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Everything posted by VonS
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90% or so of mods available are still for the UE/PE eds. of WOFF. The consolidated airfields mods by RJW and company, including other addons that go with that airfields mod, have been upgraded for BH2 - should be indicated somewhere in the info. next to the download links if they are BH2-compatible, since the older airfields mods that are for WOFF UE, also PE, are still available on that site too. The only other mods that have been upgraded to BH2-compatibility so far, as far as I am aware, are the MissionEd, also the MultiMod, as well as the bombsights mod and tracer mods (these last four are all by JJJ). The interesting thing about the MultiMod is that older UE/PE-compatible versions also work well with BH2 (as in my case) - only thing to keep in mind is that if using an older ver. of the MultiMod, the OrbyxP "fuel consumption" mod entry, within the MultiMod, will be perpetually toggled to "on" if using it with BH2. One other thing worth mentioning - some of the UE/PE-era mods work with BH2, such as 4L0M's improved clouds mods, that give 1 MB+ size clouds (since some stock clouds are less than 1 MB in size) - doesn't hurt to experiment since most of the mods are JSGME-friendly so they can easily be offloaded if not compatible. Note: I often refer to BH&H2 as BH2 for simplicity's sake (merely stating this to avoid confusion in my posts). Cheers all, Von S
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@OP, I recommend starting with BB's excellent cloud mod packs, also the fantastic consolidated airfields packages courtesy of RJW, Lou, and company. You might also take a peek at my GPU Tuner for WOFF and other related items that improve FPS, etc. Lots of other mods available too, including flak mods, bluer rivers mods, higher-quality cloud mods, etc., but double-check what version of WOFF you have since not all of the mods are compatible across all recent versions of WOFF (UE, PE, BHAH2, etc.). Also recommended is to check over JJJ's excellent MultiMod, his MissionEd, etc. Links to relevant mods are available under the mods section for WOFF on SimHQ, as well as on Sandbagger's website (which is as well linked to under relevant mod posts on SimHQ). For my mods for WOFF, WOTR, etc., I recommend the following link, as well as several posts available above, and below, that particular link: https://combatace.com/forums/topic/92320-fm-and-other-tweaks-for-woffuepebh2/?tab=comments#comment-780879 Happy modding and flying, Von S
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For WOFF on Linux, I recommend this thread: https://simhq.com/forum/ubbthreads.php/topics/4566520/if-i-can-run-woffue-on-linux-is-there-any-reason-bh-h2-wouldnt-work#Post4566520 The WOFF-in-Wine-on-a-Mac instructions that "Q" is referring to in those posts are available here for BH&H2: https://combatace.com/forums/topic/96159-installing-woff-bhh-2-on-a-mac-in-wineskin-and-win10-bootcamp/ For older UE/PE eds. of WOFF, recommended instead is the relevant section in this post: https://simhq.com/forum/ubbthreads.php/topics/4345346/installing-woff-ue-pe-bh-h2-on-a-mac-wineskin-and-bootcamp#Post4345346 Happy tinkering with WOFF installs on obscure hardware and software setups, Von S
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Looking great BB - and your work on the cloud mods. is always appreciated. Currently I'm running stock clouds in BH2, with the 4L0M 1MB improved clouds loaded (good for FPS) - but I look forward to trying out your cloud mod. in BH2 eventually, and that gives the full spectrum of weather possibilities. I am currently running your ver. 2.9.2 cloud mod. in my PE/UE FrankenWOFF 4.18 backport and it looks beautiful - also good FPS maintained. I tried running the ver. 3.0 cloud mod. in my FrankenWOFF 4.18 but there were some oddities with clear skies raining, etc., all solved with ver. 2.9.2 loaded. Moral of the story: ver. 3.0 is good with WOFF PE, also perhaps with stock UE, but hybrid PE/UE combos. are maybe safer with ver. 2.9.2. Anyway, the UE and PE vers. of WOFF are no longer available for purchase so most fliers should feel free to disregard the little details posted above, unless you have an old ver. 4.18 lying around somewhere and enjoy flying with SweetFX goodness - in that case, if you pull over the aircraft and terrains from WOFF PE into an UE 4.18 install - stick with ver. 2.9.2 of the excellent BB cloud mod. Cheers all and happy WOFFing, Von S
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I can't get my aircraft to break up from G forces
VonS replied to hamburgerjet's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
This was solved several yrs. ago for FE2, also on several prop aircraft in my small, early WW2 prop packs for SF2. The trick is to include "MaxG" entries for various lift/flying surfaces in the data inis, such as for wing inner, middle, outer panels, etc., as well as for the left/right stab entries for the horizontal stabilizer - the value may also be introduced for control surfaces such as elevators, ailerons, etc. The "StructuralFactor" value helps somewhat - but the main solution is to implement "MaxG" entries across several sections of data inserts in the data inis. Usually there is only one "MaxG" entry under the "Flight Control" of a stock data ini - but that is largely there only to limit the AI behavior. For a more thorough post on the subject, I recommend this old FE2 thread: https://combatace.com/forums/topic/90029-tweak-for-more-dangerous-power-dives/?tab=comments#comment-727517 Happy flying and MaxG testing, Von S -
