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VonS

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Everything posted by VonS

  1. Edit to my post above: the static observers/riflemen have been installed into the early Farman and Fokker two-seater types...haven't experimented with installing the animated observer from the Taube, but I don't see why it wouldn't be possible. Happy flying, Von S
  2. They sure can, and already done for the ver. 8.9 FM update...will upload the pack within the next day or two. Happy flying, Von S
  3. Hello friend, The following settings under the Options.ini file, in the user folder for FE2, give me excellent frame rates with no stutter. Also good is to tone down the graphics settings in the game menu to "medium." My suggestions are of course for FE2, which uses two processor cores. FE1/FEgold are not multi-core, so my advice may not be as effective there, although it doesn't hurt to tinker with the settings. At any rate, FE2 has always had better frame rates than FE1/gold even without tinkering: http://combatace.com/topic/16272-ini-tweaks-and-changes/?p=732698 Happy flying, Von S
  4. Hello FE2 Flyers, If you'd like your rifle-armed observer a bit more aggressive or double-jointed in Stephen's beautiful Taube, try the following code for the [Gunner] entry of the data ini, under // Crew: GunRange=300 PitchModelNodeName=Body PitchAngleRate=35 MaxPitch=50 MinPitch=-20 DefaultPitchAngle=25 YawLimited=TRUE YawModelNodeName=Body YawAngleRate=35 MaxYaw=220 MinYaw=70 DefaultYawAngle=90 His feet rarely poke out of the fuselage this way, while attacks on the Taube will lead to more frequent responses by the observer. Happy flying, Von S
  5. Should be easy enough to retrofit this if you wish gents. The relevant entries under [Gunner] in your data inis to tweak are: PitchAngleRate MaxPitch MinPitch DefaultPitchAngle YawAngleRate MaxYaw MinYaw DefaultYawAngle For the rifle-armed observers that I'm fitting onto some of the early types (for a ver. 8.9 FM update), I've found that it's good enough simply to tweak the max and min pitch values, for realistic clearance for shots (to account for top wings, limitations of observer movement, etc.). Also, don't forget to set your GunnerAimOffset value under the [AIData] section either to 0.07 or 0.08, as per this thread/post: http://combatace.com/topic/90596-gunneraimoffset-ai-parameter/?p=732495 Haven't bothered with testing the new offset values for the rifle-armed observers since they seem too accurate as is, often holing your fuel tank if you come up very close behind , but the new offsets should help with machine-gun armed observer accuracy. Happy flying, Von S
  6. Thank you for this lovely early war bird Stephen - I feel like a kid in a toy store, great stuff! Happy flying, Von S
  7. Hello FE2 Flyers, This may be buried deep somewhere in the posts on the CombatAce forums, but I stumbled on these very good settings for the options.ini file in your user folder for FE2 and thought I'd include it here under the stickies for ini tweaks (this works wonders on lower-end and integrated graphics cards...gave me an extra 20fps at least, let alone with the other, earlier recommendations for lower-end cards, to run all settings at no higher than medium from within the in-game menu). Under the GraphicsOptions section of your options.ini file, make sure that the following few settings are set as follows: AntiAliasing=2 (yes this is the best setting, avoid 0, while 4 and 8 are okay for high-end cards) UseAdvancedShaders=1 (set this to 1 to enable it, it is good for low-end and high-end cards...adds about 10fps) ForceDX9=FALSE (don't set this to true, I tested and noticed a fps drop of about 10 frames, sometimes more, when it's enabled, better to leave this at false and let DX10 do its wonders) ForceVSyncOff=TRUE (setting this from false to true added another 10fps approximately to my FE2 install, with no screen tearing showing up, which is very good) Happy flying, Von S
  8. Hi Mike, Glad to hear that the analysis of the offset numbers has helped you out with the AI settings. Yes, I'm also getting good evasive action from the AI using the 0.08 value, and some great deflection shots that, while not always deadly, do chew up a piece of my elevator or rudder if I'm not careful in dogfights. I think your analysis of the numbers is correct - there was something strange with the large figures for the offsets that I noticed in some of the data inis, with assumed target speeds in excess of an SR-71 as you put it. The correct range for offset values from what I could study is between 0.01 and 0.1. Anything outside those numbers will lead to unhistorical results in FE2. Happy flying, Von S
