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RIBob

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Everything posted by RIBob

  1. European Air War HD

    Thank you for your quick reply, and explanation. I particularly appreciate very full explanations because I am Ignorant, as previously mentioned. Hopefully not stupid, but definitely ignorant. I will have to try out your suggestion, and play it. I promise to give it a fair shot. That said, and risking heresy, the BAT mods on top of IL-2 1946 game, as well as certain mods on top of the "First Eagles" game make for some very tough competition. It's all good, and thank you very much! AS an afterthought, I have most of the early versions of EAW, up to 1.28E, installed, and runnable. Is it possible to improve on 1.28E while still maintaining backwards capability for mods created prior to that point? Is installing 1.29 version of the game a distinct advance over 1-28E? Naturally, I have V1.60 and EAWPRO up and runnable. Your suggestions are invited.
  2. European Air War HD

    IIRC, I googled "tally ho + good shot II", and it came up after a little scrolling through the results.
  3. European Air War HD

    That version might well be more modern, and possibly have fewer bugs. How is it listed on Jel's site? Link to Jel's site, please?
  4. European Air War HD

    Thanks, Russ! That's very helpful. I also was intrigued by the "Secret Weapons Of The Luftwaffe game.
  5. European Air War HD

    I've rummaged around at "Tally Ho", and could not find "Quick Shot II". Can you help me in finding it, and please describe what it adds to lauvo's version of the game? ETA: found it here: http://www.thatoneplease.co/Tally-Ho/EAWNewFront3.html Should I use the patch over the installed version of Lauvo's mod, OR install lauvo's mod into full version of "Quick Shot II? I would appreciate any advice, and please give some further explanation concerning the deletion quoted above. Please assume I'm quite ignorant when explaining things such as this.
  6. Left a review of his WW I mod in the appropriate location. I could be wrong, but many of his downloadable files look like components/parts of his WW I mod, intended to use UAW 150V4 as a base game into which the WW I mod is installed. Just a guess, though.
  7. UAW150V4 TWF ww1 V.2

    I set up an empty folder, downloaded the v1.54 version of EAW into it, kindly furnished by rwatson, and set up the base version required as a basis for the WW I mod. As expected, the splash screens and menu screens of the base game were a bit garbled, but not badly enough to prevent from being quite usable as they were. My suggestion is that a Wrapper program is not really necessary, but YMMV. Try without one first. I then ran the game, and made some minor changes to it, such as setting up the SnapViews for the top hat switch of my joystick. This was done via the menu screen relevant to "Controls", and not in the Config settings The base game was then re-tested, and all was well. I then downloaded the WW I mod, unzipped it into the base game folder, and ran its' EXE. Running the modded game provided no unexpected results. The install procedure for both base game and WW I mod is based on the use of 7Zip installers, with which most will be familiar. The WW I mod adds a list of 30 WW I aircraft, 16 of which are versions of the WW I aircraft already in the base game, thus giving 14 new WW I aircraft. All of these aircraft are nicely done, with full cockpits and so forth. Selection of aircraft sets and terrain is done within the game folder, via an included menu screen where such choices can be made easily enough. This WW I mod adds to the WW I aircraft aircraft available for use, and they are up to the usual, high EAW standards. The historically incorrect "radio chatter" and text messages at bottom of monitor were one of the few flaws I saw, unless there were "Mustangs" flying in WW I. A purist, interested in historical accuracy, would probably disable both. All in all, an interesting and well done variant of the game, with some nice, if repetitive music, nicely constructed and skinned aircraft, and no serious vices at all. Thanks should go to Mr Jelly for the base game, and to lauvo for constructing this well-done mod for it.
  8. I set up an empty folder, downloaded the v1.54 version of EAW into it, kindly furnished by rwatson, and set up the base version required as a basis for the WW I mod.  As expected, the splash screens and menu screens of the base game were a bit garbled, but not badly enough to prevent from being quite usable as they were.  My suggestion is that a Wrapper program is not really necessary, but YMMV.  Try without one first.  I then ran the game, and made some minor changes to it, such as setting up the SnapViews for the top hat switch of my joystick.  This was done via the menu screen relevant to "Controls", and not in the Config settings  The base game was then re-tested, and all was well.

