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#4329659 - 01/19/17 03:35 PM Re: Wish List for WOFF ***** [Re: Robert_Wiggins]  
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+1 for more SPAD engine variants. I imagine adding those would be easier than having to create totally new plane models.


"Upon my word I've had as much excitement on a car as in the air, especially since the R.F.C. have had women drivers."

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#4329943 - 01/20/17 03:43 PM Re: Wish List for WOFF [Re: Robert_Wiggins]  
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There are some simple changes you can make to the .xfm files in order to "create" different variants of the Spad, but you have to edit them by hand for each plane in the squadron or flight.

The simplest, but crudest type of change of course, is to change the top speed value. For instance, the current top speed of the Spad VII is 138 mph. (BTW this is too high IMO, for ANY variant of the Spad VII). Change this value from 138 to 119 for the 150 HP variant. Also, change the horsepower value from 180 to 150, of course. You can also fiddle with the speed values at different heights, but I'm not sure whether they have as much of an effect.

The main problem, of course, is that you have to do this all by hand for each aircraft for each mission. I don't know if you can use JJJ's mission editor to make the task easier, or not. I could probably come up with a mod to create a 150 HP variant, but it would still mostly be a 180 HP Spad with a few numbers changed around. OBD encrypted a lot of the FM files from WOFF 1 to WOFF UE, so not as many FM variables can be modded, unfortunately. Ah, well, c'est la vie, c'est la guerre!

#4330005 - 01/20/17 07:04 PM Re: Wish List for WOFF [Re: Robert_Wiggins]  
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I'm wondering if it would be possible to place some early Be12, two seater with the gun on the wing, into 19 and 21 RFC. Would be sorta cool


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#4330672 - 01/23/17 04:25 PM Re: Wish List for WOFF [Re: BuckeyeBob]  
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Originally Posted By: BuckeyeBob
There are some simple changes you can make to the .xfm files in order to "create" different variants of the Spad, but you have to edit them by hand for each plane in the squadron or flight.

The simplest, but crudest type of change of course, is to change the top speed value. For instance, the current top speed of the Spad VII is 138 mph. (BTW this is too high IMO, for ANY variant of the Spad VII). Change this value from 138 to 119 for the 150 HP variant. Also, change the horsepower value from 180 to 150, of course. You can also fiddle with the speed values at different heights, but I'm not sure whether they have as much of an effect.

The main problem, of course, is that you have to do this all by hand for each aircraft for each mission. I don't know if you can use JJJ's mission editor to make the task easier, or not. I could probably come up with a mod to create a 150 HP variant, but it would still mostly be a 180 HP Spad with a few numbers changed around. OBD encrypted a lot of the FM files from WOFF 1 to WOFF UE, so not as many FM variables can be modded, unfortunately. Ah, well, c'est la vie, c'est la guerre!


Hi Buckeye,

One thing to keep in mind, is that when you see a top speed cited for an aircraft, you need to know the altitude that speed is referring to. And then it can get WAY more complicated than that.

But to keep it simple, the 119 mph top speed you see cited quite often for the 150hp SPAD VII was at 2000m (6562 ft) altitude, which would be the 2nd performance line entry, not the top one in the XDP file.

Take a look at the stock values for our SPAD VII 180. You'll see the top speed degrades by altitude. So using the same degradation curve (as we don't have historic values for all the different altitudes at hand for this exercise), to get 119mph in the 6562 ft alt position for a SPAD VII 150, it would look like this:

Sea Level (the first line) = 123.5 mph
6562 ft = 119 mph
9843 ft = 114.5 mph
13,123 ft = 112 mph

For instance, you'll see comments that our 220hp SPAD XIII is too fast at 143 mph at sea level. But I see lots of historic numbers for the 220hp SPAD XIII at 135 mph @ 6562 ft alt (give or take a mph or two). And if you check our 220hp SPAD XIII in WOFF, it is rated at 135 mph @ 6562 ft altitude...spot on perfect for a 220hp SPAD XIII from what I can tell.

At first I thought lots of the aircraft in WOFF were rated as too fast. But then when I looked at altitude, I realized they are mostly spot on. I have a few little quibbles here and there, but that's only a matter of who's "authoritative" numbers you believe. So its more about which historian to believe on the few I've changed (its not that I think the OBD number is wrong). I can see why Pol gets tired of answering questions about top speed in WOFF. So instead, I thought I would now ask for different engine models (I do enjoy the performance variation).

