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VonS

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VonS last won the day on September 14 2016

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About VonS

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    Male
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    WWI aircraft & flight-sim enthusiast, particularly FE2 and ROF (united edition).

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    http://tinyurl.com/rb3donamac

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  1. Hello fellow WOFFue flyers, For those who like sharp, crisp visuals in their WOFFue, please find included below a zipped file that contains two alternate SweetFX settings files that go with my SweetFX tweaks package (for the Bucksnort SweetFX mod). You will find a "subtle bloom" and "no bloom" settings file included. See pics. included further below for examples of how the subtle bloom looks (coupled with a Lod Bias value set to -1, by the way) - the scenery is now about as sharp as I can get it in WOFFue on my rig. Also, for those running WOFFue on AMD cards, as indicated in my posts over on SimHQ, turn off terrain shadows (set to 0) in the relevant d3d8 ini files included with this SweetFX tweaks package, but feel free to enable cloud density and cloud shadow values - enabling cloud density/shadows gives aircraft shadows on the ground too, not only on the aircraft itself. I run a value of 3 for example for cloud density/shadow values, and with terrain shadows set to zero - there is no shadow flickering from my AMD cards. Higher cloud density/shadow values should be fine too, but might slightly shave off some of the framerate. Happy flying, Von S VonS_SweetFX_WOFFue_ExtraSettingsFiles.zip
  2. View File SF2 (1937 - 1941) Prop FM Tweaks Hello SF2 flyers, For several late 1930s and early WW2 prop aircraft, tweaks have been applied to the data inis, ranging from lift values for wings and wing tips to the engine section, prop rpms, flight control section, gears section, flaps, also empty weight, inertia values, ceilings, engine sounds, rudder reversal effect fix, aileron/elevator/rudder sensitivity and movement, etc., depending on the type tweaked. Tweaks are not as extensive as for my FE2 work - but I've tried to get them into the "90% realistic enough" category for SF2 since these higher performing types are difficult to precision peg to within a km or two of historical stats., in contrast to the slower-moving FE2 types. Many thanks to the original FM modders for these prop types, including Baffmeister, Wrench, Cocas, MontyCZ, Charles of A-Team, Coupi, Paulopanz, and others I may not have mentioned here. The data inis are for SF2 installs only, tested at hard FM settings (no guarantees that the AI can land them nicely, although they fly them just fine). Please read the included "Read Me" file for more thorough information and also to access the links to the aircraft that have been tweaked. Happy flying, Von S DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor. Submitter VonS Submitted 06/06/2019 Category ini File Edits  
  3. Version 1.0

    53 downloads

    Hello SF2 flyers, For several late 1930s and early WW2 prop aircraft, tweaks have been applied to the data inis, ranging from lift values for wings and wing tips to the engine section, prop rpms, flight control section, gears section, flaps, also empty weight, inertia values, ceilings, engine sounds, rudder reversal effect fix, aileron/elevator/rudder sensitivity and movement, etc., depending on the type tweaked. Tweaks are not as extensive as for my FE2 work - but I've tried to get them into the "90% realistic enough" category for SF2 since these higher performing types are difficult to precision peg to within a km or two of historical stats., in contrast to the slower-moving FE2 types. Many thanks to the original FM modders for these prop types, including Baffmeister, Wrench, Cocas, MontyCZ, Charles of A-Team, Coupi, Paulopanz, and others I may not have mentioned here. The data inis are for SF2 installs only, tested at hard FM settings (no guarantees that the AI can land them nicely, although they fly them just fine). Please read the included "Read Me" file for more thorough information and also to access the links to the aircraft that have been tweaked. Happy flying, Von S DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor.
  4. Minor update (June 6, 2019): version 1.1 of this package addresses minor errors with prop efficiency numbers for the prop aircraft that are included. Happy flying, Von S
  5. View File SweetFX Tweak for WOFFue (for Bucksnort SweetFX Package) Hello fellow WOFFue flyers, Please find included with this post a very small package that includes my SweetFX settings file and d3d8 initialization files - this is a tweak of the settings file located in the JSGME-friendly Bucksnort SweetFX mod that is available for WOFFue (see the relevant thread for WOFFue on the SimHQ forum to download the Bucksnort package). Once you've downloaded the Bucksnort package, read the directions included in the "Read Me" file in my package for how/where to copy over my settings file - which should give greater vibrancy, sharpness, and also very subtle bloom in WOFFue. Works particularly well on AMD cards but should work on any graphics card. See the pics. included with this post for a good example of improved grass color, among other things, with the SweetFX tweak. Happy flying, Von S Submitter VonS Submitted 06/05/2019 Category Modding Tools and Add-on Software  
  6. Version 1.0

