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Herr Prop-Wasche

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Everything posted by Herr Prop-Wasche

  1. Wouldn't we get an error message saying the craft is not valid for OFF? I am not getting any such error message. Also, how much can a mod be modded? Most of my FM changes are pretty minor--a couple of horsepower here, drag settings, etc. I avoided any signifant changes to things like wing surface area, wing span, etc. Probably my most significant change to some aircraft was in the empty weight value.
  2. Some are reporting the ace skins do not show if the FM mods are activated, and others are saying that the ace skins show up fine with the FM mods but the DM mod is causing them not to show?? This sounds like maybe an installation problem with JSGME. If a mod is not installed right, and is then deactivated, sometimes stray files get left around that might muck up your files.
  3. I am not sure why several people are reporting that ace skins are not showing up when using my mods. None of my mods do anything to modify the textures or models of the aircraft, so I'm not sure what is going on. Perhaps there is a file name problem, but that is the only thing I can think of right now.
  4. I have noticed this, too, Elephant. I think it is a hold over from OFF, but I have not really worked with the undercarriage in the modified FM. There is a section which controls the speed at which various airplane components can contact the ground before triggering a crash, so it should be possible to modify this in theory.
  5. The break command sometimes leads to unfortunate side effects (like the entire engine flying out of the fuselage or the pilot jumping out of what otherwise appears to be an undamaged plane), so I tried to leave a little room between the last damage model effect and the break command. In this case, lowering the value for the break command would probably result in the fuel tank flying out and the plane running out of gasoline. If already on fire, it would then drift slowly down into the dirt, making the problem worse, I;m afraid.
  6. Excellent job, Hellshade, although I don't know if I can approve of the use of rockets with my "historical" damage mod! I didn't have the sound turned on. What was your final tally? It's a little tougher up there with more flies buzzing around, isn't it?
  7. Yes, the flying funeral pyre is another one of those unwanted "features" found in CFS3. I have tried various settings to get rid of it or reduce it, but it is very stubborn. Generally, with the HPW DM, fires are caused by hitting the fuel tank instead of the engine. If you can put a few more rounds into the fuel tank, you may be able to trigger an explosion which should cause the aircraft to go down.
  8. Brilliant work, Lou! I recommend that you give up your day job and focus exclusively on reporting for the Barmey Times (or BOC News)! If not that, than maybe Winder and Co. will hire you as OFF's official press agent, although it may be difficult to take OFF seriously once you are through giving it the RAF_Louvert touch. Ha ha! Wunderbar!
  9. I may be talking out of turn here, but my thinking is that even if OFF can't access the extra RAM, it might still benefit from the 64 bit OS because other applications, as well as the OS, can access the extra RAM, meaning your machine can run more efficiently and thus better frame rates.
  10. Ah, thank you, Olham! This is one of the great things about this forum. Even though we are talking about a game, there are probably more people on this forum (not including me, obviously) with more knowledge about WWI aviation than you might find at some colleges or universities. I love that you can pick up some of that information just by hanging out here. I will incorporate the information into my next update. Now, where is the contingent to include the OeFFAG Albs in P4?
  11. Thank you for the clarification, gentlemen. The braces may have helped some, but didn't cure the problem because the engineers did not know at that time the stress was caused by high speeed and the air pressure it created causing excessive wing twisting around the base of the V-strut, eventually causing the lower wing to fail, correct? I had hear that the OEFFAG series did not suffer as much from wing failures, but it is hard to quantify how much success they had. If you look closely in the FM mod, you will see that the OAW Albs can dive slightly faster than their German bretheran--but not by much! I will release a minor update to improve (make worse) the wing failure problem on the DVa in a few days.
  12. Regarding the Albatros DVa, I may have become confused about "when" the aircraft engineers managed to fix the wing breakage problem. My understanding was that the problem was pretty much fixed by the time the DVa came along. Perhaps it was not fixed until the DVa 200? If the DVa still had the problem, I should probably release an update to increase the odds of it happening to the DVa. As always, though, thanks for the input.