    I then downloaded the WW I mod, unzipped it into the base game folder, and ran its' EXE.  Running the modded game provided no unexpected results.

    The install procedure for both base game and WW I mod is based on the use of 7Zip installers, with which most will be familiar.

    The WW I mod adds a list of 30 WW I aircraft, 16 of which are versions of the WW I aircraft already in the base game, thus giving 14 new WW I aircraft.  All of these aircraft are nicely done, with full cockpits and so forth.  Selection of aircraft sets and terrain is done within the game folder, via an included menu screen where such choices can be made easily enough.

    This WW I mod adds to the WW I aircraft aircraft available for use, and they are up to the usual, high EAW standards.  The historically incorrect "radio chatter"  and text messages at bottom of monitor were one of the few flaws I saw, unless there were "Mustangs" flying in WW I.  A purist, interested in historical accuracy, would probably disable both.

    All in all, an interesting and well done variant of the game, with some nice, if repetitive music, nicely constructed and skinned aircraft, and no serious vices at all.

    Thanks should go to Mr Jelly for the base game, and to lauvo for constructing this well-done mod for it.

  9. UAW150V4 TWF ww1 V.2

    I set up an empty folder, downloaded the v1.54 version of EAW into it, kindly furnished by rwatson, and set up the base version required as a basis for the WW I mod. As expected, the splash screens and menu screens of the base game were a bit garbled, but not badly enough to prevent from being quite usable as they were. My suggestion is that a Wrapper program is not really necessary, but YMMV. Try without one first. I then ran the game, and made some minor changes to it, such as setting up the SnapViews for the top hat switch of my joystick. This was done via the menu screen relevant to "Controls", and not in the Config settings The base game was then re-tested, and all was well. I then downloaded the WW I mod, unzipped it into the base game folder, and ran its' EXE. Running the modded game provided no unexpected results. The install procedure for both base game and WW I mod is based on the use of 7Zip installers, with which most will be familiar. The WW I mod adds a list of 30 WW I aircraft, 16 of which are versions of the WW I aircraft already in the base game, thus giving 14 new WW I aircraft. All of these aircraft are nicely done, with full cockpits and so forth. Selection of aircraft sets and terrain is done within the game folder, via an included menu screen where such choices can be made easily enough. This WW I mod adds to the WW I aircraft aircraft available for use, and they are up to the usual, high EAW standards. The historically incorrect "radio chatter" and text messages at bottom of monitor were one of the few flaws I saw, unless there were "Mustangs" flying in WW I. A purist, interested in historical accuracy, would probably disable both. All in all, an interesting and well done variant of the game, with some nice, if repetitive music, nicely constructed and skinned aircraft, and no serious vices at all. Thanks should go to Mr Jelly for the base game, and to lauvo for constructing this well-done mod for it.
  10. UAW150V4 TWF ww1 V.2

    Fortunately, someone provided me with a 7Zip copy of V1.54 of EAW. It was a while ago, and thanks to whomever supplied it! In the near future, I will install the V1.54 game, set it up, and try to install lauvo's mod into it. Be advised that I am not an expert on EAW, not very clever at these installs, so advice might be needed. I will attempt to provide install instructions (as required0 as well as a thumbnail review of the Modded sim, if it works.
  11. European Air War HD

    Would it be possible for you to describe how you made the successful install? Did the Mod require a particular version of the game as a basis for the install? If so, exactly which version? How, exactly, was the install accomplished?. Your specific comments might aid others in investigating this Mod. So far it has languished, apparently due to scant documentation by the Modder. May I ask you (having undertaken a successful install) to describe your install procedure so that others may follow you?
  12. European Air War HD

