-
Content count
982 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by VonS
-
Testing already complete and FMs uploaded for the B.E.2a and 2c variants. Detailed instructions and the FM package are located under this post: https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?page=8&tab=comments#comment-780396 Ave. performance figures are in the post above. Happy flying in 1915, Von S
-
Brief progress report on the B.E.2a FM - now flies correctly, and barely. Stats: - top speed 118 kph at about 300 m alt. - top speed 95 kph at ceiling limit of about 2800 m alt. - stall buffeting below 70 kph - spins below 55 kph or so (get out of spins as quickly as possible or the g-forces will "borrow" your wings and forget to give them back - I think that's about as obtuse as I can phrase that ) - at SL it is possible to push it to about 121 kph or so - loops are not recommended, and hardly possible on the type, unless you are willing to risk losing flying surfaces - elevators are good in dives to about 200 kph, then the nose comes up again (the B.E.2c dives more effectively) - best climb rate about 1.5 m/s at 90 kph can be sustained to approx. 2000 m alt. ----- Have also modified some aspects of the B.E.2c data ini too, in conjunction with work on the 2a: - bit more power from the engine now - top speed about 121 kph at 300 m alt. - can be pushed to about 126/7 kph near SL (this makes sense since recorded historical top speed of about 116 kph on the B.E.2c, if we believe the stats, was taken at around 1800 m alt.) - have also included some prop RPM changes on the B.E.2c, and more subtle power nos. across different altitudes (engine power changes/drops every 500 m now, or so, instead of the stock 1000 m gap that was in the earlier data ini for the 2c); same types of changes applied to the B.E.2a as well - loops not very manageable on the B.E.2c either, from what I've been able to test - best climb rate about 1.7 m/s at 90 kph can be sustained to approx. 2000 m alt. ----- Now to test how the AI lands the B.E.2a, and also to dogfight against it in an Eindecker E.I - hope to have the finished files uploaded here in a few days. Some representative pics. below. Cheers all, Von S
-
@RR, I think it was largely an aesthetic trick that is/was used on the SimHQ threads for WOFF - Lou probably knows more about how it’s done - something to the effect of uploading pics. to very old posts that are way down in the threads, but then embedding those pics. themselves in fresh posts - that way you end up with embedded pics., but no mini-pics. present as attachments at the bottom of said fresh posts. Most likely it has nothing to do with disk quotas over on SimHQ. In terms of quotas here on CombatAce, I think it depends on the rank of the user profile (new member, valued, modder, etc.). Cheers, Von S
-
I hope so as well because there are so many good threads and resources over there on SimHQ that should be transferred here if the move is official. Another great thing about the CombatAce forums is that it is so much easier to post screenshots here than at SimHQ via that strange link/embed/hide-pic.-in-other-post thing that many have to resort to, especially in the DiD Campaigns threads. Again, welcome back to CombatAce! Cheers all, Von S
-
Hello Crawford and other FE2 fliers, Lots of hard work happening behind the scenes on this Bleriot XI model - but Swambast has been busy with real work and other duties, as have I - so we don't always have an opportunity to work regularly on this model. Keep in mind that the mods. are free so don't expect quick turnover times/releases as for paid sims. - then again, paid sims. aren't always good with deadlines either. We prefer to spend more time on a mod. but to do things as best we can, rather than rushing to release a rough product that will end up being more work in the long-run since it will probably require revisions. A lot of time was also spent researching what would look most historical as a Bleriot XI of 1912-1913 vintage and powered by the 6-cyl. Anzani engine. As a mere data ini cruncher, I will keep supporting Swambast's efforts on the Bleriot whenever he needs help/suggestions. A few pics. below of detailed work on the 6-cylinder Anzani, also other odds and ends - currently being worked on is the wheel/gear assembly - then it's onto the rigging wires for the wings, skid, tail/rudder section, etc. Once this project is completed, FE2 will be the only WW1 sim that has a 6-cylinder Anzani-powered Bleriot of 1913 vintage approximately. Exciting times ahead for FE2. Also, Geezer has kindly sent over his previous files for the two-seater Bleriot to us as well - I will let Swambast figure out what/when changes will be applied to that. It's possible that a two-seater Bleriot of about 1914 vintage will also be released sometime in the future, after the Anzani model - but I can't make any promises regarding the scheduling. I will update this thread again much later, over the next several months, once the Anzani Bleriot reaches flight-testing stage. Happy flying, Von S
-
