Thanks, I’m always checking for something new and OBD never disappoints! I really appreciate OBD’s commitment to improving their simulations and their on-going support for players like me.
If anyone like me has been sitting on pre-UE/PE versions of WoFF, can I just say that IMHO, the very considerable improvements made to visuals, planeset and gameplay much more than justify the investment in BH&H II. And it's running fine at high settings on the same PC (except I now have a 2GB Nvidia GTX770 instead of a 1.5GB GTX580). Yes I'd like attacked balloons hauled down, observers that move a little more (especially for the rear gun in the FE2) and a 'more planes' DLC (or future re-launch). But it does need to be said (again) that it's beyond all praise that such a small team has created and still sustains one of the best sims ever crafted with such breadth, depth and fidelity to historical detail, especially given how difficult it is to represent faithfully such a long and fast-changing period in air warfare. Compared to original WoFF (let alone OFF) BH&H II is a new sim. A simmer's sim. And a beautiful one.
Joined: May 2012 Posts: 737epower
Artless Aide-de-camp
epower
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Quote
7) German fighters will no longer engage, and will break off a fight if too far over enemy territory in campaign mode Note: AC will always defend themselves if attacked! 8) Allied fighters will no longer engage, and will break off a fight if too far over enemy territory in campaign mode Note: AC will always defend themselves if attacked!
Nice being able to toggle this on/off in Workshop. I'm unsure of which setting I prefer. Will be interesting to see how this plays out in game.
I still laugh when I recall those 12 homicidal maniacs (an entire Jasta!) that chased Oliver 20 miles over Allied lines in July 1918.
7) German fighters will no longer engage, and will break off a fight if too far over enemy territory in campaign mode Note: AC will always defend themselves if attacked! 8) Allied fighters will no longer engage, and will break off a fight if too far over enemy territory in campaign mode Note: AC will always defend themselves if attacked!
Nice being able to toggle this on/off in Workshop. I'm unsure of which setting I prefer. Will be interesting to see how this plays out in game.
I still laugh when I recall those 12 homicidal maniacs (an entire Jasta!) that chased Oliver 20 miles over Allied lines in July 1918.
I'll say that it's more realistic to have them turn around and go home. The range was very limited and was not really sensible for them to chase each other over enemy lines. The RAF eventually became more agressive with deep patrols, but for the most part, it was not sensible for individual pilots to chase enemies back to bases. Risk vs reward.
I like that they break off. I don't see this an any other sim as well. Just doesn't make sense to chase someone back to their own hornets nest alone.
The Black Baron of Boistrancourt returns!!
I'd rather die fighting, than live for nothing. - Gen. G.S. Patton
Joined: May 2012 Posts: 737epower
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epower
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BB & VonS - Agree about the non-historic chase but given what Oliver had done to the Luftstreitkrafte up to that point, it almost made sense that they would chase him that far. Who knows what evil lurks in the dark depths of the WOFF Code...
#4588818 - 01/08/2203:03 AMRe: WOFF BH&H II V1.20 PATCH RELEASED
[Re: epower]
Joined: Mar 2011 Posts: 938VonS
WWI Flight Sims on a Mac
VonS
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Originally Posted by epower
BB & VonS - .
You probably mean OvS there but nice of you to mention me in this thread anyway.
Cheers all - I look forward to testing out patch 1.20 soon.
Last edited by VonS; 01/08/2203:07 AM. Reason: Tweaked post for wittiness.
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
Joined: Mar 2011 Posts: 938VonS
WWI Flight Sims on a Mac
VonS
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Brief update from my end that patch 1.20 works fine on (Intel) Macs too, both in WineSkin (Classic) and also on the Bootcamp side in Win10 - patches tested in WineSkin and Bootcamp are 1.06, 1.07, 1.12, 1.13, 1.14, 1.16, 1.17, 1.19 and 1.20. Other patches not tested on the (Intel) Mac. Patch 1.20 is also better with FPS on the Mac than patch 1.19 that dropped FPS slightly compared to patch 1.17. Mac-Intel WOFFers are recommended either to upgrade to 1.20 since the patch works fine - or, if you prefer optimal FPS - perhaps also keep one of the following patches - 1.15, 1.16, or 1.17 - handy as well. Similar info. may apply to Linux-WOFF installs too.
On a further note, patch 1.20 much like patch 1.19 still indicates "Ver. 1.00" on the splash screen/workshop screen but this may be freely disregarded since it doesn't affect stability of the WOFF install - patches up to 1.17, installed on Mac/Linux via WineSkin, WINE, etc., should display 1.17 in the workshops screen (at the bottom of the screen). Again, feel free to disregard the disconnect between the patch version upgraded to (if running 1.19 or 1.20) and the version actually displayed on the splash screen and/or in the workshop settings - it is merely a cosmetic disconnect.
If installing WOFF 1.19 or 1.20 directly in Win10 on the Bootcamp side of your Mac - it's possible that the correct update version will be displayed. I update BH&H2 in a WineSkin wrapper and then manually copy it to my Win10 Bootcamp install on another Mac.
Windows users feel free to disregard these comments and keep patching as per patch release and relaxedly so. My hopefully informative posts are directed only to Mac/Linux WOFFers and BH&H2ers.
Cheers all and happy patching, Von S
Last edited by VonS; 01/09/2203:39 AM. Reason: Added helpful info.
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
One short question: @33lima has mentioned in the 1.19-thread a concrete chase-range-definition with 7Km in relation to point 8. But I don't find this value in the patch-text. So I'm a little bit confused about point 7 and 8.
The values are not in the notes any more as missions still go ahead over that limit anyway and so on and it confused people (and is not directly important and could change at some point).
So. Another one! I must keep up. I don't know how young Polovski does it what with the groupies 'n' all distracting him from important work. A superman with an iron will. You're a better man than I, Gunga Din.
With this patch my last Bomber-Pilot would probably "live" today. A single-N10 has killed him near at the own airfield far away from the frontline.
Especially if the Nieuport had been an RFC one flying an Offensive or Distant Offensive Patrol, a global limit on attacking (anything, under any circumstances?) beyond a fixed and relatively short distance of 7 Km would not (IMHO) be a realistic way of preventing that outcome. Rather, the AI should (and possibly in WoFF, already does?) consider things like risk versus benefit, of initiating combat in ALL the circumstances (eg losing precious height over enemy territory) - of which position in relation to the front line would be only one among many, not a sole decision criterion. I'll be leaving the Central Powers limit enabled as a proxy for their different tactical doctrine - and will be glad of it - but disabled for the Allies. I suppose having the option enables the player to take a command-level decision on that aspect of each side's tactical doctrine, which varied over time and between the opposing sides I understand, during the 1916 Verdun operations.