Anyway, I see what you're trying to achieve, so just thought I would help you get a tighter number for your mod based on the data you were using.

I made my wish request because I want OBD to eventually do all this and get them officially in the game, correct squadrons and time periods and all that! smile

But like you, in the mean time I've got some place holder mods! thumbsup

Cheers!


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#4333368 - 01/31/17 02:43 PM Re: Wish List for WOFF [Re: Robert_Wiggins]  
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Any chance of giving the Aviatik B1 a rifle too??


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#4333401 - 01/31/17 04:20 PM Re: Wish List for WOFF [Re: BuckeyeBob]  
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Originally Posted By: BuckeyeBob

For instance, the current top speed of the Spad VII is 138 mph. (BTW this is too high IMO, for ANY variant of the Spad VII).

The history of the Spad VII is very complex, even more due to the fact that most french archives were captured by the german in 1940, then capture by the Soviet Unions at the end of the war.
Anyway, the Spad XIII had lot of heating porblem, until the 235 hp version (though 220 hp was basically ok).
So Spad VII were still flying for longer time than expected.
The point is that those late planes were highly modified and optimized (the modification were tested by the designers and "forwarded" to the field or retrofitted in a factory) leading to significant improvement in performances
For WWII lovers, we have basically the same level of variation and complexity as for the Spitfire V and IX versions.

#4333402 - 01/31/17 04:22 PM Re: Wish List for WOFF [Re: Polovski]  
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Originally Posted By: Polovski


BTW the SPAD VII and XIII FMs are 180 and 220 the sim. They may have been different Phase 1 or something can't remember but for many moons have been so. Not sure if we'll make yet more variants.

For spad VII, I think you still mention "150 hp" in the plane caracteristics

#4333403 - 01/31/17 04:27 PM Re: Wish List for WOFF [Re: Bucksnort]  
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Originally Posted By: Bucksnort
Originally Posted By: jeanba

The additions to the french sector are what convinced me to buy WOFF : UE


An interesting comment, but for you, not surprising! smile

And I would have bought WOFF UE in any case, but as an American customer I thought "Finally!" with the expansion of the French sector.
...

Bomber version of the Breguet 14 (she could carry about 600 lbs of bombs).
(plus U.S. skins and U.S. squad assignments for the Brequet 14)


"This story of French bombardment during the brief period when France was the world's greatest air power is virtually unknown in the English speaking world. France not only supplied aircraft to virtually every Allied power in the war, but by the end of the war her air force routinely conducted raids consisting of 100 to 150 bombers against German troop concentrations. These massive raids occurred at a time when the British and Americans had difficulty mustering as many as three-dozen bombers to send against one target."

French Strategic and Tactical Bombardment Forces of WWI, Rene Martel 1939 (Martell served as a French bombardier/observer during WWI)

Can you imagine what it would be like to be a German pilot watching a raid like that coming in as you're patrolling the line?

There's still more of the story to tell in WOFF! smile

Goering describes this in his book
But you would need Caudron R11 to escort Breguet 14
The Caudron R11 had the pilot seat armored, and this was a nasty surprise for the german pilots.
It should be noted that until the late 90s, the career of the Caudron R11 was completly understaed (check windsock for instance) but recently archives of C46 squadron were found in an attic (see my previous post for french archives) and it was found that the planes had a really intense career from March 1918 : escort, reconnaissance, artillery spotting ...

#4333968 - 02/02/17 09:34 AM The Third Guru's Ultimate Wish List  
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The Third Guru's Ultimate Wish List

(Note: I am not posting this in the stickied Wish List for WOFF thread as I think the size and scope of my message far exceeds that original thread. I apologize if I have violated any forum etiquette in doing so.)

Wings Over Flanders Fields is inevitably compared to Rise of Flight, which is the only other fairly current and comparable World War I flying sim available. In this comparison there is a common theme repeated over and over again. Wings Over Flanders Fields has superior immersion and single player, which absolutely blows not only Rise of Flight out of the water but pretty much any other similar simulation. However, to this point is always quickly added this: Rise of Flight has a vastly superior flight model and overall simulation realism. This is clearly debatable, but this really is the way Wings Over Flanders Fields is perceived.