Agreed, it is an ancient model indeed. Although a light paint touch-up and shadows improve it a bit (thank you Paint3D). Have now successfully placed Stephen's cockpit for the B.E.2c into the 2a model (since the original 2a cockpit was strange with wood panels intersecting right through dials, gauges, whatnot) - and I think it looks better now. The decals I've "painted on" (inserted onto wings/fuselage, painted onto the rudder) by the way, to avoid bleeding at edges when they are called up via decal.ini files (again thank you Paint3D for your magic). Now onto the FM - will take several days to fix that up since it doesn't even fly in FE2 with the old Skunkworks FM. Cheers all, Von S
-
Technically not a new aircraft, more so an old one but being "renewed" currently - have gotten rid of the blocky pilot and awful looking gunner, and machine gun, from the old B.E.2a model available over on the Skunkworks website. Now it includes one of Stephen's rifle-armed observers and Geezer's pilot with the healthy moustache. Also did some light re-skinning of the default skin available here on CombatAce for that B.E.2a and done by LloydNB many yrs. ago (thank you Lloyd for that earlier skin). Left is to look over the FM since that requires an entire overhaul ( ) and will base it on the FM tweaks I did a few yrs. earlier for Stephen's lovely B.E.2c model. Always wanted to have this one flying in FE2 - reminds me of the old BBC series 'Wings' (1970s). Will include the completed data ini here (and the re-skinned skin from CombatAce) once I'm done with it. Von S
-
Every day I hope
VonS replied to jack33's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Every day I hope that TK will pop into these forums - even anonymously - and post relevant code/entries for the Environmentsystem.ini file that will allow for real turbulence effects. Von S -
I recommend posting on the WOFF threads over on SimHQ (https://simhq.com/forum/ubbthreads.php/forums/372/1/wings-over-flanders-fields) - lots of helpful resources over there and the developers of WOFF pop in too, to respond or give suggestions in case of technical difficulties. Hope you get your install sorted. Cheers, Von S
-
Caporetto V2 (Terrain & Campaign)
VonS replied to gterl's topic in Thirdwire - First Eagles 1&2 File Announcements
Also, if buildings still display visual oddities on occasion, or any other objects for that matter - I recommend the following post (helps to get rid of graphics flickering, etc.): https://combatace.com/forums/topic/95723-new-in-fe2/?tab=comments#comment-779025 Happy flying, Von S -
I think that most WOFFers are over on the SimHQ threads - it is mostly FE2/SF2 fliers who also have WOFF, and who pop in here from time to time. Von S
-
Nice to see OBD active again on the CombatAce forums Pol. Welcome back. Cheers, Von S
-
Hi Dresam, Some of the cockpits have all dials animated (like the excellent Morane-Saulnier N available for FE2). Other third-party aircraft only have static dials/gauges - I think that there may be a few where the control stick/rudder pedal assembly also don't move - on older models. Stephen's cockpit models are usually all animated and high-quality. Several cockpits in Geezer's various beta packages that have been released may have static gauges since those cockpits were never fully completed. In terms of effects, I have animated gun flashes (smaller than stock in my case), and light tracer fire - will dig into my effects folder after work and will see if I can PM you the necessary files. Some aircraft, especially early ones, have no sights on their guns - this makes it difficult to position properly when shooting - usually the spot a cm or two above the engine cowling of your aircraft is where you should expect the bullets to hit an opposing aircraft - but it often takes practice. It may also be an effects folder problem in your case, and you therefore don't see damage effects on aircraft. Will look through my effects folder later on and will let you know. Von S
-
To get an "action view" in FE2, experiment by including the following entry under "Saved Games/ThirdWire/FirstEagles2/Controls/Default.ini," in the "ControlSet001" section of the Default.ini file: GOTO_VIEW_ACTION_CAM= I don't think that such a command is available in the stock Default.ini control file for FE2 (it is available for SF2). In terms of SF2 WW1 mods - I don't think there are any - FE2 models air/physics/buffeting, etc. in a slightly different way than SF2 - so it's best to run WW1 aircraft in FE2, maybe also 1920s stuff, at the latest. To experiment, pop in any one of the F4U-5 Corsairs made for SF2 into FE2 - top speeds are around the 750s kph in SF2 (historical), while they shoot up to the 880s kph in FE2. This is why it's not a good idea to "downgrade" aircraft from SF2 to FE2 - then again, upgrading aircraft from FE2 to SF2 is a pain as well. Best is to keep the two sims. separate for max. compatibility between mods. and the sim. such mods. were intended for. Von S
-
Looking forward to this. I can then re-create my Flanders "career" from WOFF, flying a Fokker E.II from the 'drome at Ghistelles, all the way to Nieuwpoort and the flooded marshlands around there, and then maybe swinging down to Diksmuide, further down to Ypres, and back again to Ghistelles. Those beaches look great! Von S
-
