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MODS FOR RISE OF FLIGHT


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TG-55Panthercules
Posted (edited)

In case we eventually lose access to the old RoF Forums, I thought it would be a good idea to have a sticky thread over here in which I could compile lists/posts of some of the more useful mods for which I can find working links back on the old forums.  I'll start by bringing over this list of my favorite RoF mods below .Despite the presence of older version numbers in some of the names, I've tested most if not all these with 1.037 and they seem to be working.  

 

Let me know if you detect any problems.  Also, if there are any other mods you would like to see referenced here, please PM me or post about it this subforum and I'll try to get them included here.

 

All these Mods are JSGME-ready - you can just unzip them into your MODS folder and activate them with JSGME.  

 

 

                                Panther's Favorite Mods

 

 

AI Pilots (Criquet Reflected Gavagai) for 1.033c:     https://www.mediafire.com/file/k3b20pzymhukmyz/AI_Pilots_(Criquet_Reflected_Gavagai)_for_1.033c_for_JSGME.zip 

 

AnKor85's Terrain Bumpmapping for 1.032b:   https://www.mediafire.com/file/qreek0lam01h52p/AnKor85's_Terrain_Bumpmapping_for_1.032b_for_JSGME.zip 

 

Avatars for Career Mode:    https://www.mediafire.com/file/2o3m3d6jdn4k2en/Avatars_for_Career_Mode_for_JSGME.zip 

 

Avimimus_Flak_mod (Panther-tweaked)_1.031:     https://www.mediafire.com/file/kx1pjnhxaawmpnn/Avimimus_Flak_mod_(Panther-tweaked)_1.031.zip 

 

BattleSmoke and Effects Textures for 1.031b (steppenwolf_):     https://www.mediafire.com/file/j1e5mzdxyc9m86k/BattleSmoke_and_Effects_Textures_for_1.031b_for_JSGME.zip 

 

Bullet Effect for Buildings for 1.033c (steppenwolf_):     https://www.mediafire.com/file/z7884cvlnllnhtb/Bullet_Effect_for_Buildings_for_1.033c_for_JSGME.zip 

 

Dutch2's B&W Retro Cinema loading screens:   https://www.mediafire.com/file/djp6lbe2ytpp96y/Dutch2's_B%26W_Cinema_Vintage_Retro_Screenhots.zip 

 

Dutch2's Color Retro Cinema loading screens:   https://www.mediafire.com/file/evu0s95i79cgbjs/Dutch2's_Color_Cinema_Vintage_Retro_Screenhots.zip 

 

Enhanced sky v3.0a - small clouds  (Happyhaddock):   https://www.mediafire.com/file/ex9487bxf4f060x/Enhanced_sky_v3.0a_-_small_clouds_(Happyhaddock).zip 

 

Fubar's Landscape Mod for 1.037:    https://www.mediafire.com/file/ax2ihvfxa7wmy23/Fubar_Landscape_Mod_for_1.037_for_JSGME.zip 

 

Gauges (J.j.) - bug fixes:    https://www.mediafire.com/file/dz6xvicckdeavyn/Gauges_(J.j.)_-_bug_fixes_for_JSGME.zip 

 

Gauges (J.j.) - British Nieuport 11:     https://www.mediafire.com/file/pjj5lmbd7p34ezl/Gauges_(J.j.)_-_British_Nieuport_11_for_JSGME.zip 

 

Gauges (J.j.) - British SPAD VII:   https://www.mediafire.com/file/z9e0g77239wko67/Gauges_(J.j.)_-_British_SPAD_VII_for_JSGME.zip 

 

Gauges (J.j.) - British SPAD XIII:   https://www.mediafire.com/file/vou14x6mrjc611e/Gauges_(J.j.)_-_British_SPAD_XIII_for_JSGME.zip 

 

Gauges (J.j.) - French Nieuport 17_GBR:   https://www.mediafire.com/file/3uprz9rke6m78zz/Gauges_(J.j.)_-_French_Nieuport_17_GBR_for_JSGME.zip 

 

Gauges (J.j.) - Italian Nieuport 11 et 17:   https://www.mediafire.com/file/b2qj0fczt2r1mha/Gauges_(J.j.)_-_Italian_Nieuport_11_et_17_for_JSGME.zip 

 

Gauges (J.j.) - Felixstowe Speedometer in Knots:  https://www.mediafire.com/file/ze3nu5hr3nnzbzh/Gauges_(J.j.)_-_Felixstowe_knots_speedo_for_JSGME.zip

 

Ground Objects Package #1 by SYN_Vander:  https://www.mediafire.com/file/x1jji489bex1631/RoF_Ground_Objects_Package_%231_by_SYN_Vander_for_JSGME.zip 

 

Lens Flare Removal (bbob/Panthercules):  https://www.mediafire.com/file/c9fg7c1xalkmeug/Lens_Flare_Removal_for_JSGME.zip

 

More Active Front with No Ambient Flak (steppenwolf_/Bucksnort):   https://www.mediafire.com/file/j6r9138kf2e0xtn/More_Active_Front_with_No_Ambient_Flak_for_JSGME.zip 

 

Moving Soldiers_Package_2v4 (SYN_Vander):   https://www.mediafire.com/file/f0583bqt28t88h7/Moving_Soldiers_Package_2v4_for_JSGME.zip 

 

New Frozen Rivers (Early or Late winter) for 1.034 (Fazer):   https://www.mediafire.com/file/1x9mng5m159rgfm/New_Frozen_Rivers_(Early_or_Late_winter)_for_1.034_for_JSGME.zip 

 

Panther's B&W Loading Screenshots (Panthercules):  https://www.mediafire.com/file/d2arak112rndrq9/Panther's_B%26W_Loading_Screenhots_for_RoF_for_JSGME.zip 

 

Panther's Color Loading Screenshots (Panthercules):  https://www.mediafire.com/file/c27mfgpgi7l133d/Panther's_Color_Loading_Screenhots_for_RoF_for_JSGME.zip 

 

Panther's Simple Compass Mod for RoF (Panthercules): https://www.mediafire.com/file/y10i3i2h3u18mej/Panther's_Simple_Compass_Mod_v2_for_RoF_for_JSGME.zip 

 

PWCG GUI Mod:  (link removed - now included with Pat's latest PWCG downloads, from his web site, here:  http://www.pwcampaignmanager.com/pwcg/web/PWCGRoF.php )

    

Rate of Fire Jan 1916 - Feb 1917 (Bucksnort):   https://www.mediafire.com/file/nhsn40pfn0lcna6/Rate_of_Fire_Jan_1916_-_Feb_1917.zip 

 

Rate of Fire Mar 1917 - Sep 1917 (Bucksnort):   https://www.mediafire.com/file/ncfbsy46fmezelb/Rate_of_Fire_Mar_1917_-_Sep_1917.zip 

 

Rate of Fire Oct 1917 - Apr 1918 (Bucksnort):   https://www.mediafire.com/file/r94sx8ye6hw8545/Rate_of_Fire_Oct_1917_-_Apr_1918.zip 

 

Rate of Fire May 1918 - Nov 1918 (Bucksnort):   https://www.mediafire.com/file/s83ew5zzleun6py/Rate_of_Fire_May_1918_-_Nov_1918.zip 

 

Reduce Lethality (gavagai):   https://www.mediafire.com/file/e4btavesfnd6bfu/Reduce_Lethality_(gavagai).zip 

 

RoF - DH4_LOD_FIX (1.032b) (lefuneste):   https://www.mediafire.com/file/rjsoduiji366qli/RoF_-_DH4_LOD_FIX_(1.032b)_mod_for_JSGME.zip 

 

RoF Map zig-zag fix - West Front (Panthercules): https://www.mediafire.com/file/noxuuculxqybsx6/RoF_Map_zig-zag_fix_-_West_Front_-_v1_for_JSGME.zip

 

Ships Package #1 v2.0 by SYN_Vander:  https://www.mediafire.com/file/a8wj8e49p3cihn8/RoF_-_Ships_Package_%231_v2.0_by_SYN_Vander_for_JSGME.zip 

 

Soldiers Package #1 v1 by SYN_Vander:  https://www.mediafire.com/file/0b60mc09muq367p/RoF_-_Soldiers_Package_%231_v1_by_SYN_Vander_for_JSGME.zip 

 

Static Effects Mod (steppenwolf_):   https://www.mediafire.com/file/ipoqkjspqt0ae8t/Static_Effects_Mod.zip 

 

Static Objects Package #1 by SYN_Vander:  https://www.mediafire.com/file/tiza9c86lg34c51/RoF_-_Static_Objects_Package_%231_by_SYN_Vander_for_JSGME.zip 

 

Static Planes ver.5.0 for 1.034 (lefuneste/ActionJoe):   https://www.mediafire.com/file/mwzhiw7u638vzen/Static_Planes_ver.5.0_for_1.034_for_JSGME.zip 

 

Tweaked Feathered's Ground Noise:  https://www.mediafire.com/file/ahi5if3wbyim788/Tweaked_Feathered's_Ground_Noise_for_JSGME.zip 

 

Vehicles Package #1 by SYN_Vander:  https://www.mediafire.com/file/x08lboc07bihccl/RoF_-_Vehicles_Package_%231_by_SYN_Vander_for_JSGME.zip 

 

Water Colour Less Blue for 1.029 (Feathered_IV):   https://www.mediafire.com/file/06ezduedy0kqoy2/Water_Colour_Less_Blue_for_1.029_for_JSGME.zip 

 

Wildflower mod (Happyhaddock):   https://www.mediafire.com/file/6zhga346je6jqks/Wildflower_mod_(Happyhaddock)_for_JSGME.zip 

 

WWI Loading Screen (FeatheredIV):  https://www.mediafire.com/file/bracq3ofvh0bp59/WWI_Loading_Screen_(FeatheredIV).zip 

 

 

Panther's Scarf and Streamer Mods

(see 1st post in this thread for explanation/details of content of each pack: http://riseofflight.com/forum/topic/33694-panther-pack-scarf-and-streamer-mod-packs-available-now/  )

 

Make streamers invisible:  https://www.mediafire.com/file/su53sq21r1rw1c9/Panther's_Invisible_Streamers_for_JSGME.zip 

 

British Empire Pack No.1 (weathered):  https://www.mediafire.com/file/9fik18i8u44xsn4/Panther's_BE-1_Scarves_and_Streamers_for_JSGME_-_weathered.zip 

 

Central Pack No.1:  https://www.mediafire.com/file/ku2d2ub778e7dpa/Panther's_Central_Scarves_and_Streamers_for_JSGME.zip 

 

Central Pack No.1 (weathered):  https://www.mediafire.com/file/t2l4e2nkdoyx8c2/Panther's_Central_Scarves_and_Streamers_for_JSGME_-_Weathered.zip 

 

Central Pack No.2:  https://www.mediafire.com/file/6cvmk362a0n3ini/Panther's_Central-2_Scarves_and_Streamers_for_JSGME-ver2.zip 

 

Entente Pack No.1 (weathered):  https://www.mediafire.com/file/oy9a1nsnmal61ap/Panther's_Entente-1_Scarves_and_Streamers_for_JSGME_-_weathered.zip 

 

USA Pack:  https://www.mediafire.com/file/75dac26c8i064bf/Panther's_USA_Scarves_and_Streamers_for_JSGME.zip 

 

USA Pack (weathered):  https://www.mediafire.com/file/un679a2t67i38s6/Panther's_USA_Scarves_and_Streamers_for_JSGME_-_weathered.zip 

 

Weathered Stock versions:  https://www.mediafire.com/file/g4vhkube9zhx894/Panther's_Weathered_Stock_Scarves_and_Streamers_(better_yellow)_for_JSGME.zip 

 

Whimsical Pack No. 1:  https://www.mediafire.com/file/gbm2u68in83lxmk/Panther's_Whimsical-1_Scarves_and_Streamers_for_JSGME_-_weathered.zip 

 

 

Other mods that look cool but that I haven't used/tested:

 

SYN_Vander's Mont St. Eloi Abbey:   https://www.mediafire.com/file/1b2vb0ib8wsqf0w/SYN_Vander's_montsteloi_v2_for_JSGME.zip 

Edited by TG-55Panthercules
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TG-55Panthercules
Posted (edited)

MANY OF THE FOLLOWING POSTS HAVE BEEN COPIED/PASTED FROM THE OLD ROF FORUMS.  It's from several years ago, and I'm not sure if it's still completely current/accurate - if anybody knows otherwise, please PM me and I'll be happy to fix/update this information.

 

 

Galicia map mod

 

Originally posted July 5, 2018 by Cybermat47:

 

This mod changes the frontlines on the Galicia map to represent the situation from September 20th, 1916, to July 1st, 1917. The Russian General Brusilov has made massive gains, taking Chernovitsy, Kolomyya, and Stanislau. The Austro-Hungarian Army has been smashed, but, due to the incompetence of Brusilov's peers and superiors, Austria-Hungary has not been knocked out of the war, and now they can consolidate their defences in the Carpathian mountains. And, to make matters worse for the Russians, fresh German reinforcements have arrived.

 

 

96pZRLB.jpg

 

Download here: http://www.mediafire.com/file/sa1rlfmo0gt1par/Galicia+New+Frontlines.zip

 

Originally posted by Dutch2:

Should we have Moving front enabled, if wanting to use this mod. 

I know PWCG eastern front did have all kinds of faults regarding friendly and enemy sectors, is this bug also been solved now.

 

Originally posted by Pea_Shooter:

Excellent!   ...where do I find the  Galicia map ?

 

Originally posted by Cybermat47:

It's part of the base game. Look for the Tarnopol map in the QMB.

 

 

 

 

 

 

 

 

Edited by TG-55Panthercules
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TG-55Panthercules
Posted

 

 

ZEPPELINS FOR RISE OF FLIGHT (BY GENIUS)

 

Originally posted by SYN_Bandy:

 

Don't know what the fidelity is of FM/DM, but zeppelins have been introduced into the game by 3rd Party using an existing FM from the Felixstowe (because that aspect of game engine is closed to modders).

 

This is a terrific accomplishment, where the developers were reluctant, or even said it could not be done.

Here they are, Rise of Flight is not dead...

 

Originally posted by Genius:

 

Hi all,

 

After a long work, i can release my Zeppelin P type mod.

