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Hellshade

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Everything posted by Hellshade

  1. Some more BHaH II beta screenshots. Enjoy!
  2. Welcome!

    Seems pretty quiet. Is anyone else lurking around here Vons?
  3. WOFF BHaH II beta screenshots
  4. WOFF BHaH II beta screenshots
  5. WOFF BHaH II beta screenshots
  6. WOFF BHaH II beta screenshots
  7. WOFF BHaH II beta Campaign patrol "Bloody April" Jasta 11
  8. WOFF BHaH II beta campain encounter 15 Sept 1917 RNAS 3
  9. WOFF BHaH II beta campaign encounter 14 Dec 1917 Jasta 6
  10. WOFF: Screenshots and Videos

    Congratulations! How do you like it so far? Pols talking about a WOFF 2020 release too so there's still more to come for this great sim. I've been away working on my other passion, D&D RPG but with the pandemic, in person adventures are cancelled so I figured I'd hope back into the pilot seat and see how rusty I've gotten! Forgot how to add videos here, so he's the link to a pretty rough furball. https://youtu.be/_vAHV5e_RtU
  11. Thinking of getting WOFF\WOTR

    The sim is quite lively these days but all the forum action has been happening over at SimHQ for a few years now. This forum has a few die hards walking about but for the most part is very quiet. I'd recommend heading on over to SimHQ and there are plenty of friendly folks who will be happy to hook you up with answers. https://simhq.com/forum/ubbthreads.php/forums/372/1/Wings_Over_Flanders_Fields
  12. 27th May 2019 Contents and Improvements Version 4.22 4241 1) QC - Fixed an issue with the mouse pointer mode over the enemy skin selection pulldown menu 2) QC - Player position in flight now has two modes - based on workshop selection - by Rank and Always Leads. The leader at the head of the squad is often more likely to be targetted by AI, setting this to based on rank can sometimes allow you to be just another flight member and be less targeted. 3) Campaign Dialogue interface imagery now looks neater with the scrollable outcomes window 4) Fixed an issue with the AI Balloon kill reporting (it was reported on number of Airkills instead of Balloon kills) 5) Because the Player can in some instances no longer issue attack commands in QC (as he is not leader) the AI now carry out the QC Mission Objectives automatically. 6) A limit of a maximum of two aircraft will attack the same target (Ground or Air). 7) Revised LePrieur Rocket effects. 8) Improved AI Balloon Attack capabilities. 9) Improved Searchlight function. 10) Fixed an issue in QC where bombers would only bomb if player selected the default campaign Bombing Payload (Payloadnum = 1)) - Now selection of any payload with bombs instructs the AI to Bomb (Friendly or Enemy) 11) Gothas will now use more bombs on each bombing pass (was single drops) 12) Corrected the aircraft database: changed the BE2c HD version to correctly reflect that it has a fixed gun. 13) Fixed an issue whereby A-Flight when assisting would sometimes be directed to attack the Target irrespective of what the mission directive was or whether the Target was friendly or not (AI will never attack friendly targets so they simply ignored the mission directive). 14) Players flying Gothas will now only attack England on the correct historical dates. 15) Implemented Aircraft startup sounds for all AI aircraft at code level and with 21 associated unique engine startup sounds matching the aircraft engine types. 16) Headshake can now be controlled via workshops - severity and on/off. 17) Implemented latest shader version. 18) Incorporated some extra scenario missions for Britain and Germany 19) Aircraft can now navigate tighter and closer mission waypoints. 20) Increased Morale of QC AI pilots (Skill dependant) 21) Revised AI Fight Vs Flight tactical decision making. 22) Revised Squadron AI base morale settings. 23) AI - Fighters should now engage more frequently. 24) Change QC Fighters to Target Ground 'Structures' when directed to attack Ground Installations to ensure they attack targets of significance. 25) Revised some sounds volumes. 26) RAF BE2 and BE12 series aircraft cooper bomb loadouts reduced to 4 (was 8) 27) Observer allocated to player upon enlistment is no longer always the first Observer - an Observer is now randomly allocated. 28) Observers are now randomly allocated to AI flight members - the Player is allocated the same Observer unless he is killed or not in service. 29) Form up at action directives is no longer circular - the aircraft will form up in transit to next waypoint. Note: form up at non action directives or after action whilst in transit may still be circular! 30) Reduced kills and flying hours of incoming replacement pilots. Refined this some more - incoming pilots are now pretty poor unless squad is Elite or Good and a fighter squad then they will sometimes have kills Elite Bomber squads may sometimes have a pilot coming in with 1 kill 31) Time Advance summary now includes Rank and Name of pilots killed and or wounded in sorties. 32) Addressed an issue that sometmes caused incorrect destroyed aircraft accounting. 33) Incorporated the new Fokker DVI Aircraft and associated squadrons for full campaign play. Also Jasta 80B skin, and one Jasta 80b ace skin. OF COURSE AS USUAL THIS PATCH INCLUDES ALL PREVIOUS UPDATES AS LISTED BELOW:
