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      2019 Drive   05/31/2019

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    • By VonS
      Hello fellow WWI simmers,
      The info. below is relevant to installing ROF (united edition) properly in Win10 (in Bootcamp) on a Mac with discrete graphics cards (in my case a 2013 Mac Pro with FirePro D700 cards, but should work fine on other high-end Macs too). Installing ROF in WineSkin, as was the case a few years ago, is still not worth experimenting with - I recommend the Bootcamp installation route instead.
      First off, install ROF into the main directory of the "c" drive of your Bootcamp install, for the game to launch properly. Also, I recommend, after installation, digging into the relevant "game," "updates," "mission editor" folders, etc., and making shortcuts to the relevant exe files either on your desktop or pinning them to your taskbar - since the main ROF exe "hub" in Bootcamp on a Mac, once you've updated your ROF install to the latest edition - will fail to launch.
      In-game video settings that work well are as follows:
      resolution of 1920 x 1080
      fps limiter on (set to max. limit available of 120; this helps to nearly eliminate cloud flickering when used in conjunction with AMD control panel settings included further below)
      full screen
      vert. sync off (turning it on eliminates cloud flickering but caps fps at about 60; better to keep off and use the fps limiter setting capped at 120, which allows for nice, smooth fps in the 80 to 100 range)
      no gamma correction
      enable post-effects
      HDR off
      bloom off
      raindrops off
      super sampling off
      antialiasing 4x
      anisotropic level 8x
      shaders quality high
      light sources 10
      texture detail high
      reflections details medium
      shadows detail special high
      landscape mesh detail 100%
      landscape textures detail high
      forest detail high
      grass quality high
      forest view distance far
      objects view distance 60%
      multi gpu/sli on
      AMD control panel settings (I recommend setting up a separate profile/settings file for ROF):
      antialiasing use app. setting
      antialiasing method adaptive multisampling
      morph filtering off
      anisotropic filtering use app. setting
      texture filtering high
      surface optimization off
      wait for vert. refresh (off, unless chosen by app.)
      triple buffering off
      shader cache (AMD optimized) -----> changed from "on" to optimized, seems to reduce some cloud flickering further with this setting
      tessellation mode (AMD optimized) -----> changed from "limit to 16x" to optimized, again seems to help slightly to reduce cloud flickering to a minimum
      AMD crossfire mode (AFR compatible) -----> this is the best setting, but also very good is the "default" setting (frame rates are smooth, and cloud flickering is at a minimum this way too)
      frame pacing on
      A few representative pics. below (fps average between about 60 and 120, depending on action/congestion/weather etc., usually hovering around 80 or 90). I also recommend picking some of the mods for ROF over on their official site to get the look you want. I've got about 40 or so mods installed through JSGME - the main ones to get the landscapes in my pics are "landscapes ver 4" and "landscapes ver 4 for winter," also the "high texture landscapes" package, "greater ground detail" package, etc. (search the official ROF site for mods/packages since they are hosted across several pages over there). Also good is Gavagai's "reduced lethality" mod that makes the aircraft less flimsy, as well as AI-improvement mods. and other relevant ones hosted there. With the relevant mods. installed, it flies a lot like modded FE2 (unmodded ROF looks very "shiny"...probably too shiny...with the in-game settings above, reflections are more realistic in the sim).
      One other tip, to get the crispy graphics as in my pics., go to the following website and download the "ATI SetLod" app. (if you're running an AMD graphics card) - and set the LOD bias to "-1" if you are using antialiasing at 4x in ROF, set to "-0.5" if using aa at 2x, and set to "-2" if using aa at 8x (make sure to run the app. in administrator mode for this to work, then log out/in or restart Win10). You will appreciate the extra sharpness, especially at altitude (more pics. located under the screenies section for ROF):
      Happy flying,
      Von S 