    16 downloads

    Hello fellow WOFFue flyers, Please find included with this post a very small package that includes my SweetFX settings file and d3d8 initialization files - this is a tweak of the settings file located in the JSGME-friendly Bucksnort SweetFX mod that is available for WOFFue (see the relevant thread for WOFFue on the SimHQ forum to download the Bucksnort package). Once you've downloaded the Bucksnort package, read the directions included in the "Read Me" file in my package for how/where to copy over my settings file - which should give greater vibrancy, sharpness, and also very subtle bloom in WOFFue. Works particularly well on AMD cards but should work on any graphics card. See the pics. included with this post for a good example of improved grass color, among other things, with the SweetFX tweak. Happy flying, Von S
  7. These tweaks are specifically for SF2, as is my Cold War prop package that was done about a month ago - I've also tried running a few of the WW2 types in FE2 but the results were inaccurate (the Corsair F4U-5 for example has a realistic top speed in the 760s kph in SF2, but when dumped into FE2 it jumps into the 880s kph - so I don't recommend transplanting data inis across FE2 and SF2 - better to tweak things separately for the two sims).... Apart from the Corsair and one or two other types, I haven't tried running any of the other SF2 aircraft in FE2, the Corsair showed up just fine but the FM modelling is way off when I run it in FE2....I think air density among other things is modelled to be "thinner" in FE2...possibly something TK did for more accurate WW1 biplane behavior...this would explain the difference in top speeds across the two sims....also the fact that I usually need to use higher-than-historical hp ratings in SF2 for the prop types to get fairly historical climb rates...in FE2, even when using estimates, the hp ratings end up fairly close to historical values, and sometimes require even a bit of down-tuning so that climb rates aren't too good/inaccurate. Some of the 1930s biplanes that Geezer and Baffmeister were working on were done specifically for FE2 I think, and then eventually re-tweaked for SF2 - on the other hand "backporting" stuff from SF2 into FE2 may not be as easy. Obligatory screenies below, Aircobra and Tomahawk in the pto theater - SF2 is thoroughly satisfying for my occasional WW2 interests, much better than that CFS3 stuff I tried years ago. Von S
  8. My picture

    If you like old Counter Strike titles, I also recommend checking out the obscure granddaddy of them all - Damage Inc. (originally a Macintosh title from 1997, based on the Marathon 2 engine, but eventually ported over to Windows). We Mac Heads enjoyed this one on our beige-colored Power Macs back in the '90s, running System 7 or 8 - while most of the world was on Windows 95. The original website for Damage Inc. is still online (http://www.paranoidproductions.com/damage/). I think the game is abandon ware now so you might be able to find it by doing some Googling for either the Mac or Windows version. Von S Intro pic. of Damage Inc.
  9. Fighter data ini tweaks now all done for a mini 1937 to 1941 install, will most likely package this soon and upload as a "Part I" package..."Part II" will follow later in the year with five or six two-engined bombers that fit well with a late '30s install. Have finally gotten around to tweaking the P-39 Aircobra (c variant and early d batch), and also one of my favorites, the P-40 (cu and/or early b variant), this should work well for early and obscure pto and mto installs. The Flying Tigers flew the c variant largely but I'll leave that perhaps for a future tweaks package for a mid-war scenario. Happy flying, Von S Can barely get above 8500 m alt in the early P-40 but good enough to create some contrails Some damage from a dogfight with Folgere types but the P-40 is fairly sturdy and can take a beating Couldn't resist getting some of the later-variant Folgeres at their base (Series 9 of the c.202 tweak in the pic below) Keeping good formation on the way back home I always find time to enjoy sun effects in the TW sims
  10. Rise Of Flight Screeshots

