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New aircraft models for OFF / Combat Flight Simulator

40 files

  1. 81st squadrigallia itlay hanriot

    thsi is a fictional hanriot based off the 81st sqaudriglallia of itlay new gmax model, similair to the one i uplaoded for ph2 enjoy

    232 downloads

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  2. aa curtis jenny

    new orignal curtiss jenny conversion of mark rudes cfs3 conversion for use in off bhah by stumpjumper textures by capt winters and stumpjumper

    213 downloads

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  3. AI AUSTRAIN PHONIEX C1 2 SEATER

    AI VERSION OF THE PHONIEX C1 2 SEATER RECON BOMBER

    167 downloads

       (0 reviews)

    0 comments

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  4. AI AUSTRIAN PHONIEX D1'S

    3 VERSION OF THE AUSTRIAN PHONIEX D1, AI ONLY FOR USE IN MISSION BUILDING, 1 AUSTRAIN NAVAL, AND 2 STANDARD ONE OF WHICH HAS A NICE CAMMO PATTEREN

    154 downloads

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  5. ai salmson

    new ai version of my salmsona2 for the weekly campain with vasco and others only workable thru mp or with your own custom missions skin by fro

    131 downloads

       (1 review)

    0 comments

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  6. br14

    beat version of my ai br 14 in usa skin test aways guys i welcome skins and standalones jsut make sure i get credit please

    258 downloads

       (0 reviews)

    0 comments

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  7. Buddy1998 Modified DM

    This DM is a bit different from my other one. All that I did was to lower each of the probabilities to hit most parts of the aircraft (see Change Log). Nothing else was changed or altered.
     
    Just drop in your JSGME mod folder, then activate the mod.
     
    happy hunting.

    49 downloads

       (0 reviews)

    0 comments

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  8. Fix for R-80, R-82 Gun Station ID

    This small fix will quickly let you to see the exact gun station you've just switched to. Just unzip the file, copy the Allied_R80.xdp into the R80's folder and allow it to overwrite the old one. Then copy the Allied_R82.xdp file into the R82's folder and allow it to overwrite the old one.
     
    Now you'll be able to more easily select the gun station you want in multiplayer, and in single player and multiplayer when you jump into or switch gun stations you'll get a clear message at the top of the screen letting you know which gun station you're in.

    63 downloads

       (0 reviews)

    0 comments

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  9. Fortiesboy Campaign DM 1.0

    Installation Instructions: Unzip the .rar file to your Over Flander's Field aircraft folder.

    94 downloads

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  10. Fortiesboys DM 1.1.rar

    " Fortiesboy's DM for OFF.
     
    This second version of my DM, ( 1.1) is restricted to those planes which, ( roughly), came into the War in 1917 and 1918.
    The following planes of OFF have not been modified with my DM.
    Bristol Scout:
    DFW-CV:
    DH2: DH2-m16:
    Fokker Elll :
    Nieuport Nll and Nieuport N16:
    Roland Cll.
     
    Therefore when my DM mod is installed, the above planes will retain the DM of the previous DM
    which you had in your OFF installation.
    This may have been the Dev's Hardcore DM ( on which my DM is based ), or Prop Wasches Intermediate DM. ( Or even, the Devs Normal DM.)
     
    I have tested by loading the Devs Hardcore DM, from my DM installation. (Their installation does not require a new bdp file ).
    When I flew the sim, in QC, I clearly had the Hardcore DM in use. So that was OK, so far.
    Then I installed my DM, using the installation method as described below. Then when I flew, I clearly had my Damage Modelling.
    All seems OK, so, they are apparently easily interchangeable.
    I have also flown my DM in a campaign flight or two, and all seems OK.
     
    For Multiplay, see later.
     
    Installation of Fortiesboy DM.1.1
     
    There are now two parts to the installation procedure. First, my zip file needs to be installed.
     
    Then, there are some bdp files within the OFF installation which need to be deleted.
    Don't worry, this is a simple procedure, but necessary . It is explained further below as to why that is so.
    I will give a step by step guide as to how to do this, just a bit further on.
     
    OK- Starting with the Fortiesboy DM1.1 zip file, extract to your OFF root directory,
    ( usually OBDSoftware)\CFSWWl OverFlandersField\ aircraft .
    EDIT- There has been a query - to make clear. extract is to the aircraft folder in CFSWWl Over Flanders Field.
    (Some installs have the path as Program Files\Microsoft Games\CFSWWl OverFlanders Field.
    Whichever yours is, the extract is to the aircraft folder .
     
    (If anyone wants a step by step guide in how to extract the zip files into OFF,
    please PM me and I will send it to you.)
     
    Now to delete the .bdp files. This is how; (To those that know, please forgive me telling you how to suck eggs. But there are many who will find this guide helpful.)
    1. Double click "my Computer" icon
    2. Now double click "Local Disk(C:)
    3. Double click the "OBDSoftware" yellow folder
    4. Double click the CFSWWl Over Flanders Field folder
    5. On the top line there is a folder named "aircraft". RIGHT click this folder and a list appears
    6. Third down on the list is "search". Click on "search". A window appears named Search results.
    7. On the left column is a place to put the cursor called "All or part of the file name". Put the cursor in there and type ".bdp" - without the quotes.Note the dot in front of the b.
    8. Click on search just a little further down, and the large white space on the right will fill with text.
    9. On the top menu, click on Edit and then click on Select All. The left column of the text will highlight in blue.
    10. Now press the delete button on your keyboard.
    11 A question comes up asking if you are certain if you want to send these 391 items to the recycle bin.
    12. Answer "Yes"
    13.You will briefly see files being deleted. After a few moments, move your mouse and then the text disappears from the white space.
    14. That's it. Procedure complete. Close the windows .
     
     
    When you fly you should now be using my DM in OFF, except in the planes listed above.
    I remind you- they will be using the DMs of the previous one you had installed.
     