  9. Many thanks for this modification of the Anatra D Stephen - it will make an excellent addition to my eastern front folder. Great to see mods and additions still coming out for FE2, well done! Happy flying, Von S
  10. Hello fellow FE2 flyers, Further testing of the GunnerAimOffset parameter in the general aircraft ai ini file has led me to the following conclusion: The default value of 0.05 is half-way between lowest accuracy for aim offset, and highest accuracy in offset. While there are other factors at work, testing in one-on-one dogfights between a Fokk. E.IIa and Nieu. 16 Vickers for example has given me the following impressions: With values of 0.01, 0.02, 0.03, etc., for aim offset, the AI has trouble hitting me with deflection or side shots when it is further than about 200-300 meters away. The default value of 0.05 gives mixed results. Values of about 0.07, 0.08, also 0.09, give much better hit rate for the AI in side/deflection shots that happen when they are more than about 300 meters away. A value of 0.1 should, theoretically, give the most accurate deflection shots but I'm getting better results in the 0.07-0.09 range. Will therefore leave my offset value at 0.08 in the general aircraft ai ini file. I did tests at values of 0.005, 0.001 too, and found that deflection shots were about as inaccurate at further distances as a value of 0.01 would give. Tests at high numbers, of about 2.000, 5.000, also 10.000, were no more accurate than at a value of 0.1 - and usually worse than the "golden" range of 0.07 to 0.09. So, we have: 0.01 - lowest accuracy when offsetting for deflection/side shots 0.05 - default value, gives varied results 0.07-0.09 - best accuracy when offsetting for deflection (especially at 300+ meters distances) 0.1 - theoretical max. for best accuracy but gives flaky results Happy flying, Von S
  11. Hi Mike, It's possible that that value means "offset for moving target" - my guess anyway but now that you mention it, the value does require testing. The value of 0.0050 that you've given is the defaul value under the aidata section of data inis for many of the add-on planes for FE/FE2. Most of the stock data inis lack the gunneraimoffset value, which is then determined by the game itself. I "think" that FE2's default value for this is 0.050. I'm getting some good (but rare) deflection shots from the AI using my tweaked general aircraftaidata file that carries the offset value of 0.080 and the following cannon fire angles per dogfight skill level: novice CannonFireAngle=10 green CannonFireAngle=12 regular CannonFireAngle=16 veteran CannonFireAngle=20 ace CannonFireAngle=24 The offset value of 12 that you've also included is probably too high - something in the range of 0.0050 to 1.000 should be where most experiments take place. I will test with offsets of 1.0, 0.5, 0.05, and 0.005 to see if there are any major differences - will comment after testing. Happy flying, Von S
  12. Hello fellow FE/FE2 flyers, More experiments with cloud types, subtler wind speeds, and flare effects, among other things...also FM tweaks for several new models...have kept me busy. Will roll all of this eventually into a ver. 8.9 FM update pack, but thought I'd post a few pics of work in progress. The WOFF-style clouds are a 1MB compressed version of an obscure (4MB) Stary cloud that he did a while back for SF or SF2 (good for high fps); the sun and flare effects are also from one of his transitional environment patches for SF/SF2...but they give a nice effect in FE2. The atmosphere is particularly good with two new wind and stall sounds (from the public domain) that I'll include with the ver. 8.9 update - they are an improvement from the default wind/stall sounds. Also more tweaks of realistic cloud heights and sun size in the environsys ini file have improved things I think (for low-end cards). And yes, that's the late model (rare) D.Va in the bottom two pics that I've decided to include, powered by the Mercedes 200hp (auv) engine (not the 180hp au that was typical by the summer of '18). With a top speed close to 200 kph - it's an entertaining addition for the Western theater from about Sept. of '18. Happy flying, Von S
  13. Hi Mike, That is strange indeed. Have now retested with various types, also the early Alb. D.II and the D.I, and I can definitely crash into friendlies. Pic below. Von S P.S. PM me if you would like me to send my aircraft object ini file to you - perhaps that is where the problem is.
