#4631761 - 07/22/23 01:10 PM
Re: Returning player
Joined: Mar 2011
Joined: Mar 2011
B&H II gets the recon wars add-on which is very nice, some upgraded scenery and Lewis gun reloads on the over wing Nupes and SE5a. There's a bunch of other little details that I forget about at the moment. It will also be the version that is compatible with the forth-coming addons.
Hope that helps and welcome back!
The older I get, the more I realize I don't need to be Han, Luke or Leia. I'm just happy to be rebel scum...
#4632315 - 07/30/23 08:22 PM
Re: Returning player
Joined: Mar 2003
Joined: Mar 2003
Welcome Gordohk, there's a ton of improvements in BH&H II over UE,
For one, it includes all the new stuff in PE, then a ton of new features, many to do with immersion.
see here.. https://www.overflandersfields.com/features.html
then scroll down a little to the "NEW Features (since WOFF PE)" button and click that.
#4632317 - 07/30/23 08:45 PM
Re: Returning player
Joined: Mar 2003
Joined: Mar 2003
OK this is just some of it, included are the Thirty Seven ! 37 free updates since release which also contain many new features including the FREE "Recon Wars" addon included since V1.21:
FEATURES IN WINGS OVER FLANDERS FIELDS: OFF BETWEEN HEAVEN & HELL II
New features added into BH&H2 (since WOFF PE);
Note some of these have a large impact with a substantial effect on gameplay and immersion - the bar keeps moving up! The list below are mostly brief descriptions of much more
1) AI 'Landing' or 'Going Home' are now more aware of enemy activity and react accordingly with 'Urgent Defense' on 'close proximity threat detection' even before a potential attacker shoots etc.
They do not assess any Morale Factors hence its an Urgent reaction.
Note: Aircraft may still sometimes not 'see' the enemy approaching and then may still not react.
Note2: Aircraft that are Landing - if they are On Beam (Final Descent/Glide path to runway/field) then they will not abort the Landing - they will always Land.
The variables for reaction to 'close proximity threats' when 'Landing' or 'Going Home' are:
1) Skill, 2) Weather/Visibility, 3) Do they actually spot the attacker?, 4) Fuel and Ammunition status, 5) Craft type, 6) Health (Craft and Pilot damage states)
2) AI in 'Transit' now ALWAYS scan for 'close proximity threats', this is irrespective of the Transit 'Search Intercept' waypoint directive.
Search Intercept is a long range scan directive and is only performed if they AI are directed to do so in the mission file.
Close Proximity Threats are a short range scan - these are now always carried out.
Note: Aircraft may still sometimes not 'see' the close proximity threat approaching and then not react.
The variables for a reaction to 'close proximity threats' when in 'Transit' are:
1) Standard Fight 'Morale Factors' (extensive eg: Numerical Odds of the two flights, Altitudes, Directions, AI Morale, AI Skill, Aircraft Type, Distance from Frontlines etc etc),
2) Weather/Visibility, 3) Do they actually spot the attacker? (human error), 4) Fuel and Ammunition status, 5) Craft type, 6) Health (Craft and Pilot damage states)
3) A2S: Fighters doing successive passes will now U turn closer to the target eg 'airfield attacks'and or 'balloon attacks'
4) AI 'Taking Off' are now more aware of enemy activity and react accordingly with 'Urgent Defense' on 'close proximity threat detection' even before a potential attacker shoots etc.
They do not assess any Morale Factors hence its an Urgent reaction.
Note: Aircraft may still sometimes not 'see' the enemy approaching and then may still not react.
Note2: Aircraft must be in 'Formup' stage of takeoff before they will react - they cannot react when on the field, climbing out or leveling off - for obvious reasons.
The variables for reaction to 'close proximity threats' when 'Taking Off' are:
1) Skill, 2) Weather/Visibility, 3) Do they actually spot the attacker? (human error), 4) Fuel and Ammunition status, 5) Craft type, 6) Health (Craft and Pilot damage states)
5) Fighters should now no longer endlessly chase an opponent that is 'running' and cannot be caught up to/intercepted.
6) Fixed an issue with Boom and BoomF maneuvers at low level that would see the attacker often crash into the ground or dive inverted.
7) Improved Collision Avoidance routines especially wrt to fast fighter boom attacks on slow moving targets - NOTE! Collisions will still occur just as in real life due to pilot error!
Because the AI are autonomous they might also turn in the same direction to avoid each other - just as in real life.
8) Implemented dynamic air turbulence which makes each craft look more real as the pilots jostle to keep formation individually - varies each mission with some overriding criteria:
1) Depends on local wind speed - and weather patterns
2) Clear days may be turbulent or smoother
3) Gets worse in cloud
4) Tends to 0 as Altitude above Ground tends to 0 below 300m
Improved in cloud air turbulence.
Implemented an extra workshops setting that allows player to have wind affecting AI aircraft but not his own aircraft.
9) AI will now spend more time in looking for targets in A2A before going to A2A Formup, also revised the limits on number of attackers per target.
10) AI that are in A2A_Formup now 'check tail' to defend against potential attackers.
11) Improved formation target selection criteria when scanning skies to prevent chasing targets that are 'running' at medium range or greater, or re-engaging targets that have already been given up on in A2A (cannot catch - see item 5)
12) Revised Speeds at which craft explode when flipping over - craft should now be less likely to explode - also improved pilots survivability in 'on ground' crashes.
13) Ground proximity now has less of a bearing on AI reaction to threats.
14) Aircraft will now start fighting for a period of time before doing morale checks to prevent immediately switching out of A2A and running.
15) Reduced frequency of 'all 4 wing' failures.
16) New Improved Ground Avoidance code (as featured in WOTR).
17) Fixed an issue with the throttle control that would sometimes occur in Ground Avoidance routine.
18) Ground avoidance pitch control now has sliding gain that increases with increasing proximity to the ground, once an aircraft is below the GA threshold altitude.
This gives a smooth control action and avoids 'jerky corrections' once an aircraft does go below GA threshold. eg in 'run home low' situations.
19) 'Z function' now includes ASL and AGL altitude display.
20) Reduced probability of seeing enemies at night.
21) Flak Gun targeting angles revised.
22) Collision damage physics and effects associated with ground objects, scenery objects, terrain, and other aircraft overhauled and new effects implemented and or revised.
23) Progressive damage now modelled for main wings - AI and Player
24) All aircraft range/durations adjusted to be as near to actual as possible.
25) Vastly improved scenery textures.
26) Improved facility tree textures and rendering.
27) Many improvements in main terrain blending and overlays. Much more natural layouts.
28) Revised fence and telegraph pole scenery objects.
29) N11 gear oscillation issues on landing resolved.
30) Fixed an issue that prevented the Fe2b from engaging in fights correctly.
Revised model to simulate fixed gun capability for real Dogfighting.
31) Implemented a new mission replay function. Added various controls and features to filter out information and focus on player or other details.
32) N12 Category changed from Fighter_Bomber to Tactical_Bomber
33) 'Trainable gun' Gunners are now only inhibited by rate of pitch/roll change and G Force - not static Pitch/Roll
34) Trainable gunners now park their guns if there are no longer any targets nearby.