    • By VonS
      Hello gents',   Thought I'd post some speculations and observations on the FM aspects of some things in FE2 and SF2 that I've recently been tinkering with. This might be an interesting post for those who like to follow these technical threads.   I was recently installing more aircraft into my small SF2 install - something I wanted to get to last year but had no time - and I decided to install a couple of the late prop aircraft too, particularly the SeaFury and F4U-5 variant of the Corsair. Overall pleased with the handling of the types, I tweaked a few things such as desensitizing the rudder on them, and also giving them slightly heavier aileron feel - since those late model prop aircraft were fairly heavy, about 4500 kg on average.   Further testing involved flying and inspection of the [FlightControl] and [Engine] sections...couldn't get much beyond about 500 kph near sea level or at alt. in the types...so I commented out the MaxSpeedSL entry for the FlightControl, and tweaked prop speeds to close to historical, within the 2000 to 3000 rpm range, also pushed up the value for the SLPowerDry entry for the Engine, usually by a noticeable amount, and then tested further.   Some of the things I've noticed, in terms of SF2 specifically (but this post is relevant to FE2 too):   a) WEP power is not modelled realistically, since you can keep running it without engine damage   b) WEP power doesn't give much of a boost, if at all (although I've only tinkered with the SeaFury and Corsair so far)   c) a better way of simulating, however simplistic it is, the potential of WEP power, is to manipulate the AltitudeTableData numbers instead (for example, I plugged in values ranging from about 1.05 to 1.35 around the 6000 m alt. band, which should be where the Corsairs benefitted the most from max. throttle)   d) after manipulation of the AltitudeTableData, it's best to get rid of the WEP entries entirely, and set up "throttle gradients" instead under the engine sections, such as:   ThrottleRate=0.65
      MaxThrottle=1.00   The numbers above I've plugged in, for example, for the Corsair. The space between Military throttle and Max throttle would be where "WEP power" would theoretically in this case be engaged, somewhere around the 0.85 mark for the band I've selected above. For this to work somewhat realistically, the player should restrict themselves to about 85% throttle max. except in extreme situations, depending of course on where military and max throttle are set. Also important for this to work is to make sure that the max SL speed under the FlightControl section is left uncapped (commented out) - otherwise artificial barriers are set up that cannot be bypassed by more than about 20-30 kph.   Speed caps work beautifully in SF2 for the jet engines, but, at least from my experience, don't work that well with the late prop planes since you can then never hit top max. recorded historical speeds, not even at alt. - and not at SL either. Also noticeable in the example above is that I've increased the throttle rate from the default of about 0.25. Historically, late prop aircraft would have had better acceleration than early jet planes (not better top speeds, but faster acceleration to their own max speed). By the 1960s/70s, jet engines should surpass the props even in acceleration.   I then re-tested by dumping the modified Corsair into my FE2 install. In SF2 it can get into the 760s kph, as historical, using the engine and throttle values I've included in my graded throttle settings above, while in FE2 the same tweaks push the top speed into the 880s kph - a difference of about 120 kph for top speeds, across FE2/SF2.   This is why it's not a good idea simply to transfer data inis from one of the sims to the other. I'm assuming that the discrepancy in top speeds means that TK went with calculations to give less air resistance in FE2 (maybe FE as well?) - to fit better with the more fragile and maneuverable WWI aircraft types. One thing that remains constant between FE2 and SF2 is that, at least from my observations, the WEP modelling is not very realistic - there was no high alt. band where I could push the top speed beyond, for example, a reasonable top speed that may have been possible at near sea level (such as 500 or 600 kph).   Some preliminary conclusions, to be tested further:   a) speed caps at sea level should be kept in place in FE2, as done in the data inis in my FM packs, since they fit better with the lower top speeds of the early aircraft anyway, and mach limits should also be kept fairly low (I have them set at 120% of the "top speed" of the WW1 aircraft....this allows for realistic dive speeds that I haven't been able to push beyond about the 460 kph mark even on the late war types such as the SE5a)   b) flying late WW2 and early Cold War prop aircraft in FE2 is not recommended, but FE2 may be good for "Golden Age" stuff, as Geezer speculated upon in another thread (can't remember the link for that now), in other words for aircraft that don't have a top speed higher than about 350 or 400 kph   c) the difference between top speeds at alt and at sea level are modelled just fine for the jet engines in SF2, since caps on SL speeds, and Alt speeds, work fine for those (have seen this in some Flogger tweaks that I did for my mini-SF2 install); in other words, SF2 respects the wet/dry mach values and alt table entries beautifully for jet-age stuff   d) I think that the MaxThrottle value in SF2, for the prop aircraft, could use some more tinkering/testing...I've set it at 1.00, but will try other values of 1.20, 1.50 etc., to see if this creates more realistic differences between regular power and WEP, or some kind of "accordion" effect   e) as it stands, I'm enjoying the SeaFuries and Corsairs but only with SL speed uncapped and giving historical top speeds not at alt. but near sea level (this is a compromise of sorts since, at alt, they still make about 600 kph and sometimes a bit more - so I'm not terribly irritated by not attaining 740 kph at 7000 m alt or so, for example, in the SeaFury, as recorded for that plane)   f) a couple of pics included below of the AI in SF2 now losing control of their F4U-5 Corsair during a scrap, and doing several back flips (too much throttle applied perhaps?); he then bails out of the otherwise undamaged plane; so, overall, I'm liking the realism of some of the haphazard maneuvers they now make, and also the increased speed at which these late prop fights now happen, even on the deck   g) anything that I find of further use in the SF2 data inis, and if relevant to FE2, I will tinker with more to bring even more realism into FE2 (the lockout speed trick implemented for control surfaces in the alternative Morane-Saulnier type N data ini posted under the FM thread for FE2 is an example of things discovered while combing through the SF2 files)   Happy flying,
      Von S   


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