 

A big thank you to:

- ActionJoe
- Syn_Vander and Syn_Bandy for her help on damaged texture
- C6_Barda
- Eee3
- Lefuneste
- 1PL_Pedro
- Fritz Flipitz
- Tenwal for his support
 
Important disclaimer:
Given the absence of SDK, this model includes the following limitations:
- To be used preferably in mods on and with ZeppelinAI_v1.0 mod activated
- If you install the zeppelin_AI mod, they impact the felixtowe fe2a AI
- Do not hesitate to give a fairly large radius (at least 200m) in the waypoints and spaced between waypoints  
- Only certain animations are integrated (fuel leak, smoke, fire, motor damaged)
- Use of felix gunner for gondola / brandeburg W12 for top gunners
- not correct damaged model
- Use of felix fe2a flight model (because of is horizontal stand on landing)
- not flyable plane
 
The download links:
[NOTE - unfortunately the links originally posted are broken, but I've left the information here in case working links to the mod can be found - Panther] 
 
 
The readme
 

Quote

 

Mod Zeppelin V1.0

3D Model by Genius
Texture by ActionJoe / Genius with the kind participation of Fritz Flipitz (Aka T'zar) and C6_Barda
Mission and skins by ActionJoe
 
This mod implement Zeppelin P type:
 
*Plane
- Zeppelin
 
*Blocks
- Zeppelin_static
 
*Mission
- Zeppelin_Mission1b (Mission\Mods)
 
Changelog:
 
V0.5:
- New texture
- Modify material type for canopy glass interior / exterior
- Change 3D of the gunner deck
- Change 3D of Maybach motor
- Add opening behind gunner deck
- Add new gunner post
- Add static object
 
V0.6:
- Add visibility animation for damaged model
- Add Specific AI luascripts to match with the zeppelin performance
 
v0.7:
- Use filter color map for damaged texture
 
v0.8:
- Add mission by ActionJoe
 
v1.0:
- minor correction to the mission and luascripts adjsutments
- Add 3 skins for Zeppelin by Actionjoe
 
 
Disclaimer - Given the absence of SDK, this model includes the following limitations:
- To be used preferably in mods on and with ZeppelinAI_v1.0 mod activated
- If you install the zeppelin_AI mod, they impact the felixtowe fe2a AI
- Do not hesitate to give a fairly large radius (at least 200m) in the waypoints and spaced between waypoints  
- Only certain animations are integrated (fuel leak, smoke, fire, motor damaged)
- Use of felix gunner for gondola / brandeburg W12 for top gunners
- not correct damaged model
- Use of felix fe2a flight model (because of is horizontal stand on landing)
- not flyable plane
 
 
 
 
 
Sources:

 

 

Quote

 

Mod Zeppelin_AI_V1.0

by Genius and ActionJoe
 
This mod revised the felixtowe IA for the use of the Zeppelin mod.
 
Disclaimer:
- To be used preferably in mods on for the Zeppelin_v1.0 mod
- If you install this mod, they impact the felixtowe fe2a AI
- Do not hesitate to give a fairly large radius (at least 200m) in the waypoints and spaced between waypoints  
 
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TG-55Panthercules
Posted (edited)

PWCG and ground objects mods?

 

THIS INFO HAS BEEN COPIED/PASTED FROM THE OLD ROF FORUMS.  It's from several years ago, and I'm not sure if it's still completely current/accurate - if anybody knows otherwise, please PM me and I'll be happy to fix/update this information.

 

Originally posted by vonOben.:

 

Hi

Are any of the ground objects mods implemented i PWCG?
I couldn't find any info in the readme about that...

For example, are any of these mods used by PWCG:

*Advancing Soldiers #2 v4 by SYN_Vander.
*Ground Objects Package #1 by SYN_Vander.
*Mod Artillery V1.1 by Genius.
*Mod Buildings V0.1 (Hangars and factories) by Genius.
*Mod Forts V1.0 (Verdun) by Genius.
*Ships Package #1 v2.0 by SYN_Vander.
*Soldiers Package #1 v1 by SYN_Vander.
*Static Objects Package #1 by SYN_Vander.
*Static Planes v5.0 by Lefuneste.
*Tirpitz Battery Object by SYN_Vander.
*Vehicles Package #1 by SYN_Vander.

Any other ground objects mods implemented i PWCG?

Cheers

vonOben

 

 

PatAWilson, on 16 Aug 2017 - 13:34, said:

 

Yes

Advancing Soldiers #2 v4 by SYN_Vander.
Soldiers Package #1 v1 by SYN_Vander.

Static Objects Package #1 by SYN_Vander.
Static Planes v5.0 by Lefuneste.

Vehicles Package #1 by SYN_Vander.

 

Maybe

Ground Objects Package #1 by SYN_Vander
Ships Package #1 v2.0 by SYN_Vander.

 

No

Mod Artillery V1.1 by Genius.
Mod Buildings V0.1 (Hangars and factories) by Genius.
Mod Forts V1.0 (Verdun) by Genius.

Tirpitz Battery Object by SYN_Vander.
 

 

 

vonOben., on 19 Aug 2017 - 01:25, said:

 

Thanks for the information!

 

Much appreciated and many thanks for making the campaign generator! 

 

S!

 

vonOben

 

 

FalkeEins, on 28 Aug 2017 - 09:33, said:

 

Do I need to do anything to enable these assets so they show up in PWCG generated missions?

 

I have them installed and activated in JSGME but I'm not seeing static troops, troop movements, vehicles, static planes or otherwise.  sad.png

 

I've got a great campaign going with No. 19 RFC but things feel a little empty!

 

 

FalkeEins, on 30 Aug 2017 - 11:20, said:

 

Anybody?

 

 

Panthercules, on 30 Aug 2017 - 12:24, said:

 

Just an obvious thought - are you sure you're running in mods on mode?  Also, you might want to double-check your folder structure in your mods folders - perhaps you wound up with some unwanted extra folders or something during the unzip process.

 

 

FalkeEins, on 30 Aug 2017 - 13:03, said:

 

Mods On is enabled and I can observe the improved pilot textures, decreased ambient flak, etc.

 

I checked folders and nothing appears to be double zipped or nested improperly.

 

No files are being overwritten (only folder merges for the different assets) with the exception of the landscape mod and Happyhaddock's sky mod.

 

bQF83Cp.png

ahUtBgU.png

nz5mNkS.png

 

 

Panthercules, on 30 Aug 2017 - 17:03, said:

 

Hmm - I hardly ever get down low enough along the front to notice things like the moving soldiers, but I see the static aircraft at most airfields in my PWCG missions.  I've never specifically gone looking for any of these elements, so I can't really say for sure if I'm getting them in my missions or not (except for the static airplanes, of course).  Maybe if I can tear myself away from flying the new BoK map in VR I'll try to fire up some PWCG missions and go hunting for some of them.

 

 

FalkeEins, on 30 Aug 2017 - 22:17, said:

 

Still nothing of the sort for me... Maybe it's the squadron/field I'm stationed at. Not sure!

 

Thanks for the help.  

 

 

FalkeEins, on 05 Sept 2017 - 16:42, said:

 

Just a little followup:

 

I discovered that JSGME wasn't installing the mods properly.

 

I followed all the instructions and even tested by moving the whole ROF directory to the root of C:\ and resetting ownership/inheritance on all the files but it was still a no-go.

 

Ultimately, I had to manually install all of the mods. Thankfully, only two of them overwrite any main files and the rest are basically LUAScript stuff. I generally wouldn't "support" or recommend installing any mods without having a solid backup of everything but in this case, that's what it took to get things working for me.

 

 

 

 

Panthercules, on 05 Sept 2017 - 21:52, said:

 

Hmm - never known JSGME to do that, unless the folder structure inside the Mod's folder wasn't correct, but I guess maybe there's always a first time for everything.

 

Glad you got it sorted out.

 

 

Dutch2, on 06 Sept 2017 - 12:23, said:

 

Moving soldiers is working in PWCG.

 

 

FalkeEins, on 06 Sept 2017 - 15:05, said:

 

Indeed, it is.

 

Everything in Pat's approved list above is, in fact, working.

 

 

FalkeEins, on 06 Sept 2017 - 15:10, said:

 

Neither have I, honestly... I've used JSGME in several games so I'm familiar with its configuration/use.

 

The rough folder structure and workflow is as such:

 

C:\games\Rise of Flight\data\MODS\-insert unzipped mod folder here-

 

Start JSGME as administrator - the mods are in the left hand list as expected. (to reiterate, JSGME, the MODS folder and JSGME's config file are all in C:\games\Rise of Flight\data)

 

Enabled mod moves to right hand list as expected - no error codes given. (Enabled properly?)

 

Using Vander's mods as an example - the moving infantry mod should simply add a worldobjects folder containing the mod's assets to the existing LUAScripts folder.

 

Check LUAScripts folder - no worldobjects folder (although it appears enabled in JSGME, it is not enabled, didn't write the worldobjects folder to LUAScripts and [obviously] the mod doesn't appear in the game)

 

 

Panthercules, on 06 Sept 2017 - 18:29, said:

 

Hmm - weird.  So, exactly what is the folder structure in your moving infantry mod that is in your MODS folder?

 

Mine is as follows (for the worldobjects-related files):

 

 Moving Soldiers_Package_2v4 for JSGME\data\luascripts\worldobjects\various .txt files

 

 

FalkeEins, on 08 Sept 2017 - 07:05, said:

WBwxySI.png

 

 

PatAWilson, on 23 Sept 2017 - 10:49, said:

 

Glad you got it working.  My favorite two seater mission is ground attack in the middle of a battle.  The soldiers are shooting at each other and at you.  You have a few bombs and they may do a little damage, but in no way are they enough to do too much harm.  So you go back and strafe a bit.  All the while there is the plink plink as your crate starts taking hits.  Go home?  One more pass?  Great fun.  Roland is my favorite for these missions.

 

 

Bruiser29, on 02 Dec 2017 - 11:52, said:

 

Salute!
I'm new to RoF and PWCG...been working with it for a couple months (although I'm not new to WWI sims...I'm an avid Red Baron/RB3D/PL:FCJ player from back in the day).  I have spent much time on these and the Steam forums to find answers to all my questions on how to make the WWI/RoF experience supreme -- JGSME, mods, and so forth -- but I have some unanswered questions.  This thread is germane to the main problem I am trying to solve; like FalkeEins, I am unable to get the moving soldiers mod to work using JGSME, but I am able to get other mods to work using JGSME.  Bottom line, I would like to enjoy the ground attack experience that PatAWilson describes in the above post.
 
I am playing RoF United via Steam, using JGSME for mods, and PWCG 2.1.2 for career, and the career I have been playing is Jasta 2 in Oct 1916.  I am trying to use most of the mods found on the "Updated/Fixed Links to Panther's Favorite Mods" post, including the Moving Soldiers Package 2v4 for JGSME.  I have JGSME installed in the Rise of Flight 2.0 folder; the MODS folder is also in the Rise of Flight 2.0 folder alongside the PWCGCampaign folder.
 
While the landscape mod by fubar and the static planes mod work using JGSME, other mods do not.  I also do not see any vehicles other than MGs and AAA; on rare occasion there is artillery or a train, but otherwise there are few ground objects or vehicles.
 
Any advice is appreciated.  And thanks also to all who have been modding and improving RoF...I am surprised that it took me so long to find this great sim.  And thanks also to Pat Wilson; I spent many hours playing RB3D using your Western Front Patch.
 
Regards,
Bruiser

 

 

 

PatAWilson, on 02 Dec 2017 - 13:38, said:

 

The program severely limits the amount of AI driven ground units.  They are there when they are part of the mission.  I also put some in randomly, however they are not pervasive.  If you are flying a fighter campaign there will not be too much there (waypoints for offensive patrols will usually have something on the ground).

 

The link to rofmods seems to be dead.  Have to get back on moving soldiers.

 

 

Bruiser29, on 02 Dec 2017 - 14:37, said:

 

Pat,

Thanks -- I understand.  Because I am flying fighter missions and because the world objects are not pervasive, I am only going to see ground objects that affect (directly or indirectly) my mission.  If i fly ground attack missions (in a Roland for example) then I would see more ground objects such as vehicles and moving soldiers.

 

And because I can confirm that I have mods working in JGSME (fubar's landscape for example), then the issue is not a problem...it is just a reflection of my mission type (fighter) and the program limits for AI driven ground units.

 

Yes...www.rofmods.com is not working.  I found all the mods by searching the forums.

 

I don't own any ground attack aircraft, but I'll try to fly such a mission to see if there are more ground units.

 

Thanks,

Bruiser

 

 

Edited by TG-55Panthercules
  • Thanks 2
  • 2 weeks later...
TG-55Panthercules
Posted (edited)

ROF (United Ed.) AI Improved (Vers. 1.1 and 1.2) by vonS

Based on recent posts it looks like this mod is still under active development, so I'm going to give it a thread of its own so it will be easier to keep adding posts to it going forward - see this thread for details:  https://forum.il2sturmovik.com/topic/83818-rof-united-ed-ai-improved-vers-11-and-12-by-vons/

 

Edited by TG-55Panthercules
  • 4 weeks later...
TG-55Panthercules
Posted (edited)

[Mod] - Genius mods recap' (originally posted by Genius)

Based on recent posts it looks like this mod is still under active development, so I'm going to give it a thread of its own so it will be easier to keep adding posts to it going forward - see this thread for details:  https://forum.il2sturmovik.com/topic/84226-mod-genius-mods-recap-originally-posted-by-genius/

 

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted (edited)

Zig-Zag Forest Fix Mod (Western Front) - Released!  (originally posted by Panthercules)

 

Well, I've finally finished the project I've been working on for a while, to get rid of the strange zig-zag forest lines found in many areas along the front lines of the Western Front map in the stock game, which look like the following:

 

 

Before Mod:

post-31218-0-52227400-1498837540_thumb.jpg.2e6757037b7fc68737067297062a0027.jpg

 

After mod:

post-31218-0-25039100-1498837588_thumb.jpg.c893c2c624724de07393eccdc5dda68a.jpg

 

 

For details about the process leading up to this mod, see this thread:  https://forum.il2sturmovik.com/topic/84229-way-to-fix-forest-zig-zags-originally-posted-by-panthercules/

 

 

I've put all the modified files (including both the on-the-ground fixes and the in-game display map tweaks so what you see on your map in game will essentially match the modified forest areas on the ground) into a JSGME-ready mod package, which is available here:

 

http://www.mediafire.com/file/lilz644or3bl3zy/RoF_Map_zig-zag_fix_-_West_Front__-_v1_for_JSGME.zip

 

All you have to do is unzip the D/L package into your MODS folder and activate it with JSGME, then make sure you have "mods on" in your game and go enjoy the scenery again smile.png

 

I've tested this as well as I could given the time available (free-flying around up and down the front lines, and doing some career mode missions as well), and I think it's working just fine.  However, I haven't been able to cover the entire map so if anybody spots any unintended side effects or map/ground anomalies they think might be attributable to this mod please feel free to snap and post a screenshot of the relevant area (preferably like the one above, with your map up too so I can figure out where to look for the problem) and I'll be happy to check into it.

 

Hope y'all enjoy this as much as I am - those zig-zags have bugged me for years and I'm so glad to be rid of them finally.

 

 

SPECIAL THANKS to the following RoF Community members (without their help I never would have gotten this done):

 

BaronVonMyakin - who provided the info I so desperately needed about which files held the key and how to start manipulating them to achieve the desired result   

 

=HillBilly= - who created a simple mission I could use to speed up the testing cycles (and taught me what I was doing wrong trying to use it)  

 

 

US103_Baer, on 07 Mar 2017 - 11:16, said:

 

Amazing effort Panthercules!

Really looking forward to trying the mod.

Cheers
Paul

 

 

HotleadColdfeet, on 07 Mar 2017 - 11:49, said:

 

Well done! 

 

 

Sowercrowd, on 07 Mar 2017 - 17:37, said:

 

Thank you very much for your work ! Im curious to find out, if your mod is compatible with xjouve's terrain mod....Time to test.

 

 

Panthercules, on 07 Mar 2017 - 21:45, said:

 

I'm not familiar with that particular mod, but I looked at several other terrain/landscape mods that I have used and they tend to modify different types of files so there shouldn't be a problem, but if you see anything weird let me know.

 

 

SYN_Bandy, on 09 Mar 2017 - 12:57, said:

 

Before and after images so people can decide before download and install?

 

Compatibility with Ankor's bump map mod would be essential AFAIC.

 

BTW, really nice work.  This should have been patched by developers years ago...

 

 

J5_Adam, on 09 Mar 2017 - 16:39, said:

 

Nice work Panther! Thanks!

 

 

Panthercules, on 10 Mar 2017 - 00:44, said:

 

Sure - there were some "after" shots in the thread I linked to, but I'll put one in the first post to make it easier.

 

And I'm using it with Ankor's bumpmap mod with no apparent problems so far.