    A couple of screenies to refresh this thread...was trying out some of the Entente aircraft in ROFue recently and, similar to WOFFue, I think my two favorites are the SPAD VII and the Tripehound (for some reason the Nieup. 17 seems a bit too fragile in ROF and I've never been much of a Camel jockey to explore those further) - but the SPAD VII is wonderful even against the Dr.1, and at low-level too - simply use power to extend and climb gently, and come back for another slashing attack. Works well most of the time in the 150 hp SPAD VII, should work even better in the 180 hp version. Von S
  11. Latest Spad XII data ini tweaks included below, also a nice ambient sound for aerodromes...uses the "TruckLoop" entry (simply drop the sound into your Sounds folder). Further reduced rolling coefficients for the Spad XII landing gear and improved elevator down movement slightly, for more realism during take-off...it still requires some dancing on the rudder but it should be slightly more manageable to bring the tail up now once you pass about 60-70 kph. The Spad XII was probably the most difficult of the Spad single-seaters to take off and land...only given to the best pilots. (Will roll all of this eventually into a ver. 10.0 of the FM update packs; included data ini has service dates for the eastern front...copy and paste over service dates for the western front from my relevant theater folders in the ver. 9.7 FM pack if you like - the eastern front used Spad XII types in small numbers, but no Spad XIII types were there, as far as I know - Crawford may pitch in with more details if necessary.) Happy flying, Von S VonS_Spad12fmTweaksNdromeAmbientSound.zip
  12. And let's put up some more updates for the FM tweaks in progress...the Macchi 200 and 202 done by A-Team for SF1 now fly well in SF2...have re-tweaked the old 202 as a series 1 Folgere, while the 202 posted above has been further split into approximations of a series 5 and series 9 of the Folgere, should be enough variety now for an early MTO install. Speaking of MTO installs, I was looking at the nice Spit V.a available at CombatAce and modified the data ini to fit a Mk.II...and it works well in an early MTO install (purists may prefer the tropical Mk.V with the sand filter for an MTO install but technically those fit better for a mid-war scenario in 1942 and later...so I went with a Mk.II instead, and the Mk.I has been re-tweaked for an ETO install)...will take a small break and then onto the MS. 406 and Curtiss variants...also want to include some two-engined types, so I will decide whether to do a small update pack first or maybe continue to expand it and upload the FM tweaks later once I've covered the types I'm using for my 1937-1941 install. Representative shots below of the latest tweaks...hair-raising adventure with Mk.II Spits and the Macchi 200, was out of ammo after the first dogfight so I eventually sawed off the second fellow's elevator with my prop...then chased him to a higher alt. to make him stall and fall into an unrecoverable spin...I then ran out of fuel (probably damage of some kind) and had to find a spot to land. SF2 is every bit as good for WW2 as FE2 is for WW1 in my opinion. Von S Chasing the fellow high after sawing his elevator off He ends up spinning, with no elevator, rudder, or ailerons to correct Looking for a spot to land the Spit Mk.II after the engine conked out or fuel ran out Landed close to what seems like an outhouse (appropriate after the extreme adventure)
  13. Continuing with some FM tweaks for an early WW2 install...this time the A-Team Veltro data ini reworked as an early Macchi 202, with 12 and 7 mm machine guns. Lightened up the camo a bit for myself and took her for a test...can use the vertical very effectively in this fighter...also sometimes displays a tendency towards nasty spins but overall very nice against Mk.1 Hurricanes if you aren't rough on the stick. I'm enjoying this one very much...next up the MS. 406 and to get to the P-39 and early P-40 Curtiss variants...I've never checked out a more enjoyable WW2 install than in SF2...very nice stuff. Von S Up close and personal with the Hurries A lighter skin...tweaks done in Paint3D Got a few on the ground I was out of ammo. here but I think one of the AA guns exploded while I buzzed over it Back at base
