#959128 - 02/28/03 02:20 PM
Working on a tweak/balancing mod - anyone interested?
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Joined: Jun 2001
Posts: 329
Drawde
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Member
Joined: Jun 2001
Posts: 329
Cookham,Berkshire,UK
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Seems a bit quiet around here now, anyone still playing CFS3? I'm working on a general "tweak" mod which makes various changes to the campaign, aircraft and ground vehicles, both for accuracy and balance. Is anyone interested in it? If so I'll release a beta version as soon as I can for people to try out.
These are the current features, I'll probably add more before I release it.
-Mosquito FB.VI and XVIII are now classed as fighter-bombers and are available in the RAF fighter campaign
-Corrected ammo loadout for Spitfire V and IXc, Bf109E-4 and G-10, Fw190A-5,A-8 and D-9, P-40F, P-51B and D, B-25 and B26 gun turrets
-Guns on the Bf109E-4 are now the correct way round (MGs in the cowling, cannons in the wings). The MGs are also the 7.92mm MG17 rather than the 13mm MG131 (but have the correct loadout of 1000rpg rather than 300)
-20mm cannons now use their own sound, rather than the 30mm one
-Reduced the chance of control surfaces, engines and oil reservoirs being hit when damaged (all aircraft)
-Added minimum firing angle to heavy flak guns (can't fire at you when you're very low down)
-Adjusted "entered service" dates for ground vehicles to roughly match real-life ones (no King Tigers or Pershings in 1943)
-Ditto for third-party aircraft (so you don't encounter Fw190D-9s and P-72 Superbolts early in the war, and the Bf109E and P-40 don't appear later on)
-Modified ship groups so they don't consist solely of coasters, destroyers and cruisers. The possible groups are: - patrol boats - U-boats - destroyers and cruiser - destroyer and coasters - destroyer and patrol boats - patrol boats and coasters
-Reduced the number of AA guns at factories, airbases etc., and added a few vehicles and light AA to ammo dumps, artillery positions etc.
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#959130 - 02/28/03 06:57 PM
Re: Working on a tweak/balancing mod - anyone interested?
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Joined: Feb 2003
Posts: 941
Steven190
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Joined: Feb 2003
Posts: 941
Omaha
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I would be interested in any upgrade to CFS3. You may include me. All I need is my joystick fixed too. But will use your upgrade in the mean time.
AMD Phonom 2 X4 965, Asus M4N96 EVO mobo, Windows 7 64 bit OS 8g Corsair MSX2 DHX c7 RaptorX 300 gig w/500 gig backup drive 2) GTX 480 Hydro copper,Koolance water system Dell 2405 FP monitor Creative X-Fi Exteme Track4Pro/ Vector 6DOF Bu0836 controller/ Simped pedals
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#959131 - 02/28/03 08:38 PM
Re: Working on a tweak/balancing mod - anyone interested?
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Joined: Jun 2001
Posts: 329
Drawde
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Member
Joined: Jun 2001
Posts: 329
Cookham,Berkshire,UK
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What are the changes in the mod you're working on, Nimits?
Most of the changes in mine are to increase realism/accuracy (ammo loads, service entry dates), however some (such as the changes to flak gun numbers and fleet composition) I've no idea what the normal number of flak guns and vehicles used to defend a factory or airbase was, or what the exact composition of German or Allied fleets or convoys was. The reduction in flak gun numbers is simply to try and offset the extreme lethality and accuracy of the flak in CFS3. I know that the 88mm flak guns, particularly, were very deadly, but the problem with the CFS3 flak is that it seems to hit you nearly every time and usually knocks out your engine or fuel line and/or wrecks your control surfaces. Even 20mm and 40mm flak seems to do this. I also reduced the chance of plane engines and control surfaces taking damage, to reduce this effect. Again, no idea how accurate this is since I don't have enough data
About the Mosquito - were the fighter-bomber versions of it normally flown by fighter squadrons, or bomber ones? I assumed they were flown by fighter squadrons.
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#959135 - 03/01/03 02:40 PM
Re: Working on a tweak/balancing mod - anyone interested?
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Joined: Dec 2000
Posts: 13,225
No105_Archie
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Veteran
Joined: Dec 2000
Posts: 13,225
N. Atlantic east of Canada
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I would love to see a mod that takes care of all that stuff. I am a "techno dunce" and cant't help much other than to say whether things work or not. I came from EAW. That game has been blessed with all sorts of great utilities that move around flight models etc with a the click of a mouse. So this sound like a GREAT idea to me. BTW Mosquitoes were assigned to Bomber Command but those with guns are quite correctly classed as fighter/bombers....check out these links http://214th.com/ww2/england/mosquito/index.htm http://www.rafcommands.currantbun.com/home.html
Archie Smythe
carpe diem
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#959136 - 03/01/03 05:52 PM
Re: Working on a tweak/balancing mod - anyone interested?
