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Everything posted by Creaghorn
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* * PHASE 4 PREVIEW MOVIE 1 ! * *
Creaghorn replied to Polovski's topic in WOFF UE/PE - General Discussion
IMO in most sims the world and main purpose is just created for being in the air while beeing on the ground feels kind of strange and temporary. like knowing that actually most of the time is in the air and therefore no need to create a real world at the ground. hard to explain what i mean. the ground is more or less just there to have one with maybe some eyecandy to give the impression of a world, but that's it. in the vid of p4 you have IMO a completely different feeling. beeing on the ground is full of life and looks very realistic like the view we know 99% of the time in real life . you don't feel strange beeing at low altitude or at the airfield. it's rather like you really belong there because human is not supposed to fly and the strange thing instead is beeing in the air like it should. and after the sortie you are happy to be on the ground again. hard to explain. but that's just to show how alive and realistic the world at the ground and low altitude looks. -
* * PHASE 4 PREVIEW MOVIE 1 ! * *
Creaghorn replied to Polovski's topic in WOFF UE/PE - General Discussion
is it just me with the impression that the shadows are overhauled and more accurate? -
* * PHASE 4 PREVIEW MOVIE 1 ! * *
Creaghorn replied to Polovski's topic in WOFF UE/PE - General Discussion
until yesterday i was always humming to myself the main theme score of "Game of Thrones". now it's this score. -
* * PHASE 4 PREVIEW MOVIE 1 ! * *
Creaghorn replied to Polovski's topic in WOFF UE/PE - General Discussion
great video and great score, pol and matt especially from 6:53 it looks like the opening of a new HBO WW1-aviation series . if one looks closely one can already see many of the new features. some are subtle but still visible. the headmovement of the pilot, the G-force from the gunner, the throttle management, the evasive movements from attacked two seaters, the new features in the menu like how many AC are available, how many spare ones are there, how many are in the hangar for maintenance, what troubles has the squadron (lack of fuel, material etc.) the low altitude action of the camel chasing the dreidecker is absolutely great. there is a scene when an albatros gets attacked from behind, and he immelmanns quickly to face you head on etc. absolutely marvelous -
CaptSopwith's All-Nighter Thread
Creaghorn replied to CaptSopwith's topic in WOFF UE/PE - General Discussion
if you are awake such a long time, reading your books etc.doesn't it turn slowly to be similar like this? -
i've had in my german campaign just a sortie in 12th of april 1917. as i patroled the lines at Cambrai, i saw the long street which connects Arras and Cambrai through nomandsland under heavy barrage bombardement. the very next day the next heeresbericht appeared as news and it said exactly that: Der Verlauf der Kämpfe bei Arras Im Raume von Arras, an und östlich der Linie Souchez-Neuville-Vitasse, tobten auch gestern lebhafte Kämpfe. Wie selbst englische Berichte betonen, wurde der englische Angriff bei Arras unter einem Einsatz von Artillerie begonnen, der alles bisher Dagewesene übertrifft. Es wurde auch Gas angeblasen. Durch die gutliegende und äußerst starke englische Feuersperre wurden Teile der deutschen Besatzung in den vordersten Gräben vollkommen abgeschnitten. Der Verlust beherrschender Höhenrücken in der vordersten Linie, die vom englischen Artilleriefeuer systematisch abgeriegelt worden waren, machte an einigen Stellen ein Ausweichen bis zu 4 Kilometer notwendig. Die Geschütze, die dem nachstoßenden Gegner überlassen werden mußten, wurden unbrauchbar gemacht und gesprengt. Bei Givenchy-en-Gohelle an der Vimy-Höhe griffen die Engländer gegen 3 Uhr nachmittags an, wobei sie kleine örtliche Vorteile errangen. Ein englischer Angriff bei Farbus am Fuße des Ausläufers der Vimy-Höhe, 2 Kilometer südöstlich des Dorfes Vimy, scheiterte indessen vollkommen. Weiter südlich trugen die Engländer seit Mittag schwere Angriffe unter Einsatz dichter Massen und Sturmhaufen gegen unsere Linie an der Straße Arras - Cambrai vor, die sämtlich ergebnislos verliefen und dem Gegner schwere Verluste kosteten. Ein Engländernest wurde mit einem Verlust von 80 Toten für den Feind gesäubert. Südöstlich von Arras versuchte der Feind eine schon im Herbst 1915 für ihn verhängnisvoll gewordene Taktik zu wiederholen, indem er voreilig starke Kavalleriemassen versammelte. Sie wurden durch gutliegende Feuergarben zersprengt. Auch weiter südöstlich bei Bullecourt wurde der Angriff zweier englischer Bataillone nach starker Artillerievorbereitung unter schweren Verlusten restlos abgewiesen und Gefangene eingebracht. Aus dem Bericht von Sir Douglas Haig geht hervor, welche besondere Wichtigkeit er den Vimy-Höhen beimißt. Er durfte dort daher die schwersten Kämpfe erwarten. Bezeichnend ist es, daß er seinem eigenen Bericht zufolge gerade an dieser Stelle die kanadischen Hilfstruppen einsetzte. Die Fliegertruppe hat einen neuen schweren Verlust erlitten. Leutnant d. R. Frankl ist am 8. April gefallen. the fat part exactly describes what i have seen from above the day before . isn't that great?
