**S.E.5a** This aircraft requires the latest FS-WWI Plane Pack to function correctly. Credits for this aircraft go to the following: 3d Model: Sv, Recon3 Texture: Recon3 OpenPlaneStudio Code: Sv, ArgonV Missions: Sv, ArgonV GUI: Sv, ArgonV Updated by: ArgonV Old History and past notes/revisions: SE5a WWI Pack V1 Version by Sv/Nuum (sean@schoolmusic.com) New airfoils based off of Pangs new NACAWWI1 and NACAWWI6 airfoils. Complete new FM Made weaker to fight on-line damage bug The AI still can not fly it correctly :( SE5a Version 10 by Sv/Nuum (sean@schoolmusic.com) ------------------------------------------------- >>> Version 10 Nuum (Paulo) has been very busy working on the SE5a cockpit and wires. This cockpit is breathtaking! The wires also bring the SE5a to life! Next the lewis gun and vickers gun will be updated. Also Nuum may add some more wires and finish the cockpit. Pang will update the FM. Great work Nuum! This instrument panel is the best I have ever seen! -Sv >>> Version 9 updates: Added all the collision points so the SE5a no longer sinks through the earth! In some cases it does, but not often. Also this version includes the two patches that fix the shadow sharing and damge parts sharing bug. DM updates: AI has a lower top speed to better avoid snapping wings. The wings can't be too weak IMO - you should NOT be blacking out in a WWI plane ;) The SE5a DM has been matched to the Albatros better. Now wings are harder to shoot off. Also the pilot is much more killable. Also since the pilot takes less damge it seems more likely to be able to hit the fuselege for some reason... was the pilot steeling hits? Also if you damage the fuselege now the plane bursts into flames - killing the pilot and otherwise making him moan and groan ;) Since it is harder to hit the fuselege you are rewarded with a nice fire-ry display... in the future I will try to us obProb so this does not happen every time.. but I have had trouble getting obProb to work.. will try more. -Sv >>> To install: Unzip the SE5aV10.zip file into your Fighter Squadron\media folder. Or you can unzip it to a new folder you create anywhere, then copy and past that folder's content into your Fighter Squadron\media folder. If you have not all ready installed the new Zero or at least version 4 of my SE5a, you will need to do the following: Edit your keyboard.inp file in the "Fighter Squadron" directory: Look for the following lines: cmdGearToggle = G cmdGearUp = Shift G cmdGearDown = Control G After the last line just add: cmdCanopyToggle = Q For the Zero, this will make the 'Q' key control the canopy. The SE5a uses the 'Q' key to aim the upper wing gun upwards. You can change it to whatever you like. Just don't make it a key being used by other functions. >>> To fly: You can go to the hanger to test fly the SE5a. There are also two training missions in the training area. If you have the Albatros Dva you can fly a 3 vs. 3 dogfight in the mission alb_v_se5_6 in the German theater. Use the 'Q' key to move the lewis machine gun. You can make your own missions for the SE5a as well. It's fun! >>> VERSION HISTORY ---------------------------------------------------- VERSION 9.1: I removed the special SE5a airfoil that was causing SDOE to crash for some people. I also slipped in a fuselege airfoil to make the rudder more effective. This version is is also a better build, I left off many missions/squads ect. in V. 9. Version 8: Design Updates -------------- The wings are now in three sections, a center section and two outboard sections. All of the wing LODS have been rebuild from scratch. Other redesigned LODS: all of the tail, new lower vert. stab. under the fuse. Also ALL LODS have been re-built to allow for higher detail textures and more importantly opposing sides can have seperate textures. The new textures to edit to create new skins for the SE5a are: wings.tif, fuses.tif, DmgWings.tif, and DmgFuses.tif. Why not create a new skin today? Let me know how it goes :) FM updates ---------- - Wing dihedral now modeled in the FM due to new design above. - Now the lower vert. stab. under the fuse is a vert. stab. FM element. - Engine (LOD and Inertia) moved forward to the correct location and given the correct weight. This also allowed the SE5a total plane weight to be set to match the real spec now :) - Control surfaces now move faster - Elevator deflection increased - All aifoil surface area, chord length, and aspect ratios updated. - The SE5a now has its own airfoil at media/aircraft/airfoils/SE5a0.sm - it still uses the FW190 airfoil stats though - this will be updated in the next (beta!) version of the SE5a. - Rebuilt the hidden tailwheel, now the SE5a can take off and land! Much better ground handling. - Updated some AI FM rules so the AI can take off and lad better, also they will better avoid snapping the wings off. DM updates ---------- - Created spring DOFS for the wings, now the wing will break off under load :) - Increased pilot kill radius so pilot Kill is more likely. I still have not killed a pilot yet :( - Made taking out the engine easier, before shooting wings off was too easy compared to damaging the engine. Sound updates ------------- Updated the "detach" sound. No onger does it sound like metal breaking off! I just stole the sounds form RB 3d - I did edit them though and mixed in some other stuff - really sounds like wood cracking now. I also added flak hit sounds and made the wind louder and a bit more breezy - still would like to get a kinda whistly sounds form the "wind in the wires" in there :) :) Game Updates ------------ Added the SE5a to the hangar and gave it two training missions. I also created a WWI squadron, the RAF 85 squadron. I chose this because this is where the famous WWI ace Billy Bishop was when the SE5a was introduced, he test flew this plane. I am not that great at history, so if anyone sees a mistake here, for the love of all that is holy, let me know! What next? ---------- Creating a good WWI airfoil. Fixing the Vickers gun. Maybe some cockpit work. Kill the parachute if I can. Fix the FM to match the Fokker to the SE5a better - I will be updating the Fokker FM/DM as well. Add some (not all) wing wires. Model some better "damaged" LODS - let's see some ribs here! More WWI squads, missions, etc. WWI planepack. See http://www.schoolmusic.com/chickencoop/SE5a/index.htm for future news. Version 7: 1. Fixed some normal/smooth LODS - some parts seem darker than others. The horiz. stab still looks strange... 