  13. Sorry to not get back to you sooner, Olham, but I have been offline all day. I don't know what may be causing your conflict. I have tried all three mods in various combinations, including all three at the same time, and I never have had a warning from JSGME. Perhaps there is a JSGME setting that lets you know if two or more mods are using the same folders, in addition to the same files? Although all three mods use the aircraft folder, none of the files in the aircraft folder in the three mods are the same, so there should not be a problem. For example, the damage model mod uses the .xdp and .bdp files in the aircraft folder, while the flight model mods use the .cfg and .air files in the aircraft folder, so there should not be a conflict. Perhaps the order you are activating the mods is making a difference? Try activating the DM first, followed by the German, then the Allied FM mods.
  14. The badge I have is from my gallery. How I got it from my gallery to my sig is sort of a mystery--even to me!
  15. Hmm, no changes with the D. Va, you say? There should be some differences, especially in speed and ceiling, along with turns without breaking a wing. You should be able to dive longer in the "new" D. Va than with the D III's, but the wings WILL break if you dive long enough and fast enough. I'll check the files to make sure I loaded the right ones, just to be sure. Gaw, Sorry to hear about your pending unemployment. I hope you are back on your feet and not enjoying my mods as soon as possible.
  16. The current FM mods may be used in either BHaH or with the HITR extension. The DM, however, contains planes that are in HITR that are not in BHaH, so if you want to use the DM, you will probably have to delete the extra planes added by HITR (although you can try it without deleting the planes and see if you don't get any error messages).
  17. Very nice video, Hellshade. At first, I thought I was listening to the pilot of American Airlines--or was that Lufthansa, telling the passengers to put their seats back and enjoy the flight. You did an excellent job of highlighting the main benefits of the DM and FM mods. Sorry to say I can't seem to get rid of the bailing pilot, however.
  18. My badge shows now, but is a little large for my tastes.
  19. Thank you, Olham, kind sir and Knight of the sky. These image things aren't exactly intiutive, are they? And, why is my image so much, um, bigger??
  20. My pleasure! Now I would like everyone to stroke my ego by reporting back on how much they like the new mods. Heck, even if you don't like one or more of the mods, I like the feedback. Fire away!
  21. My mum will be so proud! Pop said I would never get my name in the paper--well, other than for the, ah, "incident" with the farmer's daughter. Well, hah, I say! P.S. Obviously, I'm doing something wrong with my Barmy medal in my sig. Hmmm.
  22. Readme File 04/07/2011 HPW_AlliedFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_AlliedFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for Re8, Sopwith Pup, and Sopwith Triplane. readme.txt INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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 zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_AlliedFM_Pack1.0\aircraft\Re_QC1, etc. To load the mod, simply run JSGME, highlight HPW_AlliedFMPack_1.0, click on the top button, and then start your game. That's it! ------------------------------------------------------------------------ Initial release 1.0 Thank you for downloading HPW's Allied FM Pack 1.0, the revised flight model for selected Allied scouts used 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 flight model, at this point, is for the Re8, Sopwith Pup, and Sopwith Triplane ONLY (additional aircraft may be added insubsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes. (Maximize window if chart is difficult to read). Aircraft Speed @ 10,000 ft. Speed @ 3281 ft. Speed @ 500 ft. Ceiling Max Dive Speed* Pup 103.75 mph (5.75) 98.25 mph (-6.25) 94.50 mph (-12.50) 19,000 ft. 216 mph (-36.0) Triplane 101.50 (-11.50) 108.75 (-9.25) 111.75 (-10.25) 18,500 226 (-50.0) Re8 98.75 (-5.00) 99.00** (-12.50) 94.75 (-12.75) 16,000 216 (-8.0) Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted. * From 10,000 feet ** 102.25 @ 6500 ft. The most noticeable differences are the decreases in speed for all of these aircraft. For instance, the Re8 was reported to have had a top speed of 102 mph at 6500 ft. However, in the unmodified game, its top speed was measured to be 111.5 mph at 3281 ft. Therefore, I reduced its speed to more accurately reflect its historical performance. Similarly, the Sopwith Triplane was reported to have had a top speed of 112 mph, but in the game, its top speed was measured to be 122.5 mph. The other major change in the FM of these planes was to reduce the maximum dive speed to more historical levels. Again, in the unmodified game, the Sopwith Triplane has the highest dive speed in the game at more than 275 mph! With the new FM, the Tripe now has a dive speed that, in my view, corresponds