Only saw this post now - apologies for the late reply. Indeed, Jacobs is a colorful character. There are different sources out there regarding how many Dr.1s he still flew, well into Oct. 1918 - also in terms of actual/claimed kills he had, etc. If I remember my readings correctly, it is assumed that he had two black Dr.1s that he would use well into the summer of '18, with the possibility that there was a third (mystery?) Dr.1 in use as well. The info. about his preference for Bentley, Clerget, etc. engines is another interesting aspect - I am assuming most of the variants would have been in the 130-135 hp range, and would have used the Sopwith props. too - if those props. were still intact on captured or downed aircraft. It's also possible, by that period in the war, that some of the captured rotary engines were within the 140-160 hp range, such as the long-stroke Clerget (9Bf), about 140 hp or so - or perhaps later variants of the LeRhone 9J, and the 9R, of around 150 hp. I doubt that Jacobs had access to the 160+ hp Gnome 9N or similar engines, although the performance possibilities with the Dr.1 are interesting to contemplate at any rate, with different engine mounts. The Fokker V.7 experimental aircraft attempted to improve engine options on the Dr.1 - with Siemens-Halske, Goebel Goe, and other engines - performance was apparently "outstanding," especially with the Siemens engine and a four-bladed prop. - and an amazing climb rate - but the even trickier handling required excellent pilots. I've always been fascinated by little-known, experimental triplane projects that actually made sense to some extent, such as the Pfalz Dr.1 (not the useless triplane projects like tacking three wings onto an Albatros and calling it an Alb. Dr.1, or other oddities like the Euler quadruplane contraption). Cheers all and happy flying with any number of wings (and don't forget to check your six, or at least your five and seven ), Von S
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@OP, yes that maneuver at approx. 7:10 mins. is what I was thinking of. I am still mostly flying my PE/UE FrankenWOFF contraption (backport of PE aircraft and terrains into ver. 4.18 for SweetFX compatibility) - and using my FM pack that is compatible with the UE and PE eds. of WOFF - so there is a wee bit more torque on the Dr.1 tweaks in that package than in stock form (such as the 150hp Dr.1 tweak, as well as the 120 or so hp tweak that gives a slightly up-engined Oberursel variant). I will eventually get to upgrading the FM packs for BH&H2, most likely sometime in the fall. (And yes, Camels in particular pull naturally into diagonal loops, particularly the Clerget, 130hp, and Gnome, 150-160hp, variants - haven't tested loops extensively on the other Sopwiths but the Pup and Tripe should be more complacent in loops than the Camel, and more similar to the stock Dr.1 FM in any recent vintage of WOFF.) In terms of threads on defensive moves and whatnot, I think there is a (related?) thread or post on SimHQ, under the WOFF section - that includes several documents on "how to fly the old types" - posted either by Olham or Oldhat - can't remember now specifically where that post is but worth a look - those documents I think came about before WOFF UE, but are applicable to recent versions of WOFF too. If you have other WW1 flight sims. such as First Eagles 2 and Rise of Flight installed, I recommend experimenting with different maneuvers in those too. It's always possible that some defensive, and offensive, maneuvers - work better in one sim. but not in the other - largely depends on how varied, seasoned, good, etc., the AI is. Happy flying, Von S
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I voted for "meh" because I tend to use it only on occasion, and strictly as a desperate, defensive maneuver - if I have enough speed - both in the earlier and later WW1 'crates. Recommended is to "lean the loop" to one side, near the top of your loop - as Mikael Carlson does on his Dr.1 - this will give you better control and also help to get away from your opponent more quickly than a regular loop will - also helps to maintain a bit more energy if you go with the "diagonal loop" (let physics - the torque and energy - pull you out of the problem ). Generally speaking, I would go instead with a split-s to get away quickly from something, or stall into a spin to drop alt. quickly and disappear from the AI's sight, before coming up again behind their tail. Cheers all and happy looping, Von S
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Hello again fellow FE2-ers, Please find included below some of the latest developmental pics. from the Bleriot XI (6-cyl. Anzani powered). Swambast has been doing magnificent and detailed work on the 3D model. He is currently busy with other duties, and I will be taking a modding break during the summer - but we hope to collaborate further on the Bleriot XI over the next few months and eventually to get to the stage where I can apply an already-tested FM to this particular model. Will post here again in a few months once more things are completed. For the most part, the external model is now largely complete - we still need to look over and complete the rigging/warping wires for the wings, also some details regarding the wheel assembly - and to look over details for the cockpit (both for internal and external cockpit views). Then the FM-application stage will follow. Eventually, we hope to have a completed model ready, which our excellent skinners can as well have fun with once it is released. Cheers all and happy flying, Von S
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Is this the end ??
