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Everything posted by Herr Prop-Wasche
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Correct installation order for HPW Damage mod 1.25, HPW Rear Guns, bletchleys sector mods and 33Lma's AI Empty weight mod?
Herr Prop-Wasche replied to Rugbyfan1972's topic in WOFF UE/PE - General Discussion
You have the correct installation, Rugbyfan. All of my mods, with the exception of the front-gun and rear-gun mods, belong in the C:\OBDsoftware\cfsww1overflandersfields\mods folder. The gun mods belong in the C:\OBDsoftware\mods folder. This is okay because JSGME can have multiple installs, even in the same game. You do have to separetely activate each mod in the different mods folders, but once activated, you don't have to do anything to them unless you want to deactivate them. -
OT: 2012 Is The Year I Do It
Herr Prop-Wasche replied to RAF_Louvert's topic in WOFF UE/PE - General Discussion
Congratulations on your decision to lose a few pounds, Lou. Tell you what. As an added incentive, when you reach 212 lbs., give me a shout and I will join you in a joint quest to 186! -
FRONTLINE COMBAT...nostalgia from EC Comics
Herr Prop-Wasche replied to Hauksbee's topic in WOFF UE/PE - General Discussion
Ruh-roh! Looks like the Hun in the Sun! Good stuff, Hauksbee. -
Happy Yew Near! Hic!
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Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche posted a topic in WOFF UE/PE - General Discussion
Dear friends and patient fans of OFF and the modding community: I am very pleased to announce that I have finally completed and uploaded for approval to the administrators my long anticipated--at least by me--"HPW Combined FM AI Empty Weight Mod." This mod fully combines my previous FM work contained in my earlier Allied and German FM Packs, along with FM revisions to several existing aircraft, plus the inclusion of several additional aircraft, such as the Fokker EV, Nieuport 28, Sopwith Pup 80 and 100 HP versions, Sopwith Triplane 100 and 130 Hp versions, Spad VII 150 and 180 HP versions, and Spad 13 200 and 235 HP versions. The FM is also now fully compatible with 33Lima's AI Empty Weigh mod so the user can now enjoy the benefits of both mods at the same time. Please look at the readme file included within the zip file for important installation instructions and a much more extensive description and discussion of the mod. The file was just uploaded a few minutes ago, so should be made available sometime later tonight, Eastern Standard Time (U.S.A.). I apologize for taking so much time to complete the mod, but as anyone else who can attest to fooling around with the FM's in CFS3, the job of revising an FM is not exactly straightforward. For one thing, I wanted to take special care to test and to empirically validate that my changes actually worked in game, instead of just relying on numbers and figures produced by programs such as Airwrench. Therefore, you can be assured that if I report that the Albatros DII flies at a speed of 98.5 mph @ 10,000 feet, then it does indeed fly within 1 or 2 mph of that reported figure. (Note: estimating turning radius is virtually impossible via empirical testing, so I had to rely much more on estimates provided by Airwrench to estimate turning radius. In general, lighter aircraft and aircraft with larger wing surface areas will have the smallest turning radii). I worked very hard to insure that all of the aircraft in the mod are available in the campaign. In fact, the mod is two days later than it should have been because at the last minute I discoverd that four aircraft were inexplicably not working. It took me all of Tuesday evening and most of last evening to track down the glitch--apparently one tiny file for the Albatros DV had managed to sneak into the files for the DV_early, DVa, and DVa 200, making them incompatible with OFF. Anyway, that bug has been tracked down and squashed, and everything now works as intended. Nevertheless, if you find anything that does not appear to be working right, be sure to give me a ring, and I will try to track down the problem post haste. One last thing--be sure to look at the readme file. I also spent a lot of time working on it. In particular, it explains my inclusion of variants to the Sopwith Pup and Triplane, as well as the Spad VII and 13. Finally, if anyone notices any historical inaccuracies in any of my statements in the readme, please point them out to me so they can be fixed. Thanks again for your patience, and i hope that everyone enjoys the mod and 33Lima's empty weigh mod! -
HPW Halberstadts for AI Weight Mod
Herr Prop-Wasche posted a topic in WOFF UE/PE - File Announcements
