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Creaghorn

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Everything posted by Creaghorn

  1. ok. when is it usable officially? did you get the mystery sorted? is the FM of the AI also changed, i mean because AI likes to dive wildly sometimes, are they going to ripp off their own wings?
  2. good example is my alarm clock. it's actually a target, placed on the other side of the bedroom, and when it rings, i have to hit the bull with a laserpointer. as long as i haven't hit the bull, it won't stop ringing. that's to make you really wake up instead of halfawake push the wrong button and fall asleep again. with the red dot from the distance it's hard enough, but now imagine the red dot is invisible and you have to hit the bull. you would go really close and push that damn thing against the bull
  3. i've read often in literature how the fighterpilot stalked a twoseater, attacking him angrily without any noticable effect, taking care not to get hit by the gunner, repeating it several times, further stalking him from safe distance, and then letting him go after a while without shooting him down. fights like that are going to increase in BHAH with the mods i hope, and that's really cool. less hollywood
  4. definitely. that's my experience too. you automatically have to get closer and closer because you avoid those distant snapshots. killing twoseaters will get tougher because you are closer to the gunner. especially when attacking a formation. you'll see that you are going to make quick attacks and turn away again, repeating it several times, instead of stalking and shooting from the distance.
  5. i thought it's about the FM which does or doesn't work in campaign, not the DM. i would gladly try the DM as soon as ready. FM i would like to try too, but only when knowing that it really works. who knows, maybe it doesn't work with the testers but has a placebo-effect?
  6. precious information as always bletchley. thank you. i'll do it like that with rotaries in future as you do:salute:
  7. let's meet in the mess olham, i have a campaign for the last several weeks as a roland jockey for the marine. we are also at mariakerke. i started at may 1916 and currrently i'm in early august of 1916. what do you say about our mechanics? they are good, aren't they? and ghent is just a car-ride away. oh, and by the way. i've seen lately on recon missions deep behind enemy lines some new scout types. first of all there are appearing more of some kind of newer Nieuport scouts. they are somewhat larger and powerfull. also there is an unknown biplane type i have seen from above parking on enemy airfields. they have also rotary engines as long as i've seen, and they have a rather short fuselage, but bigger wings. the lower wing is as big as the upper one. recently one of them even followed us, but lost us in a cloud. sometimes we exchange shots with the two seat pusher "vickers" when passing, but we try to avoid the single seat "vickers", because we have some job to do. oh, and do you know the small cafe in ghent, schorle morle (le joure l'amoure)? great little place with lot of nice dames. i'll take you there next time
  8. you are right. the date of the appearence is not necessarily the same like the date of common usage in airwar. the dates i use i have from literature and biographies, so it's definitely a guess, but it also makes perfect sense.
  9. the date in the mod is just a suggestion and how i do it. at least IMO trailersmoke etc. began when "real" airwar started in end of 1916 or better 1917. but everybody how he likes best
  10. is there anywhere mentioned when they started to use it regularly in airwar?
  11. nice vid hellshade . archie is like cops, never there when needed and always disturbing when not needed
  12. hi jim, could you please pm me a pic with the white smoke, so i can take a look and try to make the BHAH trail look the same, if possible? thank you.
  13. i've read many 1 st person accounts. from MvR and Mccudden dozen times. nobody of them mentiones anything of a web of trailer smoke. they mention tracers, definitely (MvR mentiones even how the entente is using it more and more in mid 1917 and how he got used to the fact that he can acutally see the bullets come by. so that standart couldn't have been before too much, mccudden and his famous cone of tracers etc.) also it's definitely true that the technology was there, even pre WW1. but in 1914, 1915 they went up and pursued with farmany and bleriots etc. to hunt down a german with throwing bombs at him and with handrifles etc. so everything was primitive at those time. others used twoseates with m.g. but hardly anyone had ever a kill. you were a celebrated hero when shooting down one enemy, let alone a handfull. reason is because A2A fighting was so undeveloped and primitive. i don't think at those state they used regularly tracersmoke bullets and tracers etc. in airwar. for sure one used later what he liked best. for some tracersmoke bullets were too heavy and affected ballistics too much. also they warned the enemy. others used only incendiary ammunition to flame the enemy, other mixed everything. everybody can use the version he likes, or none at all. also i never stated that it is a must to use it at the period xy. that's why i wrote maybe and probably. that's how i do it. as a matter of fact i would like to have the trailersmoke have a longer lifetime and not disappear immediately. i also tried to use "real" smoke instead of a .dds which only looks like smoke. but i wasn't successfull (yet) and therefor i offer what we have now. main reason for offering the mod is to make killing harder and to present problems they had in real when using this and that. also currently tracers, smoketrail, incendiary etc. is all combined in one ammunition type. and that i wanted to divide. actually for using any of the types, there should be seperate bullet files (different ballistics, impact power, travelling etc.) and different damage models of the targets and weigh more gunjamming overall, depending of what type you use. but that's a thing we'll see maybe in p4.