VonS replied to Sundowner's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Thanks Menrva for the clarification. I was confusing the "large address space" hack with true 64-bit. Apparently SF2, while 32-bit, received the large address space tweak some time ago, to allow access to more than 3.25 approx. GB of system memory - FE2 never received such a tweak officially, I think, but the tweak may be applied using the "4GB Patch" available on the internet. Thus my confusion and thinking that SF2 is 64-bit, which it never was. An old, relevant thread here: https://combatace.com/forums/topic/80572-4-gb-patch/ What I've always wondered is if the large address space tweak to a 32-bit app gives us an approximation of a "48-bit app" - interesting link below for those who like such questions: https://www.quora.com/Why-are-there-no-48-Bit-operating-systems EDIT: Apparently, SF2 is "large address space aware" since the May 2012 patch, by default. For FE2, recommended instead is application of the "4GB Patch" (link included to that in my "Read Me" notes for my big FM/realism update pack for FE2 - but can also be found using a Google search). Cheers all, Von S -
Is this the end ??
VonS replied to Sundowner's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
As far as I know gents - SF2 is a 64-bit program already (edit: see follow-up post two posts below this one). FE2 on the other hand is 32-bit. (No problems running FE2 on my 64-bit Win10 install, by the way - so, theoretically, all should be well in this Win11 thing that some may upgrade to.) Happy flying, Von S -
AI-Landing on airfield Le Clos Ferme/Boncourt, Marne with crashes
VonS replied to Becker02's topic in WOFF BH&H2 - General Discussion
I'm assuming that a fresh (future) patch from OBD will iron out further oddities in BH&H2 gents - but, in the meantime, for those who like to tinker - look over the following two entries under the "Airfield" section of the simulation.xml file (that is located in the main "WOFF" folder of your BH2 install): min_descentAngle_deg="4.5" max_descentAngle_deg="6" Perhaps tweak those two, default values to smaller numbers, to facilitate smoother landings at less steep angles (I recommend something like 2.5 for "min_descentAngle" and maybe 5 or so for "max_descentAngle" - worth a try - do however make a backup of your stock simulation.xml file before trying out such tweaks, or even better, make your tweaked simulation.xml file JSGME-ready and load it that way). Those still running the UE/PE editions of WOFF are recommended to check over some JSGME-friendly, modified simulation.xml files available here (as always, read directions in the download post, as well as in the included "Read Me" file, for more thorough info.). Happy WOFFing, Von S -
Nice write-ups Lima, interesting to see a version of WOFF before I began WOFFing. By the way, fences are deadly to about version 4.18 of WOFF (UE). The 4.21 or 4.22 patch that disables SweetFX compatibility also tones down fence (and tree) deadliness. The PE addon (ver. 5.0.x) included a few other subtleties regarding trees and fences, which are continued in the BH&H2 edition. I spend most of my time in my backport of PE aircraft/terrains into 4.18 since I prefer SweetFX color saturation in WOFF to what ReShade can do (ReShade is really the only option after the ver. 4.21 patch) - and I keep a stiff upper lip when crashing into trees or fences. Happy flying, Von S
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Other Tweaks for WoFFue/pe/bh&h2/WoTR1&2
VonS replied to VonS's topic in WOFF UE/PE - File Announcements
Different winds/turbulence simulation.xml files (JSGME-friendly) available for WOFF UE/PE, at the link below the included pic. These simulation.xml files provide different winds and turbulence settings that work in conjunction with similar settings available in JJJ's MultiMod for WOFF. Set choices first in the MultiMod, before loading the relevant, complementary simulation.xml file, via JSGME - for all effects to be implemented properly. The relevant simulation.xml files provide several other tweaks too, including greater chance of random engine failure, greater chance of flamers, more varied gradations of AI (particularly for veteran and novice AI, etc.). Detailed info. and installation instructions are included in the "Read Me" document that is in the package. NOTE: These modified simulation.xml files are only for WOFF UE/PE. For tweaked simulation.xml files for BH&H2 instead, please see the FrankenBHAH Enhancement (and Addon) Packages included in relevant posts in this thread. Happy flying, Von S WOFFuepe_TweakedSimulationFilesVer1.0_VonS.zip- 17 replies