    You ought to be able to go back to Prop-Wasches DM by doing the same install technique
     
     
    You can then swap back and forth between our versions by doing as above.
     
    Legal stuff- Do this at your own risk- and thanks and acknowledgement to the Devs team for their permission.
     
     
    Technical explanation of why there is this two part procedure.( For those interested)
    Within each aircraft folder there is a file called an xdp file. The values written into this file
    are what determine the frequency and visible levels of damage.Our DMs change these values.
    However, we have found that those new values of the amended xdp files are not implemented by the sim
    unless another file within the aircraft folder is changed. This is called a bdp file, and this needs to be deleted.
    When OFF is started up again, those bdp files are automatically re-created.
    As I say, if the original DM bdp files had been left in the folder, then the new xdp values wouldn't have activated,
    and you would likely still be flying the original DM.
     
    It has been found that because this instruction to delete the bdp files was not given with our previous DM downloads,
    you may not have actually seen the changes when you swapped from PW's DM to mine , and vice versa. Or when changing from
    the Devs Hardcore DM to my DM.
    Now you will.-lol!
     
    MULTiPLAY-
     
    We are not regular multiplayers, so there are no guarantees whether our DMs will work online, but we think they will
    IF EACH PLAYER has the same xdp and bdp files.
     
    The best way to achieve this is for each player to start with the Devs Hardcore DM installation. Then install my DM 1.1 and then delete bdp files as above.
    You should then have compatible files and I can't think why it won't work.
     
    Prop-Wasche's DM, being an Intermediate DM, alters more values than my DM, but we think it should work also, if all players are using it.
     
    FB

    54 downloads

       (0 reviews)

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    Updated

  11. Fortiesboys DM 1.2

    This DM now makes new DM for ALL the planes in OFF, including those of the early years.
     
    Install instructions the same as for DM1.1
     
    Don't forget to delete the bdp files after installing this DM. Instructions ( for XP ) same as before.
    If you have Vista, you need to search for the .bdp files within the aircraft folder in CFSWWl Over Flanders Field. Then you delete them.
    Personally, why MS had to change the method from XP is beyond me !
    Legal stuff - At your own risk.
     
    Enjoy.

    98 downloads

       (0 reviews)

    0 comments

    Updated

  12. Grand Bundle Sounds Mods JSGME Enabled

    Here are the files for the Grand Bundle of JSGME-Enabled OFF Sound Mods from Creaghorn, Elephant,and Andy73 that I have prepared.
     
    I installed JSGME into C:\OBDSoftware directory. I copied each of the Sounds Mod folders into the MODS directory.
     
    I activated all of Creaghorn’s Sound Mods from the JSGME console in the order that they were published to guarantee that I had installed the latest versions of the WAV files.
     
    Activate each Creaghorn Sounds Mod in the following order:
    1) Creaghorn Homebrew Sounds
    2) Creaghorn Sound Tweak
    3) Creaghorn Sound Tweak II
    4) Creaghorn Sound Tweak II Patch
     
    Then activate all of Andy73’s Sound Mods from the JSGME console in the order that they were published.
    5) Andy73 Aircraft Sounds
    6) Andy73 Engine Sounds_1.1 for Sound Tweak II
    7) Andy73 Gun Sounds_1.1 for Sound Tweak II
    8) Andy73 Albatros DIII Sounds
    9) Andy73 Rotary Aircraft Sounds_1.3a
     
    Then activate the Spandau Mod last so the gun sound fix is not overwritten.
    10) Creaghorn Spandau Mod
     
    The ShellMusic can be activate anytime.
    11) Creaghorn StartupBritish OR Creaghorn StartupGerman OR Elephant StartupG (the choice depends on which side you are flying)
     
    Disregard warning messages that files are about to be overwritten.
     
    OlPaint01

    212 downloads

       (0 reviews)

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  13. Herr Prop Wasche Damage Model 2 for HITR

    Readme File
     
    ------------
     
    HPW Full Campaign Damage Model for OFF BHaH HITR
     
    v2.0
     

     
    by Herr Prop Wasche
     

     
    Zip file contents:
     

     
    HPWDM2/aircraft folder with 477 individual aircraft folders and .xdp files
     
    HPWDM2_readme.txt
     

     
    INSTALLATION: Important! This version of the damage mod is intended to be used only in conjunction 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. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created by JSGME when you install it into OFF. To load the mod, simply run JSGME, highlight the mod you wish to use, click on the top button, and then start your game. That's it!
     

     
    NOTE: This mod may be used in both QC battles AND the main campaign.
     

     
    ------------
     
    Thank you for downloading HPWDM2, a total revision of my previously released damage model for Hat in the Ring, the official extension to Between Heaven and Hell, the wonderful WWI flight sim modification of CFS3 by OBD Software. DM2 uses information about the dimensions and specifications of every aircraft in HITR in order to develop revised hit points for each major component of every aircraft currently available in OFF. The correlation between the historical size and dimensions of each aircraft component and the number of hit points assigned to that component in the game has been adjusted so that this correlation in now positive, instead of negative, as it is in many cases in OFF and previous versions of my damage model.
     

     
    Engine hit points have also been adjusted so that the average aircraft engine has approximately 5% more hit points. Hit points also now correlate roughly with engine size or displacement. In addition, engine hit points now do not necessarily directly correspond with the chances of an engine catching fire. In the standard HITR installation, most aircraft are "set" to catch fire when 75% of their engine hit points have been used up. This percentage has been adjusted in almost every aircraft so that some will now catch fire when a smaller percentage of hit points have been used up, while others will only catch fire after a higher percentage of hit points have been expended. The overall result should be somewhat more durable engines and longer and more dangerous dogfights. Fewer aircraft (including your own) should suffer from an immediate loss in engine performance after only a very short, early burst into the front of the plane. On the other hand, once you notice your engine is no longer running smoothly, take it as a good sign that you may be about to turn into a blazing fireball!
     