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Reminder for realistic Campaignflying in P3
Creaghorn replied to Creaghorn's topic in WOFF UE/PE - General Discussion
of course leaving out the waypoints completely and fly by map is by far the most realistic way . but it's often a matter of time which makes warping necessary (and to regroup your mates). and if someone warps, then the way i described is IMO very useful. also flying in real time up to two hours or so is quite filling the memory and the chance that you get kicked out in the end, and all flying for nothing, is increased. at least this is what happens to me occasionally. i also think that with short distances to get to the intended area, and with rather more often patroling, the memory has more recources left because it won't be stuffed so much with data of terrain etc. you actually don't need but just fly by. -
if you want to have the chance to see many different enemy squadrons, and still want to have realistically long patrols (an hour or more) but still don't want to fight in every and each sortie, then instead of choosing long range patrols the key is to cover just one small part of the front near your airfield. somewhere where it takes maybe just 20 minutes or so to get there. and when you're there you patrol the apropriate leg back an forth not only twice, as the manager is arranging, but after finishing the second patrol leg you hit control+W once or twice to get the patrol-legs back. then you patrol them again and again. so instead of 2 times back and forth, you are patroling it maybe 5 times back and forth (more like it was in red baron 3d). realistically a squadron covers one certain part of the front for patrol. for example a jasta in flanders covers everything between Douai to St.Quentin. a jasta in northern flanders covers everything from the coast down to Lille. but if you do it like that, currently your sorties would last about half an hour or so. if you want to have realistically long sorties, then you have to fly far from your own airfield. then you are patroling places which are not your business and other downside is also that mostly during the flight to the area you actually want to patrol, you often run into enemies. so IMO the best and most realistic solution is to cover your front near your airfield, where you get rather quickly, and the patroling legs themself you repeat several times (as mentioned, after finishing hitting control + W to fly them again). the big advantage is that your sorties last as long as they should, but still being in your own area. it might happen that you run into many different enemy squadrons, but you will see them mostly only while patroling and when they enter your area you are watching, instead of encountering them in low altitude etc. while flying to the intended area. that results in many sorties without enemy contact, as it should be, but if you run into them, then mostly in your area at the apropriate altitude and many different enemy squadrons.
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Widowmaker, your Sopwith Snipe is getting tested!
Creaghorn replied to Olham's topic in WOFF UE/PE - General Discussion
sounds good. i will bring a good old selfmade croatian grappa -
Widowmaker, your Sopwith Snipe is getting tested!
Creaghorn replied to Olham's topic in WOFF UE/PE - General Discussion
it won't happen i guess. the first day the german pilot won't start because of mantaining his aircrafts engine, the second and third day is cancelled because of dull weather and after that time the servicetime of the snipe and the war is already over... -
Stall behaviour...and seeing or hearing it coming...
Creaghorn replied to 33LIMA's topic in WOFF UE/PE - General Discussion
FF joysticks are absolutely great and very useful. you always have some sort on force while flying, especially when manouvering, when landing and rolling, it makes shooting more difficult because the slight rattle puts you off target. when close to a stall you can feel it rattle heavier, depending how close to the stall you are. i think uncleal called it rattle of death. if you can get one, get one. -
hi CW3SF, OFF and HiTR work great with win7-64bit. probably even better than with 32-bit. P4 will be a completely different ballgame. it will not be like an expansion of OFF with HiTR etc. but something completely new. do you play rather campaigns or more QC? because AFAIK the campaign AI is better than in QC. cheers
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as you can see in my first post not only skinners will notice it, but non-skinners like me also
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that's exactly what HPW's DM and my various tracer/notracer and effect mods equalize. with using those mods you will have to get close as it was in real. the effectfile mod for instance takes away those smokepuffing, dusty effects when far away. the reason why it's easier in stock p3 to hit from the distance is because you know if you hit him or not, and because of this you automatically adjust. that's like aiming with a laserpointer. no problem. with the mod you won't know if you hit him or not, until beeing close. and if you are far away shooting without knowing if you hit him, then you don't know if you have to adjust, if you are hitting him or if you are just wasting your ammo. HPW's DM equalizes the "wounded animal" syndrome where you shoot him slower until finishing off. with his DM they fly almost as agile as before until there breaks something up. that DM, together with the effectsmod, together with the different tracer-versions (and additionally having FF joystick if you have one, which makes shooting accurately also tougher) makes long distance and deflectionshooting much more harder. then you will have to get close
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i wouldn't recommend a package of mods. i did that in my homebrew compilation and it was IMO a mistake because people can't pick what they need but download first everything before deciding what's necessary. there is also a hughe overhauled news mod with over 300 original heeresberichte etc. which obviously fell through the radar because of beeing just a part of the homebrew file. it would have been better to upload every mod for itself and let the people decide IMO. about the number of downloads. my soundtweak II mod took about a year to get over 500 downloads. you achieved over a hundred in couple weeks. with this pace i think you don't need to be worried
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This is a 3rd party software, which takes immersion to the next level. now all virtual comrades are alive. they have all different characters, different relationships to each other. they interact with you or among each other. they can like you, hate you, or simply be ambivalent. depending on how you treat them, and how they treat you, this friendships can change quickly and get out of hand. on the other hand a squadron now can really become a band of brothers. you definitely will mourn if a good friend doesn't come back from a sortie alive. you will experience if the overall morale increases withing time or if it's maybe going to drop to black with everybody just looking for himself. this software automatically uses the OFF files to create a completely new world besides the sorties. if you just looked for getting many victories or getting many flighthours in the past, than you will no more. you will notice now that the real life is between the sorties, while the sortie is the necessary evil of beeing at war. you will now notice more who is flying with you. you will take more care about them. you will be more ambivalent to newcomers as long as your old comrades are alive. just as it was in real. personally my current pilot has about 40 flighthours more since using this great software, and i didn't even notice it. thank you, Lothar
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what i like on the new albs is that the visible pattern on the sawed wood is not the same on each one
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might be a tough nut to crack since AI is getting victory-numbers anyway within the time. and if you see them actually shooting others down, then they would get even more gifted than the system gives them anyway. so wether keep it as it is and let the system give them kills by skill and chance as it is now, or deactivate the system of giving them victories but just those they really made. downside of course would be that they would only get kills when you are witnessing it. otherwise not. that was the problem in Rb3d. AI made only victories if they were in the same sortie as you or at least at the same time as you were in the air.
