By VonSHello fellow flyers of WOFFue,
You will find enclosed in the attached zip file 27 tweaked FMs for engined-up aircraft currently not present in WOFFue: a 150hp Fokker Dr.1, a late Albatros D.II 180hp, a Nieuport 25/27 165hp variant, a tuned up late Sopwith Tripe, a tweaked Nieu. 28, a tuned up Fokk. Eindecker IIa, a late Sopwith Pup, the rare Nieu. 23bis, a field mod of the Alb. D.I, and three variants of the SPAD 7 (150/180/220hp). Also included is a tweaked two-gun Tripe, Camel and Fokk. D.VII variants, as well as an Albatros D.III Oeffag variant, an improved Albatros D.Va 200hp, three subvariants of the SPAD 13 (200/220/235hp), and tweaked Nieuports 10, 11, and 16. Please read the enclosed "Read Me" file for more info. on the FM tweaks. The FM tweaks are JSGME program enabled, for convenience. Simply move the aircraft folders that you will find into the MODS folder of your WOFF user directory, toggle on/off with the JSGME enabler, and go fly. A big thank you to all the WOFFue modders and the good folks at OBD Software for making such an enjoyable sim. Those who fly these 27 and similar models in First Eagles 2 will become comfortable quickly with the FM tweaks, since they are similar across both sims.
NOTE: Only load one of the SPAD 7 and SPAD 13 variants at a time via the JSGME enabler, since WOFFue only holds one SPAD 7 and 13 folder that can be modded. The same rule applies to the 110 and 130hp Camel variants. The Oeffag Albatros D.III replaces the standard mid-series Albatros D.III in WOFFue.
DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor.
By VonSHello fellow WOFFue flyers,
Please find included with this post a very small package that includes my SweetFX settings file and d3d8 initialization files - this is a tweak of the settings file located in the JSGME-friendly Bucksnort SweetFX mod that is available for WOFFue (see the relevant thread for WOFFue on the SimHQ forum to download the Bucksnort package).
Once you've downloaded the Bucksnort package, read the directions included in the "Read Me" file in my package for how/where to copy over my settings file - which should give greater vibrancy, sharpness, and also very subtle bloom in WOFFue. Works particularly well on AMD cards but should work on any graphics card. See the pics. included with this post for a good example of improved grass color, among other things, with the SweetFX tweak.
By SunDogFor WOFF v2.04 Removes map, gauge, and compass views from F6 view pilot view selections to create a single click toggle between main view and gun sight views. The gun sight zoom factor has been eliminated to provide the same field of view for each.
By OlhamGo to the following folder...
OBD Software > OBDWW1 Over Flanders Fields > aircraft > shared
...and backup or zip the file...
...then put this file into that same folder.
The TAC screen is fainter, and the number are removed.
By gavagaiThis is a jsgme package with flight model adjustments to the Nieuport 17 and Albatros D.Va for WOFF. Extract it into c:\OBDSoftware and use the jsgme switcher to enable the mods.
Here's my newest Sound-Mod Version 3.3. This is as always the full Version, including my previous Mod. You can delete the old Version 3.2! This Mod includes an Update for InGame Sounds, for my Soundtrack Mod and for the Engine-Sounds. Please read the ReadMe for some Details.
This Package is JSGME-ready. It contains THREE SEPARATE Mods, please unzip ALL three Mods into your JSGME-Mods Folder and activate all three. If JSGME wants to overwrite something, just click Yes and ignore all Warnings. It should work without Problems!
Many things are new:
-Twoseaters now have three different Engine Sounds
-New Engine Sounds for some Scouts
-New Machinegun Sounds
-Added new Explosions
-Fixed Distances for Front-Ambience
-Fokker Dr1 and Fokker EV with new Engine Sounds!
-Added new Songs and Battle Effects to my Soundtrack Mod
I've changed nearly everything, especially the Distances for Engines and Machineguns. It is now harder to hear an Enemy Scout. If he is flying very close to you, you will hear his Engine and his Machineguns. This is realistic.
Explosions are no longer too loud when you are flying high. Fixed that Problem.
