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peter01

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Everything posted by peter01

  1. There isn't a bug in FE2 compared to FE1 in stalls and spins. In fact it is easier to make better stalls and spins. The reason it seems a problem (or is a problem), is as TK reduced the effectiveness of the pitch in FE2 (stalls/spins are a function of speed PLUS changes in AoA, ie pitch movements)it is harder to stall in FE2 than FE1. TK didn't mod the stall parameters on his FMs - they are the same FMs as in FE1. If he had, it would improve the stalls for the game as is, and be an improvement over what he had in FE1. Not sure why this wasn't done, maybe wanted to minimise the changes, didn't think about it, or is developing new stall code (which he said some time ago he would be doing). In fact the ability to improve stall/spins in FE2 is one of it's big pluses!
  2. Ok good, thanks. Se5a is called Se5aViper for testing (different to Viper I uploaded before too) - I'm interested in how it compares to the latest Se5a I did - I know you have that, you provided feedback. Simple feedback - better, worse, same, both good etc. But your preference? The Dr1 is interesting - try a flat 180 degree rudder turn. The Camel is very interesting. Try turning hard left, right. And try combat. Whiteknight.zip
  3. Thanks whiteknight and thanks for some of your feedback over the past on the FMs. As you know getting feedback here is sometimes like extracting teeth. So on a completely different topic, would you mind having a try of a couple of FMs, and letting me know what you think? Just briefly - good, bad, interesting etc. I often do a couple different versions of the of FMs for myself, but often only upload one for various reasons. The three are another Se5a FM, a Camel FM, a Dr1 FM. The last two aren't finished, but just need to know if they are worth cleaning up/doing AI (this takes some time too!). Let me know, if no, that is okay, if yes I'll upload here. Sorry quack for hijacking your thread!
  4. FE is quite a complex game, because it is modded heavily. In fact, the mods make a huge difference to the game. I hope you don't mind, but I'd like to make a few suggestions. Don't ask why, it will take some explaining, but my strong advice is: Make a copy of FEG, ie, have two installs (and create a shortcut to the second copy WWI Campaign.exe on your desktop, maybe rename to indicate it is a modded game). Keep first one reasonably pristine, maybe add terrains, effects, sounds, but not many or any plane models or FMs. Stock FMs and third party FMs do not mix and match well, either the flight model or the AI (AI parameters are in the FM files). In the second install, install everything you like. You will be using my FMs if you add planes (nobody else does them, older FMs don't work), and install FMs for ALL the planes you have, including replacing the stock plane FMs. Make sure you install all the "game files" too - loadouts, pilots, Le Prieur rockets, some guns will only work if you do this. Play Hard FM mode. The download is here http://forum.combatace.com/index.php?app=downloads&showfile=8064. The ones I'm uploading on forum now are far better, so you could add these too - it is simple to update, once you do it a few times. Also, it is very likely that you will need to adjust the sensitivty of your joystick differently for the two games - again the FMs are quite different. Try both installs/games out, and decide which you like. They will be quite different. If you don't like the second install, just delete it.
  5. No, no idea. I think Jan's new terrains may require resetting graphics options - it is certainly the case for FE1 and may be the case for FE2. See this thread .... http://forum.combatace.com/topic/52979-help-wanted/ For FE1 I now have the following, tripling default values, and it seems to have solved similar problems I had. MaxModelType=6144 MaxMeshPerScene=12288 MaxModelPerScene=12288
  6. Ah, could be right whiteknight. But just finished this FM for the 185hp, it will have to do for now - changing the FM for a 245hp engine would take some time, even upgrading to a 185hp was trickier than I first thought. Maybe down the track. AlbatrosD3Oef_DATA.zip
  7. I think I can do one easily - based on a Alb D3 FM I have done recently. Just uprate engine from 170hp to 185hp and other stuff to have a Series 53.2 Oeffag. Maybe tonight. I'll post zip on this thread.
  8. Yeah, nice plane. Had been hoping Laton would make one . I have a seperate install too, for similar reasons. You are right we do have a few allied planes, but are there good skins for the Italian front for the Nieports 11 and 17, and Spads 7 and 13?
