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peter01

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Everything posted by peter01

  1. Bandy in a clean install of the game, the pilot bmps are in the Aircraft folder. Are yours there?
  2. No probs Bucky.
  3. Run into a couple of snags testing the bomber FMs, and won't have time to really look at these again for a week or more. In the meantime I thought I'd upload some other FMs that are tweaked or reworked, rather then keeping things. But some of these will change before I upload to the Download Section, things like AI, and then the N11 and Fokker E3 could certainly change. Another reason they may change is many of these are my favourite planes, and I'm always trying to improve them anyway. But the end is in sight . Apart from these, the bomber FMs, building the N16 and Fokker E1s on the N11 and Fokker E3s, the only other FM I'm looking at is the Roland. There are a few that coud be improved, but to be honest, as its a lot of work, and I hardly ever fly them, I won't be re-doing them. Avro is good example. In this set are the Nieuport 11, Morane N, Fokker E3, Bristol Scouts C and D, Airco Dh2, MartinsydeG100, Dolphin, Spad13, Nieuport 28, Bristol F2b, Bristol F2ba. The Bristol F2ba is the single gun version, just copy your "F2b" directory, rename the copied directory "F2ba", then place the files in this download into that directory. The Nieuport 11 and Fokker E3 maybe WIP - but these are far better I think then previous versions. Fokker E3 is stable now and stalls work fine. The Nieuport 11 is spritely, but not too much so, feels different, has early feel, but still very nimble. Both of these could well be my final versions ... don't know yet, so any feedback appreciated. The others are minor/major improvements, and they seem pretty good to me. The Martinsyde and Bristol Scouts have changed the most, whilst the others have smaller changes but still quite substantial, and make them a lot better, to me at least ... eg, the Dh2 is more gritty/has a bit more character, the Dolphin is smoother/more powerful feeling. 05_28_2009_Assorted_FMs.zip
  4. I'll be uploading a set of bomber FMs here on this forum shortly, maybe next day or two. But just need to state a few things, so thought I'd do that first. The AI gunners are tricky to do, and to get something working for both 2-seaters and for larger bombers like Gotha, I had to define another set of guns specifically for heavy bombers. The underlying reason that its tricky for both 2-seaters and bigger bombers is as the "relative" effectiveness of guns and fragility of planes between the player and AI isn't quite right in this patch. The AI guns are too effective, the AI planes withstand damage far better. This "relative" change is recent, it wasn't so pronounced in the original Expansion pack. Its a nuisance. Anyway to cut a long story short, you will need to use new GUNDATA files I'll make available so that: the AI fighter and AI smaller/larger bombers both have a better chance, the player in a larger bomber has a better chance, the player in a fighter has a better chance against the larger bombers - but very hard nevertheless. Also, to fly and takeoff in the big bombers I'll include: ... a new FORMATION.INI to space the bombers out a bit - it will be applied to all bomber formations, whether large or smaller bombers, but its better generally anyway. Its based on work Charles did with the A-team. ... a new WWI_AIRFIELD1.INI to space planes out on the airfield. I like the one one by M Kessler, and recommend it whether you fly the big bombers or not. Also included are some other FMs where I have just changed the AI gunners, AI and strength to make them more consistent with the redone FMs: Salmson, DFWC5, AEGIV, Gotha, Staaken. So, the newer FMs are: New FMs for me: Handley Page 0/400, Savoia Pomilio SP3, DH4, one of Borts Farmans. The Farman is just very satisfying to shoot down with an early Pfalz or Fokker for some reason! Its also enjoyable going on bombing missions, something I don't do that often. The HP uses a very makeshift cockpit, but ok. Completely redone FMs: Be2c, Be2d, Re8, Br14, Martinsyde, Bristol F2b. The FMs will be in directories with loadout, cockpit and ini files where necessary. They all takeoff nicely, and some earlier ones including Be2s, Re8, DH4 with max bombload are little harder to takeoff and gain altitude, on purpose. Re stalls on big bombers originally raised by Quack - shaking. The cause isn't the stalls, though I have improved them, its the size of the planes. The game has trouble handling them, and if you pitch very sharply (which is hard, the FMs were designed so you couldn't do this easily), the plane and probably your PC will shake, your screen may go red for a flash. In a strong stall that sharp pitching is what happens. Its flight game limitations, not the FM. All modesty aside, I'd say these FMs are excellent and with a nice variety of feel. I spent some time on all these bomber FMs, they weren't quick jobs at all.
  5. I think gambit's German pilot is in both the PfalzD8 and D12 Tailspin. Wow, Bandy, sounds like a problem. Can't think why, it shouldn't be the FMs I did. To test, just delete one of my FMs for TKs plane, or rename, say the Dr1. It will revert to TKs FM in the "cat" file, and then check to see if the pilot is still missing. If yes, you probably should do a fresh install. If no, let me know. Yes, roll on yaw is common on all planes, as is yaw on roll. Both these affects were strong and very common in WW1 planes, and used, eg, rudder induced rolls and snap rolls. Modern planes are designed to compensate somewhat for these aerodynamic effects, but they would have been defining characteristics of ww1 planes. The Dr1 probably could do flat turns, as documented, maybe a combo of its rudder, short length, small dihedral. But its very likely that it would have required skill, ie, coordinating roll and pitch together with full rudder, which is the case here.
