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Andy73

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Everything posted by Andy73

  1. I've just read Karl Bodenschatz "Jagd in Flanderns Himmel" (Fighting in Flanders Skies). The Story of the German JG1. The Book is from 1935. Bodenschatz was in JG1 from the beginning in July 1917 until the end of the War. Very interesting.
  2. I've put the Terrain Slider up to 3 and the Scenery to 4. All other Sliders on 5. Also try to turn off the Shadows, they are not neccessary for a Flight Sim IMO. This gives you again a boost in FPS. And set your Ground Object Density to Medium, please.
  3. MudWasp, I'm also using a GTX 660 (AMP! Edition) and my Settings in the Control Panel are (I use the German Version, so I try to translate it): Anisotropic Filter -16x Antialiasing FXAA -Off Antialiasing -32xCSAA Antialiasing Gamma -On Antialiasing Mode -"Overwrite any..." Antialiasing Transparency -8x Supersample CUDA-GPU'S -All Triple Buffer -On Energy Mode -Adaptive Pre-Rendered Frames -3 Multi-Display/mixed GPU -Single-Display Mode LOD-Bias -Clamp Texture Quality -Quality Trilinear Optimization -On Threaded Optimization -Off Ambient Occlusion -Off Vertical Sync -Adaptive Make sure to use these Global Settings also for your Program Settings (OFF and CFS3) In Game I'm playing with my Sliders on 5,5,3,3,5,5 and in Workshop Settings the Ground Object Density is Medium. In the Graphics Config I'm using the following Settings: Composite Terrain Texture Pool -Managed Composite Terrain Texture Usage -Rendertarget Composite Aircraft Texture Pool -Managed Composite Aircraft Texture Usage -Rendertarget Vertex Buffer Pool -Managed Index Buffer Pool -Managed Fullscreen Swap Effect -Swapeffect Copy V_Sync With these Settings my FPS are always at 60 and never less than 55. Graphics are outstanding :-)
  4. Any ships in this sim?

    I've never seen a Ship in three Years of playing. I think they have been removed. I remember in old Phase 2 there were some Ships, but I'm really not sure.
  5. Replenish Ammo

    It also depends on the Rate of Fire you are using. If you use my Rate of Fire-Mod, the German Spandau Machinegun will have a Rate of Fire of 360 Rounds from 1915 to March 1917, and then a constant Rate of Fire of 450 Rounds from March 1917 till the end of the War. This is historically accurate. Allied Planes had a Rate of Fire of 800 Rounds and above at the End of the War, so if you don't aim very good and fly close to your Opponent, you'll lose a lot of Ammo very quickly. The German Scouts had a load of Ammo of 1000 Rounds (and yes, the Albatros DVa had 1100), so with a Rate of Fire of 450 Rounds you'll have enough Firepower for some more kills in the Air... If you are playing without any Mods, the Rate of Fire in OFF for the German Spandau is 550 Rounds (9,17 Rounds x 60 Seconds) , for the Allied Vickers it is 500 (8,33 Rounds x 60 Seconds). Regards
  6. Have I arrived too late?

    It's nice to see some new People enjoying OFF, even if it's a few Years old... Scram, if you'll have enough Practice in this beloved Game, you should try my Sound-Mod. I'm the Creator of it. Please let me show you shortly what's awaiting you: -New Engine Sounds for EVERY flyable Plane -New Engine Sounds for all AI-Planes (up to 6 different Patterns for every Plane) -New Machine Gun Sounds -New Frontambience (If you are flying low over the Lines, you can now hear Machineguns, Grenades, Infantry-Rifles and so on) -New Explosions in the Air and on the Ground -New FLAK Explosions -New Screams when a Pilot is hit -New Sounds for Trucks, Tanks, and Airfield Ambience -Fixed Distances for Eplosions, Flak and Engines -Complete new Rate of Fire-Mod from 1915-1918 for EVERY Machinegun with new synchronized Sounds If you are playing with this Stuff, OFF will feel like a complete "new" Game Of course there are many other very good Mods out there, Lothar's OFFice Mod includes most of them, even my Sound Mod ( which is actually in Version 3.2.1) You can watch and hear my Work here, if you like:
  7. OFF2 DEVELOPMENT Screenshots

