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Found 56 results

  1. View File Skinpack for stock SPAD VII's Default skinpack for stock SPAD VII's. There are two skins - for French and Russian aviation. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing's cockades and rudder's emblems from "Decals.ini" because they were integrated in my skin. Eugene Submitter Eugene2 Submitted 12/27/2021 Category Spad Skins  
  2. Skinpack for stock SPAD VII's

    Version 1.0.0

    46 downloads

    Default skinpack for stock SPAD VII's. There are two skins - for French and Russian aviation. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing's cockades and rudder's emblems from "Decals.ini" because they were integrated in my skin. Eugene
  3. View File Default skin for stock Albatros D.Va's Default skin for stock Albatros D.Va's. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing's and rudder's crosses from "Decals.ini" because they were integrated in my skin. Eugene Submitter Eugene2 Submitted 12/26/2021 Category Albatros Skins  
  4. Version 1.0.0

    47 downloads

    Default skin for stock Albatros D.Va's. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing's and rudder's crosses from "Decals.ini" because they were integrated in my skin. Eugene
  5. View File Default skin for Albatros D.V Default skin for stock Albatros D.Vs. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing's and rudder's crosses from "Decals.ini" because they were integrated in my skin. Eugene Submitter Eugene2 Submitted 12/18/2021 Category Albatros Skins  
  6. Version 1.0.0

    46 downloads

    Default skin for stock Albatros D.Vs. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing's and rudder's crosses from "Decals.ini" because they were integrated in my skin. Eugene
  7. View File Default camo skin for SPAD 13's family It's the time of default skin for the most popular stock aircraft of all flight sims about WW1 - SPAD 13. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing cockardes and rudder's tricolor from "Decals.ini" because they were integrated in my skin. Put folder "D' into "Objects/Decals/SPAD13". Eugene Submitter Eugene2 Submitted 05/29/2021 Category Spad Skins  
  8. Version 1.0.0

    37 downloads

    It's the time of default skin for the most popular stock aircraft of all flight sims about WW1 - SPAD 13. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing cockardes and rudder's tricolor from "Decals.ini" because they were integrated in my skin. Put folder "D' into "Objects/Decals/SPAD13". Eugene
  9. View File Basic skin for Nieuport 12 Skin for excellent Nieuport 12 by Stephen1918. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing cockardes and rudder's tricolor from "Decals.ini" because they were integrated in my skin. Add to Nieuport12.ini: [TextureSetXXX] Name=N12_PhR Nation=France Squadron= Specular=0.60000 Glossiness=0.600000 Reflection=0.600000 Eugene Submitter Eugene2 Submitted 05/03/2021 Category Nieuport Skins  
  10. Version 1.0.0

    40 downloads

    Skin for excellent Nieuport 12 by Stephen1918. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing cockardes and rudder's tricolor from "Decals.ini" because they were integrated in my skin. Add to Nieuport12.ini: [TextureSetXXX] Name=N12_PhR Nation=France Squadron= Specular=0.60000 Glossiness=0.600000 Reflection=0.600000 Eugene
  11. View File Basic skin for Nieuport 10 Skin for excellent Nieuport 10 by Stephen1918. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing cockardes and rudder's tricolor from "Decals.ini" because they were integrated to my skin. Add to Nieuport10.ini: [TextureSetXXX] Name=N10_PhR Nation=France Squadron= Specular=0.60000 Glossiness=0.600000 Reflection=0.600000 Eugene Submitter Eugene2 Submitted 05/02/2021 Category Nieuport Skins  
  12. Version 1.0.0

