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Herr Prop-Wasche

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Everything posted by Herr Prop-Wasche

  1. Consider buying OFF

    Outstanding, Lou! You are a poet and a gentleman.
  2. "Bordeauxred Baron" shot Polovski down

    I believe they are referring to your rear-end, bum, or a&@, Olham!
  3. mastering the Nieuport 28

    Fingers crossed, Olham. I should know over the weekend if this is truly going to work.
  4. New FM mod is in the works

    That would be great, British_eh! Yes, there is a lot of information out there about the performance of many, but not all, of the various WWI planes. Unfortunately, most of the information is contradictary!! Therefore, a lot of personal interpretation of the data is required, making the creation of an FM for virtually any of these planes a bit of a subjective experience, to say the least. I can't promise that I can tame--or is it make it wilder-- the notorious DrI, but I can give it a shot!
  5. My Pilot never dies

    Sorry for the delay in the fix, guys. I'm currently working on an FM mod that I have finally been able to get to work in the campaign, and I don't want to forget how I got it to work before I start on another project. The fix shouldn't be more than a few days away, assuming I can figure out what is causing the problem. Until then, just use your best judgment in deciding if your pilot died from that flaming crash into the ground at 200 mph!
  6. mastering the Nieuport 28

    Perhaps..... :whistle: So many planes, so little time. Assuming I have cracked the ability to apply FM changes to the campaign, I do plan to make a few adjustments to the N28.
  7. mastering the Nieuport 28

    The devs may not be the only ones who are working on improving the FM of the N28....
  8. Consider buying OFF

    Welcome to the community, Elephant! It may have been mentioned before, but don't forget to get TrackIR, too, so you can track enemy movements with your head like a real pilot, instead of with a joystick hat-switch. I would also be remiss if I did not mention the growing availability of mods, such as Creaghorn's soundtweak and tracers mod. There are also some other good mods out there to add to your experience. Also, don't be shy about asking questions: we are a generally very helpful bunch. Just watch out for the mysterious UncleAl character. His advice often comes with a sting! We all love him anyway!
  9. New FM mod is in the works

    I have just been able to succesfully create an Albatros DIII early FM that will shed its lower wings in dive speeds as low as 175 mph (265 kph)! It also does not ordinarily lose a wing in tight maneuvers anymore. I can lower the dive speed more if needed, but I thought 175 mph was a good place to start until I have a chance to adjust some of the other planes. The change also appears to work in the campaign, but I need to do some more testing to be absolutely sure. I know that I can do it, it is now just a question if I can remember how I did it!
  10. New FM mod is in the works

    Well, if everything works right, the FM changes WILL work for both AI and human players. However, it will need confirmation from you and all the other dedicated players of OFF in order to be sure. FM work will have to be temporarily delayed, however, until I fix the DM mod problem, which will require a game reinstall, unfortunately.
  11. New FM mod is in the works

    Brief update: I am working on the FM, but have been slowed down by various side projects and real-life thingies. I have also been slowed by trying to decide how and what to work on first. The FM is a big deal and takes a lot of planning, modding, and testing. I think the first thing I will try and work on will be to reduce the dive speed for several of the aircraft. Currently, the Tripe and the Pup both can dive in excess of 255 mph. I would like to slow this down to the low 200's if possible to make them more consistent with the other aircraft. Again, does anyone have data on the dive speed of WWI aircraft? Actually, the first aircraft I will probably release for evaluation will be the N28. Stay tuned.
  12. My Pilot never dies

    Hmm, the weight of the evidence seems to be that versions of my DM since 1.1 may be responsible for this problem. Sorry. It's weird, because all I did was change my pilot settings in Workshop to pilot never dies in order to test out the damage model because I was tired of creating new pilots all the time after getting killed! Unfortunately, I will have to reinstall OFF in order to reset my pilot settings and test the DM because I violated the first rule of modding and forgot to save a backup version of my aircraft folder--actually, I had a backup of the aircraft folder but lost it somewhere along the way. So, the fix will probably be a few days off. Again, I apologize for the inconvenience.
  13. HPWDM 2.2 update

