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Herr Prop-Wasche

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Everything posted by Herr Prop-Wasche

  1. Brand new DM and FM now ready!

    My pleasure! Now I would like everyone to stroke my ego by reporting back on how much they like the new mods. Heck, even if you don't like one or more of the mods, I like the feedback. Fire away!
  2. The Illustrated BOC News, July 4, 2011

    My mum will be so proud! Pop said I would never get my name in the paper--well, other than for the, ah, "incident" with the farmer's daughter. Well, hah, I say! P.S. Obviously, I'm doing something wrong with my Barmy medal in my sig. Hmmm.
  3. Brand new DM and FM now ready!

    Readme File 04/07/2011 HPW_AlliedFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_AlliedFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for Re8, Sopwith Pup, and Sopwith Triplane. readme.txt INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_AlliedFM_Pack1.0\aircraft\Re_QC1, etc. To load the mod, simply run JSGME, highlight HPW_AlliedFMPack_1.0, click on the top button, and then start your game. That's it! ------------------------------------------------------------------------ Initial release 1.0 Thank you for downloading HPW's Allied FM Pack 1.0, the revised flight model for selected Allied scouts used in Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. This revised interpretation of the flight model, at this point, is for the Re8, Sopwith Pup, and Sopwith Triplane ONLY (additional aircraft may be added insubsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes. (Maximize window if chart is difficult to read). Aircraft Speed @ 10,000 ft. Speed @ 3281 ft. Speed @ 500 ft. Ceiling Max Dive Speed* Pup 103.75 mph (5.75) 98.25 mph (-6.25) 94.50 mph (-12.50) 19,000 ft. 216 mph (-36.0) Triplane 101.50 (-11.50) 108.75 (-9.25) 111.75 (-10.25) 18,500 226 (-50.0) Re8 98.75 (-5.00) 99.00** (-12.50) 94.75 (-12.75) 16,000 216 (-8.0) Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted. * From 10,000 feet ** 102.25 @ 6500 ft. The most noticeable differences are the decreases in speed for all of these aircraft. For instance, the Re8 was reported to have had a top speed of 102 mph at 6500 ft. However, in the unmodified game, its top speed was measured to be 111.5 mph at 3281 ft. Therefore, I reduced its speed to more accurately reflect its historical performance. Similarly, the Sopwith Triplane was reported to have had a top speed of 112 mph, but in the game, its top speed was measured to be 122.5 mph. The other major change in the FM of these planes was to reduce the maximum dive speed to more historical levels. Again, in the unmodified game, the Sopwith Triplane has the highest dive speed in the game at more than 275 mph! With the new FM, the Tripe now has a dive speed that, in my view, corresponds more closely to the historical record. Please note that in most other respects, such as ceiling, climb, and turning radius, these planes perform just as well, and in some cases even better, than they do under the stock game. If you are a German pilot, you are still likely to get shot down if you try to engage either the Pup or the Tripe in a turning dogfight. Another change to the FM I made in the case of the Sopwith Pup involved the same adjustments to the center of gravity and center of lift settings I made on the Albatros series and the Pfalz in the German FM pack in order to try and reduce the dreaded "hanging stall" or tail-first slide into the dirt that the AI tends to do on occasion. However, the problem is much less severe with the Pup, so my changes here were comparatively minor. As additional planes that have this problem are identified, I will issue further FM mods to try and deal with this problem. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of the Pup, Albatros, and Pfalz has been significantly improved with these FM mods. Again, I would like to express my sincere thanks and appreciation to OBD Software for their help in the making of this revised version of the flight model. As always, with the exception of the tweaks contained in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW
  4. Brand new DM and FM now ready!