A few more observations to add here, since relevant to this thread. For those using my FM tweaks for FE2, keep in mind that they were tested only on "hard" settings that are set in the FE2 in-sim menu (since I don't fly using the normal settings) - therefore, I recommend, if flying with the tweaked FMs, to make sure that "hard" flight settings are selected - otherwise there is no guarantee as to how the AI will behave. Also, on another related note - regarding spin recovery techniques - the standard, recommended method for modern airfoils is what is sometimes referred to as "PARE," namely: Power: idle Ailerons: neutral with flaps up Rudder: full opposite to the spin Elevator: forward I however recommend in FE2 what I suppose can be called the "EAPR" approach: Elevator and Ailerons: full forward/full opposite to spin (yes opposite since ailerons are often large on early 'crates and sometimes may act partly as air brakes) Power: idle Rudder: full opposite to spin Using this approach, you should be going full forward elevator and full opposite to spin ailerons roughly at the same time, while keeping engine full on if you still have one, to maintain velocity in these high-drag aircraft (and providing you have enough alt.) - then idle engine as you go full opposite rudder to the spin and maintain, together with full down elevator and full opposite to spin ailerons, until the spin stops (might take between two to as many as five or six spins to get out of the problem, depending on aircraft type, but it will work eventually). This method, from what I have found, works best in FE2 to get out of spins on most aircraft types and doesn't require too much analysis while you are spinning. Avoid full back stick spin recovery techniques in FE2, as are sometimes recommended in RoF on certain types - since those will not help in FE2 but might worsen a spin. In the rare event that you fall into an inverted flat spin, as is rarely the case but possible on the early Eindeckers and the MS Types G and H - similar procedures apply but you might have to rock back-and-forth between full elevator back/forward, and use engine management too if necessary (idle to full power, etc.) - also best is to have enough alt. since those nasty, inverted flat spins require a drop of more than a couple of thousand feet usually to correct. Happy flying, Von S
-
@gTerl and Dresam, it's always a pleasure to find out that real pilots are also enjoying FE2. As far as I've been able to analyze regarding real Dr.1s with rotaries - looking at many of the vids. that Mikael Carlson has posted on YouTube - he is usually using no more than 10-20% rudder in banks/rolls. There is one clip where he applied more rudder than typical at the top of a loop, and then spun out of it - although recovering quickly since he is a very skilled pilot. In terms of what sim. is right, that would be an endless debate. I think the real Dr.1 (at least the one Mikael Carlson uses) is probably somewhere between the FE2 and RoF FMs. One of the things I find odd in RoF is that there is too much "rise" as you put it Dresam in left-hand turns on the Dr.1 and Camel. I read somewhere on the RoF threads a while back - a post by Ankor (who has done excellent shader mods for WOFF) - that rudder and roll are coupled/linked too much - while ailerons are too heavily linked to yaw only (but not enough roll effect) - I'm paraphrasing from his post since I don't remember the exact words now - but, as he writes, thus the poor banks/turns on such types in RoF unless heavy rudder is applied, especially for left-hand turns. Unfortunately the FMs in RoF are locked across several DLL files and, according to Ankor, would require the programmer/developer to look into each aircraft model and modify it manually - a cumbersome process. If you apply heavy rudder in turns on the Dr.1 variants in FE2, you will get tighter turns - and may also slip into spins - if both heavy rudder and ailerons are used together. Light rudder usage coupled with good aileron coordination are usually adequate for tight maneuvers on the Dr.1 in FE2 - similar effect on the Camels too - although the rudder on the Camels (because of the vertical stabilizer) is not as sensitive as on the Dr.1. Since we are briefly comparing FMs in RoF and FE2, also check out the early war types in RoF (Eindeckers) and the early Pfalzes and Fokk. Eindeckers in FE2. The ones in RoF seem a bit too docile, especially when landing/taking off. From what I've been able to tweak with the FMs - I think that the early monoplanes in FE2 are a bit more difficult to handle, especially the E.I and E.II Fokkers - the Pfalz E.I and E.II are nasty too - but in another way - barge-like and less effective than the Fokkers. (It is also likely that wind effects are very differently modeled in RoF - which also creates a different "feeling" when using rudder, ailerons, elevators, etc. - wind effects in FE2 are much more subtle and don't really impact the FMs - except for things like stall buffeting and general wind drift at higher alts.) Happy flying all, Von S
-