     
    Other changes from the stock damage model include: stronger wing roots with somewhat weaker wing tips, resulting in aircraft wings that suffer from fewer catastrophic failures but that are more difficult to control when severely damaged, i.e. you may be able to still fly, but landing becomes a much bigger challenge; slightly decreased chances of crippling aileron control cable hits; slightly reduced hit points, on average, for ailerons and rudders; and increased hit points, on average, for horizontal and vertical stabilizers. Pilot and observer hit points have also been adjusted to make both you and your AI opponent more vulnerable to becoming wounded--perhaps fatally! However, in contrast to previous versions of my damage model, hit points for oil and coolant reservoirs have been increased back to, or close to, stock levels. Numerous other tweaks are designed to take into account time period of service, overall aircraft reputation for durability or weakness, notable structural problems in various aircraft (weaker lower wings in Albs, for example), and overall game balance.
     

     
    Finally, I would again like to express my thanks and appreciation to OBD Software for their help and encouragement in the making of this damage mod. Of course, with the exception of the tweaks contained in this damage model, all work remains the sole work and property of OBD software. If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com in the Over Flanders Field forum. Thank you and I hope you enjoy the mod!
     
    HPW

    76 downloads

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  14. HPW Combined FM AI Weight Mod

    HPW's Combined German and Allied FM for 33Lima's AI Empty Weight Mod
    --For Use with BHaH HITR Full Campaign and QC Battle Modes
     
    by Herr Prop Wasche and 33Lima
     
    Zip file contents: 5 Files plus this readme file
     
    1) HPW Main FM AI Weight Mod
    2) HPW Sopwith Pup 100 HP version
    3) HPW Sopwith Triplane 130 HP version
    4) HPW Spad VII 180 HP version
    5) HPW Spad 13 235 HP version
     
    INSTALL INSTRUCTIONS: Important! This 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 main mod and the four "optional" mods,
    open the archive and double-click the folder named "HPW Combined FM AI
    Weight Mod." Click the "Extract" button and copy the five 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 the five above 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 and first
    confirm that 33Lima's AI Empty Weight Mod has already been activated
    (33Lima's mod will already be listed as activated in the JSGME right
    window). Next, highlight the HPW Main FM AI Weight Mod and click the top
    button. Because this mod will overwrite some of the files in the AI Empty
    Weight Mod, JSGME will open a message box 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. Click okay and the mod
    will become activated. Later, when you decide to use one of the
    "optional" FM mods, JSGME will display the same warning. Again, this is
    completely normal and should not result in any harm to your OFF
    installation. Later, if you decide to deactivate any of my FM mods or
    33Lima's weight mod, simply deactivate the mods in reverse order. Enjoy
    the mod and 33Lima's AI Empty Weight Mod!
     
    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!
     
    DESCRIPTION OF MOD: Thank you for downloading my
    newly revised FM update for "Hat in the Ring," the official update
    to Over Flanders Fields "Beyond Heaven and Hell," OBD software's
    great and historically accurate interpretation of WWI aerial combat,
    based on Microsoft's CFS3 game engine. The purpose of this mod is to
    make my previously released Allied and German FM mods fully compatible
    with 33Lima's AI Empty Weight Mod so that the user can enjoy the
    benefits of both mods simultaneously. Prior to the release of this
    mod, the user could use either my FM mod or 33Lima's AI mod alone, but
    not at the same time.
     
     

    66 downloads

       (0 reviews)

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  15. HPW Combined FM and AI EW Mod

    Zip file contents: This readme file, plus the following six files:
     
    1) Main FM and AI EW Mod 2.1
    2) FM 2.1 Sopwith Pup 100 HP version
    3) FM 2.1 Sopwith Triplane 130 HP version
    4) FM 2.1 Spad VII 180 HP version
    5) FM 2.1 Spad 13 220 HP version
    6) FM 2.1 Spad 13 235 HP version
     
    DESCRIPTION OF MOD: This mod is actually two mods in one--my recently released FM 2.0 mod combined with an AI EW mod designed to eliminate the weight advantage that the AI currently seems to enjoy over the human player in BHaH. Instead of having to worry about two seperate mods, the player now gets the benefit of both in one convenient package. In addition to combining the two mods, version 2.1 also includes minor updates to the FM of the following planes: Sopwith Camel, Sopwith Pup 100 HP version (optional mod), Airco DH-5, Nieuport 16, and Hannover CIIIa.
     
     
    INSTALL INSTRUCTIONS
    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 main FM and AI EW mod and the five "optional" mods, open the archive and double-click the folder named "HPW Combined FM and AI EW Mod 2.1." Click the "Extract" button and copy all six files to the MODS folder created inside your CFSWW1 Over Flanders Fields folder that was created when you installed JSGME into OFF. The files are correctly installed if you see all six 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 main FM mod, and click the top button. Click okay and the mod will become activated. Later, if you decide to activate either the Sopwith Pup 100 HP, Sopwith Triplane 130 HP, Spad VII 180 HP, or Spad XIII 220 or 235 HP variants, highlight the chosen file(s) and click the top button in your JSGME screen. JSGME will then display the following warning message: "enabling this mod 'may' have adverse effects on your game: are sure you wish to enable this mod?" This is completely 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 the 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!
     

    60 downloads

       (0 reviews)

    0 comments

    Submitted

       (0 reviews)

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  16. HPW FM and EW Mods for Campaign and QC Battles

    <a name="top">Thank you for downloading my FM update! This important update changes many FM settings on most of the aircraft currently existing in OFF. The most significant include changes to the elevator, rudder, and center of gravity (CoG) and center of lift (CoL) values in order to reduce the sluggish turn performance of several aircraft in version 3.0 of the FM mod. In addition to being more tail-heavy, most aircraft should feel more nimble and will now require a more delicate touch on the controls. As a result, while you will be able to fly much closer to the edge of an aircraft's "envelope" with this FM, you also bear the increased risk of possibly stalling and spinning your aircraft if you are not careful! This update also revises the moment of inertia (MOI) values of many aircraft in order to improve the performance of AI controlled aircraft, particularly at low altitude. Although I do not have access to and have not changed any of the AI routines, it is hoped that changes to the MOI values will result in the AI being somewhat more likely to "choose" turn, rather than climb-n-stall, tactics at low altitudes.
     
