About This File
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!