I believe that Wings Over Flanders Fields has a potential which it hasn't quite reached yet. It is oh, so close to this potential - within reaching distance, in fact - but it really needs to stretch just a tiny bit farther. Having reached this potential I absolutely believe that the above mentioned qualifications will vanish, and Wings Over Flanders Fields will truly be the greatest World War I aircraft simulation in history.

I'm a little worried, though, that the team at OBD is moving all their focus to Wings Over The Reich, and that Wings Over Flanders Fields - with its Ultimate Edition release - might not see any more significant updates. Before Wings Over The Reich takes all precedence, though, I'd like to strongly suggests these revisions and additions.

As such I have compiled an exhaustive list of improvements that can be made to this simulation. I've been reading through every forum post since the beginning of these forums looking at all the comments and complaints we users have made. In addition to these, I have added my own impressions and wishes. Almost all of these suggestions pertain to improving the realism of Wings Over Flanders Fields as a flight simulator.

I'm dividing these suggestions and wishes into three categories:

1. High Priority - These are the suggestions that I think will carry Wings Over Flanders Fields over the finish line as far as reaching its full potential goes. I also think these are all possible changes to make.

2. Medium Priority - These are things I think can feasibly be added to the simulation, but without these things it can still be an amazing sim.

3. Dream Non-Priority - These are things that are unlikely ever to be added, but - man, oh man - I'd love them to be in the sim!

Without further ado, let me begin.

High Priority

1. Limited Ammo and Reloading

As I play Wings Over Flanders Fields, the number one immersion destroying moment time and time again for me is the fact that my ammo does not run out and I never have to reload.

There are many suggestions on the forums for ways to pretend to do this, but I do not think we should have to pretend such an essential quality.

Wings Over Flanders Fields strives so hard toward realism, but how can this be overlooked? Running out of ammo during an aerial battle happened constantly and consistently in World War I. Having to disengage and then struggle to reload was a daily occurrence.

Within the confines of the simulation, this kind of experience is fantastically exciting and thrilling! This adds infinite dimensions to every aerial encounter. I am crestfallen that this isn't included in the sim.

Possible Implementation:

I believe this absolutely could be added to the sim. I do not think this is an impossible request at all.

We don't need to have any extra animations for this (initially, at least). There could just be an empty drum model that could appear when ammo has run out. (I'd be willing not to have even this if it's too challenging.)

There could be a limit set on total ammo, and then after this limit is met, the guns stop (like when they jam). Then a button could activate the reload which would reset the ammo limit. (It could even be the same button as the unjam button.) This could be limited to two reloads to simulate only having a total of three drums of ammunition in the plane.

I cannot stress enough how much this needs to be added to fulfill Wings Over Flanders Fields' potential!

2. Realistic Mixture Control

I'm a hardcore flight simmer. While not everyone using Wings Over Flanders Fields is similar to me, I'm sure that many are. In all the other flight sims I'm currently using (FSX, Rise of Flight, and Cliffs of Dover) you have realistic and subtle mixture controls in all the planes.

One of the greatest thrills in flying planes for me is the meticulous control of the fuel mixture. In all of the other sims I mentioned you can make very tiny adjustments to the fuel mixture and carefully find the perfect balance to have the engine run at peak efficiency at its given altitude. By slowly altering the mixture in these sims, you instantly see an effect on rpms. You continue to adjust the mixture watching the rpm dial moving slowly reacting to every adjustment you make until you reach the point where the mixture is too much and the engine begins to cough and lose power. At this point you then move the mixture slightly back before this threshold and the engine runs at peak efficiency.

By taking the time to do this in flight you can gain a significant advantage over other planes in aerial fights. It's also thrilling (for me, at least) to fly successfully and skillfully always mindful of peak engine efficiency.

However, in Wings Over Flanders Fields this is the only scenario: I move the mixture lever to full and start the engine. I then slowly decrease the mixture. Nothing happens. I decrease more and more. Nothing. Rpms do not change. I continue to decrease the mixture until the lever is halfway down. Up to that point rpms do not change. Then suddenly past the halfway point the engine cuts out and eventually dies.

This is not realistic, and this is infinitely frustrating for me.

I honestly believe the mixture control is broken in this sim.

Cannot this be fixed? I passionately beg the developers to fix this as it is seriously holding back my enjoyment and fulfillment in this sim as a flight simulator.

