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Everything posted by VonS
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Perhaps something like this? Might need to increase the volume numbers further but here's a (beta) emitter for testing, can also be used for the stock ships by being renamed to ShipStaticSmoke (as always for emitters, install into the Effects folder). This is simply a mod of the Stephen1918/Ojcar smoke effect for static ships. Other possibilities include linking coal-burning ships with the aircraft smoke emitter file, although that might hit frame-rates on medium and low-end rigs. Von S [removed old link - see latest FM/realism packages for FE2 for relevant atmospheric and other tweaks]
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Tweaked Flight Models and Realism Pack for FE2
VonS replied to VonS's topic in Thirdwire - First Eagles 1&2 File Announcements
That is strange - although I admit that I find the Rumpler C.1 types difficult to destroy, no matter what aircraft I'm flying. Perhaps a more aggressive set of dogfight skill levels are required for the Spad7...I will look into tweaking the skill levels further. In the meantime I'm including here the dogfight skill level entries from the Rumpler C.1 data ini...perhaps use of these entries in the Spad7 data inis will even up the score a bit in dogfights...it's worth a test. Von S [DogfightNovice] SafeAltitude=160 LookoutAngle=90 DefensiveAngle=60 ChanceDefensiveTurn=0 ChanceBreakTurn=25 ChanceHardTurn=50 ChanceTurnDirection=25 ChanceContinue=100 ChanceCheckNewTarget=5 ChanceUseVertical=0 FightWithoutAmmo=0 CannonFireAngle=20.0 MaxPitchInput=0.75 MaxCannonRange=500 OptimalCannonRange=80 MinCannonRange=50 MaxRollForGunAttack=45 CannonBurstLengthShort=2.5 CannonBurstLengthLong=2.5 MaxRudderForGunAttack=0.5 MaxRudderForManeuver=0.7 [DogfightGreen] SafeAltitude=140 LookoutAngle=120 DefensiveAngle=90 ChanceDefensiveTurn=10 ChanceBreakTurn=50 ChanceHardTurn=100 ChanceTurnDirection=50 ChanceContinue=100 ChanceCheckNewTarget=10 ChanceUseVertical=0 FightWithoutAmmo=0 CannonFireAngle=20.0 MaxPitchInput=0.75 MaxCannonRange=500 OptimalCannonRange=80 MinCannonRange=50 MaxRollForGunAttack=60 CannonBurstLengthShort=2.0 CannonBurstLengthLong=2.0 MaxRudderForGunAttack=0.8 MaxRudderForManeuver=0.9 [DogfightRegular] SafeAltitude=120 LookoutAngle=150 DefensiveAngle=90 ChanceDefensiveTurn=35 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=20 ChanceUseVertical=10 FightWithoutAmmo=0 CannonFireAngle=12.0 MaxPitchInput=0.8 MaxCannonRange=500 OptimalCannonRange=70 MinCannonRange=30 MaxRollForGunAttack=75 CannonBurstLengthShort=0.75 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 [DogfightVeteran] SafeAltitude=100 LookoutAngle=150 DefensiveAngle=120 ChanceDefensiveTurn=75 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=30 ChanceUseVertical=50 FightWithoutAmmo=0 CannonFireAngle=12.0 MaxPitchInput=0.85 MaxCannonRange=500 OptimalCannonRange=70 MinCannonRange=30 MaxRollForGunAttack=90 CannonBurstLengthShort=0.75 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0 [DogfightAce] SafeAltitude=100 LookoutAngle=150 DefensiveAngle=120 ChanceDefensiveTurn=85 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=35 ChanceCheckNewTarget=40 ChanceUseVertical=100 FightWithoutAmmo=1 CannonFireAngle=12.0 MaxPitchInput=0.85 MaxCannonRange=500 OptimalCannonRange=70 MinCannonRange=30 MaxRollForGunAttack=90 CannonBurstLengthShort=0.75 CannonBurstLengthLong=1.0 MaxRudderForGunAttack=1.0 MaxRudderForManeuver=1.0- 195 replies
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Tweaked Flight Models and Realism Pack for FE2
VonS replied to VonS's topic in Thirdwire - First Eagles 1&2 File Announcements
Hello Crawford, yes you are correct, the problem is not related to gun efficiency - rather, it is related to dogfight skill levels, also entries that are missing from stock AIData sections, as outlined in my post above. Happy flying, Von S- 195 replies
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Tweaked Flight Models and Realism Pack for FE2
VonS replied to VonS's topic in Thirdwire - First Eagles 1&2 File Announcements