File Name: HPW Halberstadts for AI Weight Mod File Submitter: Herr Prop-Wasche File Submitted: 27 December 2011 File Category: Aircraft Models Readme File 27/12/2011 HPW's Halberstadts for AI Weight Mod For Use with BHaH HITR Full Campaign and QC Battle Modes by Herr Prop Wasche and 33Lima INSTALL INSTRUCTIONS: Important! This mod is ONLY intended to be used with Jonesoft's Generic Mod Enabler and should not be installed unless JSGME has already been installed into your CFSWW1 Over Flanders Fields game folder! To install, simply open the archive and extract the HPW Halberstadts for AI Weight Mod folder to the MODS folder created inside your CFSWW1 Over Flanders Fields folder when you installed JSGME into OFF. In order to activate the mod, simply start JSGME and first confirm that 33Lima's AI Empty Weight Mod has already been activated (33Lima's mod will already be listed as activated in the JSGME right window). Next, highlight the HPW Halberstadts AI Weight Mod and click the top button. Because this mod will overwrite some of the files in the AI Empty Weight Mod, JSGME will open a message box warning you that "Enabling this mod 'may' have adverse effects on your game," and asking if you "Are sure you wish to enable this mod?" This is normal. Click okay and the mod will become activated. Later, if you decide to deactivate any of my FM mods or 33Lima's weight mod, simply deactivate the mods in reverse order. Enjoy the mod and 33Lima's AI Empty Weight Mod! Important note: As in previous versions of my FM mod, and any other mod which modifies any of OFF's .cfg files, using this mod will result in the user not being able to see any of the ace skins, either those already included in the game or that the user has created on his own or downloaded for use with HITR. Fortunately, a workaround for this problem has been identified by Panama Red. Basically, in order to use this mod and also to see all of the ace skins available in the game, first activate the FM mod and start the game. Begin your campaign as usual, but instead of flying your mission, click on end mission as soon as you find yourself on the field. Exit completely out of the game and then restart your campaign. Then, on the campaign screen, click "Replay Mission." This will take you back to the beginning of your mission but with the advantage of allowing you to see all of the fantastic skins which have been lovingly created by members of the OBD team and by many others for use with this wonderful simulation of WWI aerial combat. OBD has already assured us that this problem has been eliminated in the next version of Over Flanders Fields. Huzzah! DESCRIPTION OF MOD: This mod revises the FM of the Halberstadt DII and changes the empty weight settings for both the human controlled and AI controlled aircraft so that Halbs will not crash into trees at the end of certain runways when using Lima's Empty Weight mod. The FM changes are generally small, but you should notice that the Halb is no longer quite as nose heavy and is now 2 or 3 mph faster at sea level than in the official OFF version. Click here to download this file -
Version 1.0
51 downloads
Readme File 27/12/2011 HPW's Halberstadts for AI Weight Mod For Use with BHaH HITR Full Campaign and QC Battle Modes by Herr Prop Wasche and 33Lima INSTALL INSTRUCTIONS: Important! This mod is ONLY intended to be used with Jonesoft's Generic Mod Enabler and should not be installed unless JSGME has already been installed into your CFSWW1 Over Flanders Fields game folder! To install, simply open the archive and extract the HPW Halberstadts for AI Weight Mod folder to the MODS folder created inside your CFSWW1 Over Flanders Fields folder when you installed JSGME into OFF. In order to activate the mod, simply start JSGME and first confirm that 33Lima's AI Empty Weight Mod has already been activated (33Lima's mod will already be listed as activated in the JSGME right window). Next, highlight the HPW Halberstadts AI Weight Mod and click the top button. Because this mod will overwrite some of the files in the AI Empty Weight Mod, JSGME will open a message box warning you that "Enabling this mod 'may' have adverse effects on your game," and asking if you "Are sure you wish to enable this mod?" This is normal. Click okay and the mod will become activated. Later, if you decide to deactivate any of my FM mods or 33Lima's weight mod, simply deactivate the mods in reverse order. Enjoy the mod and 33Lima's AI Empty Weight Mod! Important note: As in previous versions of my FM mod, and any other mod which modifies any of OFF's .cfg files, using this mod will result in the user not being able to see any of the ace skins, either those already included in the game or that the user has created on his own or downloaded for use with HITR. Fortunately, a workaround for this problem has been identified by Panama Red. Basically, in order to use this mod and also to see all of the ace skins available in the game, first activate the FM mod and start the game. Begin your campaign as usual, but instead of flying your mission, click on end mission as soon as you find yourself on the field. Exit completely out of the game and then restart your campaign. Then, on the campaign screen, click "Replay Mission." This will take you back to the beginning of your mission but with the advantage of allowing you to see all of the fantastic skins which have been lovingly created by members of the OBD team and by many others for use with this wonderful simulation of WWI aerial combat. OBD has already assured us that this problem has been eliminated in the next version of Over Flanders Fields. Huzzah! DESCRIPTION OF MOD: This mod revises the FM of the Halberstadt DII and changes the empty weight settings for both the human controlled and AI controlled aircraft so that Halbs will not crash into trees at the end of certain runways when using Lima's Empty Weight mod. The FM changes are generally small, but you should notice that the Halb is no longer quite as nose heavy and is now 2 or 3 mph faster at sea level than in the official OFF version. -
Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
All right, everybody, I have put together an add-on for the FM and AI Empty Weight mod that contains fixes for the Halberstadt D II. I'll put the add-on up in the downloads section. The add-on contains an FM update for the Halb DII along with revised empty weight settings. CoG and CoL settings are adjusted along the lines that Lima suggested so that the Halb is no longer nose heavy. Although the empty weight for the QC and Sqd versions was raised 50 pounds, this had no negative impact on the AI aircraft, even with their empty weight settings being based on Ramp Weight minus 75 pounds. I tested the mod in a campaign mission for Jasta 1 at Bertincourt field--11 aircraft sent on a patrol mission. All 11 aircraft took off and avoided the trees (they still like to brush the top of the trees, but none crashed) and hill at the end of the field and went on to successfully complete the mission. Be sure to give me your comments and let me know of any other aircraft that may be having trouble with the empty weight mod. -
First OFF Airfield in Saudi Arabia
Herr Prop-Wasche replied to Olham's topic in WOFF UE/PE - General Discussion
Welcome Abbay! A strong cup of tea for me, my good man. And don't forget to check six! -
Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
You are right, your flight mates do not fly the same weight planes--see my above post. Yes, the AI planes do tend to follow the flight-leader, as if they were in a WWII squadron. Another carryover from CFS3, I think, is that the AI planes all tend to fly at 70-80% throttle virtually all of the time. It's as if running the engine at 100% is like "emergency power," something that WWII birds only did in combat or for short bursts, to avoid engine overheating. I bet this is another factor in the AI's poor low speed or low altitude performance. I don't believe that boost has much to do with this, but I could be wrong. In general, I think the Aces tend to avoid crashing into hills and trees better than the non-aces. Correct. Did you notice any improvement, however? I think maybe a combination of reduced weight and CoG adjustment might be the key. I think the main reason the empty weights in OFF may be lighter than the historically reported empty weights may have something to do with getting the climb rates correct. My feeling is that when the empty weights were set to historical figures, the devs found that the planes were too "heavy" to get good--or at least historically accurate--climb rates. (This may be why the Fokker DVII's, as you know, have such low empty and max weights in OFF. Otherwise, they would not be good enough climbers. -
Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
Thanks for all your work, Lima. I might be able to save you some time by reporting on some testing that I have also managed to do today. In short, I have found that the empty weight does matter, at least for the Halb. Planes with the a heavier empty weight of 1713 were more likely to crash into hills or trees at the end of the runway than planes that had an empty weight of 1141 or even 1373. I have also worked out which "type" of folder controls who flies what type of plane: QC planes are for Quick Battles only and do not seem to have a role in most campaign missions. Sqd planes are the planes the human player has in the campaign. AC planes, of course, are for any Aces in your squadron. SQ planes are for the non-aces in your squadron. I did some testing, varying the weight of QC, Sqd, AC, and SQ planes in campaign missions involving Jasta 1 Halbs. Briefly, here are my results: Sqd, AC, and SQ folders all set to "light empty weight:" 0 out of 3 crashes in Ace flight, 0 out of 5 crashes in player flight. Sqd, AC and SQ folders all set to "heavy weight:" 6 out of 6 crases in Ace flight, 3 out of 3 crashes in player flight. Note: my plane seemed excessively sluggish, but did not crash. Sqd folder set to "light", all others set to heavy: 2 out of 5 crashed in Ace flight, 2 out of 2 crashed in player flight. Sqd folder set to heavy, all others set to light: 3 out of 5 crashed in Ace flight, 0 out of 2 in player flight. Again, my plane was sluggish, but I managed (barely) to avoid crashing. In each case that the Sqd folder was set to "light" I did not have trouble flying, but each time Sqd was set to heavy, my plane had a very difficult time getting