35) For AI pilots, or autopilot the “Tacs Go Home” tactic is now switched to 'climb' if on enemy side of lines and the aircraft has taken a certain amount of damage.
36) Fighters now break off attack and leave targets that are heavily damaged and or too low.
37) Trainable Guns now no longer target Trees, Buildings and Tents etc
38) Fighters will no longer try to engage other aircraft that are a lot higher up in altitude than they are (opponent alt difference/range dependant).
39) Fighters will now do regular morale/continue? checks in A2AF mode.
40) Revised aircraft resupply rate and made it worse for German squads as war progresses to a close.
41) Players can now click the aircraft icon and see the aircraft stats when in main enlistment screen.
42) Squads that are 25 miles or less from the front lines now focus operations on the front line sector nearest them where possible.
43) A+B flights are now sometimes combined - all fly in B Flight:
German: 6/1917 onwards: they may combine both flights into B as one large flight quite often - as player, and as an enemy flight that player may run into if he is not German.
Other Nations: 6/1917 onwards - if A Flight is not allocated then B Flight is often now larger.
44) Frequency of operations revised and more intense during battles.
45) Enemy squads encountered are now more likely to be the squadrons in the immediate vicinity along the frontlines.
46) Rank Modifications:
1) On enlistment in any squad 2 pilots are ranked low - one high and the rest are middle ranks
2) Halved all prestige points to slow down promotion of AI and player.
47) 1) When receiving aircraft upgrades squads are now allocated full complements of the new craft rather than sometimes receiving only partial complements, and having all the old replaced craft removed.
This avoids the player being penalised for an upgrade and having incomplete aircraft complements directly after the upgrade.
Note reserves are not always supplied but will be put on order as needed.
2) Upgrades now occur irrespective of spares holding.
48) Implemented the facility to override/change Scenario Weather.
49) Wheel Gear on all Aircraft can now be damaged in battle, on impact, or overstressed in hard landings - individual DM for Left and Right gear.
50) Revised Lewis Guns - can now be reloaded (Ctrl+Shift+G) each craft has the historically correct number of drums and rounds.
51) Lewis Guns on Foster mounts can now be Lowered (Ctrl+G) and Raised (Shift+G) - Gun must be fully lowered to Reload!
52) Lewis Guns that are on Foster Mounts that are not fully raised cannot be fired.
53) Built in Engine Rocker arm animation axes as well as Engine vibration animation axes.
Engine Vibration occurs: 1) At Stall
2) At Overspeed
3) At low RPM
4) when engine damaged
54) Built in pilot head animation for player craft - Externally pilots 'scan the skies' and craft controls:
1) Shakes/Dither noise when engine/prop is turning
2) Faces forward when shooting.
3) Reduces scanning activity when injured and head slowly droops more as progressive injuries occur.
55) Built in simplified head animation for all AI craft - faces forward when shooting.
56) Revisited Collision Avoidance and improved.
57) Player Pilot head now shakes from wind buffet even when looking straight ahead i.e even with no active 'look' animation being processed.
58) Support for Historical Ace Rank and Ace Aircraft is now incorporated and used for both the player squadron and all AI squads. Supported file name structure is:
'Ident'Rank.txt and 'Ident'Craft.txt and the files must reside in their relevant sub folder under the main Aces folder.
These folders are called 'Aircraft' and 'Ranks'
'Ident' can be:
1) AceID number eg GermanAce01Rank.txt and GermanAce01Craft.txt
2) Ace FirstName and LastName (from main 'Nation'Ace File) with no spaces. e.g. ManfredAlbrechtFreiherrvonRichthofenRank.txt and ManfredAlbrechtFreiherrvonRichthofenCraft.txt
3) AceFile Recordline(10) ace kill file name: (xxxKill.txt) eg : MvRkill.txt MvRRank.txt and MvRCraft.txt
59) Ace Aircraft slots (3) are now allocated by Rank - either from the Rank file (if existing) or as interpolated from the Aces Rank in the main ace file - Recordline (17)
60) AI squads 'regular pilots' now use their three slots of aircraft differently from mission to mission, and is rule based. e.g. Esc 62 (dual role Self Escort squad) will sometimes be seen using Strutters or Fighters
61) Both Ace Rank and Ace Aircraft (including skin specification) historical Database files now supported, in order to track Ace Rank and Aircraft over time and allocate these as per historical research.
If an Ace is using an Aircraft from this Aces database, it is indicated in the main campaign GUI - "Active Airman" - next to the Ace's aircraft type by a '(*)'.
62) Player can now elect to override the aircraft allocations that are normally based on the AI pilots Rank. This is done in the Aircraft Inventory/Workshops interface accessed from the main Campaign GUI.
Overrides are visible in the main campaign GUI - "Active Airman" - and are indicated by a '(!)' next to the AI Pilot's aircraft type.
The player can only override normal AI Pilots - NOT ACES.
Note: Overrides remain in place until the craft selected by the player for the AI pilot is no longer available to the squadron historically i.e when they get sent back as trainers.
63) Player can now elect to override his own aircraft allocation that is normally based on his Rank provided the squad has alternative craft historically assigned.
This is done in the Aircraft Inventory/Workshops interface accessed from the main Campaign GUI.
Note: Player craft override is available to the player until the craft selected by the player is no longer historically available to the squadron i.e when they get sent back as trainers.
64) Aircraft allocations are now shown in more detail on the main Campaign GUI - "Active Airman".
Indications are now included such as when there are insufficient aircraft to assign to the pilots (the Pilot then cannot fly), whether the AI pilots craft is in for repair (the Pilot then cannot fly), and how long it is before it will be fixed etc.
If an AI Pilot cannot fly due to lack of default aircraft, or because of aircraft in for repair, the player can override the AI pilots allocation as in 63) and priovided there were other types of craft available to the squad historically,
and they are available in store, the AI Pilot can be rendered fully active again.
A tally of 'Grounded' pilots is displayed to the player.
Note: Aces always have aircraft available to them and thus are always equipped irrespective of losses or damage sustained.
65) Implemented the ability to 'Restore' a deceased pilot's Squadron in the Pilot Dossier GUI - Logs/Claims/Victories are all reset to 0 - player has to set up a new name rank dob etc.
66) Optimised the Squadron complements to better reflect historical squadron levels - Existing Squad pilots will automatically adjust to historical squadron levels over time (pilots will transfer in or out each day)
Note: British Squadrons actually had 3 Flights - we only simulate 2 Flights: A and B and this moment in time thus British Squadron Complements reflect numbers for two flight capability and not three!
67) Squadrons now attempt to always put up maximum complements from 1917 onwards.
68) Player Squadron State is now implemented.
The Squadron state is either:
'Working Up' - preparing operations at forward airfield.
'Forming Up' - for example at St Omer waiting for squad members to join (normally only for a few days).
'Settling In' - after a transfer to distant airfields.