    The Combat Flight Simulator 3 has a Graphic-Engine from 2003. So don't panic, every Computer from above 2005 should handle it with very high Settings. I've changed my GPU from a 460 GTX to a 660 GTX. Some Changes must be done in the Graphics-Driver, but it's worth it .And I'm having no doubt that WOFF will run perfectly (turn the Shadows off, who needs Shadows? That will give you a boost of 30 % ) I hope WOFF will be released one Day. I'm waiting.
  8. Gentlemen A short Information: I've made a new Update for my Sound Mod. It's now Version 3.2 and you can watch this Video below to see what's new. Will upload it soon! New in 3.2 - Reduced Volumes for the FLAK (they were too loud in my previous Versions) - A few new Sounds for FLAK - Some new Engine Sounds for AI Aircraft (Camel, Nieuport,Tripe, Spad, SE5a) - New Sounds for some Ground Objects (Trucks, Tanks, Ground Machineguns) - New expanded Frontambience (New Explosions, fixed Volumes, added new Values) - 4 new Patterns for the German BMW-Engine (used in the Fok DVIIF) - Tweaked Sound-XML File (added some new Values, fixed Volumes and Distances) I've also created a Rate of Fire-Mod for Easy and Normal Settings in Workshop. See the Video! I've taken some Samples from different Games such as IL2, Cliffs of Dover, Rise of Flight and reworked and "remixed" them. Also some things are from Creaghorn's Homebrew and OFF BHaH Version 1.0. But a lot of Samples are my very own Creations! Have Fun
  9. Andy's Sounds Update 3.2

    Captain, the only thing I can offer to you at this Time, is to re-record my whole Mod into a lower Quality. And I'm going to tweak the Sound-XML File a little bit, so the Game will play a few less Sounds when you are flying over the Lines. And I will "combine" some Patterns and Samples. There will be no longer Ten or Twenty different Sounds at the same Time, I will reduce this. To avoid Problems with OFFice or OFFbase you must copy all Samples into your Sounds-Folder in your main OFF-Installation. I will explain this clearly when it's ready. But... I need a few days to do this, okay? I don't have much Time this Weekend. I'm so sorry to hear that some Users are having Problems with my Sounds. But I will repair this...
  10. Andy's Sounds Update 3.2

    Yes, that might be the Reason. Most Sounds (especially for the Frontambience) were recorded in High Quality (44100 khz, 16 bit, Stereo), so it could be for some older Soundchips "on Board", that they will have some Problems. Modern Boards should have no Problems playing several Samples in high Quality without any Stutters. I've recorded something new for the Frontambience, now there are a lot more Patterns and Sounds if you are flying over the Lines, and I'm having no Issues or anything like that. Always constant FPS at 60. But to be honest, I'm playing with a very good Sound-Card (ASUS XONAR D2) and this could be the Reason, too. To solve this Problem (if there are more Users who need help with this) I can record these Samples with lower Quality. Another Solution can be to tweak the sound.xml File again, so the Processor will play less Samples at the same Time.
  11. Jasta 2 taking off for a Patrol, March 1918 The camouflaged Albatros is my Plane...
  12. Thanks Olham, these are great Patterns for my Sound Mod Great VIDEO! Always good to see our good old Kites are still flying...
  13. Andy's Sounds Update 3.2

    Lothar, yes you can do that of course! That would be fine. Thanks! Gaw, perhaps I could make a seperate Sopwith Camel-Mod, with all Engine Sounds including in lower MONO-Quality. Perhaps this could help? But I don't know if this Mod is compatible with OFFice, then.
  14. Andy's Sounds Update 3.2