(By the way, I loaded up the original Combat Flight Simulator 3 and experimented within it. I noticed that it has accurate and subtle mixture controls, so this must be possible in Wings Over Flanders Fields as well!)

3. Cold Engine Starts

Another thrill for a flight simmer like me is manually starting the engine. I've seen other similar posts throughout these forums, and again these players are pretending to manually start their engines as Wings Over Flanders Fields doesn't allow for this.

Although there are keys that can be mapped to magnetos and such and they actually animate in the cockpit when pressed, it seems impossible to start your engine manually from a cold start.

This is extremely disappointing as it feels like you can just almost do this.

I believe the mixture controls need to be fixed first before cold engine starts, but I really, really think this needs to be added to the sim in order to reach the before mentioned potential.

4. More Realistic Wind

The wind seems to be really off in the sim. This is a bit intangible and so it is hard to explain exactly, but the wind, even when activated in the workshop, doesn't seem to affect your flying much. Planes are unrealistically stable in the air, and I've only ever really encountered very gentle wind effects.

Also, it doesn't seem to really affect your aircraft whether you land or take off into the wind or not. You never seem to have to account for the wind when you land which really takes immersion and realism away from everything.

With these old planes, a pilot needed to be very mindful of the direction of the wind when landing; otherwise, they would be in for a very treacherous experience. But this just doesn't seemed to be modeled with any accuracy in the sim.

In other sims I have developed the habit of flying near the aerodrome, looking at the direction of the windsock or else smoke from the surrounding area and using this to determine how to make my approach. I continued to do this when I first started flying in Wings Over Flanders Fields, but I soon realized it really didn't seem to matter.

Also, wind of course increases in speed and changes direction at higher altitudes, but again this doesn't seem to be modeled very well in the sim.

I would love for this to be made much more realistic. I'm dying for an increased level of realism that is missing from the sim.

Medium Priority

1. Plane Specific Control Schemes

As the sim is set up now you have universal controls which means your control setup is the same for every plane you fly. With the sheer number of planes in the sim and each having its own unique cockpit arrangement it is frustrating that I have to change my control setup each time I want to fly a different plane.

Here's an example: When I fly the B.E.2, the mixture control is on the far left and the throttle is inside this on the right. However, when switching to a Nieuport 10C1, these controls are reversed. I have to manual reset the axes on my throttle as I switch in and out of these planes.

This seems tediously annoying. It would be wonderful to be able to set specific control schemes for each plane.

2. Moving Windsocks

The windsocks at all the aerodromes are completely static. They look like they are frozen in space and time.

Cannot they be animated to move slightly as if the wind were blowing past them? This is one of those immersion breaking experiences for me.

I honestly have no idea, but it seems like some kind of basic movement could be implemented.

3. Refueling and Rearming at Friendly Aerodromes

Many World War I pilots on big sorties might sometimes land at an allied aerodrome, reload on fuel and ammo, and then take off again to continue their fight.

I really, really, really want to be able to do this! I think it would be fantastically immersive to go out on a mission until your fuel and ammo were nearing depletion and then find another nearby aerodrome to land at where you could refuel, take off again, and continue your flight and mission.

This would also make possible more detailed and exciting missions.

Possible Implementation:

This doesn't need to be anything fancy. Perhaps landing in any friendly aerodrome there could be a state activated where a certain key press would give the aircraft full fuel and ammo. Landing in an enemy aerodrome (if this is even possible) would not trigger this state.

4. Improved Force Feedback

Force Feedback seems to be an afterthought in Wings Over Flanders Fields. This is a shame, I think, as force feedback adds so much to the immersion of flight sims. Like TrackIR, I just can't imagine not having this in my sims.

When I first started playing this sim, I had negligible forces as I flew. I had to manually edit each plane's files in order to increase these to a point where they were clear and effective.

Can we not have adjustable forces in the workshop menus? It would be so, so much more convenient to be able to alter each force within the sim itself instead of clumsily altering the game files outside the sim.

And this brings me to the biggest frustration with force feedback in Wings Over Flanders Fields. The forces for taxiing and firing guns are way, way too strong. I've seen this mentioned many times on these forums. Why are these forces so strong and all the other forces weak? I've scoured the files of the sim looking for a way to lower these forces (as have others who have posted in these forums) and there seems to be no solution. Surely these can be adjusted, right?

Dream Non-Priorities a.k.a. A Boy Can Dream, Can't He?