    File Name: HPWDM 2.2 update File Submitter: Herr Prop-Wasche File Submitted: 29 August 2010 File Category: Aircraft Models Readme File 29/08/2010 ------------ HPW Full Campaign Damage Model for OFF BHaH HITR v2.2 by Herr Prop Wasche Zip file contents: HPWDM2.2\aircraft folder with 477 individual aircraft folders and .xdp 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 HPWDM2.2 zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see the readme.txt and the following folder structure inside the MODS folder: HPWDM2.2\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! NOTE: This mod may be used in QC battles AND the main campaign. ------------ Version History 2.2 --Engine hit points for Hannover, Sopwith Pup, Sopwith Strutter, and Sopwith Strutter B1 reduced slightly. --Missing minor fuel leak due to engine damage added to Sopwith Tripe and Tripe 2G. --Hit points for elevator cables in aft fuselage of Fokker EV, N17_Bis, N24, N24_Bis, N24_Bis_Lewis, N24_Lewis, and N28 reduced to be consistent with other aircraft. --Hit points for observer/rear-gunner corrected so they are now the same as the pilot of the aircraft. 2.1a --DH2 and DH2_m16 now somewhat less likely to catch fire than in version 2.1. --Halberstadt scout now slightly less likely to suffer major fuel leak. --"Fuselage_structure" changed to "rudder_cable" in aft fuselage of FE2b and hit points reduced from 28 to 18. --Hit points for aileron cables in aft fuselage of Alb DV, DV later, DVa, and DVa 200 reduced to be consistent with other aircraft. 2.1 --Fuel tanks are now more resistant to major leaks but are still susceptible to minor leaks and are somewhat more likely to catch fire if substantially damaged. --Wing and wing-tip hit points adjusted on some aircraft. --Nose structures now slightly stronger in several early and mid-war aircraft. --Somewhat higher probability of pilot "hits" for most aircraft. --On DH5 only, fuel tank hit points now higher for main tank, slightly lower for secondary tank. --Eliminates the "engine block popping out of the fuselage" effect seen in some aircraft. 2.0 Initial release ------------ Thank you for downloading HPWDM2.1, a total revision of my previously released damage model for Hat in the Ring, the official extension to Between Heaven and Hell, the wonderful WWI flight sim modification of CFS3 by OBD Software. DM2.1 uses information about the dimensions and specifications of every aircraft in HITR in order to develop revised hit points for each major component of every aircraft currently available in OFF. The correlation between the historical size and dimensions of each aircraft component and the number of hit points assigned to that component in the game has been adjusted so that this correlation in now generally positive, instead of negative, as it is in many cases in OFF and previous versions of my damage model. Engine hit points have also been adjusted so that the average aircraft engine has approximately 5% more hit points. Hit points also better correlate with engine size or displacement. Most importantly, engine hit points now do not necessarily directly correspond with the chances of an engine catching fire. In the standard HITR installation, most aircraft are "set" to catch fire when 75% of their engine hit points have been used up. This percentage has been adjusted in almost every aircraft so that some will now catch fire when a smaller percentage of hit points have been used up, while others will only catch fire after a higher percentage of hit points have been expended. The overall result should be somewhat more durable engines and longer and more dangerous dogfights. Fewer aircraft (including your own) should suffer from an immediate loss in engine performance after only a very short, early burst into the front of the plane. On the other hand, once you notice your engine is no longer running smoothly, take it as a good sign that you may be about to turn into a blazing fireball! Other changes from the stock damage model include: stronger wing roots with somewhat weaker wing tips, resulting in aircraft wings that suffer from fewer catastophic failures but that are more difficult to control when severely damaged, i.e. you may be able to still fly, but landing becomes a much bigger challenge; slightly decreased chances of crippling aileron control cable hits; slightly reduced hit points, on average, for ailerons and rudders; and increased hit points, on average, for horizontal and vertical stabilizers. Pilot and observer hit points have also been adjusted to make both you and your AI opponent more vulnerable to becoming wounded--perhaps fatally! However, in contrast to previous versions of my damage model, hit points for oil and coolant reservoirs have been increased back to, or close to, stock levels. Numerous other tweaks were made to take into account 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. Finally, I would again like to express my thanks and appreciation to OBD Software for their help and encouragement in the making of this damage mod. Of course, 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! Click here to download this file
  14. New FM mod is in the works

