#4265910 - 06/01/16 08:31 AM
Re: The Western Front- new contributions
[Re: MrJelly]
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Joined: Apr 2013
Posts: 2
lauvo
Junior Member
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Junior Member
Joined: Apr 2013
Posts: 2
limousis (carcassonne)
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http://combatace.com/files/file/16187-140trial-planes-skin/WW1 Western Front 16 different planes for Albatros CIII ,Albatros DII ,Albatros DVa Albatross DIV Fokker DrI - 1 ,Gotha GV ,Handley Page 0_400 ,Pfalz DIII ,Spad VII ,Spad VII-1 Spad XIII ,Spad XIII-1 ,Spad XVI ,Salmson 2A_2 12 different planes for Aviatik CI ,Fokker DVII ,Halberstadt CLII (2) Morane Saulnier N ,Nieuport 11_17 ,Nieuport 12_2 Nieuport 17_24 ,Nieuport 24 ,Nieuport 28 ,Oeffag DIII RAF SE5A ,Sopwith Camel ,TWFSopwith Camel F1 A big thank you to TONY for this mod TWF hoping the new campaign for this mod Un grand merci à TONY pour ce mod TWF en esperant des nouvelles campagne pour ce mod bon jeux ... lauvo
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#4266018 - 06/01/16 03:41 PM
Re: The Western Front- new contributions
[Re: MrJelly]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
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A nobody
Veteran
Joined: Jun 2001
Posts: 13,341
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I think it's great, we have some new blood involved in the WWI project, and he should be helped.
You have made your feelings clear Ray, but you could help lauvo understand how to mod the FM's, and let him experiment.
I seem to remember spending time with you, getting you going on 3dz's, and we should all help pass on what we know, to all Newbie Modders.
I owe my debt of gratitude to Woolfman, Moggy, Sydbod, Mr Jelly & Gurney, who took the time to help me learn.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4266094 - 06/01/16 09:29 PM
Re: The Western Front- new contributions
[Re: MrJelly]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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Gee, thanks for the lecture.
Unfortunately you're much too late as the record speaks for itself. I've cheerfully helped a lot of people over the past 16 years, everything from 3dz issues, to weapon functions, to scenario production, to a myriad of other EAW related subjects.
As for the biplanes, I built a bunch of R/S compliant models partly to showcase an acceptable method of correcting all the problems.
I also fashioned flight models to go with them, though the jury is still out on those while we await the online crowds' evaluation.
If someone wants advice or help all they have to do is ask.
Heck, even paranoids have enemies.
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#4266100 - 06/01/16 10:06 PM
Re: The Western Front- new contributions
[Re: MrJelly]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
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A nobody
Veteran
Joined: Jun 2001
Posts: 13,341
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Great. Ask away lauvo. You have two helpers standing by!
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4266183 - 06/02/16 09:19 AM
Re: The Western Front- new contributions
[Re: MrJelly]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
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A nobody
Veteran
Joined: Jun 2001
Posts: 13,341
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Hi Allen.
The problem with the FM's is the data you have to work with does not relate well to the real world. Setting the maximum rate of climb, requires lots of data, which effect other areas of the FM, like speed and altitude for just 2. There are lots of real life performance data for WWI and WWII aircraft, but converting this information into something usable in EAW is a case of pot luck. Hell, even getting the weapon drop points, and gun flashes to line up is difficult, so what sort of FM a newbie can produce? Your lucky, a Tank goes pretty much at a steady pace!
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4266186 - 06/02/16 10:04 AM
Re: The Western Front- new contributions
[Re: MrJelly]
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Joined: Aug 2007
Posts: 1,261
AngleOff
Member
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Member
Joined: Aug 2007
Posts: 1,261
PA., USA
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Unfortunately, I did not have the patience nor the math skills to make a correct FM. Ralf tried his best to help me and gave me as much information as he could, but.......
Like Col. said, one setting affected another, and some of the changes did not equally effect the AI. You have to make small incremental changes, save the file and put it in the game, go into the game and 'try' to see what it did, then go out of the game and adjust again. Very, very time consuming.
And there are still lines in the FM file that no one knows exactly what they do. I also dont think anyone was ever able to contact the maker of the EAW FM system to find out exactly.