  6. Not sure why some are losing pilots - I haven't seen this. No idea about decal stuff, but I doubt the FM would effect that. Which planes don't have pilots? Otherwise there is no way I can help. Did I mention that I use gambit's german pilot model for some planes? Some earlier german ones where the model needed to be smaller to fit in the cockpit.
  7. Yes, there is the copy protection and its a bit light in content in the original release. BUT, apart from the wonderful graphics, the damage modelling, the engine management (quite complex for simple planes), somehow its is a huge breakthrough as a flying experience. The ww1 plane FMs (especially ww1, but best by far of any era I have tried) and somehow an truly incredible feeling of flying. ... its the FM, the physics and the feeling of altitude/height. There isn't anything around that even remotely compares. The only comparison I can make is to the feeling I had about Il2 when it first came out about 7 years or so ago. But even more so, more breathtaking.
  8. The placing works very well Matt for all aircraft, and both Gothas and Staakens. Even though the wings on Staakens overlap, they don't explode - it depends on how collision points are defined, and these seem okay. I had 6 takeoff and bomb an airfield, quite impressive! Their formation is very tight, but that is easily changed too - I think a new formation ini was included in the original Staaken package and that works well I think. I like the look of the takeoff placing too - not as neat as the standard lineup, more interesting.
  9. Just superb, fantastic work Jan.
  10. How do you do that Tailspin?
  11. My guess is your not using the correct gundata.ini? See my comments in first post. I just flew 6 Spad13s versus 3 Gotha's, and lost.
  12. Thanks for feedback quack. I'll look at the stalls down the track.
  13. Very nice cockpit mod by Sinbad, and models by A-team of course. First FM by me for these planes, and they are flyable, but ... If you takeoff with other planes the wings overlap, and the planes will explode. According to TK "You can adjust the take-off position in wwi_airfield1.ini in terrain .cat file. Be careful not to space them out too far tho, or they'll run into the hangar/parked aircraft". I haven't tried this yet. I haven't yet tried flying several in formation, the formation.ini may need to be changed to space them out. The gunners use special guns, less accurate and less effective, as do most of my other two seaters. The gun names in data.ini have a _Gunner" at end of gun name, and you will need to either use my gundata.ini in my last FM download in the Downloads Section, or manually delete "_Gunner" from the data.inis. 05_20_2009_German_Heavy_Bombers.zip
  14. Your welcome Deep. BTW, had to revise my update ... wrong Camel!
  15. I'm sure you will like these updates, certainly some are major improvements. All up there are a couple of new FMs, a few major changes, and some minor changes. Have said before that these FMs are just extraordinarily hard to do well, certainly compared to the pre-Expansion game FM style. So these took some time, and maybe some could be better, but it is getting rapidily to the point of diminishing returns - a slight improvement to the FM can literally take days. Some of these did in fact take days to redo. So any major update to these will be a while, if ever, but of course, there could be minor modifications. I'm also redoing the Fokker E1s/E3s, N11, and N16. These are taking some time too, could be a few weeks, and when thats done I'll upload those and everything else including these to the Download Section here at Combat Ace. In the meantime these will be just available on the forum. New FMs: N24, N24bis. Different to N27s. These include loadout.ini's for Le Prieur Rockets to work. Major changes: Halberstadt D3, Roland C2, Albatros D3, Albatros D3 OAW, Fokker Dr1, Camel, Dolphin, Se5a, Spad 7 (150). Minor changes : DFWC5, Fokker D7, Phonix, Spad 13, Albatros D2s (the one in base directory is for TKs model of AlbD2 if you use that, and Borts are included in a subdirectory). Generally the minor changes includes improvements to AI, stalls, takeoff and altitude peformance, and fixes to things like dates, aircraft roles, wheels submerged in ground, aim angles on guns, etc. The Camel FM uses TKs precession parameter. TK doesn't seem to use it for FE or any other game AFAIK, not sure why, cos' it does work, and I think it works quite well. Of course you just place the files in the corresponding Aircraft Folders for each plane. May_2009_Selected_Update_Revised.zip EDIT: Ooops, wrong Camel - its the A-teams - now corrected to TKs 130Hp version.
  16. Hi Gremlin_WoH, Many thanks for your site, and I visit often to keep up to date with ww1 flight sim developments. Quite a boom time happily enough, so expect it keeps you more then busy . Re FMs, apologies , but can't say okay to that. The reason put simply is I have always obtained permission to do FMs from each and every modeller that provided the original plane model. The FMs includes their initial work. Some of the FMs includes work by others too, for example the inclusion of Le Prieur rockets. And the permission was for uploading specifically to CombatAce. The reason is historical and somewhat complex, it certainly was important at one time, and may well still be.