'Deploying' - commonly to France
'Departing' - going to an Airfield in England closest to the coast of France to 'Deploy'
'No Operations' - due to loss of aircraft or other historical issue that prevented the squadron from operating on that specific day historically.
This status is displayed top left of main Campaign GUI.
This only applies if Campaign Mission Frequency in workshops is set to Historical - any other Campaign Mission Frequency setting overrides this functionality (O/R)
Squads that are not operational, due to one of the above reasons, will now no longer appear as an enemy squad or other friendly squad in the mission region of ops.
This is irrespective of workshop settings.
69) Player Squad, if not 'Operational', now performs mundane chores e.g. test engines and or rigging or hone flying skills as opposed to actual sorties if player selects next mission.
Duty Roster states that no operations are being flown by A or B flight.
This can be overridden in workshops see 70) or player can advance time: T+.
70) Alternative Target Types options have been extended where possible. E.g. Patrol Behind Friendly lines has up to 4 alternative target types. Others may have 2 or 3 or 4 depending on mission type
71) Improved font scaling on widescreen monitors.
72) Revised Squadron Transfers - if the squadrons new Airfield is greater than 100 miles distant the transfer takes place via road.
73) Dramatically Improved Scenery and greater variations in trees and variations of blending - all seasons
74) Player aircraft will now play a sound when flown overspeed.
75) Revised Theatre : Terrain Textures, Landclasses, LSO, MOS, and Global layers - all seasons - Done
76) New Hi Res Maps for runtime and UI for improved navigation!
77) WOFF/OBD Theatre now extends to the whole of the mapped region, as opposed to just the WW1 campaign region - for possible future expansions
78) Player Airfield is now instantiated as a unique field and now has the ability in the future to have unique buildings as well as contruction activity from time to time.
79) Player Airfield is now populated with player squad aircraft.
80) Lewis Drums: Number of Spare drums are now indicated in HUD.
81) Implemented vibration sounds when aircraft is vibrating at low idle speeds
82) AI improved Landing.
83) Rain intensity now varies from mission to mission. Also some rain has a misting affect from light to dense to reduce effective visibility.
84) Implemented 'Goggles Effects' for player when in VC view - complete with dynamic rain effects, oil, blood, and cracks, dirt build up - can be switched on and off in workshops or adjusted for visibility, for superb immersion.
85) New cloud and vision code so Air formations that are in A2A pursuit mode will no longer continue to chase enemies that are obscured in/by cloud (cloud fog check), and thus no longer visible.
Note: - Enemies are only spotted when there is a clear LOS to them - IOW only when they are visible (cloud fog check) - but this change now checks visibility constantly as the pursuit takes place/unfolds! Now you can try to run and hide in a thick cloud to lose a chasing enemy.
86) Player Airfield Attack Missions can now sometimes have Bombers (as well as Fighters previously) preparing to take-off as the attack starts. (GAI - MissionEnemyFlight)
Many more changes - including all 80+ aircraft revised and updated, some extensively, for example:
Aircraft Changes for BH&H II
All craft with Inline engines have new or improved engine models complete with new
appropriate pushrod animations (where visible).
New improved blurred rotary engine in all rotaries and improved blurred prop hubs.
Improved cowl and front fuselage metal reflectivity on rotary aircraft. All rotateries and some inline have new oil splattered or dark inner areas.
New animated pilots and observers added to all aircraft and in virtual cockpit views where appropriate in 2 seaters.
New gun models added to some aircraft.
All tail skids improved with new textures applied and some with model improvements.
Gear modelling improved for all aircraft, with new damage model added for individually breakable gear.
General virtual cockpit vibration added to all aircraft, and to all observer gunner views where necessary.
All Aircraft also have animations added to individual needles, compasses, control columns, and various other items in many such as pump handles.
Fuel Pulsators have new animation and new liquid effect.
External vibration animations added, including vibrating engines, guns, exhausts.
Be2c, Be2c HD, Be2 Early, Be12, Be12 HD all have new cowl / front fuselage sections plus improved exhausts and other parts - all with new individual metal textures including new and fully animated RAF 1A and 4A engines.
Se5, Se5a, Se5a Viper, new radiators (with DM) and many other model improvements.
Exhausts improved with new design and textures, new HS Engine, new inspection windows and the inspection openings under the fuselage have been added complete with internal details.
Lewis and Drum animations added for new Lewis drum rotation when fired and reload effect for aircraft that use Lewis.
RE8 newly designed front fuselage section with new inline engine and high res textures.
Albatros DII brand new external model (with new aircraft “skins” or textures by James ‘OvS’).
Albatros DI new model updates to cowl and fitting (with new aircraft “skins” or textures by James ‘OvS’).
Additionally almost all aircraft have had some new parts or improved areas, including some improved level-of-detail parts.
New wind sound added, prop whines, and wires, vibrations
FE2b added features to use the new fighting ability from code.
Adjusted some eyepoints to more realistic or useful positions where possible.
Flying, landing and other wires appearance changed to more metallic grey on many.
Other changes to aircraft include ability to use new code features associated with the flight experience in aircraft ;
New wind sound effect in flight.
New visual and audio dive effects including vibration of aircraft when over speed,
Wires singing at higher speeds and dive speeds, as we reported in pilot memoirs,
Prop whine increase with speed.
Idle vibrations and sound effects.
OBD is proud to bring you our unashamedly single-player WW1 flight simulator WOFF BH&H II. What many are now saying is the most immersive flight simulator available for World War One, be absorbed into WW1 Air War.
SUPERB NEW FEATURES - designed for an ‘all round’ balanced and much improved immersive experience.
The videos may look great but there is so many more fantastic unseen new features or improvements over our previous generations of WOFF. From the
visuals in the cockpit to many AI improvements, to superb new Campaign additions and improvements, new improved theatre scenery for some of the best looking scenery around, and more you will discover yourself.
All this whilst keeping performance at a similar level or better than previous WOFF. Each of the 80+ aircraft has been updated, to include cockpit vibrations, improved animated pilots and more, a new Albatros D.II model, much improved SE5 series and Albatros D.III series models, quality improvements all round. Also includes 3 new main menu Music tracks created by Matt Milne and more!
‘WOFF BH&H II’ brings new lots of new features and content, however it also incorporates ALL of these products and features merged into one simple package ;
WINGS OVER FLANDERS FIELDS 1 (WOFF 1), WINGS OVER FLANDERS FIELDS EXPANSION 2 (WOFF 2), WINGS OVER FLANDERS FIELDS EXPANSION 3 (WOFF 3)
ADDON #1 - FOKKER SCOURGE, ADDON #2 - BALANCE OF POWER, ADDON #3 - MOTLEY CREW
WINGS OVER FLANDERS FIELDS Ultimate Edition (WOFF UE), WINGS OVER FLANDERS FIELDS Platinum Edition (WOFF PE)
Plus all their updates, and additions already included, with many many new features and additions in BH&H II too!
ONE EASY TO INSTALL PACKAGE with all the above mentioned improvements, amazingly with over 80 superb FLYABLE aircraft included from the start (!) so no need to spend more to get your favourite aircraft.
