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Winder

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Everything posted by Winder

  1. Now why is that?

    Yes it sometimes happens that CFS3 does not 'kill' your virtual pilot on a crash - as in real life. Guys what is great about OFF is the variability - we have gone to great lengths to not make it so deterministic - keeps the immersion high and predictability a bit less so. HTH WM
  2. Now why is that?

    No please read - I said DEAD.... not LOSE ABILITY TO CONTROL THE PLANE.....how can you equate the two? And then, as you should by now know, whether your virtual pilot is dead or not is then determined by your settings in the Manager (always dead, Die roll, or never dies) If you have any further problems please contact us on support. HTH WM
  3. Now why is that?

    Well I am not asking anyone to agree with it - clearly if you don't like it - me explaining why we did it is not going to change that - nor am I about to change it anytime soon as then we have the whiners on the otherside moaning about the physics... this way there is no funnies and you are dead so thats it - clean. But I have taken the time to tell you why - yes we cannot win either way so it will stay as is! HTH WM
  4. Now why is that?

    If this issue persists please contact us on support stating how we can recreate this as in both my QC and campaign missions when my pilot is dead the game exits - if my pilot is NOT dead the game continues. There is no levels of 'Dead' - CFS3 either determines you as DEAD or NOT DEAD. Dead + 6 seconds game exits. And yes its CFS3 that determines this NOT the manager. HTH WM
  5. Now why is that?

    Well I have seen this posted a few times now so I guess I will need to explain.... In P1/P2 and of course CFS3 depending on how the craft may break up, it sometimes loses localised mass, and the craft body and or even wings can then do crazy loops and actually gain altitude and basically ignore the laws of physics - this only happens to the players craft and yes the player is at that stage very very dead. So to avoid this rather sad immersion killer we exit CFS3 whenever the player is dead plus about 6 seconds. In this way if your craft has broken up you do not see the crazy physics at the end..... RB3D has a similar bad effect sometimes when the players craft crashed as I recall - instant immersion killer. Remember there is no more fighting to be done you are..... dead... HTH WM
  6. Focus

    Have you got trackir? with this you can look around the obstructions...makes them more part of the fore ground. HTH WM
  7. Turkey Shoot?

    Lol yeah I am surprised this has only come up now groan.... In P4 we will look into this and add realistic Turkey sound recordings....gobble gobble ... eeerrrkk.... pwaaakpukkpwaaak followed by Turkey death screams (we will not actually kill a Turkey- I'll just wring the cats neck a bit and record the wailing... as I have no Turkeys here.... funnily enough) WM
  8. Turkey Shoot?

    In Dog Fight enemy is flying towards you.. or away from you but 'far' away In Turkey Shoot he is always flying away from you and quite close and you are on his 6. If you are fast you can simply open fire - but be aware he reacts immediately and will veer away as soon as the game starts - speed and quick action is essential - have your trackir pre centered etc and you will be able to do some turkey shooting..... WM
  9. Guys we have not posted any list of our action plans yet but just wanted you all to know we are still cranking it. We would never see OFF unbalanced craft wise Yes none of the craft above are complete - they are work in progress. HTH WM
  10. maybe a bug

    Hello Please contact us on support and quote your order number and I will try to help you further. support@overflandersfields.com HTH WM
  11. DVD Cover

    So far we have not been contacted on support..... Thread closed. WM
  12. Not all clouds have updrafts...simple really. Given that we have not uncovered the hardcode that controls this yet, I can assure you that it has never changed - it is in OFF as it is in CFS3. HTH WM
  13. 7 kills in 1 mission :p

    Load the optional 'hard DM' - what we think as 'normal' - and I am sure it will come into line a bit better. WM
  14. Sure - some craft have very high polycounts and hit FPS higher than others you will notice this more on middle to low range GPUs than high end GPUs. Yes the regional activity is dictated 'historically' by an OOB (Order of Battles) database and it dictates the activity for every day of the entire war but scaled 'globally' to work with the CPUs we have and the settings in the workshops. In time this can be scaled up as CPUs improve - IOW I left it very open ended... Best WM.
  15. Guys we have a living theatre - and your FPS performance will differ depending on the location of your squad due to that fact that air and ground unit activity is correctly (historically) scaled for the region you are in. Moreover both the air and ground unit activity varies as the war progresses which is why 1915 is a quieter year than 1917 and 1918. Hence FPS will be better in 1915. Hence FPS will be better in a quieter region Generally Alsace is probably the quietest followed by Marne, Verdun and then the busiest region by far is Flanders but the coastal areas (seefrosta region) is also fairly quiet. You can scale the regional activity factor via workshops (Regional air activity) but the relative scaling/balancing factors as described above will always remain you just have proportionally less activity across the board. So 1915 will still be the quietest time and Flanders will still be the busiest but overall easier on your Rig - hope that makes sense. HTH WM
  16. DVD Cover

    Contact us on support and quote your order number and we will investigate and correct. HTH WM
  17. Guys, After much deliberation, OFF will continue, mainly because our hearts are still firmly entrenched in it (ahem) and we think its still very special. The form of future updates phases and paks has not been formulated but I think it safe to say a port to a new engine is probably not on the cards as its not only a financial constraint but a work constraint too. We are still working (have been since Jan) on some important additional aspects of CFS3 hardcode modifications, above and beyond what you have seen in P3, as well as a brace of new craft but I will not go into details here and now. More details will be revealed over time as well as WIPs as usual. And no, no dates .... as usual! WM
  18. SE5a vs DR1 (video)

    Jammer my man wow - I think we need to talk to you about these vids Please contact us on support e-mail with your e-mail addy Ta WM
  19. You guys just cost me $1400 US!

    Sadly I think they consider Vista old hat too.... WM
  20. You guys are amazing - I am so pleased to see that many of you are immersed to this level. Thanks for sharing WM
  21. HannCIII bomb run (video)

    Hello, That is one very cool vid - thanks Jammer! Best WM
  22. Guys we are completing the last mini patch for P3 (1.30c) and it will cover: 1) Reduced AA effectiveness across the board. 2) Reduced rear gunner effectiveness across the board. 3) Reworked realism ratings to allow 100% rating with some gunnery, wind or fuel mixture tweaks not reducing it below 100% 4) Slightly reduced AI gunnery range. And so to the future: OFF sales have not been spectacular so we are unsure of a P4 but we are looking at some addon scenarios: additional craft and squad packs etc. No timescales or concepts have been solidified as of yet. I hope those that have supported us are enjoying the creation of WW1 air combat as we have seen fit to render it! Best WM
  23. Thanks Guys - Gonna lock this as its getting silly. WM
  24. Can you see the difference?

    It should be visible on Nvidia - we all run Nvidia as devs... HTH WM
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