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cptroyce

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Everything posted by cptroyce

  1. Phase 4 Screenshot comments

    Terrific glimpse of things to come..scenery seems softer and more realistic. Exciting news! Royce
  2. Brit - Really enjoy this project. The How to fly procedurals are great IMHO! Royce
  3. Rabu- Magazine issue aside.....your "new" sig logo is just terrific! IMHO Regards, Royce
  4. Watch this space!

    PW- Greatly looking forward to your DM. I recall from my long ago FM work in RB, that the size and number of excel spreadsheets are directly proportional to the quality of the outcome! Royce
  5. Lou- Those screenshots are absolutely terrific!!!! Royce
  6. Flight Global/Archive

    Great website Pips..thanks for posting, Royce
  7. Lou- That looks terrific! Can't wait for this camapaign to be released. As an FYI, I was PMing someone on how to set up the OFF/MAW set-up and noticed that I had several WW1 MAW missions in my mission folder. Some I don't recall from whence or from who they came, but I do remember making simple WW1 MAW missions myself with the MAW editor; and then merely changing the a/c in the mission file. It was quite simple as I recall( It had to be if I could do it :>) ) Anyway if you want I could email you these mission files and you could determine if there is anything there you'd like to use and/or "flesh out"? If so PM me with your Email and I'll shoot them over to you. Regards, Royce
  8. Lou- >> ..need to be set in a misson file in order to get the CFS3 ships to fire on shore/ground installations<< Sorry Lou, don't know anything about that. >> Now then, as to that DH2 flitting about the Pyramids, you must have had that kite sent over especially for you Sir as there were very few in the theatre. RHIP, eh what << Yes..took a special model..Colonels own I susupect..best for sightseeing Royce
  9. Lou- Getr those missions going!!!..I can't wait to fly them in my MawOff set. If I can help in any "non technical" (read grunt work) let me know. Here's my DH2 pilot sightseeing the pyramids after a night of RnR in Cairo! Regards, Royce
  10. While those of us who will be enjoying the "start of the long summer weekend" (as the TV talking heads like to call it), please take a moment to remember all those Americans who have died in our nation's service and enable us to enjoy the freedoms and lifestyles we do..(just MHO) Regards, Royce
  11. >> ..but watch this space << Well, that one line you don't have to read between!
  12. Thoughts about P4

    >>also missions where one can choose who to fly with and with how many, if the leader, instead of getting something generated.<< IIRC, this was in RB3 and it was a very nice feature. Royce
  13. Duce - I believe the MAW team moved on after their creative force passed away. MAW was such a beautifully creative piece, that no one wanted the original altered by others. The original files or discs with the files were destroyed as I recall. (If anyone has a better recollection of the facts regarding MAW, please correct) I have fly MAW as intended and our with OFF a/c...I still enjoy it immensely! Regards, Royce
  14. Lou- Those videos are terrific!!!!!!!!!. How long have you been working on the Dardenelles Campaign? What a great addition to OFF this will be. Love that fort, too! You could place a fort or two in the desert in the MAW map (Algeria, Tunisia..) -----------French Foreign Legion missions?? Regards, Royce
  15. Lou- If you are working on a Dardanelles Campaign (looking forward to this!) just let me throw out a point that came up when a fellow by the name of House Hobbit was creating some excellant missions for MAW (Polesti Bombing) flights into Romania. I, among others, was doing the beta testing for these missions, and it caused no end of frustration, untill Hobbit discovered the cause. >>********* WARNING********************************************* ****YOU MUST SET THE Scenery Slider At 2 or 3 ****You Must Set The Terrian Slider at 2 or 3 ***Otherwise MAW will NOT Run in Romainia A bug in the MAW setup exposed In the set up***** *************************************************************** OR YOUR MACHINE WILL CRASH While Trying To Fly In Romaina Don't know if this holds true for Turkey as well, but it may be something you want to look out for. Regards, Royce
  16. Just as an FYI..as I recall, the Mid-East theatre didn't get all of the same A/C available to the Western Front. It was considered a bit of a "sideshow". So if one wants to keep it historical..you don't need to d/l many a/c to create WW1 in MAW. A check over at the Aerodrome website can be helpful to keeping things accurate, if that's an intention. Regards, Royce
  17. Lou - I did this set up with OFF/MAW a few years ago (OFF P2). Posted it for interest and didn't get many "bites"..which surprised me, as MAW offered several opportunities to fly in the mid east theatre. Anyway I enjoyed it alot at the time but OFF P3 came along and I focused on Flanders again. In the ensuing time frame I forgot (LOL!) how I set up the combination of files. It wasn't difficult as I recall. Now that you've imported P3 into MAW, perhaps you can post a "refresher" for me and for others who may be intereted. BTW, also as I recall, you can use the MAW Mission Editor to create new or historical missions as well. I believe you use the MAW mission editor and then open the created mission file and change the names of the planes to OFF models. I wish I had written all this down at the time... :>) Regards, Royce
  18. FM Tweaking Tutorial--anyone interested?