    Readme File 04/07/2011 HPW_GermanFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_GermanFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for all Albatros scouts and Pfalz DIIIa scout. readme.txt file INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_GermanFMPack1.0\aircraft\Alb_DIII_AC1, etc. To load the mod, simply run JSGME, highlight HPW_GermanFMPack1.0, click on the top button, and then start your game. That's it! Initial release 1.0 Thank you for downloading HPW's German FM Pack 1.0, the revised flight model for all Albatros scouts and the Pfalz DIIIa scout, used in Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. This revised interpretation of the flight model, at this point, is for the Albatros and Pfalz DIIIa scouts ONLY (additional aircraft may be added in subsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes. Aircraft Speed @ 500 ft. Speed @ 3281 ft. Speed @ 10,000 ft. Ceiling Max Dive Speed* D II 105.75 mph (3.25) 110.0 mph (4.0) 103.25 mph (2.75) 16,500 ft. 204 mph (-10.0) D III early 106.5 110.0 103.5 18,000 237.0 D III 107.25 111.0 105.0 18,000 240.0 (15.0) D III OAW 106.5 110.75 105.25 18,000 237.0 (15.0) D V 110.0 (3.0) 114.5 (3.0) 108.25 (3.25) 18,250 244.0 (-7.0) D V later 110.25 114.5 108.25 18,250 247.0 (-10.0) D Va 112.5 (4.0) 116.5 (4.0) 112.25 (5.75) 18,250 238.0 D Va 200 113.5 (2.5) 118.75 (2.75) 115.25 (3.25) 19,500 242.0 (-15.0) Pfalz DIIIa 105.75 (3.25) 109.75 (3.0) 106.75 (3.25) 18,750 245.0 (22.0) Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted. * From 10,000 feet The most noticeable differences are the slight increases in speeds for the Albatros DII, DV, DVa, and DVa200, as well as the Pfalz DIIIa. At the same time, the ceiling for the DII has been reduced by about 2,000 feet to reflect its somewhat poorer performance at high altitude. Dive speeds have also been increased in a few cases, and decreased in most other cases, in order to reflect the relatively slow dive speeds of most WWI airplanes, and to better reflect their comparative dive performance. For instance, the dive speed of the Pfalz has been increased to reflect its superior dive performance compared to most other German scouts in WWI. Another major change to the Albatros series of planes from the DIII early to the DVa involves an increase in their maximum G's so that these planes should no longer lose a wing in a tight turn, except in very exceptional circumstances. On the other hand, Albatros DIII's and DV's are now more susceptible to losing a lower wing in a steep dive, due to excessive wing twisting caused by the effects of high speed on the lower wing spar of these so-called "V-strutters." For the ultimate in realism, I recommend when you first start flying with the new FM enabled, that you temporarily enable advisor messages and simulation warnings in Workshop in order to give you an idea for when you might be overstressing a wing in a dive. Then, after one or two flights, disable the messages--but don't make a habit of exceeding 170 mph or so in a dive for more than 1,000 to 2,000 meters or you may be sorry! Finally, perhaps the most significant change to the FM of all of the planes in this mod involves a few slight adjustments to the center of gravity and center of lift settings in order to try and solve a problem that seems to effect the Albatros' and a few other planes in the stock game: the dreaded "hanging stall" or tail-first slide into the dirt which makes kills against AI pilots flying these planes very easy in most cases. With this FM mod, the AI seem to do a better job of avoiding this poor flying behavior at both high and low altitudes, making dogfights against these opponents much more challenging. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of most of the planes in this mod has been significantly improved. Again, I would like to express my sincere thanks and appreciation to OBD Software for their help in the making of this revised version of the flight model. As always, with the exception of the tweaks contained in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com, then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW
  5. Brand new DM and FM now ready!

    The day has arrived! My friends, after many months of research, modding, and testing, I am pleased to report that I have just uploaded the Ultimate Damage Mod, as well as TWO FM mods: the HPW German FM Pack and the Allied FM Pack, for approval from the administrators. While we are waiting for the files to be approved (if they have not been already), here are snippets from the readme texts for each of these files. WARNING: some of the readme files are a bit long. HPW Ultimate Damage Mod 1.0 Readme File 03/07/2011 ------------ HPW Ultimate Damage Model for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_UltimateDM\aircraft folder with 477 individual aircraft folders, .xdp files and .bdp files readme.txt INSTALLATION: Important! This version of the damage mod is intended to be used only in conjunction 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. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_UltimateDM\aircraft\Alb_DIII_AC1, etc. To load the mod, simply run JSGME, highlight the mod you wish to use, click on the top button, and then start your game. That's it! Initial release 1.0 ------------ Thank you for downloading HPW's Ultimate DM, a totally new version of the damage model for Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. In addition to the advances featured in my previous damage model modifications, this entirely new damage model brings additional realism to the stock damage model by significantly increasing the hit points of most aircraft components, but particularly the engine, wings, and tail assemblies, of virtually every aircraft currently available in HiTR. As a result of these changes, air combat has now become longer, more intense, and more unpredictable than ever! Thanks to a suggestion by Creaghorn (thank you, Creaghorn), unlike in previous DM versions, in which the hit points for a given aircraft component might have been adjusted by only 5 or 10 percent, hit points in the new version have been increased, in some cases, by more than 500 percent! On the other hand, special effect "triggers," such as fuel leaks, oil leaks, fires, explosions, amd "break" or failure levels for all components have also been reduced by a proportionate amount so the total failure of a particular aircraft component still occurs almost as easily as it did in the stock and previous damage model mods. This helps to avoid the dreaded "flying tank" situation that some of the developers have sometimes mentioned in referring to previous test versions of the stock DM. The overall goal of this new DM, therefore, is to make dogfighting both more challenging for the experienced OFF gamer, but also enjoyable for the more casual, or less experienced, flight simulation fan. To give you an idea of what I am trying to accomplish with this mod, hit points for most aircraft engines in the stock game average around a total of 110 points. Therefore, under the stock DM, the average engine that receives just 11 points of damage loses 10% of its power; and an engine that receives 55 points of damage loses 50% of its power, etc. The result, too frequently in the stock game and in previous versions of my DM, have been enemy aircraft that seem to stop maneuvering and glide into the ground due to the lack of engine power. By substantially increasing the engine hit points, but also reducing the failure point by a proportionate amount, I have been able to recreate a situation where the engine still functions at close to full power, virtually up to the moment when it catches fire or fails completely! As a result, enemy aircraft will continue to turn, climb, dive, and remain able to fight you, up to almost the last minute. All aircraft (including your own) should no longer suffer from an immediate (and quite noticeable) loss in engine performance after only a very short burst into the front of the plane. The same principle applies to the wings of all aircraft. No longer will you or your opponent experience an immediate and major loss of maneuverability after having your wing or aileron get hit by just a couple of bullets. As mentioned above, other improvements to the damage model from my previous damage model mods have also been incorporated into this new version. For example, time period of service, overall aircraft reputation for durability or weakness, notable structural problems in various aircraft (weaker lower wings in Albs, for example), and overall game balance have also been considered in the development of this damage model. For the ultimate in realism, I also recommend that you download Creaghorn's bullet strength modification (available shortly), which substantially lowers the "impact" or damage each individual bullet causes when fired by you or your opponent. If you feel you are no longer being challenged by the ease with which you can shoot down your AI opponents, the combination of this mod and Creaghorn's bullet strength mod should help to cure you of this belief! Again, I would like to express my sincere thanks and appreciation to OBD Software for their help and encouragement in the making of this and previous versions of the damage mod. I would also like especially to thank Creaghorn and Hellshade for their comments, suggestions, and help in the development and testing of this mod. I would not have been able to complete it without all of their valuable help and encouragement! Thanks also goes out to all of the members of the Over Flanders' Fields forum to which this mod is dedicated. With the exception of the tweaks contained in this damage model, all work remains the sole work and property of OBD software. If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com at the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW
  6. OFFImage

