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Everything posted by Creaghorn
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Found something that may help smooth the game out
Creaghorn replied to ConradB's topic in WOFF UE/PE - General Discussion
thank you for your suggestion. i tried it. it is indeed smoother and FPS seems also a little bit higher. but i also might be wrong and it was smoother because there was less airtraffic in sortie. i'll try out some more, but so far i think it boosted it up. is there a danger something can get broken with priority set to realtime? isn't it something similar like overclocking? -
Installing New Drivers, Need Advice
Creaghorn replied to Barkhorn1x's topic in WOFF 1 2 3 / UE - General Help
when installing a new driver, you'll have to make all settings in the graphic settings in OFF again (terrain-slider, effect-slider, z-buffer etc.) i made screenies from my settings (inside OFF, Nhancer and Nvidia), so i know what to do when trying a new driver. -
sorry, i only know the german terms, but since you are obviously a flying dutchman, you might understand it to a point . you go to systemsteuerung- regions-und sprachoptionen- then you'll see a dropdown with your rig set at nederland or something similar. in the dropdown you chose USA and click "übernehmen" and then "OK". as a proof you set it correctly your time indicator at the right lower end should be shown with a.m. or p.m. p.s. did you install all the patches?
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set your regional code to usa or something else with english system. this will solve your problem. this problem occurs sometimes with european rigs wich are set to countries with metric system.
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Escadrilles 15 and 102 missing their Nupe 11s
Creaghorn replied to Hasse Wind's topic in WOFF UE/PE - General Discussion
and i always thought the devs are wearing white coats and are surrounded by 50 different rigs like the evil guys in various james bond movies... -
hi, you can get it only here: http://www.overflandersfields.com/Buy.htm
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Ulrich Wolf, born and raised as a son of a teacher in Cologne, joined Kasta 14 in March 1916, after an extensive flighttraining in Berlin/Johannisthal. On April 1. he took for his first sortie in war as a pilot, together with Johann Strahlemann as the observer. He was glad he did not have to sit in the trenches anymore but nonetheless the white bursts of enemy anti aicraft around him was terrifying him. Bad weather and enemy anti aircraft fire, where he slowly got used to, were often hindering a good sortie, but still he tried the best he could to give his observers a good position for their recon missions. Like many other pilots, his weakness was landing the tough Roland two seaters. Occasionally he broke a wheel or his fuselage, but nothing harmful ever happened. In mid april 1916 he and his observer Strahlemann had then their baptism under fire. A bunch of Nieuport 11's attacked the formation. The rolands have been without escort so they had to fight their way out. Wolfs aircraft received some bursts into his fuselage but he was able to avoid getting shot down and to return to a nearby airfield, but Strahlemann received serious bulletwounds and died before touchdown. The air got more crowded and doing recon-jobs were getting tougher, despite getting more escort from fokker eindeckers. Wolf fought his way through the months of combat for almost half a year befor he had an accident in september 1916, landing his roland. He stayed in hospital for a week and during this time his and his friends Horst Pagels' request was accepted where he was allowed to transfer to a fightersquadron. He was assigned to Jasta 5 in the Verdun area wich was equipped with Halberstadt scouts. He had to get used to the agility and lightness of his fighter aicraft. He also listened carefully to his more experienced comrades and so he learned when to fight and when to run, how to detect advantages and disadvantages in time. On November 3rd. he got confirmation for his first shot down aircraft. a group of BE2c two seaters were loitering so he attacked one from it's 2 o'clock. Suddenly the hostile aircraft burst into flames and crashed northeast of Bapaume over friendly lines. He landed at a nearby airfield and was driven by car to the wreckage. Both inmates were dead and so much burnt that an identification was impossible. He was shocked about the sight but knew that it was his sad duty. Several days after it Wolf downed a Nieuport 17. Horst Pagels was more cold blooded and soon became an ace with 5 kills. Jasta5 later was equipped with the better Albatros DII scouts, but it wasn't before March 1917 before Wolf got his 3rd kill, another Nieuport. In bloody april Wolf managed to raise his tally to 6, where he earned his iron cross 1st class and made his family at home proud, before in may 1917 he got wounded in the leg by an enemy gunner of a Sopwith Strutter. In July 1917 he returend to duty and managed to shot down a Sopwith Triplane, an aicraft which was much superior to the Albatros scouts. At the end of 1917 his tally was raised to 12 and in end of january 1918 he added one more. while Horst Pagels had 30 and was a celebrated hero. Wolf always told Pagels that the chances to survive this war are small, but that he was still too reckless. His concerns became true when Horst Pagels didn't return from a sortie in end of march 1918. on april 2nd Pagels death was confirmed. He got shot down in flames over nomandsland by a Sopwith Camel. Wolf got leave and informed personally Pagels parents about his sons death. The airwar intensified from day to day. Most of the big aces were dead or wounded. On May 21st. Wolf brought down a Spad XIII. over friendly lines. The enemy pilot survived and Wolf had a chance to interview his victim and take him prisoner (he took him to a party in the officers mess of Jasta 5 ). On May 25th Wolf's luck run out. Despite beeing a cautious hunter no one could reduce the chances getting hit from the ground by enemy anti aircraft with good flying skills. He took his group to a dawn patrol to avoid enemy twoseaters pass nomandsland. Beeing over enemy lines his black Dreidecker received a direct hit and went down in flames. No one knows if his body ever got recovered or if he got a burial. In his families memories Ulrich is still flying into sunset and will do forever...
