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peter01

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Everything posted by peter01

  1. Sounds like a great idea Spad13 - a key to force the gunner to start engaging/firing. For the player aircraft. Maybe last some time like 10 secs so you need to keep pressing it. Could make 2-seater combat more immersive. At the moment not only does the player have no interaction with the gunner, but the gunners seem to have minds of their own ... but the AI controlled plane gunners seem fine.
  2. Yeah, that has been fixed now quack. Available now. Decided to go with some 2-seaters first partly in anticipation of your new excellent DH.4 skins. And thought maybe it would encourage you to do a Br14 one as well .
  3. New FMs for the Br.14 (Two versions), DH-4 (Two versions), RE.8 and Nieuport 11. The DH.4, Br.14 and RE.8 FMs are improvements to those I did last year, especially the DH.4 and Br14. Plus an extra Liberty engine version of the DH.4 and the Br.14. The Nieuport 11 FM is new too. Added to this D/L for the non-bomber type flyboys, and because it is real neat (IMO of course). I'm probably whistling in the wind here , BUT, feedback, good and bad, appreciated. There are always some problems with FMs, some can be solved, so let me know please. No1 2010 FMs - Dh4 Br14 Re8 Nie11.zip IMPORTANT ========= 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 both versions of the DH.4 and Br.14, first copy your current DH-4 and Br14 folders in the Objects/Aircraft folder of your main First Eagles directory and rename the copied folders as follows: Copy of Br14 folder -> "Br14_Liberty" Copy of DH-4 folder -> "DH-4_Liberty" 3) Place all the files from this download into the corresponding aircraft directories.
  4. You're welcome quack. It is good for players to know how to mod the gunners generally, I don't think there are any values for these things that keeps everyone happy - some like accurate gunners, some don't, and some don't but like them accurate except when they are flying a 2-seater (especially if it is a favourite plane). BTW, as you pointed out some time ago, the DH4 FM I uploaded last year had some problems, and I did fix it eventually - much better now I think. After watching the forum discussion here some time ago, with some good ideas, decided to do a bigger engine for default DH4, and an extra Liberty engine 400hp US version for your excellent US skin (which I have been using, thanks very much ). Decided now that the DH4 and a couple of 2-seater bombers will be first ones I update, and should be soon. Will be using the lower gunner capability numbers as usual for those again. Sorry, but you know now how to change them .
  5. Hi quack, LOL. You obviously like flying the DH4. And no wonder, you have done some excellent skins for it as well. If the gunner is firing, but not often or very long, you can change it easily enough. You are probably using values I did, and if so, the 2-seater gunners I did/do don't fire as much (and are less accurate) because I always felt they were too lethal as AI. On the other hand, if you are flying the plane, the gunners don't seem to shoot much - and even less for player than as AI. Must admit that ain't much fun if your a 2-seater flyer sort of guy. You can change that: In the [AIData] section change GunnerFireTime=2.5 (what TK uses usually) to something like 5.0. Increases lengths of bursts. In the Crew section, in [Gunner] section, increase the yaw and pitch rates as the gunners will fire more often and be more accurate if the can swing their guns around to shoot. If too slow, they never get a bead on the enemy plane. Change the following to these values (used by TK): PitchAngleRate=40 and ..... YawAngleRate=60 The ones I used were much less .... 25 and 32 respectively. Those changes should do the trick .
  6. No probs Bucky. But P10ppy deserves the thanks for making us all aware of this trick, and explaining it. And considerable thanks too, it is pretty neat, and I use it quite a bit. I was really really happy to get rid of the extra Lewis guns on the Dolphin, and even P10ppy's Morane N looks better without the spinner IMO hehe.
  7. Ah, I see Mike. No doubt you are right about the correct wing shape, but mine is based on the standard BE2C model. Maybe the angle in the screenshot, and maybe because I have mixed and matched available paint schemes for my BE2Cs - some parts are from BE2As skins (as well as BE2D skins).
  8. Not sure what you mean Mike? The BE2a was a wingwarper wasn't it, while the BE2c had ailerons? That is how mine are - and that is how I thought they were done by the A-Team. You have something different? Quite possible, can't remember what I have done to these plane models or FMs over the years
  9. Hey Tailspin, good to be back . Thanks Sky High. And you are right, it is a good game and underestimated. If TK continues to improve the game, it will stay competitive, or better with the modding community. Hopefully others are still producing terrains and models, as well as skins.