  14. yes. it's free. watch this. it explains everything and where to get
  15. is anybody using Dreamscene? that's a nice tool which makes you have instead of a wallpaper picture on desktop, a vid or whatever you want in the background, looping and without sound. i for my part have always the OFF preview movie 8 running as background. sometimes i run crossing the line. it takes almost no recources at all. a very nice feature. you can run anything you want, but you have it to convert into WMV (windows media video). maybe this feature is old, and i just discovered america, bt anyway
  16. hello all, just a reminder for you and some improvements. please take a look in the download section. there was some correct complaining about having too many kills. some elements (retreating AI etc.) can't be fixed in P3, but a lot other elements can. that mod makes killing a lot harder! now you can choose between 3 versions of bullets, as close to the real thing as possible. effectsnotracer: you don't see anything. no bullet and no smoketrail. just the muzzle from your gun. that's the typical M.G. with ordinary bullets. very hard for deflectionshooting. you have to get really close and aim good. typical usage in early airwar. effectstrailersmoke: no visible bullets, but quite visible smoketrail. (little bit like in flyboys). the smoke helps you to adjust your aim, but not too much, but more like it was in real. typical usage in airwar maybe from 1917 on. effectswithtracers: modified tracers. no more throwing tennisballs at the enemy but closer to how real tracerbullets look like. maybe comparable with the tracers in "crossing the line". since trailersmoke bullets and tracerbullets were not the same (currently they are) with tracers the smoketrail is reduced. it is visible though, especially on bad weather, but not as good as with trailersmoke bullets. usage probably from spring 1917 on in airwar. of course you can use any version at any time :-) to use any of the effects, just throw it into C:\OBDSoftware\CFSWW1 Over Flanders Fields please back up first the original effect file. the improved tracer dds.files drop into C:\OBDSoftware\CFSWW1 Over Flanders Fields\effects\fxtextures please also back up first the original files as a sidenote: all 3 versions of the effect files have reduced visible effects when far away. from closer on you can see bulletholes and canvas ripped off etc. but no dust and particles which give you a very arcadish indicator if you hit the enemy or not and which makes you adjust easily. intention is not to take away eyecandy but to make shooting down a lot tougher as it really was. to see how the mod will look like, please take a look at this video, made by Hellshade. thank you very much again for your support, Hellshade! please note that youtube can never show it the same, like it looks in the sim. all original content belong to OBD software. have fun Creaghorn (with great help by Hellshade)
  17. Realistic Tracers and Effects View File hello all, just a reminder for you and some improvements. that mod makes killing a lot harder! now you can choose between 3 versions of bullets, as close to the real thing as possible. effectsnotracer: you don't see anything. no bullet and no smoketrail. just the muzzle from your gun. that's the typical M.G. with ordinary bullets. very hard for deflectionshooting. you have to get really close and aim good. typical usage in early airwar. effectstrailersmoke: no visible bullets, but quite visible smoketrail. (little bit like in flyboys). the smoke helps you to adjust your aim, but not too much, but more like it was in real. typical usage in airwar maybe from 1917 on. effectswithtracers: modified tracers. no more throwing tennisballs at the enemy but closer to how real tracerbullets look like. maybe comparable with the tracers in "crossing the line". since trailersmoke bullets and tracerbullets were not the same (currently they are) with tracers the smoketrail is reduced. it is visible though, especially on bad weather, but not as good as with trailersmoke bullets. usage probably from spring 1917 on in airwar. of course you can use any version at any time :-) to use any of the effects, just throw it into C:\OBDSoftware\CFSWW1 Over Flanders Fields please back up first the original effect file. the improved tracer dds.files drop into C:\OBDSoftware\CFSWW1 Over Flanders Fields\effects\fxtextures please also back up first the original files as a sidenote: all 3 versions of the effect files have reduced visible effects when far away. from closer on you can see bulletholes and canvas ripped off etc. but no dust and particles which give you a very arcadish indicator if you hit the enemy or not and which makes you adjust easily. intention is not to take away eyecandy but to make shooting down a lot tougher as it really was. to see how the mod will look like, please take a look at this video, made by Hellshade. thank you very much again for your support, Hellshade! all original content belong to OBD software. have fun Creaghorn Submitter Creaghorn Submitted 07/22/2010 Category Modding Tools and Add-on Software
  18. 201 downloads