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WOFF BH&H-II OTT-Mods: There! - 08.11.24
VonS replied to Becker02's topic in WOFF/WOTR - FAQ/Technical Issues
Just a brief update to this thread that the links to Xjouve's terrain meshes, water mods., land cover mods., global layer mods., etc. (that are compatible with WOFF UE/PE/also BH2), and originally available under the WOFF threads on SimHQ, are no longer functioning. Xjouve seems to have disappeared from WOFF modding and those links have likely expired in the meantime - I hope he's doing well. EDIT: Xjouve updated the broken links earlier this year, 2022, so recommended is to double-check relevant links occasionally on the SimHQ WoFF threads for continued functioning of said links. Cheers all, Von S -
Setting observer/gunner accuracy to a value of 4, 4.5, or 5 - in JJJ's wonderful MultiMod - also helps to give more varied reactions. Sometimes gunners are excellent that way, sometimes average. I'm getting good, varied results with a value of 5, also 4.5. (Also set rear gunners to "less accurate" in the workshop settings in WOFF.) As well good to try is to reduce the AI guns' effective/precise shooting range to about 300 m (via the MultiMod). In terms of tracers, if you load one of JJJ's tracer mods. via JSGME, you will see tracers coming from rear gunner positions too. Cheers all, Von S
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Multiplayer?
VonS replied to 1Patriot-of-many's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
@OP, I recommend checking over this response regarding MP in the TW sims (in short, not possible, but the post contains good technical details): https://combatace.com/forums/topic/88806-thoughts-on-multiplayer-in-fe2/?tab=comments#comment-717069 Happy flying (in single player), Von S -
Yes, the MS-N had a Hotchkiss M.G. with a side-loading tray (for clips carrying 30 rounds, I think). Several British MS-Ns replaced the Hotchkiss with a Lewis, instead. The MS-I on the other hand carried a Vickers. Cheers all, Von S
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A fine idea. As far as I know, while that exact option is not yet possible - it is (in the UE/PE vers. of WOFF) possible to list, manually, extra witness names in the witness box. Simply place a comma after the first witness you choose in the witness box, and then type out any other witnesses who are available from the pull-down witness list. In order to do this, manually click on the witness box after choosing your first witness from the pull-down list. Also recommended is to use a comma to separate multiple witness names, rather than a semicolon (since a semicolon, it has been rumored, created oddities at times such as perpetual postponement of claims going through, etc.). Have not tried this in WOFF BH2 yet, but I am assuming that the witness box is "clickable" there too. I also leave a space after the comma, for good measure, and not to upset the claims system, in my backport 4.18 install. While this isn't exactly what you are asking for - theoretically, including a multiple witness list will "hit home" every time, with at least one of those witnesses being relevant if you have multiple claims listed. Cheers all and smooth claiming systems to you ("next time you must have witnesses"), Von S
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Yes, we have one in FE2 - a fine model and you will find two FMs available for it in my FM pack for FE2 - one is for the Type N Bullet, the other modifies it to the specs. for the Type I, for the eastern front. The FE2 MS-N was the one, in modified form, that was experimented with in WOFF, by the way - unfortunately the original modder who created the MS-N has not logged in here for more than a decade. So it will probably be simpler, for those with skinning/modding talents, to begin from scratch with the MS-N, for WOFF. Cheers all, Von S
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WOFF BH&H-II OTT-Mods: There! - 08.11.24
