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VonS

MODDER
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Everything posted by VonS

  1. FMs now tweaked for the flyable airships R23 and Zepp L32, will include them with a ver. 9.5 of the FM update pack. They float nicely now but rough maneuvers should be avoided, otherwise structural damage is possible. They float and descend more gradually now with power off, and can also take damage from flak more easily. Some pics below of a Camel attack and mishap on a Zepp, also the results of an airship duel. Also included a couple of pics. from the May 1915 edition of 'Flight Magazine'...those early Zepps are likely the LZ 29 types (or earlier) but noticeable is that they were more susceptible to attack and damage than initially assumed - at least the earlier variants. The Q and P variants don't show up until 1916 - the ones we have for FE2 are likely based on those slightly later ones. Have tweaked specs. to historical as much as possible...detailed info. will follow in the latest update pack. Von S
  2. If you'd like to increase the chances of fire progressing, tweak the following settings in the aircraftobject.ini file (located in the Objects folder): [ObjectFire] FireCheckTime=20.0 APRoundFireChance=70 HERoundFireChance=40 HERoundExplosionChance=0 ExplosionChance=0 SuppressionChance=30 <---------- reduce this to something like 15, for a smaller chance of fire going out ProgressionChance=60 <---------- increase this to about 80, will guarantee fire progression most of the time (don't have the original values in front of me now but I settled on 30/60 for randomness) Happy flying, Von S
  3. Some further pics. of the latest smoke/fire tweaks...this time attacking an AEG G.IV with a late-variant Tripe...takes a while but eventually it lights up (used up all of my ammo. on it - the left engine fire went out, then I worked on the right engine, with more success...wonderful randomness in FE2). Von S
  4. As far as I'm aware, ultimate/unlimited settings will tax a processor more but won't give any (very) noticeable visual improvement over "high" settings. If you are using my tweaked flightengine ini file that gives wider horizon views, and less tree popping, there will be even less difference between high and unlimited settings. Another thing to keep in mind, if I remember correctly from some posts I read here a year or two ago, is that unlimited settings might sometimes (rarely?) result in graphical anomalies. So, medium settings are best for mid-range and low-range rigs, and high settings (with a tweaked flightengine file) should be fine for all high-end rigs. If anyone has more details on the unlimited settings, I'm sure they'll pitch in. Glad you're enjoying the modded FE2 - it's become my go-to WWI flight sim with all the mods installed. Happy flying gents', Von S
  5. The following entries should be tweaked in the environmentsystem.ini file to get sky colors you like Geezer - this of course also depends a lot on the gamma/color settings chosen for a monitor (I tend to run mine slightly darker...around 2.2 for gamma). [Day] SunHeight=0.240 SunBrightness=1.00 SunLightLevel=0.99 SunRadiance=0.00 TwilightLensFlare=0.0 SunColor=0.680,0.694,0.641 AmbientColor=0.340,0.340,0.375 SkyColor=0.200,0.506,0.804 <---------- tweak to suit preference, this is for skies around noon, early afternoon HorizonColor=0.839,0.89,0.945 FogColor=0.839,0.89,0.945 SunSpecularColor=0.810,0.762,0.740 HDRSunColor=1.000,1.000,1.000 LightSrcModifier=1.0 [Day1] SunHeight=0.150 SunBrightness=1.00 SunLightLevel=0.95 SunRadiance=0.00 TwilightLensFlare=0.0 SunColor=0.555,0.560,0.538 AmbientColor=0.330,0.330,0.365 SkyColor=0.216,0.447,0.745 <---------- tweak to preference, this one is for late afternoon skies HorizonColor=0.839,0.89,0.945 FogColor=0.839,0.89,0.945 SunSpecularColor=0.810,0.762,0.740 HDRSunColor=1.000,1.000,0.900 LightSrcModifier=1.1 [Twilight1] SunHeight=0.008 