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VonS

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Everything posted by VonS

  1. Have now tested the effects inis and particlesys ini with the effectshadername entries added where relevant - didn't notice any difference on my setup since I had the effects working before, but below is a good link to detailed info. for those interested in tinkering with effects results further in FE2 (the info. is for SF2 but is probably applicable): https://combatace.com/forums/topic/41168-using-custom-effects-in-sf2/ Also below is a snapshot from another forum that summarizes what some of the effects mean. Happy flying, Von S
  2. Thanks for this info. - I will try the same, might be able to give me DX10 goodness in WineSkin. For joysticks, I still use the old Logitech Attack 3 (easy to rebuild if the springs weaken). For a newer joystick, I'm thinking either of the Thrustmaster T-Flight Hotas X or maybe this unkown called "PC Joystick YF2009 USB Gaming Controller with Vibration Feedback and Throttle" - although the Hotas seems like a safer choice. For more expensive options, check out the higher-end Hotas variants. Von S
  3. Yes, the particlesys file I use is a modded Stary particlesys file, but I use it with Laton's effects - might require tweaking on your system to give the best results (I run FE2 in WineSkin on a Mac...with the Intel HD 4000 integrated graphics...1GB system ram used by the integrated card) - effects look fine on my rig but most people aren't running this kind of setup. Von S
  4. Yes, I don't have the info. in front of me now - but I think the "twColor" stuff is from FE/FEgold days, while "effectfire," etc., is for FE2. [see post https://combatace.com/forums/topic/92281-targetting-and-damage-hard-settings/?tab=comments#comment-745878 for more details on this]. The game engine first reads the particlesys file for relevant entries, and only goes to look for individual effect ini files, in the Effects folder, if entries are missing from the particlesys file. In short, the particlesystem ini file is the primary one, individual ini effects files are secondary (called up if missing from particlesys). Have PM-ed you my effects folder and particlesys ini file that I use for FE2 - maybe it will be of help. Von S
  5. Some of our particle specialists can pitch in here with more info. if they like, but as far as I remember, those strange differences apply to the "age" of the shader being used...in other words, several of the "fx" entries changed from FE1/FEgold to FE2. Von S
  6. The particlesystem.ini file gents' is located in the Flight folder of FE2 (in your user directory for the sim). Individual effect ini files, such as tracersmokeemitter, etc., are located in the Effects folder. Some individual effects are already called up within the particlesystem file in the Flight folder, and therefore are missing individual ini files in the Effects folder. I'm missing several individual effect ini files too, but as long as your particlesystem file is behaving, FE2 should look fine. The particlesystem ini file included with my ver. 9.5 of the FM updates pack is the latest one that I use (and fits with the reverse install for the Laton effects detailed in my post above). Happy flying, Von S
  7. Hello gents', Tracer effects may be available in some of the FE/FE2 effects packs either by Laton or Stary. Those are available here: https://combatace.com/files/category/362-first-eagles-wwi-and-early-years-object-mods/?page=2 Peter01's flight model and weapons tweaks are available at the following page: https://combatace.com/files/category/387-flight-models/ Keep in mind that they have not been updated for nearly 10 yrs., only cover about 10-20 aircraft, and may or may not work properly, depending on the kind of FE/FE2 install you are running. I recommend my large FM and weapons update pack located at the top of that page (it currently covers over 200 aircraft types for FE/FE2) and is being updated fairly regularly - another 5-6 aircraft types to go. Also, behind the scenes, Geezer and I are working on several new models for FE2, with help from Coupi, Jeanba, Mike Dora and Crawford. Formal release dates are yet to be set for those newer models. My FM tweaks are always tested on "hard" FM mode in the sim. and should be flown at such a setting (no guarantees that they work at easy or normal settings - if you prefer flying at easy or normal FM settings, I recommend