 

And thanks, BTW smile.png

 

 

SYN_Bandy, on 10 Mar 2017 - 07:52, said:

 

Wow, that side-by-side comparison shows the extent of how the forests get trimmed back.  So there are no trees/forests that come up closer to NML anymore?  With this degree of visual change it was indeed necessary to alter the in-game map, so good-on-you for also including that challenge.

 

Not wishing to appear negative, but looks like getting rid of the zig-zags is a lesser-of-two-evils situation, with your mod the clear winner though unfortunately introducing a visual bias of its own along the mud. 

 

 

Panthercules, on 10 Mar 2017 - 11:05, said:

 

Yeah, I know.  There are a few areas along the front where the trees are a bit closer than shown in that "after" picture, but I couldn't find any consistent, repeatable way to do that and for the most part the trees are pretty far from the mud.  I'm still experimenting with trying to find other ways to deal with the transition between the mud and the trees so maybe they can be brought back closer together without re-creating the zig-zags, but all attempts so far at alternate methods have failed and this version was still so much better (in my view at least) than seeing those zig-zags that I thought it would be worth releasing in the meantime.  

 

 

Panthercules, on 11 Mar 2017 - 01:18, said:

 

Hey SYN_Bandy - thanks for pushing me on the mud thing.  Nothing ready for prime time yet, but I just wanted to tease something I've been working on that might prove to be useful.  Can't do this approach all up and down the front (problems with stray trees in lots of areas), but there may well be specific areas that would benefit from this:

 

Before (current Mod version 1):

RoF-Mapzig-zag-laststocksection-afterfix.thumb.jpg.60f39dc4a02edec73153a9227294128b.jpg

 

"After" (Mod version 2 WIP):

RoF-Mapzig-zag-mudtotreesWIP1.thumb.jpg.a0dc7272154212e14c4afb89ea906b7b.jpg

 

Still needs a lot of work, especially on the transition/border areas, but it seems fairly promising so far.

 

 

Panthercules, on 11 Mar 2017 - 12:51, said:

 

Minor WIP update - I think this methodology has resolved the transition/border problem pretty well - it's not as dramatic-looking an improvement, but I think the gap between trees and mud still looks appreciably less than with version 1:

 

Before (current Mod version 1):

RoF-Mapzig-zag-laststocksection-afterfix.thumb.jpg.60f39dc4a02edec73153a9227294128b.jpg

 

 

"After" (Mod version 2 WIP):

RoF-Mapzig-zag-mudtotreesWIP2.1.thumb.jpg.5243d0aea2a05d9fccada154d7a4a062.jpg

 

 

Still tweaking, but making progress I think.  I can probably get closer in any areas that don't have the stray tree problem, but here I think it's gone about as close as it can without making the stray trees look weird.

 

 

Sowercrowd, on 11 Mar 2017 - 13:16, said:

 

It might be of interest to you, that your mod and that xjouve mod are excluding each other. Xjouve's mod attempted to recreate the actual frontline changes during the course of major battles, i.e. Verdun and Champagne etc. One of the most fascinating mod works in ROF ,IMHO. Unfortunately xjouve never finished his most ambitious project, it has been published as WIP mod, even back in 2012, i think. I got it from a big mod pack from the french "checksix-forum",edited by actionjoe, iirc. There's something irresistible in any scenery mod to me, since that old SWWISA days, so i'll be following this thread with particular interest. Best regards.

 

 

Panthercules, on 11 Mar 2017 - 13:45, said:

 

Thanks for the info. Yeah, to do what Xjouve was trying to do would have altered that same files that my mod changes, so the two will not be compatible.  If I can get my hands on that mod, maybe I can pick it apart and see what he was doing - although it sounds like it would be a ton of extra work, it might be possible for me to apply my techniques to tweaking his mod so that I could maybe create a zig-zag-free version of his mod.

 

 

WWChunk, on 11 Mar 2017 - 18:05, said:

 

Excellent work sir, thank you!

 

 

SYN_Bandy, on 13 Mar 2017 - 13:17, said:

 

On your post #12 above, I'm sorry but I don't see any difference in the forest boundaries of the two images.  Are you sure they aren't from the same mod version?

 

The before and after images you posted a bit earlier though shows a wonderful difference, terrific in fact! 

And apologies if you felt any push/pressure.  Was never intended.  S!

 

And yes, I see Ankor's bump map now.

 

RoF-Mapzig-zag-mudtotreesWIP1.thumb.jpg.a0dc7272154212e14c4afb89ea906b7b.jpg

 

 

Panthercules, on 13 Mar 2017 - 18:33, said:

 

Well, look again - it's certainly more subtle than the first post-version-1 attempt was (the picture you posted above) but the mud is definitely closer to the trees in the second WIP picture than in the released version 1 picture.  However, the transition from mud to non-mud is a lot more natural in the 2nd WIP picture so the difference is not as pronounced as you're probably looking for.

 

Unfortunately, bringing the mud closer to the trees without bringing the more natural transition with it looks very weird, and bringing the mud and the more natural transition closer to the trees starts to re-create the dreaded zig-zags and/or just looks stupid with the stray trees.  I've been up and down the front lines trying a variety of things, but between the stray trees and the places where the mud spans multiple underlying mask files (where any tweaking I've been able to do just keeps creating obvious seam lines in the mud), it doesn't look like there are going to be enough places where moving the mud will be useful (and noticeable) enough to make the effort worthwhile.

 

Thus, I think I'm going to abandon that part of the effort for now and just stick with the released version 1 for a while.  I do plan to continue exploring what it is about the mud that is causing the zig-zags in the first place, to see if there's any chance of tweaking whatever that is to get rid of the zig-zags instead of just moving the trees away from the mud, but for right now I'm out of ideas on how to figure out how the mud works and what can be tweaked about it, so version 2 will have to wait for another epiphany or another kind soul to come along and give me some clues about playing in the mud.

 

 

SYN_Bandy, on 15 Mar 2017 - 08:28, said:

 

Oh, NML is wider in v2, sorry, missed that since I was looking at forest margins only. It is indeed a subtle difference. 

 

Too bad there isn't some version of trees between full foliage and broken stumps, for instance, if there was a simple zone of trees with no leaves between the forest and NML. That isn't in the game engine, so sadly, only what might have been had the devs put a little more thought in...

 

So as far as 'stray trees' goes, leave them in!  They add randomness and a more natural look to the human eye, which is trained to see patterns and why the zig-zags and other repeated tree placement patterns in large forests bug the hell out of us.  Forests don't have patterns.  Having an evenly spaced distance between mud-edge and blasted forest margin all along the front is as unreal as the zig-zags, but admittedly less painful to notice.

 

In the end, perhaps you have become a world expert now (or at least for 3rd party) on the terrain masks in RoF?  Small claim-to-fame, but sometimes we take what we get from life.

 

Cheers!

 

 

Panthercules, on 15 Mar 2017 - 12:28, said:

 

Yeah - I think leaving the stray trees is definitely the way to go, especially if the cost of getting rid of them in the mud gap is (as others have said) losing them elsewhere throughout the map or creating a bunch of new invisible trees for people to crash into by surprise.  I just don't think that having those stray trees showing up on top of shell-cratered mud makes sense visually (maybe if they could be replaced by blasted trunks or something, but not complete trees full of foliage).  I'm still thinking about whether there might be anything that can be done about those patterns in the big tree areas, but I don't have much of a clue at the moment about how to start attacking those.  Maybe some day.

 

 

 

Well, that's one reason why I did on many occasions add some curves/indentations or other shapes into the tree line along the front so they wouldn't all just be long straight lines the same distance from the mud and would break up the apparent gap at least a bit.  Probably could have done that even a bit more, but I was mainly just focused on the zig-zags - they were a hugely jarring visual glitch that hit you on even the slightest glance downwards - at least the relative uniformity of the gap between mud and trees takes a little more time and thought to strike one as a bit odd so it's easier for me to get past that issue mentally.  If I do ever figure out what it is about the mud that's causing the problem in the first place, maybe I'll be able to get the trees back closer to the trenches at some point.

 

Version 1 of the mod is clearly not perfect, but I think it's a pretty significant improvement over the zig-zags and I'm finding my missions near the front are a lot more enjoyable than they used to be, so I'm pretty darn happy with it.  I wish I'd been able to do it a few years ago when there were more of us around to enjoy it, but better late than never I guess smile.png

 

 

DidNotFinish, on 01 May 2017 - 14:51, said:

 

Just wanted to say - great work on this mod.  I'm just getting back into ROF, but were the forests always so jagged against the front?  I don't remember if it was always like that or not.  At any rate, your mod completely fixes it and makes the No Man's Land look much better (ya know, as far as kilometers-wide shelled-out hellscapes go).  

 

 

Panthercules, on 04 May 2017 - 22:56, said:

 

Yeah - they've been like that from day 1.  But some areas of the map (especially the northern-most sectors of the front) did not have as many areas of forest that near the trenches, so it was much less noticeable if you were flying careers/missions in those areas (and it was also more or less noticeable under certain lighting conditions, so time of day that you flew missions also made some difference).

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted

Mod: Exchange watertower by wooden lookout towers on airfields (originally posted by Dutch2)

 

Still do not know why some did use this model on the airfields, but I still think these massive Vander water tower models, do not belong at the airfields edge. Prefer to see Water towers as a model at the edge of the towns.
I did found my old mod that exchanged these Vander Water towers by wooden observation towers (whats in a name). The used skin was a part from other sources and made by talented skinners, so not by me. I only collected them in to a file so it can be used in the JSGME tool mod folder.
Unlike most other models this can be used, (if an water tower does show up), in every off line mission or PW-CG, because it simply exchange the ingame Vander watertower skin.


Panthercules maybe this is also interesting for your download page, feel free to use it.

 

Edit: correcting career does not use water-towers and make the text more clear.  

 

observationtower replacement.zip

 

 

Panthercules, on 23 May 2018 - 17:44, said:

 

Some before and after pics would be nice - I tried to do that for you but I tried several different airfields in QMB and couldn't find any that had either the water towers or the modded observation towers near the field.

 

If you can let me know one of the airfields that has the water tower in the stock game, I'll be happy to try again and get some before and after pics and add this one to the list on my page.

 

 

Dutch2, on 24 May 2018 - 15:55, said:

 

Use an mission that does have an water tower on the airfield, I know I did have some but they are lost because of the reinstall. In PW-CG you will always have these water towers and I believe one mission in the mods does contain a water tower. Noticed only 3 downloads so maybe not that interesting or it should be transferred to the PWCG forum.  

Below are pictures taken from PWCG 3.3 and 16.3 so here it does work.  

 

post-18672-0-60033400-1527191449_thumb.jpg.93d72551f33158d306de25a289c52b4e.jpg

post-18672-0-07353200-1527191531_thumb.jpg.5fc7b3e5f089f8e2afaf8650347bd99e.jpg

post-18672-0-24909400-1527191463_thumb.jpg.d9933555324ba31f80973435fa1a87c1.jpg

post-18672-0-56830400-1527191517_thumb.jpg.46ca51c49b63868714d53a422995b5db.jpg

post-18672-0-79002100-1527191473_thumb.jpg.8730576ffc83a81636d2e83c9a36ec7f.jpg

post-18672-0-68922200-1527191539_thumb.jpg.8f03c598136fd9a0a82372472506f130.jpg

 

 

J5_Adam, on 24 May 2018 - 16:03, said:

 

I see what you mean Dutch. Hopefully 777 can add those fir places like airfields and keep the brick ones for towns.

 

 

Panthercules, on 25 May 2018 - 11:53, said:

 

OK - I was trying stock missions, but it looks like you're using PWCG missions.  I'll check it out with some of those when I get a chance.

 

 

Der.Mo, on 26 May 2018 - 09:34, said:

 

I like those little things. Very good. I always wondered what those watertowers are for, think they were just a replacement for what you created now. Thanks. Hope someone has the time to add them into pwcg.

 

 

Panthercules, on 26 May 2018 - 12:30, said:

 

Haven't had the time to test it yet, but if I'm interpreting the OP correctly nobody needs to spend any time putting these into PWCG - installing the mod will simply replace the water towers already in PWCG with these other towers.

 

Funny thing - I figured I would take a look at some old photos and see which type of tower was present at these airfields, but although I looked at several dozen that Google coughed up I couldn't find any pictures that showed either type of tower.  Not sure why Vander/Pat decided to use the water towers in the first place, but I assume they must have had a reason.  In any event, it's nice to have a choice so you can use whichever tower style you like the best.

 

 

Dutch2, on 26 May 2018 - 13:07, said:

 

I know it was not only Pat that do use Watertowers, I know that I did have a couple of missions that also use these Vander watertowers. Which btw, are very good made or designed by Vander, but I do prefer them around towns and not on every airfield.

And yes just put them in the mods folder or do it manually. Now If an water tower has been used by Pat, it will be automatic replaced by the observation tower.

 

 

Der.Mo, on 27 May 2018 - 08:02, said:

 

Fantastic! So its very simple, thats even better:)

@Panthercules: You can see these towers in the famous Fokker Film (owned by S.Spielberg)

The reason why you dont see them often in photos might be because they are not that spectecular compared to air planes and Crew and..errm.. tents (well..ok) so they often did not make it into the photo

But also because as war went on the shifting of aerodromes became more frequent and who wants to put up such towers everytime you make a move..I would't;)

 

 

SYN_Vander, on 25 Sept 2019 - 12:55, said:

 

Only reading this now LOL. I never intended the watertowers to be used near airfields. I have added them in my missions/templates inside cities & villages (big ones for cities and the small one for villages). Replacing them with watch towers is very weird as it will then replace them in non-PWCG missions in totally inappropriate locations. Just saying.

 

 

Dutch2, on 25 Sept 2019 - 13:41, said:

 

Yep these Watertowers only will show up as it is being used by mission makers or campaign makers. Only I geuss besides Pat & Vander no mission/campaign maker ever did use them. Personally if I can remember, I have never noticed these watertowers being used in the 777 career mode or the ingame missions.
Strangely Pat did use them around the airfields not at the towns, why I do not know, but I still think an observation tower is a better choice then those massive water towers.

if using JSGME and wanting to fly an Vander mission that does contain watertowers, or you do not like these observations tower, you can very easily swap it and forget about these woodies.
Always nice to have an choice ?

 

 

Joker_BR, on 16 Nov 2019 - 08:03, said:

 

Always thought that the towers were simply used to indicate an active airfield, helping those with poor navigation capabilities.

 

TG-55Panthercules
Posted (edited)

Mods, mods & more mods (originally posted by FlyingSaucer99)

 

Well I'm creating this topic to group in a link the most useful mods for Rise of Flight. Since many of the old links are already down, I thought it was for the good of the community to upload this.

 

This is the result of more than 10 years of research on websites and other places, collecting mods here and there - the main contributions of this collection came from our forum and the Check-Six website.

 

What does this package contains?

 

1. Mods that improve the visual aspect of the game (clouds textures, new terrain meshes, textures for no-mans-land);

2. Mods that impact gameplay (UI maps, new looks for the in-game map, etc...);

3. ROF essentials (Soldiers Pack - moving and stationary -, Stationary Planes, Russian Soldiers Package, Ships Pack, etc...);

4. Object mods (Verdun Forts, Airfield Control Tower Replacement);

5. Other useful and interesting stuff (Zeppelin Mod, Early type C AI Plane, Rumpler Mod, etc...);

6. AI improvements (Dogfighters and Rear Gunners);

7. Moving Frontline Mods (Arras 1917 and 1918, and Xjouve ones);

8. Mods that increase immersion (Scarfs and Streamers, correct instruments according to player/aircraft nationality).

 

https://www.mediafire.com/file/88ws6vvxfteewnz/MODS.rar/file

 

Note: I do not hold any rights to any of the mods posted. All credits belong to the original creators. If you want to thank someone, it should be addressed to Xjouve, SYN_Vander, Panthercules, lefuneste/ActionJoe, VonS and many others, who contributed with their creations in our dear ROF.

