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VonS

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Everything posted by VonS

  1. Hi Tonci, have PM-ed you a message with various tips and suggestions regarding what AMD GPU DLLs to try out on your rig. Hopefully one of those versions of DLLs, at least, will resolve that textures oddity for you. Cheers,
  2. Brief update to this thread - instead of opening a separate post, I thought that it would be best to bump this particular thread up with fresh(er) technical info. regarding WoFFing on AMD-vid cards. Those who are sometimes troubled by flashing and/or dark terrain tiles in WoFF on AMD video might wish to have a gander at this article located at the bottom of the WoFF FM and other mods. support thread, wherein I outline an X79 server build and a few tips/tricks that might help to resolve any oddities if WoFFing on AMD GPUs. Will also update regarding this under the relevant AMD thread on SimHQ if I have not already done so. Cheers all & good WoFFing to you,
  3. Hello fellow WOFFers, Thought I’d open this separate thread for a future mods-compatibility list for the ver. of BH&H 2 (WOFF) that will be released soon. Becker is welcome to make use of this thread for his long mods-compatibility list that is currently hosted on the WOFF threads over on SimHQ. I will also use this thread to update regarding my FM mods., GPU Tuner Patch, etc., in the future and time-permitting. For convenience and simplicity, I encourage everyone who is a member/user of CombatAce to post mods-related questions for BH&H 2 WOFF under this thread, since it will be easier to find mod-compatibility info. that way. While most WOFF-related mods. are available via Sandbagger’s site for WOFF addons, this thread will hopefully prove helpful for compatibility questions, info. regarding release of new mods. not hosted on Sandbagger’s site, etc. - and ideally will become a centralized hub for mod-related topics since there are too many mod-related threads over on the SimHQ forums for WOFF and it becomes confusing/discouraging to navigate for new WOFF fliers who might wish to load up quickly on WOFF goodies and fly. OBD, feel free to delete this thread if you will be posting a separate stickied thread for mod-compatibility questions, etc. For those interested in downloading my FM tweaks packages for the Ultimate and Platinum Eds. of WOFF, as well as GPU Tuner Patches for the Platinum Ed., including for WOTR Phase One, and the small FM tweaks package for WOTR Phase One - please see the link included immediately below. Those WOFF-related packages are not compatible with the latest, BH&H 2 edition unless otherwise indicated in this thread. I am currently busy with work and other duties, so my limited modding time will be devoted only to First Eagles 2 for the foreseeable future. Tweaks Packages for Previous Eds. of WOFF, etc. https://combatace.com/forums/topic/92320-fm-tweaks-for-woffuepe/?tab=comments#comment-780879 Cheers all, Von S
  4. BHaH-Two WoFFing on a Dilwe Dual-CPU-Socket X79 Motherboard with Dual Overclocked AMD RX 580s, for Kicks and Giggles Recently, on a lazy winter's afternoon, I had the good fortune of finding two new/unopened Intel Xeon E5 2690 v.2 processors (3.0 GHz; 3.6 GHz TurboBoost; 10-core) on Ebay and decided that, for 37-38 USD a piece, they were a wholesome buy. My original intention was to "upgrade" the single Intel Xeon E5 1650 v.2 (3.5 Ghz; 3.9 GHz TurboBoost; 6-core) sitting in my 2013 Mac Pro (my standard WoFFing machine), but I then decided that it was better to "build" a computer around the two Xeons that I found, for kicks and technical handiwork. The general idea was to create an office server/work computer setup - which would also fit well with WoFF BH&H2, considering that flying an Eindecker in WoFF is hardly leisure but instead very rewarding and hard work. Armed with such ideas, I then picked my way through various components, deciding that I wasn't interested in exceeding about 800-900 USD for the entire build. Various parts included the Corsair computer case (4000 D) with good ventilation, a Corsair 850 Watt PSU, etc. (No tacky LED lights for me or brown/beige Noctua fans.) For the computer and video graphics themselves, I decided on a dual-CPU X79 board and happily found mounds of rather cheap, single-CPU