Thanks to OBD Software for using and tweaking some of their Stuff. Samples were used by different Sources, some are my own Creations, some were "remixed" from other Games. Of course you have Permission to use and tweak this Stuff for your own Experience...
This is definately my last Update on Phase 3. We are all waiting for WOFF, so I think my Job on Phase 3 is done
By OlhamThis file will make your pilot wear a face mask and better goggles.
It does distort a bit strangely in parts, but it works okay.
You need to unzip it and put the two files from the folder here:
(your sim folder) > aircraft > shared
Best is to save the original files "PilotcapBrit1916-17.dds" and
By 33LIMAArcMod alters the arcs of fire for the observers' guns in all OFF Phase 3's 2-seaters (except the the twin-Lewis-gunned FE2b and the fixed-Lewis BE2c). The aim is to provide a better experience for 2-seater missions and campaigns, whether flying or gunning, and without making life too much more difficult when flying scouts and attacking them. The spur for this was the quite severe limits in the stock arcs, which sometimes prevents gunners from firing when it looks like they should. If manning the gun yourself, it becomes very clear how severely how your arcs of fire are limited, downwards in all directions, especially.
The main change is that ArcMod increases the depression limit for all aircraft (exceptions above) from 10 degrees stock, to 25 degrees. Elevation has been changed from 30 degrees (stock, except Brisfits) to 45 degrees (roughly the same as the stock Brisfit), again across the board. This will obviously give all observers a significantly better field of fire, including yourself when manning the gun, and thus a better chance of survival when attacked.
Lateral fields of fire have been adjusted a little. Stock, there was a fair bit of variation but I have instead put planes into two groups - those with observers sitting roughly level with a wing trailing edge get 90 degrees either side (0=fully aft) while those who can fire ahead over the upper wing (just the Hannover, Brisfit, Roland) get around 160 degrees, leaving just a small-ish gap dead ahead.
These new arcs are all somewhat arbitrary of course. Greater tho they are, they are still less than the theoretical maxima; but I hope they still take some account of the practical limits for effective fire, within the limits of the game engine. For example, I realise observers had some field of fire forward between the wings, but I have stuck with something close to the stock OFF approach, limiting the ability to fire ahead to those who planes whose observers can readily fire ahead over the upper wing, without risk to struts or wires - the Hannover, Brisfit and Roland.
ArcMod still leaves a significant 'blind spot' underneath in all directions, but it is naturally a smaller one and on balance I think is much more realistic. There is still a considerable blind area ahead as well, except for the Hannover, Roland and Brisfit. By comparison, the Rise of Flight DFW CV has much greater depression and has 360 degrees traverse (tho it will damage its own aircraft, unlike OFF).
Readme with installation instructions included (JSGME recommended)
By 33LIMAIf you have found it frustrating that many enemy planes, even inferior ones, seem to be faster and are able to stay above and/or ahead of you in combat, you may want to try this mod. It prevents computer-flown ('AI') enemy planes in Campaign missions from enjoying the performance advantage they get from flying at the plane's empty weight, while player-flown aircraft, more realistically, take account of pilot, ammo and fuel/oil loads.
Not compatible with other Flight Model mods; likely to be OK with Damage Model mods.
See Readme for full details.
By 33LIMAThis mod improves your ability, without visual aids, to locate (and react appropriately to) aircraft being engaged by AA fire. It does this by permitting use of the 'Hard' Workshop setting for ground guns (which setting reduces the 'spread' of AA bursts by increasing accuracy), but reducing both rate of fire (which 'Hard' setting also increases) and lethality. With FlakMod, it's easier to make out if enemy planes under AA fire but which you can't yet see are higher or lower, coming or going, so you can make tactical decisions while you still have options.
Thanks are due to Bletchley, for permission to modify and use some files from his excellent 1917 Mod. If using the latter, FlakMod probably needs to be enabled/installed on top/afterwards.
By 33LIMAThis version of ArcMod, like the other version uploaded to CombatAce in Oct 2011, alters the arcs of fire for the observers' guns in all OFF Phase 3's 2-seaters (except the twin-Lewis-gunned FE2b and the fixed-Lewis BE2c, neither of which really needed any change).
