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Herr Prop-Wasche

New FM mod is in the works

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As you can see from the thread title, I am pleased to announce that I will be working on an FM mod that WILL eventually be able to be used in the full OFF campaign. At first, this will largely be an experimental project to get an idea of how feasible it will be to make changes to the current FM without mucking it all up, but I hope to eventually be able to create a full, working FM mod for all of the planes currently available in OFF. There may be a few limitations to some aspects of the mod due to being able to work only with the .cfg files, but at least the changes will work in the campaign as well as in QC.

 

I plan to keep note of my progress in this thread, as well as to hopefully stimulate (polite) conversation about what people would most like to see in a revised FM. Of course, since this is my project, any FM work that does come out of it will be my own interpretation of the flight model for the various aircraft we have, and it most likely will not agree with everyone else's interpretation for every single aircraft. Of course, anyone else is free to create their own FM if they find that they don't care too much for my efforts. :wink:

 

I have already started some preliminary work on the new FM. As an example, I went ahead and created two separate FM's for the Sopwith Pup--a 80 HP version and a 110 HP version. Testing confirms that both models work in QC and the campaign--but not at the same time, as yet! Each model has slightly different performance characteristics, with the 80 HP version both slower in level flight and not as good a climber as the 110 version. I still have more adjustments I want to make to both models in order to distinguish them more from the stock FM models, but I will release them for testing not too long from now, assuming everything goes right.

 

I welcome any questions, comments, advice, and even criticism about my work on this project, so don't be shy about speaking up. Also, if anyone would like to volunteer to be a guinea-pig, er, tester, be sure to let me know via a reply to this thread or by PM.

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As you can see from the thread title, I am pleased to announce that I will be working on an FM mod that WILL eventually be able to be used in the full OFF campaign. At first, this will largely be an experimental project to get an idea of how feasible it will be to make changes to the current FM without mucking it all up, but I hope to eventually be able to create a full, working FM mod for all of the planes currently available in OFF. There may be a few limitations to some aspects of the mod due to being able to work only with the .cfg files, but at least the changes will work in the campaign as well as in QC.

 

I would be very interested in trying this out whenever you have a working beta, sir.

 

Hellshade

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Don't know when I will have a working beta. The FM is individual to each specific plane, so the mod will likely come out in dribs and drabs, with one or two planes at a time. Later, as i get more of a handle on it, I should be able to turn out more planes in less time, fingers crossed!

 

In the meantime, do you (or anyone else) have any preferences to which planes you think are "most' in need of modding? I plan to first work with scouts and move on to the two-seaters later.

 

My candidates, in no particular order are:

Sopwith Tripe and Pup (excessive cruise and dive speeds)

Albatros DIII (relatively poor turn performance, not appreciably better than DII, loses wings in turns instead of dives)

Camel (too fast, too docile)

N28 (snap spins, difficult to handle)

Fokker EIII (too "draggy" poor climb (accurate) combined with poor dive (most likely inaccurate) May be very difficult to change.

Fokker DrI (advanced project, needs improved turn, perhaps slightly reduced climb) Also difficult to change.

Others?

 

Should I post a poll?

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A poll might be difficult to do? You'd need to think of the right questions.

 

Recently, I am flying the Albatros D.V mostly. That craft has a max. service ceiling of 6500m = 21.325 feet.

But already at 14.000 feet, it behaves as if it was flying in thin air - it can hardly perform it's turns well; it stalls far too

easily and "smears off", until I can catch it up again. That is a point I would be most glad about being changed.

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Hi Herr Prop-Wasche

 

Great news! :good:

 

I'm currently using your Albatros FM files, but I can't say I noticed much difference.

 

I'm happy to test anything you want me to.

 

Cheers

 

vonOben

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Currently, my FM files only work for QC battles--and I only released those to a few who volunteered for testing. I suspect that is what you have, von O.

 

Right now, I am gathering data and studying NACA files and reading websites about aircraft performance. One thing I found that was interesting--the Camel in OFF apparently represents the 150 HP Bentley engine instead of the 130 Clerget, perhaps explaining the top horizontal speed of 116 in the game. Perhaps this is why it out runs the DrI so easily in the game. The good news is that I can probably create a 130 HP version and a 150 HP version. In fact, I can most likely do this for other planes, such as the 185 HP Fokker DVIIF and the 225 HP DVIIF. The player could then insert the correct plane according to the time period in the game.