    PropW- As an ol' FM hand from RB days, I'd really enjoy seeing what you have found to improve the OFF FM. I don't have the time nor the inclination to go learn the Airwrench editor ( which looks terrific btw) or the cfg. file, but would like to partake of your "discoveries". Please include me in the "class"; or emails, PM etc. At one time, in RB anyway, I had volumes of excel spreedsheets comparing the FM variables to historical reference and anecdote...unfortunately they disappeared into the digital blackhole after a computer crash. Besides, everyone knows that the DR1 is "porked! Regards, Royce
  19. Thought this article might be of interest.. http://www.fylde.demon.co.uk/eagleschateau2.htm
  20. I recall that there was an extensive thread about the "Flaming Onion" artillery shells used by Germany; and someone made an addon patch. Anyway, I came across this on another website and thought it still would prove interesting here. First hand account by Billy Bishop.. http://query.nytimes...9649C946996D6CF Regards, Royce
  21. Lou- Bonne Chance, Glück, Good Luck! Regards, Royce
  22. Trek- I have a file from OFF Phase ll called "OFF_Gunjam.zip" which apparently allows for option to have gun jams or not. Don't know who did it originally or if this is what you are looking for? Following is the "readme and Help" files that come with the Zip. If it's what you want PM me with your email and I'll send it along. I'm not sure I quite understand the readme..but here it is. Regards, Royce >> Over Flanders Fields - GUN JAM CODE! Make a backup copy your current shell.exe in your "CFSWW1 Over Flanders Fields" folder (default location C:\Program Files\Microsoft Games\CFSWW1 Over Flanders Fields ) Then, Unzip all files in this zip to your CFSWW1 Over Flanders Fields directory. (do not let the unzip program create any sub folders, i.e. make sure all files go into CFSWW1 Over Flanders Fields directly) If you are a legal owner of CFS3, then you can use a no-cd.exe to avoid using the CD, - and then you can run the JAMEDIT tool which can patch the Shell.exe used in OFF - this means you will not need to run the gunjam program each time. * * Please only use if you are the legal owner of MS Combat Flight Sim 3 * * Please also read thoroughly the "jam help.txt" file in the zip too. DO NOT ASK QUESTIONS RE ANY OF THIS ! Now gun jams are active in game! >> EDIT : Please read the "Read Me.txt" first !!!!! then this document. O.F.F jam.dll notes Andrew Robinson, Aug 2006. ------------------- This mod has been specifically designed for the OFF add-on using the CFS3 game engine. The user jam sound code has been optimised for aircraft with a maximum of two guns. This seems to be the case with all the OFF aircraft so far. Also, up to 13 AI aircraft (2 guns each) can be monitored for jams. How it works ------------ Once patched the game calls the dll procedures when the weapon trigger pressed. We can control the game allowing it to continue firing, or actively jamming that weapon register (with a little help from modified game code). There is a timer inside the dll that monitors and emulates a jam though over-use, and also emulates random failures while you are firing normally. Weapons stay jammed for a random time specified within a min and max range. JamEdit ------- I've added a separate utility to make changing the timings easier and avoid re-compiling the source. The JamEdit utility allows you to easily adjust these settings, just make sure it's executed inside the game folder. This is mostly a dev tool to get the timings right. Settings are saved to the JAM.DAT file which is checked once by the dll on startup. I've also included the ability to patch the game exe (non protected one English v3.1) or test the memory patch. Sound ----- In order to be least annoying, the jam sound should only play if all the users guns are jammed. The code predicts that if you have fired with only one