  7. HPW_AlliedFM_Pack

    File Name: HPW_AlliedFM_Pack File Submitter: Herr Prop-Wasche File Submitted: 06 July 2011 File Category: Aircraft Models Important Note: Activation of the FM mod will cause ace skins to not show up in your campaign. Instead, the game will load the default squadron skin. OBD says they are working on a possible fix for this problem. 02/08/2011 Panama Red has posted a work-around that allows you to use the FM and see your ace skins. Go to the following link for details. http://combatace.com/topic/66652-a-guaranteed-fix-for-using-aces-skins-and-hpw-fms/ Readme File 04/07/2011 HPW_AlliedFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_AlliedFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for Re8, Sopwith Pup, and Sopwith Triplane. readme.txt file INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_AlliedFM_Pack1.0\aircraft\Re_QC1, etc. To load the mod, simply run JSGME, highlight HPW_AlliedFMPack_1.0, click on the top button, and then start your game. That's it! Initial release 1.0 Thank you for downloading HPW's Allied FM Pack 1.0, the revised flight model for selected Allied scouts used in Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. This revised interpretation of the flight model, at this point, is for the Re8, Sopwith Pup, and Sopwith Triplane ONLY (additional aircraft may be added insubsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes. AircraftSpeed @ 10,000 ft.* Speed @ 3281 ft. Speed @ 500 ft. Ceiling Max Dive Speed **Pup103.75 (5.75)98.25 (-6.25)94.50 (-12.50)19,000 ft. 216 (-36.0)Triplane 101.50 (-11.50)108.75 (-9.25)111.75 (-10.25)18,500226 (-50.0)Re898.75 (-5.00)99.00*** (-12.50)94.75 (-12.75)16,000216 (-8.0) Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted. * in mph ** From 10,000 feet *** 102.0 mph @ 6500 ft. The most noticeable differences are the decreases in speed for all of these aircraft. For instance, the Re8 was reported to have had a top speed of 102 mph at 6500 ft. However, in the unmodified game, its top speed was measured to be 111.5 mph at 3281 ft. Therefore, I reduced its speed to more accurately reflect its historical performance. Similarly, the Sopwith Triplane was reported to have had a top speed of 112 mph, but in the game, its top speed was measured to be 122.5 mph. The other major change in the FM of these planes was to reduce the maximum dive speed to more historical levels. Again, in the unmodified game, the Sopwith Triplane has the highest dive speed in the game at more than 275 mph! With the new FM, the Tripe now has a dive speed that, in my view, corresponds more closely to the historical record. Please note that in most other respects, such as ceiling, climb, and turning radius, these planes perform just as well, and in some cases even better, than they do under the stock game. If you are a German pilot, you are still likely to get shot down if you try to engage either the Pup or the Tripe in a turning dogfight. Another change to the FM I made in the case of the Sopwith Pup involved the same adjustments to the center of gravity and center of lift settings I made on the Albatros series and the Pfalz in the German FM pack in order to try and reduce the dreaded "hanging stall" or tail-first slide into the dirt that the AI tends to do on occasion. However, the problem is much less severe with the Pup, so my changes here were comparatively minor. As additional planes that have this problem are identified, I will issue further FM mods to try and deal with this problem. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of the Pup, Albatros, and Pfalz has been significantly improved with these FM mods. Again, I would like to express my sincere thanks and appreciation to OBD Software for their help in the making of this revised version of the flight model. As always, with the exception of the tweaks contained in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com, then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW Click here to download this file
  8. HPW_GermanFM_Pack