Also Zeppelins (AI only) are included for British defence campaigns “the first Blitz”.
.: Superb Artificial Intelligence "AI"
WOFF BH&H II brings a thrilling WW1 experience as the AI pilots possess knowledge of WW1 Fighting dogfight manoeuvres, Landing, Formation Flying, and much more. Some of the finest flight simulator AI ever made in a home PC flight simulator. AI Pilots suffer from morale/fear, fatigue! BH&H II expands further on this in many areas, including more realistic reactions at key moments such a standing and being attacked, or leaving a doomed aircraft alone and looking for the next target or the way home.
The new improvements and additions to AI abilities really enhance this rich single player experience. Of course AI in the theatre fly in their own real missions which gives the player the real feeling of being there in an ongoing immense air war.
It also avoids the often gamey “spawns” seen in other sims as enemies pop into the air as you get near to a spawn point!).
.: Unique Dynamic Campaign Engine specially for WW1.
Controlled by a new WOFF Manager with hundreds of improvements, rewritten to produce and control the many WW1 campaign pilots, squads, missions and objectives. For more read the Dynamic Campaign Features page. The finest most detailed and historical dynamic WW1 campaign in existence! Massive in scope compared to anything else out there.
For more information click the button: Campaign Features
.: NEW Scenery and Scenery Objects
Stunning realistically toned and coloured landscapes. New trees with new variations, and much more natural look and feel. Many WOFF users comment that WOFF has some of the finest scenery in home flight simulators ever made. Front lines that move with major advances see villages swallowed up, or become destroyed over time.
The four major seasons are rendered with accurate hues and includes various stages of snow build-up and thaw also simulated in autumn and winter. Variations often overlooked in other sims.
Includes some other famous landmarks: Amiens Cathedral (and damaged version)
Verdun Forts, Ypres Cloth Hall, St Martins Red Brick Factory/Works (Manfred von Richthofen flew near this on his final day).
.: WW1 Damage systems
Damaged wings may fail over time - land as soon as you can.
New gear damage possibilities. You can try to belly land on your homefield if gear ripped off!
Now both aircraft will take damage in any air collision. Note also now there is new improved collision avoidance. Note collisions will still occur as in real life it was a constant hazard.
Included are damage systems to give more damage including fire damage spread, progressive damage, engine and component failures and more.
Cockpit Damage - Not only do windscreens and dials crack! Blood splats, oil leaks, holes appear in various places around you in the cockpit. Your goggles can get oil or blood or cracks appearing.
Dirt can build up on your goggles. A serious problem for WWI pilots especially in a rotary aircraft with a total oil loss system! Never fear all these effects can be turned on/off in workshop, or even their intensity changed.
Remember to use TrackIR head-tracking (or other head tracking software/hardware) for ultimate immersion, this is an almost essential piece of kit for flight sims and looking around
.: WOFF Original Music - over 30 original tracks by the fabulous MATT MILNE.
Includes 3 brand new WW1 special tracks created by MATT MILNE, also included is the popular stunning music from previous releases. There are some bonus music tracks also included; giving over 35 unique superb music tracks are also included as random menu music.
.: Aircraft Skins or textures
7000+ authentic historically researched aircraft paints/skins (included for ease of install).
.: Historic Squadrons - now 500 squadrons to chose from, with incredible detail. You can choose to fly with any of these fully researched historic Squadrons!
Includes the detailed comings and goings of their Aces, aircraft, historical pilots.
Each nation includes Fighter squadrons and 2-Seater aircraft squadrons, and some have mixed aircraft in the same squadron or flight as was such when waiting for a full supply of new machines, or in the early war!
Britain: 90 squadrons
Germany: 203 Squadrons!
France: 184 Squadrons
USA: 23 squadrons
.: Aircraft - all Player Flyable;
80+ flyable aircraft, (see product page for full list)
All aircraft improved, and many are upgraded further, New visual and feel effects such as vibrating cockpits, instruments, and parts.
New in-line engine vibrations, upgraded aircraft parts for example the 3 aircraft in the SE5 series have new brand redesigned radiator sections with damage model, new cut outs, improved exhausts with damage model, new cut out inspection window and more. The 5 BE2 and BE12 series aircraft have whole parts replaced with new cowls and new animated RAF engines with higher resolution textures. New Albatros DII aircraft, with new textures, and all aircraft updated.
New pilot and observer model animations Extensive improvements across many areas,
including new improved and breakable gear.
See the Aircraft list for more details.
There is so much more in WOFF BH&H II, we cannot possible include everything.
Next up, the full aircraft list and what has improved (in the 80+ flyable aircraft!), read on...
WOFF BH&H II Full Aircraft List:
ALL INCLUDED in WOFF BH&H II.
All these are updated, some extensively since WOFF PE;
* * * German Aircraft: * * *
Albatros D.I - extensively improved model (and new skins)
Albatros D.II - NEW model (and new skins)
Albatros D.III (early) - extensively improved
Albatros D.III OAW - extensively improved
Albatros D.III - extensively improved
Albatros D.V - improved
Albatros D.V (Later) - improved
Albatros D.Va - improved
Albatros D.Va 200 PS - improved
Aviatik BI - improved
Aviatik BII - improved
Aviatik C.I - improved
Aviatik C.I trainer (x2) - improved
D.F.W. C.V - improved
Fokker D.II - improved
Fokker D.III - improved
Fokker D.R.I - improved
Fokker D.VI - improved
Fokker D.VII OAW - improved
Fokker D.VII - improved
Fokker D.VIIF - improved
Fokker E.I - improved
Fokker E.II - improved
Fokker E.III - improved
Fokker EIV (Twin gun) - improved
Fokker E.V (monowing) - improved
Gotha G.IV bomber - improved
Halberstadt D.II - improved
Halberstadt D.III (Argus Engine) - improved
Hannover CL.III - improved
Pfalz A.I 2 seater - improved
Pfalz E.III - improved
Pfalz D.IIIa - improved
Roland C.II - improved
Rumpler C.IV - improved
Zeppelin R Type* - AI only
Zeppelin P Type* - AI only
* * * Allied Aircraft: * * *
Breguet 14 A.2 - improved
Bristol Scout D - improved
Bristol Fighter F2b - improved
Caudron G.4 - improved
D.H.2 - improved
D.H.2 Early - improved
D.H.4 - - improved
D.H.5 - - improved
F.E.2.b - improved
Morane "Parasol" Type L 2 Seater - improved
Nieuport 10 - improved
Nieuport 12 - improved
Nieuport 11 - improved
Nieuport 16 - improved
Nieuport 17 Lewis gun - improved
Nieuport 17 Vickers gun - improved
Nieuport 17 Bis (2 guns) - improved
Nieuport 23 Vickers gun - improved
Nieuport 23 Lewis gun - improved
Nieuport 24 Bis Lewis gun - improved
Nieuport 24 Bis - improved
Nieuport 24 Lewis gun - improved
Nieuport 24 Vickers gun - improved
Nieuport 27 Lewis gun - improved
Nieuport 27 Vickers gun - improved
Nieuport 28 - improved
R.A.F. B.E.12 - extensively improved
R.A.F. B.E.12 HD - extensively improved
R.A.F. B.E.2c Early - extensively improved
R.A.F. B.E.2c - extensively improved
R.A.F. B.E.2c HD - extensively improved
R.A.F. B.E.2c trainer (x2) - extensively improved
R.A.F. R.E.8 - extensively improved
R.A.F. S.e.5 (Early,150HP) - extensively improved
R.A.F. S.e.5a - extensively improved
R.A.F. S.e.5a Viper - extensively improved
Sopwith Camel - improved
Sopwith Camel - Bentley - improved
Sopwith Pup - improved
Sopwith Snipe - improved
Sopwith Strutter B1 - improved
Sopwith Strutter A2 - improved
Sopwith Tripe - improved
Sopwith Tripe (RNAS twin vickers)- improved
Spad VII - improved
Spad XIII - improved
*Both Zeps are not player flyable, they are A.I. only currently).