Chinese ones being offered on Amazon. Not to be maximally cheap, I decided on the ever-so-slightly higher-tiered (?) Dilwe brand (X79 dual LGA 2011 socket; EATX-sized motherboard). And, at any rate, the dual-CPU-socket offerings were not as plentiful as single-CPU mobos. The dual-CPU board I picked supports a maximum of 128 GB of DDR3 RAM at 1866 MHz but I went instead with a modest 32 GB (1600 MHz) of budget RAM (TeamGroup rebranded Micron chips) and a 1 TB NVMe M.2 (Kingston) SSD, also with two passive Supermicro heatsinks, and so on and so forth. For the video cards, being pleased with a dual team red (AMD) setup in the 2013 Mac Pro (two 6 GB FirePro D700s), I chose again a dual AMD setup (two 8 GB RX 580s this time around) for the custom build, even though it is generally suggested that WoFFing is safer on the team green side of the fence (nVidia). Luckily, the RX 580s were also Dilwe brand (making for a good fit with the Dilwe motherboard). And I found the Dilwe name attractive for some reason, possibly reminiscent of fridges and other gadgets from the 1950s. Several cables, fans and modifications later, over the span of a few days, I found myself in a position finally to test the Dilwe Dual-Xeon monstrosity couched in an elegant Corsair case. Installing Windows was no problem; neither was tweaking the somewhat limited options in the BIOS, but a few tips follow below (and no, I did not flash/upgrade the BIOS nor will I do so - not interested at all in bricking this strange build). Suggestions: - switch to legacy BIOS and format your drive to MBR (not GPT), for maximal smoothness of installation (of Windows); UEFI does work but I preferred the legacy/MBR route (if installing Linux, the latter will do its own formatting prior to installation) - disable such options as extended synchronization, pci-e clock/power management, and precision clock timers in the BIOS (helps to give a more responsive system and apparently minimizes GPU throttling) - set latency timers at least to 64, possibly 128, in the BIOS (default is 32); I went with 160 and haven't noticed any peculiarities so far Pic 1 - Initial Five-Fan and Mostly Passive Heatsink Setup The only other main area of concern, after having installed Windows and organized/tweaked settings, was how to keep the dual Xeons cool at idle. Initially I went with a five-fan setup (three intake on the front; two outtake, with one at the back and one at the top). The setup was perfectly sufficient to keep the two GPUs cool that way for most tasks - you could even turn off the GPU fans with no risk (with the fine program Fan Control) - but CPUs still remained quite hot at idle. The worst idle temperatures were with thermal paste applied between the passive heatsinks and processors (around 70 degrees Celsius). Better idle temperatures (of 55 to 60 degrees Celsius) were attained by placing thermal pads between the passive heatsinks and processors (never mind the general consensus that paste is better than thermal pads) - and by going to a six 120 mm fan setup (by adding an extra intake fan at the top of the case). I also oriented some of the fans differently, with the bottom two fans up front working as intake fans, also the two fans at the top of the case. The back fan remained an outtake fan; and the top side fan on the front was also reversed to function as an outtake fan - giving two nice exhausts on the top sides (front and back) of the case. Pic 2 - Final Eight-Fan Setup and Orientation for Improved Cooling I could have left things alone at that point but then decided to custom-install two small, unassuming (and gray) Noctua fans (1600 RPM, 92 mm) to each of the passive heatsinks, through the miracle of some zip ties and wire clips. This finally gave me splendid results (with idle CPU temperatures in the 30s Celsius - see included pic., overview of temp. nos. via the excellent program HWiNFO). The eight fans in total, surprisingly, are not that noisy, especially with the case fully closed and the included dust filters attached. Also helpful was that I had - before the final arrangement of fans - sandwiched two 1mm copper plates between each of the Xeon CPUs and their heatsinks, also "framing" the copper plates with four strips of thermal pad for good measure. Pic 3 - HWinNFO Allows for a Quick Overview of Temps. in the