  10. Worth learning Bucky, you can do cool stuff with it. For Morane L, I think it is like this, and these are the general steps: Add the following in the Fuselage section of data ini, no. must be the next one in sequence, eg, 008 in this case, I think: SystemName[008]=Mydummyweaponstation1 Add a new weapon station in the Weapon Stations section, StationID should be next sequential number, StationGroup always 1: [Mydummyweaponstation1] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.00,0.00,0.00 AttachmentAngles=0.00,0.00,0.00 LoadLimit=1 AllowedWeaponClass=FT AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=Lewis PylonMass=0.0001 PylonDragArea=0 FuelTankName= Trick is to identify the piece(s) you want to get rid of from the OUT file. The Lewis in this case, sometimes simple and obvious. And finally for a gun, delete the gun from the Internal Guns section. Haven't tried it for MSL, but these seem like the right numbers so should work.
  11. Very nice work quack. Great to see you are still producing so many fine skins .
  12. Thanks for the welcome back guys! Avro or BE2c ? A BE2c, Mike. Started a mission flying Avros then changed to a single seater Be2c, but didn't notice the plane name in the screenshot until you pointed it out . The BE12 was the idea for modding the BE2c - as the BE12 was a basically a BE2c maybe there were some intrepid souls that inspired the idea with their own makeshift changes with a forward firing gun in the field. Not passing through Bucky, have always taken breaks, though they are getting longer, and RL is certainly busier. Anyway, have been working on a lot of the FMs. Many needed improvements. Others are just done differently - whether these seem better to others could be more a personal preference and/or type of joystick thing (mine is a MSFFB). But many are really nice IMO, individually done rather than mass produced, but a downside is none are completely ready yet. Or not fully tested. So, might just upload a few at a time here on the forum before uploading to CA's D/L section. Maybe a few a week. Won't overwhelm myself that way, or you guys for that matter. So, any preferences on which ones first ? No promises though, may not have redone or completed them, but if started, I'll try to finish.
  13. Hello everybody! Been a while I guess ...
  14. Good ideas Bucky, I'll think about it. Yeah quack the Dh4 could be improved. Would need to be redone, so I won't be looking at that, for a while at least. I spent 2 days doing that FM (huge probs), and never flown it since! Haven't changed the PfalzD3 flashes or guns, they are the same as the original FM by the A-team several years ago. Never noticed what you decribed myself, but no doubt you are right. If you find better positions, maybe post?
  15. "IMHO it isn't a pimple on OFF's ass" LOL cameljockey. Since you raised it, combining OFF and ass is maybe a good analogy I've been playing the last day or so as well. My advice is if you don't have a very good PC, if your after content, if you don't want to fiddle around setting things up, give it a miss ... for a while. It has issues and failings, and some things have got worse from beta two months ago, and not much has improved for some odd reason . Nevertheless its fantastic . The FM-physics-feel of flight are great (FokkerD7 is too pitch sensitive, but its a minor change I expect). The AI are fabulous in dogfight and generally, and best I have seen in any prop game by far. Damage modelling is superb, not just crashing, but damage sustained when hit. Graphics generally are superb, but some have issues apparently (seem great to me in the sense they are better then anything else). Sounds are superb. Immersion is superb, even with such treadbare content ... everything seems just right, some very nice little touches. Somehow, the more you play, the more you like, despite the minimum content. A good sign. So potentially a truly great game with more content, and more easily used or looking interfaces (especially single mission screen and keyboard assignment methods). Well see what neoqb do the next few months ...