2. Added brackets that hold Foster mount onto fuse. 3. Fixed windshield - much better now, and to scale. 4. Switched most all damage LODS (SE5aDmg.sm) to the SE5a from the Fokker. 5. Created basic "damaged" texture 6. Deleted many un-used LODS. Many LODS could switch out after most detailed LOD - no need for low detail ones. 7. Updated some LOD switch-in distances. Next on the list? More Damage (wings ripping off at high speed) - better damaged LODS/textures - improve FM, and fix ground handleing. Also make more realistic cockpit... Version 6: It has skin! Yeahhh! You can make your own skins by editing the plane.tif file in the se5a/textures folder. Don't get mad at me, but I did a bad job setting up the template -this was my first try! The wing does all four wing halfs. The horizontal stabalizer covers both sides. The rudder allows both sides to be different. The front radiator area is there. The rudder still has its own rudder.tif file. You can not texture the bottom of the fuse :( I can do this, but I just need practice selecting surfaces! What a mess!! Version 5: 1. Lewis Machine Gun is now modeled. This model has too many polygons, and the texture is not mapped correctly :( 2. Foster Mount: This still needs the mounting struts to hold it onto the top wing - and the stays that hold it to the fuse in front of the cockpit. 3. Wind Shield: This is a bit messed up - the polygons are confused - I will fix this soon. AS you can see, this is a pretty crappy version, but the gun is just too cool so I had to post it. SE5a Version 4 1. Radiator texture added to front - this needs a texture update. 2. All new textures! Wood textured wing struts, rib textured wings, and blue-white-red rudder! Don't mind the insignia - it is just a test - I will fix this soon. 3. Fixed many object normals so parts show up correctly 4. Updated the inner wing struts closer to the real SE5a 5. Added low detail LOD so SE5a does not look like the Fokker from far away. 6. Updated the wheel airfoil to match the SE5a 7. Moved 1 machine gun above the wing like the SE5a had - this will become a lewis soon :) 8. Animated the upper wing gun! Press 'Q' to pull the gun back and aim it upward 45 degrees like the real SE5a! Soon this will look cool with the lewis gun and the gun mount (track). What is next on the list? 1. Updating the damaged LODS so we can see ribs, etc - and no more Fokker! 2. Model the vickers and lewis machine guns and mounts. (and aim guns better) 3. Wire rigging! 4. Model engine and exhaust. SE5a Version 3 The SE5a is a work much in progress, well actually I'll probably start over from scratch. I am trying to convert the Fokker Triplane that came with the OpenPlane Demo. Right now the SE5a weighs in at 2100 lbs, more than the stat I found of 1900 lbs. The engine produces 200 HP compared to the 110 of the Fokker, but the Fokker only weighed 1200 lbs. The Se5a has a total wing area of 240 square feet. Here are known issues: 1. No texturing work has been done. I don't know how to do this yet :( 2. Only detail LODS worked on - so it looks like to Fokker from further than 500 feet! 3. Damaged LODS revert to Fokker LODS too. 4. The inner wing struts have not been updated from the Fokker to match the the SE5a. 5. The exact position of the wings has not been carefully set. 6. The wing dihedral was done in the LOD, not rotaded in OPS - so FM may suffer. I will do this different next time. The dihedral is a bit to steep too. 7. The wing was made as 2 objects stiched together in the LOD - so there are gaps :( 8. The are no inner cockpit walls or leather binding around the cockpit opening. 9. The wheels are still the Fokker wheels. 10 The plane is controlled on the ground with an invisible tailwheel. However it no longer works right so the plan won't handle on the ground - you can't take off :( 11 The guns are still the Fokker guns - not like the SE5a. 12 Instrument panel from the Fokker - no updates for the SE5a 13 Uses the same sounds as the Fokker - I have not found a good inline engine sound - looking into the Red Baron 3D sounds... 14 CG and weight distribution not set historicaly, just by feel. 15 Body drag not changed. 16 Control surface diflection amount not altered from Fokker. FM issues: Basic changes over the Fokker consisted of plane total weight, wing areas, engine weight, engine power. Cool things I will do in the future SE5a: 1. Cool DM - maybe model main wing spars and fuse spars for damaged LODS.. that would be cool. 2. Add exhaust LOD to fuse. 3. Model the proper machine guns. 4. Add support wires, farings and more strut stuff for close distance viewing. 5. Fix wind sound so there is more wind noise. -SV sean@schoolmusic.com **Update** -FM tweaks -Ronin's Vickers gun added -Damage model updated -Engine damage and fuel tank damage added -Hires texture support added **Update PP4** -Skin by Recon3 -Shading fixed -New FM -New pilot