Taskbar (Details are Temps. for CPUs 1 and 2, Packages 1 and 2, Top and Bottom of Mobo, SSD, and GPUs 1 and 2; Choose Heads-Up Colors as per Taste in HWiNFO) The two RX 580 GPUs were easily overclocked via MSI-Afterburner from stock numbers of clock 1284/memory 1750 MHz to clock 1415/memory 2095 MHz. Numbers of 1420/2100 MHz and higher give the occasional crash and are not worth the risk. CPU overclocking is not possible with locked multipliers on this generation of Xeons; furthermore, it is also not possible to BCLK overclock the system bus on the Dilwe X79 mobo (or most such mobos). Pic 4 - Nice and Stable OC on the RX 580s Aside: I did in the meantime manage to overclock the bus to 103 MHz on the 2013 Mac Pro for a small performance boost and it runs well with no higher temperatures noted (to OC slightly your bus on a 2013 Mac Pro, download the obscure and outdated program called "setfsb.exe," choose as clock generator the profile called "ICS932S421BGLF," etc. - do track down other details regarding the program via Google before attempting the tweak, and also worth remembering is to download ver. 2.2 of the program, not 2.3, since 2.3 doesn't allow for the bus to be changed on a 2013 Mac Pro). Other information worth sharing, regarding WoFFing on dual AMD setups, is to point, in your AMD profile, to the WoFF.exe, not to the CFS3.exe run-time (even though it sounds counter-productive). On older versions of WoFF, and also on single AMD video-card setups, feel free in most cases to point to the CFS3 run-time instead. Pic 5 - Point BH&H2 to the WoFF.exe (not to CFS3.exe) if on a Dual AMD Setup Further, if enabling crossfire in your WoFF profile in the AMD settings, make sure to disable crossfire in the "global settings" profile in the AMD settings program - having crossfire enabled in both global and individual program profiles will cause random black tiles/textures in WoFF (a common complaint regarding AMD vid. and WoFF, and that has appeared on the WoFF SimHQ threads, occasionally, over the years). Pic 6 - It's Important to Disable Crossfire in your "Global" AMD Settings Profile (To Minimize Risk of Texture Corruption) By making sure to enable crossfire per program, but not globally - if you have multiple AMD cards installed - you will get rid of any texture corruption effects. Last, it doesn't hurt to experiment with various versions of the AMD DLLs (drivers) that you install. For example, the latest AMD DLLs (as of this writing) work fine on the Windows 10 22H2 install that I have on the Dilwe X79, but crossfire is not present (and hasn't been present) as an option since about the ver. 20.x days of the AMD DLLs. To be on the safe side, I have installed the Radeon Pro Software for Enterprise (version 19Q3) and it works fine, with no noticeable drop in FPS in WoFF BH&H2, and also supports the crossfire option (version 19Q4, for example, does not). On a broader note, if you are having any other troubles with the Adrenalin/consumer versions of the AMD DLLs and your WoFFing - go with the Pro DLLs instead. Pic 7 - Detailed BH&H2 AMD Settings for Your Convenience I happily recommend the AMD Pro DLLs 19Q3 for your WoFF/AMD combinations on later iterations of Windows 10, such as 22H2 - just as good, if not better, than the venerable ver. 17.x.x DLLs that go well with Win10 ver. 1809. The link to the correct drivers is: https://www.driverscloud.com/en/services/GetInformationDriver/73252-96467/amd-win10-64bit-radeon-pro-software-enterprise-19q3-aug12exe Overall, while I am not terribly interested in dipping further into the hobby of custom-building PCs for myself, I am quite pleased with the outcome of the Dilwe X79 (one-off) project. A few quick bench tests in CPU-Z (see included pic.) indicate that, on average, the Dilwe is giving me the multi-threading power of three 2013 Mac Pros - but will most likely also use three times as much electricity as the Mac Pro (e.g., the Dual-Xeon Dilwe X79 idles at around 93-94 Watts, at best, while the 2013 Mac Pro idles at around 46-47 Watts). Pic 8 - Quick Benchmark Results The experiment was a nice way to put two Xeon processors to good use, with the end result being a stable server/work computer as well as the occasional hosting hardware for a campaign or two (or three) of power-WoFFing. BH&H2 1.37 therefore moves to my Dilwe Dual-Socket