SunBrightness=0.20 SunLightLevel=0.80 SunRadiance=0.10 TwilightLensFlare=1.0 SunColor=0.980,0.490,0.220 AmbientColor=0.201,0.201,0.214 SkyColor=0.408,0.455,0.490 <---------- tweak to preference, this is for very late afternoon skies HorizonColor=0.422,0.218,0.084 FogColor=0.422,0.218,0.084 SunSpecularColor=0.980,0.490,0.220 HDRSunColor=1.000,0.500,0.250 LightSrcModifier=2.5 [Twilight2] SunHeight=-0.080 SunBrightness=0.00 SunLightLevel=0.35 SunRadiance=0.10 TwilightLensFlare=0.0 SunColor=0.436,0.363,0.170 AmbientColor=0.146,0.156,0.185 SkyColor=0.278,0.282,0.353 <---------- tweak to preference, this is for early evening skies HorizonColor=0.220,0.150,0.200 FogColor=0.220,0.150,0.200 SunSpecularColor=0.436,0.363,0.170 HDRSunColor=0.436,0.363,0.170 LightSrcModifier=4.0 [Night] SunHeight=-0.170 SunBrightness=0.00 SunLightLevel=0.00 SunRadiance=0.0 TwilightLensFlare=0.0 SunColor=0.0000,0.000,0.000 AmbientColor=0.05,0.05,0.05 SkyColor=0.001,0.001,0.001 <---------- for night sky, tweak to preference HorizonColor=0.001,0.001,0.001 FogColor=0.001,0.001,0.001 SunSpecularColor=0.0000,0.000,0.000 HDRSunColor=0.0000,0.000,0.000 LightSrcModifier=4.0 Settings above are the ones I use in my environsys ini files. Below is the highalt sky section - I tweaked this section more to get slightly bluer, less purple high-alt skies. [HighAlt] HighAltColorStart=25000.0 <---------- this is in meters //previously 9500.0 HighAltColorEnd=80000.0 <---------- in meters again //previously 25000.0 HighAltSkyColor=0.162,0.380,0.564 <---------- tweak to preference for high-alt sky HighAltHorizonColor=0.439,0.59,0.745 <---------- tweak to preference, sets the high-band horizon panel colors //r value at 0.639 previously for more purple HighAltFogColor=0.509,0.60,0.805 <---------- self-expanatory, sets color of horizon fog at higher alts and when viewed from higher alts, tweak to taste //r value at 0.709 previously for more purple SunLightModifier=1.1 AmbientModifier=0.1 SpecularModifier=1.25 Again, settings above are the latest ones that I use, should work well for monitors using a gamma from about 1.9 to 2.2 (I tend to avoid the default gamma of 1.7-1.8 that's typical on Mac systems....too bright for my tastes, especially for simulators, photos, etc.). If you're running FE2 on Windows, your gamma is probably closer to the 1.9-2.0 range anyway. Obligatory screenies below. Von S
  6. Had a nice early morning offensive patrol today, set to April of 1918, in the middle-east theater, with the latest atmospheric tweaks and smoke effects in use. Also tweaked is the missioncontrol.ini file now, and it's been giving me much smaller numbers of aircraft overall in the skies, in single missions (as realistic for some of these obscure WW1 theaters) - will roll those tweaks into a ver. 9.5 of the FM update pack as well. Happy flying, Von S
  7. A few more shots of variations now available with the latest fire/smoke tweaks, and for balloon explosions...will package all of this with a ver. 9.5 FM update pack eventually. Happy flying, Von S
  8. Should work fine, I run several of the older aircraft made for FE/FEgold in FE2 without any problems, as Geezer indicated. Main thing is to double-check your decals.ini file located in the skin folder of an aircraft's folder (might require some tinkering with file pathways in the decals.ini file for decals to show up properly, but otherwise there haven't been any problems from what I've been able to see on my rig). Good luck with getting FE2 up and running - you'll find it a great improvement over RB3D. Von S
  9. 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]
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. Those streamers look great Stephen, and very pleased to see a Siemens-Schuckert D.1 in the works there too! Von S
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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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