    *Note: Although the FM has been updated for all QC aircraft, the AI will have the same empty weight advantage they have in the stock OFF FM. Consider the AI in QC battles as "practice opponents" who are a little better than your average campaign AI pilot.
     
    Zip file contents: This readme file, plus the following files:
    1) HPW FM and EW Campaign Mod (version 4.0.0)
    2) HPW FM and EW Sopwith Tripe 130 HP (see New Alternative Aircraft in 3.1 below).
    3) HPW FM and EW Sopwith Pup 100 HP
    4) HPW FM and EW Spad VII 180 HP
    5) HPW FM and EW Spad XIII 220 HP
    6) HPW FM and EW Spad XIII 235 HP
    INSTALL INSTRUCTIONS
     
    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 in your OBDSoftware main folder!
     
    In order to install the main campaign mod and optional airplane mods, find the "HPW FM and EW Campaign Mod 7z" zip file and click on it. When the new window opens, you should see six folders plus this readme file. Click the "Extract" button at the top of the window and copy all six folders inside your OBDSoftware\MODS folder. The files are correctly installed if you see all six folders the next time you start JSGME. After copying the folders to the MODS folder, you can either keep or move the readme file to another location on your computer.
     
    In order to activate any of the mods, simply start JSGME, highlight the mod you wish to use, and click the top button. Click okay and the mod will become activated.
    Important note: As in previous versions of the 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 to the main menu 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 users of HiTR. As long as you do not quit the game entirely or switch pilots, you should not have to repeat the procedure on subsequent missions. Finally, OBD has already assured us that this problem has been eliminated in the next version of Over Flanders Fields. Huzzah!

    235 downloads

       (0 reviews)

    2 comments

    Updated

  17. HPW Halberstadts for AI Weight Mod

    Readme File 27/12/2011
     
    HPW's Halberstadts for AI Weight Mod
    For Use with BHaH HITR Full Campaign and QC Battle Modes
     
    by Herr Prop Wasche and 33Lima
     
    INSTALL INSTRUCTIONS: Important! This 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!
     
    To install, simply open the archive and extract the HPW Halberstadts for AI Weight
    Mod folder to the MODS folder created inside your CFSWW1 Over Flanders Fields folder when you installed JSGME into OFF.
     
    In order to activate the mod, simply start JSGME and first
    confirm that 33Lima's AI Empty Weight Mod has already been activated
    (33Lima's mod will already be listed as activated in the JSGME right
    window). Next, highlight the HPW Halberstadts AI Weight Mod and click the top
    button. Because this mod will overwrite some of the files in the AI Empty
    Weight Mod, JSGME will open a message box 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. Click okay and the mod
    will become activated. Later, if you decide to deactivate any of my FM mods or
    33Lima's weight mod, simply deactivate the mods in reverse order. Enjoy
    the mod and 33Lima's AI Empty Weight Mod!
     
    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!
     
    DESCRIPTION OF MOD: This mod revises the FM of the Halberstadt DII and
    changes the empty weight settings for both the human controlled and AI
    controlled aircraft so that Halbs will not crash into trees at the end of certain
    runways when using Lima's Empty Weight mod. The FM changes are generally
    small, but you should notice that the Halb is no longer quite as nose heavy and
    is now 2 or 3 mph faster at sea level than in the official OFF version.

    51 downloads

       (0 reviews)

    0 comments

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  18. HPW Vertical Stabilizer Fix for HITR 1.0

    Hey guys and gal(s):
     
    This mod corrects a few minor oversights in the .xdp files for a couple of old and new aircraft in the HITR expansion pack from OBD Software. As such, this mod is meant to be used on stock installations of the HITR expansion only, and on no other version of the game. Over the weekend I will release an update of my QC DM which will also contain the fixes contained in this mod.
     
    From the readme:

    38 downloads

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  19. HPW_AlliedFM_Pack

     
     
    Readme File 04/07/2011
     
    HPW_AlliedFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles
     
    v1.0
     
    by Herr Prop Wasche
     
    Zip file contents:
     
    HPW_AlliedFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for Re8, Sopwith Pup, and Sopwith Triplane.
    readme.txt file
     
    INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_AlliedFM_Pack1.0\aircraft\Re_QC1, etc. To load the mod, simply run JSGME, highlight HPW_AlliedFMPack_1.0, click on the top button, and then start your game. That's it!
     
    Initial release 1.0
     
    Thank you for downloading HPW's Allied FM Pack 1.0, the revised flight model for selected Allied scouts used in Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. This revised interpretation of the flight model, at this point, is for the Re8, Sopwith Pup, and Sopwith Triplane ONLY (additional aircraft may be added insubsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes.
     
    AircraftSpeed @ 10,000 ft.* Speed @ 3281 ft. Speed @ 500 ft. Ceiling Max Dive Speed **Pup103.75 (5.75)98.25 (-6.25)94.50 (-12.50)19,000 ft. 216 (-36.0)Triplane 101.50 (-11.50)108.75 (-9.25)111.75 (-10.25)18,500226 (-50.0)Re898.75 (-5.00)99.00*** (-12.50)94.75 (-12.75)16,000216 (-8.0)
     
    Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted.
     
    * in mph
    ** From 10,000 feet
    *** 102.0 mph @ 6500 ft.
     