  17. Just change the reliability % in the gundata.ini Don. Its about 85% for Vickers and Lewis, less for Spandau. Increase to 95% or more for Vickers for example. Gun jams are so common currently you expect it every few rounds, which is a bit much for me too. Remember to use the gunedit utillity, and "Save As" to overwrite your existing gundata file.
  18. Ahh, had me worried for a sec :blush2: . Thought TK may have released another patch whilst I was busy doing FMs . It is for the latest patch - Nov 2008 .
  19. No probs Quack, just kidding. Seriously, it is strange. If its all planes/dogfights, then you may have an earlier aircraftobject.ini, not the default. Just delete if you have any in your Objects directory, you don't need it. If its just some planes, which ones? Could be you are using earlier FMs I did, for the Oct 2007 version. Believe me, the changes TK has made to the AI since then make a tsunami look trivial.
  20. Yeah, its taken a little while but now available here: http://forum.combatace.com/index.php?autoc...p;showfile=8064 Have been doing bits here and there, and thats not such a good way ... getting a little complicated remembering what I have done/what I haven't, what I have tested/what I haven't. I think its all okay, most of it very good, but I do know there are a few things I'll probably redo or tweak down the track. Anyway thought I'd just upload what I have, otherwise it will never happen. I won't be doing any more plane specific testing, I'll be just playing the game ... and as I only fly about half of these planes at most, let me know if there are any problems in installation, or with the FMs etc. I haven't done variations for most models, only one version. Eg, one Camel, Fokker D7, Hanriot, and two N24/27s. if you want to have the variations with the same FM, but unsure how, just ask, its very easy. Brief summary of the update (its all in one download): 1) 1915-1917 Plane FM Updates ===================== Borts Albs - Albatros D1,D2, D2L, D2OEF. New FMs - Fokker E1a, E3a, E4a Changed FMs on Pup, Nieuport 11, Nieuport 16, Nieuport 17. Major changes, all more spritely . Changed FMs on MSH, MSL, MSLAO, Pfalz E1 and PfalzE3. Major changes, they should be more fun to fly. Changed FMs on Martinsyde s1, Avro 504D. Not sure if better or not :). Modded Fokkers E1/3s, reducing tendency to climb, but stalls not changed, can still be a problem. Modded Fokker E4. A little harder to fly. Added FMs for Laton's Hansa/Phonix - little bit easier to fly, especially Hansa. Changed AI on Most FMs, as wellas various other things. 2) 1917 - 1918 Plane FMs ================= Includes 26 FMs. CamelF1(130), Se5a, Spad7(180), Spad13, AlbatrosD3OAW, AlbatrosD5, Albatros5a, FokkerD7, FokkerDr1, AEGIV, DFWC5, Re8, SalmsonA2 by Thirdwire. Dolphin, F2B, Snipe, Triplane, PfalzD3, PfalzD8, Pfalz D12, Schuckert D3, Br14 by A-Team. N27, N27_RFC, N28, Hanriot HD1 (CAM) by EmiD.
  21. Jeez, blame me why don't ya Bit perplexed why anybody is experiencing this in an extreme way ... I don't get head on collisions often in my game, and I fly a lot of custom 16 vs 16 dogfights for testing that start as head ons. Actually given the number of planes in such a small space it always amazes me that there aren't lots more on initial engagement. I do get get collisions during the dogfight, 1 or 2 collisions in squadron size fights, and its always been that way. Bandy, no I haven't made changes to gun ranges or angles, either in an Aircraftobject.ini or in the FMs.
  22. On ROF Blog - many other videos too, but together with the motion and lighting, this makes you just want to get into a cockpit and fly a ww1 plane . http://riseofflight.com/Blogs.aspx?tag=3D There's been considerable speculation on copy protection at SimHQ the last week or two, and the developers may be releasing some information this week. Also some speculation about a Demo - but its is pure speculation of course. http://simhq.com/forum/ubbthreads.php/foru..._of_Flight.html Looks like its all progressing quite well.
  23. Mmmm. Didn't take long. Which version of First Eagles? The DM is excellent, especially with a simple mod.
  24. Last I heard its two. An extra one for the russian market. Its a different concept true, and some may hesitate given many ww1 sims spoil gamers with the number of planes. And of course if your selective about purchasing there is an advantage. As people buy planes, the Devs can build new planes that are then AI for everyone to fly against, eg bombers/two seaters are in the pipeline, and several other planes will be in game as AI even on initial release I believe. The revenue stream helps develop the game, at no cost to you, but for your benefit with patches. Thats how I believe it works, at least in the early stages, but I may be wrong. And if thats the case, you will get a lot more then what you originally paid without the additional cost. Actually in FE, if TK added one or two planes at a time at reasonable cost, I'd buy them whether they were AI for everybody else or not.
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