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#4493059 - 10/15/19 09:29 PM Re: My testing of MODs for PE [Re: orbyxP]  
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Sector ZZ9 Plural Z Alpha
Using:

Nibbios Inflight Map
Reduced Gunner Accuracy
Random delayed Engine Start
Olham's Rivers
(300) BT & FPR Improvements by Panama Red (High Quality)
Facilities + Airfields mods +Verdun, Havrincourt etc (Consolidated Airfields mods)
Oldhat's balloon archie mod
40LM's Ground Season Textures
Arisfuser's loadscreens
JJJ's realistically populated airfields
OldHat's missions

All working fine with no issues, I tried vanilla for two missions and had problems with AI flight lead being retarded so that didn't last long (Nor did he), My new flight lead flew at a nice steady 80mph TAS until his engine conked. At first I thought "Oh no, here we go again..." but then I realised that he was going to make a forced landing! (Sorry Pol I just can't do vanilla. I like landing and seeing those dudes walking their dogs and reading maps while pointing gallantly at non existent things in the distance, and when will those 4 chaps ever manage to actually push that kite back into the hangar??? They've been at it for years now and not gained a single yard!)

The skies are bloody busy in PE, I got bombed by Caudrons on takeoff, met all sorts of kites going every which way over the Battle of the Somme, shot down an FE-2b and then some other cheeky Caudron got chased off by my escorting Eindeckers when I was on the ground. On top of that a whole lot of lunatics were blowing things up down in the mud non stop. I don't see what they get out of it, nlown up mud is just blown up mud, no matter how much more blown up you add to it. Take the day off I say and work on your elbow bending exercises at the bar.

Interestingly I had to turn down settings to get a smooth 60 FPS in vanilla due to stuttering and 10-20 FPS lost (This was over Alsace, APR 1916) but with the BT mod enabled I could crank everything back up again (Over Flanders JUN 1916 during a very busy battle with 3X the aircraft at least)


Let's pretend I got the BWOC badge to embed here.

Wenn ihr sieg im deine Kampf selbst gegen, wirst stark wie Stahl sein.
"The best techniques are passed on by the survivors." - Gaiden Shinji
#4493076 - 10/15/19 11:17 PM Re: My testing of MODs for PE [Re: JJJ65]  
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orbyxP Offline
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Washington State
Originally Posted by JJJ65
For testing purposes I have deleted "off_6pdr_gun.bdp" and "off_18pdr_gun.bdp" files. Both files were recreated upon running WOFF UE - cfs3.


I changed the files in the scenery folder where the difficulty is set and not the ones in the other location.... .





Attached Files bdperror.jpg
#4493092 - 10/16/19 12:25 AM Re: My testing of MODs for PE [Re: Ace_Pilto]  
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Niagara Falls, NY
Originally Posted by Ace_Pilto
and when will those 4 chaps ever manage to actually push that kite back into the hangar??? They've been at it for years now and not gained a single yard!


I'm glad I'm not the only one thinking this. Either the physical fitness standards dropped to help the war effort, or there is some extra armor hidden somewhere on that kite


I got fired as the door man at a sperm bank.
Apparently it's in poor taste to tell leaving customers "Thanks for coming."

Former U.S. Army Medic - SGT.
#4493094 - 10/16/19 12:30 AM Re: My testing of MODs for PE [Re: orbyxP]  
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Ace_Pilto Offline
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I think they're ex public servants. If they push it all the way in they won't get next year's plane pushing budget.


Let's pretend I got the BWOC badge to embed here.

Wenn ihr sieg im deine Kampf selbst gegen, wirst stark wie Stahl sein.
"The best techniques are passed on by the survivors." - Gaiden Shinji
#4493105 - 10/16/19 03:33 AM Re: My testing of MODs for PE [Re: orbyxP]  
Joined: Oct 2019
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orbyxP Offline
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Washington State
You're men don't walk?

I just discovered this video and I'll try to figure out how he did it.

https://youtu.be/CmyinlvQCbA

#4493108 - 10/16/19 05:40 AM Re: My testing of MODs for PE [Re: orbyxP]  
Joined: Jul 2010
Posts: 2,079
JJJ65 Online cool
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Czech Rep.
Originally Posted by orbyxP
Originally Posted by JJJ65
For testing purposes I have deleted "off_6pdr_gun.bdp" and "off_18pdr_gun.bdp" files. Both files were recreated upon running WOFF UE - cfs3.


I changed the files in the scenery folder where the difficulty is set and not the ones in the other location.... .