X79 with its pair of OC-ed RX 580s, while I will keep my FrankenWoFF install (PE terrains and aircraft backported to WoFF UE 4.18) on the 2013 Mac Pro. Pics 9, 10, 11 - BH&H2 1.37 on the Dilwe Dual-Xeon X79 (LOD set to -1 via the Program ATISetLod; Pics also Include a Variation on Xjouve's Ver. 1.1 Water Mod, etc.) Finally, worth considering for these DIY obscure computer builds are any bottlenecking issues that might emerge; easiest to avoid those problems is by choosing processors, motherboards, and video cards of roughly the same, or similar, generations. From what I could research the best choice of GPU, for example, for the X79 server mobo that I picked up, as well as for the ver. 2 generation of E5 Xeons I found, was either the AMD RX 580 8GB or nVidia's GTX 1060 6GB card. Minimizing of possible bottlenecks should help, theoretically, to minimize any FPS drops and stuttering nuisances in your WoFF install. Good current and retro WoFFing to all (on single or dual-socket CPU mobos; obscure, well-known, and everything in between),
  5. Hi Alpenman, those files that begin with an underscore are Mac OS files that are sometimes arbitrarily generated in various folders of my mods packages as I work on them. I usually turn off the setting to view invisible files, in the Windows 10 partition on my Mac Pro, so I did not spot those files earlier (typically they show up as visible files so I delete them before uploading my mods packages; this time they remained invisible for some reason). Have now removed all Mac-related files and have re-uploaded the RoF mods package. While those Mac indexing files don't alter the way the AI/DM mods work - I recommend re-downloading the package (the link is in the first post of this thread) - for the sake of improved cosmetics. The PWCG "ModulationsVer3" file is fine by the way (doesn't contain any Mac-related files), so that one was not re-uploaded. Cheers,
  6. Hi Alpenman, Recommended is to check over the following two posts on the IL2 forums, regarding AI takeoff fixes for RoF. As far as I know, the problem is present in PWCG 3.x.x but not in the older 16.3.1. I have included the takeoff fix tip in my AI mods, by the way. The only other thing that I can think of is that the AI doesn't like stronger winds so it might help to reduce wind speeds too in the PWCG menu, if all else fails to resolve that takeoff problem. https://forum.il2sturmovik.com/topic/83819-possible-fix-for-squadron-mates-not-taking-off-during-career-missions/ https://forum.il2sturmovik.com/topic/84205-ai-not-taking-off-and-acting-weird/ Cheers,
  7. Anyone else use WinGet?

    Always stuck with the venerable SuMo/DuMo before they packed it in, unfortunately, sometime in 2023. Then I switched to UCheck_portable64 (not bad at all for a quick listing of updates but not as thorough as was SuMo). I thank thee for the WinGet suggestion; will most likely move to that one or at least note it down as a supplementary update tool. Happy New Year,
  8. View File Tweaked Flight Models and Realism Pack for FE2 Hello Fellow Fliers of First Eagles 2, Version 11.0 of the FM/Realism Package for FE2 contains approximately 220 WWI aircraft types and sub-types, for your (virtual) flying enjoyment. For detailed installation instructions, please check over the main "Read Me First" file that is included, as well as several older (pdf) files and that cover aircraft performance info., tips, etc., across all previous versions of the FM update package. A great many thanks go out to Peter01 and Ojcar, also TexMurphy, for making most of those flight model files to begin with. Also a great thanks goes out to Stephen1918, MontyCZ and Laton for providing lots of beautiful planes and skins that go with those great flight models, to NBell for the many hitbox improvements provided for the planes, also to VonOben, Mike Dora and Crawford for many helpful suggestions, and to the A-Team by SkunkWorks for allowing me to tweak a few of the FMs for their models too. And of course a very big thanks goes out to Geezer for several fantastic, high-quality models that were produced for FE2. What I've done is tinkered with the data files further. Modifications in all cases, to a greater or lesser extent, include data under the following sections: (a) MissionData (b) FlightControl (c) AIData (d) Sound (e) AircraftData (f) Engine (g) Crew (h) Internal Guns (i) Control Surfaces (j) Landing Gears (k) Fuselage, Nose, Tail, Vertical Tail, LeftStab, RightStab, Rudder, Left/Right/Inner/Middle/Outer/Tip Wing components Enjoy and happy flying!, Von S NOTES: For several of Geezer's latest aircraft and my FMs for those aircraft (Nieuports, Pfalzes, etc.), which are not included in this package, please see the relevant post located towards the bottom of page 25 of the "New Aircraft" thread for FE2, on CombatAce. Also see relevant posts on pages 26, 27, and 28 of that same thread for Geezer's "early beta" collection that contains the Breguet XIV, Junkers J.I, and other updates, including performance info. for some of those aircraft types. DISCLAIMER: All Von S mods., for FE2, SF2, also WOFFue/pe/bh&h2, as well as for RoF (United Ed.), are subject to the CombatAce "freeware" terms of agreement. Mods. may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods. remain free to use. Von S mods. shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor. Submitter VonS Submitted 10/16/2015 Category Flight Models  
  9. Version 11.0 (RPM Control & Canons), Oct. 14, 2023 - New type added is the early, 200 hp SPAD XII. Also includes several modifications to the SPAD XII 220 hp, as well as to the late/rare Alb. D.Va 200 hp. Further additions include limited RPM control on the Fokk. E.Ia, E.II, E.IIa, also the E.III, as well as the Morane Saulnier Type N, etc. As always, check over the newest, included READ ME file for more info. Happy flying,
  10. Oct. 14, 2023 Update ("RPM Control & Canons"): New type added is the early, 200 hp SPAD XII. Also includes several modifications to the SPAD XII 220 hp, as well as to the late/rare Alb. D.Va 200 hp. Further additions include limited RPM control on the Fokk. E.Ia, E.II, E.IIa, also the E.III, as well as the Morane Saulnier Type N, etc. As always, check over the newest, included READ ME file for more info. Happy flying,
  11. Version 11.0

    969 downloads

    Hello Fellow Fliers of First Eagles 2, Version 11.0 of the FM/Realism Package for FE2 contains approximately 220 WWI aircraft types and sub-types, for your (virtual) flying enjoyment. For detailed installation instructions, please check over the main "Read Me First" file that is included, as well as several older (pdf) files and that cover aircraft performance info., tips, etc., across all previous versions of the FM update package. A great many thanks go out to Peter01 and Ojcar, also TexMurphy, for making most of those flight model files to begin with. Also a great thanks goes out to Stephen1918, MontyCZ and Laton for providing lots of beautiful planes and skins that go with those great flight models, to NBell for the many hitbox improvements provided for the planes, also to VonOben, Mike Dora and Crawford for many helpful suggestions, and to the A-Team by SkunkWorks for allowing me to tweak a few of the FMs for their models too. And of course a very big thanks goes out to Geezer for several fantastic, high-quality models that were produced for FE2. What I've done is tinkered with the data files further. Modifications in all cases, to a greater or lesser extent, include data under the following sections: (a) MissionData (b) FlightControl (c) AIData (d) Sound (e) AircraftData (f) Engine (g) Crew (h) Internal Guns (i) Control Surfaces (j) Landing Gears (k) Fuselage, Nose, Tail, Vertical Tail, LeftStab, RightStab, Rudder, Left/Right/Inner/Middle/Outer/Tip Wing components Enjoy and happy flying!, Von S NOTES: For several of Geezer's latest aircraft and my FMs for those aircraft (Nieuports, Pfalzes, etc.), which are not included in this package, please see the relevant post located towards the bottom of page 25 of the "New Aircraft" thread for FE2, on CombatAce. Also see relevant posts on pages 26, 27, and 28 of that same thread for Geezer's "early beta" collection that contains the Breguet XIV, Junkers J.I, and other updates, including performance info. for some of those aircraft types. DISCLAIMER: All Von S mods., for FE2, SF2, also WOFFue/pe/bh&h2, as well as for RoF (United Ed.), are subject to the CombatAce "freeware" terms of agreement. Mods. may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods. remain free to use. Von S mods. shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor.