It would be sweet if we had an editor where you just plugged in the plane type and it spit out an FM for you...lol! But the sim came ready-made for WWII planes. And through the hard work of many others, we have been able to tweak many things....but unfortunately, in my opinion, the tweaking of an FM is the most complicated. AO
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#4266190 - 06/02/16 10:43 AM
Re: The Western Front- new contributions
[Re: MrJelly]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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Let's take a look at the FM's from the WWII biplane pack I built for the Mediterranean before deciding how far we have to deconstruct the flight data. Some of those planes aren't much different than their WWI brethren.
If the group is satisfied with their performance you'll have a decent foundation for further development.
What I've found is that while we don't know what all the data does, we know enough to alter the flight models to represent a different plane.
By adjusting the weight, drag, HP, fuel weight, max altitude, best altitude, rudder rate, roll rate, elevator rate, landing gear height, gun flash positions, weapons drop point and maybe a couple of others that don't come to mind, it's fairly easy to make a new flight model.
One example to illustrate my point.
There is a Zero included in ECA but after flying it in SPAW I felt it wasn't representative of a real Zero and my editing attempts were less than satisfying.
So I used the FW190A from the default plane set and edited it. I won't go into all the things I changed but in the end I had a darn good Zero. In fact, I've never heard a single complaint about the SPAW Zero, or any other SPAW plane for that matter.
I guess what I'm saying is don't get lost in the weeds by obsessing over some of the more esoteric data points. If it flies like a duck, it's a duck, even if the DNA says it's a chicken.
Heck, even paranoids have enemies.
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#4266509 - 06/03/16 04:46 AM
Re: The Western Front- new contributions
[Re: MrJelly]
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Joined: Jan 2006
Posts: 1,506
Brit44 'Aldo'
Every Human is Unique
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Every Human is Unique
Member
Joined: Jan 2006
Posts: 1,506
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The problem with the FM's is the data you have to work with does not relate well to the real world.
Like Col. said, one setting affected another, and some of the changes did not equally effect the AI.
And there are still lines in the FM file that no one knows exactly what they do. What I was trying to say is that VS6, in debug mode, is powerful enough to let you search each string of the web. There were 2 reasons I could not build the code for line by line debug. #1 I do not have multiple monitors to release DX control back to VS6. #2 flags have to be set to force the simulation to run in windowed mode and my short attempts caused CTD. Let's take a look at the FM's from the WWII biplane pack I built for the Mediterranean before deciding how far we have to deconstruct the flight data. Some of those planes aren't much different than their WWI brethren. I agree with Ray.
TPA who TWI "The 10th Amendment simply says that any powers that aren’t mentioned in the Constitution as belonging to the government belong to the states themselves."
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#4266531 - 06/03/16 08:53 AM
Re: The Western Front- new contributions
[Re: Brit44 'Aldo']
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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What I was trying to say is that VS6, in debug mode, is powerful enough to let you search each string of the web. There were 2 reasons I could not build the code for line by line debug. #1 I do not have multiple monitors to release DX control back to VS6. #2 flags have to be set to force the simulation to run in windowed mode and my short attempts caused CTD.
Heading for the weeds at the edge of the runway. Course correction successful.
Heck, even paranoids have enemies.
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#4271186 - 06/17/16 10:10 PM
Re: The Western Front- new contributions
[Re: MrJelly]
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Joined: Apr 2013
Posts: 2
lauvo
Junior Member
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Junior Member
Joined: Apr 2013
Posts: 2
limousis (carcassonne)
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http://combatace.com/files/file/16187-140trial-planes-skin/140Trial2016 plane.v.1 use dir set "WW1 Western Front (reduced tilemap)" https://www.facebook...uropeanairwars/ 16 different planes for Albatros CIII Albatros DII Albatros DVa Albatross DIV Fokker DrI - 16 planes Gotha GV Handley Page 0_400 Pfalz DIII Spad VII Spad VII-1 Spad XIII Spad XIII-1 Spad XVI Salmson 2A_2 12 different planes for Aviatik CI Fokker DVII Halberstadt CLII (2) Morane Saulnier N Nieuport 11_17 Nieuport 12_2 Nieuport 17_24 Nieuport 24 Nieuport 28 Oeffag DIII RAF SE5A Sopwith Camel TWFSopwith Camel F1 1 plane for Zeppelin A big thank you to TONY for this mod TWF hoping the new campaign for this mod Un grand merci à TONY pour ce mod TWF en esperant des nouvelles campagne pour ce mod bon jeux ... lauvo
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#4271267 - 06/18/16 05:14 AM
Re: The Western Front- new contributions
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Veteran
Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
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Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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