HD = Home Defence - also includes enhanced night
A.I. (Artificial Intelligence) in more detail;
Artificial Intelligence : The superb WOFF WW1 A.I. for pilots open up many possibilities!
Physics, Collisions and Artificial Intelligence : True Thinking A.I. Pilots
.: General epic features for Wings Over Flanders Fields:
All A.I.craft now use the same flight models and engine models as the player craft - they have no advantages, so they are flying the same complexity of flight model as the player. This includes ammo weights, wind forces and more.
.: Improved collisions for more immersion. All aircraft physics are more realistic than before especially when disintegrating or colliding with objects or the terrain including A.I. aircraft.
.: Collisions have improved effects:
Scenery and Object collisions are now improved with differing effects depending on the speed of collision as well as the hardness of the object into which the aircraft is colliding - aircraft in the collision also now take full damage.
.: With the Brand new A.I. code for Wings Over Flanders Fields the A.I. behaves more like a human pilot; his fears, skills, and mortality all play a much more important part:
Each A.I. pilot has a complete set of key human-like abilities that determines how he behaves - Skill and Morale being the major components of this.
A.I. no longer simply fight to the death, they evaluate their surroundings for enemy and friendly craft alike and can change their behaviour accordingly to these dynamic ever changing conditions as they carry out their missions.
Some of the dynamic conditions considered include ;
· Number of Friendly craft in their Flight and condition, altitude, speed, direction and ability of craft.
· Number of enemy craft in vicinity that have been seen and their condition, their ability, altitude, speed and direction, and even the type of the aircraft!
· Condition of the A.I.'s own aircraft and his own health.
· Proximity to/distance over enemy front lines and which side is below him.
· If flying a 2-Seater without support morale may be lower, but enhanced if an escort is protecting the flight.
· Fatigue - each A.I. pilot can become fatigued over time in the gruelling dog fights and their skill and morale becomes diminished over time as they get tired from the G forces (!) and effort to move the control stick - if too fatigued they well may break off the fight and attempt to recover or break for home.
Based on these criteria, and others, the A.I. is constantly evaluating whether to stay and fight or flee to home base or nearest friendly base, or simply to try to continue on and carry out the mission. Above all they try to preserve themselves and their machines, as any human would!
.: New A.I.Vision - the A.I. constantly look around the skies as they fly, to try and see any enemy flights - they do not always succeed and they also cannot see through clouds and visibility distance is reduced in haze. Their skill rating also affects their vision acuity. This applies to pilots and observers/gunners. Thus it is possible to sneak up on unsuspecting aircraft crews.
.: WW1 Flying Skills - The A.I. pilot's skill rating affects the complexity of manoeuvres he may know, as well as the A.I. pilots integrity when it comes to dog fighting over the battle scarred landscapes or bombing airfields and other targets. For example an Ace pilot will know more manoeuvres than a veteran pilot and attempt them with more skill and vigour!
.: Trained A.I.- A.I. are competent to fly WW1 aircraft and actually go through special training by us (yes they have the ability to be taught how to fly new aircraft!) to competently use the aircraft they are flying and can do everything from take-off, navigate, fight, land and much more. For example they have new low level flying and fighting abilities according to their skill levels, all the while constantly evaluating the environment.
.: Ground Attack - New fantastic ground attack skills - the A.I.now co-ordinate attacks on ground targets and will break off at suitable moments depending on state of ammunition and or other threats to their safety!
.: Random Failures - A.I. Aircraft (as well as Player Aircraft) are subject to random mechanical or structural failure based on known traits and flaws of the machines they are flying at the specific time. A.I. try to control their aircraft and emergency land or try their best to survive a crash landing.
.: New Landing Abilities - A virtual and hidden Airfield landing controller helps to ensure correct flight and machine behaviour when landing at home or nearby fields for multiple and or large squadron flights - this means A.I. can understand complex airfield situations with multiple craft and flights landing on the same field. They also can attempt to ditch or crash land a damaged aircraft.
.: Allow you the Pilot to Exercise control - over the A.I. pilots in your flight, provided you have sufficient rank, with commands such as Attack, Return to Base, Rejoin, Land here etc.
‘WOFF BH&H II’ brings you full immersion in the World War One Air War like nothing else. Be absorbed in the desperate fighting over No Mans Land, and beyond. Fight over the most extensive and largest WW1 battlefield ever created in a flight simulator. Immerse yourself in one of over 500 historically accurate fighter and bomber squadrons, located in their historically correct locations, with the correct aircraft (over 80 flyable) of the time, anywhere along the Western front during WW1, or defend England from Gotha and Zeppelin raids! Spanning the period from 1915 through to the Armistice in November 1918 with front-lines that move as they did, there is no other flight sim that can bring you the accuracy and feel of being a WW1 pilot, and all of the dangers associated with it! With stunning immersive WW1 environments including literally 1000s of airfields and other targets, OBD’s unique, unmatched single player dynamic campaign system, beautiful lighting, and the best WW1 Artificial Intelligence pilot system for thrilling air combat in … Wings Over Flanders Fields Between Heaven & Hell II The definitive WW1 flight simulator for PC.
Also since BH&H II release we have added 37 updates (as of 21 February 2023) with new features, fixes and improvements . Includes the new FREE Recon Wars add-on in update V1.21 See below under V1.21 ...
WOFF BH&H II CHANGE LOG: (Newest additions shown first)
Version 1.37 21 February 2023
1) Fixed a tool tip text error in Workshops for airfield grass On and Off.
2) Addressed a rare facility populate issue on non US PCs.
3) Revised Airfield grass.
Of course this includes ALL the previous updates as below, including the massive ‘RECON WARS’ FREE expansion released since V1.21 :
Version 1.36 3 February 2023
5 new FREE features or improvements …
1) Improved Tree Models.
2) AC are now damaged if gear contacts water.
3) Improved Woods Textures.
4) Grass implemented at Airfields.
5) Revised Spring Tiles.
Version 1.35 5 December 2022
1) Addressed an issue that affected Screen Res Modes on Nvidia 4090 GPUs
2) Clouds Draw Range implemented - increases cloud render range as well as adding in ability for player to adjust the draw distance in workshops.