Hello Jeanba, The Vickers Mk.1 gun files are located in the "ForGunsFolder" of the big ver. 8.9 consolidated folder that's available in my FM upgrade pack. The rate of fire on the Vickers Mk.1 is about 450/min, as historical, but in the latest ver. 9.1 folder, under "ForGunsFolder," you will find "303CAL_VICKERS_MK1_1mod" which corresponds with the latest Spad7 data ini modifications, that gives them a Birkigt gear with about 550 rounds per min. The Spad7 types are most likely being shot down since their is no dogfight skill info. located in their data inis, since the data inis were initially stock extracts from FE2, and then the FM was modified. I recommend including dogfight skill levels in the data ini to see if the problem is resolved, before tinkering with the AIData section. For example, here is the dogfight skill info. from the Nieu. 17 early Bis data ini, that may be pasted into the Spad7 data inis for testing: [DogfightRegular] SafeAltitude=60 CannonFireAngle=6.0 MaxCannonRange=300 OptimalCannonRange=40 MinCannonRange=25 CannonBurstLengthShort=0.5 CannonBurstLengthLong=1.0 [DogfightVeteran] SafeAltitude=40 LookoutAngle=150 DefensiveAngle=60 ChanceDefensiveTurn=95 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=50 ChanceCheckNewTarget=30 ChanceUseVertical=50 FightWithoutAmmo=0 CannonFireAngle=5.0 MaxPitchInput=1.0 MaxCannonRange=200 OptimalCannonRange=30 MinCannonRange=20 MaxRollForGunAttack=180 CannonBurstLengthShort=0.3 CannonBurstLengthLong=0.6 MaxRudderForGunAttack=0.6 MaxRudderForManeuver=0.90 [DogfightAce] SafeAltitude=40 LookoutAngle=180 DefensiveAngle=60 ChanceDefensiveTurn=95 ChanceBreakTurn=100 ChanceHardTurn=100 ChanceTurnDirection=100 ChanceContinue=35 ChanceCheckNewTarget=40 ChanceUseVertical=100 FightWithoutAmmo=0 CannonFireAngle=4.0 MaxPitchInput=1.0 MaxCannonRange=200 OptimalCannonRange=30 MinCannonRange=20 MaxRollForGunAttack=180 CannonBurstLengthShort=0.2 CannonBurstLengthLong=0.4 MaxRudderForGunAttack=1.2 MaxRudderForManeuver=1.0 Also, if you would like to add extra info. to the AIData section, I recommend pasting in the following entries from the Nieu17bis early data ini, from the AIData section, that are missing from stock AIData sections in the Spad7 data inis as extracted from FE2 (I did not bother pasting in extra info. there, but might be worth experimenting with): The relevant sections from AIData that may be introduced, are (with some minor modifications for the Spad7 already included below): AileronDeltaRoll=0.8 AileronRollRate=-0.6 MaxPitchForAltitude=15.0 MinPitchForAltitude=-10.0 PitchForThrottle=0.1 PitchForVerticalVelocity=-0.003 RollForHeading=10.0 MinRollHeading=5.0 MaxRollForHeading=30.0 PitchForRoll=0.38 FormationSpeedForPosition=0.8 FormationSpeedForRate=0.5 GunnerFireChance=80 GunnerFireTime=2.5 GunnerAimOffset=0.0050 MaxRollCombat=60.0 <<---------- this may be reduced to about 30.0 if you wish, to lessen roll degree on the Spad7 types in combat MaxPitchCombat=36.0 MaxRollFormation=5.0 FormationRollForPosition=0.01 FormationRollForVelocity=0.2 RollForGunAttack=1.0 RollForGunAttackRate=-0.10 RudderForGunAttack=5.5 TakeOffRotationAngle=12.0 Also, if you want to tinker with the AIData entries that are already in place for the Spad7 types, I recommend manipulating the following ones: RudderForSideslip=3.5 //3.0 RollForHeadingRate=-0.045 ThrottleDeltaSpeed=0.065 ThrottleVelocity=-0.065 PitchForAltitude=0.00030 ElevatorDeltaPitch=3.0 ElevatorPitchRate=-0.05 RudderForHeading=2.0 //1.5 RudderForYawRate=-0.55 //-0.25 In the tweaks above, I've just told the AI to be a bit more aggressive with rudder use on the Spad7 (but I would recommend the previous suggestions...this last set of tweaks is a last resort...to make rudder use less aggressive, go with something like 2.5, 1.1, and -0.15, in that order, for the three entries toggled above). Also, if you want to increase corner speed under the FlightControl section, a value slightly higher than the max top speed at sea level would be sufficient I think to minimize turns in the Spad7 types...a value about 5.0 m/s higher than the MaxSpeedSL listed for the different Spad7 variants should be adequate....but again, such changes should be a last resort if the top two suggestions in this post don't work, regarding dogfight skill level and adding of info. to the AIData section. Hope some of these modifications help. Von S- 195 replies
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Strike Fighters 2 Screenshots Thread
