A quick heads up for those running FE2 in WineSkin on a Mac - keep in mind that FE2 is a 32-bit program. MacOS 10.15 and later will not be supporting 32-bit programs anymore (only 64-bit). This of course is a problem considering that WineSkin (and other Wine programs for Macs) are currently 32-bit. While WineSkin may eventually go 64-bit (this is a slim possibility), there is no guarantee that 32-bit programs like FE/FE2 will be able to run in it even if it is 64-bit, considering that MacOS 10.15 and later are stripping out most if not all of the 32-bit code from their OS. This leaves Mac fliers of FE2 in a precarious position. Options are eventually to go over to Windows and drop fiddling with WineSkin, or to keep running your older Intel Macs (like my 2012 quad-core Mini), or grab another Mac and sort of future-proof yourself, with something like a Mac Pro or the newer Mac Mini (2018), providing you don't upgrade past MacOS 10.14 (last one to support 32-bit). SF2 by the way is 64-bit, and so is WOFFue - so those are good to go into the future of 64-bit OSes, on the Windows side. No guarantees that you will be able to fly WOFF/SF2 in future Mac OSes however because WineSkin may remain 32-bit only (no telling what's going to happen with Wine on a Mac at this point). Have been reading some forums that the Wine folks may move over to Linux entirely if the Mac world drops 32-bit...not good news for legacy simming/gaming. Anyway, I'll probably future-proof myself in some way with an extra Mac or two since I like running FE2 in WineSkin and there's no dropping FE2 once you get the modding bug.
UPDATE: The CodeWeaver folks working on CrossOver (a fork of Wine) may be developing a way for 32-bit code/libraries to be loaded into a 64-bit version of Wine - something that may eventually be ported to the general branch of Wine too - but again this is work in progress and no telling what will happen until the dust settles down over the next couple of years, in terms of 32-bit gaming on a Mac, in Wine. Linux has a 64-bit version of Wine that can load 32-bit code for older games, and it seems to have had this for several years already - but this is not relevant to gaming on a Mac. Will update this post further if any (good) news emerges.
Hello fellow FE/FE2 flyers,
As a continuation of my experiment to include over-compression tendencies in the 200hp Daimler engine for Geezer's Junkers J.1 model, I did some (successful) tweaking of the previously tweaked data inis for the the BMW-powered Fokk. D.7 and late, 200hp Alb. D.5a.
Tinkering with the following values in the data inis is required to get things working well, under the Engine section:
The NumData should reflect how many values are present under the AltitudeTableData section. The DeltaX number is finicky, the general rule being that a higher number gives more powerful engine results across wider alt. bands but is perhaps less historically realistic, while in some cases a lower number is required, for example to "unglue" the AI from the ground in case the AI has trouble handling a particular plane, and also to create more subtle and gradual performance drops across smaller/thinner alt. bands. [Edited this section to include more accurate info.]
TheAltitudeTableData entry begins with a value of 1.000 - ground level number, and then gradually falls off to 0.000. Correct over-compression of an engine requires that a number higher than 1.0, usually a few entries that are higher than 1.0, are included at the start of the AltitudeTableData entry - to generate the correct effect if an over-compressed engine is at full throttle near sea level. Values under the FlightControl section, particularly top speed values, then become a reflection of top speed at altitudes between about 1000 and 1500m - typical heights at which Idflieg would have over-compressed engines tested. (This also depends on the DeltaX number and where the AltitudeTableData value of 1.000 begins: for example, values of 1.200, 1.050, 1.000, etc., with a DeltaX no. of 500, would mean that 100% performance is at 1000 m alt.) It's no wonder that there is some confusion therefore regarding top speeds of the BMW-powered Fokk. D.7, and if its numbers are reflections of what happens near sea level or at 1 km alt. approximately. [Added important info. here too.]
Here is a snippet from TheAerodrome.com for the 180hp Mercedes (au) installed in many Fokk. D.7s:
"Climb rate is 5 m/s at sea level, falling linearly to 0 m/s at 6 km, marked as the "theoretical ceiling". Climb rpm begins at 1400 rpm at sea level, falling to 1310 rpm at 5600m."