  12. FE2 Ammo types

    The rate of fire entry is the one labeled "ROF" in the various gun data ini files. So, for example, "Vickers_Mk1" has a rate of 400, "Vickers_Mk1_1mod" a rate of 500, "Vickers_Mk2" a rate of 600, and "Vickers_MK2boost" a rate of 850. The muzzle booster used on some of the Mk.II's noticeably increased rate of fire, but somewhat decreased reliability (i.e., more gun jams possibly). A good post on the topic is available over here, on The Aerodrome website. Cheers all & happy flying,
  13. FE2 Ammo types

    The stock Albatros D.III and D.V/Va are rather difficult to take down easily in FE2. I've toned down the "DefaultArmorThickness" and "MassFraction" nos. on those mid-war/late-war Alby. types (among many other FM changes) -- but they still require either a good hit on the engine, or pilot, most of the time -- to take down (or the occasional lucky flamer -- lucky for you; not for them). Recommended, for those who like to tweak manually, and if you are still vexed by late Alby. types -- is to change the DefaultArmorThickness value in the aircraft data ini file from 25 to 24 (or from 24 to 23, depending on the sub-variant of Alby.). The alternative is to increase "AmmoWT" and "Accuracy" values in the various gun data ini files -- or to use a different gun type such as "Mk2boost" instead of the standard "Mk2" Vickers, etc. (Accuracy varies among the different M.G. types and different interrupter gears used per M.G., in my FM/realism pack, by the way.) Cheers all,
  14. FE2 Ammo types

    @Rooster, As far as I know, for incendiary choices, the best one is the Le Prieur rocket option available for some of the Nieups., such as the 11, 16, 17 and 23. In terms of the Vickers, there is the Mark I, one or two improvements for the Mark I (designated "I_I"), also the Mk. II, and others, available in a stock install of FE2 under Saved Games/ThirdWire/FirstEagles2/Objects/Guns. If you are using the guns modifications available in my FM/realism pack for FE2, you will find other variants in there as well, such as a "Mk2boost" (Mk. II Vickers with booster on one of the guns, etc.). However, none of those are necessarily incendiary. The aircraft data inis, by the way, that are included in my FM mods pack(s), are linked to the modified gun variant data inis also included in the FM mod pack -- so there's no need to tinker with such details if my FM pack(s) are installed in full (aircraft mods, gun mods, etc.). To experiment further, regarding incendiary ammo, once you go into any aircraft data ini file of choice, search for the "Internal Guns" section. Once there, change the gun listed under the "GunTypeName=" to something other than what is currently listed. For example, in the late Albatros D.II data ini I've tweaked, the GunTypeName entry (for both the left and right M.G.s) is: 7.92MM_SPANDAU_LMG08/15 For Entente aircraft, on the other hand, there will be a Lewis or Vickers sub-type listed there. Then, change out the Vickers, or Lewis that is listed, for some other higher-caliber option that is by default included under Saved Games/ThirdWire/FirstEagles2/Objects/Guns. I recommend trying the "1PDR_VICKERS_MK3" or "11mm_VICKERS_BALLOON_GUN" option, without quotation marks, to see if one of those gives more satisfactory results. So, in short, while I don't think there are any incendiary options beyond the Le Prieur rockets available in FE2 (and while I haven't tweaked any higher-caliber options for my FM mods packages, beyond standard Spandau, Parebellum, Lewis, Hotchkiss, and Vickers variants, to change rate of fire and reliability across different periods of WWI, etc.) -- a higher-caliber option for any of the M.G.s might be worth trying out -- with results somewhat similar to those of incendiary rounds, I suppose. Have never used the gun editor program that Julio has kindly linked to above (I tweak the data ini files by opening them in text-edit programs) -- so I can't offer any comments on those various editors that are available. Happy flying (and flaming),
  15. Asking for FE 2 Help

    Permit me to recommend the “New in FE2” thread located here. You’ll find that it answers many questions relating to mod installation, as well as other issues and topics in the wonderful (but obscure) sim world of First Eagles 2. Good FE2 modding to you,
