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Herr Prop-Wasche

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Everything posted by Herr Prop-Wasche

  1. Ultimate Bundle Damage Models Posted

    Woof, woof!
  2. HPW Combined FM and EW mod here!

    Hasse Wind is correct.
  3. HPW Combined FM and EW mod here!

    Thank you very much, H. I appreciate your support.
  4. OT But Some Good News for Once

    Most importantly, I have to disagree with the following statement: To be scientific, a theory does not have to explain all previous observations. That is an impossible standard. Even Einstien's theory of relativity didn't explain everything that was known about the Universe at that time. To be fair, a theory can be evaluated by the number or accuracy of its explanations of observed phenomenon, but that does not make the theory unscientific.
  5. OT But Some Good News for Once

    Bullethead, Ordinarily, your observations are spot on and display a level of knowledge that is most impressive, but I'm afraid I have to disagree with you on a number of points in your last post. First, the light energy of the sun is not 8 light seconds away. My understanding is that the energy of the sun takes approximately 8 minutes to reach Earth. Second, I have to disagree with your assessment that we are producing less methane and CO2 gasses now than in the past. I'm sure you are right that in Europe and North America we have more forests and burn less wood than in the past, but this is not true for much of the rest of the world. For instance, it has been estimated that we are currently losing forests and jungle vegetation in South America at the rate of one acre a second! That works out to 86,400 acres a day. Of course, the primary method of clearing these forests and jungle is by fire. And, just what are they replacing these forests with--cattle! So, your conclusion that we are producing less methane and less CO2 gasses is, IMO, not supported by the evidence. And I am not even including in this discussion the influence of industrialization in places like China and India, or the influence of all the flatulence produced by the 8 billion gasbags who currently live on this planet.
  6. HPW Combined FM and EW mod here!

    I found a link to JSGME 2.6 at Gamespot. Here is the link and a copy of the version notes from 2.2 through 2.6: http://www.google.co...NSp44Tg&cad=rja Lothar--notice the lines in bold in version notes 2.3.0 and 2.2.0 Perhaps these may be of interest to you? RELEASE NOTES 2.6.0 - Fixed: now correctly disables mods that have [ as the first character in the mod name - Added: new enhanced game file compare feature - Changed: snapshot/compare feature now based on MD5 sums, not date stamps 2.5.0 (19 June 2010) - Added: drag & drop from other processes (ie Windows Explorer, Desktop) now enabled under Microsoft Vista/Windows 7 - Added: now detects changes to MODS folder contents and refreshes screen automatically - Changed: display font now defaults to user's desktop (icon) font - Changed: improved handling of -remove directive - Changed: improved handling of mod-added folders - Changed: numerous (minor) interface modifications - Changed: further optimised for use with Microsoft Vista/Windows 7 2.4.0 (7 May 2010) - Added ability to copy the list of activated mods to the clipboard - Added /s switch for saving mod profiles - Added new (online) Help file - Now optimised for use with Microsoft Vista and Windows 7 - Minor modifications to the behaviour of the "Tasks..." menu 2.3.1 (1 November 2009) - Now writes JSGME path to JSGME.ini for use by third party apps that interact with JSGME - Added /l command line parameter for loading mod profiles 2.3.0 (3 October 2009) - Now correctly handles mods that have = as part of the mod folder name - Added ability to load and save mod profiles - Added search facility - Now defaults to "Start in" folder - Confirmation dialog no longer appears when disabling all mods using the /da command line switch - Modified layout of "Tasks" menu - Removed sounds, apart from those connected to warnings or errors 2.2.0 (6 September 2008) - Now allows users to change the default MODS folder name when first run - Now accepts command line parameters (refer to Help file for more detail) - Added ability to import a mod folder from another location - Now displays the total number of mods found and number of activated mods in status bar - Removed "Delete" button - delete available mods by selecting and pressing the Delete key or Delete context menu option
  7. HPW Combined FM and EW mod here!

    Installation instructions are in the readme file and on the download page at the link in my first post in this thread. Basically, just extract all of the files into your JSGME MODS folder. To use the mod, activate the main FM and, if desired, any of the optional mod files via JSGME. Let me know what you think, particularly about the Albatross DII. You might also like to give the Pfalz and the Dr1 a "spin."
  8. HPW Combined FM and EW mod here!

    Olham. I'm afraid I was unclear in my reply to Elephant. This is the final version of my mod and is not a test. I was just making a joke about him being sick and temporarily not being able to use the mod. Of course, if he or anyone else later finds anything wrong with the mod, I will fix it, but it is supposed to be finished. In other words, you should feel free to download and use the mod. I do not anticipate much, if any, more revising.
  9. HPW Combined FM and EW mod here!