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Joined: Mar 2001
Posts: 9,163
Murphy
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Joined: Mar 2001
Posts: 9,163
Northern Michigan, USA
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Drawde - I am very interested. I'm retired, so in winter (Michigan), I have lots of time to play. I see really great things in this game. And some really sad things. The FM is very questionable. I can't get the 1% planes into any other campaign but fortress europea 3, the one made for it. So this pretty much spoils the dogfighting. The rest is fixable IMO, stutter is minimal on my system. It taxes my system, Dell MoBo A103, PIV 1800, 512RDRAM, G3 Ti200 (clocked to 400/260), Turtle Beach Sound Card. I get about 25 to 35 fps average. Down to 10 to 15 with dogfighting, snow/rain, and black clouds. Terrain and Clouds on 2, all else on 4. I've adjusted my German flak also, very playable now. Yours sounds much more accurate, I just turned down mine at random, in a heated frinzie' . Let me know or post a beta, I can give you my E-Mail if you need. With all it's faults, I just can't stop playing this campaign. There is so much to this game I can't even begin to point out the good points, there really are so many. It is a shame M$ rushed this out the door. Pizzes me off, it's like it was made just for me, all the things I would want in a game, IF I could have thought of them, then the FM and FPS bugs stare you in the face. Some great ideas here. I'll be playing this for quite some time.
"Murphy's Law"
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#959140 - 03/02/03 12:33 AM
Re: Working on a tweak/balancing mod - anyone interested?
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Joined: Mar 2001
Posts: 9,163
Murphy
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Posts: 9,163
Northern Michigan, USA
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Ahhhhhhhhh :rolleyes: Simply rename the files in the xml.I tried copying 'some' of the files from the 1% plane into the Aircraft files and changing the name....that didn't work. Never thought to change the xml. I would get a msg the aircraft didn't load and I couldn't use it. Got to try this tonight, thanks for the info.... ----------------------- Yep, I started on EAW too (Combatsim.com). I recognized the names here....thanks 'again' guys, 7 years later... .
"Murphy's Law"
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#959142 - 03/02/03 09:10 PM
Re: Working on a tweak/balancing mod - anyone interested?
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Joined: Oct 2002
Posts: 440
Private_Ryan
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Joined: Oct 2002
Posts: 440
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Sounds like a good idea! I am also very interested in your ideas. The Flak "fix" works very well and should be incorporated imo. Why don't you two, Nimits and Drawde, work together on this? Just like Nanni and Ghostpony? You could have one package out! Incorporating all the stuff you both are working on! CFS3.2 !
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#959144 - 03/03/03 08:35 PM
Re: Working on a tweak/balancing mod - anyone interested?
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Joined: Jun 2001
Posts: 329
Drawde
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Member
Joined: Jun 2001
Posts: 329
Cookham,Berkshire,UK
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I'll post a beta version in a few days so people can try it out and report bugs, suggest changes etc. If you want, Nimits, you can have a look at it and see if there are any features you want to include in your mod, or decide whether it's feasible to combine them. I've more or less got all the basic modifications done, I just need to test everything to make sure it works. I've also managed to integrate the 1% FMs with the default aircraft, and have created a backup file with the original .xdp/.cfg files which I'll include with the mod so you can restore the old FMs if necessary. I'll also eventually include a campaign file, based on Leonard Hjalmarson's Europa II, that has all the current WW2-era third-party aircraft available.
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#959146 - 03/04/03 09:45 AM
Re: Working on a tweak/balancing mod - anyone interested?
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Joined: Jun 2001
Posts: 329
Drawde
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Member
Joined: Jun 2001
Posts: 329
Cookham,Berkshire,UK
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I modified the Bf109E so it won't appear after around late 1941 (it was getting rather silly to be intercepted by squadrons of it on every other mission in 1944). (Although if I wasn't using Leonard's modified campaign, I probably wouldn't be intercepted by ANYTHING..) Regarding the campaign, I'd really like to reduce the importance/number of anti-shipping missions (particularly for the Allies) and decrease the chance of an early-war invasion of Europe (frequently when flying for the Allies, the invasion will start after I've only completed a few missions), but I'm not sure how to do this. There are also a couple of aircraft damage models that seem slightly odd; for example, the Ju88 always seems to explode when damaged enough, regardless of where you hit it. The effectiveness of .303 MGs versus unarmoured targets - trucks, cars, tents, crates etc - could also do with being increased, but again I'm not certain how to do this.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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