 

If you have any doubts about using any of the mods, I'll be glad to answer any questions.  

 

 

Zooropa_Fly, on 02 Apr 2022 - 07:10, said:

 

This looks like a lot of great work '99 - well done Squire !

Looks like you've managed to jam in all of them.

Who are those old faces many may ask, in the moment ?

The names may strike chords with some - all recipients of Purple Hearts that took no prisoners in the thick of the action. Untouchables.

They don't hold any 'rights' as such, but it's all about the creation.

Mann, I hope the byrds mod is in there.. Well, er.. because they're really pretty things !

It's a sign of the times that there are no mods for Spitfires, nothing for the jetset, no vapors - but no point going round in circles.

Ok, I'd better parka the bus there and scooter off.

 

Great job

S!

 

 

VonS, on 02 Apr 2022 - 18:10, said:

 

Always nice to see a convenient, all-in-one mod download post for RoF. By the way, those who fly RoF with my various AI mods, etc., are recommended to look for the latest versions under the link contained in my signature file, below. There, you will find an "updated" consolidated package that contains several of my AI mods, a DM mod too, and other files - a more convenient package than available previously. Also available there is an "addon" AI mod recently released, as well as a tweaks package to enable flying of the "M-S Type H" in the PWCG (ver. 16.x.x).

 

Cheers all,

Von S 

 

 

maniac, on 08 Apr 2022 - 02:16, said:

 

Hi, I downloaded this mod pack and installed via the generic mod enabler  listed as attachments

however not all the mods installed, I had a load of errors saying already installed mods had some files from the available mods already and would cause possible conflicts so I didn't install them.  is this correct?

 

Also another small problem, is there away to control the weather affects?  As it seems some of the cloud coverage is at ground level and is impossible to land and take off as right on the AF,  cloud coverage should be at least a min of 500ft from the ground,  I have had early morning mist that`s perfect, not could coverage..

 

 

Zooropa_Fly, on 08 Apr 2022 - 02:49, said:

 

Don't worry about conflict warnings, they don't usually cause problems - just how it is.

Weather flexibility depends on what type of missions you fly ?

Are you using PatWilsonsCampaignGenerator ?

Perhaps this is mod conflict problem after all ?

I'd try disabling all the weather related mods, see if that makes a difference..

 

S!

 

 

maniac, on 08 Apr 2022 - 02:56, said:

 

only mods I'm using are listed,  I have just installed all mods and ignored the warnings, see what happens with all installed.  May have just been that one day,  2 days has been fine.

 

Also found a minor problem after installing all the mods.  now not including me only the wing leader and another take off, the rest are just sitting on the AF.  Also instead of flying to each WP he does 1 or 2 WP`s then just circles, spent an hr and burned most of my fuel going round.

 

 

VonS, on 08 Apr 2022 - 14:06, said:

 

Recommended is not to load the large mod package posted in the initial post of this thread all at once via JSGME, but to pick and choose which mods to install and that are contained in the package. Same rule applies for any other all-in-one, large mod packages that are out there for RoF.

 

For example, there are some duplicates of my AI/DM mods (older versions) in the all-in-one package linked to in this thread - with some of my mods contained in their original non-JSGME friendly folder, and others separated out individually (such as AI mod ver. 1.2, etc.) - and therefore present in their JSGME-friendly form.

 

There is also an older AI/DM "criquet/gavagai" mod in the all-in-one package that should not be installed with my AI/DM mods but separately (either use the criquet/gavagai mod or any of my AI/DM mods).

 

For "Read Me" instructions that go with my mods, and latest versions of them, also proper folder hierarchy, recommended is to check my RoF mod link located below all of my posts.

 

For other mods available in the all-in-one package linked to in this thread, and how to install them, I am sure that some of the RoF specialists will be able to pitch in with info. if there is any confusion. (I haven't gone in detail through the all-in-one package but simply to verify duplication of my mods, which may lead to mod-loading errors.)

 

Also, keep in mind that with all mod-loading, even in the proper mod order and following mod folder hierarchies, JSGME will always ask to replace previous versions of the same mod, or identical files used by the mod being loaded and a different mod previously loaded that may also have modified an identical file or two -- in such cases, allow JSGME to replace older file versions for the mod currently being loaded to be loaded properly.

 

EDIT: Have now looked over your mod-loaded pic and there are some errors and redundancies regarding my mods - for example, the AInDM mod ver. 1.3 folder you have loaded is not JSGME-friendly. Look inside of that folder to find the JSGME-friendly files. After that, I see that you have loaded my "pwcgmodulations" folder - that one was never made to be JSGME-friendly - there are a series of files in there that should be manually loaded into the relevant "RoF Campaign" folder - specifically, one file at a time. I also see that towards the bottom of the list, you have loaded my ver. 1.1 AI mod, which appears to be the correct JSGME-friendly folder, by the way, and which overrides the "reduced lethality" gavagai mod that you have loaded towards the top of your list. So, in short, best is to look through the "Read Me" files that are included with correct-hierarchy-folders available at my RoF mods link, below.

 

https://combatace.com/profile/86760-vons/  (click on the "About Me" tab to find all of the relevant links)

 

Happy modding (of correctly nested, JSGME-friendly folders),

Von S smile.png

 

 

FlyingSaucer99, on 08 Apr 2022 - 19:27, said:

 

Sorry,

 

I should have warned that many of the mods conflict with each other, so you have to see very well what to activate (and the activation order also impacts).

 

If you want I can share a print with my mods activation settings, via mod activator. It combines a better package of graphics, ai mods and objects, without conflict between them. And most importantly, without impacting the fps too much!!!!

 

 

vonOben., on 19 Apr 2022 - 06:39, said:

 

Thanks for the Mods package!  

 

I had most of them already since many of them are from the Checksix Modpack V8.036 and from the ROF Refined 1.02 package, but there are also some new mods.

 
What are these mods for:
RorRiseOfFligtDataGraphicsLANDSCAPE
ForRoFCampaignDataInput
zGrades Marines

 

 

 

VonS, on 19 Apr 2022 - 14:21, said:

 

Hi vonOben,

 

Those two files are contained in the correct folder hierarchies in my AI/DM consolidated mods. package available under the relevant link of my signature file, below  (

https://combatace.com/profile/86760-vons/  then click on the "About Me" tab to find all of the relevant links). There is a somewhat lengthy "Read Me" file included within the package and that explains where those files go. In short, both of those folders you've listed are from my "PWCGmodulations" tweak - which provides more historical (rarer) frequency of encounters in RoF campaigns using the PWCG ver. 16.x.x.

 

(The PWCG modulations files, by the way, are not JSGME-friendly - but intended to be installed manually as per taste because I am unable to intuit names that RoFers may be using for their pilot folders in the relevant RoF campaigns folder. biggrin.png )

 

Taken directly from the relevant "Read Me" file:

 

-----

 

--- "ForRiseOfFlightDataGraphicsLANDSCAPE" contains a file that minimizes terrain corruption if you have loaded Xjouve's terrain mods for RoF United and then offloaded them, via JSGME (disregard that file if you do not use Xjouve's terrain mods for RoF United)

--- "ForRoFCampaignDataInput" contains a modified file that gives more Fokker Eindecker opponents than early German biplanes, etc., if flying early war scenarios as French or British***

 

-----

 

*** NOTE: If using my "M-S Type H Campaigning Tweak" mod, the "AircraftInfo" file contained therein replaces the AircraftInfo file located in the CampaignDataInput folder of the "PWCGmodulations" tweak. Also recommended is to check over this post, particularly the info. in bold there, regarding other details of the M-S H campaigning tweak.

 

Cheers all,

Von S 
 

 

 

vonOben., on 25 Apr 2022 - 11:16, said:

 

Thanks for the info VonS!  

 

I've your PWCGmodulations downloaded as a separate download.

 

And I found also info about the zGrades Marines mod, it's also included in the Checksix Modpack V8.036.

 
 
Edited by TG-55Panthercules
  • 1 month later...
TG-55Panthercules
Posted (edited)

[MOD] J.j.'s Cockpits mod (originally posted by J.j.)

 

This is copied from the old RoF forums - originally posted by J.j.

 

Here a compiled pack of my work for instruments in ROF's cockpits.

http://www.mediafire.com/?d7j5uxcw4p5o68q

It's a pack made for use with JSMGE.

Simply unzip it in ROF main directory.

For my complete modpack containing this and other mods, see here:
http://www.checksix-forums.com/showthread.php?t=170456

But it is a pack made for French players, there is no English translation.

First a correction of diverse bugs in some cockpits instruments:

1) On French SPADS, the oil pressure indicator should read "MANOMETRE" and not "MANOMETR"


2) On the French airspeed indicator of the SPAD XIII, the red marking should read "VITESSES A 5000M" instead of "VITESSES AU 5000M"


3) On the British air pressure indicator, the unit should be "LBS (per square inch) and not "LES", as shown here in the SE5a. This bug affects the Bristol F2B, the DH2, the DH4, the Felixstowe, the Handkey Page HP 0/400, the Sopwith Camel and Dolphin.

And my work for "nationalized" cockpits of French aircrafts used by the Brits and Italian, or French instruments instead of British instruments

- British instruments for Nieuport 11(used by RNAS), SPAD VII 150 and 180 HP, SPAD XIII (used by RFC)

- Italian license-made tachometer for Nieuport XI and XVII

- French instruments for the Nieuport 17 "GBR version"

- correct knots airspeed indicator for the Felixstowe (mph ASI were not used on naval planes):

 

 

 

Trooper117, on 27 Apr 2013 - 17:13, said:

 

Very nice work!…

edit… the Spad 13 speedo is not working on the British gauges mod. It has no 'needle' indicator.
I noticed in the file it does not contain an 'swf' file, is this correct mate?

 

 

ROSS_BerryMORE, on 28 Apr 2013 - 02:06, said:

 

This mod work only when "MOD enable"?

 

 

J.j., on 28 Apr 2013 - 03:21, said:

 

That's because British flyers don't use kmh speedometer /forum/public/style_emoticons/phpbb/icon_e_biggrin.gif
No, just kidding, that was a mistake I forget to correct in the pack (but I did it in my own install).

I'll update a fix asap.
FIX uploaded.

And Berrymore, yes, it works only with MODS enabled.

 

 

hq_Jorri, on 05 May 2013 - 17:21, said:

 

While I think it's a great mod and I actually use it myself in my mods on career, I hope it won't, because these changes still don't 100% represent actual gauges (they wouldn't just have different dials, they would also be different shapes and sizes).

 

 

J.j., on 06 May 2013 - 03:38, said:

 

Jorri is perfectly correct.

 

 

J.j., on 03 Aug 2013 - 13:01, said:

 

A new airspeed indicator for the Felixstowe. As all the British manned seaplanes by sailors, it normally had a knots airspeed indicator. But it is not the case in ROF, we have a mph indicator (perhaps it was done that way to gain time and release it faster).
Some pics showing the real instrument to come, and screenshots of my in-game version.

At least now we can have a proper Spider web campaign thanks ot Prangster!

 

 

J.j., on 31 Dec 2013 - 12:15, said:

 

It seems on RNAS Strutter there were different instruments than the instruments we have in the ingame Strutters right now:

Image

A knots airspeed indicator. Also what are the instruments on the left? Altimeter above and tachometer on the botton left hand corner? They look different with what we have in game.

And, correct me if I'm wrong, but the Strutter bomber type 9700 we have in game was not used operationnally by the RFC/RAF? Only by RNAS? So we should have for this plane by default a knots indicator, no?

I will add new things to this mod:

- correct French speedometer for Nieuport 17 with Lewis gun (which is working and showing the correct speed, maybe later I'll try to correct the British speedometer bug).
- knots airspeed indicator option for both Strutters.
- complete set of French instruments for both Strutters.

 

 

Panthercules, on 01 Jan 2014 - 13:45, said:

 

With so many variants and with the planes being used by several different countries' air services, it's not surprising that some examples of dials would be different from the ones used by the devs in their versions.

I can't really blame the devs for settling on one version for the release, but I love your work in making alternate versions available. Fortunately, with JSGME it's not too difficult to swap them in and out of the game depending upon which country I'm flying for at any given time.

Keep 'em coming, please /forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

 

J.j., on 01 Jan 2014 - 14:14, said:

 

Some pictures of the current work done:

French instruments for the French Sopwith Strutters: altimeter, anemometer (showing correct airspeeds at 2000m and 4000m, it is a modified version of the Nieuport 17 field mod one), clock, tachometer, Caudron manometers, some French stencils and markings added. I may delete the British markings for the release version, I don't know yet.

Image

Image

Image

Image

Image

Image

Bonus using the work done on the Strutters: correct French anemometer for the Nieuport 17 GBR, now all the instruments of this plane are redone for the metric system.

Image

Another bonus option , for the Strutters used by the RNAS (and I think the Strutter B we have in game used only this speedometer operationnally): knots graduated speedometer.

Image

 

 

Panthercules, on 01 Jan 2014 - 14:51, said:

 

I'm confused - I thought tachometers were for measuring/displaying RPMs, not speeds - if so, why would a tachometer be using knots instead of RPMs?

 

 

J.j., on 01 Jan 2014 - 15:50, said:

 

Ooops, corrected. My aeronautical english is not so good… I meant speedometer, tachometer is the instrument counting the rpm.

 

 

Panthercules, on 20 May 2017 - 16:16, said:

 

I've added the Felixstowe Speedometer in Knots mod package to my favorite mods page.  I've also fixed the first couple of links in J.j.'s original post above (they got broken during the forum software changeover a couple of years or so ago).  I've D/L'ed the first package he mentioned in that first post and checked it to see if it has anything different/later from the versions I have on my favorites page - it didn't, and it didn't have anything in it for the Strutters.  I'm wondering if maybe he just never got around to finishing and posting those last few changes.  At any rate, if he did, I can't find them.

 

 

Czech693, on 25 Oct 2022 - 16:08, said:

 

Really late question.  Did the British air speed indicator ever work on the Nieuport and Spads?  I downloaded the original mod and every subsequent version and I have never seen the British air speed indicator show up.  The knots indicator works.  Hopefully it was calibrated to knots and is not showing kph.  The British tac and altitude indicator show up also.

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted (edited)

[MOD] Static planes for RoF to populate airfields (originally posted by lefuneste)

 

This is copied from the old RoF forums, originally posted by lefuneste:

 

This mod adds planes to RoF as static object, in order to help people to populate airfields in mission with the lowest impact on fps. It works with mod off (It just add things and don't modify anything in game).
The planes are extracted from RoF and repackaged as blocks that can be managed in RoF mission editor.
I try to used them "as it is" but sometime I reduced the face number by removing some parts (guns, turrets parts) because they were far too accurate (more than 1000 faces for it while my objective was to have ~3000 faces for the whole plane models) ! It's strange because I extrated models seen form 500m to 700m, so maybe some LOD models should be optimized…
Warning DH4 (not LOD at all !) and soptriplane have very high poly models

Each plane has:
 

  • 2 damaged model associated: st_PlaneName_DM1 and st_PlaneName_DM2
  • When a plane is bombed or straffed, it will switch to the damaged model after all its durability points are consumed. This value is defined in the RoF mission editor in object properties. By default it is 25000 for a block. I made a few tests, and a good start value for durability seems to me to be 5000. Some planes may have few and some more. But 25000 is far too much. I did not use the standard visual effect script used when a plane is being destroyed (fire), because the broken plane models are not consistent with fire damage. Instead I used the visual effect used for bridges (smoke cloud)
  • Two texture files: one for undamaged models: st_PlaneName.dds and the other for the damaged ones: st_PlaneName_D1.dds
  • textures are 512x512 for performance and memory saving textures are standard plane textures but with non-black parts of alpha channel 100% lighter the texture used for damaged models is the same that the undamaged. I am not an artist, so I did not add neither holes (with alpha channel), nor soot. But you can !
  • 1 to 3 parts (linked to the textures used), (number 1 to 3 and not 0 to 2)
  • So if you want to add a destroyed plane as static object in RoF Mission editor you must set damage to each part of this object to "1" value
  • Collision boxes

A test mission is given in "mod" folder. All plane below are put in 2 airfields.
Use the F11 view to go from the Albatross DV to the airfields or use the albatross to straff the undamaged planes.