    42 downloads

    Skin for excellent Nieuport 10 by Stephen1918. I tried to add some "photorealistic" textures for more impressive image of this aircraft. I removed wing cockardes and rudder's tricolor from "Decals.ini" because they were integrated to my skin. Add to Nieuport10.ini: [TextureSetXXX] Name=N10_PhR Nation=France Squadron= Specular=0.60000 Glossiness=0.600000 Reflection=0.600000 Eugene
  13. View File Default skin for SPAD-VII"s family Default skin for SDAD VII's family in-game integrated models. I tried to add some "photorealistic" textures for more impressive image of this aircraft. Add to SPAD7_150, SPAD7_180, SPAD7_LG : [TextureSetXXX] Name=French_PhR Nation=FRANCE Squadron=3ESC Specular=0.800000 Glossiness=0.800000 Reflection=0.500000 StartDefaultDate=1916 Eugene Submitter Eugene2 Submitted 06/06/2020 Category Spad Skins  
  14. Version 1.0.0

    53 downloads

    Default skin for SDAD VII's family in-game integrated models. I tried to add some "photorealistic" textures for more impressive image of this aircraft. Add to SPAD7_150, SPAD7_180, SPAD7_LG : [TextureSetXXX] Name=French_PhR Nation=FRANCE Squadron=3ESC Specular=0.800000 Glossiness=0.800000 Reflection=0.500000 StartDefaultDate=1916 Eugene
  15. Why there is no exhaust smoke in FE2 ? In FE1 exhaust smoke is visible.
  16. View File Skin for Halberstadt CL.II Skin for excellent Halberstadt CL.II by Stephen1918. I tried to add some "photorealistic" textures for more impressive image of this aircraft. Add to HalberstadtCL2.ini: [TextureSetXXX] Name=Early_PhR Nation=Germany Squadron= Specular=0.400000 Glossiness=0.400000 Reflection=0.400000 Eugene Submitter Eugene2 Submitted 04/22/2020 Category Other Central Powers Aircraft Skins  
  17. Version 1.0.0