  9. Just install the plane and FM package and try it. You won't break the game. If you install an updated FM, which you will want to, it is simple. In this case the FM file is called N28_data.ini (they are all called ***_data.ini), and it goes in the "N28" plane directory under the "Objects/Aircraft" folder. To install and/or change is that simple. BTW, all 3rd party FMs done that work with FE Gold are for the Hard Flight Model though they work more or less I guess in other modes too - sorry, so many differences in roll/pitch/rudder between Easy/Normal/Hard it is impossible to design FMs that work well for all three modes. And Hard ain't that hard - try it maybe?
  10. Works fine on mine. You may have installed it incorrectly. Make sure you install the original Vogesen terrain to the My Documents/ThirdWire/FirstEagles2 folder in a directory called (or created by you) Terrains (NOT Terrain, without the "s", this is one of the changes in FE2 to FE1), then install Jan's mod directly into the same directory.
  11. Just responding to your question to me on the campaign thread a few minutes ago. There are two mission editors. Don't know which is best. One is KMD available here: http://forum.combatace.com/index.php?app=downloads&showfile=2678 The other is Le Missionneur. Not sure where this is located (maybe Goggle or maybe someone else can provide a link). There is a Le Missionneur Mission Editor tutorial here: http://forum.combatace.com/index.php?app=downloads&showfile=5092 Hope that helps ...
  12. Just thought I'd add some thoughts as your new to FE maybe. There isn't one download that does everything, either for FE1 or FE2. There is a lot to download, nearly all here at this site. But you do need to have some knowledge about how and where to install or mod. If you have questions/issues, ask. In addition to terrains, models and FMs (the main ones I think, the above is really about 80-90%), there are mods for effects, skies, ground objects, hangars, menus, sounds, campaigns, missions, cockpits and much more. But you have to pick and choose, and you do need to start with the main things first: terrains, plane models etc. Yes, there are mission editors and multiplayer.
  13. Not surprised your overwhelmed atuhalpa. Too much too quick - and FE1 has been heavily modded for some time, and FE2 is a little different. How about a few steps at a time? The main stuff first. I'm assuming you want to play and mod FE2? First, download a couple of the good terrains that work for FE2. Edwards Flanders terrain http://forum.combatace.com/index.php?app=downloads&showfile=4424 Gepard's Vogesen terrain http://forum.combatace.com/index.php?app=downloads&showfile=5933 After installing these terrains, download and install Jan Thurma's terrain mod that completely transforms Flanders, Vogesen, as well as the stock Cambrai and Verdun fields superbly. It is a big download! http://forum.combatace.com/index.php?app=downloads&showfile=10549 Second, download plane models. Most plane models are here at Combat Ace: http://forum.combatace.com/index.php?app=downloads&showcat=360 The rest are the A-Teams (Skunworks) site. You need to register to get access. They have a process to follow, we all have done this, it takes a few days but well worth doing: "Our team model files are in a restricted Web Site. http://cplengineeringllc.com/SFP1/ You need to apply via email to get a username and password, you also need to read and acknowledge our User Agreement before you are allowed to download our files. If you do not hear from us in one week try again, some email providers may be blocked. Please send an email to capun1950 (at) Yahoo (dot) com The instructions are to provide your first and last name, forum username(s), City & State/Country. Also Provide a username and password of your choice, be sure it meets the naming conventions as stated in the User Agreement For free mail services (Hotmail, GMail, Yahoo, etc), we require the name of your ISP (Internet Service Provider)" Plane models were developed for FE1. There are some differences and some problems. You will have to fix them yourself. Laton wrote how to do this for his models on this forum here under topic "FE2 converting my models": http://forum.combatace.com/topic/53119-fe2-converting-my-models/ What Laton explains is true of other models too. Eg, the gunners will look white for some other modellers work, but if you follow Laton's guide it will fix those too. Lastly, the flight models. These change in nearly every version/patch of the game, sometimes considerably.Tthe FMs that are available when you download the plane are usually three years old, and would hardly work. To get the most current FE1 ones (that I did) that work well enough for FE2 as well go here "UPDATED FE Plane FMs for Nov 2008 Patch" (be carefuly ONLY to install plane folder stuff not the rest, it will not work for FE2): http://forum.combatace.com/index.php?app=downloads&showfile=8064 for some more general issues (plane models, FMs, bomb and rocket loadouts, pilots etc) see my post #2 this thread http://forum.combatace.com/topic/52929-new-guy-to-fe2/page__fromsearch__1. This will take a while. When you have more questions come back but give it some time for someone to answer. Turn around time on this forum can sometimes take a few days.