3) Addressed an issue that affected users with the latest VKBsim Gladiator EVO and NXT Joysticks (WOFFKeys now V2.2)
Version 1.34 16 August 2022
1) Squadrons that are not 'operational' will no longer be forced to carry out historical (scripted) attack or defence missions.
2) Fixed an issue that did not return the player to the main menu correctly when an invalid/unavailable squadron craft is assigned in campaign.
3) Addressed a 'mission type' loop counter error in Gotha Squadrons and some other Bomber Squadrons when the player elects to fly in poor weather.
4) Fixed an issue that prevented player loading rockets on certain aircraft in campaign.
5) Fixed an inventory display issue for Ace aircraft when returning to planning room after having already set-up payloads.
6) Addressed an issue that would sometimes cause the briefing room map to not be centred on the mission flight.
7) Addressed a naming issue in FA(A) 208s squadron database.
8) Aircraft fixes: Sopwith Pup adjusted view FOV slightly. BE series fixed issue with prop hub being see through in certain conditions.
Version 1.33 2 August 2022
With new fantastic features;
1) Implemented graded manoeuvre ratings for all WW1 aircraft as they improved over time. Lower Maneuver ratings means the AI will carry out less complex maneuvers.
2) 2 Seaters that were used as 'fighters' will now behave more historically correct.
3) Pilot Skill, Morale and Health now directly affects the AI aircraft maneuver capabilities dynamically in runtime - a wounded/ injured pilot will start to carry out less complex maneuvers.
4) Fixed an issue that prevented the Sopwith Pup skins from changing correctly.
5) Aircraft model fix for the DH5 - converted it from pedal power (feet sticking through the floor), into a full adult version using an engine instead, and some other very minor tweaks to blurred engine, and wing tips.
Some other misc fixes for other aircraft models.Of course this includes ALL the previous updates as below, including the ‘RECON WARS’ Free expansion released in V1.21
Version 1.32 4 July 2022
1) Addressed an issue in Training that on bad weather days that are cancelled, the campaign does not advance by a day correctly.
2) Fixed an issue that sometimes prevented manual time advance of more than one day working correctly.
3) Fixed an issue in Keyboard and Joystick Bindings that incorrectly mapped Button 1 function to POV 1 under certain circumstances: WOFFKeys Upgraded to V2.1
Version 1.31 15 June 2022
1) Default Key Settings now include the new Recon Wars commands.
When using the WOFFKeys tool to reconfigure keys and controllers and choosing “Reset All to Default” you will now have the Recon Wars key commands reassigned correctly for taking a Photo, taking and dropping Notes, and for Radio Transmission.
Make sure you have the correct loadout selected before flying your mission too!
Version 1.30 6 June 2022
1) Addressed loadout issues with F.E.2b and B.E.12 HD Aircraft, Aviatik BI, BII, CI, Rumpler.
2) Addressed an issue that caused 'AI Weather' to be generated more than once per day.
Version 1.29 26 May 2022
1)Addressed a Missing Winter Texture Overlay for Autumn Light, Winter Light, and Winter Full.
Version 1.28 19 May 2022
1) Dual Role Squads: Fighter 'B Flights' are no longer recommended to load up Reccy type equipment, because A flight actually carries out the Reccy mission goals, and B flight assists by protecting them.
Version 1.27 6 May 2022
1) Fixed an issue that would sometimes result in Ace aircraft in A flight not always having bomb loadouts when required.
2) When a Ground Battle exists in your region, or is about to start in the next few days in your region, then time always advances by 1 day only. This will help ensure you do not miss the start of a battle.3)Current Weather conditions now included in the 'Historical Weather Cancels all Flights' 'player decides' pop up message.4)Keyboard and Joystick Bindings Tool Revised to V2.0:
a) User is prompted to save if 'exiting after changes' without having pressed the save button.
b) Simplified the editing of assigned joystick functions, all editing functions are available on clicking the bound item.
c) Fixed an issue in Win10 and Win11 where the Joystick Button 'repeat value' was sometimes no longer valid.
d) Implemented ability to assign axes to Gunner station. So you can for example now bind twist (rudder) to rotate.
e) Generally improved all round for ease of use.
Version 1.26 20 April 2022
1) Fixed a target search issue that resulted in no 'French HQs' or 'USA HQs' being found.
2) Recon Wars CO Report was not being logged in the pilot log file correctly - Fixed for 1.26 going forward.
Note: data that was not logged correctly for flights in Recon Wars prior to V1.26 cannot be recovered.
Version 1.25 14 April 2022
1)Fixed Camera sight and Bomb sight on the Nieuport 12 aircraft model.
Version 1.24 7 April 2022
1) RFC 56 no longer has Aces flying N17s in April 1917 (was originally meant for Albert Ball only)
2) Fixed an issue that resulted in no weather setting being included when saving QC Missions as Scenarios.
3) Fixed a German HQ facility that had Allied flak guns deployed in error.
Version 1.23 4 April 2022
1) Revised Cloud lighting at night - removed red hue
2) Fixed an issue with enlisting in some Jasta squads.
3) Revised Flak Effect
Version 1.22 25 March 2022
1) Revised Flak Textures
2) Fixed an XML compatibility issue in Simulation.xml
3) Workshop settings for either disabling, enabling or allowing the user to decide 'on the fly' what to do in bad weather in
campaign, now extends to allow users to control what he wants to do on Poor Recon weather days.
4) Cancelled Flights due to Weather:- Time now always advances by 1 day only.
Version 1.21 'Recon Wars'
1) Squadrons carrying out Reconnaissance missions now only have B flight on duty and with up to a limit of 2 max aircraft, 3 if in a French Squad.
2) Reconnaissance missions are seldom escorted - dual Role squads often have a fighter or 2 accompanying in A Flight.
3) Reconnaissance Squadrons now predominantly carry out Reconnaissance type missions with occasional Bombing runs.
4) Bomber Squadrons now predominantly carry out Bombing type missions with occasional Reconnaissance runs.
5) AI Flights now on Reconnaissance runs are limited to 1 or 2 max AC.
6) Fighter squadrons now only escort 2 seaters if they are carrying out a bombing mission and have reduced frequency of Escort type missions.
7) Increased Flak in early years.
8) Fixed a non critical error that would sometimes occur when calculating a frontlines patrol point.
9) Frequency of operations when in Historical mode is now also a function of the year, in addition to being a function of the squadrons ops rating.
So in early years days can advance by more than one day after a mission or on 'T+' to Next Flight.
10) Revised mission briefing Notes for Reconnaissance and Artillery Spotting missions and recommended loadouts.
11) Fixed an issue where rain would sometimes be rendered in Winter instead of snow.
12) Taking Notes, Recon Photos and Sending Messages via R/T and dropping weighted Note Bags during Flight i.e. 'in mission' are now implemented, and real in sim data is gathered:
'Shift+P' - Pilot/Observer Take a Photo: AC must be equipped with a Camera, be at the correct height, be flying level and below any cloudbase as applicable - limited to 5 plates.