    File Name: HPW_GermanFM_Pack File Submitter: Herr Prop-Wasche File Submitted: 06 July 2011 File Category: Aircraft Models Important Note: Activation of the FM mod will cause ace skins to not show up in your campaign. Instead, the game will load the default squadron skin. OBD says they are working on a possible fix for this problem. 02/08/2011 Panama Red has posted a work-around that allows you to both use this FM and see your ace skins. Go to the following link for details. http://combatace.com/topic/66652-a-guaranteed-fix-for-using-aces-skins-and-hpw-fms/ Readme File 04/07/2011 HPW_GermanFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_GermanFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for all Albatros scouts and Pfalz DIIIa scout. readme.txt file INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_GermanFMPack1.0\aircraft\Alb_DIII_AC1, etc. To load the mod, simply run JSGME, highlight HPW_GermanFMPack1.0, click on the top button, and then start your game. That's it! Initial release 1.0 Thank you for downloading HPW's German FM Pack 1.0, the revised flight model for all Albatros scouts and the Pfalz DIIIa scout, used in Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. This revised interpretation of the flight model, at this point, is for the Albatros and Pfalz DIIIa scouts ONLY (additional aircraft may be added in subsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes. AircraftSpeed @ 500 ft.Speed @ 3281 ft.Speed @ 10,000 ft. CeilingMax Dive Speed *D II105.75 mph (3.25) 110.0 mph (4.0) 103.25 mph (2.75) 16,500 ft. 204 mph (-10.0)D III early106.5110.0103.518,000237.0D III107.25111.0105.018,000240.0 (15.0)D III OAW 106.5110.75105.2518,000237.0 (15.0)D V110.0 (3.0)114.5 (3.0)108.25 (3.25)18,250244.0 (-7.0)D V later110.25114.5108.2518,250247.0 (-10.0)D Va112.5 (4.0)116.5 (4.0)112.25 (5.75)18,250238.0D Va 200113.5 (2.5)118.75 (2.75)115.25 (3.25)19,500242.0 (-15.0)Pfalz DIIIa105.75 (3.25)109.75 (3.0)106.75 (3.25)18,750245.0 (22.0) Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted. * From 10,000 feet The most noticeable differences are the slight increases in speeds for the Albatros DII, DV, DVa, and DVa200, as well as the Pfalz DIIIa. At the same time, the ceiling for the DII has been reduced by about 2,000 feet to reflect its somewhat poorer performance at high altitude. Dive speeds have also been increased in a few cases, and decreased in most other cases, in order to reflect the relatively slow dive speeds of most WWI airplanes, and to better reflect their comparative dive performance. For instance, the dive speed of the Pfalz has been increased to reflect its superior dive performance compared to most other German scouts in WWI. Another major change to the Albatros series of planes from the DIII early to the DVa involves an increase in their maximum G's so that these planes should no longer lose a wing in a tight turn, except in very exceptional circumstances. On the other hand, Albatros DIII's and DV's are now more susceptible to losing a lower wing in a steep dive, due to excessive wing twisting caused by the effects of high speed on the lower wing spar of these so-called "V-strutters." For the ultimate in realism, I recommend when you first start flying with the new FM enabled, that you temporarily enable advisor messages and simulation warnings in Workshop in order to give you an idea for when you might be overstressing a wing in a dive. Then, after one or two flights, disable the messages--but don't make a habit of exceeding 170 mph or so in a dive for more than 1,000 to 2,000 meters or you may be sorry! Finally, perhaps the most significant change to the FM of all of the planes in this mod involves a few slight adjustments to the center of gravity and center of lift settings in order to try and solve a problem that seems to effect the Albatros' and a few other planes in the stock game: the dreaded "hanging stall" or tail-first slide into the dirt which makes kills against AI pilots flying these planes very easy in most cases. With this FM mod, the AI seem to do a better job of avoiding this poor flying behavior at both high and low altitudes, making dogfights against these opponents much more challenging. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of most of the planes in this mod has been significantly improved. Again, I would like to express my sincere thanks and appreciation to OBD Software for their help in the making of this revised version of the flight model. As always, with the exception of the tweaks contained in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com, then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW </html> Click here to download this file
  9. HPW_AlliedFM_Pack

    Version 1.0

    123 downloads

    Readme File 04/07/2011 HPW_AlliedFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_AlliedFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for Re8, Sopwith Pup, and Sopwith Triplane. readme.txt file INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_AlliedFM_Pack1.0\aircraft\Re_QC1, etc. To load the mod, simply run JSGME, highlight HPW_AlliedFMPack_1.0, click on the top button, and then start your game. That's it! Initial release 1.0 Thank you for downloading HPW's Allied FM Pack 1.0, the revised flight model for selected Allied scouts used in Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. This revised interpretation of the flight model, at this point, is for the Re8, Sopwith Pup, and Sopwith Triplane ONLY (additional aircraft may be added insubsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes. AircraftSpeed @ 10,000 ft.* Speed @ 3281 ft. Speed @ 500 ft. Ceiling Max Dive Speed **Pup103.75 (5.75)98.25 (-6.25)94.50 (-12.50)19,000 ft. 216 (-36.0)Triplane 101.50 (-11.50)108.75 (-9.25)111.75 (-10.25)18,500226 (-50.0)Re898.75 (-5.00)99.00*** (-12.50)94.75 (-12.75)16,000216 (-8.0) Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted. * in mph ** From 10,000 feet *** 102.0 mph @ 6500 ft. The most noticeable differences are the decreases in speed for all of these aircraft. For instance, the Re8 was reported to have had a top speed of 102 mph at 6500 ft. However, in the unmodified game, its top speed was measured to be 111.5 mph at 3281 ft. Therefore, I reduced its speed to more accurately reflect its historical performance. Similarly, the Sopwith Triplane was reported to have had a top speed of 112 mph, but in the game, its top speed was measured to be 122.5 mph. The other major change in the FM of these planes was to reduce the maximum dive speed to more historical levels. Again, in the unmodified game, the Sopwith Triplane has the highest dive speed in the game at more than 275 mph! With the new FM, the Tripe now has a dive speed that, in my view, corresponds more closely to the historical record. Please note that in most other respects, such as ceiling, climb, and turning radius, these planes perform just as well, and in some cases even better, than they do under the stock game. If you are a German pilot, you are still likely to get shot down if you try to engage either the Pup or the Tripe in a turning dogfight. Another change to the FM I made in the case of the Sopwith Pup involved the same adjustments to the center of gravity and center of lift settings I made on the Albatros series and the Pfalz in the German FM pack in order to try and reduce the dreaded "hanging stall" or tail-first slide into the dirt that the AI tends to do on occasion. However, the problem is much less severe with the Pup, so my changes here were comparatively minor. As additional planes that have this problem are identified, I will issue further FM mods to try and deal with this problem. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of the Pup, Albatros, and Pfalz has been significantly improved with these FM mods. Again, I would like to express my sincere thanks and appreciation to OBD Software for their help in the making of this revised version of the flight model. As always, with the exception of the tweaks contained in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com, then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW
  10. HPW_GermanFM_Pack