more closely to the historical record. Please note that in most other respects, such as ceiling, climb, and turning radius, these planes perform just as well, and in some cases even better, than they do under the stock game. If you are a German pilot, you are still likely to get shot down if you try to engage either the Pup or the Tripe in a turning dogfight. Another change to the FM I made in the case of the Sopwith Pup involved the same adjustments to the center of gravity and center of lift settings I made on the Albatros series and the Pfalz in the German FM pack in order to try and reduce the dreaded "hanging stall" or tail-first slide into the dirt that the AI tends to do on occasion. However, the problem is much less severe with the Pup, so my changes here were comparatively minor. As additional planes that have this problem are identified, I will issue further FM mods to try and deal with this problem. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of the Pup, Albatros, and Pfalz has been significantly improved with these FM mods. Again, 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 in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW
  23. Readme File 04/07/2011 HPW_GermanFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_GermanFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for all Albatros scouts and Pfalz DIIIa scout. readme.txt file INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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 zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_GermanFMPack1.0\aircraft\Alb_DIII_AC1, etc. To load the mod, simply run JSGME, highlight HPW_GermanFMPack1.0, click on the top button, and then start your game. That's it! Initial release 1.0 Thank you for downloading HPW's German FM Pack 1.0, the revised flight model for all Albatros scouts and the Pfalz DIIIa scout, used 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 flight model, at this point, is for the Albatros and Pfalz DIIIa scouts ONLY (additional aircraft may be added in subsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes. Aircraft Speed @ 500 ft. Speed @ 3281 ft. Speed @ 10,000 ft. Ceiling Max Dive Speed* D II 105.75 mph (3.25) 110.0 mph (4.0) 103.25 mph (2.75) 16,500 ft. 204 mph (-10.0) D III early 106.5 110.0 103.5 18,000 237.0 D III 107.25 111.0 105.0 18,000 240.0 (15.0) D III OAW 106.5 110.75 105.25 18,000 237.0 (15.0) D V 110.0 (3.0) 114.5 (3.0) 108.25 (3.25) 18,250 244.0 (-7.0) D V later 110.25 114.5 108.25 18,250 247.0 (-10.0) D Va 112.5 (4.0) 116.5 (4.0) 112.25 (5.75) 18,250 238.0 D Va 200 113.5 (2.5) 118.75 (2.75) 115.25 (3.25) 19,500 242.0 (-15.0) Pfalz DIIIa 105.75 (3.25) 109.75 (3.0) 106.75 (3.25) 18,750 245.0 (22.0) Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted. * From 10,000 feet The most noticeable differences are the slight increases in speeds for the Albatros DII, DV, DVa, and DVa200, as well as the Pfalz DIIIa. At the same time, the ceiling for the DII has been reduced by about 2,000 feet to reflect its somewhat poorer performance at high altitude. Dive speeds have also been increased in a few cases, and decreased in most other cases, in order to reflect the relatively slow dive speeds of most WWI airplanes, and to better reflect their comparative dive performance. For instance, the dive speed of the Pfalz has been increased to reflect its superior dive performance compared to most other German scouts in WWI. Another major change to the Albatros series of planes from the DIII early to the DVa involves an increase in their maximum G's so that these planes should no longer lose a wing in a tight turn, except in very exceptional circumstances. On the other hand, Albatros DIII's and DV's are now more susceptible to losing a lower wing in a steep dive, due to excessive wing twisting caused by the effects of high speed on the lower wing spar of these so-called "V-strutters." For the ultimate in realism, I recommend when you first start flying with the new FM enabled, that you temporarily enable advisor messages and simulation warnings in Workshop in order to give you an idea for when you might be overstressing a wing in a dive. Then, after one or two flights, disable the messages--but don't make a habit of exceeding 170 mph or so in a dive for more than 1,000 to 2,000 meters or you may be sorry! Finally, perhaps the most significant change to the FM of all of the planes in this mod involves a few slight adjustments to the center of gravity and center of lift settings in order to try and solve a problem that seems to effect the Albatros' and a few other planes in the stock game: the dreaded "hanging stall" or tail-first slide into the dirt which makes kills against AI pilots flying these planes very easy in most cases. With this FM mod, the AI seem to do a better job of avoiding this poor flying behavior at both high and low altitudes, making dogfights against these opponents much more challenging. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of most of the planes in this mod has been significantly improved. Again, 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 in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com, then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW
  24. The day has arrived! My friends, after many months of research, modding, and testing, I am pleased to report that I have just uploaded the Ultimate Damage Mod, as well as TWO FM mods: the HPW German FM Pack and the Allied FM Pack, for approval from the administrators. While we are waiting for the files to be approved (if they have not been already), here are snippets from the readme texts for each of these files. WARNING: some of the readme files are a bit long. HPW Ultimate Damage Mod 1.0 Readme File 03/07/2011 ------------ HPW Ultimate Damage Model for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_UltimateDM\aircraft folder with 477 individual aircraft folders, .xdp files and .bdp 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 zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_UltimateDM\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! Initial release 1.0 ------------ Thank you for downloading HPW's Ultimate DM, a totally new version of the damage model for Hat in the Ring, the official extension to Between Heaven and Hell, the WWI flight sim modification of CFS3 by OBD Software. In addition to the advances featured in my previous damage model modifications, this entirely new damage model brings additional realism to the stock damage model by significantly increasing the hit points of most aircraft components, but particularly the engine, wings, and tail assemblies, of virtually every aircraft currently available in HiTR. As a result of these changes, air combat has now become longer, more intense, and more unpredictable than ever! Thanks to a suggestion by Creaghorn (thank you, Creaghorn), unlike in previous DM versions, in which the hit points for a given aircraft component might have been adjusted by only 5 or 10 percent, hit points in the new version have been increased, in some cases, by more than 500 percent! On the other hand, special effect "triggers," such as fuel leaks, oil leaks, fires, explosions, amd "break" or failure levels for all components have also been reduced by a proportionate amount so the total failure of a particular aircraft component still occurs almost as easily as it did in the stock and previous damage model mods. This helps to avoid the dreaded "flying tank" situation that some of the developers have sometimes mentioned in referring to previous test versions of the stock DM. The overall goal of this new DM, therefore, is to make dogfighting both more challenging for the experienced OFF gamer, but also enjoyable for the more casual, or less experienced, flight simulation fan. To give you an idea of what I am trying to accomplish with this mod, hit points for most aircraft engines in the stock game average around a total of 110 points. Therefore, under the stock DM, the average engine that receives just 11 points of damage loses 10% of its power; and an engine that receives 55 points of damage loses 50% of its power, etc. The result, too frequently in the stock game and in previous versions of my DM, have been enemy aircraft that seem to stop maneuvering and glide into the ground due to the lack of engine power. By substantially increasing the engine hit points, but also reducing the failure point by a proportionate amount, I have been able to recreate a situation where the engine still functions at close to full power, virtually up to the moment when it catches fire or fails completely! As a result, enemy aircraft will continue to turn, climb, dive, and remain able to fight you, up to almost the last minute. All aircraft (including your own) should no longer suffer from an immediate (and quite noticeable) loss in engine performance after only a very short burst into the front of the plane. The same principle applies to the wings of all aircraft. No longer will you or your opponent experience an immediate and major loss of maneuverability after having your wing or aileron get hit by just a couple of bullets. As mentioned above, other improvements to the damage model from my previous damage model mods have also been incorporated into this new version. For example, 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 have also been considered in the development of this damage model. For the ultimate in realism, I also recommend that you download Creaghorn's bullet strength modification (available shortly), which substantially lowers the "impact" or damage each individual bullet causes when fired by you or your opponent. If you feel you are no longer being challenged by the ease with which you can shoot down your AI opponents, the combination of this mod and Creaghorn's bullet strength mod should help to cure you of this belief! Again, I would like to express my sincere thanks and appreciation to OBD Software for their help and encouragement in the making of this and previous versions of the damage mod. I would also like especially to thank Creaghorn and Hellshade for their comments, suggestions, and help in the development and testing of this mod. I would not have been able to complete it without all of their valuable help and encouragement! Thanks also goes out to all of the members of the Over Flanders' Fields forum to which this mod is dedicated. 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. Happy flying! HPW
