Jump to content

Herr Prop-Wasche

ELITE MEMBER
  • Content count

    1,875
  • Joined

  • Last visited

Everything posted by Herr Prop-Wasche

  1. Advice please re returning to OFF

    40'sBoy! Nice to hear from you again! Any news from the "damage" front?
  2. A OBD "Bonus" I'd like to see

    Pol sent me a web cam photo recently... He wouldn't tell me who it was, though!
  3. I finally did it! As a dozen or so of people have already discovered, I have finally completed FM 2.0 and it is now available in the download forum here at CA. Grab the file here: http://combatace.com...nal-planes-mod/ Please see the readme for a full description of the mod and the planes that are included. In the interests of time, I did not mod every aeroplane in OFF, but I think I got most of the critical ones. I would like to thank everyone for their patience in waiting for the mod--it was a lot of work, but well worth it, I think. Although there are hundreds of tweaks and changes in the mod, I would particularly like to encourage those who like to fly the Pfalz DIIIa, the N28, the Fokker EV, the Fokker EIII, and the Roland to give these planes a try using my FM. They should be somewhat easier to fly now and somewhat less likely to spin in a turn. Of course, any feedback that will help me to improve the mod in the future is highly encouraged. Thank you and I hope you enjoy the mod! Peace. HPW
  4. HPW FM 2.0 is now available!

    I appreciate you not wanting to deal with all sorts of patches, Olham, but I'm not sure when I will get a chance to post 2.1. Besides, adding the fix for the N16 and the Dr1 is very simple--just enable each on top of the main FM 2.0 mod. Once they are enabled, you can forget about them. Easy! Can anyone else who is using FM 2.0 help to assure Olham that installing and using the mod is super easy?
  5. Setting Up a Blip Switch in OFF

    Thanks Andy. We modders need to support each other all we can! I look forward to giving your sound mod a go!
  6. HPW FM 2.0 is now available!

    Thank you for all of the valuable feedback. I truly appreciate all of your comments. I will most likely post a revised FM 2.1 to incorporate the N16 fix, after I have completed an EW mod to go along with the FM. I have made a lot of progress on the AI EW mod, so that should be ready within a few days. The FM 2.1 mod will also include a fix for the Dr1 which currently prevents it from loading. In the meantime, here is a zip file containing the Dr1 fix. As before, copy the folder into your Mods folder and enable it on top of the main FM 2.0 mod, ignoring any warning messages along the way. I hope everyone enjoys flying the "new" Dr1 just as much as they like the new Pfalz, EIII, and N16. HPW Dr1 FM 2.0 Fix.7z
  7. HPW FM 2.0 is now available!

    That's weird, Doyle. In my OFF setup, the N16 is very nose heavy. In fact, I made it a little less nose heavy in my FM.
  8. Say Hi To Your New Moderators

    There goes the neighborhood...
  9. OFFbase: the Barmy Automated Squadron Experience for OFF

    Coolio! Downloading now. Thanks, Lothar.
  10. HPW FM 2.0 is now available!

    Oops, I discovered an error in the FM mod that makes the N16 100 lbs. heavier than it should be--as if it doesn't have enough problems! Here is the fix: HPW N16 FM 2.0 Fix.7z Simply put the "HPW N16 FM 2.0 Fix" folder in your mods folder and enable over the main FM Mod and ignore the warning messages.
  11. Version 2.0

    62 downloads

    Zip file contents: This readme file, plus the seven following files: 1) HPW German FM Pack 2.0 2) HPW Allied FM Pack 2.0 3) HPW Sopwith Pup 100 HP version 4) HPW Sopwith Triplane 130 HP version 5) HPW Spad VII 180 HP version 6) HPW Spad 13 220 HP version 7) HPW Spad 13 235 HP version DESCRIPTION OF MOD: Thank you for downloading HPW's FM 2.0 Mod! In addition to several important FM updates to the aircraft already found in FM 1.0 and 1.2, this mod adds several new Allied and German aircraft (see below), bringing the number of aeroplanes in FM 2.0 to thirty-two, plus five optional variants of the Sopwith Pup, Sopwith Triplane, Spad VII and Spad XIII, for a grand total of thirty-seven different aeroplanes! Please note that this mod does NOT change the empty weight of any aeroplanes flown by the AI and so does not reduce any weight advantage the AI may currently have over human players in the game. An "empty weight mod" which is compatible with this FM will be made available in the near future. LIST OF ADDITIONAL AIRCRAFT ADDED TO FM 2.0 The following aircraft have been added to the new FM: DH5 <LI>Fokker Dr1 (now with flat turn)!! <LI>Sopwith Camel (initial release--update coming)! <LI>Fokker DVII, DVII OAW, and DVIIF <LI>Hannover <LI>Nieuport 11, 16, 17, and 24 (variants to follow) <LI>Se5a H-S and Viper versions <LI>Spad XIII 220 HP version Time permitting, I may also be able to include updates for a few other planes, including a few two-seaters. 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 two main FM mods and the five "optional" mods, open the archive and double-click the folder named "HPW FM 2.0 and Additional Planes Mod." Click the "Extract" button and copy all seven files to the MODS folder created inside your CFSWW1 Over Flanders Fields folder when you installed JSGME into OFF. The files are correctly installed if you see all seven 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 FM mod you wish to use, and click the top button. Click okay and the mod will become activated. Later, if you decide to use one of the FM variants (for the Sopwith Pup, Triplane, Spad VII or XIII, for example), JSGME will display a message warning you that "enabling this mod 'may' have adverse effects on your game," and asking if you "are sure you wish to enable this mod?" This is normal 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 my FM mod, and any other mod which modifies any of OFF's .cfg files, using this mod will result in the user not being able to see any of the ace skins, either those already included in the game or that the user has created on his own or downloaded for use with HITR. Fortunately, a workaround for this problem has been identified by Panama Red. Basically, in order to use this mod and also to see all of the ace skins available in the game, first activate the FM mod and start the game. Begin your campaign as usual, but instead of flying your mission, click on end mission as soon as you find yourself on the field. Exit completely out of the game and then restart your campaign. Then, on the campaign screen, click "Replay Mission." This will take you back to the beginning of your mission but with the advantage of allowing you to see all of the fantastic skins which have been lovingly created by members of the OBD team and by many others for use with this wonderful simulation of WWI aerial combat. OBD has already assured us that this problem has been eliminated in the next version of Over Flanders Fields. Huzzah!
  12. HPW FM 2.0 is now available!