sticking with the Ojcar FMs that come stock with several of the aircraft types). Other helpful links, copied from the Read Me file for my FM update pack, are included below: Important Files to Install if Setting Up FE2 https://combatace.com/forums/topic/91337-problems-with-my-fe2/?tab=comments#comment-738368 Other Files and Technical Info. Regarding Plane Types https://combatace.com/forums/topic/91337-problems-with-my-fe2/?tab=comments#comment-738514 Info. on the Upgraded SPAD FMs https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?page=6&tab=comments#comment-738317 The slightly older "Tweaked Smoke and Balloon Explosion Effects (for better framerates)" pack, mentioned in the "Important Files to Install if Setting Up FE2" link, is now located here: https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?page=7&tab=comments#comment-744973 Also, my previous Siemens-Schuckert D.1 stand-in for the eastern front folder of my FM packs, mentioned in the "Other Files and Technical Info. Regarding Plane Types" link above, has been replaced by a modified FM for Stephen1918's beautiful SSW D.1 that was posted recently. The info. and link to that FM are located here: https://combatace.com/forums/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?page=7&tab=comments#comment-745201 Happy flying, Von S
  8. A beautiful plane indeed, many thanks for this one Stephen. A few other colors for the D.1 that our gentlemen-flyers might be interested in if they enjoy skinning. Von S
    Many thanks for this one Stephen - always liked the lines on the SSW D.1 and the nose spinner. I look forward to carrying over my already-modded FM for a Nieu 17/SSW stand-in, for the eastern front, into this folder for your real SSW. Great stuff. Happy flying, Von S
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  9. A lovely surprise, always enjoy seeing obscure types for FE2. Thank you for this Stephen - I will tweak the FM and include the data ini with a ver. 9.5 of my FM update pack! Happy flying, Von S
  10. The R.11 from what I'm aware was capable of doing a modern Immelmann, although sources are confusing on what an Immelmann is too (old-style chandelle, pirouette? or was the Immelmann always the same maneuver, as Dan-San Abbott suggested on the Aerodrome forums...). The R.11 has powerful engines, historically, so should be capable of such stunts if done gracefully I suppose. To minimize wild maneuvers from the AI in the R.11, try the following tweaks (haven't tested this yet but will get around to it eventually...still busy with the ver. 9.5 FM update pack). ------------------- R11 Caudron AI Tweak [AIData] -----> change values in two lines below as follows MaxRollCombat=15.0 MaxPitchCombat=25.0 -----> replace dogfight skill level entries with ones below [DogfightNovice] SafeAltitude=160 LookoutAngle=90 DefensiveAngle=60 ChanceDefensiveTurn=0 ChanceBreakTurn=10 ChanceHardTurn=10 ChanceTurnDirection=10 ChanceContinue=80 ChanceCheckNewTarget=5 ChanceUseVertical=5 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=15 ChanceBreakTurn=20 ChanceHardTurn=20 ChanceTurnDirection=20 ChanceContinue=70 ChanceCheckNewTarget=10 ChanceUseVertical=10 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=30 ChanceHardTurn=30 ChanceTurnDirection=40 ChanceContinue=50 ChanceCheckNewTarget=20 ChanceUseVertical=20 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=55 ChanceBreakTurn=30 ChanceHardTurn=30 ChanceTurnDirection=30 ChanceContinue=50 ChanceCheckNewTarget=30 ChanceUseVertical=40 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=2.0 [DogfightAce] SafeAltitude=100 LookoutAngle=150 DefensiveAngle=120 ChanceDefensiveTurn=65 ChanceBreakTurn=50 ChanceHardTurn=50 ChanceTurnDirection=50 ChanceContinue=25 ChanceCheckNewTarget=40 ChanceUseVertical=50 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=2.0 ------------------- Von S
  11. Enjoying the technical posts gents': from what I could find, Alkan-Hamy, and then later Birkigt gears on occasion, were used on license-built aircraft in Russia too (as with DUX manufactured types). Experiments were done as early as 1915 by Dibovsky, also Lavrov, with interrupter gears - but apart from the Sikorsky S-16, I don't know if these early experiments were in use...Dibovsky, with Scarff, later developed the interrupter gear used on several Sopwith Strutters and some early Sopwith Pups (see pic. below). Scarff is best know for the Scarff ring moveable gun-mount for observers. Happy flying, Von S