    The most noticeable differences are the decreases in speed for all of these aircraft. For instance, the Re8 was reported to have had a top speed of 102 mph at 6500 ft. However, in the unmodified game, its top speed was measured to be 111.5 mph at 3281 ft. Therefore, I reduced its speed to more accurately reflect its historical performance. Similarly, the Sopwith Triplane was reported to have had a top speed of 112 mph, but in the game, its top speed was measured to be 122.5 mph. The other major change in the FM of these planes was to reduce the maximum dive speed to more historical levels. Again, in the unmodified game, the Sopwith Triplane has the highest dive speed in the game at more than 275 mph! With the new FM, the Tripe now has a dive speed that, in my view, corresponds more closely to the historical record. Please note that in most other respects, such as ceiling, climb, and turning radius, these planes perform just as well, and in some cases even better, than they do under the stock game. If you are a German pilot, you are still likely to get shot down if you try to engage either the Pup or the Tripe in a turning dogfight.
     
    Another change to the FM I made in the case of the Sopwith Pup involved the same adjustments to the center of gravity and center of lift settings I made on the Albatros series and the Pfalz in the German FM pack in order to try and reduce the dreaded "hanging stall" or tail-first slide into the dirt that the AI tends to do on occasion. However, the problem is much less severe with the Pup, so my changes here were comparatively minor. As additional planes that have this problem are identified, I will issue further FM mods to try and deal with this problem. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of the Pup, Albatros, and Pfalz has been significantly improved with these FM mods.
     
    Again, I would like to express my sincere thanks and appreciation to OBD Software for their help in the making of this revised version of the flight model. As always, with the exception of the tweaks contained in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com, then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW
     
     

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  20. HPW_GermanFM_Pack

     
     
    <html>
    Readme File 04/07/2011
     
    HPW_GermanFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles
     
    v1.0
     
    by Herr Prop Wasche
     
    Zip file contents:
     
    HPW_GermanFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for all Albatros scouts and Pfalz DIIIa scout.
    readme.txt file
     
    INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_GermanFMPack1.0\aircraft\Alb_DIII_AC1, etc. To load the mod, simply run JSGME, highlight HPW_GermanFMPack1.0, click on the top button, and then start your game. That's it!
     
    Initial release 1.0
     
     
     
    Thank you for downloading HPW's German FM Pack 1.0, the revised flight model for all Albatros scouts and the Pfalz DIIIa scout, used in Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. This revised interpretation of the flight model, at this point, is for the Albatros and Pfalz DIIIa scouts ONLY (additional aircraft may be added in subsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes.
     
    AircraftSpeed @ 500 ft.Speed @ 3281 ft.Speed @ 10,000 ft. CeilingMax Dive Speed *D II105.75 mph (3.25) 110.0 mph (4.0) 103.25 mph (2.75) 16,500 ft. 204 mph (-10.0)D III early106.5110.0103.518,000237.0D III107.25111.0105.018,000240.0 (15.0)D III OAW 106.5110.75105.2518,000237.0 (15.0)D V110.0 (3.0)114.5 (3.0)108.25 (3.25)18,250244.0 (-7.0)D V later110.25114.5108.2518,250247.0 (-10.0)D Va112.5 (4.0)116.5 (4.0)112.25 (5.75)18,250238.0D Va 200113.5 (2.5)118.75 (2.75)115.25 (3.25)19,500242.0 (-15.0)Pfalz DIIIa105.75 (3.25)109.75 (3.0)106.75 (3.25)18,750245.0 (22.0)
     
    Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted.
     
    * From 10,000 feet
     
    The most noticeable differences are the slight increases in speeds for the Albatros DII, DV, DVa, and DVa200, as well as the Pfalz DIIIa. At the same time, the ceiling for the DII has been reduced by about 2,000 feet to reflect its somewhat poorer performance at high altitude. Dive speeds have also been increased in a few cases, and decreased in most other cases, in order to reflect the relatively slow dive speeds of most WWI airplanes, and to better reflect their comparative dive performance. For instance, the dive speed of the Pfalz has been increased to reflect its superior dive performance compared to most other German scouts in WWI.
     
    Another major change to the Albatros series of planes from the DIII early to the DVa involves an increase in their maximum G's so that these planes should no longer lose a wing in a tight turn, except in very exceptional circumstances. On the other hand, Albatros DIII's and DV's are now more susceptible to losing a lower wing in a steep dive, due to excessive wing twisting caused by the effects of high speed on the lower wing spar of these so-called "V-strutters." For the ultimate in realism, I recommend when you first start flying with the new FM enabled, that you temporarily enable advisor messages and simulation warnings in Workshop in order to give you an idea for when you might be overstressing a wing in a dive. Then, after one or two flights, disable the messages--but don't make a habit of exceeding 170 mph or so in a dive for more than 1,000 to 2,000 meters or you may be sorry!
     
    Finally, perhaps the most significant change to the FM of all of the planes in this mod involves a few slight adjustments to the center of gravity and center of lift settings in order to try and solve a problem that seems to effect the Albatros' and a few other planes in the stock game: the dreaded "hanging stall" or tail-first slide into the dirt which makes kills against AI pilots flying these planes very easy in most cases. With this FM mod, the AI seem to do a better job of avoiding this poor flying behavior at both high and low altitudes, making dogfights against these opponents much more challenging. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of most of the planes in this mod has been significantly improved.
     