    44 downloads

    Skin for excellent Halberstadt CL.II by Stephen1918. I tried to add some "photorealistic" textures for more impressive image of this aircraft. Add to HalberstadtCL2.ini: [TextureSetXXX] Name=Early_PhR Nation=Germany Squadron= Specular=0.400000 Glossiness=0.400000 Reflection=0.400000 Eugene
  18. Hello gents', Thought I'd post some speculations and observations on the FM aspects of some things in FE2 and SF2 that I've recently been tinkering with. This might be an interesting post for those who like to follow these technical threads. I was recently installing more aircraft into my small SF2 install - something I wanted to get to last year but had no time - and I decided to install a couple of the late prop aircraft too, particularly the SeaFury and F4U-5 variant of the Corsair. Overall pleased with the handling of the types, I tweaked a few things such as desensitizing the rudder on them, and also giving them slightly heavier aileron feel - since those late model prop aircraft were fairly heavy, about 4500 kg on average. Further testing involved flying and inspection of the [FlightControl] and [Engine] sections...couldn't get much beyond about 500 kph near sea level or at alt. in the types...so I commented out the MaxSpeedSL entry for the FlightControl, and tweaked prop speeds to close to historical, within the 2000 to 3000 rpm range, also pushed up the value for the SLPowerDry entry for the Engine, usually by a noticeable amount, and then tested further. Some of the things I've noticed, in terms of SF2 specifically (but this post is relevant to FE2 too): a) WEP power is not modelled realistically, since you can keep running it without engine damage b) WEP power doesn't give much of a boost, if at all (although I've only tinkered with the SeaFury and Corsair so far) c) a better way of simulating, however simplistic it is, the potential of WEP power, is to manipulate the AltitudeTableData numbers instead (for example, I plugged in values ranging from about 1.05 to 1.35 around the 6000 m alt. band, which should be where the Corsairs benefitted the most from max. throttle) d) after manipulation of the AltitudeTableData, it's best to get rid of the WEP entries entirely, and set up "throttle gradients" instead under the engine sections, such as: ThrottleRate=0.65 IdleThrottle=0.12 CruiseThrottle=0.45 MilThrottle=0.70 MaxThrottle=1.00 The numbers above I've plugged in, for example, for the Corsair. The space between Military throttle and Max throttle would be where "WEP power" would theoretically in this case be engaged, somewhere around the 0.85 mark for the band I've selected above. For this to work somewhat realistically, the player should restrict themselves to about 85% throttle max. except in extreme situations, depending of course on where military and max throttle are set. Also important for this to work is to make sure that the max SL speed under the FlightControl section is left uncapped (commented out) - otherwise artificial barriers are set up that cannot be bypassed by more than about 20-30 kph. Speed caps work beautifully in SF2 for the jet engines, but, at least from my experience, don't work that well with the late prop planes since you can then never hit top max. recorded historical speeds, not even at alt. - and not at SL either. Also noticeable in the example above is that I've increased the throttle rate from the default of about 0.25. Historically, late prop aircraft would have had better acceleration than early jet planes (not better top speeds, but faster acceleration to their own max speed). By the 1960s/70s, jet engines should surpass the props even in acceleration. I then re-tested by dumping the modified Corsair into my FE2 install. In SF2 it can get into the 760s kph, as historical, using the engine and throttle values I've included in my graded throttle settings above, while in FE2 the same tweaks push the top speed into the 880s kph - a difference of about 120 kph for top speeds, across FE2/SF2. This is why it's not a good idea simply to transfer data inis from one of the sims to the other. I'm assuming that the discrepancy in top speeds means that TK went with calculations to give less air resistance in FE2 (maybe FE as well?) - to fit better with the more fragile and maneuverable WWI aircraft types. One thing that remains constant between FE2 and SF2 is that, at least from my observations, the WEP modelling is not very realistic - there was no high alt. band where I could push the top speed beyond, for example, a reasonable top speed that may have been possible at near sea level (such as 500 or 600 kph). Some preliminary conclusions, to be tested further: a) speed caps at sea level should be kept in place in FE2, as done in the data inis in my FM packs, since they fit better with the lower top speeds of the early aircraft anyway, and mach limits should also be kept fairly low (I have them set at 120% of the "top speed" of the WW1 aircraft....this allows for realistic dive speeds that I haven't been able to push beyond about the 460 kph mark even on the late war types such as the SE5a) b) flying late WW2 and early Cold War prop aircraft in FE2 is not recommended, but FE2 may be good for "Golden Age" stuff, as Geezer speculated upon in another thread (can't remember the link for that now), in other words for aircraft that