Jump to content
Sign in to follow this  
Herr Prop-Wasche

New FM mod is in the works

Recommended Posts


I greatly enjoy all your mods, HPW. I hope you keep making new ones in the future. Now how about some changes to the Albs? Currently the D.II is the best of them, even though the D.III and D.V should be lighter and more maneuverable. Also maybe something could be done to their wings so that they lose them more when diving too fast and not when making relatively simple maneuvers? Just some thoughts... :cool:

Share this post


Link to post
Share on other sites

Herr Prop-Wasche has already altered the D.V a bit, which I use a lot recently; the wing damage doesn't happen

easily anymore. But still, Hasse Wind is right - the later craft should be slight improvements to the D.II, which they

are not really. The behaviour of D.V and D.Va at higher altitudes (still within their historical max. ceiling) is so far

yet rather strange.

 

One question, Herr Prop-Wasche:

when I use your complete package of FMs already, and then add the N28 (which is also in the big package) - does

it not make problems? Shouldn't the new N28 model get integrated into the whole big package?

Edited by Olham

Share this post


Link to post
Share on other sites

In RoF the planes seem to feel lighter and buffet around abit more than OFF this lends itself to the feeling that the kites are a little flimsy compared to WW2 and onwards...not sure what others think but is it possible to replicate this in OFF?

 

As for other aircraft if any stand out as being a little strange then concentrate on those...i.e the DVa

Edited by Wodin

Share this post


Link to post
Share on other sites

Herr Prop-Wasche has already altered the D.V a bit, which I use a lot recently; the wing damage doesn't happen

easily anymore. But still, Hasse Wind is right - the later craft should be slight improvements to the D.II, which they

are not really. The behaviour of D.V and D.Va at higher altitudes (still within their historical max. ceiling) is so far

yet rather strange.

 

One question, Herr Prop-Wasche:

when I use your complete package of FMs already, and then add the N28 (which is also in the big package) - does

it not make problems? Shouldn't the new N28 model get integrated into the whole big package?

 

Olham--The "complete" package of FM changes I sent to you for testing isn't really complete. It mainly consists of changes to some of the Albatros' versions and the N28 for use in the campaign and a few other FM changes that will only work for aircraft in QC. What are the exact names of the FM mods that you are currently using? Actually, regardless of the FM mods you are using, as long as you install the N28FM1.5 mod last, you should not have any problems. Later, when I have more FM's modded, I will integrate them into one package.

 

As far as which planes I would like to play with a little more, I agree that the Albatroses, particularly the DII, could use some adjustments. After that, I would like to see if I could reduce the dive speed of both the Sopwith Pup and the two Tripes, slow down the top speed of the Tripe from 115 mph to something closer to 105 (don't worry, this number is just off the top of my head and is not final), and reduce the speed of the Camel a bit. Olham has also mentioned that a few planes such as the Nieuports and the Pup tend to climb and stall too much when in the hands of the AI. I think I have found a partial solution to that problem, so I would also like to fix that, if I can find the time. Finally, my last project would probably to experiment with the Dr1 and Camel to see if I can make them a little more quirky than they are now--but that project is way off in the distance--maybe after the release of P4.

 

Of course, if anyone else can identify a problem that they feel is historically inaccurate, I will be glad to take a look at it, but I can't promise whether I can do anything about it!

Share this post


Link to post
Share on other sites

Actually, regardless of the FM mods you are using, as long as you install the N28FM1.5 mod last, you should not have any problems.

Later, when I have more FM's modded, I will integrate them into one package.

Okay, then it is right as I have it.

 

Olham has also mentioned that a few planes such as the Nieuports and the Pup tend to climb and stall too much when in the hands of the AI.

They don't do so all the time - that is only happening, when the craft are shot up quite a bit.

Then they seem to try to gain some altitude, but too steeply, and so they fall back again.

It always looks, as if the tailplane doesn't provide enough lift anymore.

Share this post


Link to post
Share on other sites

The solution to the "tail-dragging" I think, is a combination of increasing the hit points for the elevators and/or horizontal stabilizers, along with an adjustment to the center of balance for the planes so the plane's weight is moved a little more toward the nose, making it easier for the plane to transition from a climb into a dive.

Share this post


Link to post
Share on other sites
Guest British_eh

Hi there Herr PW,

 

Glad to hear you are keeping busy with FM stuff. I am also happy to hear that you are contemplating changes the Dr.I Perhaps the OFF Team may consider an upgrade, but I'm convinced that an upgrade would be a good thing. I have 35 hours on research of the Dr.I and would be happy to share stuff. The biggest issue of course is the propensity to stall and spin at virtually any angle and when stalling, spinning instead of "sinking". Anyway, I look forward to having some time to fully trial your stuff, once I have a few minutes to actually fly.

 

Cheers,

 

British_eh

Share this post


Link to post
Share on other sites

Not sure where the "Mods" folder is. Can someone help me out?

Thanks,

Crossbones

Share this post


Link to post
Share on other sites

'Bones,

 

The MODS folder is not part of the OFF installation. It is supposed to be placed into the CFSWW1 Over Flanders Fields Folder when you install the Generic Software Enabler, sometimes referred to as JSGME. Although you don't HAVE to have JSGME in order to install some mods, I have made all of my mods so that they can easily be installed using JSGME. Installing my mods without JSGME is very cumbersome, so I recommend that anyone who wants to use the FM or DM mods use JSGME.

Share this post


Link to post
Share on other sites

I have made all of my mods so that they can easily be installed using JSGME. Installing my mods without JSGME is very cumbersome, so I recommend that anyone who wants to use the FM or DM mods use JSGME.

 

JSGME is great, and thanks HPW for formated your FM/DM files to work with it. It saves a lot of grief.

Share this post


Link to post
Share on other sites

Thanks, 77Scout.

 

I discovered JSGME during my Silent Hunter 3 playing days. Very nifty program and it does save a lot of grief.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..