    Version 1.0

    103 downloads

    <html> Readme File 04/07/2011 HPW_GermanFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_GermanFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for all Albatros scouts and Pfalz DIIIa scout. readme.txt file INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_GermanFMPack1.0\aircraft\Alb_DIII_AC1, etc. To load the mod, simply run JSGME, highlight HPW_GermanFMPack1.0, click on the top button, and then start your game. That's it! Initial release 1.0 Thank you for downloading HPW's German FM Pack 1.0, the revised flight model for all Albatros scouts and the Pfalz DIIIa scout, used in Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. This revised interpretation of the flight model, at this point, is for the Albatros and Pfalz DIIIa scouts ONLY (additional aircraft may be added in subsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes. AircraftSpeed @ 500 ft.Speed @ 3281 ft.Speed @ 10,000 ft. CeilingMax Dive Speed *D II105.75 mph (3.25) 110.0 mph (4.0) 103.25 mph (2.75) 16,500 ft. 204 mph (-10.0)D III early106.5110.0103.518,000237.0D III107.25111.0105.018,000240.0 (15.0)D III OAW 106.5110.75105.2518,000237.0 (15.0)D V110.0 (3.0)114.5 (3.0)108.25 (3.25)18,250244.0 (-7.0)D V later110.25114.5108.2518,250247.0 (-10.0)D Va112.5 (4.0)116.5 (4.0)112.25 (5.75)18,250238.0D Va 200113.5 (2.5)118.75 (2.75)115.25 (3.25)19,500242.0 (-15.0)Pfalz DIIIa105.75 (3.25)109.75 (3.0)106.75 (3.25)18,750245.0 (22.0) Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted. * From 10,000 feet The most noticeable differences are the slight increases in speeds for the Albatros DII, DV, DVa, and DVa200, as well as the Pfalz DIIIa. At the same time, the ceiling for the DII has been reduced by about 2,000 feet to reflect its somewhat poorer performance at high altitude. Dive speeds have also been increased in a few cases, and decreased in most other cases, in order to reflect the relatively slow dive speeds of most WWI airplanes, and to better reflect their comparative dive performance. For instance, the dive speed of the Pfalz has been increased to reflect its superior dive performance compared to most other German scouts in WWI. Another major change to the Albatros series of planes from the DIII early to the DVa involves an increase in their maximum G's so that these planes should no longer lose a wing in a tight turn, except in very exceptional circumstances. On the other hand, Albatros DIII's and DV's are now more susceptible to losing a lower wing in a steep dive, due to excessive wing twisting caused by the effects of high speed on the lower wing spar of these so-called "V-strutters." For the ultimate in realism, I recommend when you first start flying with the new FM enabled, that you temporarily enable advisor messages and simulation warnings in Workshop in order to give you an idea for when you might be overstressing a wing in a dive. Then, after one or two flights, disable the messages--but don't make a habit of exceeding 170 mph or so in a dive for more than 1,000 to 2,000 meters or you may be sorry! Finally, perhaps the most significant change to the FM of all of the planes in this mod involves a few slight adjustments to the center of gravity and center of lift settings in order to try and solve a problem that seems to effect the Albatros' and a few other planes in the stock game: the dreaded "hanging stall" or tail-first slide into the dirt which makes kills against AI pilots flying these planes very easy in most cases. With this FM mod, the AI seem to do a better job of avoiding this poor flying behavior at both high and low altitudes, making dogfights against these opponents much more challenging. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of most of the planes in this mod has been significantly improved. Again, I would like to express my sincere thanks and appreciation to OBD Software for their help in the making of this revised version of the flight model. As always, with the exception of the tweaks contained in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com, then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW </html>
  11. HPW_UltimateDM