    Currently, my FM files only work for QC battles--and I only released those to a few who volunteered for testing. I suspect that is what you have, von O. Right now, I am gathering data and studying NACA files and reading websites about aircraft performance. One thing I found that was interesting--the Camel in OFF apparently represents the 150 HP Bentley engine instead of the 130 Clerget, perhaps explaining the top horizontal speed of 116 in the game. Perhaps this is why it out runs the DrI so easily in the game. The good news is that I can probably create a 130 HP version and a 150 HP version. In fact, I can most likely do this for other planes, such as the 185 HP Fokker DVIIF and the 225 HP DVIIF. The player could then insert the correct plane according to the time period in the game. I may have also cracked the code for altering the .air files. It seems that editing the .air file with AirEdit will not allow the plane to be used in the campaign. HOWEVER, if you directly edit the hex code, it appears the plane WILL work in the campaign! The question now is whether I will have to manually change all 477 .air files via hex editing or simply be able to edit one and copy it to all of the other plane folders for that plane type. Editing the hex code will allow me to directly change several factors such as drag, G loading in turns, dive speed, etc. Fortunately, because of the excellent research and hard work of the developers, there is not a lot I will want to change on most of the planes. My main goals are to 1) reduce dive speed of some ot the planes in the game while increasing it for some of the others (BTW, does anyone have any good figures for how fast a typical WWI aeroplane should be able to dive? As of now, planes in OFF can achieve speeds between 155 and over 270 mph in a dive. Cutting back the throttle does also does not seem to have any effect ) 2) adjusting the top speed of several planes. 3) Adjusting the turning radius of some planes, particularly the Alb DIII's. 4) Reducing the climb rate somewhat for most of the planes. 5) Other?
  15. New FM mod is in the works

    Don't know when I will have a working beta. The FM is individual to each specific plane, so the mod will likely come out in dribs and drabs, with one or two planes at a time. Later, as i get more of a handle on it, I should be able to turn out more planes in less time, fingers crossed! In the meantime, do you (or anyone else) have any preferences to which planes you think are "most' in need of modding? I plan to first work with scouts and move on to the two-seaters later. My candidates, in no particular order are: Sopwith Tripe and Pup (excessive cruise and dive speeds) Albatros DIII (relatively poor turn performance, not appreciably better than DII, loses wings in turns instead of dives) Camel (too fast, too docile) N28 (snap spins, difficult to handle) Fokker EIII (too "draggy" poor climb (accurate) combined with poor dive (most likely inaccurate) May be very difficult to change. Fokker DrI (advanced project, needs improved turn, perhaps slightly reduced climb) Also difficult to change. Others? Should I post a poll?
  16. Have we figured this out?

    Oh, I should also point out that the article claims that the Sopwith Pup and the DrI had the best turn rates of any fighters of the war, with a theoretical (based on known information and mathematical calculations) turn rate of around 82 degrees per second. Following these are the Sopwith Triplane (just under 80 degrees/sec), the Snipe (79 degrees/sec), the Camel (76 degrees/sec), the DVII (75 degrees/sec), the Se5a (73.5 degrees/sec) and (surprisingly) the Spad XIII (just under 73 degrees/sec). Notably, the author claims that the DVIII Razor, with the 110 HP Oberursel, had a turn rate of only 69 degrees/sec, lower than the Pfalz DXII! He speculates that the turn performance of the Razor would likely have been much higher had more of them had access to the 145 HP Obersursel III engine.
  17. Have we figured this out?

    Attached is a .pdf file containing an article about the calculated drag characteristics of several important WWI aircraft. The name of the article is Performance Analysis and Tactics of Fighter Aircraft from WWI by Scott Eberhardt. Following are a few quotes from the article. Comments? Here is the most interesting quote, for obvious reasons:
  18. Have we figured this out?