List of available Aircrafts models:

29122_5b706e0adaf5112bef808560ad3cdfbf.thumb.jpg.ded1dbf6e5f4c1d08676f41ac582c75d.jpg

Thanks to ActionJoe 98 Aircrafts are available, see readme to have the list corresponding to this picture:
29122_e547dcb7439ae67e868eb84f8cf1043d.jpg.96850d0aabb01b6df3579be297a82186.jpg


Many thanks to Genius (he help me several times for collision boxes and damage handling), Sid (for the alpha channel tip), and Vander (for the idea and the initial files)

All single and two seaters have been converted, except seaplanes.
I do not plan to make static planes for seaplanes or bomber. If you want them, you will have to request them !
Of course you can use them as you want, I made them for you !

Install:
Extract the last of the archive below into your JSGME Rof mods directory.
Install with JSGME

Version 1.1 : March 2014 textures renamed as PlaneName_default.dds or PlaneName_default.dds_D1.dds and a MSDOS script has been added to copy planes
Version 2.0 - April 2014 Added dh4,soptriplane,albatrosd5,breguet14,pfalzd3a,sopcamel,halberstadtcl2,halberstadtcl2au,spad13,fokkerdr1
Version 3.0 - April 2014 Added sopdoplhin, nieuport28, se5a, fokkerd7, bristolf2bf2, bristolf2bf3, fokkerd7f, pfalzd12, fokkerd8, redone undamaged models nieuport17 and nieuport17brit
Version 3.1 - April 2014 Redone DH4 (going from 15397 faces to 7285) by fixing the LOD in game (made also a specific mod to fix it for normal plane)
Version 4.0 - May 2014 Added felixf2a, brandw12, gohtag5, hp400
Version 5.0 : December 2014 - include ActionJoe textured models (98 planes !). Added hanhd1, hanhd2, s22. Fixed pfalzd12, Re8, rolc2a, dfwc5

[link broken]

 

29122_b01f4e62efc9bc030ef50704d6f0f341.thumb.jpg.a4322a1b8480a6b4a62fc61c5e2a451a.jpg

 

 

Feathered_IV, on 22 Mar 2014 - 09:41, said:

 

Wow, that is a dream come true for all of us. Bloody well done!

 

 

LordNeuro_Srb, on 22 Mar 2014 - 09:49, said:

 

Wery nice addon fro rof. Gr8 work.
S!
 

 

 

Dutch2, on 22 Mar 2014 - 13:09, said:

 

I hope Pat, will contact you.

 

 

Spag, on 22 Mar 2014 - 16:36, said:

 

Brilliant,
Many thanks.
Keep up the good work….Pleeeeeeease.
Cheers,
Spag. 

 

 

oneeyeddog, on 22 Mar 2014 - 17:16, said:

 

Wonderful! Thanks for putting your time and skill into this.

 

 

josef_baran, on 22 Mar 2014 - 22:17, said:

 

yes very exciting …

i just saw this while trying to learn about other ww1 flight sims out there too

http://combatace.com/topic/81959-more-f … d-objects/

posted because there is mention in that thread that the 'creators' wouldn't mind sharing if their models are cross program capable

look forward to more!

cheers, Ron

 

 

=Fifi=, on 23 Mar 2014 - 01:40, said:

 

Bravo Lefuneste!

Hoping Pat is aware of this for PWCG 

 

 

lefuneste, on 23 Mar 2014 - 06:29, said:

 

He is

 

 

Panthercules, on 23 Mar 2014 - 16:00, said:

 

Most of this stuff is way over my head from a programming perspective (I've got zero experience/exposure to 3D modelling), but I've been following these recent threads with great interest. I always loved the way the airfields in IL-2 were populated with moving and static aircraft, vehicles, etc - really made things "come alive" while taking off, landing and just flying by the airfields (and attacking them as well). I think this has been an area where RoF has been sorely lacking for a long time, so I've very hopeful that this work will lead to some major improvements in immersion (hopefully without dragging our PCs to their knees).

One question I thought I saw mentioned in one of these threads but haven't been able to find again today - what is the process and how hard is it to put skins on these static planes? I can't really help with the 3D modelling aspects of this, but I do know a thing or two about RoF skins ( /forum/public/style_emoticons/phpbb/icon_e_smile.gif) so I'd be glad to pitch in to help get these static planes clothed properly if there's anything I can do to help with that.

 

 

lefuneste, on 23 Mar 2014 - 17:27, said:

 

I put a tutorial which explain how to make static planes [link broken]
But, regarding the skins there is one or two things: As I understood they are "hard coded" in the block model (using the mapping of 3DS material). I don't think that there is a way to modify the static object skin once it is created.
So if you want to have a new “skinned” static plane, the only way should be to create new versions of this plane.
This is not a difficult task: You just have to modify the material texture in 3DS and export the model with a new name, and create appropriate text files. But this process will generate a huge number of static object if you want to cover all the squadron of RoF ! (as there is 4 object for each plane, with the destroyed ones).
The skins used are standard skins with with non-black parts of alpha channel 100% lighter.
If you want to add new skinned version of some planes of the mod, ask me, I will PM you the 3DS models.
If you have spare time, another thing to do is to modify the texture of destroyed planes (*_D1.dds) to add sooth and holes (with alpha channel).

 

 

Panthercules, on 24 Mar 2014 - 01:56, said:

 

Well, I've looked at the tutorial a couple of times, and while it looks like it would be very useful to someone with some grounding in 3D modeling it's still all Greek to me.

I suspect from what little I did understand that it would be a whole lot of trouble/work to try to do squadron-specific skins for all the plane types and units RoF uses. At a minimum though, it would be nice if it could be possible to at least do a couple of options for the German plane types (one with Iron Cross markings for use before late March 1918 and one with Balkenkreuze for use after late March 1918). And maybe also a similar couple of options for some of the Entente planes that were used by multiple nations (so there could be British, French and Belgian-marked Strutters, for example).

I don't have a copy of 3DS or any other 3D modeling software (or any knowledge about how they work, even if I had one), so the 3DS models wouldn't be of any use to me even if you did send them to me. If there were maybe some way that at some stage in the 3D modeling process something could be temporarily exported into some kind of file that PhotoShop could handle, then maybe I could use Photoshop to change the cross/roundel markings and save it back down as something that could be re-imported (by someone else) into 3DS or some other 3D tool to complete the static objects with the modified markings - otherwise it doesn't seem likely that I'll be able to help with this effort.

 

 

SYN_Bandy, on 24 Mar 2014 - 03:28, said:

 

Great contribution! 

So if I read this correctly, these static aircraft can be bombed and destroyed. If so, shouldn't the damage model have its own 'destroyed' skin? Such as fire/smoke blackened around engine etc.

 

 

lefuneste, on 24 Mar 2014 - 10:46, said:

 

There is no needs of doing that, because the texture are *.dds files stored into a texture directory in the mod directory (I'm not at home, I do not remeber where exactly). The problem is that name of the texture is hard coded into the 3D model. So if you want to use different texture you may

  • Create a modified copy of model in 3DS which will point to other texture files (for 4 model files per plane)
  • or
  • modify the provided texture, but it will modify all the instance of the plane used => no way to have for example 2 skin for 2 albatros squadron in the same mission
.

So it could at least be possible to mod the "static plane mod" to replace some texture by others, in order to have some skins in sync with the historical period. But this mean taht you should have to mod the mod for each mission you want to play…

 

 

 

Trooper117, on 24 Mar 2014 - 11:14, said:

 

Excellent work!

 

 

Panthercules, on 24 Mar 2014 - 12:19, said:

 

Hmm - I'm not sure I understand all the nuances here, but it sounds promising. It sounds like the first suggested approach would be needed for squadron-specific markings or country-specific markings (and the former still seems to be too massive an undertaking but the latter maybe not?).

But it sounds like the second approach might be easier and would be sufficient at least for time-period-specific markings for the German planes. If the static models are just pointing to a skin/texture (.dds) file living somewhere in the folder structure for their paint jobs, then it seems like a simple tweak to the mod (or a simple separate mod) to install either an early-marked version or a late-marked version of the skin/texture file (with the same default file name that the static object is expecting), to be activated based on whether your mission is before or after the markings change-over date, might be something that could work without too much effort maybe?


In any event, if the new 3D files ultimately rely on basically pointing to specific skin-type texture files for their paint jobs, then that sounds like it might be a lot more manageable than if the only way to change the skins on the static planes was to try to draw new skins/markings on the 3D model files themselves. If it were just a question of taking a copy of the set of 3D files that had been created for a generic Albatros D.III (for example) and modifying some text/pointers in those files to make them point to the skin file for a standard Jasta 11 AD3 (for example), thus creating a new static Albatros D.III just for Jasta 11, that sounds like something I might be able to handle if someone would provide me with the original set of generic 3D files to begin with. (Of course, I'd have to get and learn how to use whatever 3D software was needed, but if that sort of text/parameter substitution was all the tweaking I had to do to those files I'm sure I could figure it out.)

 

 

lefuneste, on 24 Mar 2014 - 14:21, said:

 

That's it.
But maybe it is possible to modify the reference in MGM file without using 3DS. I will try it.

You can also modify the default textures in \MODS\static_planes\data\graphics\textures\common

 

 

Genius, on 24 Mar 2014 - 18:35, said:

 

Hi,

Private joke:
(oups…lu un peu rapidement, j'avais pas compris que tu cherchais à créer de nouveaux skins sans utiliser 3ds max pour modifier le modèle) /forum/public/style_emoticons/phpbb/icon_e_deadman.gif

C'est moi qui fait mon boulet…

 

 

Pierre2, on 24 Mar 2014 - 19:56, said:

 

Man, this is brilliant, many thanks for your efforts. Can you PM Pat Wilson to see if he can incorporate it into PWCG?

 

 

Panthercules, on 24 Mar 2014 - 20:16, said:

 

@ Genius - That's intriguing. I wish I knew something about 3D modeling and that software so I could figure out if what you showed above is easy or hard /forum/public/style_emoticons/phpbb/icon_e_smile.gif

Basically, I read over the tutorial that lefuneste posted, and it's clear that I have no hope of doing all that work to create a static model. So, if the only way to get a static model of (for example) a Jasta 11 Albatros D.III is to start from scratch and do all that opening, zooming, cropping, detroying vortexes, jumping through wormholes and creating rifts in the space-time continuum as explained in that tutorial, then I'm not going to be any help here.

HOWEVER, what I was hoping was that if someone else manages to do all that work to create (for example) a static model of a generic/default Albatros D.III, and the only reason that it looks like a generic/default Albatros D.III is that it refers in some fashion to the default Albatros D.III skin file, then maybe I could do the work to take that default static Albatros D.III and change the pointers so it points to the skin file for the default Jasta 11 Albatros D.III and wind up with a copy of the static model that now looks like a Jasta 11 Albatros D.III (without having to go through all that other stuff necessary to create the original static model in the first place).

If it could be that simple (just changing pointers and saving down copies), I'd be happy to take the original generic static models someone else creates and turn them into hordes of squadron-specific and country/time-period-specific static models since I have all the data about which skin files should be used with which units during which time frames.

 

 

lefuneste, on 25 Mar 2014 - 10:11, said:

 

Just to know: how many version would you like to have for each plane (alb D2, D2lt, D3, D5…) ?

 

 

Panthercules, on 25 Mar 2014 - 11:46, said:

 

Well, I guess that depends on how tough it is to (a) create a large number of variants of each plane type, and (b} install a large number of them into the game for use in missions.

If we need to keep the number of variants relatively small, then we could just stick with generic default paint jobs. In that case, it would be good to have about 3 or 4 variants of most Central plane types (to allow for different camo and marking scheme changes over time), and 3 or 4 variants of most Entente planes (to allow for use by different countries, e.g., some combination of Britain, France, Belgium, USA, as well as different time periods/camo schemes).

If large numbers of variants would not cause a problem, then it would be nice to have separate variants for each squadron as well as time period (but that could require lots of variants for some aircraft types, perhaps 50 or more for some of them, especially the later war types).

As I said, if the process of applying the different skins to already-created 3D model files could be a fairly simple exercise of changing pointers to existing skin files, I'd be able to knock out all these variants in relatively short order. But if it requires any actual new drawing or manipulation of the models in the 3D software, then that would be out of my reach.

 

 

lefuneste, on 25 Mar 2014 - 17:20, said:

 

Wow.
~40 planes in Rof x 2 static models x 4 skin versions ~ 320 static planes objects !
I wonder if RoF editor can handle so much objects…

Anyway I copy the alb.3 model and modify it by a HEX editor to point to a new skin (skin AD3_41j2color.dds renamed stXalbatrosd3.dds) without any change. And…
It works !

 

29122_9d0dd57e3d8ac29508d1cf430ffd2144.thumb.jpg.845f79ec347e3473e5067aad5a07f15b.jpg

So there is no need to go through 3DS to modify texture of a model.
I have now to

  • ]
  • rename all my texture from st_PlaneName.dds to st_PlaneName_default.dds and modify all the models of the mods to use the rename texture.
  • This will allow you to use explicit name of texture (you must keep the same number of character in texture name). Eg st_albatrosd3_default.dds=>st_albatrosd3_J11_17x.dds
  • make a tool (MSDOS script ? I am not a good programmer) to help you to copy and modify plane model files. But I can't give you a delay for that.
  • [/list

 

 

 

Panthercules, on 25 Mar 2014 - 18:09, said:

 

oooh - looks very promising 


One thing that might help - only relatively few of all the potential static models we might create should actually be needed for any one mission during any given time frame (since mission date and specific squadrons/aircraft types will dictate which subset of the models would be relevant/appropriate for the mission). Perhaps the models could be grouped into subset packages based on aircraft type, country, date range or similar factors, and possibly stored in a library of sorts where they could be called upon for insertion into any particular mission as needed, and the mission editor might not ever have to deal with the whole universe of models that way?

 

 

Spag, on 25 Mar 2014 - 18:26, said:

 

Hello Everybody,
Please excuse my ignorance, but I downloaded the mod yet nothing appears in the sim.
Is the 'static plane mod' only for custom made missions?
Or is there something I have missed? (which would not surprise me).
Cheers,
Spag. 

 

 

Panthercules, on 25 Mar 2014 - 18:29, said:

 

@ Spag - my understanding is that this is only for custom mission creation at the moment - maybe someday it will find its way into the game via PWCG or maybe even the devs at some point, depending on how well things go down the road.

 

 

lefuneste, on 26 Mar 2014 - 05:35, said:

 

Yes. Only for user made missions and PWCG (in future versions).
After having installed the mod, you can test it by creating a mission in RoF mission editor and adding a static plane (you will find it in blocks objects)

Maybe it could be several mods. But it should be tricky to configure properly RoF to have the right static planes regarding the mission you want to play..