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i posted some weeks ago, i think, that i fight for some minutes and then seperate from a fight and rejoin my group again, and so does the enemy AI. so it's no bloody fistfight but more a clash of some minutes, as it was in real. so your chance to get out of it increases automatically
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i could never ever reach so many kills, and survive at the same time so long. more fights means more chances to get killed. there are 1000 factors wich can end your life, even without your fault, so i try to decrease the chances for that to happen. and when i fight, then only with the option to win. i try never to get into a "butch cassidy and sundance kid surrounded by 100 gunmen" situation but rather beeing a sniper who disappears after an attack. my goal is to survive because there is one precious life . p.s. sometimes of course i have pilots who die quickly after couple sorties or so and then i'm mad about myself. that's what i'm trying to avoid at all costs
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they do collect kills and get ace status as soon as they have 15 kills if they survive long enough and if you survive long enough to follow it . i don't think they get promoted by rank though.
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thank you all. what's impressive for me is that an AI-pilot (horst pagels) survived so long (1.5 years) and made so many kills. that was very immersive.
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when i hear my pilot getting hit, i land as quickly as possible. then i roll two ordinary 6 eyed dices. if both dices have the same eyes, then i consider him maimed. if not, i count them together. one point is one week. so he might get maimed or he might get wounded from 3 weeks up to 11 weeks. and this amound of days i advance manually. i rather advance manually day by day because i can still follow the progress and fates of my mates, and i can read all the news (in hospital or back at home) appearing
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didn't experience that, but that's possible since the wav files are randomly generated, similar like the wav file of the flakburst only with the difference that flakbursts are not looping and engines do loop. so it's possible that as long as you hear the AI crafts engine you'll hear one wav.file, and when "tacing" to somewhere else outside the range of the AI engine, and go back another wav file of the apropriate AC is generated.
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the ordinary nieuport 17 (without additional name) is silent in quick flight because it's not listed in the soundfile. that what i found out too. but that's no problem since the ordinary nieuport 17 won't appear in a campaign at all. i think that's a leftover before HITR appeared. every nieuport is a nieuport bis, nieuport lewis etc. and in campaigns only them are going to appear. there are no ac anymore only named nieuport 17. so that's why they are no part of the sound list anymore.
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the wav.files of the engines shouldn't overwrite anything because they are new and have an own name wich is not in the soundsfolder (camel1, camel2 etc.) the airexplosion wav.files have the same name as the custom ones, and those you should back up ( 8 or so wav.files beginning with "a"). to be sure you might also drop in file for file to see on wich ones are asked to get overwritten. there is no "other" folder, olham. the sound folder is a subfolder of THE main one. so you drop the soundfolder simply into the main one. it will ask you to overwrite the old one.