don't have a top speed higher than about 350 or 400 kph c) the difference between top speeds at alt and at sea level are modelled just fine for the jet engines in SF2, since caps on SL speeds, and Alt speeds, work fine for those (have seen this in some Flogger tweaks that I did for my mini-SF2 install); in other words, SF2 respects the wet/dry mach values and alt table entries beautifully for jet-age stuff d) I think that the MaxThrottle value in SF2, for the prop aircraft, could use some more tinkering/testing...I've set it at 1.00, but will try other values of 1.20, 1.50 etc., to see if this creates more realistic differences between regular power and WEP, or some kind of "accordion" effect e) as it stands, I'm enjoying the SeaFuries and Corsairs but only with SL speed uncapped and giving historical top speeds not at alt. but near sea level (this is a compromise of sorts since, at alt, they still make about 600 kph and sometimes a bit more - so I'm not terribly irritated by not attaining 740 kph at 7000 m alt or so, for example, in the SeaFury, as recorded for that plane) f) a couple of pics included below of the AI in SF2 now losing control of their F4U-5 Corsair during a scrap, and doing several back flips (too much throttle applied perhaps?); he then bails out of the otherwise undamaged plane; so, overall, I'm liking the realism of some of the haphazard maneuvers they now make, and also the increased speed at which these late prop fights now happen, even on the deck g) anything that I find of further use in the SF2 data inis, and if relevant to FE2, I will tinker with more to bring even more realism into FE2 (the lockout speed trick implemented for control surfaces in the alternative Morane-Saulnier type N data ini posted under the FM thread for FE2 is an example of things discovered while combing through the SF2 files) Happy flying, Von S
  19. Hello gents', A quick heads up for those running FE2 in WineSkin on a Mac - keep in mind that FE2 is a 32-bit program. MacOS 10.15 and later will not be supporting 32-bit programs anymore (only 64-bit). This of course is a problem considering that WineSkin (and other Wine programs for Macs) are currently 32-bit. While WineSkin may eventually go 64-bit (this is a slim possibility), there is no guarantee that 32-bit programs like FE/FE2 will be able to run in it even if it is 64-bit, considering that MacOS 10.15 and later are stripping out most if not all of the 32-bit code from their OS. This leaves Mac fliers of FE2 in a precarious position. Options are eventually to go over to Windows and drop fiddling with WineSkin, or to keep running your older Intel Macs (like my 2012 quad-core Mini), or grab another Mac and sort of future-proof yourself, with something like a Mac Pro or the newer Mac Mini (2018), providing you don't upgrade past MacOS 10.14 (last one to support 32-bit). SF2 by the way is 64-bit, and so is WOFFue - so those are good to go into the future of 64-bit OSes, on the Windows side. No guarantees that you will be able to fly WOFF/SF2 in future Mac OSes however because WineSkin may remain 32-bit only (no telling what's going to happen with Wine on a Mac at this point). Have been reading some forums that the Wine folks may move over to Linux entirely if the Mac world drops 32-bit...not good news for legacy simming/gaming. Anyway, I'll probably future-proof myself in some way with an extra Mac or two since I like running FE2 in WineSkin and there's no dropping FE2 once you get the modding bug. Happy flying, Von S UPDATE: The CodeWeaver folks working on CrossOver (a fork of Wine) may be developing a way for 32-bit code/libraries to be loaded into a 64-bit version of Wine - something that may eventually be ported to the general branch of Wine too - but again this is work in progress and no telling what will happen until the dust settles down over the next couple of years, in terms of 32-bit gaming on a Mac, in Wine. Linux has a 64-bit version of Wine that can load 32-bit code for older games, and it seems to have had this for several years already - but this is not relevant to gaming on a Mac. Will update this post further if any (good) news emerges.
  20. Hello gents', Any thoughts on starting up a DiD (dead is dead) series of single missions in FE2/FE? Should help to bring new life into our special sim. Rules don't have to be as strict as for the DiD campaigns running for WOFFue over on the SimHQ website, but a list of some sensible rules should help to get everyone started - and will be a good break from modding and skinning too. I'm including some preliminary rules below and will try to start up a series of (DiD) single missions soon, either on the eastern or western front (have spent two years already in the Palestine front and currently looking for a change). This may work in campaign mode too (such as for Ojcar's campaigns), but I've tried to develop the rules specifically around single, evolving missions, for variety and historical realism. If you choose to start up a DiD series of single missions, don't forget to post brief notes on your exploits and some good screenshots here on this thread - for immersion - posts can be brief or long, as per taste. RULES FOR DID STYLE SINGLE MISSIONS IN FE2 (probably works in FE/FEgold too) 1. make sure to begin with a new pilot if your current one is killed in action 