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Herr Prop-Wasche

JAGDSTAFFEL 11
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Everything posted by Herr Prop-Wasche

  1. A complete intermediate damage model for all of the aircraft currently in BHaH 1.30c, including all campaign aircraft, is now available for download from the 3rd party mods and download forum! In addition to DM modifications for all of the aircraft in BHaH, this update also contains a few bugfixes that may have prevented certain aircraft from being flyable in previous versions. All aircraft in this version have been tested in QC to insure that this is no longer a problem. Just like earlier versions, this mod is meant to represent a middle-ground between the easy and hardcore damage models already present in BHaH v.1.30c. Hit points for ailerons, wings, and aileron cables are changed so that these components are now somewhat weaker than in the hardcore DM, but stronger than the normal DM. In addition, values for rudder and elevator cables are somewhat strengthend to be more similar to the values for the aileron cables. Values for all other components are unchanged. Installation instructions are contained in a readme file included in the IntDM1_6 zip file. Please note that this mod simply replaces the xdp files for each aircraft currently available in BHaH. No other changes are made to any other files. If you wish, make a backup of the aircraft folder before installation. I hope you enjoy this mod, which itself is a mod of BHaH, the wonderful mod of CFS3 by OBD Software. Thanks goes out to OBD Software for making BHaH such an enjoyable mod in the first place, and for their great support of Over Flander's Fields. If you have any questions or suggestions, or experience any problems with the installation of this mod, you can reach me on this forum. Finally, although this is a "complete" mod, no changes have been made to the threshold values in any of the aircraft xdp files. As discovered by Fortiesboy and myself, threshold values control the application of most of the "special effects," such as sound effects and visual damage, including rips and tears, which occur to damaged aircraft in the game. Fortiesboy and I have discovered that lowering these values somewhat result in more effects being seen, both visually and in the actual effects on the flight of damaged aircraft in the game. Depending on interest, Fortiesboy and I may consider making further adjustments to the xdp files and releasing a mod containing these changes to the community. Your comments and suggestions are welcome.
  2. A complete intermediate damage model for all of the aircraft currently in BHaH 1.30c, including all campaign aircraft, is now available for download! In addition to DM modifications for all of the aircraft in BHaH, this update also contains a few bugfixes that may have prevented certain aircraft from being flyable in previous versions. All aircraft in this version have been tested in QC to insure that this is no longer a problem. Just like earlier versions, this mod is meant to represent a middle-ground between the easy and hardcore damage models already present in BHaH v.1.30c. Hit points for ailerons, wings, and aileron cables are changed so that these components are now somewhat weaker than in the hardcore DM, but stronger than the normal DM. In addition, values for rudder and elevator cables are somewhat strengthend to be more similar to the values for the aileron cables. Values for all other components are unchanged. Installation instructions are contained in a readme file included in the IntDM1_6 zip file. Please note that this mod simply replaces the xdp files for each aircraft currently available in BHaH. No other changes are made to any other files. If you wish, make a backup of the aircraft folder before installation. I hope you enjoy this mod, which itself is a mod of BHaH, the wonderful mod of CFS3 by OBD Software. Thanks goes out to OBD Software for making BHaH such an enjoyable mod in the first place, and for their great support of Over Flander's Fields. If you have any questions or suggestions, or experience any problems with the installation of this mod, you can reach me on this forum.
  3. Amazing! Imagine trying to stay on his six!
  4. They ARE delicious!! :nyam:
  5. Hey! Louvert! Leave them kids alone!
  6. Agreed, BH and Gous. Who is to say what happens when we die? Perhaps we float around for a few minutes, observing our bodies from a short distance and thinking, "Well, THAT is certainly interesting!" OFF, stop depriving me of my after-death experiences!!!