  14. Haven't uploaded a Camel yet, Mike, if that was the question. Still have a few to upload, just short of time currently. The one I will be uploading (I think) is the 130hp.
  15. Hey Don, how'd it go? I started experiencing the same problems you had, again too. I increased the values in the flightengine.ini file to what you had (at stary's suggestion), and it improved it. But not entirely. So I doubled them again. So far no problems, looking good. This setting is definitely the problem, and terrain seems to have an effect ... I didn't have these issues for over two years until I installed Jan's excellent terrain.
  16. Sorry, no idea quack. Jan is right about the angle, and in the Landing section the RollingRadius= needs to be fiddled with sometimes so that wheels are on the ground (as against in or above). Why the Scout stationary craft are like this is beyond me, when all the others planes I have noticed seem okay (never ever checked it, as they always seemed fine if I happened to look). Perhaps ask Capun. EDit: Both you and Jan are right. It is the angle, OnGroundPitchAngle, which is very unusually low, 5 degrees. This number is always put in by the modeller, maybe just a typo this time. It seems okay if you change it to 15.
  17. A Fokker magnet, LOL. They may be be overdone as AI, but ... I mainly test in 1 vs 1 combats against Aces. In both the current N11 and N17 it takes me no longer than 10-20 secs to flame the E3s, each and every time. Usually a turn or two. Though I accept your point about wing warpers, I can't accept that dogfights in RL would be that easy either. Some thoughts ... The E3s and all AI use rudder continuously, and rudder helps a lot in turns. Are you using rudder, really hard rudder, to the extent you are stalling and losing height? If so, you can do three turns to their two or less. Almost twice their turn rate. In any case if they beat you in a turn because they started first or whatever, they lose height when they turn using rudder, so you can pretty easily outclimb them and then do a diving turn (which is faster, and in essence what they do and you see as their fast turns). In that case it takes me no longer than 40-60 secs to shoot them down, depending on my aim. So ... you either follow them into a diving turn preferably with rudder, and outturn them, or you don't but still just outturn them, climb, then re-engage. How that works in a three to one I don't know ... It could well be that most agree with you about the E3 AI, and when you fly early war Allied like I do mostly, you are largely fighting E3s, it is good to get them about right for most people. So I'm interested in others views too ... BTW, try flying an Albatros against an Se5a or Spad13. Now that can be a challenge!