 

I may have also cracked the code for altering the .air files. It seems that editing the .air file with AirEdit will not allow the plane to be used in the campaign. HOWEVER, if you directly edit the hex code, it appears the plane WILL work in the campaign! The question now is whether I will have to manually change all 477 .air files via hex editing or simply be able to edit one and copy it to all of the other plane folders for that plane type. Editing the hex code will allow me to directly change several factors such as drag, G loading in turns, dive speed, etc.

 

Fortunately, because of the excellent research and hard work of the developers, there is not a lot I will want to change on most of the planes. My main goals are to 1) reduce dive speed of some ot the planes in the game while increasing it for some of the others (BTW, does anyone have any good figures for how fast a typical WWI aeroplane should be able to dive? As of now, planes in OFF can achieve speeds between 155 and over 270 mph in a dive. Cutting back the throttle does also does not seem to have any effect :sad: ) 2) adjusting the top speed of several planes. 3) Adjusting the turning radius of some planes, particularly the Alb DIII's. 4) Reducing the climb rate somewhat for most of the planes. 5) Other?

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Brief update:

 

I am working on the FM, but have been slowed down by various side projects and real-life thingies. I have also been slowed by trying to decide how and what to work on first. The FM is a big deal and takes a lot of planning, modding, and testing.

 

I think the first thing I will try and work on will be to reduce the dive speed for several of the aircraft. Currently, the Tripe and the Pup both can dive in excess of 255 mph. I would like to slow this down to the low 200's if possible to make them more consistent with the other aircraft. Again, does anyone have data on the dive speed of WWI aircraft?

 

Actually, the first aircraft I will probably release for evaluation will be the N28. Stay tuned.

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I forgot: will that effect both player AND AI aircraft?

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Well, if everything works right, the FM changes WILL work for both AI and human players. However, it will need confirmation from you and all the other dedicated players of OFF in order to be sure.

 

FM work will have to be temporarily delayed, however, until I fix the DM mod problem, which will require a game reinstall, unfortunately.

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I have just been able to succesfully create an Albatros DIII early FM that will shed its lower wings in dive speeds as low as 175 mph (265 kph)! It also does not ordinarily lose a wing in tight maneuvers anymore. I can lower the dive speed more if needed, but I thought 175 mph was a good place to start until I have a chance to adjust some of the other planes. The change also appears to work in the campaign, but I need to do some more testing to be absolutely sure. I know that I can do it, it is now just a question if I can remember how I did it! :wacko::dntknw:

Edited by Herr Prop-Wasche

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Yes, that sounds very good.:ok:

 

 

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Guest British_eh

Hi there PW,

 

Great to see you hard at work. I would be happy to provide you with info I have on a couple of historical parameters for the OFF planes. It's no secret, and I am impressed, that you noticed the FM in OFF for the Dr.I could have a tweak or so. I have a 35 hour research file on the aircraft and would be happy to share with you. I'll send a PM to you.

 

Cheers,

 

British_eh

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That would be great, British_eh!

 

Yes, there is a lot of information out there about the performance of many, but not all, of the various WWI planes. Unfortunately, most of the information is contradictary!! Therefore, a lot of personal interpretation of the data is required, making the creation of an FM for virtually any of these planes a bit of a subjective experience, to say the least.

 

I can't promise that I can tame--or is it make it wilder-- the notorious DrI, but I can give it a shot!

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I am making good progress on the N28 FM and just sent out a beta version for testing to a few helpful volunteers. If all goes well, I hope to be able to release my new version that works in the campaign in just a few days. The new version should turn better without stalling quite so easily and should not break up so easily in a tight turn anymore. However, watch out if you tend to ignore your speed in high velocity dives!

 

Speaking of dives, here is a brief comparison of the fastest planes in a dive. The first list shows the planes as they currently are in OFF. Notice that both the Tripe and the DrI are near the top of the list. The second list is a preliminary ranking of the planes speed in a dive with a few of my FM adjustments. Let me know what you think about my proposed changes, assuming I can get to all of them.

