Jump to content

SpinyNorman

JUNIOR MEMBER
  • Content count

    59
  • Joined

  • Last visited

Everything posted by SpinyNorman

  1. I actually managed to get myself captured. I was skimming the tree tops heading for home when I was jumped by a brace of Alb DIIIs, a few short bursts and my Fe2b erputed into flames, I managed to land and slow down to about 40kmh before bailing out, and I was captured! Until then I didn't think getting captured was an option for the player. So it seems if you land your damaged plane behind the lines you can just saunter home and everything is fine, but if you jump out and survive you are rounded up. Is there any way of getting it so that if you land your damaged plane (or just push esc) behind enemy lines then you are captured? Also a couple of questions on engine sounds. Does damaged engine sound work in FE2? I can't get it to work, I have read they never worked for SFS1, I was just wondering if it was the same for SFS2? Also I have a sound for when you start or stop your engine (Engine Toggle) I was just wondering if I could get that to work? I have tried just putting in EngineToggle= but no luck. Cheers, SpinyNorman.
  2. Air Raid Warning Ambulances

    Hi Quack, I have got the ambience sound going at the airfields just by making it the engine sound for the Ambulance. Seems to work fine!
  3. Air Raid Warning Ambulances

    yeah that's weird, just had a quick play, I can get ambient sounds going when you fly over Enemy airfields, but not by placing them at friendly airfields, so far can't get it to shoot at me. Will try making friendly and enemy tanks and see if they shoot Ambience at each other?
  4. Air Raid Warning Ambulances

    Hmmm.... not sure why it wouldn't work, moving house at the moment, but will try it in a couple of days time. Good luck!
  5. Air Raid Warning Ambulances

    Cheers! Good thinking with the ambient sounds.... Check out Andy73's SoundTweak III download over at OFF, he has some very cool ambient airfield sounds with birds chirping, dogs barking, planes being tinkered with, all the while with 'crump crump' in the background from the front. Some of the wavs will need scaling down a bit I think in order to work. If you change the Siren to the Ambient sound for the gun, and change Target Air to Target Ground, then the friendly Ambulance (or whatever vessel you use!) at the enemy Aerodrome should be constantly shooting at it's neighbouring AAA. As always, endless playing around to be done!
  6. File Name: Air Raid Warning Ambulances File Submitter: SpinyNorman File Submitted: 02 October 2012 File Category: First Eagles Object Mods Air Raid Warning Ambulances. These are the Stock Trucks re-painted to look like Ambulances. Their main function is they set off an air raid alarm on friendly Airfields when an Enemy Aircraft gets too close (or when you get too close to the Enemy's!). I figured that Air Raid Sirens weren't readily available at the time, so I have used a vintage Fire-Engine Bell, Which sounds quite good, and rings a bit faster than it sounds on the wav file. I have also included a version which uses an Air Raid Siren instead of the Fire-Engine Bell. I made the two different versions for the two different sounds (rather than just change the sound around) because the rate of fire and burst amounts are different, just seemed simpler to have them both available. They have to be manually placed on the Terrain, one at each Airfield, but this isn't as time consuming as it sounds, as most Airfields have several trucks already placed at them; so you just need to substitute an Ambulance for a Truck. If you really don't want to do this you can avoid it by making them exportable, but then you end up with Ambulances guarding bridges and balloons. SpinyNorman. Click here to download this file
  7. NEW to this Game

    Hi Andy73 Welcome to First Eagles! Firstly, Thumbs Up for SoundTweakIII. I don't have OFF but I use a lot of the sounds here in FE2, cool stuff. I would recommend getting the Environmental stuff first, check out 'Getting Started'. I really like Jan Tuma's seasonal Tiles, so clever! and for the sky: Stary's SARCASM mod and PanamaRed's Realistic Sky together look awesome. Also AA MGs and 37mm AAA spice it up. And Stephen1918s AAA & Infantry are a must too! SO much cool stuff here to download. Also once you get your head round the mods folder system, get the Catpack Extractor and you can start unpacking and playing around, making your own paintjobs and changing the planes in the stock campaigns etc. All the Best. SpinyNorman. PS. It's definitely worth trawling and searching the forum, as there are lots of little random topics that help explain things. And I think some things like the sky mods are in the forum but not in the download section. Good luck!
  8. Direct Flak Hit

    hahah no worries! will keep playing with WarheadWts. Newbie Question... I don't have to use the Guns Editor to change things like that? Just change it in the gundata.ini and the data.ini for that gun?
  9. Direct Flak Hit

    Thanks for that Ojcar. Will play around with CartridgeWt (I had played with Warhead Wt but not Cartridge!). Yeah I have got Tailspins great 37mm Sockelflak and added truck mounted 1pdr pom poms as well (just stock 13pdr truck). The 37mm AA is lethal but looks great, it's made me change my flying habits in enemy territory.... give enemy airfields a wide berth.... As always guys thanks heaps for all the tips.
  10. Direct Flak Hit