The only difference with this version is that it includes HPW's 1.25 Damage Model for the included 2-seaters. It is designed to be installed AFTER and ON TOP OF HPW's 1.25 DM - see 'installation' in the Readme for details. This enables both mods to be in use at the same time, instead of one or the other, so you can get both the improved DM and the increased 2-seater arcs of fire.
Easy installation with Jonesoft Generic Mod Enabler. Enable only after HPW's DM 1.25, ignoring JSGME warnings as the files concerned DO need to be over-written.
Thanks are due to Herr Prop Wasche for producing this version!
By 33LIMAThis version of ArcMod increases the arc of fire for the Fe2b. It includes only this aircraft. It's recommended for use along with the main version of ArcMod, which does the same thing for the other OFF 2-seaters (except the fixed-gun BE2c and the FE2b).
Though I left it out of ArcMod originally, having since flown the 'Fee' more often, I decided to do an Arcmod for it, too.
The changes I have made to the arcs of fire for the FE2b's front and rear Lewis Guns are as follows:
- max elevation reduced from 60 degrees to 45 degrees;
- max depression increased from 20 to 25 degrees;
- max traverse increased from 90 degrees left and right, to 110 degrees (0=straight ahead)
- max depression increased from 0 degrees to 10 degrees
The main results are the front gun has a better all-round field of fire, including very slightly to the rear (except upwards, where the unrealistic 60 degree limit is somewhat reduced); and the rear gun can now fire slightly down to the rear, between the wings and the lattice tail, reducing somewhat the very wide blind spot.
Flying or gunning a Fee, you will now be a more dangerous foe; attacking one, you will no longer be able to sit behind him in safety, but will need to come in lower to avoid return fire.
Period-appropriate piano music for the French campaign in Over Flanders Fields sets quite a different mood than the cinematic presentation of OBD Software’s official soundtrack. Additional musical immersion mod available for Germany, and may follow for other nations.
The Music: Gabriel Fauré was the most progressive and celebrated French composer of his generation. In the later years of his life, struggling with deafness, his music took a darker, more introspective turn. Pensive anger, grief, despair, bouts of calm and remembered joy--presaged the bleeding of France in the Great War.
Nocturne No.9, Op.97
Nocturne No.10, Op.99
9 Préludes, Op.103
Nocturne No.11, Op.104/1
Nocturne No.12, Op.107
Piano Society: Free Classical Recordings
Over Flanders Fields
JoneSoft Generic Mod Enabler:
The installer will automatically extract the mod into your OFF JSGME mods folder if OFF and JSGME are installed correctly. JSGME will run when done so you can activate the mod. The installer must be run as an administrator to access JSGME.
This archive contains instructions and an easily-customizable example script to help OFF mod authors build installers that automatically put JSGME mods for Over Flanders Fields in the right place, and that updates to mods are safely applied. No more worrying that users get your files in the right place!
Over Flanders Fields
JoneSoft Generic Mod Enabler 2.6.0
nullsoft scriptable install system
Extract this archive into wherever you do your mod development for OFF. One suggestion is a MODDEV folder alongside your JSGME MODS folder, allowing a side-by-side parallel structure for mods in testing and those in use.
Download and install NSIS.
Building the Example Mod:
Right click the NSIS installer script, Example_Script.nsi, and select "Compile NSIS Script" from the context menu.
When the script has completed successfully, you'll see "NoDrums_1.0.exe" appear in the directory alongside the script. You can test the installer from the MakeNSISW window (or check for errors), or just close the window and run the newly-compiled executable directly.
The installer will first check the registry and try to find the location of your Over Flanders Fields install, then look for the JSGME.ini config file and read it to find the name of the JSGME mods folder to use. The new example mod should install automatically there, and then JSGME run so you can activate it.
The text shown in the install comes from the "Example Readme.rtf" documentation/license file, which is also installed in the JSGME mods folder for users' reference.
Building Your Own JSGME Mod Installer:
It's just a matter of changing a couple lines in the included example script. See the included readme for modders!
OFFfov - the OFF Field-of-view Optical Vanguard, is now part of the OFF incomplete campaign editor (OFFice) suite of programs. Download and install OFFbase 0.8.5 or newer at this link.
By Andy73Here's my Soundtrack-Mod, now with an Installer for JSGME.