    Again, I would like to express my sincere thanks and appreciation to OBD Software for their help in the making of this revised version of the flight model. As always, with the exception of the tweaks contained in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com, then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW </html>
     
     

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  21. HPW_HITR_CampaignDM_1.0

    Readme File
    ------------
    H.P.W. Full Campaign Damage Model for OFF BHaH HITR v1.0
     
    by Herr Prop Wasche
     
    Zip file contents:
     
    aircraft folder with 477 individual aircraft folders and .xdp files
    HITR_Backup_XDPs.bat
    Restore_HITRXDPs.bat
    HPW_HITR_CampaignDM_1.0_ReadMe.txt
     
    INSTALLATION: Important! Backup your HITR .xdp files first! Backup your HITR .xdp files by first copying the HITR_Backup_XDPs.bat file to your OBDSoftware\CFSWW1 Over Flanders Fields folder and then clicking on it to run the program. After you have backed up your .xdp files, extract the entire contents of the HPW_HITR_CampaignDM_1.0.zip file to the OBDSoftware\CFSWW1 Over Flanders Fields folder. DO NOT unzip the file into the aircraft folder itself! If prompted, simply click "Yes to all" when asked if you wish to replace files. If at any time you wish to return to the stock HITR damage model, simply click the Restore_HITRXDPs.bat file included in the zip file and automatically placed in your OBDSoftware\CFSWW1 Over Flanders Fields folder. In order to re-apply the mod, simply re-open the HPW_HITR_CampaignDM_1.0.zip file and extract the aircraft folder to the OBDSoftware\CFSWW1 Over Flanders Fields folder.
     
    NOTE: This mod is intended to be used in BOTH QC battles and the main campaign.
     
    ------------
    Thank you for downloading version 1.0 of my Full Campaign damage model for Hat in the Ring, the official extension to Between Heaven and Hell, the already wonderful WWI flight sim modification of CFS3 by OBD Software. In addition to including .xdp files for all of the aircraft in the HITR campaign, this new version of the mod includes many additional tweaks (based on play-testing) made to the .xdp files since the release of the QC version. In particular, hit point values for many of the engines have been adjusted, along with wing root values for several planes, including but not limited to, all versions of Albatross, Nieuports, Spads, and many two-seaters. Minor corrections to the .xdp files for the Bristol Scout, DFW CV, Nieuport 24, and Nieuport 28 have also been included with this mod.
     
    Overall, my intention with this damage model is two-fold: to slightly toughen up most of the airplane models in the game in order to slightly prolong dog-fights and to provide the human player with more visible signs of damage so he or she may choose to make their escape and live (hopefully) to fight another day! Depending upon the aircraft and the severity of the damage, aircraft should now be more likely to display not only bullet holes, but also rips and tears, oil and coolant leaks, exposed wing spars, and broken wing tips. Although entire wings may still break off at the root, the mod is intended to slightly reduce the frequency of this event. While all of the aircraft engines in the game have also been made slightly more resistant to early damage, when severely damaged they are somewhat more likely to catch on fire and even explode! Oil and coolant leaks should also be more likely to occur. Finally, both your pilot and your AI opponent are slightly more vulnerable to becoming wounded--perhaps even fatally!
     
    I would again like to express my thanks and appreciation to OBD Software for their help and encouragement in the making of this damage mod. Of course, with the exception of the tweaks contained in this damage model, all work remains the sole work and property of OBD software. If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com at the Over Flanders Field forum. Thank you and I hope you enjoy the mod!

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  22. HPW_HITR_DM_1.1

    H.P.W. QC Damage Model for OFF BHaH HITR v1.1 Beta
     
    by Herr Prop Wasche
     
    Zip file contents:
     
    aircraft folder with 47 .xdp files
    HITR_xdp_Backup.bat
    Restore_HITR_DM.bat
    HPW_HITR_DM_1.1_ReadMe.txt
     
    Thank you for downloading version 1.0 of my QC damage model for Hat in the Ring, the fantastic extension to Between Heaven and Hell, the already wonderful WWI flight sim modification of CFS3 by OBD Software. Like my previous damage mods, this mod is intended to enhance some of the visual damage effects already in the game. Depending upon the aircraft and the severity of the damage, aircraft should now be more likely to display not only bullet holes, but also rips and tears, oil and coolant leaks, exposed wing spars, and broken wing tips. Although entire wings may still break off at the root, the mod is intended to slightly reduce the frequency of this event. In addition, while all of the aircraft engines in the game have been made slightly more resistant to early damage, when severely damaged they are somewhat more likely to catch on fire and even explode! Finally, both your pilot and your AI opponent are slightly more vulnerable to becoming wounded--perhaps fatally!
     
    Although I have worked for a long time implementing and testing these changes and am very proud of the results, keep in mind that this release is only a BETA. Therefore, kindly report any strange behavior or unusual results that you may come across. I am particularly interested in the behavior of the new planes introduced in the HITR expansion, as well as the behavior of the Nieuport and Albatros series of aircraft. You should quickly notice that these planes do not perform quite like you are used to seeing them perform with the standard damage model.
     
    Lastly, I would again like to express my thanks and appreciation to OBD Software for their help and encouragement in the making of this damage mod. Of course, with the exception of the minor tweaks contained in this damage model, all work remains the sole work and property of OBD Software. If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com at the Over Flanders Field forum. Thank you and I hope you enjoy the mod!
     
    INSTALLATION: Important! Backup your HITR .xdp files first! Backup your HITR .xdp files by first copying the HITR_xdp_Backup.bat file to your OBDSoftware\CFSWW1 Over Flanders Fields folder and then clicking on it to run the program. After you have backed up your .xdp files, extract the entire contents of the HPW_HITR_DM_1.1.zip file to the OBDSoftware\CFSWW1 Over Flanders Fields folder. DO NOT unzip the file into the aircraft folder itself! If prompted, simply click "Yes to all" when asked if you wish to replace files. If at any time you wish to return to the stock HITR damage model (for either campaign or MP use), simply click the Restore_HITR_DM.bat file included in the zip file and automatically placed in your OBDSoftware\CFSWW1 Over Flanders Fields folder. In order to re-apply the mod, simply re-open the HPW_HITR_DM_1.1.zip file and extract the aircraft folder to the OBDSoftware\CFSWW1 Over Flanders Fields folder.
     
    NOTE: This mod is currently intended to be used in QC battles ONLY. If you use the mod in the campaign, only YOUR plane will have the modified damage model. All AI aircraft will still be using the stock damage model. A damage model for all of the airplanes in the campaign will be released (hopefully) in the very near future.