  16. No need to uninstall such a fine sim as FE2 - keep at it when you find some free time and eventually, once you've tuned your install to your liking, you'll have one of the best single-player WWI flight sims that are currently available -- with good flight models, excellent AI, and solid scenery too. In terms of the continuing skin/camo problem for the Spad VII -- double-check the file organization indicated in the two pics. provided in this post. Couple of important things to note, so that skins show up on aircraft properly, are as follows: a) the skin files need to be in a separate folder, not thrown directly into the main level of the aircraft folder (e.g., my skins for aircraft "SPAD7_150_Brit" are located in "RAFTAN1," not directly placed into the 150_Brit folder) b) continuing with the example mentioned above, both the "TEXTURESET" file located within "RAFTAN1" and the general "SPAD7_150_Brit" initialization file (the latter is located in the main aircraft folder itself) need to contain correct info. that corresponds with the actual folder that houses the skin files (with the "RAFTAN1" folder in this case) In "TEXTURESET," there is the following entry: [TextureSet] Name=RAF Tan Nation=RAF Squadron= StartDefaultDate=1916 Specular=0.400000 Glossiness=0.150000 Reflection=0.200000 In "SPAD7_150_Brit," there is the following entry: [TextureSet001] Directory=RAFTan1 Name=RAF Tan Nation=RAF Squadron= StartDefaultDate=1916 Specular=0.400000 Glossiness=0.150000 Reflection=0.200000 Particularly important is to make sure that "SPAD7_150_Brit," to continue with the same example, contains the "texture set" section listed immediately above. Same rules apply for all other aircraft too that have custom skins, or extracted stock skins, installed. So, in short, missing "texture set" entries in the general initialization file for any given aircraft, as well as skin files not being placed into a separate folder within an aircraft folder, etc. - will create the kinds of problems (such as aircraft missing skins) that you've mentioned in this thread. Anyway, I hope that some of this info. proves helpful. I might not be logging into the FE2 forums over the summer but hope to drop in again semi-regularly sometime by Sept. or so. Cheers & happy flying in FE2,
  17. When the cat extractor opens, there should be a split window arrangement present. The top half should show a few (compressed) files, but in order to display all of the contents of each cat file within the second window (located below the main one), make sure to check the small box that is to the left of whatever compressed cat file is visible in the top window - might take about 10 or 20 seconds after that, but a long list of files should then become visible in the lower window. Also make sure, in the first place, that you are navigating to the correct install directory with the cat extractor, to view the relevant cat files. The correct path is ThirdWire/First Eagles 2/Objects/ - once you navigate into "Objects," you'll find the relevant cat files there: ObjectData001.CAT, ObjectData002.CAT, ObjectData003.CAT, and ObjectData004.CAT. Cheers,
  18. For any aircraft that were originally AI-flown in FE2, and then later made flyable via tweaks, mods, etc. -- best is to extract skins for said aircraft using the excellent program called "Mue's Cat Extractor" -- see this link for instructions and other important info. regarding the cat file(s) extractor. I also recommend, when you find time, going over the entire "New in FE2" thread since it's a good intro. to modding in FE2 -- the link to that thread is over here. By the way, stock skins for the Spad VII (150 and 180 hp variants) are found in "ObjectData003.CAT" -- see the cat extractor link above for more info. on where those various cat files are located (in short, they are found in the actual FE2 game install folder, not in the FE2 user folder located under "Saved Games"). For illustrative purposes, see the pics. below that show extracted Spad VII skins and that I have then loaded into my middle eastern theater install, for a British-built 150 hp Spad VII. Pics. below point to the ThirdWire folder in "Saved Games," by the way (where all mods. and/or extracted files from the stock sim should be placed, etc.) -- not to the actual game install folder for FE2. Happy flying,
  19. Might be possible to solve that video effects/artifacts problem by using a third-party dx9 DLL (driver) solution. It's worth an attempt at any rate. See the details in this post to try the custom solution (disregard any references to WineSkin in that post). The attempt involves downloading a third-party dx9 driver and placing that driver into the main folder directory of your First Eagles 2 install (where the game is actually installed -- not into the user's FE2 folder located under "Saved Games"). If that doesn't solve the problem, one other attempt involves opening the "Options.ini" file that is located in the Saved Games/ThirdWire/FirstEagles2 directory and setting the entries indicated below (located under [GraphicsOptions]) as follows: AntiAliasing=2 UseAdvancedShaders=0 ForceDX9=TRUE ForceVSyncOff=TRUE Cheers,
  20. Excellent tales gents - happy to pop into the DiD IV thread occasionally to see the latest reports. I was particularly immersed in the last two entries from Bell-Gordon’s journal, Raine (right up there in quality with the Capt. Collins adventures from DiD III). Nice to see Bosta 2’s old haunt at Ghistelles in that pic - a good reminder that I should one of these days revisit my casual campaigns in WoFF that have been in storage for a couple of years. And that Huntington fellow - very entertaining indeed, the airman’s version of Kenneth Grahame’s Mr. Toad. I’m sure he will enjoy corresponding with Apollonia Willing. Cheers all.