    Back on the topic of Flak... Is there any way to get some shrapnel damage from flak bursts? I found [shrapnelDebris] in aircraftobject.ini, is it this? playing with this doesn't seem to have an effect, maybe I just need to keep trying, and ramp it up?....
  11. Direct Flak Hit

    Thanks guys. Got the FE sounds v.2 which has that windloop in it, and also went and checked out OFF and got the Soundtweak III, loads of cool sounds there, bullet hits, loads of engines, damaged engines etc. Cheers.
  12. Direct Flak Hit

    cheers! I've got the gun sounds but hadn't tried the others, will have a rummage through them.
  13. Direct Flak Hit

    Hey Quack74, Very late reply to an old post, great video! I love Archie, although always a bit of a shock when you yourself get hit. Hey I really like your windloop sound (it's not the stock is it?) where did you get it from? Cheers, SpinyNorman
  14. Fanning down Huns in my Harry Tate

    Fantastic story! Great reading :) 'Letters to Auntie Mary' should become a regular post 33Lima! Also flying 2 seaters at the moment, flying a 'Bathtub' (Fe2B). It's a jolly nervous business! Especially since adding 37mm AAA. Before flying recon or airfield bombing missions, my pilot has a bit of a cry, pens a letter home, and one last nervous smoke .
  15. Hi All, Another Newbie question from me I'm afraid.... Is there any way to get your Gunner to detect and fire at balloons and ground objects? Cheers SpinyNorman
  16. Thanks Whiteknight, I suspected as much but just thought I'd ask! I was looking around to see if AI Gunners were like ground objects and you could tell them to target either air or ground (but couldn't see that anywhere), so then you could maybe put an invisible '2nd Gunner' in the same place who only targets ground. But yeah I couldn't find that anywhere. Thanks for the reply. SpinyNorman.
  17. Hi all, Firstly I'm sure this has probably been covered before, or the info is available somewhere, and I'm sorry if it has! feel free to delete this topic. But I was curious about getting the option of firing the wing mounted Lewis on the SE5a at an upwards angle for popping away at 2 seaters from a safe place, this was an advantage of the wing mount lewis on the SE5a? By stomping about with muddy boots on in the DATA_INI file from Peter01's FMs I can get the lewis to fire solely up at an angle, but if I try to add an [internalgun 3] in the same position and have that one firing up at an angle on FIRE_SECONDARY_GUN in gun group 3, it just ignores it. Would i need to add it as a loadout weapon? If I could get that to work, then maybe progress to trying to get a simple gunsight added to upwards cockpit view? I dunno, just playing around, but any hints would be appreciated! Loving FE2 and all the stuff there is available (hats off to you guys), I think I'm spending as much time downloading and tinkering as I am in the sky! :) Cheers, SpinyNorman.
  18. Upwards firing Lewis for SE5a

    Cheers Grinseed! I reckon it's INI childs play compared to a lot of the stuff that people do here, but it's fun learning, still new to all this. while I am slowly accumulating everything needed for Armchair Aces I'm busy unpacking everything and tinkering, it's fun making my own paint jobs and adding loads of planes etc to the stock campaigns, it's cool how you can just get in there and play around, and if it doesn't work, at least you have backed up and it's just in the Mods folder. Once again hats off to all the modders and CombatAce for being such a great knowledge base! SpinyNorman
  19. Just wondering if you can get the shots fired, %hit, and kills to record for gunners in the stats debrief screen? rather than any kills showing as NA. Great fun flying the Vickers FB5, bumbling along behind your foe yelling abuse alternately at your engine and your wall-eyed gunner! I think my gunbus pilot has a stomach ulcer :) Made the changes suggested above and my gunner seems to notice and shoot at planes pretty quickly, he's just not that good a shot, so will limit his range so he doesn't blast away all his ammo.
  20. .INI Tweaks and Changes

    Aweome thanks Ataribaby.
  21. Kiwi A-4K Skyhawks to fly again

    we should just do what we do with our old Dakotas and stick them up outside Cafes :) Paint them in 'Cookie Time' colours.
  22. .INI Tweaks and Changes

    Is there a tweak to get your wingmen touching down near the edge of the aerodrome, so they don't run over into the trees when they land?
  23. Upwards firing Lewis for SE5a

    hhmmm sorry Baxter, I am a bit stumped on this.... did you have Peter01's FMs beforehand? did you have an extracted SE5a_data.ini and SE5a.ini file in your mods SE5a folder before? If not maybe either extract them using the Catpack extracter or download Peter01's excellent FMs and you will get those two files, then replace the SE5a_data.ini file with the one with the upwards lewis. Haven't tried on ROF, only FE2. Sorry mate, not much help.
  24. Upwards firing Lewis for SE5a

    Snuck up on two Aviatik C2 who were dozing along, and downed both from underneath with the upwards Lewis; but then when I finished the mission and went to the stats part of the debriefing, it had no shots fired and % hit, both kills were NA (like a collison). Anybody know how to fix that?
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..