Delete the old Version, install this Mod into JSGME and activate it.
By Andy73Hi Folks,
as promised here's my Update to Version 3.1. It contains ALL of my previous Mods + my Upgrade to Version 3.1 + my Engine-Sounds Update.
This Package is JSGME-ready and it works with OFFice as well
Please do just deactivate my previous Mods first, then unpack this one into JSGME and activate it. That's all!
Thanks to Lothar of the Hill People, who was so glad to help me creating an Installer!
Thanks to OBD Software for allowing us to create some small Mods.
By OlPaint01The latest version of JoneSoft Generic Mod Enabler (JSGME) Version 2.6.0 can be downloaded from
==Using the Generic Mod Enabler==
1. Ensure that you have a clean, unmodded installation of your game, preferably with the latest patch(es) installed. If you are already running a prior version of the Generic Mod Enabler, disable all enabled mods.
2. Install the Generic Mod Enabler to your game's root folder and run once. You will be asked to enter a mods folder name. Unless your game already uses a folder called MODS, it is recommended that you simply press OK to accept the default MODS name. The chosen folder will be created if it does not already exist. At this point you should take a snapshot of your "clean" game files by selecting the "Generate snapshot of game files" option from the "Tasks..." list. This snapshot can be used to verify the integrity of the game files at a later date, after you have installed and uninstalled mods (see "Further notes on usage" for more information).
3. After downloading a mod, unzip it into a sub-folder under the MODS folder (call the sub-folder what you like, but use something that defines what the mod is). Note that the modder may have already set up the mod to be "JSGME compatible", in which case this step and the following step will be done for you. In such instances follow the installation instructions that come with the mod.
4. Ensure that the unzipped files under the new mod sub-folder replicate the game's folder structure. For example, with Over Flanders Fields you should see something like:
' + CFSWW1 Over Flanders Fields
' + WW1Scenery
' - OFFMODS
' - The Mod Name <created at step 3>
' - data
' - Menu <etc...>
' + JSGME.ini
' + Support
5. Run JSGME.exe and you should see the mod listed as an available mod. Simply select and press the ">" button, or click and drag from Available Mods to Activated Mods and the mod is installed!
That's it! Repeat steps 3 to 5 for each additional mod that you want to install and then simply exit the Generic Mod Enabler and load your (now modded) game as usual.
Description: Enhances Over Flanders Fields with the ENBSeries Bloom and High Dynamic Range lightings modifications with settings by Creaghorn.
Installation and Usage:
JSGME will run after install; activate the ‘ENB for OFF’ mod.
Press Shift-F12 in-game to turn the graphics effects on and off.
The enbseries.ini installed in your ‘CFSWW1 Over Flanders Fields’ folder can be further tweaked to modify the graphcis effects to taste.
Over Flanders Fields
JoneSoft Generic Mod Enabler 2.6.0:
ENBSeries game modifications:
OFF JSGME Installer Version:
By Andy73Hi Folks
I have been active once again as a Sound Tinkerer, this time it is about the Campaign Menu of our all favourite Game. Not because I do not like Matt Milne's fantastic Soundtrack (I really LOVE it!). I thought only, after 3 years it would be a time for something New. I have taken different Soundtracks from different Movies, mixed them in a different way, in addition some new Samples (Explosions) to form the whole Game a little more freshly. For example, I took some Tracks from the Soundtrack of the Movie "The Red Baron". Even if the Movie itself is only an average, I find the Soundtrack, nevertheless, exceedingly successful! And when you start a Campaign, you will now hear new heavy Artillery Fire, when there's an active Battle in your Sector.
I do not pursue unauthorised duplication here, because I have taken as a precaution NOT complete Songs, but cuttings (parts) in each case long only 2-3 minutes from it. This might be probably within the scope of the permissible (I hope so). I lift on it respectedly that the respective pieces also do not exaggerate the Ambience of the Game, and the Atmosphere of the Campaign, nevertheless, is preserved.
The Original Theme of the Game was not altered!
I know everybody has another taste Music concerns, but I like the Choice, actually, very well
The Sound Mod is JSGME - ready. Simply extract the Package into your Mods Folder and activate it. I hope you'll enjoy the Songs as much as I do !
