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Winder

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Everything posted by Winder

  1. Phase 4

    The ingame map res can be increased very easily Rabu but it will eat your vid memory faster than you would like! Currently the map is 3.3Mb - you can do the math on improving it by say 4x res and ideally it needs 8x res.... WM
  2. Phase 4

    Both will be payware - in terms of 1) we are not sure exactly what form the packs will take nor the cost but yes payware. HTH WM
  3. Ta - I will use this feedback for P4. I will also need to know what your workshop settings are. WM
  4. Phase 4

    We are working on two aspects: 1) Plane packs for P3 - these will include associated squads, aces and skins to add the craft into OFF for QC, Missions and Campaign in one easy install. 2) P4 WM
  5. Phase 4

    Great thread guys and yes P4 is on the go at the moment. But 2) concerns me a bit - should not be that way - can we get some consensus on this? Ta WM
  6. Need help with a few issues

    Yes the sim exits if the craft is no longer flyable - we are looking into this in a little more detail/flexibility for the next phase. But to make sure your pilot does die and that your install is O.K - take-off and then dive at high speed into the ground - your pilot should die. WM
  7. Need help with a few issues

    1) Make sure you have adjusted the engine air fuel mixture for altitude. 2) Check your settings in workshops for survivability etc. HTH WM
  8. Help with strange trees

    Hello Crossbones, Really strange - was the GPU you bought brand new? Try the reset again and set the scenery and terrain sliders on 1. If it persists please contact me again on support. Ta WM
  9. Help with strange trees

    Guys try reset CFS3 in the workshops. Then reset up your CF3 sliders and make Scenery and Terrain 2 and see how you go. Its caused by vid memory overload. HTH WM
  10. Strange Trees 2

    Its an AA issue on the reduced mipmaps of distance trees.... I am looking into this to improve the situation for P4. HTH WM
  11. 17 Hours?

    Once you have enlisted a pilot - press the campaign button in the main menu...third button from the left at the bottom. HTH WM
  12. Very cool - stunning to see OFF as a movie.... Ta WM
  13. Skin Deep

    Lol yeah not easy as a pilot in WW1 ;) Great as long as the features we have provided are being used I am happy. I will look at a better link between skins and squads and Aces (improved database look-up/reference) for P4. But with 3000 skins and growing by the hundreds as I type this - it is a lot to make easily accessible. HTH WM
  14. Skin Deep

    1) In QC you can select any craft associated skin (Ace or Squadron) in the pull down list... the names are quite obvious, and you can do this for your craft and the enemy. Thus you can select skins to do Ace Vs Ace QC etc. 2) In your Campaign you can change the default squad skin to any skin you prefer in the pull down list on the main campaign screen uppermost section. 3) The limitation of the player and squad always having the same skin is quite deeply embedded into CFS3 but we will be looking at this for P4 but no promises. HTH WM
  15. Guys no need to follow the waypoints at all - its your chance to head on out and do your thing. And yes the whole world is alive around you.... HTH WM
  16. Very strange - what DM are you using? WM
  17. Noob viewing question

    Trackir is the best addon you can buy - a must have for any sim nut! Cheers WM
  18. 1) Works fine here...what are your workshop settings? 2) Make sure you kill the craft and follow it down - or assign wingies to other targets..... 3) If your landing gear is damaged you will crash on landing - if your gear is not damaged and only the wing is (alas its hard to tell visually on the gear as its the struts) ... then you will be able to land. 4) You are now venturing into P4 territory but I will leave that for a future announcement. However the D7 is one of the best craft in the war so it is hard to lose it in a dive - best to turn fight it. HTH WM
  19. Yes and could you guys also build up some stats - kill rates etc I will use the info for P4...what we don't want is massive kill rates every mission...(IMO) WM
  20. I'd be interested in hearing how the kill rates go with this mod... Ta WM
  21. Awwww man what can I say - a very moving vid.... Soon I will contact you Jammer - just been busy with real life issues. Cheers WM
  22. Is campaign dynamic

    Tony no not at the squad level either - IOW you cannot wipe out a squad near you or lessen its strength - if the squad existed historically and was on the offensive/defensive (as opposed to non active) they will always be there - as I say history dictates. They move exactly on the days that they did during the war. The squads skills, compliments, and Aces, are all maintained as historically was the case - poor, mediocre, good, and elite squads exist exactly as they were historically and its managed on a daily basis. Some squads improve over the years others get worse other remain mediocre and the pilots skills rating are based on this. The number of craft you run into or are out on missions is based on an OOB database - Order of Battles - which specifies what the craft density, offensive defensive attitude, strength and strategic objectives were, per geographic sector, historically as accurate as the level of detail allows .... on a daily basis..... It is quite possible of course to do a campaign similar to Falcon 4.0 and track the damages inflicted per side in a database (we do have outcomes details that we hope to expand in P4) but we specifically chose to stick to history as opposed to what if, and P4 will be the same. HTH WM
  23. Is campaign dynamic

    Yeah that's the cat out of the bag I guess... We are planning two things: 1) Some addon craft and squad packs for P3..... 2) And yes P4......I will not divulge the details but we are very excited about what it will bring.... WM
  24. Is campaign dynamic

    The campaign is not dynamic in terms of the player being able to affect history....ground war , ace kills etc are not affected by player. However.... It is dynamic in every other sense: 1) The campaign air activity follows closely the build up of air power and the use thereof and changes over the course of the war and is demographically correct - some areas are quiet etc. 2) The balance of the air power is correct and changes over the course of the war and represents the swing of the pendulum in terms of air superiority from side to side. 3) Squadrons are all correctly allocated, located and move as they did including of course the players squad. 4) Real flights from these squadrons with their Aces take place in the region of operations - OFF does not use random spawns. These squads carry out their roles in the theatre - and you the player are not the focus of their attentions they patrol, bomb, and reccy all around you 5) Mission activities change over time to reflect the increased use of air power as it became recognised from early recon to ground attacks in the latter part of the war 6) Front lines move dynamically over time and the terrain becomes increasingly scarred as it did. 7) Major Historical battles take place in the correct locations and on time including gas attacks and the use of tanks when appropriate. 8) The option to have historically realistic weather or dynamically generated weather HTH WM
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