    File Name: HPW_UltimateDM File Submitter: Herr Prop-Wasche File Submitted: 06 July 2011 File Category: Aircraft Models Readme File 1/16/2013 ------------ HPW Ultimate Damage Model for OFF BHaH HITR Full Campaign and QC Battles v1.3.1 by Herr Prop Wasche Zip file contents: HPW UltimateDM\aircraft folder with 477 individual aircraft folders, .xdp files and .bdp files This readme.txt INSTALLATION: Important! This version of the damage mod is intended to be used only along with Jonesoft's Generic Mod Enabler and should not be installed UNLESS JSGME has already been installed into your OBDSoftware folder. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW UltimateDM\aircraft\Alb_DIII_AC1, AC2, etc. To load the mod, simply run JSGME, highlight the mod you wish to use, click on the top button, and then start your game. That's it! An even simpler method is to simply click on the HPW UltimateDM.exe self-installer program created by Lothar. This program will automatically check your OFF and JSGME installation and install the mod into the correct folder. No muss, no fuss! Thanks, Lothar! 1.3.1 --Decreased wing-tip hit point values for the Fokker EIII. --Slightly decreased engine hit point values for the Alb DIII early. --Decreased engine hit point values for the Hannover CIIIa. --Slightly increased engine hit points for the Alb DVa 200. 1.3 --Engine threshold values adjusted again to reduce chance of engine fires and the "forever flying flamers" bug. You should see less fires than in version 1.25 but more than you get using Buddy1998's damage model. --Engine hit points reduced somewhat on two-seaters and "pusher" types (DH-2 and Fee's) for better game balance. --File structure revised in order to comply with Lothar of the Hill Peoples Offbase program and proper placement of JSGME inside the OBDSoftware game folder. --Added HPW UltimateDM.exe self-installer program created by Lothar. 1.25 --Engine hit points adjusted for all aircraft for a better balance between scouts and two-seaters. Most scout engines have a few more hit points, while most two-seater engines have slightly fewer. --Engine threshold values adjusted for all aircraft. Camel and Dr1 slightly less likely to catch fire, Albatros series more likely to catch fire than in version 1.1. ALL aircraft WILL catch fire eventually if hit hard enough. Fx_airexplosion and fx_enginefire moved from center fuel tank to engine, resulting in more realistic engine fires and explosions. --Fuel tank hit points for most aircraft raised slightly. --Fuel leaks adjusted so some aircraft--especially Albatros series--do not spring major fuel leaks as quickly as before. Small fuel leaks slightly more likely, however. --Minor adjustments to hit points for wings and wing tips on almost all aircraft. Wings on most two-seaters are somewhat weaker (exception: Roland's wings approximately 10% stronger). Wings and wing tips for Fokker Dr1 and Se5a's somewhat stronger. --Minor adjustments to ailerons, elevators, and horizontal stabilizers on some aircraft. --"Break" level for pilot and observer reduced from 100% to 75% to see if this results in greater chance of pilot injury or death. --More thorough testing of all aircraft to insure better game balance. 1.1 --Hit probabilities for aileron, elevator, and rudder cables reduced substantially so that hits to cables should be much less frequent than before. Hit points for all cables also increased slightly. --Hit probabilities to pilot and center fuel tank adjusted slightly. --Hit points for ailerons increased by approximately 150% and threshold values adjusted. --Minor increase in wing tip strength. --Hit probability to landing gear reduced by 50%. --Minor adjustments to threshold values for engine, oil reservoir, and center fuel tank. --For DH5 only, chance of fire and explosion to auxillary fuel tank removed and replaced with fuel leaks. --For Spad VII and Spad XIII only, increased wing hit points by approximately 5% to reflect sturdy reputation of Spad series. ------------ Initial release 1.0 Thank you for downloading HPW's Ultimate DM, a totally new version of the damage model for Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. In addition to the advances featured in my previous damage model modifications, this entirely new damage model brings additional realism to the stock damage model by significantly increasing the hit points of most aircraft components, but particularly the engine, wings, and tail assemblies, of virtually every aircraft currently available in HITR. As a result of these changes, air combat has now become longer, more intense, and more unpredictable than ever! Due to a suggestion by Creaghorn (thank you, Creaghorn), hit points for some components in the Ultimate DM have been increased by more than 500 percent in some cases! On the other hand, special effect "triggers," such as fuel leaks, oil leaks, fires, explosions, and "break" commands or failure levels for all components have also been reduced by a proportionate amount so the total failure of a particular aircraft component occurs just as frequently as it did in the stock and previous damage model mods. This helps to avoid the dreaded "flying tank" situation that some of the developers have sometimes mentioned in referring to previous test versions of the stock DM. The overall goal of this new DM, therefore, is to make dogfighting both more challenging for the experienced OFF gamer, but also enjoyable for the more casual, or less experienced, flight simulation fan. To give you an idea of what I am trying to accomplish with this mod, hit points for most aircraft engines in the stock game average around 110 points. Therefore, under the stock DM, an engine that receives only 11 points of damage loses 10% of its power--and an engine that receives 55 points of damage loses 50% of its power! As a result, aircraft with only minor engine damage become unable to maneuver and frequently slam into the ground due to the lack of engine power. By substantially increasing the engine hit points, but also reducing the failure point by a proportionate amount, I have been able to recreate a situation where the engine still functions at close to full power, virtually up to the moment when it catches fire or fails completely! As a result, enemy aircraft will continue to turn, climb, dive, and remain able to fight you, up to almost the last minute. All aircraft (including your own) should no longer suffer from an immediate (and often quite noticeable) loss in engine performance after only a very short burst into the front of the plane. The same principle applies to the wings of all aircraft. No longer will you or your opponent experience an immediate and major loss of maneuverability after having your wing or aileron get hit by just a couple of bullets. As mentioned above, other improvements to the damage model from my previous damage model mods have also been incorporated into this new version. For example, time period of service, overall aircraft reputation for durability or weakness, notable structural problems in various aircraft (weaker lower wings in Albs, for example), and overall game balance have also been considered in the development of this damage model. Again, I would like to express my sincere thanks and appreciation to OBD Software for their help and encouragement in the making of this and previous versions of the damage mod. I would also like especially to thank Creaghorn and Hellshade for their comments, suggestions, and help in the development and testing of this mod. I would not have been able to complete it without all of their valuable help and encouragement! Thanks also goes out to all of the members of the Over Flanders' Fields forum to which this mod is dedicated. With the exception of the tweaks contained in this damage model, all work remains the sole work and property of OBD software. If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com at the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW Click here to download this file
  12. HPW_UltimateDM