 

 

Panthercules, on 26 Mar 2014 - 09:56, said:

 

Perhaps, but I think it would be fairly easy to divide up the models by time period (e.g., 3 groups, for 1916, 1917 and 1918), and have a simple JSGME mod that would put those models in the right place that players could use to make sure they had the right models available depending upon when they were flying their missions. I'm not sure exactly how Pat would deal with this for his PWCG missions, but I assume he could figure out a way to pull from the total pool/library based on the sort of factors (date, country, etc.) I mentioned above (I could give him a spreadsheet with those factors associated with each model so he'd know which ones to pull in for any given mission PWCG might be generating).

 

 

lefuneste, on 29 Mar 2014 - 10:34, said:

 

I uploaded the 1.1 version: it include a MSDOS script "copy_plane.cmd" in the mod main directory.
This script allow you to copy all files needed for a new plane. You will only have to modidy the created 4 MGM files to point to your new textures. Of course, as it create the new plane in the mod DIR, you will have to install again the MOD in order to have your plane in RoF.

Tutorial: as example we want to create a new albatrosD2 static plane with the skin "AD2_Default_3camo.dds"

Copy the skin in MODS\static_planes\data\graphics\textures\common. Rename it as "st_albatrosd2_def3cam.dds" (the skin must have the same number of char that the default one, which have the form "PlaneName_default.dds" for the undestroyed planes and "PlaneName_default_D1.dds" for the destroyed ones).
Copy it also with the name "st_albatrosd2_def3cam_D1.dds" for the damaged models of albatrosd2.
Change the resolution to 512x512 and make non black part of alpha channel 100% lighter.

Launch the copy_plane.cmd script in the static plane mod DIR (by cliking 2 times on it).
I used the name "albatrosd2_defskin3" for the new plane (no need to have a the same name than the skin)

The script will create all the needed files.
29122_4d69bc86766a95aedaecd7634c432eee.jpg.6919a01a0b2a112a4a3c1f94eaa98c1e.jpg

Now the tricky thing: you must edit all the MGM files (see the list in MSDOS windows) in order to replace "st_albatrosd2_default.dds" by "st_albatrosd2_def3cam.dds"
I used Notepad++ with the Hex Editor plugin to do that(with the find&replace feature)
29122_897318f4a7938037cea9aedd43ebfddf.jpg.88325812d6100c94a422c3ec9566e5fb.jpg

Once done, install the mod again => you will have the albatrosd2_defskin3_DM1 and albatrosd2_defskin3_DM2 static planes available, with the new skin.
new29122_897318f4a7938037cea9aedd43ebfddf.thumb.jpg.291578bcf81a9507260d808e5d625939.jpg

 

 

 

 

Panthercules, on 29 Mar 2014 - 19:31, said:

 

When you say to copy the skin in that MODS file, do you really mean to copy/paste the actual skin file you're trying to use from the normal RoF skin folders into the MODS\static_planes\data\graphics\textures\common location, twice, and then rename both copies in the manner you suggest?




By this, do you mean to open the new copies of the skin that you have pasted into the MODS location in PhotoShop, change the image size to 512x512, and lighten up the non-black areas of the alpha channel as you state? (and by making those areas "100% lighter" do you mean increase the brightness by 100?)

 

 

lefuneste, on 30 Mar 2014 - 05:48, said:

 

You are right for both questions.
In fact you can use standard skins as they are (i did it for the tutorial example you may notice that the new plane has a more refined skin) but in this case the plane will not be glossy and ghe skin will take more ressources than wanted (the static object may be most fps friendly as possible).

 

 

Panthercules, on 30 Mar 2014 - 09:18, said:

 

OK - very cool. I'm about to be gone from my RoF PC for a week or so, so I probably won't be able to play around with this until next week after I get back, but when I get a chance to crank a couple out I'll post them and maybe someone who knows how to use the Mission Editor can check them out and make sure they work before I start cranking out a whole bunch.

 

 

lefuneste, on 06 Apr 2014 - 08:16, said:

 

Version 2.0 (see first post) Added dh4,soptriplane,albatrosd5,breguet14,pfalzd3a,sopcamel,halberstadtcl2,halberstadtcl2au,spad13,fokkerdr1

 

 

J5_Rumey, on 07 Apr 2014 - 05:37, said:

 

Gj m8!

 

 

Fawlty, on 07 Apr 2014 - 19:07, said:

 

I may have missed the answer I'm looking for but here's my question.
I build coop mission for our group and would like to add these static planes. We always fly mods on.
Does each of our members need to add this to their game to be able to join/see these or does it only need to be added during the mission build?


Edit, did some tests and I see the mod needs to be added by everyone to be able to see the objects. We just added the moving infantry mod so I better not push it.

Thanks for your work lefuneste and hope to see this added in a future update.

Cheers
F

 

 

PatAWilson, on 08 Apr 2014 - 12:08, said:

 

I am working to get these into the next PWCG release. Thanks for the updates.

A request: Fokker D.VII and SE5a? Those are the biggest gaps that I have right now.

 

 

lefuneste, on 10 Apr 2014 - 03:39, said:

 

I will finish all the single and two seaters (except seaplanes) for the end of next week at the latest. I can anticipate the release the SE5a (already done) and the DVII this week end if you wish.
At this moment I do not plan to make static planes for seaplanes and heavy bombers, until someone request them.
I can easily make version of existing static planes to allow the use of others skins than default ones. But this will lead to a very huge number of objects, to cover all the squadron/time period.
One idea to cope with this should be to make some version of plane dedicated to PWCG. They will point to specific texture that PWCG may overwrite regarding the current generated mission. The static planes can use the standard plane skins, so you can use the texture made for PWCG, the drawback is that the plane will not by glossy, but I think that it is counterbalanced by the fact that you will have the right squadron texture.
Of course this in not very elegant, but I do not see any other way to have more than default skins in a mission.
Do you agree?
If yes, which plane may have specific versions, and how many versions should be used in parallel?
For example, you may have 3 or 4 airfields in the mission perimeter, so it could be interesting to have a specific version of static planes for each airfield, to allow the player to see the specific squadron skin if he fly over these airfields.

 

 

Ztenis, on 10 Apr 2014 - 08:30, said:

 

Great work! /forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

 

=Fifi=, on 10 Apr 2014 - 16:34, said:

 

Excelent, just excellent! /forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

 

flapping-brown, on 10 Apr 2014 - 17:38, said:

 

nice visual thing but doesnt adding multiple objects affect frame rates badly just like hordes of soldiers attacking a trench?….it did in il2 i am sure
flapping brown

 

Thnak you very much Lefuneste, but I know that an "Achille Talon" reader cannot be a bad man

 

 

lefuneste, on 13 Apr 2014 - 13:01, said:

 

Version 3.0 - April 2014[ (see first post) Added sopdoplhin, nieuport28, se5a, fokkerd7, bristolf2bf2, bristolf2bf3, fokkerd7f, pfalzd12, fokkerd8, redone undamaged models nieuport17 and nieuport17brit (the original models were too coarse).
All single and two seaters have been converted, except seaplanes.
I do not plan to make static planes for seaplanes or bomber. If you want them, you will have to request them here !

 

 

lefuneste, on 13 Apr 2014 - 13:11, said:

 

Try the "static plane 1" mission included in the mod.
All the 148 models are in it. Seems to work well on my PC, but I do not know what it could be on another machine. As you will have to load all models and texture this should be a good benchmark.
Anyway it's not a typical mission, because it seems unlikely that you will encoutered all the static planes in a historical context.

 

 

WW1EAF_Paf, on 13 Apr 2014 - 14:50, said:

 

Very very good. Many thanks!

 

 

HippyDruid, on 14 Apr 2014 - 07:44, said:

 

How cool is this!! Thanks man.

 

 

=Fifi=, on 14 Apr 2014 - 16:42, said:

 

Thanks again for your awesome work Lefuneste! 

 

 

lefuneste, on 19 Apr 2014 - 09:37, said:

 

Version 3.1 - April 2014 redone DH4 (going from 15397 faces to 7285) by fixing the LOD in game (made also a specific mod to fix it for normal plane)

 

 

Panthercules, on 19 Apr 2014 - 13:57, said:

 

This looks very cool. One question though - what is the purpose of the two .cmd files in the mod package, and are they needed to just use these static planes in the game via JSGME or are they only used if you want to try to do something manual to create more planes/skins?

 

 

lefuneste, on 20 Apr 2014 - 17:00, said:

 

Only made in order to allow you to create copy of planes with custom skins as explained here [link broken]

(In fact I also use them to speed up creation of txt files needed for a static object)

 

 

Blade_meister, on 24 Apr 2014 - 19:46, said:

 

lefuneste, Thank You very much for your hard work and for sharing this with the Community. This will make PWCG even better. Cheers Mate! 

S!Blade<><

 

 

lefuneste, on 16 May 2014 - 13:59, said:

 

Information about the "mod off" feature of the mod added in first post.
By the way I will made the remainign hydro and heavy bomber planes…

 

 

Fritz-Fraghof, on 18 May 2014 - 09:19, said:

 

Thanks for this great mod. Very glad to see it working with Pat's campaign Generator.

 

 

Blade_meister, on 18 May 2014 - 10:31, said:

 

Hmmmm! I am just getting around to trying this mod in PWCG 15.9. I am not seeing any static planes at my base or is this at other aerodromes only? I installed with JSGME. Is there a switch in PWCG that has to be turned on? Is PWCG15.10 required instead of PWCG15.9? Thanks for any help in advance.

S!Blade<><

 

 

lefuneste, on 18 May 2014 - 13:23, said:

 

V4.0 added (see first post) : all RoF planes have a static brother.
@Blade_meister : yes you must have PWCG15.10, and for the moment static planes are only at your home base (like others object added by Pat to make airfield less empty).

 

 

Blade_meister, on 18 May 2014 - 15:07, said:

 

Thanks for the new expanded version. I heard PWCG 15.10 is not working to well( enemy is not engaging and such) so I have stuck with 15.9. I may have to see if 15.10 is working for me so I can see your static planes. 


S!Blade<><

 

 

blomsky, on 13 Aug 2014 - 09:08, said:

 

lefuneste, thank You very much for this great addon to immersion!!!

I tried v4 together with PWCG 15.10 but had no luck - no static planes on my home base.
I copied the extracted folder to my mods folder and installed static planes v4 with JGSME. Several objects that have already been altered through 'static objects' mod were again altered during the activation process.

Now I would like to get some hints wether this problem might be more related to PWCG or to the mod installation?

blomsky

 

 

blomsky, on 13 Aug 2014 - 14:32, said:

 

Everything fine now!
During the second mission the airfield was populated with lovely DH2s.
Unfortunately I did not have the chance to enjoy this any further because I did not manage to return to base… 

blomsky

 

 

Jason_Williams, on 13 Aug 2014 - 16:57, said:

 

I don't think I chimed in here yet. Very good work! Much appreciated!

Jason

 

 

PCDurum, on 13 Aug 2014 - 17:26, said:

 

Please include this great work in the next official update as an option if you can Jason? 

 

 

actionjoe, on 14 Dec 2014 - 07:02, said:

 

Using lefunester advices I have declined already existent model to their different operators or different period.
So, we have now static planes for USAS, Aéronautique Militaire, Aviation Militaire Belge, RFC, RNAS, CAI, IRAS and Lufkreiskrafte with/without 1918 markings, (including some fakes for Farman, Be2 and Aviatik). Ideal to accurately populate airfields.

However this mod still lacks Hanriot HD1/HD2 model (and will lack Muromets too), and making it is out of my competences, can someone help me on this? Just making the static model, I'll add the different textures after that.

 

 

 

josef_baran, on 14 Dec 2014 - 16:58, said:

 

cool pic!! action joe!!

is the mod then going to be updated - and will we still just see items at airfields in pwcg?? or can they be brought in for some of our 'server' flying etc?

regarsds, Ron

 

 

actionjoe, on 14 Dec 2014 - 18:34, said:

 

I'll provide a link with my modifications, in a couple of weeks I guess.
I don't know how it will interact with PWCG as I don't use it.

 

 

lefuneste, on 18 Dec 2014 - 14:04, said:

 

I may do the HD1 and HD2 for christmas…

 

 

actionjoe, on 19 Dec 2014 - 10:50, said:

 

Oh! It will be nice, thanks!

 

 

actionjoe, on 26 Dec 2014 - 08:54, said:

 

Bump. Updated pack is on the first page. Thanks Lefuneste.

 

 

lefuneste, on 27 Dec 2014 - 05:01, said:

 

Oops.
I Forget to post the information on update…
Thanks to you ActionJoe !

 

 

Genius, on 27 Dec 2014 - 06:09, said:

 

Great Job ! Thanks !

 

 

DerAck, on 25 Jan 2015 - 21:06, said:

 

Greetings
Re the subject Herein, have installed Version #5 into my Mods folder and activated same in jsgme.exe - Now,
kind Sirs - just how does one select a block of aircraft to view at one's home field - and then view it/them?
Have read the "static_planes_readme.jsgme" - ashamed to state was of little help.
Assistance to be appreciated.

 

 

actionjoe, on 26 Jan 2015 - 12:39, said:

 

Hi, to have these static aircraft on your airfield, you have to put them by yourself, through the mission editor.

 

 

DerAck, on 26 Jan 2015 - 21:04, said:

 

Hello to You, actionjoe
When I posted last night, I kinda had a feeling the response might be as you have stated,
such being well beyond my capabilities with these (PC) things.
Thank You for the reply.

 

 

Mertons, on 06 Mar 2015 - 05:57, said:

 

Hi all, I'm having a problem with this mod (in fact, with all static objects in RoF, as i stated in this topic), planes recieve damaged when straffed or bombed ("OnDamage" and "OnKilled" events are working from them), but they don't switch to the damaged texture. Should I do anything on them in the mission editor (aparto from creating linked entity, of course) for show destroyed textured when attacked or should it be automatic, as it seems in the description of Lefuneste in the first post?

 

Salute!

 

 

lefuneste, on 07 Mar 2015 - 15:22, said:

 

All static planes should be destroyed. But you have to specify in the mission editor a number regarding their durability. By default they have the same as a standard building, I think.

You should look in the demo mission included in the mod. It included the standard (and destroyable by bombing and straffing) models, and their destroyed version.

I don't rember if I updated the "durability number" for all planes...

 

As I am a lazy guy I did not draw specific destroyed textures. Even if there are specific texture files for destroyed models, they contain only copy of the standard texture.

If you make some destroyed textures, post them here, I will include them in the mod.

 

 

Mertons, on 11 Mar 2015 - 03:40, said:

 

Hi, Lefuneste!
I was conscious of durability points, and planes didn't change to destroyed texture even with 500 points,but it's solved now. It seems to be a bug of my copy of Mission Editor, or probably some kind of corruption of the mission files I was working on. After a recovery damage addition works again in ME, I have not tested in-flight bombing or straffing.
Anyway, thanks a lot for your help in this case, and of course for this great mod!

Regards.

 

 

Knecker, on 02 Jan 2021 - 11:09, said:

 

Just to revive this old thread: The link is dead. Anyone still in possesion of the mod?