Everything listed below is purely wishful thinking. I doubt these can or will ever be implemented, but I'd love to see them in Wings Over Flanders Fields nonetheless. Who knows? One or two of them might be possible, and by mentioning them I might facilitate their inclusion.

1. Animated Oil Pressure Gauges and Ammo Drums

The oil pressure gauges (in the glass bubbles) are completely static as well as the ammo drums. It would be awesome to have the oil bounce and bubble around in the glass. And I'd dearly love to see the Lewis gun's ammo drum turn around while firing, visually losing the number of bullets inside as it does so. (And then removed and reloaded!)

Rise of Flight, of course, has all of these details, and it's always with a bit of sadness that I look upon these in Wings Over Flanders Fields and see them constantly remain unchanged. (My Avro 504K in FSX also has these kinds of small animated details.)

Perhaps, though, the Combat Flight Simulator 3 engine doesn't allow for this.

2. Clickable Cockpits

It would be wonderful to be able to use the mouse to click on the magnetos and adjust the mixture and fuel levers and so on inside the cockpits. Sadly, I'm pretty sure this is impossible in the Combat Flight Simulator 3 engine.

It would add much more immersion together with the cold engine starts that I mentioned in my high priority wishes.

3. Cloud Popping Fix

Now this is something that goes back to Wings Over Flanders Fields origins in Combat Flight Simulator 3 and Microsoft Flight Simulator 2002, I believe. Even my copy of FSX with Active Sky 2016 sometimes (albeit rarely) has cloud popping. But Wings Over Flanders Fields seems to have it to extremes. Clouds pop in and out of existence constantly as you are flying. It's really annoying and pulls you out of the immersion.

I have no expectations of this being completely cured, but is there any way to lessen these cloud pops? (Of course, if this were possible and easy, it would have already been fixed!)

4. Extended Map into Germany

This has mainly to do with my love of all things Lafayette Escadrille.

Since the conception of World War I flight sims, I have always dreamed of being able to duplicate the Oberndorf raid. I can imagine this massive mission where many bombers and fighters go off toward Oberndorf over German lines, and I defend them in my Nieuport until nearly running out of fuel. They then fly on toward Oberndorf through much German danger, and I land at a friendly aerodrome to refuel (see my medium priority wish above). After taking off again I meet up with them on their way back and I continue the fight.

I could also see myself taking control of one of the bombers on this mission flying all the way to Oberndorf to drop my incendiaries. God! I'd love to be able to do this!

However, the map in Wings Over Flanders Fields ends far before Oberndorf making all of this just a pipe dream.

I highly doubt if the map will ever be extended by the developers, though. (Perhaps the modding community could do so?)

5. External Walking Mechanic

This is one of my biggest dreams. And I'm positive it would really excite everyone who uses Wings Over Flanders Fields.

Wouldnt it be incredible to be able to walk around outside your plane around the aerodrome or other places and then walk up to your plane and enter the cockpit?! Damn! I'd love, love, love to do this! Just think of the incredible immersion!

You could do a pre-flight check of your plane. You could walk around the hangars. After having an emergency landing, you could get out of your plane (assuming you survived) and walk away toward a friendly aerodrome.

A lot of complications exist, though. If you went down behind friendly lines, everything would be fine, of course. But if you went down behind enemy lines, the complications would arise. While it would be awesome to be able to run away from your plane toward friendly lines (or even set your plane on fire before running!), I highly, highly doubt this could be done in the sim. Perhaps coming down behind enemy lines could instantly trigger the capture mechanic that already exists in the sim, but coming down behind friendly lines would allow you to exit your craft.

(I do think all of this is impossible, though.)

Possible Implementation:

The sim's free camera could be activated and somehow its vertical component could be locked. This way using the arrow keys, or better yet, the WASD controls, we could "walk around" by moving the camera.

Somehow, too, this camera would have to follow the contours of the ground so that we would rise and fall with hills and such. The camera would also have to stop at walls, fences, buildings, and trees.

I could imagine that when near a plane, another key press would switch you to the virtual cockpit mode thus simulating entering the aircraft.

- - -

So . . . there you have it. These are all my suggestions and wishes. At the very least, I urge the developers to consider my high priority suggestions for inclusion in future patches or add ons. (I've spent an incredible amount of money into this sim already, but I would be more than willing to pay for a total realism add on incorporating the high priority fixes.)