0 km: 190 km/h @ 1570 rpm
1 km: 188 km/h @ 1580 rpm
2 km: 182 km/h @ 1530 rpm
3 km: 177 km/h @ 1490 rpm
4 km: 167 km/h @ 1430 rpm
5 km: 152 km/h @ 1360 rpm
6 km: 124 km/h @ 1280 rpm"
Here are the results for the newly tweaked BMW-powered Fokk. D.7:
near sea level: 210-211 kph @ 100% throttle
near sea level: 176-177 kph @ 70% throttle (cruise, not using high alt. throttle)
1000 m: 201 kph @ 100% throttle (this is the top speed usually cited for the BMW-powered D.7, but probably refers to at alt., not at sea level)
1500 m: 198 kph @ 100% throttle
3000 m: 187 kph @ 100% throttle
4000 m: 176 kph @ 100% throttle
climb rate to about 1000 m, at 70% throttle, is around 3.5 m/s; climb rate remains fairly consistent beyond 1000 m, at 100% throttle, if speeds in 120s and 130s kph are maintained
Results are a noticeable improvement over the Mercedes-powered D.7 (no wonder pilots wanted this type).
Here are results for the newly tweaked 200hp Mercedes-powered Alb. D.5a:
near sea level: 206 kph @ 100% throttle
near sea level: 183 kph @ 70% throttle (cruise, not using high alt. throttle)
1000 m: 202-203 kph @ 100% throttle (Goering supposedly reported maintaining over 200 kph in level flight in an Alb. D.5a...perhaps the 200hp variant?)
1500 m: 198-199 kph @ 100% throttle (this is the top speed sometimes cited for the late variant Alb. D.5a, again perhaps referring to at alt. and not sea level)
3000 m: 187-188 kph @ 100% throttle
4000 m: 177 kph @ 100% throttle
5000 m: 165 kph @ 100% throttle
6000 m: 110-112 kph @ 100% throttle (noticeable drop, since exceeding its ceiling here of about 5900 meters)
6025 m: 90-95 kph @ 100% throttle (begins to shudder and stall)
climb rate to about 1000 m, at 70% throttle, is around 4 m/s; climb rate is around 3 m/s at 100% throttle beyond 1000 m, in 120s and 130s kph (slamming the throttle to 100% below 1000 m would not have been recommended historically, but gives a climb rate of about 5-6 m/s, similar for the Fokk. D.7...probably used in emergency scenarios)
Results for the late Alby. are a noticeable improvement over the 180 hp Mercedes (au) Albies, and similar to results for the Fokk. D.7 - watch the wings though in dives on the Alb., especially with the now excess power.
Also interesting is the historical realism of how the speed advantage at alt. for the high-compression engines remains fairly consistent across the altitudes (dropping off in small steps of about 5-10 kph per 1000 m), and then severely drops off close to the ceiling for the type. A gradual, more "curved" drop of speed for high-alt. engines should be seen for WW2 types - but is usually, mistakenly assumed of WW1, over-compressed types too, which would remain fairly consistent in power until close to their ceiling (see relevant discussions on TheAerodrome.com for more info.).
Attached are the two tweaked data inis (will roll this eventually into a ver. 9.0 of the FM update pack). I'm still debating if I will tinker with the 180hp (au) Mercedes-powered types...the benefit of over-compression on those types would be small, probably too small to make any noticeable difference in FE/FE2.
[Files included in ver. 9.0 and later of my FM updates pack.]
Any thoughts on starting up a DiD (dead is dead) series of single missions in FE2/FE? Should help to bring new life into our special sim. Rules don't have to be as strict as for the DiD campaigns running for WOFFue over on the SimHQ website, but a list of some sensible rules should help to get everyone started - and will be a good break from modding and skinning too.
I'm including some preliminary rules below and will try to start up a series of (DiD) single missions soon, either on the eastern or western front (have spent two years already in the Palestine front and currently looking for a change). This may work in campaign mode too (such as for Ojcar's campaigns), but I've tried to develop the rules specifically around single, evolving missions, for variety and historical realism.
If you choose to start up a DiD series of single missions, don't forget to post brief notes on your exploits and some good screenshots here on this thread - for immersion - posts can be brief or long, as per taste.