    Good questions, Capt., that I don't yet have the answers. I'll have a look tonight and report back...
  13. HPW FM 2.0 is now available!

    Olham, my friend, I can assure you that the stalling behavior has not been completely eliminated! In addition, the Pfalz still has a strong tendency to side-slip in a turn, so if you are not careful you will side-slip yourself into the ground. This is also likely to be my last FM update absent any major bugs, so please feel free to download the whole thing. I will be releasing a compatible AI empty weight mod, but you don't need that to enjoy the FM mod. Be sure to try the Albatross DII and DIII for comparison! The only drawback is that the DII may be a little overmatched now against the DH-2, but that is more because the DH-2 is a litle too good, IMO, in the stock game. I would have liked to have worked on toning the DH-2 down, but I wanted to get this mod released before WOFF comes out.
  14. Snort, hack, cough! Oooh, me aching head! Where have I been for the past week?!! Now THAT was some kind of a bender!
  15. File Name: HPW FM 2.0 with Additional Planes Mod File Submitter: Herr Prop-Wasche File Submitted: 23 May 2012 File Category: Modding Tools and Add-on Software Zip file contents: This readme file, plus the seven following files: 1) HPW German FM Pack 2.0 2) HPW Allied FM Pack 2.0 3) HPW Sopwith Pup 100 HP version 4) HPW Sopwith Triplane 130 HP version 5) HPW Spad VII 180 HP version 6) HPW Spad 13 220 HP version 7) HPW Spad 13 235 HP version DESCRIPTION OF MOD: Thank you for downloading HPW's FM 2.0 Mod! In addition to several important FM updates to the aircraft already found in FM 1.0 and 1.2, this mod adds several new Allied and German aircraft (see below), bringing the number of aeroplanes in FM 2.0 to thirty-two, plus five optional variants of the Sopwith Pup, Sopwith Triplane, Spad VII and Spad XIII, for a grand total of thirty-seven different aeroplanes! Please note that this mod does NOT change the empty weight of any aeroplanes flown by the AI and so does not reduce any weight advantage the AI may currently have over human players in the game. An "empty weight mod" which is compatible with this FM will be made available in the near future. LIST OF ADDITIONAL AIRCRAFT ADDED TO FM 2.0 The following aircraft have been added to the new FM: DH5 <LI>Fokker Dr1 (now with flat turn)!! <LI>Sopwith Camel (initial release--update coming)! <LI>Fokker DVII, DVII OAW, and DVIIF <LI>Hannover <LI>Nieuport 11, 16, 17, and 24 (variants to follow) <LI>Se5a H-S and Viper versions <LI>Spad XIII 220 HP version Time permitting, I may also be able to include updates for a few other planes, including a few two-seaters. 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 two main FM mods and the five "optional" mods, open the archive and double-click the folder named "HPW FM 2.0 and Additional Planes Mod." Click the "Extract" button and copy all seven files to the MODS folder created inside your CFSWW1 Over Flanders Fields folder when you installed JSGME into OFF. The files are correctly installed if you see all seven 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 FM mod you wish to use, and click the top button. Click okay and the mod will become activated. Later, if you decide to use one of the FM variants (for the Sopwith Pup, Triplane, Spad VII or XIII, for example), JSGME will display a message warning you that "enabling this mod 'may' have adverse effects on your game," and asking if you "are sure you wish to enable this mod?" This is normal 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 my FM mod, and any other mod which modifies any of OFF's .cfg files, using this mod will result in the user not being able to see any of the ace skins, either those already included in the game or that the user has created on his own or downloaded for use with HITR. Fortunately, a workaround for this problem has been identified by Panama Red. Basically, in order to use this mod and also to see all of the ace skins available in the game, first activate the FM mod and start the game. Begin your campaign as usual, but instead of flying your mission, click on end mission as soon as you find yourself on the field. Exit completely out of the game and then restart your campaign. Then, on the campaign screen, click "Replay Mission." This will take you back to the beginning of your mission but with the advantage of allowing you to see all of the fantastic skins which have been lovingly created by members of the OBD team and by many others for use with this wonderful simulation of WWI aerial combat. OBD has already assured us that this problem has been eliminated in the next version of Over Flanders Fields. Huzzah! Click here to download this file
  16. Pfalz D.III - Much Maligned?