  14. Hi Mike, I've had friendly/friendly collisions on a few occasions - and friendly/enemy head on collisions a few times - but it seems to be greatly reduced using the general aircraft ai data ini tweaks that I've been trying out over the last several months (particularly the Nov. and Dec. 2016 versions of those tweaks). Happy flying, Von S
  15. Hi Mike, Yes, your MaxG values look realistic - have now looked into my latest update for the Albatri (ver. 8.7). I have values, for example, for the Alb D.5 (160HP version) - the most "fragile" supposedly of the v-strutter Albs. - ranging from MaxG 4.4 for the top left and right wing to MaxG 4.0 for the bottom left and right wing, including MaxG 3.9 for bottom left and right wing tips. For the slightly more robust Alb. varieties (D.3, 5a), my values range from about 4.0 to 4.6, etc. - and slightly above 5.0 for the D.I and II types. I also see that the structural factor value for the top left and right wing is 1.2, while there are no structural factors implemented for lower wing panels (meaning that they default to 1.0) - this is for the Alb D.5 (I have reduced structural factor numbers only on a few of the types, where I noticed that they were too high in the 4-6 range). Ideally, structural factor numbers for the WWI types should not exceed about 3.5 or 4 - otherwise it's excessive. I look forward to more of these experiments. Will also try out the lower PilotGLimits you've included - they look much more realistic. Happy flying, Von S
  16. Stimulating technical questions gents', with real implications in FE/FE2. In my revised FMs, I've gone for a spectrum of possibilities, ranging from about MaxG 2.5 for the very early types, to about 5.5 or 5.8 MaxG on the late-war types like the Viper Se5a, the Phonix, etc. I've also noticed that planes where MaxG values exceed about 4.3 to 4.5 tend to be very acrobatic in flight - the AI of course doesn't "black out" in such maneuvers. Mike's suggestion of a limit of about 3.5 MaxG seems about right to avoid the AI engaging in excessive maneuvers - this of course will require that the human-flown types are also handled more gently - especially if you include MaxG values for all lift surfaces of no higher than about 3.5. Lowering the MaxG values across the types will also result in more structural failure even for the AI-flown types, post-damage. I will leave my specturm of MaxG possibilities in place as I go forward with the FM updates, but this is an area worth experimenting with. Another possibility is to lower Structural Factor numbers across lift surfaces - this may also tame the AI flight behavior on some types, and will also increase the risk of structural failure, even without tweaking MaxG values. Happy flying, Von S
  17. Hello FE2 flyers, Have modified my N28 data ini file some more (previously updated for the ver. 8.6 FM update pack) - to reflect structural failures sometimes seen historically on the top wing of the type. Lowered the MaxG values a bit for the top wing, and also put in the Ansaldo pilot and changed his seating coordinates - I think he works well in the N28 (don't forget to download the Ansaldo from the downloads section for FE2 if you are missing that pilot in your Pilots folder). Will include these tweaks with a ver. 8.9 update pack - but in the meantime here it is, and some more observations on the N28 (as per my tweaks). 1. use lots of rudder to execute tight turns (relying on ailerons only usually leads to sloppy turns and stalls) - if you are dropping below about 85kph in a turn, drop the nose down and don't touch the ailerons, to get out of an impending stall - best turns use rudder liberally and slight opposite aileron to avoid sloppiness - this will give you nice, tight turns that usually don't drop below about 100 or 90 kph 2. the type takes off best around 100 kph 3. it's climb envelope is fairly good - it seems to want "naturally" to climb around 120 kph (climbing in the 120s or 130s kph will give you its best climb rate of about 3.5 to 4 m/s) - climbing from about 100 to 120 kph is good too, and gives about 3 m/s - the type can be climbed as low as the 60s kph, before stalling, but anything below about 80kph in a climb is useless (giving about 1.5 m/s) 4. the type is tough in a dive to about 280 kph - trying to pull out of dives exceeding about 300 kph is nearly impossible in the type (the elevator becomes unresponsive to input at those speeds...at slow speeds the elevator is very sensitive, as is the rudder)...you will hear some creaking when exiting dives at speeds exceeding about 220 kph, but it's a fairly tough bird 5. the easiest way to take out the type is by getting rid of one of the ailerons (this will cause the AI usually to go into a stall, and crash) 6. the type is also good for ground strafing since the nose can be brought up quickly, at speeds below about 200 kph 7. don't be rough when exiting power dives that exceed about 220-230 kph , since the top wing has now been made slightly more fragile than the bottom one Happy flying, Von S