Photos cannot be taken in autopilot mode. Photos cannot be taken in the rain or in poor visibility conditions.
It takes 10 secs to load, focus, expose the Photo Plate and store it. Another Photo can only be taken after 10 secs.
It is best to use the 'bombsight' view - which is customised to be a 'camera sight' as appropriate to take accurate photos.
'Shift+R' - Observer Send a Message via R/T: AC must be equipped with a Radio Telegraph set, have an Observer to send the Message, be at the correct height.
The R/T Set must have suitable Battery Strength.
Approximately 5 messages can be relayed before the battery is depleted.
It takes 10 secs to send the Morse Message. Another Message can only be sent after 10 secs.
'Shift+N' - Pilot Write a Note down : AC must be equipped with a Pilots NoteBook Set - limited to a number of notes.
It takes 10 secs to write down the Note. Another Note can only be made after 10 secs.
'D' - Drop Notes (In a weighted Note Bag) whilst flying - for example at Frontline HQ.
Notes cannot be dropped if none are taken, or a Notebook is not available (not loaded).
Best to be below 100m when doing this
13) Notes, Photos, Messages, and Dropped Note Bags are evaluated at the end of the mission. (Mission Details -> Recon Details)
This is based on final state of the players AC, Pilot and Observer, the AC Attitude: Roll/Pitch.
As well as Altitude, Visibility, Location where Photos, Notes and Messages are taken, and Notes dropped.
The results are compared to the mission objectives.
Photos can be determined as blurry, over exposed, hazy etc despite being taken within the correct proximity to the mission objective.
R/T messages are not always received despite being sent from the correct location.
14) Mission Debrief Details screens relate to the player how successful his mission intel gathering was - Recon Details Icon now appears in Mission Details as appropriate.
Clicking this Icon takes the player to a detailed interface showing intel gathered.
15) Radios and Cameras can be damaged and rendered in-operable.
16) The Camera cannot be operated if Pilot is too injured.
17) Notes cannot be made if Pilot is too injured.
18) Radio Messages cannot be sent if the Observer is too injured
19) Exposed Photo Plates can be damaged after being taken, based on the players AC damage level after landing.
20) Artillery Spotting or 'Battery Ranging' - if Notes are being taken re 'fall of shot' due to non availability of R/T sets, then they sometimes have to be dropped off at a local HQ.
Otherwise they must be returned to your Squadron Commander at your homefield.
21) Reconnaissance - if Notes are being taken due to non availability of Cameras, then they sometimes have to be dropped off at a local HQ.
Otherwise they must be returned to your Squadron Commander at your homefield.
22) Photos are always returned with you to your homefield.
23) The Sector HQs along the frontlines, introduced in BH&HII, are now available in QC in 'Over The Lines' QC Quick Flight Type.
Note: Because the frontlines move and are often vague the red frontlines on the maps are a guide only - as they were in the war - this has always been the case.
It is why you are sometimes captured when you are forced to land and you considered yourself to be in friendly territory 'map frontline wise'.
It is therefore always adviseable to try to get well clear of the front when forced to ditch with engine failure, damage etc.
24) Loadouts: Player must select an appropriate 'Loadout' for his mission objectives as outlined in the briefing.
25) Altitude and Range From Objectives: Notes must be made within 150 to 1650m (Visibility Dependant) of Objective and not too Low - must be at the flight altitude approx
Notes (in a weighted Bag) must be dropped *when instructed to do so* within 200m of Drop Objective point and at an altitude not higher than 150m.
Photos Must be taken within 350m of Objective point at the instructed flight altitude height approx.
R/T Messages Must be sent within 150 to 1650m (Visibilty Dependant) of Objective point and not at a low altitude - > 1000m.
Low Altitude results in poor signal transmission that are too weak to be received properly.
26) Loadout Availability: Sometimes Radios and Cameras are not available as they are either out of order or removed for service - player will then have to use his note book.
27) Oblique Photo Recon from friendly lines is not catered for.
28) All Squadron Operations for Player and AI are now affected by Weather. This affects Mission Types and Altitudes and is switchable in Workshops.
On Heavy Cloud or Raining/Snowing Days where the weather is not quite bad enough to call off operations then:
1) Operations for all Squadron types generally become more defensive in nature (mainly within Friendly lines).
2) They also take place at lower alts and Recon Photographing and or Artillery Ranging for Reconnaissance Squadrons cannot be undertaken.
29) Recon/Artillery Spotting (Battery Ranging) outcomes on Notes/Photos and R/T messages are collated in the pilots Dossier Log.
These can then be seen when 'mouse moving' over the specific Mission Remarks (right hand page) in the pilots Log Book.
30) Revised Flak levels over the years at frontlines.
31) Revised weather algorithm for historically 'Good' and 'Light' days.
32) Added new exterior mounted camera loadout models for a selection of German and British aircraft:
Aviatik BI, Aviatik BII, Aviatik CI, RAF BE2c, RAF BE2c Early.
Note - All AC that had Cameras and or R/T capability can still be used for Recon in the expansion - but the 3D models of these units is not represented yet in game.
33) Added Camera sight and Bombsight to N12
34) In game AC Labels revised to display 'On reconnaissance' instead of 'On patrol' when appropriate for Reccy craft.
35) Some General Comments about BH&HII Recon Wars:
Recon craft are very vulnerable and the best tactic is to get as high as possible within the mission parameters.
Always adjust your 'Circle Up Waypoint' to a suitable location away from the frontlines to avoid flak and enemy fighters.
To do this select the Circle Up waypoint in the waypoint selection list in control bar below the map in the briefing room.
Move the waypoint using the Up Down Left Right buttons located above the waypoint selection list.
Also bear in mind when locating your 'circle up point' that enemy fighters tend to fly within friendly lines - more so the Allied fighters than the Central Powers.
Make sure you load up the recommended loadout for the recon mission as indicated in the briefing text.
If you are instructed to air drop notes at an HQ then be very cautious about your approach to the HQ.
Return to friendly territory at a high altitude, especially when crossing the front lines, and then turn and approach the HQ from the friendly side.
Set 'Forced Encounters' to 'Off' or maybe 'Medium' (which is quite hard) in Workshops if you want to experience a more accurate and longer duration career.
Remember 'Forced Encounters' is there to enable players in fighter craft to gain more combat exposure in a shorter period of 'sim time'.
36) Damaged/Shelled AFs are now populated with a certain number of 'Blown Trees' and some 'damaged buildngs / smoke' as well as showing bombardment shellholes around the perimeter.
37) If you fly at very high altitudes > for more than 10 mins and your AC is not equipped with heating systems and or Oxygen, your vision slowly deteriorates. (Goggles Glass effects must be on in Workshops)
Your Vision slowly recovers as you descend to reasonable alts.
38) Early on in 1915, radio and cameras were not readily available and notes would be taken this is reflected in V1.21 Recon Wars. We have modelled this introduction of radio and camera on a per aircraft basis. … and many more small tweaks and improvements.
Version 1.20 7 January 2022
1) Allied and Central Powers 'incursion' range limit 'on or off' is now selectable in workshops, individually - see Version 1.19 items 7) and 8)
2) Fixed a text display issue on some of the Aircraft Stats pages.