    hello all, just a reminder for you and some improvements. that mod makes killing a lot harder! now you can choose between 3 versions of bullets, as close to the real thing as possible. effectsnotracer: you don't see anything. no bullet and no smoketrail. just the muzzle from your gun. that's the typical M.G. with ordinary bullets. very hard for deflectionshooting. you have to get really close and aim good. typical usage in early airwar. effectstrailersmoke: no visible bullets, but quite visible smoketrail. (little bit like in flyboys). the smoke helps you to adjust your aim, but not too much, but more like it was in real. typical usage in airwar maybe from 1917 on. effectswithtracers: modified tracers. no more throwing tennisballs at the enemy but closer to how real tracerbullets look like. maybe comparable with the tracers in "crossing the line". since trailersmoke bullets and tracerbullets were not the same (currently they are) with tracers the smoketrail is reduced. it is visible though, especially on bad weather, but not as good as with trailersmoke bullets. usage probably from spring 1917 on in airwar. of course you can use any version at any time :-) to use any of the effects, just throw it into C:\OBDSoftware\CFSWW1 Over Flanders Fields please back up first the original effect file. the improved tracer dds.files drop into C:\OBDSoftware\CFSWW1 Over Flanders Fields\effects\fxtextures please also back up first the original files as a sidenote: all 3 versions of the effect files have reduced visible effects when far away. from closer on you can see bulletholes and canvas ripped off etc. but no dust and particles which give you a very arcadish indicator if you hit the enemy or not and which makes you adjust easily. intention is not to take away eyecandy but to make shooting down a lot tougher as it really was. to see how the mod will look like, please take a look at this video, made by Hellshade. thank you very much again for your support, Hellshade! all original content belong to OBD software. have fun Creaghorn
  19. i fully agree. twoseaters are the main thing in ww1 aviation (though not in movies). scouts are just so to say a smaller department of them. actually it should be that the "normal" thing is to have a two seater campaign, and who wants can do a fighterpilot campaign. the opposite like we have now. but of course the more interesting thing for the majority is the fighterpilot.
  20. there are no bombing missions with the roland. only recon and artillery direction missions.
  21. i, for my part, note the names of the flight into my cellphone like a sms. so the names are always there and i just add or remove the names if necessary. others write them down somewhere on paper. usually, when shooting one down, i look around if some of my mates are with me. if so i activate labels for a second just to check who he is. i don't write down everybody of the flight into the claimform, only the ones near me. additionally i mention observers from nearby balloons or if over the trenches or an airfield i mention ground units. if i'm over enemy lines and there is nobody of my mates near, than i simply note "none" as witness. the chance to get it confirmed is low, but it happened nonetheless to get it confirmed despite having no witness.
  22. wow, what a difference, i deactivated the centering force on my cyborge evo force. also i also reduced force feedback to about 40% (because despite not having a centering force, while flying the other forces pushed the stick back to center.) and what happened? wow. suddenly while flying i still feel the forces and turbulences almost as before, but my stick leaves there where i put it or better, where it falls when releasing it. also i have to "really" fly. it's a hughe difference in realism if you have to center by yourself and hold it there or not. after landing when i realease the stick and push it forward to rest, the elevator shows downwards and stays like this, how one can often see in pictures of posing AC. i tested it also with the camel. all of a sudden the camel is a dangerous AC for yourself, like it should be. the reason why it was considered too easy in this sim is definitely not the FM but the stick wich holdes itself in center. that's what i found out. now without centering force you have to hold it by yourself. when you release it, or move it to erratically (no stabilizing support anymore by force), you are suddenly upside down or fall into a spin. WOW. this is how it should be. also the alb is now more manouverable than before. at least for me. before the centering force always affected the elevators and pushed it back. i thought that's a CFS thing but no, now the elevators and other controls can be fully used and it stays there. i can still feel the force (no, i'm not anakin skywalker) but it's not pushing the controls back and therefor affecting the agility. i can only recommend to everybody who has a FF stick and who can adjust the centering force, to push it back to 0% (and mybe the other forces to max.40%) . flying these crates feel now lot more realistic!!!
  23. ah, understand. was just wondering. anyway, very well made vids, especially with voice.
  24. i have read one report of LvR. there he mentioned that he chased a twoseater, killed both inmates, but the AC continued to fly straight on because of the british invention of using some rubberholders on the flightstick, so when letting it go, it adjusts itself back to normal position. so this invention is actually what we have always, especially with FF sticks. also it's known there are AC where you can let the stick go during the flight, like the pup, and AC where you have to hold it always, otherwise it would fall to one side out of control. so my idea is to, when flying AC where you can't let go (about every german AC) i'll drop on my stick the centering force to zero. if i let the stick go, it will fall to a side. don't know if it makes any difference in realism or flying ability, but it's worth a try. maybe it makes landing and aiming etc. tougher, as it really was, because you have to make all movements by yourself and not just releasing pressure on the stick. maybe there is no difference at all. anybody tried something like this yet? i'll report how it is.
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