    51 downloads

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  23. HPW_Spads

    Readme File 03/08/2011
     
    HPW_Spads for OFF BHaH HITR Full Campaign and QC Battles
     
    v1.0
     
    by Herr Prop Wasche
     
    Zip file contents:
     
    HPW_Spads zip file containing five folders named SpadVII_150,
    SpadVII_180, Spad13_200, Spad13_220, and Spad13_235 with appropriate
    aircraft folders and aircraft.cfg and .air files.
    HPW_SpadsFM_readme.txt
     
    INSTALLATION: IMPORTANT! INSTALLATION OF THIS MOD IS SLIGHTLY
    DIFFERENT FROM MY OTHER MODS! First, download the mod to your
    desktop or other preferred location. Then, open the zip file and
    open the HPWSpads file folder. Select ALL FIVE Spad folders and
    copy to your OBDSoftware\CFSWW1 Over Flanders Fields\MODS folder.
    DO NOT install the mod unless JSGME has already been installed into
    your CFSWW1 Over Flanders Fields game folder. The mod is correctly
    installed if you see this readme.txt and the following folders
    inside the MODS folder: SpadVII_150, SpadVII_180, Spad13_200,
    Spad13_220, and Spad13_235. To load your desired aircraft, simply
    run JSGME, highlight the appropriate folder, click on the top
    button, and then start your game. That's it!
     
    NOTE: In order to see the aircraft skins of any Spad aces while
    using this mod, please see the first post of Panama Red's thread
    titled "Guaranteed Method to See Ace Skins Using HPW's FM" at the
    Over Flanders Fields Forum at combatace.com for instructions on the
    easy work-around.
     
    -------------------------------------------------------------------
     
    Initial release 1.0
     
    Thank you for downloading HPW's Spads FM Pack 1.0, a revised flight
    model for FIVE different Spad series aircraft for use in Hat in the
    Ring, the official extension to Between Heaven and Hell, the WWI
    flight sim modification of CFS3 by OBD Software. This revised
    interpretation of the Spad VII and Spad XIII flight models was made
    to represent the different engines used by each aircraft and to
    better reflect the evolution in performance of each aircraft during
    the course of the war. See the following chart for a summary of
    some of these differences. (Maximize window if chart is difficult
    to read).
     
    Aircraft Speed @ 3,000 m Speed @ 2,000 m Speed @ 1,000 m Speed @ 500 ft. Ceiling
    Spad VII 150 114.00 mph 118.25 mph 122.00 mph 119.00 mph. 16,500 ft.
    Spad VII 180 125.25 128.25 132.00 130.25 20,000
    Spad XIII 200 129.25 133.25 129.75 124.75 18,500
    Spad XIII 220 133.25 136.50 130.50 125.00 20,500
    Spad XIII 235 137.50 139.50 134.00 128.75 21,250
     
    The most noticeable changes using these mods are reflected in the
    speeds of the early and late models of each aircraft. Compared to
    the Spad models in the stock game, the Spad VII 150 version is
    generally slower at all altitudes, while the Spad VII 180 is
    slightly faster. The same applies to the Spad XIII 200, 220, and
    235 HP versions, with the 235 HP version being about 2 mph faster
    than the standard OFF version. The maximum ceiling is also
    different depending on the engine used in each aircraft. Dive
    speeds were also adjusted in order to better correspond with the
    historical record. Finally, rudder responsiveness was reduced
    somewhat to reflect the small surface area of the rudders on the
    Spad series, as compared to the other aircraft in the game.
     
    ------------------------------------------------------------------
    As an *approximate* guide to when each aircraft and engine upgrade
    entered service, please see the following chart:
     
    Aircraft Entered Service
    Spad VII 150 February 1917
    Spad VII 180 June 1917*
    Spad XIII 200 January 1918
    Spad XIII 220 April 1918*
    Spad XIII 235 August 1918*
     
    In order to simulate when a particular squad might have recieved
    their engine updgrade, I recommend that on the first of each month
    marked with an asterik, the player should roll a six-sided die. If
    you roll a number equal to or higher than the following guide,
    your squad gets the upgrade and you can install the newer engine.
    If not, at the beginning of each following week, roll the die
    again until you obtain the upgrade. (If you wish, you may add +1
    to each roll if you are in an elite squad).
     
    Week Roll
    One 6
    Two 5,6
    Three 4,5,6
    Four+ 3,4,5,6
    ------------------------------------------------------------------
     
    I would like to express my sincere thanks and appreciation to OBD
    Software for their help in the making of this revised version of
    the flight model. As always, with the exception of the tweaks
    contained herein, all work on the original flight model remains
    the sole work and property of OBD software. I would also like to
    thank Panama Red for the inspiration, development, and testing of
    this mod. Finally, if you have any questions or experience any
    problems with the installation of this mod, please contact me on
    the Over Flanders Fields forum at www.combatace.com. Thank you
    and I hope you enjoy the new FM's!
     
    HPW

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  24. HPW_UltimateDM

    Readme File 1/16/2013
    ------------
    HPW Ultimate Damage Model for OFF BHaH HITR Full Campaign and QC Battles
    v1.3.1
     
    by Herr Prop Wasche
     
    Zip file contents:
     
    HPW UltimateDM\aircraft folder with 477 individual aircraft folders, .xdp files and .bdp files
    This readme.txt
     
    INSTALLATION: Important! This version of the damage mod is intended to be used only along with Jonesoft's Generic Mod Enabler and should not be installed UNLESS JSGME has already been installed into your OBDSoftware folder. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW UltimateDM\aircraft\Alb_DIII_AC1, AC2, etc. To load the mod, simply run JSGME, highlight the mod you wish to use, click on the top button, and then start your game. That's it!
     
    An even simpler method is to simply click on the HPW UltimateDM.exe self-installer program created by Lothar. This program will automatically check your OFF and JSGME installation and install the mod into the correct folder. No muss, no fuss! Thanks, Lothar!
     