VonS replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Successful incorporation of screen text display mods and environsys ini tweaks for wind, clouds, etc., from FE2, including fog effects, into SF2. Will include directions with a ver. 9.5 of the FM update pack for FE2 - for those interested in using the FE2 atmospherics in SF2. The MiG-23 is the standard "MS" extract from SF2 by the way (with avionics downgraded to avionics60.dll for more limitation and fun, and Stary's lovely improved cockpit installed) - will eventually get around to installing the huge 2-pack of Floggers available for SF2. Thank you modders! Obligatory screenies below. Happy flying, Von S -
Tweaking a third environsys ini file too that will be devoted to fog effects across the different weather types (from morning mist to overcast fog) - no high clouds available in this one but the vertical cloud panels vary by weather type to give some variety...the fog also slightly varies by weather type (thickness, shape, etc.). Great for immersion in low-level dogfights, will include this with a ver. 9.5 of the FM pack - this will give us a total of 15 different weather types when combined with the tweaks included at the top of this list of posts. Happy flying, Von S
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Have now tested with the static/slow/fast/etc propnodenames commented out and the pump prop still spins well. I don't have the rotationaxis value in place so it should be fine to comment that out too....theoretically, I would say that dynamic streamers are possible, as Wrench outlined, although I am no streamer specialist - hopefully someone will figure out how that works. Von S
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A great discovery Crawford, thank you for this. Here are some further tweaks that help with the rotating pump propeller, under the [FuelPump] section for // Engines: SLPowerDry=60.0 <<----- have increased the value slightly, otherwise I was sometimes not able to restart the air pump propeller if the engine was turned off, then on Also change the following: ThrottleRate=0.7 <<----- higher throttle rate gives more realistic spin up after the engine starts AltitudeTableNumData=14 <<----- this number corresponds with no. of entries under AltitudeTableData AltitudeTableDeltaX=514.4 <<----- reduced intervals in meters here slightly, also works as a kind of compressed "accordion" effect at smaller numbers for prop/engine efficiency AltitudeTableStartX=0.0 AltitudeTableData=1.000,0.975,0.854,0.700,0.590,0.457,0.361,0.279,0.209,0.185,0.095,0.050,0.015,0.000 <<----- more values here for subtler prop spin variations at different alts. Put the Camel into a spin and watch the pump propeller vary in rpms depending on the slipstream, also noticeable at the top of a loop when the speed drops. As well, change the following: SlowPropRPM=2200 FastPropRPM=3800 MaxPropRPM=4500 IdlePropRPM=1600 Also, include the following two entries for the 110 and 130hp Camels, for the FuelPump, imitating the settings for the engine itself: BlipSwitch=TRUE BlipThreshhold=0.5 Otherwise you'll hear an increase in the engine rpm from the threshold to full throttle and will think that you're getting more power from the engine, which you're not - if you leave the fuel pump at regular throttle settings. For the 150hp Camel, it should be fine to leave the blip switch at "false" for the fuel pump, again imitating the engine settings. While not a Cox .020 engine for old model airplanes that spins between 10,000 and 30,000 rpms , the pump prop should spin on average about 3 to 4 times faster than the rotary engine/main prop (I'm thinking prop size and ratios here....although, at any rate, the higher rpms look nicer on the small air pump). Happy flying gents', Von S
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A few more pics. of the latest tweaks to the smoke and fire effects, this time a multi-engine fire on a Gotha G.III - will roll this eventually into a ver. 9.5 of the FM packs. The effects now look more realistic I think for the WWI period and aircraft construction of that time, especially average size of fire on various types. Happy flying, Von S
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Those streamers look great Stephen, and very pleased to see a Siemens-Schuckert D.1 in the works there too! Von S
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Re-tweaking smoke and fire effects too in the particlesys ini file for more subtle smoke/fire, and corresponding individual effects inis from the effects folder...the thinner smoke and fire trails should also help to improve realism, and smaller balloon explosions with quicker dissipation of burning debris. Von S
