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Panama Red

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Everything posted by Panama Red

  1. Sounds like my recent Realistic Sky Mod First Eagles. You can actually have up to FIVE differnet clouds in the Environmentalsystems.ini, but it only uses four of them. :yes:
  2. Hard-Edge Horizon Haze

    Some details please: 1. Which weather (broken, overcast, inclement) ??? 2. What terrain (Cambrai, Flanders, Verdun or Vogesen) ??? 3. Graphics settings (from your FE Graphic set up page) ??? 4. Video card brand and settings ???
  3. HPWFB Damage Model Variety Pack Now Available!

    If the mod is in the Right window, it is active in the game and has over layed your original files. If the mod is in the Left window, it is inactive and your original files are in effect. If you look into the JSGME folder you will see that you have a "Backup" folder. This is where you original files go when ever you activate one of your mods.
  4. HPWFB Damage Model Variety Pack Now Available!

    You might want to include a link to the JSGME utility in your instructions or include it so people that do not have it will be able to easily get it. Thanks
  5. TrackIR Version 5.0

    I am still using my perfectly good TrackIR 4, but the 5.0.Final drivers eliminated all the problems that I had using 5.0.beta drivers. I would drfinately recommend trying the 5.0.Final drivers, they are really nice.
  6. Great article, thank you.
  7. HPWFB Damage Model Variety Pack Now Available!

    This utility was originally designed for Silent Hunter III, but I have not found a game yet that it will not work with. You just need to know the game's file structure enough and location of the files to know how to set up your mod (unless the mod designer has already done that for you, like I do for all my mods that I post). ==Using the Generic Mod Enabler== 1. Ensure that you have a clean, unmodded installation of your game, preferably with the latest patch(es) installed. If you are already running a prior version of the Generic Mod Enabler, disable all enabled mods. 2. Install the Generic Mod Enabler to your game's root folder and run once. This will create the necessary MODS folder if it does not already exist. At this point you should take a snapshot of your "clean" game files by selecting the "Generate snapshot of game files" option from the "Tasks..." list. This snapshot can be used to verify the integrity of the game files at a later date, after you have installed and uninstalled mods (see "Further notes on usage" for more information). 3. After downloading a mod, unzip it into a sub-folder under the MODS folder (call the sub-folder what you like, but use something that defines what the mod is). Note that the modder may have already set up the mod to be "JSGME compatible", in which case this step and the following step will be done for you. In such instances follow the installation instructions that come with the mod. 4. Ensure that the unzipped files under the new mod sub-folder replicate the game's folder structure. For example, with Silent Hunter III you should see something like: - SilentHunterIII + data documentation - MODS - The Mod Name <created at step 3> - data - Menu <etc...> + Support 5. Run JSGME.exe and you should see the mod listed as an available mod. Simply select and press the ">" button, or click and drag from Available Mods to Activated Mods and the mod is installed! That's it! Repeat steps 3 to 5 for each additional mod that you want to install and then simply exit the Generic Mod Enabler and load your (now modded) game as usual. ==Further notes on usage== - MICROSOFT VISTA USERS: If you are running the Generic Mod Enabler on Vista and are having problems with mods "taking" (the usual symptom is that the MODS folder itself is not created when the Generic Mod Enabler is first run), then simply right-click JSGME.exe in Windows Explorer and select "Run as Administrator". Alternatively, right-click JSGME.exe and select "Properties". In the properties window select the "Compatibility" tab and check "Run this program in compatibility mode" and in the box below select "Windows XP (Service Pack 2)". In some instances you may need to apply both solutions. - You can explore a mod's file contents through Windows Explorer by right clicking an available (not activated) mod and selecting "Explore". - Selecting a mod and right clicking will bring up a list of all files in the mod's "documentation" folder for viewing. - Selecting a mod will display a brief description of the mod if the modder has provided a text file with an ".jsgme" extension in either the "documentation" folder or base folder. - You disable mods by clicking on the enabled mod and pressing the "<" button, or clicking and dragging from Activated Mods to Available Mods. If an enabled mod has had files updated by subsequent enabled mods, you will not be allowed to disable the mod until the subsequent mods are disabled. - You can disable all mods in one action by pressing the "<<" button (useful for when patching your game or updating JSGME.exe). - You can enable or disable multiple mods simultaneously by pressing the CTRL or ALT keys when selecting. - You can import mods by unzipping anywhere onto your hard drive and then dragging and dropping the mod folder onto the Generic Mod Enabler's "Available Mods" list. The folder and contents will be automatically moved into the MODS folder ready for enabling. Nb: press the Control key when you drop the folder into the Generic Mod Enabler and it will be copied instead of moved. - You can remove available mods (not activated) from your computer by selecting and pressing the "Delete" button or pressing the Delete key. - You can rename mods by selecting and pressing F2. - You can refresh the mod list at any time by pressing F5. - You can create new mod folder names by pressing F7. - You can check the integrity of your game files by selecting the "Compare game files to snapshot" option from the "Tasks..." list at any time. This will compare the current game files against the original snapshot taken at step 2. Any discrepancies will be reported for your information and action. - To make sharing your mod lists with others easier, you can generate a text file list by selecting the "Export activated mods list" option from the "Tasks..." list. A file titled "Activated mods list.txt" will be saved to your MODS folder. - You can change the display language of the Generic Mod Enabler by visiting http://www.users.on.net/~jscones/software/products.html and downloading an available language pack. Simply follow the installation instructions included in the language pack. - MODDERS: You can remove files from the game by including in your package (empty) text files with -remove added to the filename (ie "filename.ext-remove"). Files will be returned when your mod is disabled. - MODDERS: Add a text file to your "documentation" or base folder with the extension ".jsgme" and the contents (up to 255 characters) will be displayed to the user whenever they click on your mod within the Generic Mod Enabler's interface. This is a great way to quickly "remind" users what your mod does. ==How the Generic Mod Enabler works== When you run the Generic Mod Enabler, all the sub-folder names under the MODS folder are collected and inserted into the "Available Mods" panel. Enabling a mod copies the associated files across into the game folder structure, backing up any files that it overwrites by appending the mod's name to the file extension and moving to a backup folder. This is why it is important that the folders and files under the mod sub-folder must mirror exactly the structure of the game itself. Also, once you enable a mod, it's good practice not to alter files in the source mod sub-folder. If you want to modify or update files in a mod sub-folder, disable the mod first then re-enable again after the files are updated (ie if a newer version of the mod is released). The Generic Mod Enabler has been tested with European Air War, Panzer Elite, Silent Hunter III/IV, Total War and various other games but should work with just about any moddable game. Simply follow the above instructions replacing "Silent Hunter III" with the name of the game that you wish to mod. Enjoy! Jaesen Jones JoneSoft Email jonesoft@internode.on.net if questions or feedback Download Link: http://www.users.on.net/~jscones/software/...ucts-jsgme.html
  8. HPWFB Damage Model Variety Pack Now Available!