    1.3.1
     
    --Decreased wing-tip hit point values for the Fokker EIII.
    --Slightly decreased engine hit point values for the Alb DIII early.
    --Decreased engine hit point values for the
    Hannover CIIIa.
    --Slightly increased engine hit points for the Alb DVa 200.
     
    1.3
     
    --Engine threshold values adjusted again to reduce chance of engine fires and the "forever flying flamers" bug. You should see less fires than in version 1.25 but more than you get using Buddy1998's damage model.
     
    --Engine hit points reduced somewhat on two-seaters and "pusher" types (DH-2 and Fee's) for better game balance.
     
    --File structure revised in order to comply with Lothar of the Hill Peoples Offbase program and proper placement of JSGME inside the OBDSoftware game folder.
     
    --Added HPW UltimateDM.exe self-installer program created by Lothar.
     
    1.25
     
    --Engine hit points adjusted for all aircraft for a better balance between scouts and two-seaters. Most scout engines have a few more hit points, while most two-seater engines have slightly fewer.
     
    --Engine threshold values adjusted for all aircraft. Camel and Dr1 slightly less likely to catch fire, Albatros series more likely to catch fire than in version 1.1. ALL aircraft WILL catch fire eventually if hit hard enough. Fx_airexplosion and fx_enginefire moved from center fuel tank to engine, resulting in more realistic engine fires and explosions.
     
    --Fuel tank hit points for most aircraft raised slightly.
     
    --Fuel leaks adjusted so some aircraft--especially Albatros series--do not spring major fuel leaks as quickly as before. Small fuel leaks slightly more likely, however.
     
    --Minor adjustments to hit points for wings and wing tips on almost all aircraft. Wings on most two-seaters are somewhat weaker (exception: Roland's wings approximately 10% stronger). Wings and wing tips for Fokker Dr1 and Se5a's somewhat stronger.
     
    --Minor adjustments to ailerons, elevators, and horizontal stabilizers on some aircraft.
     
    --"Break" level for pilot and observer reduced from 100% to 75% to see if this results in greater chance of pilot injury or death.
     
    --More thorough testing of all aircraft to insure better game balance.
     
    1.1
     
    --Hit probabilities for aileron, elevator, and rudder cables reduced substantially so that hits to cables should be much less frequent than before. Hit points for all cables also increased slightly.
     
    --Hit probabilities to pilot and center fuel tank adjusted slightly.
     
    --Hit points for ailerons increased by approximately 150% and threshold values adjusted.
     
    --Minor increase in wing tip strength.
     
    --Hit probability to landing gear reduced by 50%.
     
    --Minor adjustments to threshold values for engine, oil reservoir, and center fuel tank.
     
    --For DH5 only, chance of fire and explosion to auxillary fuel tank removed and replaced with fuel leaks.
     
    --For Spad VII and Spad XIII only, increased wing hit points by approximately 5% to reflect sturdy reputation of Spad series.
     
    ------------
    Initial release 1.0
     
    Thank you for downloading HPW's Ultimate DM, a totally new version of the damage model for Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. In addition to the advances featured in my previous damage model modifications, this entirely new damage model brings additional realism to the stock damage model by significantly increasing the hit points of most aircraft components, but particularly the engine, wings, and tail assemblies, of virtually every aircraft currently available in HITR. As a result of these changes, air combat has now become longer, more intense, and more unpredictable than ever!
     
    Due to a suggestion by Creaghorn (thank you, Creaghorn), hit points for some components in the Ultimate DM have been increased by more than 500 percent in some cases! On the other hand, special effect "triggers," such as fuel leaks, oil leaks, fires, explosions, and "break" commands or failure levels for all components have also been reduced by a proportionate amount so the total failure of a particular aircraft component occurs just as frequently as it did in the stock and previous damage model mods. This helps to avoid the dreaded "flying tank" situation that some of the developers have sometimes mentioned in referring to previous test versions of the stock DM. The overall goal of this new DM, therefore, is to make dogfighting both more challenging for the experienced OFF gamer, but also enjoyable for the more casual, or less experienced, flight simulation fan.
     
    To give you an idea of what I am trying to accomplish with this mod, hit points for most aircraft engines in the stock game average around 110 points. Therefore, under the stock DM, an engine that receives only 11 points of damage loses 10% of its power--and an engine that receives 55 points of damage loses 50% of its power! As a result, aircraft with only minor engine damage become unable to maneuver and frequently slam into the ground due to the lack of engine power. By substantially increasing the engine hit points, but also reducing the failure point by a proportionate amount, I have been able to recreate a situation where the engine still functions at close to full power, virtually up to the moment when it catches fire or fails completely! As a result, enemy aircraft will continue to turn, climb, dive, and remain able to fight you, up to almost the last minute. All aircraft (including your own) should no longer suffer from an immediate (and often quite noticeable) loss in engine performance after only a very short burst into the front of the plane. The same principle applies to the wings of all aircraft. No longer will you or your opponent experience an immediate and major loss of maneuverability after having your wing or aileron get hit by just a couple of bullets.
     
    As mentioned above, other improvements to the damage model from my previous damage model mods have also been incorporated into this new version. For example, time period of service, overall aircraft reputation for durability or weakness, notable structural problems in various aircraft (weaker lower wings in Albs, for example), and overall game balance have also been considered in the development of this damage model.
     
    Again, I would like to express my sincere thanks and appreciation to OBD Software for their help and encouragement in the making of this and previous versions of the damage mod. I would also like especially to thank Creaghorn and Hellshade for their comments, suggestions, and help in the development and testing of this mod. I would not have been able to complete it without all of their valuable help and encouragement! Thanks also goes out to all of the members of the Over Flanders' Fields forum to which this mod is dedicated. With the exception of the tweaks contained in this damage model, all work remains the sole work and property of OBD software. If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com at the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying!
     
    HPW

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