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Everything posted by Herr Prop-Wasche
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Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
Well, if their parachutes are invisible, then maybe someone can make THEM invisible as well?? Then the question becomes: too many jumpers, or no jumpers at all? "GET back in that plane. I know you can do it!!" -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
Yes, an unappealing side-effect of CFS3. I searched for a way to eliminate the "jumpers" but could not figure out how to do that. I'm afraid we are stuck with them as a side-effect of a more realistic DM. -
Glad to hear you are back in the "game," as it were, and that it hasn't affected your spirits. It helps that everything is running faster, doesn't it?
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Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
I dunno, Lou. Have you been to any Kindergartens in the 'hood? Yikes! -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
I vill, I vill, hee hee! Siemens-Schuckert, Siemens-Schuckert, Siemens-Schuckert!! -
Throttle management jumps always to 50%
Herr Prop-Wasche replied to Creaghorn's topic in WOFF UE/PE - General Discussion
I have a similar issue also with my Saitek Evo joystick, but mine occurs when in the heat of a dogfight, I jam on both of my rudder pedals at the same time. My throttle instantly reduces to 50%, but I am able to restore full throttle by jiggling the throttle control. I actually use this sometimes to make my opponent overshoot, so it's not all bad! -
I'm sorry, I just saw your thread. gaw. Even if I am here before you have reinstalled OFF, I don't know if I can give you an answer. I can start with a question, however. Before you deleted all of your Jonesoft files, did you remember to de-activate all of the mods so the original files were put back? They need to be in there or your game will get knackered.
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Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
If we don't get one of those aircraft, we will have to start a campaign like Widowmaker did to get his Snipe! Siemens-Schuckert, Siemens-Schuckert, Siemens-Schuckert, Siemens-Schuckert!! -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
Thank you for the information, Lima. I can use the Guynemer quote to further tweak the Spad and Halberstadt (if needed) in order to reflect his opinion. Yes, the 150 and 200 versions can give you more of a fighting chance if you are still flying a DIII early, or DV respectively. -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
Absolutely right, HW! The Spad VII and the Spad XIII aircraft come to the front when the OFF Manager dictates when they come to the front, and not before. In the game, the earliest Spad VII to be delivered to a squadron is in September of 1916, I think, and the first Spad XIII is delivered in December, 1917. Of course, it is then up to you to activate the Spad VII 150 HP or the Spad XIII 200 HP version (or other version of your choice) at those times. Note that you can activate the early Spad versions at any time before the above dates and it will have no impact on your game. Just don't forget to "upgrade" when the approximate time for a new engine arrives. -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
I win! You said it would only take five posts before someone questioned me about the service dates for the Spads. Since it was the sixth post, you owe me a virtual beer! Of course, the fact that your reply to Olham was the fifth post, making Hasse Wind's post the sixth, only adds a delicious element of irony to the tale. -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
Did you get answers for your questions yet, Sir? The text file will not show up in the mods folder unless you also copy it and place it there. It sounds like you have the Spads in all the right places, though. And Panama Red is correct, you can only have one version of the Spad VII and one version of the Spad 13 activated at one time. (You can have both one Spad VII and one Spad XIII active at the same time, of course). For when which versions were used when, please refer to the readme file. -
HPW_Spads View File Readme File 03/08/2011 HPW_Spads for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_Spads zip file containing five folders named SpadVII_150, SpadVII_180, Spad13_200, Spad13_220, and Spad13_235 with appropriate aircraft folders and aircraft.cfg and .air files. HPW_SpadsFM_readme.txt INSTALLATION: IMPORTANT! INSTALLATION OF THIS MOD IS SLIGHTLY DIFFERENT FROM MY OTHER MODS! First, download the mod to your desktop or other preferred location. Then, open the zip file and open the HPWSpads file folder. Select ALL FIVE Spad folders and copy to your OBDSoftware\CFSWW1 Over Flanders Fields\MODS folder. DO NOT install the mod unless JSGME has already been installed into your CFSWW1 Over Flanders Fields game folder. The mod is correctly installed if you see this readme.txt and the following folders inside the MODS folder: SpadVII_150, SpadVII_180, Spad13_200, Spad13_220, and Spad13_235. To load your desired aircraft, simply run JSGME, highlight the appropriate folder, click on the top button, and then start your game. That's it! NOTE: In order to see the aircraft skins of any Spad aces while using this mod, please see the first post of Panama Red's thread titled "Guaranteed Method to See Ace Skins Using HPW's FM" at the Over Flanders Fields Forum at combatace.com for instructions on the easy work-around. ------------------------------------------------------------------- Initial release 1.0 Thank you for downloading HPW's Spads FM Pack 1.0, a revised flight model for FIVE different Spad series aircraft for use 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 Spad VII and Spad XIII flight models was made to represent the different engines used by each aircraft and to better reflect