All clear now. You have deleted files included in WOFF Scenery. These files are not being recreated,. They are just copied to main WOFF direcotory during each WOFF start (depending on difficulty settings).
To (re)create files for individual weapons, objects, etc. you must first copy their related xdp files into WOFF main directory, start WOFF and then copy xdp and bdp files back to WOFF Scenery.

#4493124 - 10/16/19 09:25 AM Re: My testing of MODs for PE [Re: orbyxP]  
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orbyxP Offline
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Washington State
Thanks for the tip. You are a wizard.

I changed the original post on the first page for easier reading.

#4493127 - 10/16/19 09:35 AM Re: My testing of MODs for PE [Re: orbyxP]  
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Originally Posted by orbyxP
You're men don't walk?

I just discovered this video and I'll try to figure out how he did it.

https://youtu.be/CmyinlvQCbA


I'd guess that he's a truck. The pathing has been hijacked, the model changed and crudely added to barrel pushing guy (as well as the sound)


Let's pretend I got the BWOC badge to embed here.

Wenn ihr sieg im deine Kampf selbst gegen, wirst stark wie Stahl sein.
"The best techniques are passed on by the survivors." - Gaiden Shinji
#4493153 - 10/16/19 01:07 PM Re: My testing of MODs for PE [Re: JJJ65]  
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orbyxP Offline
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Washington State
Quote

To (re)create files for individual weapons, objects, etc. you must first copy their related xdp files into WOFF main directory, start WOFF and then copy xdp and bdp files back to WOFF Scenery.


The problem I found is that the file names are not the same between both guns directories. Even if were to change to name of the file to match the one in the scenery directory so that the bdp can update, I don't think that would work. Also, I think the scenery files causes updates to more than one file because there are different types of guns and flak. Seems to be a tricky situation here.

#4493154 - 10/16/19 01:08 PM Re: My testing of MODs for PE [Re: Ace_Pilto]  
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orbyxP Offline
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Washington State
Originally Posted by Ace_Pilto

I'd guess that he's a truck. The pathing has been hijacked, the model changed and crudely added to barrel pushing guy (as well as the sound)


Thanks for the tip. I found the trick. Now I need to decide if it's worth the effort or not.

#4493155 - 10/16/19 01:10 PM Re: My testing of MODs for PE [Re: orbyxP]  
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It could be, needs some finesse though. Godspeed my dude.

Last edited by Ace_Pilto; 10/16/19 01:10 PM.

Let's pretend I got the BWOC badge to embed here.

Wenn ihr sieg im deine Kampf selbst gegen, wirst stark wie Stahl sein.
"The best techniques are passed on by the survivors." - Gaiden Shinji
#4493157 - 10/16/19 01:22 PM Re: My testing of MODs for PE [Re: Ace_Pilto]  
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Creaghorn Offline
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N�rnberg Frankonia
Originally Posted by Ace_Pilto
Using:

Nibbios Inflight Map
Reduced Gunner Accuracy
Random delayed Engine Start
Olham's Rivers
(300) BT & FPR Improvements by Panama Red (High Quality)
Facilities + Airfields mods +Verdun, Havrincourt etc (Consolidated Airfields mods)
Oldhat's balloon archie mod
40LM's Ground Season Textures
Arisfuser's loadscreens
JJJ's realistically populated airfields
OldHat's missions

All working fine with no issues, I tried vanilla for two missions and had problems with AI flight lead being retarded so that didn't last long (Nor did he), My new flight lead flew at a nice steady 80mph TAS until his engine conked. At first I thought "Oh no, here we go again..." but then I realised that he was going to make a forced landing! (Sorry Pol I just can't do vanilla. I like landing and seeing those dudes walking their dogs and reading maps while pointing gallantly at non existent things in the distance, and when will those 4 chaps ever manage to actually push that kite back into the hangar??? They've been at it for years now and not gained a single yard!)

The skies are bloody busy in PE, I got bombed by Caudrons on takeoff, met all sorts of kites going every which way over the Battle of the Somme, shot down an FE-2b and then some other cheeky Caudron got chased off by my escorting Eindeckers when I was on the ground. On top of that a whole lot of lunatics were blowing things up down in the mud non stop. I don't see what they get out of it, nlown up mud is just blown up mud, no matter how much more blown up you add to it. Take the day off I say and work on your elbow bending exercises at the bar.

Interestingly I had to turn down settings to get a smooth 60 FPS in vanilla due to stuttering and 10-20 FPS lost (This was over Alsace, APR 1916) but with the BT mod enabled I could crank everything back up again (Over Flanders JUN 1916 during a very busy battle with 3X the aircraft at least)


The ground textures in PE are new. Maybe worth checking vanilla version first? :-)

#4493159 - 10/16/19 01:31 PM Re: My testing of MODs for PE [Re: orbyxP]  
Joined: Oct 2011
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I have but only in Alsace. The texture blending in the mod version seems much more immersive to me.


