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Creaghorn

Creaghorns Homebrew

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just uploaded a compilation of all various mods and tweaks i made so far. i hope the dev's don't mind. if a proper credit is missing or somebody feels offended in some way, please raise your hand. you can find it in the OFF download section (as soon as the moderators give it free)

 

compilation includes:

 

-tweaked file of Bloom & HDR to fit BHAH

-More German names

-effect files without visible clues from the distance (including also effects without tracers)

-the news mod, especially for german campaigns

-additional shellmusic

-some alternative soundfiles i use

-tweaked version of spandau rate of fire with fitting sound

 

it's compressed and every folder has an apropriate readme file includet

 

creaghorn

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Yes, thank you! I was just going to ask where to get the spandau ROF tweak.

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Good you made a "box" of it all, Creaghorn, cause I'm pretty busy with RL stuff

and will only find patience to try some out later.

I'm particularly interested in the Spandau sounds.

Could you tell here, what "shellmusic" is?

But now I know, it will all be there. Thanks for making and all descriptions!

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    Thanks Creaghorn!  Already downloaded, will try them out ASAP, I´m sure that it will be a whole new experience!!

 

 

 

 

                   Anastasios.

 

 

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Could you tell here, what "shellmusic" is?

 

see this thread, olham.

http://forum.combatace.com/topic/52020-alternative-shellmusic/

must have slipped through your eagle eyes lol. everything is explained there.

in this compilation now however, there is no need to convert it from mp3 to wav anymore. just simply drop it in drinks.gif

Edited by Creaghorn

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see this thread, olham.

http://forum.combata...ive-shellmusic/

must have slipped through your eagle eyes lol. everything is explained there.

in this compilation now however, there is no need to convert it from mp3 to wav anymore. just simply drop it in drinks.gif

 

Creaghorn,

 

Where did the RoF (rate of fire) info come from?

 

Thanks for the homebrew, BTW... I have all the German news already loaded, it's very good.

 

OvS

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Creaghorn,

 

Where did the RoF (rate of fire) info come from?

 

Thanks for the homebrew, BTW... I have all the German news already loaded, it's very good.

 

OvS

 

there was a thread some weeks ago about the right rate of fire in this forum with the question if the two spandaus did have a real advantage because the rate was much slower then with the vickers.

my feeling was always that 9.777 was too fast by the way, but didn't know how much i would reduce it. somebody posted a link of a discussion about rof on the aerodrome forum. and there were lot of experts calculating the correct rate of fire of the spandaus when shooting through the propellor. the rate was also dependent from the rev of the prop. the faster the rev, the better the rate and vice versa.

conclusion was that it must have been around 6 per second.

so my info is from aerodrome forum.

 

by the way, in blue max when stachel claims willie's two kills for himself, otto says that 40 rounds are two bursts of 3 seconds each, wich also confirms this calcualtion pretty good.

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I wonder if it would be possible to have a dynamic rate of fire for MG's in P4 that would depend on the rev speed of the propellor like it was in real life?

 

6 rounds per second for the Spandau sounds quite realistic to me, but I've seen even lower figures for WW1 synchronized guns. Something like 300 or maybe even 200 rounds per minute must have been quite common rof's back then.

Edited by Hasse Wind

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   I got to say, those sounds and new frame rate for the Spandau is absolute wonderful!!! Haven´t yet tried the News but I´m sure they´re going to be excellent!

 

 

 

 

               Anastasios.

 

 

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Yes, that Spandau sounds like a real MG firing, much better than the sound that comes with OFF.

 

Thanks for your improvements, Creaghorn. :salute:

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Hasse Wind: ...much better than the sound that comes with OFF.

 

Well, don't forget that you would hear rather little of the MG sound in flight,

under a leather helmet and with the engine running.

Maybe the OFF sound was made for that?

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Rate of fire varied enormously with RPMs, as stated earlier, something no sim has replicated yet. Hopefully someday. It would be interesting to find the sweet spots of engine rpm that controlled the RoF.

