OK, I see what I can do more...
I don't know why, but I think that mine is less visible...
I could be wrong though.
I'll check again.
I have realised the changes in my game, for all historical D.III Johannisthal machines.
Is it all right with you to release it as a Mod, until you and Ansirial make that Albatros overhaul?
Here is the Readme:
If you want a more accurate, at least visually, first half of 1917, Career experience with the Albatros D.III in RoF, this is the Mod for you.
What does it do:
Edits the default Albatros D.III skin, (OAW in RoF), to look as if it was a Johannisthal model, masking the rudder properly and eliminating the frontal, (engine), footstep, that was characteristic of the OAW model.
Also changes the weights table stencil on the port side to a Johannisthal style one.
All the historical (official and community), skins that meant to depict Johannisthal machines are edited accordingly.
Introduces, new alpha channel and new normal map.
This mod is fully compatible with the OAW series Albatrosse in game.
No visual anomalies have been noticed, whatsoever.
It is highly recommended to use JSGME, (JoneSoft Generic Mod Enabler),
to install this Mod into your game so you can easily go back if something doesn't work for you.
JSGME is a Mod enabling-disabling utility you can download free, from:
Once you've installed JSGME in your game's main directory,
a folder named MODS will be created.
Extract the AlbatrosD3_Johannisthal folder into the MODS folder.
Run JSGME and enable the mod.
Main alpha channel editing, (Johannisthal rudder creation) by Graf.
Further alpha channel, normal map and skins editing by elephant.
Detailed corrections by JFM.
PS: If you don't want to use JSGME and still want to install this mod,
just copy the data folder included in the AlbatrosD3_Johannisthal folder to your game's main directory,
merge it with the existing folder and overwrite when asked, at your own risk!