    Your comment on the D/L being virus-free is most re-assuring. Qbviously a "NO-CD' version of the game, and as you say, a good introductory version. Did lauvo modify the "snapviews' to conform to most modern joysticks, or must one refer to instructions for such modifications on MarkEAW's Help Site? I have always found it an annoyance to fix this issue with almost every single version of the game, and so have created a set of commands in text, in a set-aside folder, that I can use to copy/past in lieu of original snapview assignments. I generally use "3' as "snapview speed" as anything faster would be almost impossibly quick, neck-breaking speed. YMMV. Thank you for taking the time to investigate this offering!
  13. The future of First Eagles

    Been busy nowadays with installing BAT Mods to IL-2, but FE2 is always one of my faves, preferably modified. I'll be back to ask stupid, ignorant questions.
  14. European Air War HD

    I understand your point of view, and respect it, but isn't it up to the user to make the ultimate decision? We are all talking here about lauvo's product, but nobody has actually gotten a base version of the game, and installed his Mods. Nobody has run it as a finished install and made informed comments. I agree that absence of documentation is cause for caution, but if the base version of the game is available, then installing the mods might not be impossibly difficult, and we could then evaluate the product itself, which is only fair, I think. Anything less is giving him, and his product short shrift, and unfair. I have zero connection with this person, and am only speaking from a detached viewpoint. If someone provides me with a link to a GTG version of base game that Lauvo requires, I'll try it out, and report back. I'm far from an expert in these things, but I can certainly give some sort of coherent report on the results. Submitted for consideration.
  15. Missing parachutist

    I think it laudable that a Modder corrects a mistake so rapidly, and with neither fanfare nor drama.
  16. European Air War HD

    I think it would be a very fine thing for those who have older, definitely runnable versions of the game, to contact MarkEAW so that he can download such versions and save them on his Help Site. This would allow those of us who wish to use the products of Modders who used older versions of their game as the basis for their Mods to install the base version of the game, and thereafter the Mods. I understand that this will involve some effort on all parts, but I believe it would be a fine thing for the game overall. There may be some who believe such older versions of the game to be flawed, or redundant, compared to more modern versions, and perhaps they are right. Or perhaps not. I suggest it is up to the player/consumer to decide for themselves which version(s) of the game they prefer. It is in their interest (and everyone's interest) that I make this suggestion. Submitted for consideration.
  17. EAWPRO's Hires Effects

    Can't edit anymore, so last portion of above, in parens, should read ... (hopefully helpful)…. Regret limited editing capability.
  18. EAWPRO's Hires Effects