    Get well soon, Elephant. I need you to be up there testing out my new FM! 33Lima. Thank you. I hope you like the Pfalz a bit better now. It should be a little less quirky, but still not as good as the Albatross, as is should be. Let me know how you like it. On another subject, if you still don't see any enemy planes, you might want to disable any weather or other mods that change mission frequencies. I have a feeling they may be causing a problem. Hasse Wind. Good luck and happy flying!
  10. WOFF - Just a Thought

    Go to Microsoft.com and download the latest version of DirectX to your computer. That may fix some of your problems. Before you do that, go to the start menu, click inside the search bar, type "Run" and hit enter. In the box, type "DXDiag.exe" This will allow you to see if DirectX is working correctly.
  11. File Name: HPW Combined FM and AI EW Mod File Submitter: Herr Prop-Wasche File Submitted: 04 June 2012 File Category: Aircraft Models Zip file contents: This readme file, plus the following six files: 1) Main FM and AI EW Mod 2.1 2) FM 2.1 Sopwith Pup 100 HP version 3) FM 2.1 Sopwith Triplane 130 HP version 4) FM 2.1 Spad VII 180 HP version 5) FM 2.1 Spad 13 220 HP version 6) FM 2.1 Spad 13 235 HP version DESCRIPTION OF MOD: This mod is actually two mods in one--my recently released FM 2.0 mod combined with an AI EW mod designed to eliminate the weight advantage that the AI currently seems to enjoy over the human player in BHaH. Instead of having to worry about two seperate mods, the player now gets the benefit of both in one convenient package. In addition to combining the two mods, version 2.1 also includes minor updates to the FM of the following planes: Sopwith Camel, Sopwith Pup 100 HP version (optional mod), Airco DH-5, Nieuport 16, and Hannover CIIIa. INSTALL INSTRUCTIONS Important! This version of the 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 FM and AI EW mod and the five "optional" mods, open the archive and double-click the folder named "HPW Combined FM and AI EW Mod 2.1." Click the "Extract" button and copy all six files to the MODS folder created inside your CFSWW1 Over Flanders Fields folder that was created when you installed JSGME into OFF. The files are correctly installed if you see all six 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, highlight the main FM mod, and click the top button. Click okay and the mod will become activated. Later, if you decide to activate either the Sopwith Pup 100 HP, Sopwith Triplane 130 HP, Spad VII 180 HP, or Spad XIII 220 or 235 HP variants, highlight the chosen file(s) and click the top button in your JSGME screen. JSGME will then display the following warning message: "enabling this mod 'may' have adverse effects on your game: are sure you wish to enable this mod?" This is completely normal and will not hurt your OFF installation. Later, if you decide to deactivate any of the FM variants or the main FM mod, simply deactivate the mods in reverse order. Important note: As in previous versions of the 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! Click here to download this file
  12. HPW Combined FM and AI EW Mod

    You are most welcome! Hopefully, this will make the next two weeks (ha!) until the release of WOFF a little easier to bear.
  13. HPW Combined FM and AI EW Mod

    Version 2.1

    60 downloads

    Zip file contents: This readme file, plus the following six files: 1) Main FM and AI EW Mod 2.1 2) FM 2.1 Sopwith Pup 100 HP version 3) FM 2.1 Sopwith Triplane 130 HP version 4) FM 2.1 Spad VII 180 HP version 5) FM 2.1 Spad 13 220 HP version 6) FM 2.1 Spad 13 235 HP version DESCRIPTION OF MOD: This mod is actually two mods in one--my recently released FM 2.0 mod combined with an AI EW mod designed to eliminate the weight advantage that the AI currently seems to enjoy over the human player in BHaH. Instead of having to worry about two seperate mods, the player now gets the benefit of both in one convenient package. In addition to combining the two mods, version 2.1 also includes minor updates to the FM of the following planes: Sopwith Camel, Sopwith Pup 100 HP version (optional mod), Airco DH-5, Nieuport 16, and Hannover CIIIa. INSTALL INSTRUCTIONS Important! This version of the 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 FM and AI EW mod and the five "optional" mods, open the archive and double-click the folder named "HPW Combined FM and AI EW Mod 2.1." Click the "Extract" button and copy all six files to the MODS folder created inside your CFSWW1 Over Flanders Fields folder that was created when you installed JSGME into OFF. The files are correctly installed if you see all six 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, highlight the main FM mod, and click the top button. Click okay and the mod will become activated. Later, if you decide to activate either the Sopwith Pup 100 HP, Sopwith Triplane 130 HP, Spad VII 180 HP, or Spad XIII 220 or 235 HP variants, highlight the chosen file(s) and click the top button in your JSGME screen. JSGME will then display the following warning message: "enabling this mod 'may' have adverse effects on your game: are sure you wish to enable this mod?" This is completely normal and will not hurt your OFF installation. Later, if you decide to deactivate any of the FM variants or the main FM mod, simply deactivate the mods in reverse order. Important note: As in previous versions of the 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!
  14. OT Going on sick leave

    Get well soon, Typhoon. Be sure to let us know when you are up and flying around again.
  15. Doing the right thing

    Rest in Peace, Cody. Semper Fi, Sgt. Dolfini
  16. OFFbase: the Barmy Automated Squadron Experience for OFF

    Damn, Lothar. Don't you ever stop coding or thinking up something new to put into OFFBase? I guess you'll have another version ready tomorrow?
  17. A Crossroads in History

    He also said, "You can always count on the Americans to do the right thing, after they have exhausted all other possibilities!"
  18. It must be close?

    Just be careful not to repeat the embarassing "sponge bath incident of 1987!"
  19. Hello... and wow..

    Thank you for your service, OvS. And don't be a stranger...
  20. It must be close?

    Good luck on your surgery, Tranquillo, regardless of whether it is minor or Major. Let us know how it goes.
  21. It must be close?

    Guest, or victim? Seriously, are you scheduled for elective surgery? I hope it's nothing serious.
  22. A OBD "Bonus" I'd like to see

    There's more than one reason they call it the Isolator!
  23. Me and TrackIR....

    Ghosts in the machine, Hauksbee.
  24. About Loyalty - über Loyalität

    Thanks, MK2. I always have, and will continue to enjoy my stay at CA. It just feels like home.
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