2. missions must be flown from your base to the target and back again (no in-the-air or close-to-target beginnings); you may however skip/delete certain waypoints while en route if they are less important to getting to your target area 3. missions may be begun in scouts or two-seaters, whatever you prefer (no need to begin with a two-seater career) 4. if you are shot down and alive but "captured" behind enemy lines (such as sometimes happens after bailing out at low altitude), fast-forward six months for your next mission for the western front, and one full year for the eastern, Italian, and middle eastern fronts (we will assume you eventually escaped back to your side of the lines); these same rules apply if you manage to crash-land and survive on the wrong side of the lines (with wing missing, fuel leak, etc.) but have not bailed out 5. crashing into your wingmen or enemies will count as legitimate termination of your current pilot and will require that a new pilot be made 6. one out of every ten missions must be flown from start to finish in bad weather (inclement or snow, your preference depending on season, but avoid snow if flying in the middle eastern theater; I recommend the latest inclement/snow tweaks found in ver. 9.5 of my FM pack, for immersion) 7. use the following settings for "enemy air activity" in the FE2/FE menu, per theater and per period, for max. historical realism and to minimize extreme kill ratios: light - for the whole period in the middle eastern theater // for the whole period in the eastern theater // for the Italian theater to July of 1917 // for the western theater to October of 1916 // for the Italian theater from August to November of 1918 // for the western theater from August to November of 1918 moderate - for the Italian theater from August of 1917 to July of 1918 // for the western theater from November of 1916 to February of 1918 heavy - for the western theater from March to July of 1918 8. lighter "enemy air activity" than suggested per period and theater may be used, but not higher than suggested (no need to install my further congestion controls that are available in the Flight folder of ver. 9.5 of my FM updates pack unless you enjoy hard-core simming in WW1 with wide expanses of sky, with no aircraft for hours on end; I will work on those further to fine-tune them for a later FM update pack) 9. flight models should be flown at maximum realism (I strongly recommend my FMs for historical realism and consistency for a DiD series of missions but you can fly other ones too, as long as they are flown on "hard" settings) 10. no time compression 11. no autopilot (although the level flight command is acceptable for long flights) 12. make sure to have Cap'n. Vengeur's medals pack/ranking system installed since that pack gives awards more slowly and realistically 13. you may begin a DiD style single mission at any point in the war (for example, you may begin flying for the French in July of 1916, or as an American flyer in August of 1918, etc.) 14. if you are flying DiD style single missions, proceed chronologically from the date of your first single mission (for example, if your first single mission was in July of 1915, your next one should again be in July of 1915 or later, not earlier in the year) 15. fly a minimum of 2 and maximum of 5 missions per month in 1914 and 1915 (across all theaters), a minimum of 3 and maximum of 6 missions per month in 1916 (across all theaters), and a minimum of 4 and maximum of 8 missions per month in 1917 and 1918 (across all theaters) - this will produce realistic, historical attrition rates and also increasing risk of being shot down, captured, etc. (will also depend at what initial point in the war you begin your pilot's missions; for example, beginning in January of 1917 will put you in a situation where you will be flying a min. of 4 missions per month right away); if your mission is stamped with a date that is only a few days from the end of a month, start your next mission in the following month, overriding the rules set for min./max. flights per month - this will be the only exception to rule no. 15, for the sake of chronology 16. transfers from one theater to another are allowed if historically realistic and if made possible by Cap'n. Vengeur's medals pack (for example, flying for the French in 1916 but transferring in June of 1917 to fly for the French giving support to Italy, in the Italian theater, perhaps flying a Nieuport, etc.) 17. if transferring from one theater to another, skip one month of flying for realism 18. if you crash-land but survive on your side of the lines (for example, wing missing, engine shot up, fuel leak, etc.), skip one month of flying for realism (hospital) 19. any type of single mission may be flown, depending on the types available for the aircraft you are flying at the time, but one out of every ten missions minimum must include one of the following types of missions (these are usually the most rigorous): offensive patrol // balloon busting // (armed or unarmed) reconnaissance // army co-op; reconnaissance missions may sometimes be gruelingly long if they are the "long reconnaissance" type 20. settings in your huddata.ini file, in the Flight folder, should also be set realistically, as follows (notice the map and label settings giving limited info., and also notice