Jump to content

Hellshade

ELITE MEMBER
  • Content count

    1,888
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Hellshade

  1. 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
  2. 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
  3. 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:
  4. 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. #
  5. So did you figure out how to get your maxims to actually sound right when in the sim, JFM?
  6. 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?
  7. 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. ;)
  8. Trying out the Dolphin. Love the front and top field of view. Blind in the back though.
  9. jeanb, Can you post some pics or video of IL2-BAT WAW?
  10. Pol just posted in SimHQ that the patch should be coming to an airfield near you soon. Great stuff!
  11. 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!
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. Wow. An announcement that DX11 is being worked on for WOTR and AnKor has released a mod for WOFF UE that kills blue triangles and speeds up FPS and nothing. I guess maybe because it is summer, fewer people are flying or checking the forum.
  17. Not a complaint, because WOFF UE is already far more comprehensive than I ever could have hoped for, but I do miss the days when the devs were putting out patches and teasing the next new Add-on, Expansion or iteration of WOFF. I know they are hard at work on Wings Over the Reich, which has to be just a ridiculously large project from such a small development team, and that eventually its possible some of the advances for WoTR could make their way back into WOFFUE. I am certainly looking forward to that day! That said, the forums (both here and SimHQ) invariably become quieter after active development stops and many long time posters drift away into other pursuits and sims. I wish there was some way to put WOFF UE back front and center for active development. Coming to the forums used to have the same excitement as Christimas did as a kid. You never knew what new present would be revealed and you couldn't wait to find out. Now, it's mostly just quiet as even the modders have understandably slowed down some. /sigh. I miss the good old days. Some how, even though its unlikely, I hope there comes a way that WOFFs best days are still ahead of it. It's more than just the patches and the features. It was the people on the forum and the shared sense of wonder.
  18. And they are back....sorta. Ok, the people certainly aren't flooding back to the forum, but the devs are going to make an official patch release version of a mod AnKor developed to kill the blue triangles and simultaneously speed up FPS. I've been using the mod a couple days now, as has Stache and a few others. The general opinion is that it is outstanding. The sim feels more rock solid flying now than ever before. Oh...and AnKor let slip he is working on DX11 for WOTR. One can only hope that he will succeed and they can port it back into WOFF UE at some point. It looks like WOFFs best days are indeed still ahead of it. How cool is that?
  19. Lowered Air Density settings to Light (from medium). The result for me has been liquid smooth 90 to 118 FPS air combat over the front with all other WOFF UE settings Maxed, while running in 4k. Plenty of targets still in the air at Light settings in the late war. Oct 1918 F2b encounter over the front. Man, I love this sim all over again. There is a slight screen jump at around 2:45. That was from me moving my head out of the view of TrackIR, causing the view to reset to default.
  20. From a post on simHQ. Immediate benefits and something wonderful to look forward to. The reason those blue triangles appear is that CFS3 engine incorrectly assumes that those terrain tiles should be out of view and doesn't render them. It doesn't depend on GPU or your config, it is purely a bug in their algorithm which runs on CPU. I don't have a direct solution for this, but I have something that may reduce the issue and improve the performance at the same time. I've already mentioned this tweak on sim-outhouse some time ago but it had little effect on the "stock" CFS3, however I believe it may work better WOFF because WOFF terrain is more detailed. You can try it if you feel adventurous Here is a zip file with compositetexturebudgets.xml - the file goes into WOFF\OBDWW1 Over Flanders Fields\terrains folder, but don't forget to make a backup of the original file there. https://1drv.ms/u/s!AvmtwF9vPtwVgYoiGbgXo8KXiEzxUQ Additionally you should edit shaders30\Terrain.fx file and change 256 to 1024 in this line near the beginning of the file: const static float fTextureSize = 256; This is needed for terrain bump mapping to work properly with modified budgets. I would have made a JSGME package but I don't remember how. PS: And yes, I'm working on DX11 version of shaders
  21. Late October 1918 JG III dogfight over the front. Max WOFF UE settings (all 5s and HIGH settings) except Air Density is Light). 90 - 118 FPS during combat. AnKor has said that a modified version of his mod will be released as an official WOFF UE patch when the devs get time. Great news for everyone but especially anyone who enjoys late war campaigns.
  22. It has been noted by a few of us who have used it that this new little bit of magic from AnKor is amazing enough that it ought to be a new official patch for WOFF UE. It's a noticeable improvement on several fronts.
  23. I was flying last night until 2am and never saw a blue triangle. Maybe 2 super tiny, gone faster than you could be sure it was there - blue triangles at most. Frame rates appear to have improved again with this as AnKor says it takes more work off the CPU. A few vids to see the effects for yourself.
  24. It was announced on the official IL2 Sturmovik forums by Jason that they are taking the first steps towards (hopefully) recreating RoF within the much newer BOX engine. It will be called "Flying Circus Volume 1" I, for one, am very excited to hear this even though the first stage is essentially going to be basically 10 planes on a map with no career or campaign mode attached. What are your thoughts? Full text pasted below: Flying Circus – Volume I Flying Circus will finally give our loyal and patient Rise of Flight customers a new way forward into the future! Our eventual goal is to essentially re-build ROF inside of the Sturmovik universe and give WWI all the latest technology like VR, 64bit, DX11 and improved visuals. We will start by focusing on re-furbishing ten of our existing WWI airplanes and providing a partial map of France to fly and fight over. Subsequent Flying Circus products will further expand content and we’ll work to integrate Flying Circus into our Campaign and Career systems over time. Volume I is merely the first important step and it will be a lot of fun! If Flying Circus proves popular we can eventually fire up the Great War assembly line and break out the canvas and timber once again to make some new crates! Guynmere, Fonck, Coppens, McCudden, Bishop, Rickenbacker and von Richtofen shall fly again 100 years later! FlyingCircus_Artwork_SPAD_EN.jpg Planned to be Included in Flying Circus – Volume I Flyable Aircraft and Content (Tentative List): - SPAD 13 C.1 - Sopwith Dolphin - Sopwith Camel - RAF S.E.5a - Bristol Fighter - Albatros D.Va - Fokker Dr.1 - Fokker DVII - Pfalz D.IIIa - Halberstadt CL.II - France map (100 x 100km Approx.) - Several airfields, cities, towns and villages. Summer textures are planned - No Man’s Land - Entente and Central Powers Ground Units and Scenery. Pre-Orders for Flying Circus will be available sometime first half of 2018
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..