3) Fixed an issue that prevented the Zeppelin R type from appearing in the Quick Combat lists.
Version 1.19 4 January 2022
1) Changed weather cloud system to reduce frequency of dark and light clouds being mixed.
2) Aircraft stats page is now a window not full-screen.
3) Revised City surrounds and City centre alpha masks.
4) Revised Vehicle lighting.
5) Revised Saturated clouds and cloud lighting.
6) Revised Sea Bias and fixed an issue in Facility Lighting.
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!
9) AI fighters will no longer attack landing AC for fear of ground guns nor will they pursue enemies deep into
enemy territory if they are running.
10) Improved 'go home descend' altitude validity checks.
11) Improved AI Ground avoidance in hilly terrain.
12) Fixed an issue that would sometimes cause damaged AC to circle 'endlessly' in GA mode.
13) Fixed an issue that would sometimes cause GA mode to affect ground strafing and or balloon attack.
14) Fixed an issue at certain airfields that caused AI to collide with trees in proximity to the landing area.
15) Progressive AC system damage is now a function of AC speed where applicable.
16) Improved thunderstorm sounds (thanks to Creaghorn).
Version 1.18 16 November 2021
1)Revised Damaged airfield blending.
2) Revised start-up of WOFF for new OBD logo.
3)Fixed a database error in MFJII squadron file.
Version 1.17 26 October 2021
1) Jasta 66 is now enabled and playable.
2) Revised Scenery Trees and Textures - all seasons, and all snow cover options.
3) Revised Scenery Lighting.
4) Revised Scenery Object distance details.
5) Revised Terrain Texture Quality settings and Scenery Density settings to improve FPS.
NOTES: Revised Scenery and Terrain Texture detail controls 1 to 5 in Workshops.
The Terrain Quality (texture sharpness) and the Scenery Density (objects on the terrain) have been revised for WOFF 1.17.
The controls now give a better ability to more finely tune and optimise the scenery and terrain to get maximum FPS with the best visual eye candy possible.
Good starting points on a reasonably good PC are Terrain Quality 2 or 3 and Scenery Density 3 or 4, - 5 being for very good GPUs 3080 or better.
6) Revised Clouds, Textures, and Lighting.
Version 1.16 6 September 2021
1) Fixed an issue that prevented the AI bombers from bombing when player is in bombardier station.
2) Aircraft changes;
a) Added Bomb-sight to all 2-Seaters (except Nieuport 12);
Aviatik CI SOL (trainer craft)
Aviatik CI OBS (trainer craft)
RAF BE2c Early
RAF BE2c SOL (trainer craft)
RAF BE2c OBS (trainer craft)
Sopwith Strutter B1
b) Added Bomb-sight to Strutter B1 (single seater bomber).
c) Also Breguet14 fixed hub of blurred prop, fixed small issue on lower LOD when zooming out.
d) Fixed fuselage mapping issue on N24, N24 Bis, N24 Bis Lewis, N24 Lewis, N27.
Version 1.15 11 August 2021
1) Fixed an issue that would sometimes cause the player to not hear any bullet strikes on his aircraft when in cockpit.
2) Gun shake will no longer occur when gun is jammed.
3) Fixed the following aircraft issues; Fokker D.VII - fuel gauge needle was broken at 25% fuel or less - fixed. Slight improvement to gauge
Nieuport 28 - slight graphical anomaly when viewing the flying wires from Virtual Cockpit view - fixed. Other slight cockpit
R.E.8 - Added several missing wires, improved various parts. Added a pitot tube.
Albatros D.I - fixed small graphical glitch when viewing rear cockpit area from certain angles. Albatros D.II - fixed small graphical glitch when viewing rear cockpit area from certain angles.
Version 1.14 29 June 2021
1) Fixed an issue with observer availability in Campaign when a squadron changes to Dual Role or Reconnaissance Role.
2) Further work on Cloud Flicker - flickering should be reduced - thanks to Buckeye Bob.
3) Halberstadt D.II and D.III - model fix for throttle in virtual cockpit.
4) Pfalz A.I - fixed bomb load-outs.
5) Some aircraft texture fixes.
Version 1.13 3 June 2021
1) Fixed a possible error at mission runtime that would sometimes occur for Aces with File Specified AC and Skin. Ensured that the associated Ace skin would be allocated if possible, or if no more aircraft instances available then the generic AC and skin is allocated.
2) Improved Aircraft instance selections for skin allocations to maximise the number of skins per craft type flying in game.
3) BE2c early version - Removed Lewis drums from Observer’s cockpit. Fixed some other small issues.
Version 1.12 24 May 2021
1) Fixed a ground unit collision avoidance issue for aircraft that are Going Home or RTB.
2) Removed some Telephone poles from a/g_generic_3 type Airfield facilities that would sometimes cause a collision avoidance issue with landing aircraft.
Version 1.11 20 May 2021
1) Fixed a ground unit collision avoidance issue for aircraft that would occur under certain circumstances when landing.
2) Aircraft fixes; - Sopwith Strutter A2 - fixed none working compass in VC, fixed broken pulsator.
- Sopwith Camel & Camel Bentley version - improved rear wood combing texture seen from cockpit view.
- Sopwith Camel Bentley - fixed underneath cowl plate.
Version 1.10 14 May 2021
1) SPAD VII - fixed mirrored mapping on the left horizontal. Also improved horizontals and elevators mapping.
2) N17 Bis - fixed duplicate back plate for airspeed gauge in external view. Also added some cockpit parts into LOD50.
3) Revised rain effects for some of the heavy rain types.
Version 1.09 11 May 2021
1) Fixed an issue whereby the correct Backclip distance (haze)was not being set for some Quick Scenario weather types, resulting in graphical cloud glitches under certain conditions.
2) Implemented reduced Backclip distances (haze) for medium and variable dynamic weather.
3) Removed the Cloth Hall at Ypres after it was damaged.
4) Improved AI rotary blipping at low engine R.P.M.
5) Fixed a fatal mission creation error with escort flights if the escorting squadron was based at the same airfield as player.
6) Improved briefing text for when escorting squadron is based at same airfield as player.
7) Fixed an issue with a Nieuport 17 Lewis skin.
Version 1.08 5 May 2021
1) Further work on Cloud Flicker - flickering should be reduced.
2) Revised Winter Tree Alphas (i.e. less solid trees in Winter).
Version 1.07 4 May 2021
1) Fixed an issue with Time Advance whereby days in hospital or days in captivity were not carried over to the following month correctly.
2) Balloon Attack and Defence are now special assignments to B Flight only and take place with a limited number of pilots.
3) Implemented blipping in AI rotary AC and in AI controlled player rotary AC.
4) Revised engine start-up and exhaust effects.
5) Reduced cloud flickering - thanks to Buckeye Bob.
6) Revised ground explosion effects.
7) Aircraft fixes; Aviatik C.I, B.II, & 2 Aviatik trainers fixed e
Last edited by Polovski; 07/31/23 08:36 AM.