    You could also use the JoneSoft Generic Mod Enabler, then you could apply or unapply the HPWFP Damage Model Variety Pack in just one click with NO permanent changes to the original files !!!!
  9. MiniPATCH V1.32d is now available!

    I truly admire your costumer service, I just wish other Game Developers were as Costumer Oriented as you are. Thank you, thank you, thank you !!!!
  10. Map Editing

    http://forum.combatace.com/index.php?showforum=191
  11. AI planes?

    As quack74 said, all addon planes have been made AI or flyable by their creators. Only the original two seater's by ThirdWire were not flyable (they were AI controlled), but now with Peter01's flight models, all planes are AI controlled or flyable. So it's up to you whether you let the game fly the plane or you fly the plane.
  12. SE5a - Very Very nice skin

    stephen honey: I can give it a try, may be several more days before I get a chance (currently working on another FE mod), but I will give it a try and let you know how it turns out. Panama Red
  13. SE5a - Very Very nice skin

    I must really compliment you on your skin, it looks great and welcome to the forum. A question though, have you ever seen a picture of his Nieuport 11 with the Lewis mounted on the fuselage or provide a link to a picture showing this ??? The reason the Lewis was mounted over the top wing was that the Allies did not have the German interrupter gear yet like the Fokkers, so without an interrupter gear, they could not mount the Lewis or Vickers on the fuselage without steel plates on the back of the prop or risk shooting the prop off. It was not until they captured a downed German plane with it's interrupter gear that they developed their own interrupter gear and mounted that on the Nieuport 17, but by then Navarre should have been shot down and out of action.
  14. My apology

    Sooooo true and look forward to your continued participation on this forum.
  15. Blue smoke problem

    Stary: Thanks for the info, that makes my modding a whole lot easier now in FE. Panama Red
  16. Generic Mod Enabler compatible