Wings Over Flanders Fields is oh, so close to being truly the ultimate World War I flight sim that has ever existed. Let's push it over that final hurdle! It can be done!

#4334030 - 02/02/17 02:51 PM Re: The Third Guru's Ultimate Wish List [Re: Robert_Wiggins]  
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You've nicely summed up my wishes as well. Unfortunately, the Devs have made it clear that they are not making enough money from OFF or WOFF (hence, WOTR was born), so it all boils down to what improvements or additions will bring in the most profits. Count the number of threads and views for art/screenshots as opposed to sim mechanics.

IMHO, I would have liked OFF graphics with all your wish items included, but it would have probably sold less than 5 copies. Or even a dynamic campaign engine where you can assign missions to complete an objective. Like shooting down a balloon and it doesn't show up for a few weeks, or bombing an ammo depot with tangible results, even if minor compared to the overall war. I'm not complaining, just stating the facts of business.

Last edited by OldHat; 02/02/17 03:19 PM.
#4334079 - 02/02/17 06:59 PM Re: The Third Guru's Ultimate Wish List [Re: Robert_Wiggins]  
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Third_Guru;

I really appreciate the considerable thought you put into your dissertation and I agree with OldHat you have nicely summarized those items that are close to my heart as well. That said, OldHat made a valid point aboutfinancial returns for effort.

Some of your points are quite possibly achivable and some may not be.

We must not forget we are dealing with the CSF3 flight engine which is considerably long in the tooth! Most of us are quite amazed at what OBD has done with it.

Any improvements must be undertaken with a view to not stressing out system performance and FPS quality.

We will have to wait and see. OBD has not abandoned the ship. They are just on leave to work on the new project. OFF/WOFF was their first baby and I doubt they will abandon it.

Again many thanks for your summarization as I feel it was worthwhile.


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#4334196 - 02/03/17 01:54 AM Re: The Third Guru's Ultimate Wish List [Re: Robert_Wiggins]  
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Originally Posted By: OldHat
You've nicely summed up my wishes as well. Unfortunately, the Devs have made it clear that they are not making enough money from OFF or WOFF (hence, WOTR was born), so it all boils down to what improvements or additions will bring in the most profits.


Originally Posted By: Robert_Wiggins
OldHat made a valid point about financial returns for effort.


Thank you for taking the time to read my long message. And, yes, both of you are surely right: The devs need to make something with financial returns. Of course, that is true.

However, every last atom of Wings Over Flanders Fields is just dripping with love. This is a simulation that was created out of a deep love for a certain period of history and a certain experience, and you can see this love in absolutely every aspect of the sim. I've rarely played a "game" that was so imbued with love.

Obviously the original Over Flanders Fields started out as a mod itself, and mods are only ever created out of a sense of love and a wish to improve a deficit that the modders see and intuit from a project that never reached its full potential.

Wings Over the Reich will be the devs new "money making" project, but I'm sure they have in their hearts a desire still to perfect their original child. I'm sure there exists the desire to see that child grow and mature into what it can aspire to be.

Last edited by The_3rd_Guru; 02/03/17 08:15 AM.
#4334387 - 02/03/17 04:34 PM Re: The Third Guru's Ultimate Wish List [Re: Robert_Wiggins]  
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#4334514 - 02/03/17 11:29 PM Re: The Third Guru's Ultimate Wish List [Re: Robert_Wiggins]  
Joined: Oct 2012
Posts: 372
AceMedic88 Offline
Member
AceMedic88  Offline
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Joined: Oct 2012
Posts: 372
Niagara Falls, NY
I know full well attention is on WOTR, but I will put in my two cents while the thread is still in use rather frequently.

All I want is the Curtiss Jenny, or Avro 504. That way my flights over Blighty will be perfect.

That is all!

Last edited by AceMedic88; 02/04/17 12:05 AM.

I got fired as the door man at a sperm bank.
Apparently it's in poor taste to tell leaving customers "Thanks for coming."

Former U.S. Army Medic - SGT.
#4336354 - 02/11/17 05:02 PM Re: The Third Guru's Ultimate Wish List [Re: Robert_Wiggins]  
Joined: Jan 2014
Posts: 174
ARUP Offline
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ARUP  Offline
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Joined: Jan 2014
Posts: 174
Kentucky
I realize the expansions for this sim are pretty much 'on hold' but... AEG twin engined airplanes, Star Strutters and Aviatik D types would be cool.