 

Plane Dive speed (mph)

 

Se5a Viper 272

Sopwith Tripe 271

Sopwith Pup 256

Spad XIII 255

Se5a 247

Nieuport 28 241

Spad VII 240

Alb Dva 200 238

Alb Dva 237

Fokker EV 233

Fokker DR1 231

 

Plane Dive speed (mph)

 

Spad XIII 255

Se5a Viper 253

Se5a 247

Spad VII 240

Fokker EV 232

Alb Dva 200 231

Pfalz 229

Alb Dva 229

Bristol Fighter 228

Alb DV 227

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Good news! The first of my fine testers has reported that he can use my FM mod in the campaign! Hopefully, the others will also have a positive report and I can make the mod available for general release!

 

Any comments about the dive speed of the above planes? The first seem a little high to me, but anyone with access to hard data on this is more than welcome to correct me!

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I still wonder, how I can see, if it is used in Campaign?

I did my first flight with the N 28 today, after adding your FM into the Generic Mod Enabler.

Now, the last flight was some time ago, but I thought, the craft behaved a bit friendlier in

turns. Didn't dare to do a dive yet - will try that in QC. For more, see: "Screenshots" thread.

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The differences in the old and the new N28 are pretty small, Olham. No major game-changing changes. The main differences you should see are 1) Less likely to suddenly go into a stall or a spin at relatively easy turns, 2) slightly slower dive speed, 3) will not break up in most tight turns, 4) somewhat higher top speed in game conditions, 5) more likely to suffer upper wing damage in high speed dives, but this should be a very rare event most likely to be seen after your aircraft has already been damaged.

 

To compare the new FM with the old, try completing a loop with the old FM. Then, load the new FM and try the same manuever. You should be able to complete a loop now.

Edited by Herr Prop-Wasche

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Hope you can make this work, will love to fly the N.28 now.

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Stratos--send me a PM and I will hook you up with the beta version, which should not change that much in the release version.

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Then I'm sure I have the new version, HPW. I flew tight turns today, and dives of 30-40° without damage.

The craft behaved better - had only one stall and spin in the beginning, but it recovered easier.

The looping I'll do tomorrow - it's 01:12 h here. Godd night!

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As you are probably reading this in the morning then, I hope you are enjoying a nice, hot cup of coffe or tea. How do you drink it Sir? I prefer mine black, although I have been known in the past to sweeten it a bit with sugar.

 

Glad you are flying the "new" N28 sent by our boys at the supply depot. As always with new mounts, be sure to report any problems to the riggers and guys in the repair shop!

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Stratos--send me a PM and I will hook you up with the beta version, which should not change that much in the release version.

 

 

I would happily take one of those if you weren't opposed to it sir.

 

Hellshade

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I am finally ready to present to the flying public my 1.5 revision (and first official release) of HPW's Flight Model for the Nieuport 28, flown by several U.S. squadrons in early to mid 1918. This FM is meant to be used as an alternative to the official OFF FM used by the N28. Major changes to the FM include: slightly higher top speed, better high altitude performance, slower dive speed, increased susceptibility to upper wing damage from prolonged high speed dives (just as in real life), and improved handling with fewer nasty stall characteristics.

 

 

 

The most significant improvement from 1.0 to 1.5 includes better AI performance--less climbing and stalling during combat and less "bobbing" up and down of the aircraft at low altitudes. This should make AI opponents tougher to shoot down and make your AI wingmates more likely to survive their mission.

 

Installation is via JSGME. Simply unzip the file into the MODS folder, open JSGME, enable the mod, and fly! The mod has been tested and works for both QC and campaign missions. The mod has been uploaded to the downloads forum and should be available soon after admin approval.

 

Notes: Please be sure to write to me about any comments or criticisms of the new mod. Also, please note that this mod is based substantially on the existing official OFF FM for the N28 and would not be possible without OBD's and Polvoski's previous work on this and the other planes currently available in OFF. Thank you OBD!

 

P.S. If this FM mod is successful and well-received, I will probably release FM mods for a few other aircraft in OFF. However, because I have found that FM modding is a long, tedious, and occasionally frustrating process, I will not be able to release FM mods for every aircraft. Therefore, if you feel a certain plane is in need of modification, be sure to let me know. If enough people agree that a particular aircraft would benefit from some "work," I will consider making adjustments to that aircraft. Thank you, and I hope everyone who uses it, enjoys my FM mod!

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