altitude. So, it seems that empty weight does indeed make a difference, especially for low-powered craft such as the Halb. However, I don't think the empty weight variable is entirely responsible for the difficulty the Halb has in climbing. As Lima has noted, the Halb is nose heavy. I looked at the .cfg files and found that the difference between the CoG and CoL on the Halb is -1.13 feet--double that of the next closest aircraft, the Fokker EIII and the Nieuport 16--which have a difference between the CoG and the CoL of -.57. Having the CoL that far back from the CoG does tend to make the Halb more nose heavy. On the other hand, in my FM tinkering experience, I have found that making an aircraft too tail-heavy can make the plane too prone to stalls, so the balance between CoG and CoL has to be carefully watched so as to not go too far in the other direction. At this point, my proposed solution is also to change the basis for the empty weight setting to the Ramp weight rather than on the Maximum weight, at least for some aircraft. This will probably have to be combined with some slight adjustment to the CoG and CoL to make the Halb more tail heavy and thus somewhat more responsive, as well. -
Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
My belief is that, even in the campaign, the human player flies the QC version of the aircraft. Other members of the human player's flight, I believe, fly using either the QC FM or the Sqd FM, but I'm not sure which. Everybody else, including other flights and squadrons, both friendly and enemy, use the FM's in the remaining versions--SQ1 through SQ4, and AC1 through AC5. This may explain why your flight gets over the trees but the AI led flight can't clear them--you and the members of your flight are using the "lighter" QC or Sqd versions, while the AI led flight is using one of the SQ or AC versions, which utilize the heavier weight--I think. That's why I'm thinking we might need to lower the empty weight of the versions that use either the SQ or AC versions of each aircraft. More testing may be needed to determine just how much weight needs to be taken off and for what planes in addition to the Halb and maybe some of the two-seaters. Feedback is needed from other players using Lima's mod either with or without my mod. If you are using these mods in campaign, please report any AI take off difficulties to Lima or me. Thanks! -
* * PHASE 4 PREVIEW MOVIE 1 ! * *
Herr Prop-Wasche replied to Polovski's topic in WOFF UE/PE - General Discussion
You too, Pol! Merry Christmas and a Happy New Year. -
Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
I have yet begun to tinker! Full speed ahead! Damn the torpedoes! Etc. Actually, I have done enough tinkering with the FM for awhile, I think, except to clean up errors. I've got to get in fighting shape for P4 or OFF2 or whatever you have that will soon grace our greedy little hands--I hope it is soon! -
Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
I did some checking into the .cfg files and with Airwrench to analyze the changes in speed and climb to the Halberstadt caused by changing the empty weight values in the .cfg file and think I have found some interesting results. First, the difference between the empty weight and the maximum weight for the Halb is quite large: 649 lbs for an early war scout. Most scouts in the game have a smaller difference between these weights. Then, the question becomes, which weight is incorrect? Or, are both incorrect? Lima noted that his source from G & T says the fully loaded weight (including ammo and gear)? of the Halb is 1696, rather than 1793 as it is now in the game. In any event, Lima chose a value of 1713 for his empty weight: 1793-80 lbs for fuel. According to Airwrench, a plane flown at an empty weight of 1713 has an approximate top speed of 89.3 mph and flies approximately 81.5 at sea level, with a climb rate of only 241 ft. per minute. Note the extremely poor climb rate. According to Airwrench, a plane flown at an empty weight of 1563 (150 lbs lighter) has an approximate top speed of 90.8 mph and flies approximately 83.75 at sea level, with a climb rate of 352 ft. per minute. Even 150 lbs lighter, the climb rate is still very poor. By contrast, if I use an empty weight of 1378 based on an adjusted Ramp weight (pilot and fuel, less ammo and extra gear) minus 50 lbs for fuel consumed, what does Airwrench report? (I arrived at this figure by taking the OFF Ramp weight of 1428 and subtracting 50 lbs for fuel expended). According to Airwrench, a plane flown by the AI at an empty weight of 1378 has an approximate top speed of 92.1 mph and flies approximately 86.0 at sea level, with a climb rate of 508 ft. per minute. This is more than twice the climb rate using an empty weight figure of 1713 lbs and also seems to be somewhat closer to historical figures, I believe. Of course, I can't be sure how accurate Airwrench is in reporting these figures--especially climb rate. However, assuming that with current figures the Halb can only climb 241 ft. per minute at top speed, it may explain why some planes are having trouble clearing hills and trees at the end of runways. -
Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
Ah, fun with the old CoG values! I don't recommend it unless you have a lot of time on your hands, but they do seem to influence the nose or tail heaviness of aircraft and, and may also influence low altitude performance--all that bobbing up and down over the trees--as well. There are several values which affect CoG and CoL in OFF. The main ones are "empty_weight_CG_position= 0.000, 0.000, 0.000," which controls location of CoG, and "reference_datum_position=0, 0, 0" which controls CoL to an extent. Think of CoG as the position on the plane where a vector extends from the fuselage to the ground, and CoL as the position on the plane where a vector extends from the fuselage into the heavens--think of a toy airplane being suspended in mid-air by two strings--one coming up from the ground and the other attaching to the ceiling--with the plane in the middle. There are a few other values that also affect CoG, but not by as much. The fore or aft location of the fuel tank and pilot, as well as the main wing seem to have some influence, but I am not entirely sure exactly how. Basically, it takes a lot of experimenting and then testing to get the right "feel" for each aircraft. Also, the changes should be kept small. I also have a few observations to report about the Halb and some of the two-seaters which I will list in the next post. After that, and after tomorrow, I will do some more experimenting with the Halb's weight, CoG, and CoL to see what I can come up with. -
OFFbase: The Barmy Automated Squadron Experience for Over Flanders Fields
Herr Prop-Wasche replied to Lothar of the Hill People's topic in WOFF UE/PE - File Announcements
Lothar, Sorry I have not been back to you about your latest revision of OFFice. As you probably know, I have been finishing up my FM revision to make it compatible with Lima's AI empty weight mod so I haven't had a chance to do any campaign flying for the last couple of weeks. I will try to get back up in the air between the holiday festivities and let you know what I think. Merry Christmas!- 103 replies
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Twas the night before Christmas, when all through the house Not a creature was stirring, not even a mouse. The stockings were hung by the chimney with care, In hopes that St Nicholas soon would be there. The children were nestled all snug in their beds, While visions of sugar-plums danced in their heads. And mamma in her ‘kerchief, and I in my cap, Had just settled our brains for a long winter’s nap. When out on the lawn there arose such a clatter, I sprang from the bed to see what was the matter. Away to the window I flew like a flash, Tore open the shutters and threw up the sash. The moon on the breast of the new-fallen snow Gave the lustre of mid-day to objects below. When, what to my wondering eyes should appear, But a miniature sleigh, and eight tinny reindeer. With a little old driver, so lively and quick, I knew in a moment it must be St Nick. More rapid than eagles his coursers they came, And he whistled, and shouted, and called them by name! "Now Dasher! now, Dancer! now, Prancer and Vixen! On, Comet! On, Cupid! on, on Donner and Blitzen! To the top of the porch! to the top of the wall! Now dash away! Dash away! Dash away all!" As dry leaves that before the wild hurricane fly, When they meet with an obstacle, mount to the sky. So up to the house-top the coursers they flew, With the sleigh full of Toys, and St Nicholas too. And then, in a twinkling, I heard on the roof The prancing and pawing of each little hoof. As I drew in my head, and was turning around, Down the chimney St Nicholas came with a bound. He was dressed all in fur, from his head to his foot, And his clothes were all tarnished with ashes and soot. A bundle of Toys he had flung on his back, And he looked like a peddler, just opening his pack. His eyes-how they twinkled! his dimples how merry! His cheeks were like roses, his nose like a cherry! His droll little mouth was drawn up like a bow, And the beard of his chin was as white as the snow. The stump of a pipe he held tight in his teeth, And the smoke it encircled his head like a wreath. He had a broad face and a little round belly, That shook when he laughed, like a bowlful of jelly! He was chubby and plump, a right jolly old elf, And I laughed when I saw him, in spite of myself! A wink of his eye and a twist of his head, Soon gave me to know I had nothing to dread. He spoke not a word, but went straight to his work, And filled all the stockings, then turned with a jerk. And laying his finger aside of his nose, And giving a nod, up the chimney he rose! He sprang to his sleigh, to his team gave a whistle, And away they all flew like the down of a thistle. But I heard him exclaim, ‘ere he drove out of sight, "Happy Christmas to all, and to all a good-night!" Merry Christmas, everyone and let's hope for a Joyous P4 New Year!