 

From Williams and Gustin's Flying Guns, World War I, page 36 (they interchange "rpm" between revolutions per minute and rounds per minute):

 

“The effect of synchronisation of the rate of fire can best be explained by describing a simple system like that introduced Fokker, in which one firing signal was sent to the gun for each rotation of the propeller. If the gun was capable of firing at 500 rounds per minute, then for propeller speeds of up to 500 revolutions per minute the RoF would be the same as the propeller rpm. However, as soon as the propeller exceeded 500 rpm, the gun mechanism could no longer keep up and could then only fire on every other rotation, so the RoF would drop to 250 rpm. It would then accelerate again with increasing propeller speed, but at half the rate, so when the propeller was spinning at 1,000 rpm, the gun would be back to firing at 500 rpm again. Once more, propeller revs faster than this would cause the RoF to drop, but this time only to two-thirds of the full RoF, as it would fire on every third rotation, so it would be achieving 330 rpm. As the propeller continued to accelerate to 1,500 rpm, the gun would be back up to 500 rpm again, and so on. Any quoted figure for synchronized rates of fire could therefore only be an average.

 

“…With their in-line six-cylinder engines running at 1,400—1,500 rpm, the Germans’ Maxim would have had to have been capable of about 800 rpm to take full advantage of a firing impulse every other rotation. It could not do this, so it made sense to adjust it to fire approximately every third rotation and thereby enjoy the benefits of great reliability of both gun and synchronizer gear and reduced gun heating problems; the Maxim was in fact normally set at around 450 rpm. The introduction in 1917 of the Hazleton gear to the British Vickers enhanced the RoF to 850-900 rpm, which in combination with the fast-acting and more reliable CC gear would fire twice for every three rotations of a rotary engine, or every other rotation with the faster-running V-8 and V-12 engines.”

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Hasse Wind: ...much better than the sound that comes with OFF.

 

Well, don't forget that you would hear rather little of the MG sound in flight,

under a leather helmet and with the engine running.

Maybe the OFF sound was made for that?

 

 

the cool thing is that everyone can adjust what he wants to hear in WS.

the fact that your guns are only some inches in front of your face i can't imagine you wouldn't hear it as loud as the engine. you would hear less enemy MG, though in literature is often mentioned how they heard the enemies clack clack clack too.

 

i don't know exactly how my settings are in WS, but i would take a look and post. i can hear the engine loud, my own mg i can hear good, but nonetheless softer than the engine. other mg's i can hear on a normal formation flight, but it's easy to overhear it when busy. for me this setting seems to fit best.

 

 

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Rate of fire varied enormously with RPMs, as stated earlier, something no sim has replicated yet. Hopefully someday. It would be interesting to find the sweet spots of engine rpm that controlled the RoF.

 

From Williams and Gustin's Flying Guns, World War I, page 36 (they interchange "rpm" between revolutions per minute and rounds per minute):

 

“The effect of synchronisation of the rate of fire can best be explained by describing a simple system like that introduced Fokker, in which one firing signal was sent to the gun for each rotation of the propeller. If the gun was capable of firing at 500 rounds per minute, then for propeller speeds of up to 500 revolutions per minute the RoF would be the same as the propeller rpm. However, as soon as the propeller exceeded 500 rpm, the gun mechanism could no longer keep up and could then only fire on every other rotation, so the RoF would drop to 250 rpm. It would then accelerate again with increasing propeller speed, but at half the rate, so when the propeller was spinning at 1,000 rpm, the gun would be back to firing at 500 rpm again. Once more, propeller revs faster than this would cause the RoF to drop, but this time only to two-thirds of the full RoF, as it would fire on every third rotation, so it would be achieving 330 rpm. As the propeller continued to accelerate to 1,500 rpm, the gun would be back up to 500 rpm again, and so on. Any quoted figure for synchronized rates of fire could therefore only be an average.