    Gaw, do you use a Sound-Card or do you play with Sound Onboard? Never heard of that Problem. Any Problems with other Engine Sounds?
  15. 95 years ago this day: Michael Offensive

    I was reading Ernst Juenger's "War Diary 1914-1918" and Paul C. Ettighoffer's "Storm 1918". Both Autors describe in detail and very near Germany's last Offensive, in which both have joined in the struggle. It was the last great battle to end the War successful for Germany, the troops were exhausted and had enough of the War. They knew, if the breakthrough to Paris does not succeed, the War will be lost, because they had no Reserves for some more Years of lengthening the fighting any more. Moreover, the Food Situation and the Supplys for the German Troops fell short, and the Soldiers had enough and wanted to go home. It should be the last big fight which should finish everything. Ettighoffer was in the Unit which ventured almost close to the Direction of Paris. But exhaustion, food lack, allied Air Superiority let the Offensive tyre. The Germans where not able simply any more to march forward. This gave the Allied Forces time for a massive Counterattack. The German retreat began, up to the Armistice. Very interesting Books.
  16. Are there any OFF-Players outside in the World who are not playing with Lothar's fantastic OFFice-Mod? That's truly not a Shame For all these Pilots I can upload my Rate of Fire-Mod for "Easy" and "Normal" Settings in Workshop. But: This Mod is NOT compatible with OFFice, it's a "standalone" and you can only use this Mod if you are playing Over Flanders Fields normally, without OFFice. This is important! I'm writing this because my Rate of Fire-Mod is already included in Lothar's latest Version, which you can download in the Download Section. So if anyone is interested, please write a Note and I'm going to upload this Stuff I've used the following Values for the different Machineguns in OFF: German Spandau Machinegun - 1915 - March 1917 --------------------360 RPM March 1917 - November 1918------450 RPM Allied Vickers Machinegun- 1915 - March 1917 -------------------350 RPM March 1917 - October 1917 --------500 RPM October 1917 - May 1918 ----------650 RPM May 1918 - November 1918 -------850 RPM Allied Lewis Machinegun- 1915 - October 1917 -------------------480 RPM October 1917 - November 1918 -----690 RPM German Parabellum Machinegun- 1915 - October 1917 -------------------650 RPM October 1917 - November 1918 ----850 RPM All these Rates-of-Fire have their own new synchronized Sounds, most are my own Creations, but I've also taken some Patterns from different Games and reworked them a little bit, so that it sounds slightly different than the original Stuff. This Mod will only work with JSGME, and it's a complete Package, including all Sounds. Perhaps you've heard already some of my new Machinegun-Sounds in my Video (below) for my Sound Update 3.2.1. But if all of you guys are playing OFFice, it's truly not neccessary to upload this So as I said above, drop me a note if you are interested! http://combatace.com/topic/77410-andys-sounds-update-32/
  17. Andy's Sounds Update 3.2

    @Gaw, please delete ALL previous Versions (3.1 and 3.0), they are no longer needed. Just in case, to avoid Problems. My Update 3.2.1 (in the Download Section) is the dominant File, and all other Sound-Mods are deleted from this Site. This is the ultimate and final Upgrade I've made. It includes everything, old Versions and new Versions. Andy
  18. Version 3.3