 

 

Panthercules, on 02 Jan 2021 - 15:48, said:

 

I believe that the links to some static planes mod(s) on this page still work:

 

https://forum.il2sturmovik.com/topic/83598-mods-for-rise-of-flight/

 

 

 

LordNeuro_Srb, on 11 Jan 2021 - 15:07, said:

 

And let me add to this topic after a long time,
It would be nice to see this mod in the original ROF career.
As far as I remember earlier, it was possible to insert some mods and skins without mod on,
and the opportunity to edit a career may not be such a big requirement. I know no upgrades or additions to the rof are planned
but some little things might be open to people who are willing to do something.
In any case, any small mode that contributes to the gameplay and enjoyment can be transferred to the flying circus and il2, without the developers having to put effort into it.
A career in rof is good, it could be adjusted a bit and be great, and considering that it is the same engine, and it is not in fc, it could be good.

If Chris Roberts could make 300+ milions $ on a concept and specifications of star ships, maybe same of the models could work for FC and ROF combined.

Just my 2c.

Hope dies last

S! All and stay safe and healthy.

 

 

 

 

Edited by TG-55Panthercules
  • 2 weeks later...
TG-55Panthercules
Posted

Wanna see yourself in the RoF cockpit? It can be done!!

Originally posted by Panthercules:

 

LOL - I saw a post asking about getting a copy of the pilot skin in the thread about the skin templates, and it got me thinking about this idea again. So, I decided to see if something like the old IL-2 trick might work with RoF, and sure enough, IT DOES!

See below:
post-31218-0-23765600-1520046239_thumb.jpg.380a6d6de55673f60befe512cb634c93.jpg


Obviously, I need to do a little work polishing this up (this was just a quick and dirty trial, using a really bad and small B&W photo that I had to blow way up to get the right size and then colorize crudely, as it was the only picture I had handy), but I think the potential is clearly here to put ourselves in the cockpit, like we could with IL-2 years ago.

I think this is gonna be fun  smile.png

 

 

Nova..., on 15 Feb 2010 - 23:20, said:

 

SO what file do we have to modify?

 

 

=Fifi=, on 16 Feb 2010 - 00:26, said:

 

Man!! Great found !! /forum/public/style_emoticons/phpbb/icon_lol.gif

 

 

TX-Gunslinger, on 16 Feb 2010 - 01:16, said:

 

Panthercules,

You sir, are simply amazing! Awesome skins - tons of them - and now this!

S~

Gunny

 

 

von_Heimler, on 16 Feb 2010 - 01:33, said:

 

Man that's great! What file(s) do you need to work with? and how did you do it?

Thanks in advance for your help in this Panthercules.


Cheers,

 

 

Panthercules, on 16 Feb 2010 - 01:34, said:

 

The only picture I could find with an appropriate head shot view to give this a better try turned out to be an old black and white photo of my Dad, so I turned the screenshot into a black and white picture to make it look more appropriate. It's a little hard to get a real idea of who it is because of the goggles, but I think you can still get a good idea of the kind of effect you can get with this approach:

post-31218-0-95608300-1520046456_thumb.jpg.b6d8c98b4a32acae228ae8abc10ecf9b.jpg

It turns out to be quite simple to do - here's how:

Use the GTP file extractor to unpack the file called "graphics1.gtp" - inside you will find a file called "pilot_g1.dds" inside the folder graphics\characters\pilot_g1\textures.

Open up that file in PhotoShop (or similar image program), and in the bottom left corner you will see the left half of the default pilot's face. Just find a suitable photo with a straight-on head shot that you can crop in half and trim to the right size, and paste it down on top of the default pilot's face.

Then, flatten the image and save it down as "pilot_g1.dds" and put it in the following folder (which you will have to create):

Rise of Flight\data\graphics\characters\pilot_g1\textures

You can do the same thing with the Entente pilot - just look for and substitute files/folders with "pilot_f1" instead of "pilot_g1" in the name. and otherwise follow the same procedure above.

Enjoy!

Now I guess we'll have to have a "Best Pilot Screenshot contest" thread while we wait for the next patch 

 

 

Panthercules, on 16 Feb 2010 - 02:39, said:

 

Ok - finally got a decent color head shot to use - here's a better shot of what this can look like:

post-31218-0-64482000-1520046354_thumb.jpg.bf7a3bdc5e1a1c4107a839ae96e7f77e.jpg

You have to play around with the shading/brightness of the shot a bit, because the sunlight in game tends to wash things out a bit (turns out there's a reason why the default pilot's face looks so dark in that .dds file), but I think it winds up looking pretty cool.

Now, we just GOTTA get the devs to fix this "mods on/off" thing for multiplayer, so people can start to recognize their foes or their squadron mates in flight 

 

 

Dutch2, on 16 Feb 2010 - 05:52, said:

 

Wow just like in RB3d, only in the RB3d game every pilot had your face and here on RoF????.

 

 

[Fr]Vylsain, on 16 Feb 2010 - 09:05, said:

 

Awesome ! I guess it replaces the default pilot so all pilots have this face in our game, right ?

 

 

hq_Reflected, on 16 Feb 2010 - 09:13, said:

 

Climbing into a Spad and shooting yourself down flying an Albatros is the first sight of schizophrenia /forum/public/style_emoticons/phpbb/icon_lol.gif

 

 

=J99=Sizzlorr, on 16 Feb 2010 - 09:28, said:

 

You made my day /forum/public/style_emoticons/phpbb/icon_lol.gif

 

 

DidNotFinish, on 16 Feb 2010 - 09:28, said:

 

If you're flying in a group, do all the AI pilots have your modified face, or the default one?

 

 

Viper69, on 16 Feb 2010 - 10:53, said:

 

The doppleganger squadron…Which one of us is the real one. Its like the Borg…I am 3 of 14 you can call me Testocules.

 

 

Panthercules, on 16 Feb 2010 - 10:57, said:

 

Since there appears to be only one default German/Central Powers pilot file and one default French/Entente pilot file (at least, that I've found so far), I believe that will mean that all the AI pilots on your side will look the same (sort of like the flying quintuplets or something). At least, that's been my experience so far - here are some shots of Jasta 15 on patrol (well, maybe this should be called Jasta 15a, since they appear to be from Appalachia given the apparent in-breeding of their pilot stock)


post-31218-0-19916300-1520046795_thumb.jpg.c008a11da698392eac6227f26c1ac15b.jpg

 

post-31218-0-20724500-1520046819_thumb.jpg.05db2dac23a08274f0d46aa838b3ae03.jpg

 

post-31218-0-44733200-1520046862_thumb.jpg.2c72a714289bfe0f9efdc9d4d3f5cc17.jpg

 

post-31218-0-91676700-1520046886_thumb.jpg.219f87cce0684c08a80152ba18a9fc13.jpg

 

post-31218-0-64619800-1520046917_thumb.jpg.5a24b207459e5a134a7a7fdaf9223b04.jpg

However, since there is a different German and French default pilot file, I assume that at least the enemies won't all look like you as well, so the schizophrenics out there can rest easy. 

As for multiplayer, that could be a problem, even if you were playing on a mods-on server (if that's possible) - since another player seems to have to have my aircraft skin file on his PC in order to see my aircraft's custom skin, and there's only one pilot skin per side, if the other players have to have my pilot skin on their PC I suspect they would wind up looking like my pilot skin too - so, maybe the schizophrenics do need to be worried after all.

I suspect this is probably purely a single player type thing for now, unless the devs elect to expand the coding to utilize numerous and custom pilot skins at some point.

 

 

Viper69, on 16 Feb 2010 - 11:01, said:

 

Good find none the less man!

 

 

Da_Hunn, on 16 Feb 2010 - 11:59, said:

 

good find, but wouldn't every pilot look like you in the game?

 

 

=Fifi=, on 16 Feb 2010 - 16:25, said:

 

An all squad of clones… /forum/public/style_emoticons/phpbb/icon_lol.gif

 

 

Viper69, on 16 Feb 2010 - 16:59, said:

 

Rise of Flight Episode 3 Flight of the Clones!

 

 

AbSlayer, on 16 Feb 2010 - 17:43, said:

 

Nice find /forum/public/style_emoticons/phpbb/icon_cool.gif

 

 

J5_Rumey, on 16 Feb 2010 - 18:19, said:

 

Real nice find!!! /forum/public/style_emoticons/phpbb/icon_lol.gif

Here is my ugly face on a pilot /forum/public/style_emoticons/phpbb/icon_razz.gif

Not only clones but bearded ones!!!! /forum/public/style_emoticons/phpbb/icon_twisted.gif

 

 

AbSlayer, on 16 Feb 2010 - 18:22, said:

 

Ok Where do the files get extractor 2 ??

 

 

Panthercules, on 16 Feb 2010 - 20:33, said:

 

Wherever you tell them to go - when you run the extractor utility, you're supposed to tell it the path you want it to output the files to. It will generally create a folder called graphics, and then a bunch of subfolders within that with all the individual files buried in them eventually.

 

 

AbSlayer, on 16 Feb 2010 - 21:17, said:

 

THX /forum/public/style_emoticons/phpbb/icon_e_smile.gif

 

 

AbSlayer, on 17 Feb 2010 - 14:56, said:

 

Ok haven problems.
You said I have to create my own folder , this I am not clear on.

All folder in your path that you show are already in game with the exception of characters.
So I create a folder named it ((characters))put the modified pilot_g1 dds file into it and put characters folder into the existing folder in data folder ((textures))

What did I do wrong?? HELP PLEASE

 

 

J5_Rumey, on 17 Feb 2010 - 15:40, said:

 

S! Abs, you create a folder under data\graphics named characters in this one you create one called pilot_g1 in this one you create one called textures, in here you put your dds file.

Hope this helps, been looking at one I make of myself on page 2, quite funny, real good find!!!

 

 

Fuby, on 17 Feb 2010 - 16:58, said:

 

This is great..but…/forum/public/style_emoticons/phpbb/icon_e_sad.gif

Umm, I can't even find graphics1.gtp… can you give a better explanation as to where all these files and tools are?

Looked on DVD and in ROF folder..find none anyplace../forum/public/style_emoticons/phpbb/icon_e_sad.gif

 

 

hq_Neca, on 17 Feb 2010 - 17:40, said:

 

Here it is unGTP extractor, I couldn't find original link 

Everything is in readme as can remember…

 

 

AbSlayer, on 17 Feb 2010 - 18:13, said:

 

Mr. J5_Boman follow what you said to the letter and still game loads org. pilot textures.
My custom texture does not load into game.
When to data folder/graphics/made a folder called ((characters)) inside this folder I made a folder called (( pilot_g1))in this folder I made another folder called ((textures)) into this folder I put the DDS texture called (( pilot_g1 )) is that not right?

And yes I looked at your pilot way to cool , and I want that in my game

 

 

Fuby, on 17 Feb 2010 - 18:53, said:

 

Thanks for the GTP tool..

found the files in data.. thanks..

 

 

T_O_A_D, on 17 Feb 2010 - 19:19, said:

 

Well the readme leaves me lost, on how to actually use the tool.

Not a DOS guy here, any advice appreciated.

 

Quote from Readme file:

———————————————————
·: unGTP v1.0 :·
———————————————————

This program can be used to extract the GTP archive files
from the game Rise of Flight.

To use, run the unGTP.exe with two parameters, first the
path to the GTP file and a wanted output directory.

For example:
unGTP graphics1.gtp c:\temp\graphics

You can place the extracted files under the game data
directory and the game will use them instead of the files
inside the archives.

———————————————————
credits
———————————————————

Made by Kegetys

———————————————————
license & disclaimer
———————————————————

You are permitted to install and use this software for
personal entertainment purposes only. Any commercial,
military or educational use is strictly forbidden without
permission from the author.

You are free to distribute this software as you wish, as
long as it is kept 100% free of charge, it is not modified
in any way and this readme file is distributed with it.

The author takes no responsibility for any damages this

 

 

 

 

 

 

Panthercules, on 17 Feb 2010 - 21:06, said:

 

Two quick thoughts (both obvious but sometimes those are the ones that trip you up):

1. Are you flying a German plane? (obviously, if you modify the pilot_g1.dds file and then fly an Entente plane, you'll only see your custom face on your enemies)

2. Do you have "mods on" checked? Just as with plane skins, if you don't put "mods on" the game won't use your custom file.

Otherwise, as long as your custom file is placed in the following location it should be working:

"…Rise of Flight\data\graphics\characters\pilot_g1\textures\pilot_g1.dds"

 

 

AbSlayer, on 17 Feb 2010 - 22:06, said:

 

Panthercules(quote)
Two quick thoughts (both obvious but sometimes those are the ones that trip you up):

1. Are you flying a German plane? (obviously, if you modify the pilot_g1.dds file and then fly an Entente plane, you'll only see your custom face on your enemies)

2. Do you have "mods on" checked? Just as with plane skins, if you don't put "mods on" the game won't use your custom file.

Otherwise, as long as your custom file is placed in the following location it should be working:

"…Rise of Flight\data\graphics\characters\pilot_g1\textures\pilot_g1.dds"


AB
Using Nieuport 17 mods on.
Path as you point out custom pilot does not show up.
I have no idea except something wrong with DDS texture.
If one of you guys put a download on one of yours that works I can check this.

 

 

Panthercules, on 17 Feb 2010 - 23:48, said:

 

There's your problem - since the Nieuport is an Entente plane and not a German one, it is using the other pilot file - "pilot_f1.dds"

If you modified the German pilot file ("pilot_g1.dds"), then you'll need to fly one of the German planes to see it. If you want to see your custom pilot face in a Nieuport 17, you'll need to modify the French pilot file, which is "pilot_f1.dds".

That French pilot file can be found (after you unpack the graphics1.gtp file) in a subfolder like this:

"…graphics\graphics\characters\pilot_f1\textures\pilot_f1.dds"

When you finish customizing it, you need to save it back into your RoF folder structure as follows:

"…Rise of Flight\data\graphics\characters\pilot_f1\textures\pilot_f1.dds"

Good luck!

 

 

von_Heimler, on 18 Feb 2010 - 00:52, said:

 

Thanks for the instructions,

Looks like another set of bearded clones is on the way, /forum/public/style_emoticons/phpbb/icon_lol.gif

 

 

AbSlayer, on 18 Feb 2010 - 11:15, said:

 

THX that was the problem , it always is something simple that one misses.
Thanks all for your help now to go and see how cool my pilot looks..

 

 

Blazingstar, on 20 Feb 2010 - 17:12, said:

 

Hi,
Thanks so much for this tip. It's my first mod!
My attempt went well enough, but it does not look right.

I know I'm ugly…… but not this ugly /forum/public/style_emoticons/phpbb/icon_eek.gif

so the modification was successful, but the result doesnot look like me any more than the default!
I'd appreciate any tips to get this right.
Yours look so good! What's the trick?
Thanks

 

 

Parazaine, on 20 Feb 2010 - 17:37, said:

 

Oh no….it's the start of the 'Stepford Pilots'.

One version of me is enough for one reality lol.

 

 

kirock777, on 04 Aug 2010 - 17:15, said:

 

Hey, +1 on that.
I haven't a clue.
I can create a temp file, no problem… but where the heck do you find the files to open with the tool? Are .gtp files hidden or am I missing something obvious?
(Damn, I know/knew XP like the back of my hand, but Win7 seems a strange beast to me… a beast with a Mac flavor.

Anyone willing to spell it out for us more skill-less folks? /forum/public/style_emoticons/phpbb/icon_e_biggrin.gif

I want to be in the game!!! LOL! /forum/public/style_emoticons/phpbb/icon_lol.gif

 

 

Panthercules, on 05 Aug 2010 - 22:28, said:

 

The .gtp files are in the Rise of Flight\data folder. There are several of them, starting with "graphics" (e.g., graphics1.gtp, graphics2.gtp, etc.)

 

 

O_Smiladon, on 05 Aug 2010 - 22:40, said:

 

S!

Is this mods on stuff ?

Hopefully not.