  13. Polovski from simhq post: Here are some future fixes, improvements and new features currently being tested. It will be released sometime in the future, in the next patch or quite possibly in the next addon (we will decide).. (some will please 77_Scout). 1) QC - Fixed an issue with the mouse pointer mode over the enemy skin selection pulldown menu 2) QC - Player position in flight now has two modes - based on workshop selection - by Rank and Always Leads 3) Campaign Dialogue interface imagery now looks neater with the scrollable outcomes window 4) Fixed an issue with the AI Balloon kill reporting (it was reported on number of Airkills instead of Balloon kills) 5) Because the Player can in some instances no longer issue attack commands in QC (as he is not leader) the AI now carry out the QC Mission Objectives automatically. 6) A limit of a maximum of two aircraft will attack the same target (Ground or Air). 7) Revised LePrieur Rocket effects. 8) Improved AI Balloon Attack capabilities. 9) Improved Searchlight function. 10) Fixed an issue in QC where bombers would only bomb if player selected the default campaign Bombing Payload (Payloadnum = 1)) - Now selection of any payload with bombs instructs the AI to Bomb (Friendly or Enemy) 11) Gothas will now use more bombs on each bombing pass (was single drops) 12) Corrected the aircraft database: changed the BE2c HD version to correctly reflect that it has a fixed gun. 13) Fixed an issue whereby A-Flight when assisting would sometimes be directed to attack the Target irrespective of what the mission directive was or whether the Target was friendly or not (AI will never attack friendly targets so they simply ignored the mission directive). 14) Players flying Gothas will now only attack England on the correct historical dates. 15) Implemented Aircraft startup sounds for all AI aircraft at code level and with 21 associated unique engine startup sounds matching the aircraft engine types. 16) Headshake can now be controlled via workshops - severity and on/off. 17) Implemented latest shader version. 18) Incorporated some extra scenario missions for Britain and Germany 19) Aircraft can now navigate tighter and closer mission waypoints. 20) Increased Morale of QC AI pilots (Skill dependant) 21) Revised Fight V Flight tactical decision making. 22) Revised Squadron base morale settings. 23) Fighters should now engage more frequently. 24) Change QC Fighters to Target Ground 'Structures' when directed to attack Ground Installations to ensure they attack targets of significance. 25) Revised some sounds volumes. 26) RAF BE2 and BE12 series aircraft cooper bomb loadouts reduced to 4 (was 8) 27) Observer allocated to player upon enlistment is no longer always the first Observer - an Observer is now randomly allocated. 28) Observers are now randomly allocated to AI flight members - the Player is allocated the same Observer unless he is killed or not in service. 29) Form up at action directives is no longer circular - the aircraft will form up in transit to next waypoint. Note: form up at non action directives or after action whilst in transit may still be circular! 30) Reduced kills and flying hours of incoming replacement pilots. #
  14. So did you figure out how to get your maxims to actually sound right when in the sim, JFM?
  15. I opted to be a part of the Flying Circus Early Access because the number of developers doing anything at all with WWI flight sims is...as far as I can tell...exactly 2. And at this point, both are currently and understandably also spending a lot of time and resources on WWII flight sims because of what little money is available in the flight sim market is mostly concentrated there (or in modern jets). So FC doesn't have a campaign of any kind planned at this point and may never. It depends on sales. It doesn't even have a WWI map yet, though that is in progress and should be available in 2 to 3 weeks. The number of planes is incredibly limited and the AI, though nowhere near as good as WOFF UE does appear to at least be a little better than it was in RoF. What it's good for are multiplayer death matches and Quick Missions where you just shoot down some planes. Hardly a rousing endorsement at the moment. That said, I find I am enjoying my time with FC and if they do more Volumes (add-ons with maps and planes) and Pat Wilson ever scripts a campaign for it like he did with RoF, it could indeed be a very good time. Anyone else flying it? What are your impressions?
  16. OT:Flying Circus Early Access