Hi Dresam, yes there are three possible solutions/steps to the flickering buildings/light flashes problem - if the following three steps don't work let us know and hopefully other FE2 specialists will also pitch in with advice. Step one, recommended (may resolve the problem): In the relevant data.ini file for whatever terrain you're flying (such as Palestine_data.ini), located under "C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2\Terrains," scroll down to the SolidObjectTextureMaterial section and change the following entry: BlendOp=ONE should be changed to: BlendOp=BLEND_SRC_ALPHA (This helps to give proper looking telephone poles, cows, and some other objects on the fields - otherwise they show up as cows painted on a rectangle, poles painted onto a rectangle, and so on - should also help to reduce flickering.) Step two, optional (will most likely resolve the problem if info. in "step one" was not adequate): Follow the instructions (very carefully) in this post: https://combatace.com/forums/topic/91359-airfield-figures-help-wanted/?tab=comments#comment-738584 Step three, optional (will definitely resolve the flickering problem, especially on AMD vid. cards, but will give more of a "ghost city" effect to buildings in the sense that they will now look slightly more hollow - although they look great from a distance and trees seem to be more naturally interspersed among buildings then): Download the AMD-friendly terrain data ini files available in my FM & Realism Pack for FE2: https://combatace.com/files/file/15857-tweaked-flight-models-and-realism-pack-for-fe2/ ---------- In terms of your other question, specifically historical gun re-loading rates, also historical rate of fire, chance of gun blockage requiring tampering with guns, etc. - those details are all available in my big FM upgrade/realism pack (the necessary guns/weapons folders to install are located inside relevant folders in that big FM realism pack). All of the data inis for the aircraft contain correct links to guns within those relevant gun folders, as do the latest aircraft data ini files located in the various folders of the FM/realism package. On the topic of complex engine management to limit over-revving (RPMs), mixture/radiator control, as well as such things as engine cut-outs in rolls, loops, etc. - one can always dream of the possibilities - the ThirdWire sim. engine used in FE2 (also SF2) does not model such complex features. The best we modders/tweakers have been able to do so far is historical gun reloads, also subtle modification of chance of engine fire, for example, once an aircraft is damaged - and modified to an extent are damage model rates/risk in my FM upgrade packs too. Also modeled are subtle wind effects - this can be seen by speeding the time in the sim. up to about x4 or x8 and watching what happens to an aircraft you are in while parked on the airfield - it will usually display wing bobbing, or will eventually be rotated around, several degrees, by the wind. Also noticeable is subtle cloud movement above. Wind drift effects are subtle but noticeable above alts. of about 2500 or 3000 m (10,000 feet or so). Also available on some aircraft, such as the Sopwith Triplane, is a risk of engine fire if the rotary is idled for too long, either while flying or parked on a field - once the engine is re-engaged, an engine fire erupts. While the flight model itself is very believable in FE2 (also SF2, when tweaked properly) - these thorough (and exciting) engine management procedures that you like are, as far as I know, not possible in the ThirdWire sim. engine. I think that the only two WW1 sims. to have those details of extensive rotary/inline engine management are ROF, and also the old Red Baron 3D in cruder form if GabiLaser's "ReLoad" program is used to start RB3D - that panel had engine fine-tuning available. There is no extensive engine fine-tuning available in WOFF either, by the way - with the possible exception of manual air/mixture control (to a limited extent, if that option is chosen in WOFF), and brief engine cut-out in inverted maneuvers. I do think however that over-revving an engine in WOFF, for example in steep dives, with a rotary at full throttle - does increase the risk of engine breakdown. If I stumble on a way to implement at least some of those possibilities in FE2 I will let you know - although, from my experimentation so far - there are no values/entries available in the "Engine" section of the aircraft data inis to exploit such possibilities. Happy flying, Von S
-
Hi again Dresam, You will find the YouTube channel for FE2 vids. at this link: [Have deleted channel - no time to maintain it.] Currently there is one vid. available of about 15 mins. in length, a flight in a Morane-Saulnier Type G, March of 1915, doing a short circuit/patrol over the Suez Canal, in broken/scattered weather, and then back to land. After landing, there is a brief tour of the airfield. You will notice that many of the airfield objects are similar to those in WOFF since the objects were originally done by Geezer for FE2 and then later imported, by his permission, into WOFF. Recommended is to view the video at max. settings (1080 HD). Keep in mind however that, after taping the flight in "Game Bar" on Win10, I then compressed the video in VLC Player before uploading to YouTube, so there may be some light artifacts at times. If I find more free time in the future I will maybe do a short circuit or dogfight over the Italian maps, eastern front, as well as western front. EDIT: YouTube channel for First Eagles 2 deleted - see representative pics. instead, here on the FE2 forums for CombatAce, for fresh examples of modded FE2. Happy flying, Von S P.S. If you like ROF, I recommend trying out my new AI tweaks for it - for single-player mode - since the stock AI is not that great in ROF.
