standard one. But, on reflection after WK's comments, the "friskier" version is also the one I like considerably better too. So the answer is somewhere between, which I have done, and like a lot. This Camel is jittery, has pronounced gyro effects on turns, slightly tail-heavy, spins/stalls quickly, with spins quite strong, and turns faster to right. With the latter, at the moment in my tests, you can beat the Dr1, but only if you watch the stalls-spins and turn to the right. Seems correct to me - frisky and takes some practise to master the plane. The Dr1 is easier to fly and to do, and is improved. I also had to slow down the AI. The damn AI use rudder too effectively, and the rudder on this one is very good. The whole AI thing is tricky, because although these are the ultimate dogfighters and should be a good match, I wanted to make sure you could beat them with other good planes too, eg Fokker D7 vs Ace AI Camel, Spad 13 vs Ace AI Dr1 (which is fun). I can do that with some difficulty, if I BnZ. Hence looking ok. So 95% there, but the tweaking though likely minor will go slowly. Happy to re-upload these here if anyone is interested in pre-betas!
  23. Some FM feedback for Peter01

    Thanks for feedback Bucky. Have tried, but can't change the prop inertia effect (pulling to the left) without compromising the general gyro effect. In fact the gyro effect works correctly on turns because of the inertia effect pulling to the left in this FM, and in TKs Flight Model. Tried a few things, but any change to the direction of the prop inertia reverses the gyro effect. It is perplexing why this is implemented so - and perhaps why TK didn't implement them in his FMs. I think you are correct about the Camel's turn, slightly underdone in the last version I uploaded - it was better in the first version, the more "friskier" one.
  24. quack, skin request

    Great! Well, I'm partial to a white skin, the N11 and N17s look neat in that. But the plane was flown by the Brits, Frogs and US (N27) so there must have been a variety of schemes. Sorry, don't have any references - but have seen a US N27 with a brown green camo somewhere. Bucky is always great with these things.
  25. Some FM feedback for Peter01

    Frisky beast indeed. Not sure which version you are using, did you see my last post on previous thread? But I redid the Camel and Dr1. The Dr1 is more developed - it neede some more work, and the Camel is a little less frisky I guess, but certainly still interesting, maybe more *feel* too. I'll upload the two FMs here again because I have improved the AI (maybe more work needed on that still), and this includes two missions, Dr1 vs Camel and vice versa. Both are very tough dogfights but the Dr1 is a bit superior. You can in fact even do a 360 degree flat turn with the Dr1, just need some opposite aileron balancing. The Camel turns very fast to the right, and nose drops - gyro effects. Opposite on a left turn. Frisky indeed! Hopefully they are interesting, that is the point, that is how they should be I think. Thanks again for your help! And no rush. whiteknight Camel Dr1 Missions.zip
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