    If they have a campaign planned, so much the better. I thought a campaign wasnt listed on FC vol 1. Did they say which Vol release they hope to make ot happen? Looking forward to the SE5a and the Alb being finished soon. Both will be fun the fly and fight in. Hopefully sales have been high enough to warrant a Vol 2 soon after 1 has been completed. I dont want to fight against Linda. Shes the kind of enemy pilot that would scare the hell out of anyone. ;)
  17. OT:Flying Circus Early Access

    Trying out the Dolphin. Love the front and top field of view. Blind in the back though.
  18. How many of us still fly WOFF?

    jeanb, Can you post some pics or video of IL2-BAT WAW?
  19. Pol just posted in SimHQ that the patch should be coming to an airfield near you soon. Great stuff!
  20. How many of us still fly WOFF?

    I get away from it for awhile due to work, the girlfriend, Skyrim, my D&D campaigns, etc. But I always love WOFF UE when I come back. I have been beta testing a 4.22 patch OBD has been working on and it has quite a few wide ranging changes and benefits. It's good to see the war effort still continues!
  21. How many of us still fly WOFF?

    I still do. Because of experiences like this one. I am flying in a campaign (using the new test patch) and dog fighting a Roland. Right after I (incorrectly) presume that the fight is over, my engine conks out. Only at that moment do I realize it's not over. What happens next is why I keep flying this sim.
  22. Wow. Almost a full day and nearly 50 views on a post about, arguably, the biggest update to WOFF UE in well over a year (two?) And not one comment. I guess folks have moved on to other things, perhaps.
  23. Life in the forum after such a long absence. Who knew? I have FC and they have the first 4 planes out. It's very pretty and the FM and DM seem good. Certainly tons of potential. AI is better than RoF but still mostly a 1 trick pony, unlike WOFF UE. Split S dives , I guess but at least no slow wide circling that I have seen. FC Vol 1 makes no mention of a campaign at all. It's literally 10 planes and a Quick Mission builder when they finish. They could do more in the future, but since the planes are being done by a third party company, the likelihood of them developing an entire campaign would seem less than optimal. Maybe Pat Wilson will be able to create a campaign if they get a few more volumes out. For single player goodness, WOFF UEs dynamic campaign, 80+ planes, thousands of skins and its situational value based AI doesn't have anything that can compare to it that I can see. This is me with some craptastic Camel flying and shooting skills in FC. As I said, it does look beautiful and there is no doubt it has tons of potential. I would be happy if they decided to put more meat on the bones in the future.
  24. This forum is pretty much tumbleweeds anymore, Might want to try the SimHQ forum. Its much more active these days. http://simhq.com/forum/ubbthreads.php/forums/372/1/Wings_Over_Flanders_Fields
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