  21. Thought I'd pop in here with my own two (three?) cents on the topic gents - it seems that the function of that download button is being interpreted differently. In other words, when you hover over the download button with your mouse, and that grey dropdown window appears that reads "WOFF Between Heaven & Hell II" -- make sure to scroll down with your pointer to that window, and then to click on the dropdown window itself. Clicking on the main button that says "Downloads" does nothing and may look, in some browsers, like a JavaScript error or broken link. Edit: @BB, only saw now that your post explains the confusion but I'll leave my post up too. By the way, the "Downloads" button was probably less confusing before, when there were three dropdown options present, one for the latest patch to BH&H2, another for the latest patch for WoFF UE, and a third for the latest patch for the WoFF PE addon - the latter two patches have now gone into the annals of WoFF history. Cheers all & happy clicking,
  22. Quick bump to this thread -- the "Consolidated Mods. New" Package has now been released for RoF United. Among other things, the package includes the latest, "Special Edition" AI mod. (ver. 1.4) for RoF, as well as my various mods. that were previously offered as separate downloads (such as the "M-S Type H Campaigning Tweak," etc.). See the info. and pic. in the top post of this thread for more details. Cheers all,
  23. @C.Pascal, Recommended is to try one of the following three variant entries for the [SolidObjectTextureMaterial] entry of your terrain data ini file: and older variant that I used several yrs. ago [SolidObjectTextureMaterial] EffectShaderName= //terSolidObject.fx DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=FALSE AlphaTestEnabled=TRUE //FALSE CullMode=NO_CULL //CLOCKWISE LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=5.000000 BlendOp=BLEND_SRC_ALPHA //ONE NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE //NO_OP a modified variant that works well if you are not using an AMD video card with older vid. DLLs (best suited probably for team green, i.e., nVidia) [SolidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=TRUE RenderedInOrder=TRUE AlphaTestEnabled=TRUE CullMode=CLOCKWISE //NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=5.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=NO_OP //TEXTURE AMD-video-card-friendly variant that I currently use (will give a ghost/hologram city effect when flying close to alpha buildings - looks fine when further away and no shimmering) [SolidObjectTextureMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=TRUE AlphaTestEnabled=FALSE CullMode=NO_CULL LightEnabled=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=TRUE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=5.000000 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName= TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE Also recommended is to download/install Mue's tweaked FE2 terrain shaders since they work with the modified ZBufferOffset value indicated in the entries above -- click on the top link in my post over here to get to Mue's modified shaders (make sure to download the FE2 shaders when looking over Mue's post, not the ones for SF2). If all else fails, try out my AMD-vid-friendly terrain data inis located inside my large FM/realism pack (ver. 10.0) for FE2. For a more organized, step-by-step variant of what I've posted here in this lengthy post -- see this compressed one that's under the FE2 help thread. Happy flying,
  24. The other great thing about SF2 is that you can also create mini-WWII theaters for yourself and there's a good selection of WWII aircraft as well. If on the other hand you are still stuck in WWI but are enjoying SF2, might I recommend also checking out FE2, that other flight sim. by ThirdWire. The main FE2 forum is located at this link, by the way. Happy flying with props, turbines, and other forms of propulsion too,
  25. Quick update to this thread. Those who have installed Phase Two (BoF) of WoTR, and if interested in running my small FM tweaks package and/or various GPU Tuners for WoTR (that were tweaked in a Phase One install of WoTR) -- are highly recommended first to check this post (regarding the FM tweaks), and this post (regarding the GPU Tuners). Also relevant is this post (and this follow-up post). Cheers all & happy flying,
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