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Also more tweaking of in-game menu text to fit hud text modifications from previous FM update packs...finally got the same font and size across all entries, even when targeting new types, and for the squadron command menu too - as well managed to include a "cover me" command for the squadron...seems to work well, sometimes giving close support as in the Albatros pic, other times giving higher alt. cover as with the two Eindeckers...good variety. When no enemy aircraft are present, the command works largely like the "rejoin" one. Since there are no wingmen submenu commands in FE2, unlike SF2 - use the "cover me" command with caution, otherwise your whole squadron will try to cover you. Will roll these little oddities into a ver. 9.5 of the FM pack. Currently tweaking obscure entries in missioncontrol.ini and for single missions in the options.ini, to reduce numbers of enemy aircraft per theater, as historical, and to increase randomness of aircraft appearing, also (historical/sometimes poor) supply levels for air units...results look favorable so far but will test further. Von S
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Decided to tweak Stary's rain pack to give more realistic rain effects in inclement weather, using a combo. of the in-game rain and the Stary/Orsin vertical drops...will also re-tweak the blizzard effect for smaller snow particles....should work well for further immersion in FE2. Happy flying, Von S
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Some screenies from a gruelling 25 min. dogfight (spring of 1918, middle eastern terrain) using the environsys tweaks I'll roll into a ver. 9.5 of the FM pack (low scattered cloud in these shots, with slightly wider sky and taller cirrus cloud panels). Took a while to get rid of the Nieu24bis, with half of my elevator missing - the AI never fails to impress me in FE2. Also a couple of shots of an early 1915 encounter in the same theater - rare fuel fire on the MS type G (25hp) , and then a friendly pass with his engine out. Happy flying, Von S
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Total of 10 different skies to roll into the environsys ini file for a ver. 9.5 update of the FM pack. Or I might make two separate environsys ini files, that contain the five weather patterns (clear, scattered, broken, overcast, inclement), to accommodate for the 10 weather types - and so that entries don't have to be toggled in the environsys file. Another alternative is to make four versions for the four theatres for FE2, so that they can be "installed" into the relevant terrain folders - will see what is most workable. Also tweaked now is the sky width (slightly wider) and vertical sky panels with Panama Red's cirrus effects in place (slightly taller now) - this allows the clouds to intersect with and "fade into" the vertical sky panels at some altitudes. Weather types: 1. clouds clear high - cirrocumulus layer 2. clouds clear low - altocumulus type 3. clouds scattered high - stratocumulus and cumulus types at higher alt. 4. clouds scattered low - stratocumulus and cumulus at lower alt. (slightly taller and thicker than no. 3) 5. clouds broken high - cumulus and cumulonimbus at higher alt. 6. clouds broken low - cumulus and cumulonimbus at lower alt. (much taller and slightly thicker than no. 5) 7. clouds overcast high - nimbostratus type at higher alt. 8. clouds overcast lower - nimbostratus type at lower alt. (slightly shorter and thicker than no. 7) 9. clouds inclement higher - nimbostratus and cumulonimbus at higher alt. 10. clouds inclement lower - nimbostratus and cumulonimbus at lower alt. (slightly wider and thicker than no. 9) Stary's "thin" cloud from the ver. 1.3 Sarcasm pack, also his cloud for the ver. 1.5 Sarcasm pack - work beautifully with this for the right effects. Also necessary is the very thin Ilyushin2 cloud for FE2, by Gumpy (will include the necessary files). Panama Red's clouds are too thick for these subtle variations to work - although they can be used if you really like them. Have compressed Starry's and Gumpy's clouds from 4 to 1 MB (from 1024 x 1024 size to 512 x 512) - improves frame rates but the clouds still look pretty much the same. Pics included below of the weather types (Stary's blizzard effect on the inclement pics, by the way, but rain works well too ). Happy flying, Von S inclement low inclement high overcast low overcast high broken low broken high clear low scattered low scattered high clear high