the evolution in performance of each aircraft during the course of the war. See the following chart for a summary of some of these differences. (Maximize window if chart is difficult to read). Aircraft Speed @ 3,000 m Speed @ 2,000 m Speed @ 1,000 m Speed @ 500 ft. Ceiling Spad VII 150 114.00 mph 118.25 mph 122.00 mph 119.00 mph. 16,500 ft. Spad VII 180 125.25 128.25 132.00 130.25 20,000 Spad XIII 200 129.25 133.25 129.75 124.75 18,500 Spad XIII 220 133.25 136.50 130.50 125.00 20,500 Spad XIII 235 137.50 139.50 134.00 128.75 21,250 The most noticeable changes using these mods are reflected in the speeds of the early and late models of each aircraft. Compared to the Spad models in the stock game, the Spad VII 150 version is generally slower at all altitudes, while the Spad VII 180 is slightly faster. The same applies to the Spad XIII 200, 220, and 235 HP versions, with the 235 HP version being about 2 mph faster than the standard OFF version. The maximum ceiling is also different depending on the engine used in each aircraft. Dive speeds were also adjusted in order to better correspond with the historical record. Finally, rudder responsiveness was reduced somewhat to reflect the small surface area of the rudders on the Spad series, as compared to the other aircraft in the game. ------------------------------------------------------------------ As an *approximate* guide to when each aircraft and engine upgrade entered service, please see the following chart: Aircraft Entered Service Spad VII 150 February 1917 Spad VII 180 June 1917* Spad XIII 200 January 1918 Spad XIII 220 April 1918* Spad XIII 235 August 1918* In order to simulate when a particular squad might have recieved their engine updgrade, I recommend that on the first of each month marked with an asterik, the player should roll a six-sided die. If you roll a number equal to or higher than the following guide, your squad gets the upgrade and you can install the newer engine. If not, at the beginning of each following week, roll the die again until you obtain the upgrade. (If you wish, you may add +1 to each roll if you are in an elite squad). Week Roll One 6 Two 5,6 Three 4,5,6 Four+ 3,4,5,6 ------------------------------------------------------------------ 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 herein, all work on the original flight model remains the sole work and property of OBD software. I would also like to thank Panama Red for the inspiration, development, and testing of this mod. Finally, if you have any questions or experience any problems with the installation of this mod, please contact me on the Over Flanders Fields forum at www.combatace.com. Thank you and I hope you enjoy the new FM's! HPW Submitter Herr Prop-Wasche Submitted 08/05/2011 Category Aircraft Models
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Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
As promised, I have another FM addition to share with all of you OFF'ers. This FM mod is for the Spad VII and XIII and contains not two, but FIVE separate Spad FMs--one for each engine variant of each Spad model. This allows you to fly with and against the following Spad models: Spad VII 150 HP, Spad VII 180 HP, Spad XIII 200 HP, Spad XIII 220 HP, and Spad XIII 235 HP versions. Up until now, only the Spad VII 180 and the Spad XIII 235 HP versions were available in the stock game. This helps to even out the historical score somewhat and better reflects the back and forth nature of the battle for aircraft and air superiority between the Allied and Central powers during the course of the war. The following is an excerpt from the readme file for the FM mod. Please note the installation instructions for this mod are slightly different from my other mods. The full readme contains more information about the performance of each of the five models and some brief guidelines for when each Spad model and engine variant made its appearance over Flander's Fields. The FM has been uploaded and should soon be available for download. -
Version 1.0
77 downloads
Readme File 03/08/2011 HPW_Spads for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_Spads zip file containing five folders named SpadVII_150, SpadVII_180, Spad13_200, Spad13_220, and Spad13_235 with appropriate aircraft folders and aircraft.cfg and .air files. HPW_SpadsFM_readme.txt INSTALLATION: IMPORTANT! INSTALLATION OF THIS MOD IS SLIGHTLY DIFFERENT FROM MY OTHER MODS! First, download the mod to your desktop or other preferred location. Then, open the zip file and open the HPWSpads file folder. Select ALL FIVE Spad folders and copy to your OBDSoftware\CFSWW1 Over Flanders Fields\MODS folder. DO NOT install the mod unless JSGME has already been installed into your CFSWW1 Over Flanders Fields game folder. The mod is correctly installed if you see this readme.txt and the following folders inside the MODS folder: SpadVII_150, SpadVII_180, Spad13_200, Spad13_220, and Spad13_235. To load your desired aircraft, simply run JSGME, highlight the appropriate folder, click on the top button, and then start your game. That's it! NOTE: In order to see the aircraft skins of any Spad aces while using this mod, please see the first post of Panama Red's thread titled "Guaranteed Method to See Ace Skins Using HPW's FM" at the Over Flanders Fields Forum at combatace.com for instructions on the easy work-around. ------------------------------------------------------------------- Initial release 1.0 Thank you for downloading HPW's Spads FM Pack 1.0, a revised flight model for FIVE different Spad series aircraft for use 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 Spad VII and Spad XIII flight models was made to represent the different engines used by each aircraft and to better reflect the evolution in performance of each aircraft during the course of the war. See the following chart for a summary of some of these differences. (Maximize window if chart is difficult to read). Aircraft