  18. You could be right about the extra guns Bucky, and it would have slowed them down, maybe a few miles per hour. Ah, knew doing variations would be a problem ... just kidding, it is a good point generally. But the Bristol Scout was a capable plane and very nice to fly (for it's time), much underestimated, and never really used much with guns whilst others had them fitted. Why is one of those mysteries. On that basis these Scout FMs are a match for the Fokker Es, and that is probably underdoing them! But, like I said you have a point, and there is an easy way to slow them down (and hence reduce capability) without causing problems with the FM too much or at all. I won't be redoing them (just too many things to do and I'd never fly that particular Scout), but here's how you can change it. I gave it a quick try and it seems okay and takeoff is still fine. Swap the Landing Gears section in data.ini with the following. The change is the DragArea=, and these numbers will slow it down to about 82mph at sea level, it is currently 95mph. Increase or decrease to suit, within reason (problems can occur with too much variation). // Landing Gears ------------------------- [LeftMainGear] SystemType=LANDING_GEAR Retractable=FALSE DragArea=0.22 ModelNodeName=Gear_L ShockAnimationID=-1 ShockStroke=0.07 SpringFactor=1.3 DampingFactor=2.0 WheelNodeName=Hub_L RotationAxis=X-Axis RollingRadius=0.38 CastoringWheel=FALSE RollingCoefficient=0.15 MaxLoadFactor=4.0 [RightMainGear] SystemType=LANDING_GEAR Retractable=FALSE DragArea=0.22 ModelNodeName=Gear_R ShockAnimationID=-1 ShockStroke=0.07 SpringFactor=1.3 DampingFactor=2.0 WheelNodeName=Hub_R RotationAxis=X-Axis RollingRadius=0.38 CastoringWheel=FALSE RollingCoefficient=0.15 MaxLoadFactor=4.0 [TailGear] SystemType=LANDING_GEAR Retractable=FALSE IsSkid=TRUE HideGearNode=FALSE ModelNodeName=Tailskid ShockAnimationID=-1 ShockStroke=0.05 SpringFactor=1.3 DampingFactor=1.8 ContactPoint=0.0000,-4.1701,-0.2504 RollingCoefficient=0.5 MaxLoadFactor=6.0 CastoringWheel=TRUE CastoringNodeName= ReverseModelOrientation=TRUE Steerable=FALSE MaxSteeringSpeed=8.0 Locking=TRUE MaxSteeringAngle=-6.0 InputName=YAW_CONTROL ReverseInput=TRUE ControlRate=0.005
  19. New FMs for the Spad 7-150Hp, Spad7-180Hp, Spad13, Spad13-220Hp, Nieuport 28, Sopwith Snipe. - Loadout files are included if necessary. Cockpit files are included for the Spad 7s. Have some overseas visitors staying with us, so these are the last lot for maybe 3-4 weeks. There are two more lots I'll still upload, then fix a few things and do some variations for different gun/models etc. Then finally place all of them in the Download section here - still a couple of months or more away though. No8 2010 FMs - Nie28 Snipe Spad7s Spad13s.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) To use the Spad13-220Hp version, first copy your current Spad13 in the Objects/Aircraft folder of your main First Eagles directory and rename the copied folder as follows: Copy of your SPAD13 folder -> "SPAD13_220" 3) Place all the files from this download into the corresponding plane folders in the /Objects/Aircraft of your First Eagles installation.
  20. Look real good quack. I like all the schemes you have posted. Shading on the wing ribs is excellent. This beta model is starting to look great. If you want, and you are in contact with Capun, and he wants to use my FMs to release the Bristols as a package, please let him know that is more'n okay with me.
  21. 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.
  22. New FMs for the Morane H, Morane L (and 2 two seater variants), Morane N (and one Field Mod with no Spinner), Avro 504D, Martinsyde G100, Be2c Field Mod, and the four Bristol Scouts. Loadout files are included where necessary. As quack is doing some excellent new skins for the Bristol Scouts, it piqued my interest so I thought I'd revisit the Scout FMs as they still needed more work. They may still do, but they are better. Also did the different versions. The Morane N Field Mod is without a spinner. Common to keep the engine cool. I think it looks better. The Be2c Field Mod uses the Be2c model, less the observer with the gun fixed and firing forward. The later Be12 was basically a BE2C with the forward cockpit covered, and a larger engine, so perhaps some intrepid souls tried it out with their own Be2cs - hence this plane. It is pretty useless as a fighter of course. But it is fun to fly and adds to the early war period I think. No6 2010 FMs - Several Early Allied Planes.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) To use the Morane N and Be2c Field Mod versions, first copy your current MoraneN and BE2C folders in the Objects/Aircraft folder of your main First Eagles directory and rename the copied folders as follows: Copy of your MoraneN folder -> "MoraneN-FieldMod" Copy of your BE2C folder -> "BE2C-FieldMod" 3) Place all the files from this download into the corresponding plane folders in the /Objects/Aircraft of your First Eagles installation.
  23. Hi quack, thanks about Pup elevators, never noticed! Re skin, I PM'd you.
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