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something which might be a cool addition is if someone saves your arse in a dogfight or vice versa. maybe when entering OFFbase in the screen where you can choose "successfull landing on own airfield", "argument about kill" etc. additional two options where you can choose "someone saved you" and "you saved someone". when you tick the apropriate one, then the list of the available pilots appears (like when encountering someone) and you choose the person whom you saved or who saved you. that might lead to more prestige or prestige losing or better/worse relationship when there might occure an argument why one was so careless, or losing face etc. or to conversations one shaking thankfully the others hand or buying champagne. of course if there wasn't such an obvious situation where one saved another one, then it should be left unticked. another thing is that when you make a victory in the sortie and then go to the adjutants office, then he shouldn't congratulate you for the kill immediately. because it's still pending actually, but tell you instead he'll send the claimform to headquarters, hoping it's going to be conclusive enough for you to earn the victory. and congratulate then when it's confirmed. i see that in the pilots folder there are still the plt files left of the NPC's of former squadrons after you've been transferred to another one. a cool, but absolutely unnecessary future-feature might be that if you befriend somebody or more in a squadron really well, and then you get transferred, that OFFbase remembers this former squadmate and although you are in a new squad with new guys, OFFbase informs you occasionally what happens to your former mate(s). or at least if the former mate dies (simply by dice roll). that would simulate still having contact to him.
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yes, and he is right to be proud. the biggest and most modern cinematic theater complex in europe AFAIK. diners, restaurants, lounges, dozens of cinemas in all sizes and movies in different languages, 3-d domescreen cinema, events, conventions etc.
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imo it makes perfectly sense to have the bully and coward becoming friends. fear attracts the fearfull. the last thing a coward wants is to have the bully beeing his enemy. and the cowards is rather glad if he befriends the bully and therfore is not the target anymore but somebody else. of course it's no real friendship, but hey, if you remember your time in school, the bully is always accompanied with cowards who are only strong when the bully is near, and they are glad that they can together target some other weak one. the real enemy of the bully is the other bully or similar, someone who will not run or duck when the bully comes. personally i have additionally to OFFbase a file where i note everything and have all in one sight. when i like somebody, i make a starsign, if i dislike somebody i make a red starsign. same for the other guy towards me. no opinion means no signs, and depending of how many points one has i know if he is a very good friend, or am i just getting along etc. 5 black stars mean very good friend, 5 red stars mean enemy. also i made some colourmarkings if the NPC become friends among each other. if somebody is my friend, and also a friend of somebody else, then i check if the other person is also my friend. if we all three get along, then we all have the same colourmarking and i know that we are a kind of clique. of course one character can belong to more groups, depending of how good everybody is with the other. e.G. here i'm daniel croft and i'm getting along quite well with rick falkland. he is befriended with fabio ross. both have therefore green markings. since i'm not befriended too well or ambivalent towards ross, i don't have a green marking and am therefore no part of the clique but just with falkland. i'm very good friend with swithin and with a fellow who recently fell. swithin was also good friend with the fellow and therefore we three had black markings, showing we were hanging out together. of course we suffer more about the recent loss than the others.
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you mean the cinecitta cinema complex in nürnberg? wow. i just recently learned that THX is not a sound technology like dolby digital but just more or less a hightech soundsystem and the perfect alignment of speakers. so nothing to do with the quality of the sound itself but how and in what manner you hear it. and that many cinemas have to pay licence for the THX label year after year although the speakers are aligned like that already.
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pretty long 2 hours my friend. still nothing available yet oh well, stupid me. seems it's pretty modern lately to update old mods instead of uploading it new . now i've lost one precious day of trying the new DM, waiting for it instead of just reading correctly