gun ID, then chances are that's all the guns you have, and so plays the jam sound. If you appear to have two guns, then the jam sound is only played if both are jammed. The exception to this is the SE5a (which has two weapon types), if you are firing with separate triggers the sound logic will fail as soon as you fire with the second gun trigger. (i.e. you'll then only hear the jam sound if both jam). Regardless of whether you hear the sound or not, the jam logic holds true for any gun ID up to the pre-specified maximum. The sound logic does not apply to the AI, as this is only for debugging purposes, and is played for each individual AI gun jam and attempted fire once jammed. You wouldn't include the "jamai.wav" sound in normal distribution. On startup, the mod scans for "jam.wav" and "jamai.wav" in the game folder. Once jammed, the sound will repeat after SNDTIME milliSecs on each trigger press. Sound is played asynchronously, so shouldn't slow anything down as long as the SNDTIME value is high enough. If two jams occur simultaneously, you'll only hear the first one if the next comes along before SNDTIME has expired. This prevents recursion that occurs if the user fires with the keyboard. Memory Patching --------------- This should be done as soon as the game is started. i.e. main screen showing - but before the user clicks on either the QUICK COMBAT or MISSION game tabs. You can see some sample code for patching the loaded game inside "mempatch.bas". A permanent patch is the ideal, but this should add some flexability for protected executables. Separate Jams ------------- Separate weapon jams for aircraft with two guns needs further debugging by the aircraft designers. The SE5a, Spad13, Alb DIII, Alb_DVa all work with individual jams, however the Sopwith Camel, Alb_DII and Fokker DR1 don't. This is specifically related to the code inside the aircraft model file. Also, you need to be aware that each gun has a separate ammo cache. If you exhaust the ammo from one gun and the other is jammed, you won't hear the jam sound, as technically there is still one working gun (just no ammo). Adjustable Settings - minimum values in () ------------------- FIRETIME Max time Fire is held before causing possible jam - mSecs (500+) JAMCHANCE Odds of a jam = JAMCHANCE/4 per Sec fire. Checked after FIRETIME expires. (1+) FAILCHANCE Odds of a failure = FAILCHANCE/4 per Sec fire. Checked during norm firing. (20+) MINTIME Min Time gun will stay jammed - Secs (1+) MAXTIME Max Time jammed - Secs (>= MINTIME) SNDTIME Jam sound repeat delay - mSecs (250+) AI JAM Allow AI weapon jams - ON or OFF settings are stored in JAM.DAT as 7 DWORD values (overkill but convenient) Files in this package --------------------- jam.dll compiled library (place in game folder) jam.wav sample gun jam sound (place in game folder) jamai.wav sample AI jam sound (place in game folder while testing) JamEdit.exe tool to fine tune jam timings (place in game folder while testing) Known Problems -------------- Testing with Windows 98 revealed that the jam sound wouldn't play while the game was running, this is related to sharing an active DirectX sound device. >>
  23. The Lone Wolf

    Olham - >> 'Vieux Charles', were did you end<< "..where did you end?"
  24. The Lone Wolf

    Very nice Olham- Reads fine; just one or two word/spelling errors. Could you write it in German as well? I'm trying to teach myself German ( Rosetta Stone program..it's fantastic) and I'd like to see how it would read in German. Thanks, Royce
  25. Priceless History

    Mac- looking forward to reading some of the pages or passages, you choose to post. That is history first hand. I'd be interested in your great grandfather's thoughts on the trans-continental trip, as well as the Atlantic crossing. Those original military passes to Nancy must be worth something today. Royce
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