-
Hi Dresam, considering that the official "development team" for FE2 is a one-man show (TK of ThirdWire), and that FE2 had been last patched in July 2010 - I doubt that there will be any recent updates from said development team. Having said that, I am currently tinkering with a Wordpress website to see if I can upload a short video or two, or three - currently busy with real work but I will try to make a few vids. eventually and to upload them - either there or perhaps Youtube if Wordpress proves a hassle. I will do a short vid. or two of the Italian front done by gTerl, perhaps one of the middle eastern front, and maybe one from the western front. The vids. will be fairly short, about 5 mins. each, either quick combat or strolling around the aerodromes and admiring some of the airfield objects. I will need several days on this, however. Greetings, Von S
-
Hi Dresam, Add-on aircraft for the 1914-18 period are available here (as individual aircraft packages; there is no all-in-one aircraft download package at that link): https://combatace.com/files/category/360-first-eagles-wwi-and-early-years-add-on-aircraft/ (Also see the right-hand column at that link for aircraft links by aircraft manufacturer - Sopwith, Albatros, etc.) There are lots of great mods. available for FE2 but here's a list I made a while back that includes several helpful links: https://combatace.com/forums/topic/91337-problems-with-my-fe2/?tab=comments#comment-738368 Another good tip regarding the correct d3d9.dll to install into the "game" (not "user") folder for FE2, to improve fps (relevant dll also included in my big ver. 10.0 FM/realism package for FE2): https://combatace.com/forums/topic/93813-sf2-does-not-have-good-graphics-on-an-intel-hd3000/?tab=comments#comment-759125 Good info. on resolutions, screen ratios, etc., for FE2: https://combatace.com/forums/topic/94682-screen-resalution/?tab=comments#comment-766405 Auto-rudder tweak suggestions for those who don't use twist joysticks or rudder pedals: https://combatace.com/forums/topic/95192-autorudder-autocentering-and-related-tweaks-etc/?tab=comments#comment-771718 Geezer's Large Aircraft Package for FE2: https://combatace.com/forums/topic/91066-new-aircraft/?page=25&tab=comments#comment-772493 Also see all of the posts on the following page for further aircraft done by Geezer, and other relevant files (recommended also are the posts on pp. 27 and 28 of that thread): https://combatace.com/forums/topic/91066-new-aircraft/?page=26 My main FM pack (ver. 10.0): https://combatace.com/files/file/15857-tweaked-flight-models-and-realism-pack-for-fe2/ My addon FM pack (ver. 10.5) https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?page=8&tab=comments#comment-796673 As well check over this post for another helpful link to a nice pack that includes top/bottom cloud layers (recommended also are the other posts on that "support thread" page because they offer some helpful performance info./tips on some aircraft types that were included in my FM/realism pack for FE2): https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?page=8&tab=comments#comment-751857 For my FM packs, check over the directions in all included "Read Me" files since there is too much stuff in there to re-post here. I am however including one link here that contains some good info. regarding what aircraft types, etc., are necessary to download for some of my FM tweaks to work properly - since there are aircraft types, sometimes, available for download with several sub-variants in the same pack: https://combatace.com/forums/topic/91337-problems-with-my-fe2/?tab=comments#comment-738514 Happy flying, Von S
-
Hi Crawford, have now double-checked the Options.ini file that resides in the main user directory for First Eagles 2 and there are two entries, at the bottom - that are maybe worth tinkering with so that they point to another drive (same tips will likely apply to SF2 too). Default values there are: [Mods] ModsEnabled=TRUE Directory=C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2 Editors=FirstEagles2 [ScreenShots] Directory=C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2\ScreenShots Format=JPG Might be worth setting the directory for those two entries from "C:\" to "D:\," or really any drive that you commonly use. Then save the Options.ini file - and have the user directory "FirstEagles2" folder (or "StrikeFighters2") in the correct directory/path. Load up FE2/SF2 to test, and if all of your mods./aircraft are visible in the in-sim. menu, this indicates that the new drive path works. That is a shame when the main drive crashes with all mods. there - I think I have my FE2 user folder backed up onto two external (spinning) HDDs, plus I have some copies across several DVDs too. Can never be too careful. Will have to do a fresh re-clone soon of my entire SSD too - since I don't feel like installing every sim. I have from scratch in case of an SSD crash. I've never tried FEG but heard good things about it - I picked up FE2 around 2013 so I missed the first gen. of TW sims. SF2 (the regular one) I picked up fairly recently, a few yrs. ago. It's a fine sim. too but I spend most of my time in FE2. Von S
