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Everything posted by rjw
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Adger, keypress? Don't we already have that with Prnt Scrn key?
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Ah, ok I left that out on purpose since it seems common that we get new releases such as UE, PE, and now BH&H II. I was trying to keep the thread more generic for WOFF as a whole. I defer to you judgement though. Best Regards
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And here I was thinking you might jump on it since you seem to showing so much interest in new things!
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Hi Folks; Over at SimHQ, the Woffers have a "Wish List" thread where we post all of our desirables for WOFF. Maybe someone would start one up here and have it as a "StickY' so all the good wishes go in the same pot and the devs at OBD know where to look for our interests! Best Regaards
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The "Consolidated Custom Mods" suite is currently available on Sandbagger's Mods Web site for your downloading All of the mods have been renamed to simplify their intention, and all of them have "ReadMe" files that explain the inter-relationship of the mods. If you already use any of these mods, please remove them from "Active" duty in your JSGME panel before installing the new ones. The new mods are labelled as follows and unless explicitly marked as "BH&HII, PE, or UE, will apply to all versions of WOFF from UE up to the present: WOFF - Consolidated Custom Mods Summary Readme WOFF 0 - Facilities Models by Panama Red WOFF 1 - 1914+ Custom Facilities - Full Trees Populated by Panama Red WOFF 1 - 1917+ Custom Facilities - Full Trees Populated by Panama Red WOFF 1 - 1917+ Custom Facilities - Reduced Trees Populated by Panama Red WOFF 1 - 1918+ Custom Facilities - Full Trees Populated by Panama Red WOFF 1 - 1918+ Custom Facilities - Reduced Trees Populated by Panama Red WOFF 2 BH&HII - Consolidated Periods and CampaignData Mod by RJW WOFF 2 PE - Consolidated Periods and CampaignData Mod by RJW WOFF 2 UE - Consolidated Periods and CampaignData Mod by RJW WOFF 3a - Consolidated Custom Facilities Havrincourt Wood Mod WOFF 3b - Consolidated Custom Facilities Verdun Forts Mod WOFF 4a - Consolidated Custom Airfields Mod Hope you enjoy the mods and if you have any questions leave a message in this thread. Best Regards
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Havrincourt and verdun can be installed together and it is ok with the overwrite when installing the airfields
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Trotski00; Maybe the observers don't have enough confidence in your pilot to take a chance flying with him!! Sorry,....I couldn't resist
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Welcome Becker!!
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MSFFB2 and flight forces/resistance.
rjw replied to catch's topic in WOFF BH&H2 - General Discussion
Guys, I'm looking into this further, but no promises! I will offer up, a link to an FM for the "Alb DIII early" which shows the FM changes I applied as an example. You can test fly it in the mod and then swap it out to compare with the stock FM. HERE IS THE LINK: Click link to download I will continue to see if there is a way to alter stick shake for other features. Of course you will have to decide which craft need what changes and then add them to the mod. -
MSFFB2 and flight forces/resistance.
rjw replied to catch's topic in WOFF BH&H2 - General Discussion
Chill31 No I don't know how to stop the stick shake during machine gun fire from within the code. I personally don't let my hand go in between the sensors of the stick when firing. I just hold the stick between my thump and with my finger on the trigger. That stops stick shake. -
MSFFB2 and flight forces/resistance.
rjw replied to catch's topic in WOFF BH&H2 - General Discussion
Hi folks; I think I can help here. There are so few of us still using the MSFFB2 sticks these days. I refuse to give mine up because there are no comparable sticks around for the price. I have noted the problem with lack of force on previous releases of WOFF and so I now modify the stock FM's and utilize them in a JSGME mod to override the stock FM's .If you need help on creating a mod just let me know and I will make a skeleton mod available for you to contain all your modified FM's. In essence what you need to do is replace the following line in the stock FM : <PlayerExperience FF_stall="y" FFB_ElevatorForce="0" FFB_AileronForce="-110"/> with something like this: <PlayerExperience FF_stall="y" FFB_ElevatorForce="70" FFB_AileronForce="-70"/> The major problem lies with the "FFB_ElevatorForce" being set to "0". You will have to increase the numbers to increase the force so you will need to adjust for each aircraft's historical response. Best Regards -
Hi Trotski00; In essence, the individual date mods allow for the airfields to reflect historical changes to their look over time, such as additional buildings, trees, etc, etc. Currently their is limited changes applied. It is generally suggested that you swap in the correct period for the missions you are flying.
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I just added one more video to the original post. A more "CLOSE-UP" view for some who might have eye trouble!!
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This thread is intended to house BH&H II videos only.
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Glad you folks are enjoying them. I've currently begun working on updating the Consolidated Facilities Mods so I will not be posting many Videos for awhile. Please feel free to add more!
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I feel that the replay is of limited use right now, in that all the aircraft are reported with numerical tags with no associated assigned pilot names. Maybe that will come in the future.
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Observation: Going Home logic loop
rjw replied to busdriver's topic in WOFF BH&H2 - General Discussion
Can you confirm which, if any, mods are active? -
Observation: Logged landing aerodrome
rjw replied to busdriver's topic in WOFF BH&H2 - General Discussion
Can you confirm which, if any, mods are active? -
This is a BH&H II QC mission with no combat. It demos a sunset landing at Visseghem aerodrome and the lights in the buildings and convoy headlights. VIEW IN FULL SCREEN in order to see the night time details clearly.
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This is a BH&H II QC mission with no combat. It is just a demo of the graphics in the sim
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Well, this all sounds so promising. Hope we don't loose all the useful Tech, Mods, and helpful threads we created over at SimHQ while we have been there. Hopefully all the good stuff can be ported back over here.
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Geezer I have been leaving messages for you on this board but I don't know if you are receiving them. I would like to ask your permission to modify one of your german pilots for use in WOFF. I am not sure what your current relationship with OldHat is as I know he was working with your models for the WOFF environment. He is currently out of action and I would like to re-awaken the issue of using some of your models. You can message me on this board or if you would like to go off board let me know how to reach you.
Best Regards
Robert Wiggins
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Been some time since I logged on to CA. Nice to see some old friends still active here. Since it is getting close to Christmas, let me extend best wishes to you all and all your families. May you all have some great social times with your families and friends. That said, I still actively fly WOFF UE and participate in the DiD campaigns over at SIMHQ. I am still active building facilites for the sim. My latest is a rebuild of Filescamp Farm which has occupied most of my free time for the past week. Special hello to Olham, Hauksbee, and Attril, HUmanDrone and Andy73. I wonder how many of you have the latest WOFF UE installed. Best Regards to all.
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'Getting awfully quiet around here...
rjw replied to Hauksbee's topic in WOFF UE/PE - General Discussion
Been a loooooooog time since I dropped in here. I still see some familiar handles. I haven't been flying WOFF UE much since my DiD campaign finished at SIMHQ. Real life and the hunting season has kept me pretty busy. Hope to get some time over the winter to get back at modding Cheers to all. -
Aftermath - Berlin 1945 (Colour Footage)
rjw replied to Olham's topic in WOFF UE/PE - General Discussion
All I could think of is "the terrible destruction and waste in war".