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Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
Thank you for pointing this out, Creaghorn. Lima and I had a discussion at the time he released his reduced weight mod about whether to base the AI weights on maximum weight load minus 80 pounds for scouts and 150 pounds for two-seaters, while I advocated basing AI weight on Ramp weight (empty weight plus fuel weight plus pilot weight) minus 80 pounds for fuel weight. In most cases, the difference was not that much, and it was Lima's mod, so I didn't really push the issue. However, in some cases--especially two-seaters--the difference can be significant and might explain the difficulty some planes have with getting off the ground. In fact, here are the differences between my approach and Lima's approach for a few selected aircraft: Aircraft Ramp Weight Max Weight Re8 2015 2528 Roland 2304 2680 DFW 2775 2994 Fe2b 2607 2887 Halberstadt 1427 1713 So you can see a difference from about 500 lbs for the Re8 down to about 220 lbs. for the Halberstadt. The difference between scouts is usually 100 lbs. or less, so might account for the trouble being mainly isolated to two-seaters. -
Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
That's right, Capt. Royce. The new mod replaces the older FM pack mods, as well as any other FM mods I made for the N28, Spad 7, or Spad 13. If you use my revised update without 33Lima's empty weight mod you will get my revised FM planes flown by the AI at reduced weight but all other planes at their normal OFF weight. -
Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
I think I covered that in the readme file, but if you have not downloaded it yet, the answer is, yes you do need 33Lima's mod. His mod works for aircraft that have not had their FM's modded. My new FM AI Weight Mod simply includes Lima's weight changes to aircraft using my FM. Therefore, to use both of our mods, first apply Lima's AI Weight mod using JSGME. Then, apply my mod. My mod will overwrite the .cfg files of aircraft that use my FM and will leave the other aircraft alone. Here is a list of planes with a modified FM: All 8 Albatros versions Pfalz DIIIa Fokker EV Sopwith Pup Sopwith Triplane (one gun version) Spad 7 Spad 13 Nieuport 28 Re8 -
I realize everything is subject to change
Herr Prop-Wasche replied to abyss's topic in WOFF UE/PE - General Discussion
Maybe they can adjust the time for Dawn for half an hour before sunrise and Dusk for half an hour before sunset. This way you would still have enough light to fly the mission, assuming that it gets a little light before the sun rises in western Europe. -
Combined FM and AI Weight Mod Complete!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
Thanks, Rob. You will probably be pleased to know that the admins have approved my file for download. Everyone can now find the mod at http://combatace.com/files/file/12517-hpw-combined-fm-ai-weight-mod/ Enjoy! -
File Name: HPW Combined FM AI Weight Mod File Submitter: Herr Prop-Wasche File Submitted: 22 December 2011 File Category: Aircraft Models HPW's Combined German and Allied FM for 33Lima's AI Empty Weight Mod --For Use with BHaH HITR Full Campaign and QC Battle Modes by Herr Prop Wasche and 33Lima Zip file contents: 5 Files plus this readme file 1) HPW Main FM AI Weight Mod 2) HPW Sopwith Pup 100 HP version 3) HPW Sopwith Triplane 130 HP version 4) HPW Spad VII 180 HP version 5) HPW Spad 13 235 HP version INSTALL INSTRUCTIONS: Important! This mod is ONLY intended to be used with Jonesoft's Generic Mod Enabler and should not be installed unless JSGME has already been installed into your CFSWW1 Over Flanders Fields game folder! In order to install the main mod and the four "optional" mods, open the archive and double-click the folder named "HPW Combined FM AI Weight Mod." Click the "Extract" button and copy the five files to the MODS folder created inside your CFSWW1 Over Flanders Fields folder when you installed JSGME into OFF. The files are correctly installed if you see the five above files plus this readme.txt the next time you start JSGME. After copying the files to the MODS folder, you can either keep or move the readme file to any other location on your computer. In order to activate the mod, simply start JSGME and first confirm that 33Lima's AI Empty Weight Mod has already been activated (33Lima's mod will already be listed as activated in the JSGME right window). Next, highlight the HPW Main FM AI Weight Mod and click the top button. Because this mod will overwrite some of the files in the AI Empty Weight Mod, JSGME will open a message box warning you that "Enabling this mod 'may' have adverse effects on your game," and asking if you "Are sure you wish to enable this mod?" This is normal. Click okay and the mod will