  7. Sir, may I have some more two-seaters, please?
  8. Not to let the cat out of the bag, but there are several tools for editing the flight model of the aircraft in OFF. The main FM info is contained in each aircraft's cfg file. You can change dozens of values such as torque effect, p-factor, gyro precession, rudder effectiveness, spin stability, roll rate, etc. One of the tools that the devs may have used was AirWrench, which can be obtained at http://www.mudpond.org/AirWrench_main.htm AirWrench allows you to read and update both aircraft.cfg and ‘air’ files automatically, and is a great tool for making modifications to the FM. There is even a user's guide available for download from their website! There are also other tools out there, but I am not familiar with them.
  9. The turkey shoot stems from an incident that occurred in Cincinnati, Ohio around Christmas time several years ago. A load of live turkeys was taken up in a helicopter to drop on a crowd that had gathered below in a shopping center, waiting for a free Christmas meal. The turkeys were dropped--and plummeted to the ground. Splat! An organizer of the charity event was heard to exclaim, "I swear to God, I thought turkeys could fly!" --storyline from a WKRP in Cincinnati television show.
  10. Textpad is a nice text editor with many more features than Notepad or Wordpad. http://textpad.com
  11. The high Spad XIII stall speed does seem strange. The .cfg file indicates that the stall speed should be 50.4 knots. I'm not sure what other values effect the actual stall speed of the Spad, but a 30 knot difference between theoretical and actual stall speed seems excessive to me, at least.
  12. Welcome, Luftace! Welcome to the forum and to OFF. Hope things stay quiet in your sector. If you have any questions or problems, be sure to ask. We are a very helpful (and humble) bunch! What does your crew think of your sim hobby? Any interest in WWI aviation from other GI's? Stay safe and don't be a stranger!
  13. That kite is definitely not F.U.B.A.R. Good job!
  14. A couple of thoughts here. 1) If you are talking about my changes, look in the damage box section for changes to the point values for the left and right wings, ailerons, and ailerons cables. The values for the wings and ailerons vary from plane to plane, but the values for the cables are as follows: normal DM = 20, hardcore DM = 40, intermediate DM = 30. In an updated version of my DM, I increased the rudder and elevator cable values from 18 to 25. 2) If you use a text editor like Textpad, there is a compare file feature you can use that will readily identify any differences between two files. If you don't have Textpad, you can easily find it via Google. It's shareware. I'm not trying to push my DM in this thread. However, IF anyone is interested.... See answer to 1) above. Also, you can use the search function to look for either wing or cable. Let me know if there is anything else I can do to help.
  15. SD, Do you know if anyone having problems has downloaded and tried my optional intermediate damage patch? I have tested my patch by installing it and reinstalling the normal and hardcore DM's and have not observed any problems, but if some people are not following the installation procedures properly, that could explain their problems. My patch only replaces the QC xdp files and does not change any of the other files in the aircraft folder. Reinstalling the normal or hardcore DM's should restore the aircraft folder to its original condition.
  16. Another great skin! This may be my favorite so far!
  17. Thanks, Olham. You are a good chap! I'm not sure though if I will be able to fly this plane. My squadmates may snicker and call me a perfumed smelling Frenchie and ask if I am advertising for the cat house! Seriously, great work! Can't wait to see what if looks like in the game.
  18. After more testing this weekend, I think I have come to roughly the same conclusion, Fortiesboy. The threshold "break" value is literally that, a value that determines when the given component breaks or flies off. I used to believe the threshold value was a percentage, but now agree that it appears to be a number just like the damage value. If the threshold break value is set significantly higher than the damage value, you don't get the break off effect. Instead, once the damage point level is reached, the component no longer works. This could represent a rudder jamming or a wing which has been damaged to the point it can no longer provide any lift. This may explain why you see so many planes "drifting" down, with wings intact, until they impact the ground: The maximum damage points for the wing has been reached so it no longer works, but since the threshold value has not been met, it does not break off. With these principles in mind, I will continue to work on updates to my intermediate DM. In addition to the existing QC version, I will soon post a campaign version with just the damage point values altered, then work on a complete DM with both damage points and threshold values reworked--that is, if ANYONE is interested.
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