VonS replied to Becker02's topic in WOFF/WOTR - FAQ/Technical Issues
Yes, that sounds about right - have also sent you a PM with more info. The ver. 2.0 is by the way the lighter package with more 1 MB sized files; package ver. 1.0 contains more of the larger, 5 MB sized clouds. I am using ver. 2.0 since ver. 1.0 gave me a bigger FPS hit - although these things vary by rig. so perhaps you are getting better results with the bigger, ver. 1.0 pack. EDIT: Ver. 1.0 contains about six or seven larger (5 MB) cirrus and stratus-type clouds, while Ver. 2.0 reduces those same files to 1 MB in size. Cheers all, Von S -
WOFF BH&H-II OTT-Mods: There! - 08.11.24
VonS replied to Becker02's topic in WOFF/WOTR - FAQ/Technical Issues
@Redwolf, I agree - I am only running FPS-friendly mods. in BH&H2 and will avoid the long list of (almost every) mod. that I am running in FrankenWOFF 4.18. Don't want to risk having FPS too low in BH&H2 and have managed, so far, to maintain them at about 70 FPS or so - with my FrankenBHAH Enhancement Package installed. @Dornil, the cloud mod. packages are at this link: https://thatoneplease.co/skyWOFF.html The relevant package is called "Clouds Mod (Version 1.0 and 2.0)." @Both, I will double-check my clouds pack mod. and will post info. in about 15 mins. - I think that I manually extracted the cloud files I wanted from that package and then made a custom JSGME folder for my own WOFF installs. EDIT: The 1MB-friendly cloud pack is the "Ver. 2.0" folder; "Ver. 1.0" has larger textures that impact on FPS somewhat. Cheers, Von S -
WOFF BH&H-II OTT-Mods: There! - 08.11.24
VonS replied to Becker02's topic in WOFF/WOTR - FAQ/Technical Issues
Cloud mod. compatible in my BH&H2 install - I use the "1 MB" package - increases quality of clouds but doesn't give an FPS hit as do the 2 MB clouds. Stock clouds are a mix of 512 KB and 1 MB, by the way. I also recommend the Gecko improved water textures pack linked to somewhere under the mods. threads on SimHQ - recommended are the 2 MB water textures - improves quality of water but no FPS hit as with the higher (4 MB, etc.) water textures. I'm also running Olham's rivers mod. that makes the stock river a bit more blue - seems compatible so far. I've also been running the light, standalone airfields mod. (from the WOFF UE-era), not the full consolidated airfields package, in BH&H2 - and it seems okay so far, with no FPS hit. More info. on that in this post: https://combatace.com/forums/topic/95914-woff-bhh-2-mods-compatibility-lists-mod-faqs-etc/?tab=comments#comment-783382 Cheers all, Von S -
I also don't know of any demos ever released for the modern TW series of sims. I wouldn't be surprised if that "demo" contains a trojan. The official TW series are available here: https://store.thirdwire.com/store_w7_all.htm#ShowMore And here: https://store.thirdwire.com/store.htm Cheers all, Von S
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Hi Dresam, that is strange that selection boxes and arrows are non-functional in your ReShade install. I unfortunately don't have any advice on that - beyond perhaps re-installing ReShade once more, to see if that gets rid of the problem. Hopefully others who have had similar experiences with ReShade will post here with possible solutions to such a problem, of non-functional arrows/boxes in the ReShade menu. Ver. 1.2 of the RoF AI package seems okay so far in further quick combat tests. I have yet to test it further in campaign mode, over the next couple of months - and will keep a record of typical AI behavior in campaign mode. Hopefully it will be an improvement over 1.1 - although I did not fly too many campaigns in 1.1. A final ver. 1.3 of the AI pack will be released maybe much later this year, towards the end of summer, or fall - no earlier - since I want to do more extensive testing with 1.2 than I did with 1.1. I am currently spending more time in FE2 (and my FrankenWOFF 4.18 install) - since I prefer the immersion of FE2/WOFF - but I will try to find more time for campaigns in RoF too . It is most likely that ver. 1.3 will further improve on 1.2 - but I doubt that much more can be done with the AI in RoF than has been possible already in ver. 1.2. I will have a better picture of what to do in a final version of the RoF AI package in a few months. Greetings, Von S