    Version 1.3.1

    384 downloads

    Readme File 1/16/2013 ------------ HPW Ultimate Damage Model for OFF BHaH HITR Full Campaign and QC Battles v1.3.1 by Herr Prop Wasche Zip file contents: HPW UltimateDM\aircraft folder with 477 individual aircraft folders, .xdp files and .bdp files This readme.txt INSTALLATION: Important! This version of the damage mod is intended to be used only along with Jonesoft's Generic Mod Enabler and should not be installed UNLESS JSGME has already been installed into your OBDSoftware folder. With JSGME, installation and use of this, or any mod, is very easy. Simply extract the contents of the zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW UltimateDM\aircraft\Alb_DIII_AC1, AC2, etc. To load the mod, simply run JSGME, highlight the mod you wish to use, click on the top button, and then start your game. That's it! An even simpler method is to simply click on the HPW UltimateDM.exe self-installer program created by Lothar. This program will automatically check your OFF and JSGME installation and install the mod into the correct folder. No muss, no fuss! Thanks, Lothar! 1.3.1 --Decreased wing-tip hit point values for the Fokker EIII. --Slightly decreased engine hit point values for the Alb DIII early. --Decreased engine hit point values for the Hannover CIIIa. --Slightly increased engine hit points for the Alb DVa 200. 1.3 --Engine threshold values adjusted again to reduce chance of engine fires and the "forever flying flamers" bug. You should see less fires than in version 1.25 but more than you get using Buddy1998's damage model. --Engine hit points reduced somewhat on two-seaters and "pusher" types (DH-2 and Fee's) for better game balance. --File structure revised in order to comply with Lothar of the Hill Peoples Offbase program and proper placement of JSGME inside the OBDSoftware game folder. --Added HPW UltimateDM.exe self-installer program created by Lothar. 1.25 --Engine hit points adjusted for all aircraft for a better balance between scouts and two-seaters. Most scout engines have a few more hit points, while most two-seater engines have slightly fewer. --Engine threshold values adjusted for all aircraft. Camel and Dr1 slightly less likely to catch fire, Albatros series more likely to catch fire than in version 1.1. ALL aircraft WILL catch fire eventually if hit hard enough. Fx_airexplosion and fx_enginefire moved from center fuel tank to engine, resulting in more realistic engine fires and explosions. --Fuel tank hit points for most aircraft raised slightly. --Fuel leaks adjusted so some aircraft--especially Albatros series--do not spring major fuel leaks as quickly as before. Small fuel leaks slightly more likely, however. --Minor adjustments to hit points for wings and wing tips on almost all aircraft. Wings on most two-seaters are somewhat weaker (exception: Roland's wings approximately 10% stronger). Wings and wing tips for Fokker Dr1 and Se5a's somewhat stronger. --Minor adjustments to ailerons, elevators, and horizontal stabilizers on some aircraft. --"Break" level for pilot and observer reduced from 100% to 75% to see if this results in greater chance of pilot injury or death. --More thorough testing of all aircraft to insure better game balance. 1.1 --Hit probabilities for aileron, elevator, and rudder cables reduced substantially so that hits to cables should be much less frequent than before. Hit points for all cables also increased slightly. --Hit probabilities to pilot and center fuel tank adjusted slightly. --Hit points for ailerons increased by approximately 150% and threshold values adjusted. --Minor increase in wing tip strength. --Hit probability to landing gear reduced by 50%. --Minor adjustments to threshold values for engine, oil reservoir, and center fuel tank. --For DH5 only, chance of fire and explosion to auxillary fuel tank removed and replaced with fuel leaks. --For Spad VII and Spad XIII only, increased wing hit points by approximately 5% to reflect sturdy reputation of Spad series. ------------ Initial release 1.0 Thank you for downloading HPW's Ultimate DM, a totally new version of the damage model for Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. In addition to the advances featured in my previous damage model modifications, this entirely new damage model brings additional realism to the stock damage model by significantly increasing the hit points of most aircraft components, but particularly the engine, wings, and tail assemblies, of virtually every aircraft currently available in HITR. As a result of these changes, air combat has now become longer, more intense, and more unpredictable than ever! Due to a suggestion by Creaghorn (thank you, Creaghorn), hit points for some components in the Ultimate DM have been increased by more than 500 percent in some cases! On the other hand, special effect "triggers," such as fuel leaks, oil leaks, fires, explosions, and "break" commands or failure levels for all components have also been reduced by a proportionate amount so the total failure of a particular aircraft component occurs just as frequently as it did in the stock and previous damage model mods. This helps to avoid the dreaded "flying tank" situation that some of the developers have sometimes mentioned in referring to previous test versions of the stock DM. The overall goal of this new DM, therefore, is to make dogfighting both more challenging for the experienced OFF gamer, but also enjoyable for the more casual, or less experienced, flight simulation fan. To give you an idea of what I am trying to accomplish with this mod, hit points for most aircraft engines in the stock game average around 110 points. Therefore, under the stock DM, an engine that receives only 11 points of damage loses 10% of its power--and an engine that receives 55 points of damage loses 50% of its power! As a result, aircraft with only minor engine damage become unable to maneuver and frequently slam into the ground due to the lack of engine power. By substantially increasing the engine hit points, but also reducing the failure point by a proportionate amount, I have been able to recreate a situation where the engine still functions at close to full power, virtually up to the moment when it catches fire or fails completely! As a result, enemy aircraft will continue to turn, climb, dive, and remain able to fight you, up to almost the last minute. All aircraft (including your own) should no longer suffer from an immediate (and often quite noticeable) loss in engine performance after only a very short burst into the front of the plane. The same principle applies to the wings of all aircraft. No longer will you or your opponent experience an immediate and major loss of maneuverability after having your wing or aileron get hit by just a couple of bullets. As mentioned above, other improvements to the damage model from my previous damage model mods have also been incorporated into this new version. For example, time period of service, overall aircraft reputation for durability or weakness, notable structural problems in various aircraft (weaker lower wings in Albs, for example), and overall game balance have also been considered in the development of this damage model. Again, I would like to express my sincere thanks and appreciation to OBD Software for their help and encouragement in the making of this and previous versions of the damage mod. I would also like especially to thank Creaghorn and Hellshade for their comments, suggestions, and help in the development and testing of this mod. I would not have been able to complete it without all of their valuable help and encouragement! Thanks also goes out to all of the members of the Over Flanders' Fields forum to which this mod is dedicated. With the exception of the tweaks contained in this damage model, all work remains the sole work and property of OBD software. If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com at the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW
  13. Congratulations, Hellshade, for a whopping good story to tell the grandchildren sitting around the fire as you relate your experiences during "the Great War."
  14. Thank you, sir! I sorta like those Albs in their pretty brown wrappings. My ex would say that fits with my personality!
  15. Home-Made Rudder Bar