    Concur with Russ. In my observation of fire, particularly fires caused by gasoline and such, the flames are of different hue depending on the amount of air (oxygen) mixed-in. So, flames nearest the source of fuel tend to have the least exposure to oxygen, and are deeper red, changing to a brighter red, then deep orange changing to a brighter orange, then deep yellow changing to a brilliant yellow. The flames gradually change hue along their path to a yellow as more oxygen is introduced, as combustion is more complete. The accompanying smoke is most prevalent at the base of the fire, where combustion due to insufficient air is necessarily incomplete, and lessens with the introduction of more oxygen. However, the smoke from the base of the fire will flow back in the airstream, thus masking the relatively lesser amount of smoke produced with increased oxygen. As perceived by an outside observer, the smoke will tend to darken the flames considerably, as though the flames were being viewed through a neutral density lens filter. The smoke, being tiny particulates, can actually have a slightly different path than the actual liquid that is burning, since the liquid is much heavier. In extremely high winds, the paths of the smoke and the flame are nearly indistinguishable. For example, siting next to a camp fire, it is common for the smoke to quickly separate from the flames, and blow downwind from the flames. The flames of the campfire will be blown downwind also, but the smoke much more so. With the very high wind velocities seen with flaming aircraft, it is safe to say that the smoke and flame path will be the same as long as the flames are visible, but at some point, the dissipating smoke will be a captive of the prevailing wind. Much like the contrails of most aircraft that generate such. As for major explosions of aircraft, such as internal bomb loads being detonated more or less simultaneously, the visual effect would be of a very large, more or less spherical, brilliant yellow (bordering on white, initially) explosion, very quickly cascading down through orange, since the explosive in the bombs contains its' own supply of oxygen, and is therefore complete combustion. The remnants of the plane leaking fuel are, for the purposes of this discussion, considered as separate entities, following the rules of combustion described above. Respectfully submitted for consideration. I hope some of this may prove useful in some way. Perhaps not. Your call. As with many of my suggestions/criticisms, I am not entirely sure of what information is of use to you, so I make (helpfully helpful) suggestions not knowing what is useful or not, from your perspective. I certainly hope you receive them as such. Sincerely, RIBob
  19. OK, so general, informed, thought has it that SF Project-1 is deleted from computer, and original disk is retained for valuable files. Can do. Thank you all for very informative responses, and you all might hear from me again when the valuable files are needed. Thank you all and much obliged!
  20. I already have SF2 installed, running, and heavily modded. Do I even need SF Project 1? Why shouldn't I uninstall it? Should I retain it, and of so, why? What benefits does SF Project-1 offer over a heavily modded SF2, other than historical? Not particularly interested in the history of the game, although I respect those who are, and mean no offense. So, interested in constructive opinions. Not killing me to keep SF Project-1, but why do so? DEFINITELY not interested in starting a SF1 vs SF2 war. Please let's not go there.
  21. Well, not sure about WoX means, but multiplayer is always an option for the future. I don't consider myself sufficiently skilled as yet to engage in multiplayer flying, although I have done so, with different sims, in the distant past. Something to consider. As said, I will always keep the disk.
  22. Will certainly keep the disk. Just wondering if it is necessary to retain the game on the computer, given heavily modded SF2, that's all. I have plenty of storage, so that's not really a big issue. The cockpits are worth considering, although I assume modders of SF2 would have included such in their mods. I might add that the Project-1 runs without a disk, so there's that. Definitely appreciate all replies.
  23. The future of First Eagles

    As a Newcomer to FE2, via SF2, I have come to appreciate the similarity in modding the "2" versions of both games, as well as the increasing numbers of Mods for both. I don't install FE1 mods into my FE2 sim, although I understand that many will work, possibly with some tweaking, possibly as-is. Personally, time is to short to gamble on "might work" mods for my FE2, although I certainly respect the time/effort of FE1 Modders, and my decision is one of personal convenience only. I do have some other WW I flight sims --some heavily modded-- but I will withhold comments/comparisons on all of them for now. I will say that the later variants of the IL2 sim (and other modern sims) certainly set a high standard, but the hard work of some Modders has raised other, older games to a very respectable level.
  24. EAW devellopment needs help

    Recent experience has changed my mind, and I now concur with the original suggestion of separate sub-forums for the two variants. That option greatly reduces the opportunity for friction, and lessens the burden of Stratos.
  25. I have only a few Instant Mission flights on V1.1 so far, but my impression is that the opposing fighters go after me a lot more than in later versions. Now, whether or not that is historically realistic, is questionable. My research has informed me that the Germans were much more interested in shooting down the bombers than engaging fighters, unless a sitting duck fighter presented itself. After all, the bombers were doing the real damage, not the fighters. Even as a tyro, I can shoot down 2-3 enemy fighters in, say, V1.28E, before I run out of ammo. Not at that level in V1.1, yet, and maybe not ever. Now, in the future, I plan to fly missions with no bombers at all with different versions of the game, and I will be better able to say whether or not the AI has been reduced in later games, or whether the AI in V1.1 was more historically correct.
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