  12. Speaking of somewhat creative skins...here's another that I will include with the ver. 9.5 FM update pack...to go with a separate data ini for an early/obscure variant of the Spad 7 200-220hp that I've been tinkering with...Rudolf Windisch acquired a captured Spad 7 sometime in Jan. 1918 that he flew occasionally (180hp or higher? no data I could find)...Windisch "disappeared" after being shot down in late May 1918 on the French side of the lines. Those with skinning talents will perhaps create an accurate dragon to put on the sides of the fuselage...I've used Stephen's decals, and others, to improvise. The Hisso 8 sub-variants 8Ad to 8Be range from 210 to 220hp output, the 180hp variant is listed as 8Ab and possibly 8Ac...this gives some room to speculate on what Windisch acquired in early 1918, considering the variety of Hisso variants in use...the Germans did fly some captured Spad 7 types as early as April of 1917...those would have been likely of 180hp...perhaps 150hp only. Von S
  13. Hello Crawford, that was my attempt at a mottled gray-green color...perhaps a factory paint-job gone wrong - while I like to be accurate with the FMs, sometimes I get creative with the skins (color filters, etc.) but within reasonable limits - no pink or neon green aircraft. Regarding the Dux Nieups., the sources I went with were these four...not the best ones probably but they do give me room to include obscure types such as the 16 Dux...although it's possible that the sources confuse the Dux-built Nieu. 11 (that has a headrest) with western-built Nieu. 16 types. Flyingmachines.ru, Historyofwar.org, Aerodrome.com, Wikipedia Nieu. 11 article... Happy flying, Von S
  14. Beautiful pics. of the Pfalz D.VIII - also interesting is the four-bladed prop made by putting two two-bladed ones together. A couple of other pics. below - featuring a one-piece four-bladed prop, and a 160hp Siemens-Halske variant with a nose similar to the Siemens-Schuckert. Von S
  15. Some more stats. for those enjoying Geezer's Pfalz D.8 WIP and its FM: A lovely aircraft to fly, takes off well at around 100 kph, stall speed is around the low 70s kph. Top speed near sea level is about 193/4 kph, the climb rate in the 120s and 130s kph to about 3000m alt is excellent - about 5-6 m/s. Avoid tight turns if slower than about 150kph however since she tends to slip out of a turn with the thin wings. Loops are easier than on the Pfalz D.3 (tighter loops possible), but be gentle on back stick anyway. Modern Immelmann's are easy to do on the type (the engine has more than enough power). Overall a more pleasant and powerful plane to fly than the Pfalz D.3/3a line, similar to the Triplane variant but not as quirky and with a slightly slower climb rate. Slightly tougher to break than the Pfalz Triplane also...can do about 5.5 Gs as historical for these later war German types. Also, an excellent diver; I managed to get her up to about 450kph in a dive - as long as you exit the dive fairly gently you won't lose any pieces. Ceiling is about 6000m on the type; the uncompressed Siemens-Halske has about 210hp max output (historically) at full throttle but even half throttle is significant, giving out around 130-150hp I'd say. I doubt the D.8 (Pfalz) was used on the front any earlier than about Sept. of 1918 (I think a total of about 40 were made before the armistice) - so it should be set to rare or very_rare. Note: the D.8 had several different power-plants installed, ranging from about 145hp to 200/210hp...this explains the different top speeds available for it all over the internet, from as low as the low 180s kph to about 190kph for the 160hp variant, etc. I've gone with an engined-up (uncompressed) variant for this particular FM. Von S
  16. For those testing out Geezer's lovely WIP models for the Caudron R.11, also the Pfalz D.IIIa (not the D.III) - included below are the latest FM tweaks. The R.11 has a top speed of about 191kph near sea level - is fairly maneuverable too and can perform a modern Immelmann. Also included are some cockpit seating tweaks for the R.11. The D.IIIa file is not interchangeable with the Pfalz D.III (that download, in this thread, already contains the latest FM - the D.IIIa download is under the screenshots thread). Von S Edit: R.11 data ini has been removed, replaced with newer version posted below in this thread. Also removed is the Pfalz D.IIIa file. Please see the all-in-one download in this series of posts.