By Andy73Hello Folks
As promised here are my final Versions of my different Sound Mods. They are JSGME-Ready, just unzip both Downloads to your MODS-Folder at your OFF-Installation. Let them overwrite everything, ignore all Warnings! Now it should work!
The good News: You do not need any longer all of my previous Mods, you can delete them all. These two Packages include ALL of my Work, plus the new Sound Tweak III. Previous Mods are not neccessary!!! You will also do not need Creaghorn's Sound Tweak II any longer, of course you can use it, if you like.
I've worked very long on this, and I hope you all enjoy this as much as I do!
What's new in this Mod?
1. New Sounds for the SE5a Viper and the German Albatros-Series. I've returned back to Creaghorn's Mercedes Engines, they are much better than mine. But I've changed the Exterior Sounds and the Startup Sequence.
2. New Explosions. You will now hear new FLAK, New Ground Explosions and new Frontambience. Before you start your Engine, listen to the "Thunder" in the Background
3. New "Whistle" Sounds when you drop a Bomb
4. New "Screams" when a Pilot is wounded (more scary)
5. New Bullet hit Sounds. Some Bullets will now scratch sometimes on Metal.
6. New Exterior Engine Sounds for the Sopwith-Series, Nieuport-Series, Spad and SE5-Series, Fokker and Albatros-Series, and some Two-Seaters.
7. Some new Gun Sounds for Aircraft. I like them!
8. New Ground Gunnery Machineguns.
I've used some Samples from old Sound Tweak II and also the XML-File Creaghorn modified some Years ago. Thank you for that!
Thanks to PANAMA RED and OLPAINT for helping me converting my Files! You helped me very much
Original Content belong to OBD Software!
Have Fun, Andy :sohappy:
Any Comments are welcome
Period-appropriate piano music for the German campaign sets quite a different mood than the cinematic presentation of the official soundtrack. Additional musical immersion mods may follow for other nations.
The Music: The Austrian composer and painter Arnold Schönberg scores the German campaign. The break-down of classical tonality pioneered in these piano works presaged the collapse of European civilization into the Great War.
Drei Klavierstücke, Op.11
Sechs kleine Klavierstücke, Op.19
The installer will extract the mod into your OFF JSGME mods folder if OFF and JSGME are installed correctly. Either activate manually in JSGME, or OFFbase 0.7.7 and above will activate the mod automatically for German campaigns.
Obviously conflicts with the "Creaghorn StartupGerman" mod and other music replacers. OFFbase will give this pack priority for the German campaign if installed.
Source: Piano Society: Free Classical Recordings
By OlPaint01Here are the file for the Great Bundle of JSGME-Enabled OFF Realism Mods that I have prepared.
I have tested all of these on my rig.
I installed JSGME into C:\OBDSoftware directory. I copied each of the Realism Mod folders into the MOD directory.
If I want to fly sorties during April 1916 in an Active Sector, I would activate the Realism Mods in the following manner:
(1) Activate the 'HPW Skies' Mod (this will only need to be activated just once), then
(2) Activate the 'HPW Weather 1916' Mod, then
(3a) Activate the 'Buddy1998 Missions 1916 1 ActiveSector Jan-Jun' Mod (for sorties without Lone Wolf missions), OR
(3b) Activate the 'Bletchley Missions 1916 1 ActiveSector Jan-Jun' Mod (for sorties with Lone Wolf missions), then
(4) Activate the '33Lima FlakMod 1916 1 Jan-Jun'Mod, then
(5) Activate the 'Bletchley AA 1916 1 Jan-Apr' Mod.
We are now ready to fly OFF during April 1916.
If I want to change the date to May 1916 for an Active Sector:
I would just
(1) Deactivate the 'Bletchley AA 1916 1 Jan-Apr' Mod, then
(2) Activate the 'Bletchley AA 1916 2 May-Jun' mod.
We are now ready to fly OFF during May 1916.
A huge thank you to Bletchley, 33Lima, Buddy1998, Herr Prop-Wasche for the Realism Mods. And of course thanks to OBDSoftware for the 'Over Flanders Fields:Hat in the Ring' WW1 Combat Flight Sim.