    Since I too use JSGME, my sky mod is set up to use it: http://forum.combatace.com/index.php?showtopic=45304
  17. Naval 9 Camel

    They look outstanding (as usual), look forward to their release.
  18. The reason that I got started modding the First Eagles Environemntalsystem.ini file was to: 1. Eliminate/reduce the lower horizon purple band in Clear weather, 2. Eliminate/reduce the lower horizon band in Overcast weather and 3. Eliminate/reduce the lower horizon band and overhead triangles in Inclement weather. Modifying the clouds to make them more realistic was a byproduct of all the time spent "fixing" the first three items. I have tried to make the clouds as realistic looking as possible and at the proper altitude for each type. In modifying the first Eagles Environmentalsystem.ini file, I used the same theme as TK used for the horizonclouds and broke out all 5 overhead clouds (versus the default Cloud1 for all weathers) into: 1. Cloud1 = Clear 2. Cloud2 = Scattered 3. Cloud3 = Broken 4. Cloud4 = Overcast 5. Cloud5 = Inclement First Eagles default horizon clouds use the same method as the included horizonclouds included in this mod: 1. Horizonclouds 11-18 = Clear 2. Horizonclouds 21-28 = Scattered 3. Horizonclouds 31-38 = Broker 4. Horizonclouds 41-48 = Overcast 5. Horizonclouds 51-58 = Inclement This way people can mix and match their particular horizon & overhead clouds (that other people have made) to their hearts desire and still have the original 3 fixes I did for the Clear, Overcast & Inclement weather. Unfortunately due to internal FE game engine restrictions, I am not able to completely eliminate the Clear lower horizon band and can only transfer the lower horizon bands for Overcast and Inclement weather to above the clouds where you can still see the triangles above the Inclement clouds if you chose to fly above these clouds. From what I have read, without an artificial horizon in WW1 planes, not many pilots flew into/above thick Overcast or Inclement clouds because they could lose their orientation very quickly and did not want to subject their wood and canvas planes to all the turbulence within these clouds either. I would like to give Marcel "Cellinsky" Aerni the biggest credit for starting me on this path of modding the sky, I have always admired all his great work in his “Widesky” mods. I have also included his Clear, Scattered, Overcast and Inclement Horizonclouds since they are very realistic and blend well with the FE’s horizon fog, as well as give credit to Polak for his Broken Horizonclouds; they really look like a front is coming through. I also give credit to Cellinsky and ShrikeHawk for their Cloud.tgas, they definitely improved the overhead clouds look. Installation: The easiest way to install this mod (other than using the great JoneSoftGenericModEnabler tool http://www.users.on.net/~jscones/software/...ucts-jsgme.html ), is to copy your “Flight” folder and rename it “Flight1”, then unzip all the included files into your original “Flight” folder. Inclement weather will rain 100% of the time with the standard “particlesystem.ini”, but I can give no guarantees if you are using a modified “particlesystem.ini” file. TallyHo; Panama Red Download here: http://forum.combatace.com/index.php?autoc...p;showfile=9664
  19. OFF vs. RoF differences

    Before anybody permanently switches to Windows 7, they might want to read this really large Windows 7 problem. You could say "it's a show stopper" if it does not get fixed: http://www.dailytech.com/Nasty+Memory+Leak...rticle15901.htm P.S. And I was looking forward to using Windows 7 too, but not with this problem.
  20. Realistic Sky Mod First Eagles

    This mod should go very well with Jan Tuma's new upcoming FE terrains.
  21. F2B and Pup fix needed

    Since the Pup would not cooperate with the easy animation fix route, I had to use the "hidden mesh route". Now at least the MG firing lever does not move up and down with the elevators.
  22. F2B and Pup fix needed

    Here is the Sopwith Pup flight model fix. I stopped the Vickers MG from moving in sync with the elevators. Edit: In fixing the Pup's Vickers MG animation, I caused another problem with the elevators. As a result, the testing continues. Sorry about that.
  23. F2B and Pup fix needed

    Here is the Bristol F2B and F2Ba flight model "fixes". I have fixed the rear elevators and completely removed the Lewis MG cradle on the F2Ba as in real life.
  24. F2B and Pup fix needed

    I just "fixed" the F2B and F2Ba and will post in a couple of hours. I also completely removed the Lewis cradle that was still on top of the wing on the F2Ba, now it looks like all the WW1 pictures. As for the Pup, I will have to look at it and see if I can figure out what the problem is ???
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