    Fits right in with the spirit of the times! Any room for some gum and bailing wire, Matt?
  16. Editing the aircraft files can be a bit tricky and can result in "aircraft unavailable" or "this aircraft is not certified for OFF" messages. What files specifically are you trying to edit, Lewie? The main FM file is the aircraft.cfg file. I assume this is the file you are referring to? For more detailed information, please send me a PM and I will get back to you.
  17. Home-Made Rudder Bar

    Oh, I am very happy for him and equally impressed, seeing that I have absolutely no mechanical aptitude whatsoever!
  18. Home-Made Rudder Bar

    I can't decide if that is a brilliant design or a horrible Frakenstein monster of a rudder bar! But hey, if it works, it works, so go for it!
  19. OT My Living Will

    Ha ha ha! You should just be glad your children are so attentive to your wishes!
  20. Amazed by High-res Skin

    Hi, all. I am trying to be very careful about the changes I am making to the FM's of the various aeroplanes. For those that will be willing to try them, I don't think they will find anything too out of the ordinary. The major difference that I think people will notice is that the AI will not "belly flop' so much in the Albatros. IOW, they won't zoom up, hang on their prop, and stall in front of your guns like they sometimes do now. At low altitudes, this behavior also sometimes causes them to crash into the ground tail first. I think my changes to the Albatros FM has at least partially solves these problems. The main drawback is that the Alb FM will feel slightly heavier on the controls for the human pilot, but not too significant. Other FM changes will include slight changes to the top speed and ceiling--for some of the Albs there will be decreases, for others, increases. Turn rates will be almost identical. In the end, though, my FM will simply represent my interpretation of the FM. It is not meant to supplant the official version, nor do i make any claims that mine will be better or any more authentic than the official one.
  21. OT: A New Project Followed Me Home

    Lou, you poor bloody bastard! Looks like we won't be seeing much of you as you now have to spend all your time in the garage! I kid, I kid....l
  22. My 4000th Post!

    I hope I'm not too late to join in the revelry? Are we still drinking ale's or are we on to the Brandy yet? For Lou's a jolly good fellow For Lou's a jolly good fellow For Lou's a jolly good fellow Who nobody can deny! Edited to get fourth line correct. Duh!
  23. Gould in "No Parachute" talks about DIII's regularly being at 18,000 ft. and higher, but he says his Pup could outperform them at that height.
  24. Xmas Wish List

    Olham, if you like Jennifer Connelly, you should check out "The House of Sand and Fog," also starring the great Ben Kingsley. Be warned, however, it is a bit of a downer.
  25. Thanks, Olham. I can always hope! P.S. To OBD: Don't skimp on the quality just to keep the sim within certain specs. We will all adjust somehow!
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