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That sounds about right, always tweak the z axis position (up or down) by increments of about 0.1 or 0.2. The position in my modded data ini for the Pfalz E.II is: PilotModelName=wwiPilotNew2 SeatID=1 PilotHeadNodeName=head Position=0.0,-0.03,0.42 As posted above, I tend to have my Eindecker pilots slightly higher by about 0.2 for the z axis, since I had feet sticking out of the bottom otherwise (other problem aircraft for this are the Nieuport 10, 11, 17, 23, 24bis...not so much the 12, 16, 27, and 28...z axis values were adjusted for those sometime in my previous FM packs...around version 8.5 of 8.6, included in the big 8.9 folder...as always tweak to suit preference if you like them lower but double-check the bottom of the fuselage for feet sticking out). Von S
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Also be careful when lowering the pilot positions (sometimes their feet stick out of the bottom of the fuselage, near the cowling or engine, if they are placed too low...this is why I placed them slightly high by about a value of 0.2 for the z axis in some of the Eindecker variants in particular...as always back up before experimenting). Happy flying, Von S
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Glad to hear that FE2 is more challenging now, as historical. The Eindeckers are great fun now - I also recommend the E.II for even stranger handling qualities (usually referred to as the worst of the Eindecker bunch by the early Fokker pilots) - more HP and slightly shorter wingspan on the E.II. When mastered, however, it is the best of the Eindecker types in my opinion. The E.I is slightly underpowered. The E.III has enough power for such an early type but slower roll and response because of the longer wingspan. I personally like the Parabellum-armed E.IIa (faster rate of fire on that one)...a good dogfighter providing you can get enough flight time on it to learn its oddities. For other early, odd-handling types, also check out the Pfalz E.I and E.II, based on the Morane Saulnier G/H body structure, but with stiffer controls, added weight, and slower response (keep your speed and energy up in the early Pfalzes if dogfighting, otherwise they become sitting ducks). And if you really want a tough experience try out the Morane-Saulnier G variants against opponents (hitting anything in those comes down to good luck). As always, avoid high G maneuvers on those types or watch wings and tails disappear. Von S
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Hello again gents', Have now tested this interesting issue further (of the complexities of FE2 directory structure ) and can confirm on my rig at least that it makes no difference if the fast/slow prop files are placed in the general aircraft folder, or in the skins folder of the aircraft folder - tried the experiment with the Halb. D.V and the Nieuport 16 Lewis - and got the same results. Removing the fast/slow prop images completely from the aircraft or skin folder (to the desktop for example) removes the spinning prop completely. The stationary prop is still there, but once it spins up it disappears. Hope some of the info. helps out those struggling with file location in FE2. Von S
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Also check the following link where I suggest a reverse install of many Laton effects...should bring back any effects that you have missing: https://combatace.com/forums/topic/88700-fe2-bad-framerates/?tab=comments#comment-716531 Have PM-ed you a zipped version of my Effects folder to try out, and an alternate "short muzzle" flash variant (also for the Effects folder). Gun flashes are historical, but probably not as big as the "Hollywood" ones I like to use . Tracers are historical from about late 1916 / early 1917....every third or fifth bullet would often be a tracer round, to help with aiming...by that point in the war incendiary rounds show up as typical too....good for balloons and Zepps, igniting the hydrogen once it starts mixing with the oxygen coming in through punctures in the fabric made from a volley of regular bullets.....if I understand my chemistry correctly, tracer rounds and incendiary rounds were pretty much the same thing when first used in WW1...perhaps separated and refined more thoroughly as distinct ammo after the war....tracers do have a light/temporary incendiary quality anyway. Von S P.S. Pic below from the Wikipedia with relevant info. on incendiary rounds.