    The FM mod is now available at simhq.com, Pips. Included is the new and improved Pfalz, along with a Dr1 that will do a flat turn, among tons of other tweaks! I'm about to submit the mod for approval here, as well, but the moderators may have more important things to do at the moment. :moil:
  17. Horrah!

    Normal services have resumed. Hooray! Welcome home, Simon. It feels good to be back.
  18. Back up

    Finally! I was having severe withdrawal! Good job!
  19. Pfalz D.III - Much Maligned?

    Especially when the forum goes kablooie!
  20. Pfalz D.III - Much Maligned?

    I've been close to releasing a new FM mod for a long time now--so long that I'm getting tired of hearing myself promise that it is almost ready. In truth, I really am in the final stages of putting together a new FM mod that will include several updates and improvements to the planes in version 1.0 of my FM mod, as well as several planes that were not in my original mod, including the DR1, Fokker DVII's, Fokker EV, Nieuport series, Camel, and SE5a's as well as a few others. While the Pfalz in FM 1.0 was faster and dived better, it still was extremely difficult to fly and had weird rudder action that caused it to stall in virtually any turn. I believe I have fixed the rudder problem in FM 2.0. I have also found a way to make it just a little faster than before and I have been able to increase its dive speed so it is now faster in the dive than any German and Allied scout with the exception of the Se5a and the Spad 7 and 13. With any luck, ETA in a little less than 2 weeks.
  21. Pfalz D.III - Much Maligned?

    Earlier in this thread, somebody said that the Pfalz was faster than the DIII at sea level, then the DIII was faster from 1 km to 3 km, then the Pfalz became faster again, at heights above 3 km. Very confusing indeed and hard to program into a computer sim!
  22. Pfalz D.III - Much Maligned?

    Thank you, Olham. I've got the speed set in the FM so that the Pfalz is now about the same or a little worse than the DIII and definitely slower than the DV and DVa. Of course, all of the Albatross' are better than the Pfalz in the turn. I had to reduce the side-slipping slightly in order to reduce the flip over stall problem stemming from the tendency for rudder in a turn to work the opposite of how it is supposed to work, but it will still sideslip a lot. Because of this, you need to be VERY careful when turning the Pfalz at low altitude or you will end up in the dirt. One more point about the top speed of the DR1: as the article you posted in the other thread pointed out, it was extremely difficult to get a true speed reading for most WW1 aircraft because of atmospheric conditions and limited technology--situations that were not fully recognized until after the war. So, I imagine a lot of speed estimates during the war were based on comparisons with other aircraft. So, if it was thought that a Camel had a speed of X mph, then a newer aircraft might be judged to have a speed of Y mph based on how it compared in flight to a Camel. But then we have to consider variations in terms of all of the different engines that each model had, individual engine variations, and even different levels of maintenance and age of the engine and aircraft--all of which might throw speed estimates way off. IOW, who knows how fast each plane actually flew in actual combat conditions? BTW, the fact that MvR decided to chase down a Camel tells me that the difference in their speed had to be less than 15 mph. Even with an altitude advantage, a DR1 could not hope to chase down a plane that is 15 mph faster. However, even after saying that, we don't know how well May flew his Camel. In addition to juking and turning, how did he handle mixture control? Perhaps his engine was not operating at peak fuel efficiency and that is why MvR could chase him down? Then again, why did MvR even try if he knew that a Camel was so much faster? Again, we can never know the full answer to these questions. But it is still fun to speculate!
  23. OFFbase: the Barmy Automated Squadron Experience for OFF

    I'm still madly working on version 2.0 of my FM mod, but once that is through (as if), I'll have much more time to devote to OFFbase. I'll try to write up something then.
  24. Yes, thank you. Very interesting.
  25. Pfalz D.III - Much Maligned?

    That puts the top speed for the DR1 at just under 100 mph. But, I've also seen figures that puts its top speed at around 115 mph. Also, keep in mind that we don't know at what altitude these speed figures are taken. I've worked hard to improve the Pfalz' FM to increase its speed and remove the "flip over stall" it seems to suffer in OFF. It's still a difficult plane to fly, and still prone to stall in a turn, but you can survive a little longer in it now.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..