RULES FOR DID STYLE SINGLE MISSIONS IN FE2 (probably works in FE/FEgold too)
1. make sure to begin with a new pilot if your current one is killed in action
2. missions must be flown from your base to the target and back again (no in-the-air or close-to-target beginnings); you may however skip/delete certain waypoints while en route if they are less important to getting to your target area
3. missions may be begun in scouts or two-seaters, whatever you prefer (no need to begin with a two-seater career)
4. if you are shot down and alive but "captured" behind enemy lines (such as sometimes happens after bailing out at low altitude), fast-forward six months for your next mission for the western front, and one full year for the eastern, Italian, and middle eastern fronts (we will assume you eventually escaped back to your side of the lines); these same rules apply if you manage to crash-land and survive on the wrong side of the lines (with wing missing, fuel leak, etc.) but have not bailed out
5. crashing into your wingmen or enemies will count as legitimate termination of your current pilot and will require that a new pilot be made
6. one out of every ten missions must be flown from start to finish in bad weather (inclement or snow, your preference depending on season, but avoid snow if flying in the middle eastern theater; I recommend the latest inclement/snow tweaks found in ver. 9.5 of my FM pack, for immersion)
7. use the following settings for "enemy air activity" in the FE2/FE menu, per theater and per period, for max. historical realism and to minimize extreme kill ratios:
light - for the whole period in the middle eastern theater // for the whole period in the eastern theater // for the Italian theater to July of 1917 // for the western theater to October of 1916 // for the Italian theater from August to November of 1918 // for the western theater from August to November of 1918
moderate - for the Italian theater from August of 1917 to July of 1918 // for the western theater from November of 1916 to February of 1918
heavy - for the western theater from March to July of 1918
8. lighter "enemy air activity" than suggested per period and theater may be used, but not higher than suggested (no need to install my further congestion controls that are available in the Flight folder of ver. 9.5 of my FM updates pack unless you enjoy hard-core simming in WW1 with wide expanses of sky, with no aircraft for hours on end; I will work on those further to fine-tune them for a later FM update pack)
9. flight models should be flown at maximum realism (I strongly recommend my FMs for historical realism and consistency for a DiD series of missions but you can fly other ones too, as long as they are flown on "hard" settings)
10. no time compression
11. no autopilot (although the level flight command is acceptable for long flights)
12. make sure to have Cap'n. Vengeur's medals pack/ranking system installed since that pack gives awards more slowly and realistically
13. you may begin a DiD style single mission at any point in the war (for example, you may begin flying for the French in July of 1916, or as an American flyer in August of 1918, etc.)
14. if you are flying DiD style single missions, proceed chronologically from the date of your first single mission (for example, if your first single mission was in July of 1915, your next one should again be in July of 1915 or later, not earlier in the year)
15. fly a minimum of 2 and maximum of 5 missions per month in 1914 and 1915 (across all theaters), a minimum of 3 and maximum of 6 missions per month in 1916 (across all theaters), and a minimum of 4 and maximum of 8 missions per month in 1917 and 1918 (across all theaters) - this will produce realistic, historical attrition rates and also increasing risk of being shot down, captured, etc. (will also depend at what initial point in the war you begin your pilot's missions; for example, beginning in January of 1917 will put you in a situation where you will be flying a min. of 4 missions per month right away); if your mission is stamped with a date that is only a few days from the end of a month, start your next mission in the following month, overriding the rules set for min./max. flights per month - this will be the only exception to rule no. 15, for the sake of chronology
16. transfers from one theater to another are allowed if historically realistic and if made possible by Cap'n. Vengeur's medals pack (for example, flying for the French in 1916 but transferring in June of 1917 to fly for the French giving support to Italy, in the Italian theater, perhaps flying a Nieuport, etc.)
17. if transferring from one theater to another, skip one month of flying for realism
18. if you crash-land but survive on your side of the lines (for example, wing missing, engine shot up, fuel leak, etc.), skip one month of flying for realism (hospital)
19. any type of single mission may be flown, depending on the types available for the aircraft you are flying at the time, but one out of every ten missions minimum must include one of the following types of missions (these are usually the most rigorous): offensive patrol // balloon busting // (armed or unarmed) reconnaissance // army co-op; reconnaissance missions may sometimes be gruelingly long if they are the "long reconnaissance" type
20. settings in your huddata.ini file, in the Flight folder, should also be set realistically, as follows (notice the map and label settings giving limited info., and also notice that the target cone and other identification boxes for aircraft have been disabled; the waypoint boxes can be left on, and padlock view may be used):
BoxSize=5 (pick size you want, I prefer smaller boxes)
BoxType=SQUARE (use whatever shape you want, TRIANGLE or CIRCLE work too)
BoxColor=1.0,1.0,0.0,0.75 (use whatever color you want for this)
Happy flying DiD style,