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Have now double-checked some of my FE2 installs and looks like most of the fast/slow prop files are, as posted above, in the main aircraft folders. I did notice a few, such as Geezer's Halb. D.V, that contain the fast/slow prop in its skin folder - so it's probably best just to leave the files in the directory where they are originally located (either aircraft folder or skin folder in some exceptions, without moving the files around....damage and holes files on the other hand all seem to be in the aircraft folders, never in a skin folder). Happy flying, Von S
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Hi Don, all good questions. I'll try to answer them: 1. my detailed settings are as follows (all my FMs are tested and tweaked on "hard" FM settings by the way): enemy skill - normal (this gives the greatest variety of enemy AI) simulation difficulty - custom FM - hard weapons - hard visual targeting - normal HUD - normal landing - hard collision - hard ammo - hard fuel - hard 2. fast prop / slow prop / holes / damage files etc. should all be left in the aircraft folder (shouldn't be moved around)...illustrated in pic below 3. AI run out of ammo if the realistic settings are applied (as per instructions in no. 1 above); from what I've been able to tell, AI can sometimes lose track of you in the clouds (very realistic AI in FE2) 4. ground battles are easiest to see if you choose an "army coop" mission (I've spotted tank battles this way, for example, using the Italian front map) 5. to see the enemy as soon as possible, choose "near target" for the "mission start position," when flying quick missions (and yes, sometimes there are not many enemy aircraft, as realistic for WW1)....my recommended "congestion" settings for the fronts are as follows, for the "enemy air activity" setting: - western front: Aug. 1914 to about Oct. 1916 --- light // Nov. 1916 to about Feb. 1918 --- normal // Mar. 1918 to Aug. 1918 --- heavy // Sept. 1918 to Nov. 1918 - light - Italian front: May/June 1915 to about July/August 1917 -- light // Aug. or Sept. 1917 to about June/July 1918 --- normal // July/Aug. 1918 to Nov. 1918 - light - easterm front: Aug. 1914 to about Sept. or Oct. 1916 --- light // Oct. or Nov. 1916 to Dec. 1917 --- light (or normal)...no real, heavy air activity here (if set to normal from about Oct/Nov 1916, simply run as normal to end of operations in Dec. 1917) - middle eastern front: Jan. 1915 to about May or Jun. 1917 --- light // Jun. or July 1917 to Oct. 1918 --- light (or normal)....again, no heavy air activity here (if set to normal from about Jun/July of 1917, possibly reset to light again from about Jun/July of 1918 to Oct. 1918, as air operations wind down; also keep in mind that while skirmishes already take place by Oct. of 1914 in the middle eastern theater, and bigger battles by Nov. of 1914, no real air activity is there until Jan/Feb of 1915, with the Germans and Ottomans, and then the Entente - British and Australian - show up in the air by the spring of 1915....as tweaked in my modded data inis) Happy flying, Von S
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Agreed, the Spad VII for FE2 is the one to use, simply make flyable using the directions for ver. 9.0 of the FM pack (using the cockpit.ini file available here on CombatAce for the Russian skins pack for the Spads...link included in the pdf). Never did an FM tweak for the Breguet but that is available at the A-Team site if you like the Breguet. Other aircraft that have been tweaked, such as the Pfalz Dr.1, also the Gotha bombers, are also available on the A-Team site. Everything else is available here at CombatAce. Von S
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If you like the Be2 variants, I also recommend trying out the Be12, an attempt to transform the Be2 types into a single-seat fighter (with mixed results). It does well against other lumbering types, but also frequently takes a beating. Von S
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Very nice to hear that the shimmering tweak works well to fix the terrains. That looks like the British winter pilot doing a stunt on the Be2c... . Can't remember what pilot I have in my modded data ini for the Be2 types...possibly wwiPilotNew1 or 3. Pilots no. 1, 2, 3, 4 fit well with the same seating coordinates, pilots numbered 5 and higher may require some tweaking to fit them nicely into the cockpits. Happy flying, Von S