 

“…With their in-line six-cylinder engines running at 1,400—1,500 rpm, the Germans’ Maxim would have had to have been capable of about 800 rpm to take full advantage of a firing impulse every other rotation. It could not do this, so it made sense to adjust it to fire approximately every third rotation and thereby enjoy the benefits of great reliability of both gun and synchronizer gear and reduced gun heating problems; the Maxim was in fact normally set at around 450 rpm. The introduction in 1917 of the Hazleton gear to the British Vickers enhanced the RoF to 850-900 rpm, which in combination with the fast-acting and more reliable CC gear would fire twice for every three rotations of a rotary engine, or every other rotation with the faster-running V-8 and V-12 engines.”

 

thank you for the explanation. since there is no connection between rev and rof (yet), the best way is to use average figures. if you have some moments with 6 rps, or up t 8 rps then with 4 rof etc, depending on prop revs, then for me 6 seems to feel best as an average figure. default is 9,..., which IMO is definitely too high.

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thank you for the explanation. since there is no connection between rev and rof (yet), the best way is to use average figures. if you have some moments with 6 rps, or up t 8 rps then with 4 rof etc, depending on prop revs, then for me 6 seems to feel best as an average figure. default is 9,..., which IMO is definitely too high.

 

Sounds good Creghorn, what I'll do is go back to my files, and maybe rework the default guns. We went with the faster set more for a nice dramatic feel, rather than the more authentic. I agree, I made them too fast.

 

Thanks for the info...

 

all the best!

 

OvS

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Sounds good Creghorn, what I'll do is go back to my files, and maybe rework the default guns. We went with the faster set more for a nice dramatic feel, rather than the more authentic. I agree, I made them too fast.

 

Thanks for the info...

 

all the best!

 

OvS

 

 

thank you OvS. getting credit of one of the dev's honors me really deeply.

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The OBD customer support is really something special. If we feel there's something in need of fixing or improving in OFF, it will certainly be done by the devs, if at all possible within the limits of CFS3. :drinks:

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S! Creaghorn,

 

nice mods there Sir. With readme s too boot :salute:

 

A question ref the Spandau rof mod. If the player MG 08/15 is now firing at 6 rps (feels like 6rpm!!), what rate do the Blue Ai achieve.

 

Bonus follow on question and probably almost as important, what rof do the Lewis & Vickers of the Red Ai achieve. Are the Ai rof tweak-able & should they be like wise adjusted to give "The Bally Hun" an even chance.

 

Excellent Homebrew, well done that man!

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hi kaiser,

 

thank you for your compliments,

 

as long as i've seen blue AI with spandaus also has reduced rof, like it should be. spandau rof was reduced to meet more historical figures. i don't think there is a need to tweak rof of lewis and vickers, since they have been quite faster, so i don't think there's a need to reduce it also.

 

chances of firepower is mostly even since germans had mostly two guns. when the allies began to carry two guns, their rate was simply better. but that's war and historical figures, so no need to be fair grin.gif

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BTW I think OvS here is talking about the actual sounds being fast.

 

We set rate of fire in the gun settings - and we calculated at the time but we can probably look at again. Lewis guns usually have no issue as there is no prop in the way :)

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BTW I think OvS here is talking about the actual sounds being fast.

 

We set rate of fire in the gun settings - and we calculated at the time but we can probably look at again. Lewis guns usually have no issue as there is no prop in the way :)

 

yes, makes sense lol,

sorry for misinterpreting OvS

 

i don't think there is an issue with vickers, and no issues with lewis guns anyway (as you said, no prop in the way). it was just the spandau having too fast default rof.

 

 

 

 

 

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Never ceases to amaze me how clever all you chaps are!...Nice one Creaghorn

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Hi

 

Thanks for sharing your homebrew! good.gif

 

There are some very nice improvements in there!

 

I’ve problems understanding the German news, it would have been great if you could make a English version. wink2.gif There has been some distorted news pics also, I think it was the airfight.bmp in Jan 1916

 

Cheers

 

vonOben

 

 

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Dang!

 

I thought Creaghorn was going to send us all a bottle of homemade booze! Just my luck, he's only making the best flight sim better. Oh well, gotta take what you can get. drinks.gif

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