    240 downloads

    Gentlemen Here's my newest Sound-Mod Version 3.3. This is as always the full Version, including my previous Mod. You can delete the old Version 3.2! This Mod includes an Update for InGame Sounds, for my Soundtrack Mod and for the Engine-Sounds. Please read the ReadMe for some Details. This Package is JSGME-ready. It contains THREE SEPARATE Mods, please unzip ALL three Mods into your JSGME-Mods Folder and activate all three. If JSGME wants to overwrite something, just click Yes and ignore all Warnings. It should work without Problems! Many things are new: -Twoseaters now have three different Engine Sounds -New Engine Sounds for some Scouts -New Machinegun Sounds -Added new Explosions -Fixed Distances for Front-Ambience -Fokker Dr1 and Fokker EV with new Engine Sounds! -Added new Songs and Battle Effects to my Soundtrack Mod -Tweaked XML-File I've changed nearly everything, especially the Distances for Engines and Machineguns. It is now harder to hear an Enemy Scout. If he is flying very close to you, you will hear his Engine and his Machineguns. This is realistic. Explosions are no longer too loud when you are flying high. Fixed that Problem. Thanks to OBD Software for using and tweaking some of their Stuff. Samples were used by different Sources, some are my own Creations, some were "remixed" from other Games. Of course you have Permission to use and tweak this Stuff for your own Experience... This is definately my last Update on Phase 3. We are all waiting for WOFF, so I think my Job on Phase 3 is done Have Fun! Best, Andy
  19. Andy's Sounds UPDATE

    Hi Arnold, you can delete my previous Version 3.1 of course. They are no longer needed. I've made an Update to Version 3.2.1 which includes EVERYTHING you need. Please download this Package again, Sir. Simply install it, it will find the right paths. Actually I'm not playing Lothar's OFFbase-Mod, so I can't tell you what this "installing update" is all about. If you are playing OFFbase, I think you'll don't need to activate it manually in JSGME. But I'm not sure. You can install it, simply activate it in JSGME and it will work. If there should be any Warning or Error-Messages, please ignore it and just play normally your Campaign. It will work and you will love it:-) I know some things are a little bit confusing. I've made so much Updates in the last few Months, that some Users may now be confused how to use this Audio-Stuff. If you have further Questions, please feel free to write me. Andy
  20. Andy's Sounds Update 3.2

    Available now in the Download Section !!!!!!!!!!
  21. File Name: Andy's Sounds UPDATE File Submitter: Andy73 File Submitted: 07 March 2013 File Category: Modding Tools and Add-on Software Gentlemen Here's my newest Sound-Mod Version 3.3. This is as always the full Version, including my previous Mod. You can delete the old Version 3.2! This Mod includes an Update for InGame Sounds, for my Soundtrack Mod and for the Engine-Sounds. Please read the ReadMe for some Details. This Package is JSGME-ready. It contains THREE SEPARATE Mods, please unzip ALL three Mods into your JSGME-Mods Folder and activate all three. If JSGME wants to overwrite something, just click Yes and ignore all Warnings. It should work without Problems! Many things are new: -Twoseaters now have three different Engine Sounds -New Engine Sounds for some Scouts -New Machinegun Sounds -Added new Explosions -Fixed Distances for Front-Ambience -Fokker Dr1 and Fokker EV with new Engine Sounds! -Added new Songs and Battle Effects to my Soundtrack Mod -Tweaked XML-File I've changed nearly everything, especially the Distances for Engines and Machineguns. It is now harder to hear an Enemy Scout. If he is flying very close to you, you will hear his Engine and his Machineguns. This is realistic. Explosions are no longer too loud when you are flying high. Fixed that Problem. Thanks to OBD Software for using and tweaking some of their Stuff. Samples were used by different Sources, some are my own Creations, some were "remixed" from other Games. Of course you have Permission to use and tweak this Stuff for your own Experience... This is definately my last Update on Phase 3. We are all waiting for WOFF, so I think my Job on Phase 3 is done Have Fun! Best, Andy Click here to download this file
  22. Absolutely fantastic! Can't wait to hold it in my hands...
  23. Okay here we go... This is a late German WW1-Design. It's called the "Grosskampfwagen" (G.K.4, or K-Wagen). The Germans really tried to build this thing. 27 Men Crew. Technically interesting but tactically senseless Monsters... See below the German experimental Tanks from both WW1 and WW2
  24. Hello Folks, please watch my new Video and tell me what you think about this. Is anyone interested in this Stuff? Sorry, the Video has a bad Quality and it's stuttering, but I'm really not an Ace in making Videos... My Work is finished, and now I'm going to sit back, playing OFF as much as my time allows me, and wait for WOFF Best wishes, Andy
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