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please try it and check yourself
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a shame bob probert is not playing anymore
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with the first version there was some strange echo effect because it was the same engine.wav x numbers of AI. with this new version there shouldn't be anything like that because no sound is twice and synchron anymore so there shouldn't be a kind of echo. i also think you should tweak a bit with your surround settings. maybe your setting is set to "concerthall" or something like that? as long as i know there are often settings you can chose what kind of surrounding your sounds should have like concerthall, bathroom, open park etc. maybe you should also raise your bass a little bit. to little might also sound kind of lifeless. let me know if you find your setting. @all if there are any issues, please let me know.
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not that i'm aware of. but of course i can only speak for my rig. i think there's no difference if one wav.file works 5 times at the same time for 5 AI, or 5 different wav.files used one time for each AI.
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it's ready for download . have fun. BTW @moderators. is there a way to delete the first sound tweak version from the downloadsection? because it's no needed anymore and might only confuse.
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i'm sure the devs are going to solve it, one way or another. just wanted to share an idea i had months ago. i don't know if it would work but maybe it's worth a try. as long as i know AI can't see through clouds. and as long as i know all cloud layers and other cloud versions are a constant series of single pictures, which, when running, look like floating clouds in this sim. the devs made it possible to have random weather changes during a flight. so how about making more clouds AI can't look through, and make those clouds completely invisible. of course it would be only invisible for the players but not for AI. those invisible clouds might be somehow linked to the AI leader or attack/defend mode of the formations. when some parameters in a fight are reached, then the invisible cloud could appear, and the flights would seperate and gain formation again, because they can't "see" each other anymore. to prevent the sim pilot abusing it to make easy kills (because we don't see a cloud) at this moment a message might appear wich says "regroup" or something like that. so we would know it's time to regroup and continue with our patrol. question is of course is if the invisible cloud can be linked somehow to the attack/defend mode and what parameters would activate it (maybe after some minutes, or randomly, or after some damage level, AI-skill level...). don't know if possible, just an idea, since i know the devs are wizards.
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Version
687 downloads
Here is soundtweak II. for more realism. contents are new sounds for AI flown aircraft with original engines of the apropriate planes and doppler-effect. right now only a few AI engine sounds are standing for many different aircraft. now you are going to hear the right engine for the right type with doppler effects. there are now 7 different AI-engines for each type, wich are randomly generated in a formation. so you'll hear the same aicrafts and same engine types around you, but in 7 different patterns, so the strange sound when all engines are synchronized is definitely gone!!! every aircraft sounds now differently!!! now you'll feel like really beeing there. i also softened a little bit AI engines, because feedback said it was a bit too loud. furthermore i tweaked the soundfile to have the effect that when an aicraft gets closer you'll hear it louder and vice versa. currently it's wether on or off, as before. also you'll hear now flak bursts the louder the nearer it is, and softer the further away it is. additionally i tweaked the air explosion files (when an aicraft is burning and exloding). the explosion itself is the very same. now you'll have additionally some broken engine, overrides etc. very immersive. additionally the frontambience is now also dependent of distance. the closer and lower you come to the frontlines, the louder it gets!!! contents are: 7 patterns of Inline-scouts (albatros etc.) Inline-twoseaters 7patterns of Sopwith camels 7 patterns of other Sopwith engines, besides the camel (pup, tripe, strutter etc.) 7 patterns for Nieuport versions 7 patterns of flying Spads 7 patterns of Se5's 7 patterns of Fokker rotaries sound-effect file drop into C:\Programme\CFSWW1 Over Flanders Fields wav-files drop into C:\Programme\CFSWW1 Over Flanders Fields\sounds the engine files won't replace anything, the explosionfiles will replace it, so please back up first the original ones. same goes for the sound-effect file. please save the original before replacing. there's no need for the first version. this version now includes everything as before, but much improved. as a suggestion, my sound sliders are set engine (own engine) 80 effects(AI-engines, explosions, guns etc.) 100 Cockpit (own guns etc.) 70 all original content belongs to OBD software have fun. Creaghorn -
Great Old Sanke Card Image
Creaghorn replied to RAF_Louvert's topic in WOFF UE/PE - General Discussion
very nice. thanks for sharing, must be a sankecard from 1916 because there are only "early" aces (immelmann, boelcke, parschau, wintgens...) -
17 hour life expectancy? Not for the German pilots
Creaghorn replied to Olham's topic in WOFF UE/PE - General Discussion
and for german pilots in both world wars, they fought until death or armictice, no rotation back to the desk after 6 months or something like that.