By CaptSopwithThis is a Windows 7 desktop theme designed to bring the immersion of OFF to your every day computer use! This pack includes over 120 desktop backgrounds taken from screenshots of OFF posted here at Combat Ace and from my own personal flights. Also in this pack is a full collection of sound effects. Flak bursts, tearing canvas, sputtering rotary engines - all greet you as you use your computer. Lastly, this theme includes some classic Windows 98 icons for "Computer," "Network," and "Recycle Bin" to give your desktop that early 20th century look. Hope you enjoy!
Note: desktop wallpapers are widescreen 16:10 ratio.
Zip file contents: This readme file, plus the seven following files:
1) HPW German FM Pack 2.0
2) HPW Allied FM Pack 2.0
3) HPW Sopwith Pup 100 HP version
4) HPW Sopwith Triplane 130 HP version
5) HPW Spad VII 180 HP version
6) HPW Spad 13 220 HP version
7) HPW Spad 13 235 HP version
DESCRIPTION OF MOD: Thank you for downloading HPW's FM 2.0 Mod! In addition to several important FM updates to the aircraft already found in FM 1.0 and 1.2, this mod adds several new Allied and German aircraft (see below), bringing the number of aeroplanes in FM 2.0 to thirty-two, plus five optional variants of the Sopwith Pup, Sopwith Triplane, Spad VII and Spad XIII, for a grand total of thirty-seven different aeroplanes!
Please note that this mod does NOT change the empty weight of any aeroplanes flown by the AI and so does not reduce any weight advantage the AI may currently have over human players in the game. An "empty weight mod" which is compatible with this FM will be made available in the near future.
LIST OF ADDITIONAL AIRCRAFT ADDED TO FM 2.0
The following aircraft have been added to the new FM: DH5 <LI>Fokker Dr1 (now with flat turn)!! <LI>Sopwith Camel (initial release--update coming)! <LI>Fokker DVII, DVII OAW, and DVIIF <LI>Hannover <LI>Nieuport 11, 16, 17, and 24 (variants to follow) <LI>Se5a H-S and Viper versions <LI>Spad XIII 220 HP version Time permitting, I may also be able to include updates for a few other planes, including a few two-seaters.
Important! This version of the mod is ONLY intended to be used with Jonesoft's Generic Mod Enabler and should not be installed unless JSGME has already been installed into your CFSWW1 Over Flanders Fields game folder!
In order to install the two main FM mods and the five "optional" mods, open the archive and double-click the folder named "HPW FM 2.0 and Additional Planes Mod." Click the "Extract" button and copy all seven files to the MODS folder created inside your CFSWW1 Over Flanders Fields folder when you installed JSGME into OFF. The files are correctly installed if you see all seven files plus this readme.txt the next time you start JSGME. After copying the files to the MODS folder, you can either keep or move the readme file to any other location on your computer.
In order to activate the mod, simply start JSGME, highlight the FM mod you wish to use, and click the top button. Click okay and the mod will become activated. Later, if you decide to use one of the FM variants (for the Sopwith Pup, Triplane, Spad VII or XIII, for example), JSGME will display a message warning you that "enabling this mod 'may' have adverse effects on your game," and asking if you "are sure you wish to enable this mod?" This is normal and will not hurt your OFF installation. Later, if you decide to deactivate any of the FM variants or the main FM mod, simply deactivate the mods in reverse order.
Important note: As in previous versions of my FM mod, and any other mod which modifies any of OFF's .cfg files, using this mod will result in the user not being able to see any of the ace skins, either those already included in the game or that the user has created on his own or downloaded for use with HITR. Fortunately, a workaround for this problem has been identified by Panama Red. Basically, in order to use this mod and also to see all of the ace skins available in the game, first activate the FM mod and start the game. Begin your campaign as usual, but instead of flying your mission, click on end mission as soon as you find yourself on the field. Exit completely out of the game and then restart your campaign. Then, on the campaign screen, click "Replay Mission." This will take you back to the beginning of your mission but with the advantage of allowing you to see all of the fantastic skins which have been lovingly created by members of the OBD team and by many others for use with this wonderful simulation of WWI aerial combat. OBD has already assured us that this problem has been eliminated in the next version of Over Flanders Fields. Huzzah!