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Herr Prop-Wasche

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Everything posted by Herr Prop-Wasche

  1. Personally, I have switched from Easy to Normal, since a single bullet impact from the AI on your plane does much less damage than before, relatively speaking. I think the mod actually makes the distinction between Easy, Normal, and Hard less important than it is in the stock damage model.
  2. My condolences for your pilot, Lou. It has been a tough day in the virtual skies for both sides. I drink to his shade.
  3. That's a great video, H. Were you using all of my mods? Although I see that the Albs still do that climbing stall from time to time, I also swear I saw at least one barrel roll and one Immelman turn during that dogfight. Makes you wonder what else the AI can do when not restricted by the weaker DM.
  4. Thank you for looking into this, Winder. While I am, of course, disappointed, I completely understand that you are deep into the development of P4 and do not have time to implement this fix in P3. I look forward to seeing your solution when P4 comes out.
  5. It's the backslash key, the one under the backspace.
  6. Elephant. Can you explain more what you mean? I'm not sure I follow. I'm guessing you're saying the wings should be more likely to fail after a cable hit because of the lack of tension? As far as I know, the supporting wires and struts are not currently separately modeled in OFF (maybe in P4). We are just talking about the control cables for the elevator, ailerons, rudder, etc.
  7. "This brief commercial interruption was brought to you by Hellshade, an extremely satisfied customer of HPW's DM and FM mods." tm :rofl: Thank you for the enthusiastic endorsement, Hellshade. It's very gratifying to hear from users who enjoy using my mods, especially after all the work I have put into them.
  8. Summertime fully installed here in the US of A. Highs near 40 degrees C in Texas and Oklahoma. Over 30 degrees C in Ohio.
  9. Absolutement! Modders need QC!
  10. Yeah, Lewie, don't blame yourself in this. I'm sure UncleAl doesn't blame you, either.
  11. I have seen the AI engage in barrel rolls, although I can't be 100% positive it was voluntary! I was so surprised, I temporarily lost contact with the bugger!
  12. Still working on the update. I've noticed that almost all of the flamers in the current DM come from hitting the engine. Therefore, I'm trying to decrease the chances of an engine flamer and to slightly increase the chance of a fuel tank flamer. I've also added a fuel leak just after either an engine fire or a fuel tank fire to (hopefully) shorten the length of time a plane that is on fire will stay in the air. The other significant change is a reduction in hit probability to all cables from 20% to 5%. The original stock setting was 100%! The mod should be ready for testing after I have flown a few more missions to help me evaluate the changes.
  13. OTOH -- Ouch, These Old Hemerrhoids!
  14. Wonderful job, Lou. ...and ghosts do exist! Anyone who has seen a plane go down in flames or has seen a pilot jump from his mount is bound to have been haunted by a spirit or two.
  15. And I volunteer to ask you to test it! I may have something in a day or two, so stay tuned.
  16. If I have the time, I will see what I can do about adding a little weight to the AI aircraft. However, since this would be an FM change, the modded plane would not be able to display ace's skins--at least until OBD can find a solution for that. Hellshade--that is exactly how I try to approach my campaigns--at least when I'm not testing something in QC!
  17. Thank you, TSmoke. It is very gratifying to hear someone who generally doesn't use mods that they like one of your mods. Incidentely, I am working on a revision to the DM that will hopefully reduce flamers a bit and further reduces the chances of a cable hit.
  18. Great, right! More work for me! Yea! :rofl:
  19. Thanks, Winder. I appreciate it. You guys are still "aces" in my book.
  20. Olham, I am pretty sure you have a bad installation--either of the main game, or more likely, my FM mod. Please contact me and we can try to sort this out.
  21. Sadly, I have confirmed what Winder has said above. Apparently, any modification to the FM causes the OFF Manager to recognize the modded aircraft as invalid. You can see this by going to OBD Software\CFSWWI Over Flanders Fields\Campaigns\CampaignData\ and clicking on the Off_text.log file. The good news is that this does not interfere with your ability to fly with the FM changes. The bad news, of course, is that the OFF Manager substitutes all ace skins with generic ones. In summary, you can use the FM mod and experience all of the FM changes. However, all of the pretty ace skins (not sure about the custom ones) will not show up. P.S. The damage mod does not seem to cause any problems.
  22. Dear Winder, Ooh, ah, really looking forward to the announcement of the new features. That must mean that P4 is not all that far away! Maybe I will find a nice DVD box with a picture of a Aviatak under the Xmas tree? Regarding my damage mod: Please do not rule it out too quickly. It actually isn't all that much harder than any of my previous mods, and it is not that much harder than the OFF DM. It does tend to reward more accurate shooting and favors hits to the pilot, oil and coolant reservoirs, and engine over the massing of shots until a wing is sawed off approach. I think Hellshade can back me up on this. In particular, I would ask you to consider raising the hit points to the engine while at the same time lowering the threshold values, like I have done. This, in my opinion, is the number one change to the DM that makes dogfights much more interesting and intense. A few minor hits to the engine should not cripple an aircraft like it does in the unmodded version. The same principle applies to the main wings: raise the hit points and lower the threshold values so the wings break off at roughly the same rate as in the stock model--but before they do, the aircraft still retains most (not all) of its manueverability. To avoid planes that are too hard to shoot down for the average player, you can do the same thing to the elevators, wing-tips, rudders, etc., but maybe not so much as in my current DM. Of course, if you are interested, I would be more than happy to create a customized DM to submit to you for possible inclusion in P4. Send me a PM if you would like to discuss this further. Regarding the cable hits: I've had some luck reducing the hit probability to about 20% while lowering the hit points to about 8. This results in less of a chance of a hit, but a good chance of making the aircraft more difficult to control if it is hit. Flamers: It is an issue, but still happens pretty rarely with the damage mod. I'm fairly sure I can improve it so it is even less of a problem (see above post).
  23. That sounds like it might work. I can easily insert a "fx_fuelleak_large" command immediately after the "fx_engine_fire_" command to prevent flamers from flying on indefinitely. Once they run out of fuel, of course, they will be without power and will glide into the ground. I can also see if inserting an "fx_explosion_med" or "large" just after the fire will cause the plane to go out of control.
  24. I appreciate your vote of confidence, Olham, but I'm not sure we can rule out the FM mod yet because I am not sure that you have installed all of my mods correctly. If they are not correctly installed and they are causing the problem, that might be why your skins are showing up.
  25. Elephant and Hasse Wind-- Can you give me exact details about what Jasta and most importantly, what airplane you are flying when the ace skins do not show up? Does it happen for every plane or just some? Olham-- Same request. It looks from your screenie you are flying a DV or DVa. Once Elephant and Hasse Wind report back, try a campaign mission using the version of Alb they are flying and see if you can still see the skins.
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