Let's pretend I got the BWOC badge to embed here.

Wenn ihr sieg im deine Kampf selbst gegen, wirst stark wie Stahl sein.
"The best techniques are passed on by the survivors." - Gaiden Shinji
#4493668 - 10/19/19 06:51 PM Re: My testing of MODs for PE [Re: orbyxP]  
Joined: Oct 2019
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orbyxP Offline
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Posts: 398
Washington State
Mod testing has been updated to include weather, river, and texture mods.

EDIT: Thanks VonS!

Last edited by orbyxP; 10/19/19 07:42 PM.
#4493678 - 10/19/19 07:38 PM Re: My testing of MODs for PE [Re: orbyxP]  
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Posts: 936
VonS Offline
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Posts: 936
Originally Posted by orbyxP
updated to include weather, rivers, texture MODs.


Mod testing has been updated to include weather, river, and texture mods? Or such mods are already included by default in ver. 5.02 of PE? (Sorry for my confusion, somewhat busy today tweaking the FM for Geezer's Gladiator Mk.I over on the CombatAce site, so that I can plug it into my SF2 install.)

Speaking of FMs and tweaks, has any progress been made on the Longhorn and Morane-Saulnier Type N tweaks to those models imported from FE2 into WOFF? If necessary I'd be happy to check over the xfm files for those (so that we can bring the FMs up to historical specs...I recommend using the stock Fokk. E.II xfm file as a basis for the M-S Type N, and then to proceed...the E.II, like the E.I, had a slightly shorter wingspan than the E.III and was more difficult to handle, much like the M-S Type N, although for some odd reason the Russ. Imperial Air Service enjoyed their Type N, and also the Type I that was even more slippery than the Type N).

Happy flying,
Von S smile2

Last edited by VonS; 10/19/19 07:41 PM. Reason: Fixed typos.

~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
#4493752 - 10/20/19 12:18 PM Re: My testing of MODs for PE [Re: orbyxP]  
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High over the Front
Happy to see Olhams River mod is still good but what is the problem with Aris Historical Aces Mod 1.3?
What did PE update in the Ace files? And if any mod is indispensable it’s that one.

#4493767 - 10/20/19 01:18 PM Re: My testing of MODs for PE [Re: orbyxP]  
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orbyxP Offline
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I'm not at my PC. But in summary, PE added new Aces and changed a few dates including dates of death. All new Ace content gets overwritten when you activate Aris MOD.

#4493778 - 10/20/19 02:01 PM Re: My testing of MODs for PE [Re: orbyxP]  
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Ach. I wasn’t aware the original (PE) Ace files had been changed all that much.
Took a quick look and saw the total number of aces had changed but really didn’t give it a second thought assuming the “meat and potatoes” were still intact.

I’ll take a closer look to see what I am giving up. I believe (by memory) to adapt Aris’s mod to a new Aces.txt would be pretty simple - just inserting a line of text indicating there is a “bio” attached to the name. The issue is the sheer number of additions that would have to be made. My head hurts just thinking about trying to keep track of it.
Ultimately the new PE files would have to be a spectacular addition (or game breaking in absence) for me to give up on Aris’s mod.

#4493800 - 10/20/19 06:13 PM Re: My testing of MODs for PE [Re: orbyxP]  
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Okay took a quick glance at the Aces.txt for all 4 nations between PE stock and the Aris mod. This was by eye. What was the name of that program I used to have that would compare two text files and highlight the differences? Hmmmm
Anyway...
Germans had 6 or 7 added down at the bottom of their list. Research popped up some additional low scoring aces I’m guessing.
Americans and British stand pat with total numbers. What (probably minor?) text corrections were made, if any, I don’t know till I remember the name of that text comparison program.
French had about 60 names added to the Ace list. Wish I had the time too but I don’t fly French which is a shame.

Normally being WOFF OCD I would tackle the (simple) job of adapting Aris’s mod to the new Aces.txt but, as mentioned above, there are over 2200 files. The huge number of fixes, albeit simple, make it a daunting task. God bless Aris for tackling this in the first place.

Not all are new bios or victory lists for already existing (but undocumented) Aces. Some are, frankly, better Pilot photos and more informational bios on some existing documented aces.
For me Aris’s mod is too cool to not use for a currently nebulous gain. Thanks for this thread though as I will compare old and new at a future date.

#4493808 - 10/20/19 06:40 PM Re: My testing of MODs for PE [Re: orbyxP]  
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Notepad++ with a Compare plugin would probably do.

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