@rtoolooze, you are most welcome.
Thought I'd reply here under the relevant thread to a question posted on the public Facebook page for WOFF recently (I don't have a Facebook account so it's simpler to respond here).
The question being: "VonS FM question for those who use it:
Does it actually change flight characteristics? Looks like the bulk of it is variant motors...do these show up in the campaign or is that beyond the scope of the mod?"
Response: The FM tweaks include, among other things, changes to
rate of climb
top speed at (and ave. times to) various alts. and SL
max. ceiling
min/max movement of control surfaces
effectiveness of control surfaces
engine hp
max prop. rpms
fuel consumption rate
diameter of prop.
angle of prop. blade
drag values
max g values
overspeed values
yaw values
weathervane values
torque values
prop. p-value/precession values
(have not touched the "ground scrape"/wheel rumble values, those are left at default)
Also, another point to keep in mind, whether or not you are using the FM tweaks for WOFF, is that some of the "feel" of flight can be set via the WOFFkeys file - depending on values set for your control/joy stick.
Here, for example, you have the entries that I use under WOFFkeys (also WOTRkeys in WOTR):
WOFF
<Axis ID="X" Action="Set_Bank" Scale="24" Nullzone="10" FriendlyDesc="Bank Control (Ailerons)" Category="AircraftControl" P4Use="y"/>
<Axis ID="Y" Action="Set_Pitch" Scale="24" Nullzone="10" FriendlyDesc="Pitch Control (Elevator)" Category="AirCraftControl" P4Use="y"/>
<Axis ID="Throttle" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1" FriendlyDesc="Throttle" Category="AircraftControl" P4Use="y"/>
<Axis ID="Rudder" Action="" Scale="64" Nullzone="36" FriendlyDesc="" Category="AircraftControl" P4Use="y"/>
WOTR
<Axis ID="X" Action="Set_Bank" Scale="32" Nullzone="18" FriendlyDesc="Bank Control (Ailerons)" Category="AircraftControl" P4Use="y"/>
<Axis ID="Y" Action="Set_Pitch" Scale="32" Nullzone="18" FriendlyDesc="Pitch Control (Elevator)" Category="AirCraftControl" P4Use="y"/>
<Axis ID="Throttle" Action="AXIS_THROTTLE_SET" Scale="127" Nullzone="1" FriendlyDesc="Throttle" Category="AircraftControl" P4Use="y"/>
<Axis ID="Rudder" Action="Set_Yaw" Scale="50" Nullzone="24" FriendlyDesc="Yaw Control (Rudder)" Category="AircraftControl" P4Use="y"/>
Tweaking scale and nullzone values from default settings of 64/36 can make a world of difference in terms of how the joystick "connects" with what's happening in the sim. Smaller scale values, for example, for ailerons and elevator in my WOFFkeys, gives more of a sense of weightiness/sluggishness to these control surfaces - offset of course by changes to the FMs in the relevent .xfm files. For WOTR, I've increased the scale slightly for ailerons and elevator, to attempt mimicking the "improvement" that hydraulic control (instead of cables/wires) brings in, offsetting with slightly more nullzone to mimic added heaviness of hydraulic setups and metal panels. A similar approach has been applied to WOTR rudder, with more instantaneous hydraulic input (smaller nullzone than for WOFF rudder), but a smaller value for the rudder scale, to mimic the added overall weight of WW2 'crates as they are being tossed from one to the other direction. I've left the WOFF rudder at default settings since that is the primary directional control, for the most part, on WW1 types (although there are of course exceptions, such as the largely ineffectual rudder on the early Pfalz D.III that I've tried to include in the relevant FM tweaks).
Happy flying all,
Von S