  16. Don't really know themightysrc. But 6 months ago there weren't any 2-seaters (now 2), 2 flyables (N17 was added for Russian market), they didn't have a mission builder (community at SimHQ were insistent they should, it was developed for release and included). Many other things too. So with limited time and many things to do (content isn't just campaigns, ai, flyables, there is a lot more), I guess they wanted to focus on getting it released as a quality product with as few bugs as possible. Sure, extra AI would be good, more campaigns would be good, extra flyables as part of the package would be good, extra flyables available to download for payment immediately would be good, AND far more. Extra AI is probably one of many "could have" included. IMHO, it wouldn't have changed much. My guess is content, in the broad sense of the word, will be the dominant theme in initial feedback on release. First report from a player on the US version at simHQ .... and more further on in thread ..... http://simhq.com/forum/ubbthreads.php/topi...US_version.html "I'm jumping out of the cockpit to relay some quick observations after less than an hour of play. I've been into flight sims since the wireframe TRS-80 days. I upgraded a 2.5 y/o core2 duo system to an i7 920/6 Gb/2x 8800 GTX rig with TIR5 specifically to play this and DCSBS. I installed to XP x64 and logged on without difficulty. No update from Neoqb required. I am astounded by the immersion factor of ROF. Graphics/level of detail/atmospheric elements are even better than YT videos indicated. Sense of flight and altitude are fantastic. Very clean , attractive interfaces. I initially went into training missions (animation and voice acting not too good) in the SPAD. TIR5 not turned on. I had some sound difficulties (silence when firing gun and in external views). Otherwise running great on my rig at 1920x1200 with high settings. Silky smooth framerate. Eventually crashed...even better visual damage modeling than I've seen on YT. Restarted with TIR5 running and went right into a balloon busting mission in the D.VII. WOW! Dumped right over the front at high altitude with flak everywhere. TIR5 works great - a must have for the sim, imo. Animated in-cockpit pilot is very cool - I had not seen videos of him before. He looks around naturally, and the arm gestures are great. I judge him to be proper scale relative to the plane, btw. Dived too eagerly on a balloon and engine stopped. Tried to glide to a landing but flipped over - plane badly damaged - wings bent - fuselage torn up - one wheel spinning off-axis - too cool! I will be flying this and adding planes/content for years - as the neoqb servers allow Hope you are all in the air soon- Regards"
  17. well its good to hear its working. but its a big "bang" in my game for some reason , with engine etc on full. I use the sound recorder in windows: start -> all programs -> accessories -> entertainment. Given you can hardly hear it, you may need to increase 200% or more.
  18. Yeah I have different music for every different screen, most from RB and the Blue Max movie.
  19. The number of planes you have installed in FE slows loading on startup somewhat, not much. If you have long load times for start up and getting into missions, it could be due to setting the "Shadows" graphics option too high. I do have a good computer, it takes 10 secs to load game, 5 secs to load mission (maybe 10 if many planes), with all graphics maxed out except shadows on medium - high is a killer.
  20. Mike, just installed Spad 12, modded gundata files and all is okay for me. Here are the gundata files for you to try if you like, and it works with my current FMs (just added 37mm gun). GUNDATA.zip If you are using the Spad 12 in your game with my FMs, I'd also suggest that you copy the AI stuff, aidata and skill levels near beginning of file, from my Spad7 180.
  21. OlPaint, my Morane FM uses a Lewis. If other Lewis guns are working this should to. If you have modded it to use the Hotchkiss (its in the data ini, but commented out), you need to add the Hotchkiss to the soundlist file, I think. I just tried it in my game, with both lewis and Hotchkiss, and it works fine, so maybe you could try this one, put in your "Flight" directory. Backup your old one first. SOUNDLIST.zip Mike, its not trivial, hardly fun if you can't hear the gun sound. My guess is its something to do with the gundata files. But then again, if the gun actually fires, that seems strange as well. Let me know if you checked this file and seems ok. If still a problem I'll have a go installing Spad 12 and update the files to see if it works. If it does I'll post the files here.
  22. "Unfortunately, they neglected the rest of the sim. Terrain bordered on poor for the day, AI was almost nonexistent, and mission/campaign options were anemic." You may have the wrong impression about RoF, thats not the case with this game. In fact terrain, AI and missions/campaigns are excellent. It will have many more flyables, certainly AI. There must be 30 or so models, many with cockpits that have been seen over time. See http://simhq.com/forum/ubbthreads.php/topics/2678372/1.html. The Fokker Dr1 for example was probably the first developed, featured in many videos some two years ago - neoqb could indeed have many just waiting on the shelves so to speak. RoF does not really seem to have any basic game weaknesses (including immersion), other then it can be tweaked/improved over time like all games, and of course additional content after release. Doesn't sound like the game you describe, Back 2 Baghdad. And RB2 was a disaster on release.
  23. Absolutely. Maybe in terms of content, even several months. But you'll still have to pay for flyables I'd guess. It depends on definition of great. I understand your point, yet based on the quality, IMHO, its not only great as the most advanced flight sim currently available, its a miracle that as a ww1 flight sim development of that quality it ever saw the light of day.
  24. Thanks don, glad you are enjoying it.
  25. Been a while since I looked at this one Mike. Does seem strange. Though this doesn't sound like the problem, you do need this file in the Effects Folder if you don't have that. 37mmSpad.zip Maybe silly question but after adding to gundata file, you "saved as" using the gun editor? And sequence number is correct? Do you hear the gun reloading sound?
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