that the target cone and other identification boxes for aircraft have been disabled; the waypoint boxes can be left on, and padlock view may be used): [HUDLabels] EnableLabels=TRUE LabelFriendlyAir=TRUE LabelFriendlyGround=FALSE LabelEnemyAir=TRUE LabelEnemyGround=FALSE [MapLabels] EnableLabels=TRUE LabelFriendlyAir=FALSE LabelFriendlyGround=TRUE LabelEnemyAir=FALSE LabelEnemyGround=FALSE [Map] MapDisplayLabels=FALSE [Display001] DisplayType=DIRECTOR ObjectType=TARGET_ENEMY //ConeSize=5 //BoxSize=5 //BoxType=TRIANGLE //BoxColor=0.0,1.0,1.0,0.75 //ConeModelName=redcone [Display002] DisplayType=DIRECTOR ObjectType=TARGET_FRIENDLY //ConeSize=5 //BoxSize=5 //BoxType=TRIANGLE //BoxColor=0.0,0.0,1.0,0.75 //ConeModelName=bluecone [Display003] DisplayType=DIRECTOR ObjectType=NEXT_WAYPOINT ConeSize=5 BoxSize=5 (pick size you want, I prefer smaller boxes) BoxType=SQUARE (use whatever shape you want, TRIANGLE or CIRCLE work too) BoxColor=1.0,1.0,0.0,0.75 (use whatever color you want for this) //ConeModelName=whitecone Happy flying DiD style, Von S
  21. Guess what
  22. Into battle in one of WW1's least successful fighters! Perhaps only the much-maligned Royal Aircraft Factory could have imagined that they could make a fighter out of the BE2, a low-powered and badly-armed reconnaisance machine renowned for its inherent stability...and as 'Fokker Fodder', vulnerable to the little Eindekkers, let alone later German fighters. In fact the Factory seems to have had no such illusions. The BE12 was designed originally for single seat longer-range reconnaisnce and light bombing. BE2s often left the observer behind when carrying bombs - and the pilot operated the camera on a recce - so a single-seater BE with a more powerful engine and more fuel doubtless seemed like the proverbial good idea at the time (mid-1915). The resultant BE12 had a more powerful engine but wasn't even intended to be armed, at first. By the time it was ready for service, though, the situation at the front had changed and - a forward-firing Vickers gun having been fitted in place of early efforts at synchronised and unsynchronised Lewis guns - the BE12 was pressed into service as a fighter, serving in the Royal Flying Corps with No.s 19 and 21 Squadrons on the Western Front from the summer of 1916. Within a few months their unsuitability as a fighter seems to have become obvious and they were back at their designed job as a (rather vulnerable) light bomber. Later, they moved onto rather less hazardous duties on Home Defence. So, why would I want to chance my virtual life in such a machine? Well, what better reason than the fact that a BE12 is one of a series of new planes released for First Eagles and FE2, by prolific modder Stephen1918 http://combatace.com/files/file/15121-raf-be12/? Not only that, but the later BE12a version is also available: http://combatace.com/files/file/15124-raf-be12a/ ; note the different wings with shorter span below, as also fitted to the BE2e: And having checked out the BE12 in First Eagles, I was minded to savour the same experience in Wings Over Flanders Fields, which has featured the BE12 from release. So that I could fly the BE12 in an FE2 campaign, after installing the aircraft, I hand-edited Ojcar's Armchair Aces Flanders month-by-month campaigns for the summer and autumn of 1916, substituting Stephen's BE12 for the previous mount of 19 Squadron, up to the time it moved onto SPAD VIIs. This is a simple Wordpad job, changing a single entry in two files for each campaign (FlandersFrontxx.ini and FlandersFrontxx_data.ini, starting at xx=12 and ending at xx=16). That done, I created a new pilot and off we went! My chosen campaign based us as Cappy, starting on 1 September 1916. Our first mission was to escort some 2 Squadron BE2s to Marcoing, just over the Lines near the big town of Cambrai. Our assigned altitude was a mere 1700 feet. I chose two pilots from the bottom of the squadron roster to accompany me. Before launching the mission itself, I had a good look at the map, which is a zoomed-out but exact replica of what you can see in the 3d world. But I forgot to apply my usual practice of moving the last waypoint further back from our objective area. This is a good idea because it gives you a longer run-in and thus more time to suss out the situation, ahead. The other thing I forgot to do had more serious consequences, later. Some modder-made FE planes have a very restricted horizontal field of vision for the virtual pilot from the cockpit, often giving you no view much aft of directlty sideways. Invariably, I hand-edit the relevant data file to increase this wherever I find it, so I can look over my shoulder and past my tailplane. A restricted rearward arc isn't too bad in most 2-seaters, where your observer, sitting right behind you, blocks your view in that direction. But in a fighter, it's potentially catastrophic. The padlock is also blocked, beyond this same arc. Unfortunately for me, the BE12 has one of these restricted arcs of rearward vision. But such things were far from my mind as I left Cappy behind, pleased with the superior pulling power of my 150hp motor - superior, that is, to the bog-standard BE2 - and levelled off with the throttle back while my two flight-mates caught up. So far, so good... ...to be continued!
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