    Good to hear from you, Mark. Hmm, are you sure that Airwrench resets the parasitic drag setting if you change it in the .cfg file? Personally, I have nevver seen it do that. Of course, whether it effects the air performance of the airplane in question is another story. I have noticed that changing the parasitic drag setting in .cfg seems to effect the top speed, max climb rate, and dive speed--at least as shown by Airwrench. On the other hand, changing the induced drag setting seems to have little effect on anything that I can see besides a very small change in top speed. Of course, one article on drag effects on WWI aircraft I read stated that induced drag is not much of a factor on planes with such high drag as most WWI crates had. The performance factor I would most like to see altered in OFF currently is the excessively high dive speeds of most of the planes. For example, the Sopwith Tripe has a dive speed of over 270 mph and does not suffer any ill effects from diving at this speed. The Tripes drag setting is around 56, I think. The lowest dive speed of any of the planes is around 155 mph for the EIII, but it has the highest drag setting in the game--a whopping 271*, I believe! Personally, I think the lowest drag setting for ANY of these planes should be in the 85-100 range, with the highest at around 175. Along the same topic, I was recently reading an article that argued that rotaries, with their large engines and cowlings, probably suffered from higher drag than "equivalent" aircraft with inline engines. Not to mention the high drag necessarily created by multiple wings, struts, bracing wires, poor airfoils, fuselage shape and length, and exposed landing gear, among other factors. I guess what I am (humbly) arguing for is that drag should be one of the first factors to consider when revising the FM, rather than just one of many that are used to adjust some of the more troublesome aspects of the flight model of each individual aircraft. * edited to show correct drag setting of 271 for EIII.
  19. Sgt Stubby, Highly Decorated War Hero

    In the immortal words of your Avatar, WM, "Woof, woof!"
  20. Unexplained CTD crashes

    Somebody has to say it, so it might as well be me: what are your system specs? Is your system home-built or a Dell, etc? If a name brand, tell us which it is and how old it is. Also, what CPU are you using, AMD or Intel? What model and speed? Does it have an after-market fan/cooler or is it the one that came with the computer? What brand and model is your video card? Who is the manufacturer of the motherboard? Again, give us the brand and model, if you know what it is. Finally, brand of memory sticks and how many Gigs. While you are at it, tell us the name and power rating of your power supply. Any (or none) of the above information might prove helpful in discovering the source of your problems.
  21. Have we figured this out?

    Some effects (tracer effects) have had their mod incorporated directly into the game, while other effects (different colored flak for Allied and German guns) that were originally in a 3rd party mod have seen the devs adopt the effect without directly using the 3d party mod. If the devs would like to consider using either my damage mod or some of the FM ideas and tweaks I have come up with to this point, they certainly have my permission to do so.
  22. Have we figured this out?

    The "dummy" pylons sounds like the best idea for reducing the speed difference between human and AI flown aircraft. Winston, could you give a brief tutorial on adding such pylons or send me a PM regarding same? There are several .cfg edits that can alter the speed, climb, and turn of various aircraft, but there are too many to list and they all tend to interact with one another, so tweaking the FM can take quite a while. I've done some of this in the past, but because of the problem getting .air file changes to work in the campaign I would basically have to start over again working only with the .cfg files. Following are just some settings in the .cfg file that can effect speed, climb, etc: Estimated RPM's Propellor Gear Ratio Climb Weight Turn Weight Parasitic drag Engine thrust ratio Propellor thrust ratio etc. Then you have to play around with these and other settings and test them in QC battles.
  23. Unexplained CTD crashes

    I also have the problem of intermittent, but continuing, CTD's when running the OFF campaign. System specs are AMD X2 2.3 GHz 4500+ CPU with a NVidia 8600 video card. I have found the only solution that reduces (but does not completely eliminate) the CTD problem is not to overclock the CPU and to slightly overclock the video card.
  24. Have we figured this out?

    Without sounding too harsh, the parasitic drag settings in the .air files for most of the aircraft in OFF are, well, "off." For example, the drag for the DrI is set lower than the drag for the Spad XIII. Unfortunately, you can't edit the .air file and still be able to use the plane in the campaign (it still works in QC, however). There is an indirect way to alter the parasitic drag in the .cfg file, but it is relatively crude compared to changing the .air file setting. I sincerely hope the devs will take a look at revising the .air file drag settings for P4 or in a "realistic FM pack" addition sometime in the future. I would also like the recovery from most spins to be a little more difficult than it is now currently. Those are my only real 'complaints" about the FM. Considering all the real life factors that go into a flight model and the inherent limitations of the CFS3 engine, the OFF devs have done an outstanding job overall, IMO.
  25. A beautiful piece of craftmanship. Did you notice how close the pilot sits to the butt of the guns?
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