become activated. Later, when you decide to use one of the "optional" FM mods, JSGME will display the same warning. Again, this is completely normal and should not result in any harm to your OFF installation. Later, if you decide to deactivate any of my FM mods or 33Lima's weight mod, simply deactivate the mods in reverse order. Enjoy the mod and 33Lima's AI Empty Weight Mod! Important note: As in previous versions of my FM mod, and any other mod which modifies any of OFF's .cfg files, using this mod will result in the user not being able to see any of the ace skins, either those already included in the game or that the user has created on his own or downloaded for use with HITR. Fortunately, a workaround for this problem has been identified by Panama Red. Basically, in order to use this mod and also to see all of the ace skins available in the game, first activate the FM mod and start the game. Begin your campaign as usual, but instead of flying your mission, click on end mission as soon as you find yourself on the field. Exit completely out of the game and then restart your campaign. Then, on the campaign screen, click "Replay Mission." This will take you back to the beginning of your mission but with the advantage of allowing you to see all of the fantastic skins which have been lovingly created by members of the OBD team and by many others for use with this wonderful simulation of WWI aerial combat. OBD has already assured us that this problem has been eliminated in the next version of Over Flanders Fields. Huzzah! DESCRIPTION OF MOD: Thank you for downloading my newly revised FM update for "Hat in the Ring," the official update to Over Flanders Fields "Beyond Heaven and Hell," OBD software's great and historically accurate interpretation of WWI aerial combat, based on Microsoft's CFS3 game engine. The purpose of this mod is to make my previously released Allied and German FM mods fully compatible with 33Lima's AI Empty Weight Mod so that the user can enjoy the benefits of both mods simultaneously. Prior to the release of this mod, the user could use either my FM mod or 33Lima's AI mod alone, but not at the same time. Click here to download this file
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Hello Gents! Yes, it's true. I have updated my DM again! I just can't help myself. Seriously, this is probably the most thoroughly tested DM I have ever created. Virtually every single aircraft has been individually tested to make sure that it performs (and breaks up) as designed! Major revisions were made to the engines and fuel tanks to get more realistic explosions and fires--I am very satisfied with the relatively quick progression from a small fire to a bigger explosion and larger fire that follows if you pepper the engine with enough ammo. I also tried to balance the occurence of engine fires with damage to the wings so that you should have fewer "flying flamers." In other words, wings should be close to failure by the time you have hit the engine enough for it to catch fire. Overall, I slightly increased the engine hit points on most scouts while slightly decreasing the engine hit points on some two-seaters. This should make scouts slightly more durable against those pesky two-seaters! One exception to this is the Roland, which I strengthened a bit because it seemed to fall apart too easily. It now behaves more like the other two-seaters. One thing that bugged me about my last revision to the DM (version 1.1), is the frequency of fuel leaks for some models--the Albatros, for instance. I think I have fixed this in version 1.25. Now, there is a much greater gap between getting a very small leak and a very large leak. I also eliminated the chance of a fire from hits to the fuel tank because this seemed to be a major cause of the flying flamers. In addition to adjustments to the engine and fuel tanks, I also made a few adjustments to the wings of some models, mainly for game balancing purposes. All in all, I think this will lead to a much improved DM over the last version. I am in the final stages of copying files from one folder to another and hope to have a campaign version of the DM ready sometime tomorrow. Shortly after that, I will also upload a "mod to the mod" which will include Lima33's arc of fire mod for two-seaters which increases the arc of fire for several of the two-seaters in the game. Lima's mod will be an optional mod for my DM that can easily be installed on top of my DM. Lima already has a version of his mod that works for players who do not use any of my DM's. I will answer any questions about this mod on this thread, but not for several hours as I am off to a basketball game and out later with some friends. I hope you all enjoy the mod and feel it is a worthy successor to my earlier DM's. Happy flying! HPW