  25. HPW_AlliedFM_Pack View File Readme File 04/07/2011 HPW_AlliedFM_Pack1.0 for OFF BHaH HITR Full Campaign and QC Battles v1.0 by Herr Prop Wasche Zip file contents: HPW_AlliedFM_Pack1.0\aircraft folder with aircraft.cfg and .air files for Re8, Sopwith Pup, and Sopwith Triplane. readme.txt file INSTALLATION: Important! This flight model mod is intended ONLY to be used along 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 zip file into the MODS folder which is created when you install JSGME into OFF. The mod is correctly installed if you see this readme.txt and the following folder structure inside the MODS folder: HPW_AlliedFM_Pack1.0\aircraft\Re_QC1, etc. To load the mod, simply run JSGME, highlight HPW_AlliedFMPack_1.0, click on the top button, and then start your game. That's it! Initial release 1.0 Thank you for downloading HPW's Allied FM Pack 1.0, the revised flight model for selected Allied scouts used 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 flight model, at this point, is for the Re8, Sopwith Pup, and Sopwith Triplane ONLY (additional aircraft may be added insubsequent FM packs). The most significant changes to the FM of these planes involve changes to the top speed, ceiling, and dive speed in order to more closely comply with my understanding of the historical performance of these planes in WWI combat. Please refer to the following chart for a summary of these changes. AircraftSpeed @ 10,000 ft.* Speed @ 3281 ft. Speed @ 500 ft. Ceiling Max Dive Speed **Pup103.75 (5.75)98.25 (-6.25)94.50 (-12.50)19,000 ft. 216 (-36.0)Triplane 101.50 (-11.50)108.75 (-9.25)111.75 (-10.25)18,500226 (-50.0)Re898.75 (-5.00)99.00*** (-12.50)94.75 (-12.75)16,000216 (-8.0) Note: Numbers in parentheses indicate speeds compared to measured OFF speed readings, with a positive number indicating a faster speed using the new FM and a negative number indicating a slower speed using the new FM. Differences of less than two mph are not noted. * in mph ** From 10,000 feet *** 102.0 mph @ 6500 ft. The most noticeable differences are the decreases in speed for all of these aircraft. For instance, the Re8 was reported to have had a top speed of 102 mph at 6500 ft. However, in the unmodified game, its top speed was measured to be 111.5 mph at 3281 ft. Therefore, I reduced its speed to more accurately reflect its historical performance. Similarly, the Sopwith Triplane was reported to have had a top speed of 112 mph, but in the game, its top speed was measured to be 122.5 mph. The other major change in the FM of these planes was to reduce the maximum dive speed to more historical levels. Again, in the unmodified game, the Sopwith Triplane has the highest dive speed in the game at more than 275 mph! With the new FM, the Tripe now has a dive speed that, in my view, corresponds more closely to the historical record. Please note that in most other respects, such as ceiling, climb, and turning radius, these planes perform just as well, and in some cases even better, than they do under the stock game. If you are a German pilot, you are still likely to get shot down if you try to engage either the Pup or the Tripe in a turning dogfight. Another change to the FM I made in the case of the Sopwith Pup involved the same adjustments to the center of gravity and center of lift settings I made on the Albatros series and the Pfalz in the German FM pack in order to try and reduce the dreaded "hanging stall" or tail-first slide into the dirt that the AI tends to do on occasion. However, the problem is much less severe with the Pup, so my changes here were comparatively minor. As additional planes that have this problem are identified, I will issue further FM mods to try and deal with this problem. Of course, no mod is perfect, and I cannot claim that I have completely solved this problem. Still, I think the flying behavior of the Pup, Albatros, and Pfalz has been significantly improved with these FM mods. Again, 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 in this mod, all work on the original flight model remains the sole work and property of OBD software. Finally, I would also like to especially thank the following OFF fanatics who helped me in the research, development, and testing of this mod: Creaghorn, Hellshade, Olham, RAF_Louvert, Bletchley, Lewie, and anyone else whose name I have accidently forgotten. Thanks, guys! If you have any questions or experience any problems with the installation of this mod, you can reach me at www.combatace.com, then look for the Over Flanders Field forum. Thank you and I hope you enjoy the mod. Happy flying! HPW Submitter Herr Prop-Wasche Submitted 07/06/2011 Category Aircraft Models
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