-
Indeed, it is initially more time-consuming (the flight sim. equivalent of a Linux distro. as I like to say sometimes) but the results are worth it once a fully-modded installation of FE2 is set up. The modding/tweaking part is probably one of the reasons FE2 never became as popular as ROF and WOFF - but many of us virtual fliers have a special relationship with FE2. I think that Heck posted accurately in one of the threads here that FE2 is like those old Bugs Bunny cartoons - difficult to hammer down properly but once everything is in place the sim. is very enjoyable and I think the sensation of flight created in it is one of the best there is in WW1 sims that are currently available. Good luck with your installation of FE2. If you have any questions post here and we will be happy to help you. Von S
-
As far as I know Crawford, the Mar. 2012 update for SF2 is technically a "hotfix," not an update. It's available at the following link, but double-check the file for viruses once you download it. Have downloaded it to my Mac and it looks legitimate - a zip file that expands to an exe called "SF2_update_Mar2012_Hotfix." Link: https://www.gamepressure.com/download.asp?ID=38444 Alternate link: https://www.patches-scrolls.com/dl.php?file=sf2_hotfix_mar2012.zip Von S
-
Welcome to FE2 Dresam. The link Heck has provided is an excellent first-stop for info. on how to set up/install mods. for FE2 (and SF2) - since they both use essentially the same sim. engine. Main thing to keep in mind is that all mods. and user tweaks for FE2 go into the user directory for FE2 located in the "Saved Games" folder on Win7, Win10, etc., as follows: C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2 Further sub-folders and files located inside there are as follows (Options.ini controls graphics settings, sim. resolution, etc., by the way; to tweak joysticks/keyboard commands manually instead of through the main in-sim menu, open the ini file located inside "Controls"): The "Effects" and "Flight" sub-folders contain most of the effects, also cloud types etc. (clouds and similar tweaks go into the "Flight" folder); you will also notice a "Soundlist.ini" file in the various mod packs available for FE2 - the "Soundlist" file is also located/should be placed into the "Flight" folder, etc.). The specific sub-folder where most, but not all, installations take place (installation of new aircraft and similar things) is the one named "Objects." Inside "Objects" you will find the following folders - if you are missing some folders, as indicated in the good link that Heck has provided - create those folders and then follow installation instructions indicated per mod. package. Individual aircraft folders go into "Aircraft," for example, decals for aircraft (if decals folders are provided) go into "Decals," ground objects such as ships, balloons, trucks, staff cars, etc., go into "GroundObject," and so on and so forth - in 99% of cases, installation instructions are included in "Read Me" files contained in the mod. packages available. My FM mod. packages contain extensive instructions in their "Read Me" files. For example, to create sub-variants of aircraft types not available to download as actual aircraft mods., make a duplicate of the aircraft folder specified in my long installation instructions/files, rename the "new" aircraft folder as indicated in the relevant instructions, and then move over/replace the files inside the new aircraft folder with the files I have provided, etc. The main three rules to keep in mind: a) create folders that are missing and that you require for a mod. to work b) always install files into folders, replacing/copying files, rather than folders-over-folders, since many mod. packages (such as my FM tweaks) only provide the relevant, tweaked files necessary to install (and not all files, for example, required for a particular aircraft - for that you need to download the relevant aircraft package first, before copying over tweaked files) c) if any oddities emerge with the user directory of your FE2 installation, place the main directory ("C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2") onto your desktop, and then load FE2 again, so that a generic/stock user directory folder is re-created - and then begin the mod. installation process again Most mods. for FE2 can be found at this link: https://combatace.com/files/category/358-first-eagles-by-thirdwire/ Happy flying, Von S