77Scout 3 Posted December 10, 2010 Thanks HPW! Got it. Share this post Link to post Share on other sites
Herr Prop-Wasche 7 Posted December 11, 2010 (edited) Glad to hear, 77Scout. Let me know how you like it. Here is the link to the download page: http://combatace.com/files/file/11572-n28-fm-15-update/ Edited December 11, 2010 by Herr Prop-Wasche Share this post Link to post Share on other sites
Hasse Wind 46 Posted December 11, 2010 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... Share this post Link to post Share on other sites
Olham 164 Posted December 11, 2010 (edited) 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 December 11, 2010 by Olham Share this post Link to post Share on other sites
Wodin 0 Posted December 12, 2010 (edited) 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 December 12, 2010 by Wodin Share this post Link to post Share on other sites
Herr Prop-Wasche 7 Posted December 12, 2010 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
Olham 164 Posted December 12, 2010 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
Herr Prop-Wasche 7 Posted December 12, 2010 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
Hasse Wind 46 Posted December 14, 2010 Looking forward to the new FM's! Share this post Link to post Share on other sites
Guest British_eh Posted December 14, 2010 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
Crossbones 1 Posted December 15, 2010 Not sure where the "Mods" folder is. Can someone help me out? Thanks, Crossbones Share this post Link to post Share on other sites
Herr Prop-Wasche 7 Posted December 16, 2010 '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
77Scout 3 Posted December 16, 2010 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
Herr Prop-Wasche 7 Posted December 16, 2010 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