Speed @ 3,000 m Speed @ 2,000 m Speed @ 1,000 m Speed @ 500 ft. Ceiling Spad VII 150 114.00 mph 118.25 mph 122.00 mph 119.00 mph. 16,500 ft. Spad VII 180 125.25 128.25 132.00 130.25 20,000 Spad XIII 200 129.25 133.25 129.75 124.75 18,500 Spad XIII 220 133.25 136.50 130.50 125.00 20,500 Spad XIII 235 137.50 139.50 134.00 128.75 21,250 The most noticeable changes using these mods are reflected in the speeds of the early and late models of each aircraft. Compared to the Spad models in the stock game, the Spad VII 150 version is generally slower at all altitudes, while the Spad VII 180 is slightly faster. The same applies to the Spad XIII 200, 220, and 235 HP versions, with the 235 HP version being about 2 mph faster than the standard OFF version. The maximum ceiling is also different depending on the engine used in each aircraft. Dive speeds were also adjusted in order to better correspond with the historical record. Finally, rudder responsiveness was reduced somewhat to reflect the small surface area of the rudders on the Spad series, as compared to the other aircraft in the game. ------------------------------------------------------------------ As an *approximate* guide to when each aircraft and engine upgrade entered service, please see the following chart: Aircraft Entered Service Spad VII 150 February 1917 Spad VII 180 June 1917* Spad XIII 200 January 1918 Spad XIII 220 April 1918* Spad XIII 235 August 1918* In order to simulate when a particular squad might have recieved their engine updgrade, I recommend that on the first of each month marked with an asterik, the player should roll a six-sided die. If you roll a number equal to or higher than the following guide, your squad gets the upgrade and you can install the newer engine. If not, at the beginning of each following week, roll the die again until you obtain the upgrade. (If you wish, you may add +1 to each roll if you are in an elite squad). Week Roll One 6 Two 5,6 Three 4,5,6 Four+ 3,4,5,6 ------------------------------------------------------------------ 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 herein, all work on the original flight model remains the sole work and property of OBD software. I would also like to thank Panama Red for the inspiration, development, and testing of this mod. Finally, if you have any questions or experience any problems with the installation of this mod, please contact me on the Over Flanders Fields forum at www.combatace.com. Thank you and I hope you enjoy the new FM's! HPW -
Ooh, I can't wait for the next installment, L! For those who have not seen this before, you are in for quite a treat!
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Winged Sabres - About the Death of a WW1 airman
Herr Prop-Wasche replied to Olham's topic in WOFF UE/PE - General Discussion
There's more to that interesting site, including a history of the 20th Recon/Bomber squadron. Here's an excerpt: Sort of sums up the whole enterprise of war, doesn't it? -
do rear gunners die?
Herr Prop-Wasche replied to lederhosen's topic in WOFF UE/PE - General Discussion
I think they do--that is, they stop firing--but it seems very difficult to do. Maybe if I mess around with them in the damage files....? -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
I think I will take you up on that! Thanks. -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
We here at Combatace prefer to "run mild." -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
I understand, Olham, my friend. I was just pointing out for others that I hadn't done anything to make the engines even easier to damage. It would be nice if the devs could cause the engine damaged sound to trigger after the engine had been damaged by a certain amount instead of just one bullet, but I think that is hard coded into the sim. Pol also said that P4 is different in many respects, which makes me think they have re-thought the entire damage model. -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
THIS is the key point. ANY damage (even a single bullet) triggers the engine damaged sound. However, the clanking, damaged engine sound does not mean that your engine is going to fail. It's just an indication that you have been hit there. The real indication your engine is going to fail is a substantial loss of RPM's at full throttle. Here's a test: Disable the mod and fly a mission against a two-seater. Allow them to hit your engine in two bursts. Disengage and then fly around and time how long it takes for your engine to die. Now, enable my mod and fly the same mission. Measure how long your engine lasts after you get hit. The time should be longer because the Alb engine in my mod has roughly 7 times more hit points than the OFF version. For those of you debating on whether to try my mod or not. Note that just because the engine in my mod has more hit points does NOT mean that it takes 7 times as many hits to destroy it. I have also adjusted the values that control bad events such as oil leaks and fires so that these events happen LONG before your engine has lost all of its hit points. -
Brand new DM and FM now ready!
Herr Prop-Wasche replied to Herr Prop-Wasche's topic in WOFF UE/PE - General Discussion
The more hit points, the "tougher" the component, so I don't think he means he wants me to reduce the hit points. Without expertise in GMax, I can't do anything with the size of the hitboxes, so that is up to the devs for now. I'm also not sure about reducing the hit probability, because that risks making it too hard to get hits on the engine and making the aircraft hard to destroy. I do know that my DM has done nothing to make the engines less sturdy or easier to hit--in fact, it should be the opposite, so I'm not sure why Olham seems to be having such difficulty against the two-seaters. Perhaps because the two-seaters are also tougher to shoot down means that you have to remain in their line of fire longer, so a greater chance of them hitting you?