  14. Stephen's beautiful model for the Da Vinci flyer got me thinking today about butterflies, dragonflies, mechanical birds, early flight in general, also horse power and ox power and other (obsolete) power measurements and ratios (oxes are like torque since they have more "pull power" than a draft horse, but the horse always has more hp...I think the old rule is that an ox can do about 65% of the work of a draft horse). In other words, it only has about 2/3s of the hp of a horse, but that makes sense since it's not a real horse. It seems that the major problem with early powered flight (man or engine powered) was the power to weight ratio (inefficient) of early engines, especially steam engines. Clement Ader's "Eole" flyers of the 1890s (the ones with bat-like wings) were about 150 to 250 kg in weight (empty), and had cumbersome steam engines to power them...of about 20-30 hp. It's possible that they got off the ground briefly but had no pilot control. The Wright brothers also encountered a similar power-to-weight ratio problem but overcame this with a somewhat lightweight combustion engine of about 15 hp, and a fairly long wingspan, plus the biplane construction that gives further wing area for better lift. The Flyer B and C would be further improvements...with engines of about 25 to 35 hp. The Wright flyers had similar empty weights to the Eole variants, of about 200 to 300 kg, but a better wing design and lighter (combustion) engine - and also the capability for controlled flight. Man-powered "ornithopters" are another problem entirely, since, to speak in very rough averages, a man has about 1/3 the horsepower of a single horse (race horse), even less if you measure with a draft horse (which may be how the Germans were measuring horse power prior to the 1920s...perhaps this is why German hp ratings are lower on the Mercedes D.III engine when compared to British tests on the same engine...an interesting side-topic). Something like the Da Vinci flyer might actually work but you would have to be able to pump out, consistently, about 40 to 60 horses given the construction materials of the time (linen, wood, steel tubing perhaps, etc.). I've gone with estimated empty weights for the Da Vinci and Der Flieger variant of between about 150 and 190 kg - which seems reasonable given historical construction materials - about half the weight of the Eole or Wright flyer - but with an "invisible" combustion engine included to simulate extreme pedal power. This gives the Da Vinci flyers enough power to take off. There were some experiments in the 1980s from MIT with pedal-powered flight, but those required extremely long wingspans for lift, also cutting-edge construction materials, and saving on weight wherever possible - and they flew at something like 45 kph and maybe 20-30 meters alt. (haven't looked up those statistics in a while). To get something like the Da Vinci off the ground would require about 50 hp, from what I've been able to test in FE2, similar to what's needed for the early MS types and Bleriot XI to get off the ground too (those have longer wings for better lift when compared to something like the Da Vinci so the Anzani 25 hp engine works but barely works on those, as was the case historically when Bleriot flew across the English Channel in 1909). For some of the types in FE2, I've gone with a lower-than-historical hp rating since the climb rate and lift was already too good on some of the wing types, and they still fly well enough for early aircraft (often you have to juggle between the engine rating, empty weight, and other values, to get the overall result right, without overhauling an entire data ini). I did some more tinkering today with the Da Vinci and provide one more variant in the package below...for this one, I've shaved off the empty weight to 70 kg (average weight of one man maybe), and was able to reduce the power on the invisible combustion engine to only 10 hp - about the power of 10 to 20 men pedaling away - anything less and it can't take off...and I think a lower empty weight also wouldn't be realistic (even this weight is pushing it) - considering typical construction materials for the type. So, this one is as close as I can get it to how birds fly and how a real pedal-powered contraption might behave (one made from materials in the garage or a WWI factory, not with fancy ultralight components or cutting-edge technology) - something to enjoy in FE2. The ai flies it just fine, but requires some time to get to alt. The ceiling on this one seems to be around 500 m, top speed is only about 65 kph. This one is even more delicate than the other two variants posted under the Da Vinci thread, so watch dives and hard maneuvers. To install, simply rename Stephen's DaVinci aircraft folder to TouringEdition and copy over the skin folder and ini files. Von S VonS_TouringEditionFMtweak.zip
  15. The Kaiser's birdmen flying home after a short flight.... Thank you FE2 modders for your hard work...FE2 is a treasure-trove of undiscovered things...perhaps soon we'll have some hot-air ballooning too. Von S
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