  18. I vote for choice number 1 . I like the two circles inside the Aldis sight - looks very historical. If this can be done for the stock Aldis sight in FE2 - I see no need to remove the Aldis from the Se5a then. Glowing circles are nice but probably work better for WW2-era stuff and later, with those reflector and gyro gunsights developed in the 30s...then again, for golden age aircraft like Geezer's, glowing circles might work well too - don't know specifically when gunsights on aircraft abandoned WWI technology fully. Happy flying, Von S
  19. Interesting stuff gents...I'd ideally like to remove the awful magnifying Aldis gunsight on the Se5a in FE2....historically I don't think the Aldis magnified anything...but really I'd like to remove the whole thing and just leave the iron sights in place...probably not possible if it's baked into the lod files for the Se5a. Happy flying, Von S
  20. Nice find. I don't mind it it's in green. if you really want a black one, there's always the following ini tweak: http://combatace.com/topic/16272-ini-tweaks-and-changes/?p=723242 Although, that one only gives you a black outline for your target circle - no dot in the middle. I use it on the Fokk. D.II an D.III types since it helps with aiming. For the rifle-armed, one-seater Parasol L posted in the armed observers thread, the bullets leave the plane about two centimeters above the center of the engine cowling...best way to test the aim on that one is to do a bit of ground strafing (haven't tested with a gun sight on that one since it ruins the "historical" inaccuracy of rifle pot shots coming from aircraft). Isn't the modability of FE2 great? That's what I like about this sim, and a lot of other things too. Happy flying, Von S
  21. Hello gents', Here's one more modified data ini....an early (one-seater) version of the Parasol L. Get close behind your enemy and fire your rifle. Very fun but difficult to get any kills this way. Make a copy of your one-seater Parasol L folder and rename it to MSTypeLe. Then copy over the data ini and general ini files from my folder, with the same name (and delete the original data ini and ini files)...works great for the Eastern and Western theaters. Will include this with the ver. 8.9 update of the FM pack, and will also include the tweaks for the Farman type 7 (with the observer in the back), also for the early Fokker M.7 - to round out our rifle-armed aircraft. Stats. for the type: top speed 113kph climbs best between 75 and 85kph at about 3 m/s (but can be climbed in the 60s kph too, stalls below about 60kph) take off is best at around 90kph slightly lower ceiling and MaxG rating than on the Lewis-armed one-seater version of the Parasol Happy flying, Von S
  22. Your values are close to mine, my overall engine output being a bit lower but I compensated with higher rpms, and my maxcontrolspeed values are lower by about 5 meters/sec. And I agree - I still find the type somewhat sloppy in turns. Personally I don't like flying it - I prefer the Nieu. 23/24 types (the best of the Nieu. types, probably historically too, if you're gentle in them when getting out of a steep dive and appreciate their great climbing ability). I might come back to the Nieu. 28 type in a future update, but I want first to get to some models here on Combat Ace that I haven't touched before. Happy flying, Von S
  23. Only saw this now...the Nieu. 28 is definitely a type that was/is hard to tame and get to historical levels in FE2. My response is over here: http://combatace.com/topic/87403-tweaked-flight-models-and-realism-pack-for-fe2/?p=731406 Happy flying, Von S
  24. I suppose I could drop the top speed to about 145kph in the data ini for the Halb. D.5, and make it about 30-50kg heavier than the D.5 - this would then approximate the behavior of the D.II/III types - and maybe if a new skin could be dropped into its folder - this would be acceptable. I am thinking of eventually tweaking the Halb. D.III (also making a D.II data ini from it) - from that other site, A-Team's, but if many users don't like those models - I will keep my focus on the models posted here on CombatAce...no use in wasting too much time with those, with the exception of some very badly needed ones like the Pfalz. D.III series, and the Gotha bomber...at any rate it'll take me a while to get to the A-Team stuff since there are still many models I haven't touched on Combat Ace for FE2.... Happy flying, Von S
  25. Not a movie....but here's another one, the late 1970s BBC series, 'Wings.' https://www.youtube.com/playlist?list=PLeagipoZmyfk2R9o0G_f2s_S0wHcG0KaZ Happy flying, Von S
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