  17. Welcome back to FE/FE2, one of the best WWI sims around...from what I'm aware, the Tuma files should work fine in FE2 as well. I think that several FE2 flyers have been able to install it - the other terrains too, especially the Vosges and Italian maps by Gterl, are also worth checking out, as are the Eastern front and Middle eastern terrains by Stephen. One peculiarity I've noticed with the Tuma terrains is that, while I'm able to download them, the compressed archive can't open and is listed as corrupt (perhaps this is only unique to my Mac) - but definitely give it a shot, should work fine in all versions of First Eagles. Von S
  18. Been busy transforming the data ini for the ancient L.63 (from 2006) that's under the Central Power "other" downloads section into a Schütte-Lanz airship representative of models 6 to 11 (mid-war SL types)...the 3d model by Hitchinbrooke has a cigar-shape so should work well for this...bit more to tinker with the FM but will include this with the ver. 9.5 FM pack too. Couple of screenies below (will include the skins as well..the SL types had wooden construction and wire cross-bracing until 1918 when they shifted to metal...Zepps on the other hand always used metal frames). Happy flying, Von S
  19. For those who have downloaded Geezer's lovely Pfalz D.III WIP (also the D.IIIa on the Screenshots thread)...the info. below might come in handy as you fly these Pfalzes and learn their peculiarities. Von S Tips: - watch tight turns that drop below about 110kph (might drop into a spin...using rudder in the direction of the tight turn might drop you into a spin even if you're as high as 120-130kph) - take offs are best around 115-120kph in both variants; use gentle movements of elevator - loops are peculiar in the type with lots of coordination needed: in the D.3 get up to about 220-250kph in a dive before attempting a loop, be moderate on the back stick and then ease up towards the top of the loop and try to go over the top at no less than about 90-100kph...otherwise you will slip out of the loop at the top; for the D.3a with its 180 horses, it's good enough to get to about 200kph in a gentle dive before attempting a loop...same rules apply....be coordinated and gentle, otherwise you'll fall out of the loop literally - try using opposite rudder to do a combo sideslip/tighter turn in the types....can be maintained for about 10-20 seconds before requiring that you level out - she lands nicely but watch your engine management on takeoffs, also the tail skid; digging roughly into the dirt with the skid can sometimes spin you out on the ground, causing a crash, especially if you're above 50-60kph - top speed on the D.III near sea level is about 170kph, top speed on the III.a is about 181kph (as historical) - the III.a is slightly easier to handle in tight maneuvers (bigger elevator surface and more rounded contours to the edges of the bottom wings)
  20. A couple of simple color filter experiments for the Zepps too...will include these and the greenish skin posted above once I finish with these files. Von S
  21. Yes, the R23's FM has been tweaked, as well as the L32. If there are any other rigid and semi-rigid airships available for FE2 on CombatAce I will definitely get to them eventually (I'm only aware of Stephen1918's R23 and L32 pack....if there are any more that I've missed, I will look into them over the next couple of months.) Obligatory screenies below. Von S
  22. I'm hoping for a release date in late May/early June...most of the atmospherics tweaks are done, also successful reduction of aircraft congestion for early war theaters. Still tweaking the fire effects and hope to do another two or three FM modifications to some types I didn't get to so far...more obligatory screenies below, including the rare Nieuport 16 DUX. Might even release the update sooner and will leave the FM tweaks for other types for a ver. 9.6 of the pack. The atmospherics tweaks now work with SF2 also, but will release those separately as a smaller pack. Von S
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