#4336392 - 02/11/17 08:01 PM Re: The Third Guru's Ultimate Wish List [Re: Robert_Wiggins]  
Joined: Jul 2010
Posts: 1,159
JJJ65 Offline
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JJJ65  Offline
Member

Joined: Jul 2010
Posts: 1,159
Czech Rep.
I wish we find some guys with Gmax experience sigh.

#4336413 - 02/11/17 08:59 PM Re: The Third Guru's Ultimate Wish List [Re: JJJ65]  
Joined: Jun 2012
Posts: 6,120
Robert_Wiggins Online smile
BWOC Survivor!...So Far!!
Robert_Wiggins  Online Smile
BWOC Survivor!...So Far!!
Hotshot

Joined: Jun 2012
Posts: 6,120
Lindsay, Ontario, Canada
Originally Posted By: JJJ65
I wish we find some guys with Gmax experience sigh.



+ 10 to that mate!!


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#4341285 - 03/01/17 02:20 PM Re: The Third Guru's Ultimate Wish List [Re: ARUP]  
Joined: Jan 2009
Posts: 3,666
Hellshade Offline
Hellshade
Hellshade  Offline
Hellshade
Senior Member

Joined: Jan 2009
Posts: 3,666
Florida
Originally Posted by ARUP
I realize the expansions for this sim are pretty much 'on hold' but... AEG twin engined airplanes, Star Strutters and Aviatik D types would be cool.


Expansions are "on hold" however Winding Mans announcement of WOTR included statements that add-ons for WOFF UE are still in the works and should be released in 2017. Given how small the dev team is and that they are working towards the release of an entirely new, WWII based sim, I think that's pretty incredible.

As for more aircraft, who wouldn't want that? But speaking for myself, I doubt I will ever be able to truly master the 80 aircraft we already have. LOL

I'd still love to see some roll put into the wind buffeting of the flight model, but valiant attempts so far come at the cost of greatly impacting other aspects of the FM experience. I think ultimately it may well just be out of the reach of the engine. Huge kudos to JJJ though for looking into it!

Last edited by Hellshade; 03/01/17 02:22 PM.

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#4341316 - 03/01/17 03:54 PM Re: The Third Guru's Ultimate Wish List [Re: Robert_Wiggins]  
Joined: Jul 2014
Posts: 1,116
Raine Offline
Member
Raine  Offline
Member

Joined: Jul 2014
Posts: 1,116
New Brunswick, Canada
I'd love to see some new aircraft, even if it's a challenge to fly them all. The Dolphin remains one of the biggest holes in the collection. I'm a patient guy, and OBD are miracle workers, so maybe one day...

#4344730 - 03/16/17 12:10 PM Re: The Third Guru's Ultimate Wish List [Re: Robert_Wiggins]  
Joined: Dec 2016
Posts: 5
Wodan Offline
Junior Member
Wodan  Offline
Junior Member

Joined: Dec 2016
Posts: 5
My 2ct. as a happy, casual-y gamepad pilot - There are two things I feel are relatively small tweaks that could improve my experience a lot:

1) The possibility to use controller keys as modifiers (e,g, right sholder button + X or Button5 + Button2, just like for example shift + m). At the moment it seems only ctrl, shift and alt are possible modifiers, and it only works with certain keys. Not sure how difficult it is to implement, but it seems rather simple in theory. As it allows to get rid of the keyboard I think this may also be of interest for joystick users.
In connection it'd be nice if it I was able to remap -everything- freely. As I use the right stick/IR for looking around I would very much like to map other things on my d-pad, but I can't seem to do so.

2) Input curves. I am probably not the first one to note this but it'd be very nice if it was possible to modify the input from the game side. Because of short controller sticks >> small lever, small precision movements become a chore. Changing the sensitivity helps but as of now there is no balance between the necessary responsiveness in battle and graceful steering in calm situations - on the pad, after a while, the tiny corrections for wind etc are uncomfortable for the thumb (not an issue with a joystick where you use your arm/wrist more). It'd be perfect if I was able to tweak it towards less sensitivity in the center and more towards the outside. For gamepads there are few tools available so it'd be a big help to be able to modify it from the game side.

I realize my minority position here so I certainly don't expect implementation. But as I believe there are few gamepad users here maybe some support may help sell a copy or two to more casual players.

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