Add On Whats Up?
#2
Posted 15 October 2007 - 02:35 PM
Variation on a Chinese Proverb:
If a man gives you a fish you eat for a day. If you learn to fish you can feed yourself for a lifetime.
#4
Posted 20 October 2007 - 12:07 AM
#5
Posted 20 October 2007 - 04:23 AM
#7
Posted 20 October 2007 - 05:16 AM
I'm sure im gonna buy it eventually, but im gonna wait for WOI to be released and then decide which i want to buy first.
I Hope theres more then just a few planes, 30 bucks is kinda expensive if not.
Anyone tried it yet?
Anyone going to post Reviews or Screenshots?
#10
Posted 20 October 2007 - 07:47 AM
Generally very good, worth buying. And lots of changes, obvious very quickly to me at least.
The planes looks fantastic. The cockpits are superb. The skins are far better than the original release. Terrain, or new terrain is good. Looks like seasonal weather is now a feature.
There are several variations of some planes - spadVII (150Hp and 180hp), camel (110Hp, 130Hp, 150Hp), so more than you initially expect. About 4 Albs - 2 AlbD3s and 2 AlbD5s. Don't feel shortchanged this time on the number.
Some changes:
Engine starts!!!
Blipping (no gyro effects yet, not even new rotary sound effects - actually the engine sound is the standard proploop one! But new smoke effect for rotary engines.
new smoke damage effects.
Damage modelling seems less extereme, ie, gun effectiveness reduced I think.
Stress modelling is there - I lost a wing coming up from a dive and was destroyed!
The planes i flew were very well done, among best of any WW1 planes in any game if not the best - TK is a master of this, no doubt.
Stalls speeds are more like originally in Hard Mode - around 50 or mph. Have to say it is hard getting used to this again!!! But i like it.
AI is better. More capable, and more imprtantly, interesting too. Not as good as mine, but that can be easily rectified :smile:
Takeoff can be frigthening, after the very subdued way it was before, at least for the planes I flew.
Spins are there !!!! And they are recoverable. The way the stall/spin stuff is done in the data.ini has become far more complex and involved. Its evident TK spent some time on this.
Actually the data.ini is more complex overall! Glad I started when it was simpler.
Overall very good - my one and only disappointment is about gyro effects, but really everything else is there - higher stalls, spins, better ai, stress damaging, engine starts etc. And I'm sure I have only touched the surface.
This post has been edited by peter01: 20 October 2007 - 07:49 AM
#12
Posted 20 October 2007 - 09:11 AM
gambit168, on Oct 20 2007, 03:26 AM, said:
new terrains n ground objects?
I will loose y internet in a few days , as im moving dont know when i will be back online :angry:
not sure where i will be living !!!
uk or spain
good luck with your move.I hope your up and skinning in no time.
This seems very true these days
#13
Posted 20 October 2007 - 09:30 AM
peter01, on Oct 20 2007, 08:47 AM, said:
Generally very good, worth buying. And lots of changes, obvious very quickly to me at least.
The planes looks fantastic. The cockpits are superb. The skins are far better than the original release. Terrain, or new terrain is good. Looks like seasonal weather is now a feature.
There are several variations of some planes - spadVII (150Hp and 180hp), camel (110Hp, 130Hp, 150Hp), so more than you initially expect. About 4 Albs - 2 AlbD3s and 2 AlbD5s. Don't feel shortchanged this time on the number.
Some changes:
Engine starts!!!
Blipping (no gyro effects yet, not even new rotary sound effects - actually the engine sound is the standard proploop one! But new smoke effect for rotary engines.
new smoke damage effects.
Damage modelling seems less extereme, ie, gun effectiveness reduced I think.
Stress modelling is there - I lost a wing coming up from a dive and was destroyed!
The planes i flew were very well done, among best of any WW1 planes in any game if not the best - TK is a master of this, no doubt.
Stalls speeds are more like originally in Hard Mode - around 50 or mph. Have to say it is hard getting used to this again!!! But i like it.
AI is better. More capable, and more imprtantly, interesting too. Not as good as mine, but that can be easily rectified :smile:
Takeoff can be frigthening, after the very subdued way it was before, at least for the planes I flew.
Spins are there !!!! And they are recoverable. The way the stall/spin stuff is done in the data.ini has become far more complex and involved. Its evident TK spent some time on this.
Actually the data.ini is more complex overall! Glad I started when it was simpler.
Overall very good - my one and only disappointment is about gyro effects, but really everything else is there - higher stalls, spins, better ai, stress damaging, engine starts etc. And I'm sure I have only touched the surface.
Peter,
Thanks for the info! Sounds like a lot of the 'under the hood' stuff has been improved.
FastCargo
"Quit yer whining, you got it for free!"
"...the diaper came in handy about the time I hit 18 'G's" -The Tick
#17
Posted 20 October 2007 - 03:35 PM
How affects the new flight model of the addon to the rest of available planes ??
What about system requirements ??
I don't see great differences between Aladar's Albatros cockpit (with a few tweaks) and the Alabatros addon cockpit, i think the only difference between the two cockpits are the textures (TK cockpit has darker textures) and the gun mounts.
Same for the Camel, the only difference i see between the free Camel F1 cockpit and the addon cockpit are the textures (darker) and the windscreen.
How many new ground objects are included ??
Aladar's Albatros:

Addon Albatros:

At this moment i'm completely ruined, so the addon will have to wait until my economic situation gets better (Summertime, and the living is easy, The fish are jumping, the cotton is high...)
#18
Posted 20 October 2007 - 03:42 PM
The readme file consists amongst others this;
"2. Multiplayer Notes
--------------------
* For information on which ports are required for multiplayer
connection, please consult the Microsoft Knowledge Base article
"DirectX: Ports Required to Play on a Network", at
http://support.micro...b;en-us;q240429
* The network module relies on DirectX/DirectPlay, and you must have the
same or higher version of DirectPlay to connect to a host. If you're
having problem connecting to a host, check to make sure the latest
version of DirectX is installed on your system. Also, please check
to make sure your Windows is up to date by checking Windows update page.
Different level of Windows service pack may create incompatibile
DirectPlay sessions.
* Different versions of the game are incompatible in multiplayer play,
so please be sure that everyone has upgraded the game to the same version.
* First Eagles allows you to customize data. For multiplayer sessions,
various security checks are implemented to prevent players from playing
using data sets that are different from other players.
Whenever possible, the host machine automatically transfers the latest
data if any discrepancies are found between players' data sets.
However, due to the file size, not all data can be transferred by the
game. When data files are found to be incompatible, that player is
prevented from playing the game until he or she exits and installs the
same data as the one used by the host. However, even without the latest
data set, that player can still join any session and chat.
For Dogfight Mode, incompatible data only affects the player with the
different data set; the host can still launch the game normally. The data
check is done in the Hangar screen, and the FLY button is simply disabled
for the player who has data incompatible with that of the host.
For Co-op Mode, the data check is performed in the Co-op Mission player
assignment screen. If a player has incompatible data, he or she cannot
select flight assignments. This prevents the host from launching the
game, since all players must be assigned before the host can launch a
cooperative mission.
If you are unable to play due to incompatible data sets, chat with the
host to see what data he or she has. Try to obtain the same data to make
your game compatible. The following section summarizes what data files
are checked and transferred by the game, and what must be downloaded
and installed before you can play in a multiplayer session:
(1) You must have all of the same aircraft that are installed on the host
machine. If you are missing any aircraft installed on the host system,
you cannot play. Note, however, that you can have additional aircraft
installed on your system without experiencing any problems; your custom
aircraft simply won't appear in the aircraft selection drop-down menu.
(2) Data files can be different, as long as the host and all players have
the same aircraft installed. For aircraft already installed on your
machine, key aircraft data are checked (such as the flight model and
damage model data). If any differences exist, the host automatically
transfers data to your system.
(3) Both you and the host must have the current terrain data installed.
If the terrain currently in use is not installed, or the host or you have
different terrain files, you are prevented from playing. Like aircraft,
you may have additional, unused terrains installed without any problems.
* The host controls all Gameplay options for a multiplayer session.
However, you can set your own Graphics, Sound, and Control options.
The only exception is the Terrain Mesh Detail option in the
Graphics section. In multiplayer mode, this is always set to LOW.
* In Co-op missions once the host accepts the players' flight
assignments, the session is closed. No other player can join.
Private Dogfight session via GameSpy is also closed once it is
launched. In contrast, Public Dogfight mode always remains open,
and players may join games in progress at any time."
Time to go online?
Thomas
#20
Posted 20 October 2007 - 04:52 PM
I also remember TK saying a while back (when he announced the pending add-on) that he was going to implement a new AI opponent system where you could run into the same AI ace (and I suppose his unique skinned AC), and develop a rivalry until one of you was vanquished. Or something like that... A very exciting and immersive idea!!!
I wonder how the reality of that thought has played out...

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