O_Smiladon

 

 

veltjens, on 05 Aug 2010 - 22:52, said:

 

Cool stuff! /forum/public/style_emoticons/phpbb/icon_e_wink.gif

 

 

Gimpy117, on 05 Aug 2010 - 23:02, said:

 

honestly…even if the pilot isnt your face…a better texture would be nice. His face is way too pale…he looks dead.

 

 

Panthercules, on 06 Aug 2010 - 01:17, said:

 

LOL - yes, this requires "Mods on", at least for now.

 

 

NewGuy_, on 23 Nov 2011 - 02:11, said:

 

Ok, so how do I put in a stock pilot, without a moustache? I have to get that Burt Reynolds guy out of my SPAD 7! /forum/public/style_emoticons/phpbb/icon_lol.gif/forum/public/style_emoticons/phpbb/icon_e_salute.gifMJ

 

 

Panthercules, on 23 Nov 2011 - 02:17, said:

 

Just follow the directions given in the first page (about the 5th or 6th post or so) of this thread, but use whatever mustache-free face picture you want to use (it doesn't have to be your own face - it will work with any face picture you want).

 

 

NewGuy_, on 23 Nov 2011 - 02:22, said:

 

Cool, thanks a lot Panther! /forum/public/style_emoticons/phpbb/icon_e_salute.gifMJ

 

 

unreasonable, on 05 Feb 2016 - 06:46, said:

 

Revive thread ..... so I wish to alter a pilot face, and the face of the driver of the car on the airfield (for movie purposes), if I can find out what file is being used.

 

I use ungtp on graphics1 file.

 

It gives me a bunch of dds files, (in my (null) directory, then stops and says "unknow file type" somewhere about the \buildings\ folder.

 

I press enter to continue, the ungtp continues to list files and place them.

 

I now have a \characters folder including the pilot files, but all the files in there are .chr .col .mgm format, no dds to be found.

 

Has something changed? Is there some trick to get the ungtp to unpack these files?

 

 

unreasonable, on 05 Feb 2016 - 14:19, said:

 

Sort of solved - I can use Elephant's mod and inject my required face....

 

I would still really like to change the look of the driver of the car a little - anyone know where it is?

 

 

Wykletypl, on 05 Feb 2016 - 15:23, said:

 

How about making it so that when You are inside a cockpit, it doesn't look like You are a ghost? 

 

You know, the actuall body of a pilot, and his movements inside, depending on what You are doing...

 

 

unreasonable, on 05 Feb 2016 - 22:35, said:

 

I too would prefer an in cockpit body, but that is up to the developers, modders cannot do anything about that.

 

 

SYN_Bandy, on 11 Feb 2016 - 07:50, said:

 

Just Devil's advocate here, but in-cockpit body can block line of sight to gauges etc.

 

 

unreasonable, on 11 Feb 2016 - 09:27, said:

 

Sometimes, but if you have TiR as many of us do now you can look around your knees or whatever is in the way. Just make it a tickable option in RoF2. 

 

It could also be useful as a check as to where your head could be - from some of the RoF films you see, it appears that many people have their eyes attached to 24 inch long stalks growing up and back out of their heads. wink.png

 

TG-55Panthercules
Posted (edited)

New Landscape textures (originally posted by Fubar)

 

New Landscape textures with AnKor85 terrain bump-mapping mod and smart blur mod.

This mod is made to be used with JSGME mod Enabler.

Also highly recommended is SweetFX which I've used to change colours and add sharpening to textures ect, which also helps with the bump-mapping
and details in the landscape textures.


There are many changes with this mod the main changes being the landscape textures, mixed colour summer trees, mixed colour and less leaf Autumn trees,
Leafless winter trees, ajusted houses ect textures and Alpha channels and some others which I can't remember.

Its all been abit of a balancing act with this (changing one thing can have a negative effect on something else) so I've tried to get a good compromise but
I hope this mod gives you more enjoyment with this great sim.



Heres some pics
59670_64d657a10768a9aecf6695ef139712b2.thumb.jpg.ad75130e24cee5a71bc44b9e7a77f278.jpg59670_cc004e84cbab738a0ec78f0fb9c40daf.thumb.jpg.7e00e1287a8574c3f8dcfe356f33f51c.jpg59670_e55ac97a25eaae170cd0518fbecef07a.thumb.jpg.ec1c878dd6a00358fea9b008b6252414.jpg

Download "Landscapemod here http://www.mediafire.com/download/ggdc37bxx1376of/landscapemod+new.zip

 

 

 

elephant, on 09 Aug 2013 - 17:06, said:

 

I'm a big fan! 
I've already installed your previous landscape textures pack.
Will update ASAP 
Thanks!

 

 

Panthercules, on 09 Aug 2013 - 17:29, said:

 

Cool - been using the earlier versions for a while now - looking forward to giving these new ones a try.

Thanks for sharing!

 

 

BroadSide, on 09 Aug 2013 - 22:51, said:

 

This makes me want to put my shaders on MAX!

Fubar, does this include your "winter tree" mod as well (past texture releases had the tree mod included)?

and THANKS!

 

 

HotTom, on 09 Aug 2013 - 23:55, said:

 

Tried 'em.

Details not as sharp as my default with SweetFX.

Colors were much too saturated for my taste (and my old eyes).

But others may find it an improvement. Worth a few minutes of experimenting.

Thanks, Fubes!

 

 

SYN_Bandy, on 10 Aug 2013 - 02:37, said:

 

Looks interesting. Thank you for post and your efforts. 

Please correct me if wrong. Other than the bump mapping, I see that you've removed the ubiquitous snow from the winter tree branches, (which is worth the price of admission right there and should be adopted by the devs), some changes to colour saturation for fall perhaps, and I think I see a few small changes to fields in your pics.

Would be nice to see side-by-side comparison screenshots of before/after in same location, if not asking too much. You see I have a smallish SSD and am loath to download/install anything without more evidence.

 

 

LordNeuro_Srb, on 10 Aug 2013 - 16:48, said:

 

Looks wery good , nice work, but i have to ask is there any system impact. I use midium shaders and mid landscepe textures so is there any point to use ur gr8 mod. Old pc so i cannt use max on any.

 

 

gavagai, on 10 Aug 2013 - 16:58, said:

 

Very nice. These shaders include your winter trees, too?

 

 

Fubar, on 11 Aug 2013 - 15:36, said:

 

Yes BroadSide it also has the winter tree mod included


On my PC LordNeuro theres no system impact.


SYN_Bandy I'll post some comparison screenshots soon but I'm going to make some ajustments to
textures

 

 

Sabre, on 30 Sept 2013 - 16:04, said:

 

HotTom, how about AA with SweetFX in RoF? I find most textures very clear but also too granular with SweetFX with some other games.

Thanks,
Sabre.

 

 

=Fifi=, on 30 Sept 2013 - 16:38, said:

 

Thanks a lot Fubar 

I'll try it soon.
I guess changes are visible in career mode mods on?

 

 

Fubar, on 30 Sept 2013 - 18:03, said:

 

Hi Fifi I'm in the process of making some changes to this mod
new colour for Autumn trees some things to tone down abit ect
so you may wish to wait for the update. And yes changes are
visible in career mode mods on 

 

 

Sabre, on 30 Sept 2013 - 18:56, said:

 

Fubar, I'm flying your mod (landscape and landscape light) with No_Shimmering_v1.0 and Smart_Blur_v1.0. While installing it JSGME showed some warnings but I still added it, I hope they are compatible. Anyway, I like it, and btw I have SweetFX v1.4 (with a custom settings file) running alongside. I think it's a keeper, but I agree some things need to be toned down.

Sabre.

 

 

gavagai, on 28 Oct 2013 - 08:28, said:

 

Finally got around to trying these. Very, very beautiful, and worthy of a bump. Nice work fubar.

 

 

Spag, on 28 Oct 2013 - 11:23, said:

 

Hello fubar,
Just finished a couple of missions in Career and I found your mod absolutely fantastic.
A keeper.
I agree with yourself and others about tones being a bit bright, but I would still keep it even if you didn't tone it down.
Thanks very much for doing this work, it has increased the immersion level imho immensely, due to the realism of the countryside.
Looking forward to your updated version.
Cheers,
Spag. 

ps. I just dropped it into Mods and enabled it over the top of all warnings and without changing any other mods. For those who are worried about doing that.

 

 

gavagai, on 28 Oct 2013 - 11:27, said:

 

Spag, you can always reduce the color saturation in the "startup" file: rise of flight\data

 

 

Spag, on 28 Oct 2013 - 16:27, said:

 

Many thanks gav.
I am not anywhere near up too speed with all those sorts of files.
It's why I was asking about the 'water towers' and how to delete just them.
Cheers,
Spag. 

 

 

ParachuteProne, on 22 Dec 2013 - 13:09, said:

 

Love it ! Makes a big difference.

Thanks !

 

 

Fubar, on 22 Dec 2013 - 16:55, said:

 

Happy you like it ParachuteProne

However I'm working on some new textures which will include AnKor85 terrain bump-mapping mod 

I'm also adjusting the trees for the summer and Autumn textures

 

 

SYN_Vander, on 22 Dec 2013 - 17:37, said:

 


Excellent! Hope these get included in the game some day!

Is it possible to tone down the bump mapping on the airfield textures? It's a bit low res when you are close.

 

 

 

AnKor85, on 22 Dec 2013 - 18:24, said:

 

Nice 

Well, I may make be some changes in my mod in the future if I get time for additional tuning.
And I haven't released my bump mapping mod for winter maps yet, but just to let you know - while summer/autumn shader assumes that brighter colors correspond to lower elevation (i.e. almost white road is below darker green fields), the winter shader will most likely be inverted - roads are drawn as almost black lines and should appear lower than white snow.

If you have any other ideas about color->elevation processing - let me know.

Vander, unfortunately there is no easy way to separate ground texture from "substrate" - they are combined together before being processed by bump-mapping shader.
Perhaps if Fubar redraws them with less contrast they will appear more flat, but I'm not sure whether it really help.

 

 

SYN_Vander, on 30 Dec 2013 - 11:41, said:

 

Just installed these wonderful textures.

Any chance on a "Spring" version for the landscape textures? With less green, more browns and the trees not with all the leaves yet?

A lot of important (air) battles were during the spring, "Bloody April", the 1918 Spring Offensive. etc.

 

 

WW1EAF_Paf, on 30 Dec 2013 - 12:17, said:

 

Hats off Fubar! I know its really a lot of work.
I started spring textures but its really some tiresome work to test - rework- test …
 

 

 

SYN_Vander, on 30 Dec 2013 - 13:12, said:

 

Excellent!

What takes most time to test? You are not changing the general texture outlines?
I can imagine that the transition from forest texture to actual tree texture colours is difficult to get right?
Anyway, in (early) spring there are not that many trees with leaves, but maybe blossom?:

 

 

 

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted (edited)

(continuation of thread above)

 

 

WW1EAF_Paf, on 30 Dec 2013 - 13:45, said:

 

Yes, only did some work on the original textures and replaced the summer for testing, so trees are still in full green - I think about adding some snow and see how it looks.

Whats time consuming is the amount of textures-tiles you have to prepare to get into the game. 1 is quite fast but you need at best most of them to have a feeling for the appearance of the landscape. At least for me 

 

 

Fubar, on 30 Dec 2013 - 15:33, said:

 

Ha guys

As stated in my post before I'm adding a number of textures to enhance AnKor85
Terrain bump mapping mod and also tweaking some other textures heres a pic
59670_0ae27a10f98ada9d5b86b64ed0a0b365.thumb.jpg.ab5199a6380ac7e302c503000c3e2ec6.jpg

SYN_Vander I've adjusted the airfields alittle so there is not so much bump mapping on them. This was achieved by adjusting contrast ect (as stated by AnKor85 above).

Also Vander I may be able to combine the winter trees I made with the summer trees, so some tree have leaves or blossom and some trees dont.

AnKor85 said he may make some changes to his bump mapping mod and add it to the winter textures also which will be good, I'm hopeing he may
be able to improve the small texture seam problem that you sometimes see with this mod, however this in my opinion is a small price to pay for such a great mod.

WW1EAF_Paf you are correct it is tiresome work to test 

 

 

Spag, on 30 Dec 2013 - 17:44, said:

 

Hello Fubar,
Sounds great, thankyou and everyone else who is involved for taking the time and effort to do this.
I can well imagine that it is not easy to do.
I have always thought that the trenches were a bit too symmetrically perfect.
Should they also have damage done to them?
I guess that is asking a bit much, but it would be fantastic if they were a bit less perfect in their construction and had some parts that were destroyed.
Cheers,
Spag. 

 

 

Trooper117, on 30 Dec 2013 - 18:29, said:



123412_839d79961a16256f0181fea3692fc26e.thumb.jpg.7af87c38fd6cd124c1088d117180dc3c.jpg

123412_316137d002a496c85b0967bdadda0e47.jpg.163659cedfa9d5f700273d034fa21b3d.jpg

123412_8080e0a9d87f4d2238670b537fbe5666.jpg.4d1de743d966b62bd964b6703061e96b.jpg

123412_e7ab4fbc5ca6972bb9b5d723225799d9.jpg.cefc7a6059b87e921fcbad77ac335384.jpg

 

 

SYN_Vander, on 30 Dec 2013 - 19:44, said:

 

Ah looking good so far! Are those little soldiers in the trenches?

 

 

Jason_Williams, on 31 Dec 2013 - 01:50, said:

 

It is possible to mix in two different types of trees. I know DiFis has done it on one of his test maps.

Jason

 

 

WW1EAF_Paf, on 02 Jan 2014 - 15:34, said:



There are twothings Ilike about the old textures:
1. They have more green in it.
2. Most of the fields are much smaller. The "new" fields are really big and I think the smaller ones would be more fitting for the beginning of the last century. When using GoogleEarth even today the fields in this area aren't that big.

On the other hand, the "new" ones have much more detail and overall save performance because of smart tiling.

 

 

hq_Reflected, on 03 Jan 2014 - 02:51, said:

 

Fubar,
I tried your landscape textures and I must say I really like them. They are an improvement over the stock one. I don't use your "details" file though, I prefer the original one (I can't use shaders on high since the last couple updates).

They look amazing, especially from high altitudes. from low down they're a bit lo-res, but still, an improvement.

I was wondering, could you make a mode for the no man's land textures? I always found them a tad too dark, just a little. If they were of a bit lighter shade, the frontline would fit into the rest of the landscape much more nicely.

Thanks again for your work! 

 

 

gavagai, on 03 Jan 2014 - 09:43, said:

 

Either I missed these, or I never noticed the change. 

 

 

Fubar, on 03 Jan 2014 - 20:26, said:

 

Ha Guys

The trench can't be varied very much its a small file which is repeated over and over sorry.

SYN Vander the men in the trench are not 3d there just part of the skin, its just a cheap trick
to make the trench look manned.

hq_Reflected these textures I'm working on now have a little lighter no man's land texture /


Anyway guys as Jason Quoted above you can mix the trees, so I've mixed the summer and winter textures together and come up with Autumn trees which now has a tree with lots of leaves and
a tree with not many leaves, heres some pics.

59670_074730f17625fb74534069f1768cec91.thumb.jpg.99163b3ecf7eea1e9811b5d8b85a383d.jpg

59670_0582119755429cb35c249f2bfba75f82.thumb.jpg.a0f888948e159a905a90002ff435b46a.jpg


I'm also trying out some springtime trees with blossom on them 

 

 
Edited by TG-55Panthercules
TG-55Panthercules
Posted (edited)

(continuation of thread above)

 

Panthercules, on 03 Jan 2014 - 22:05, said:

 

The mixed trees look intriguing - any chance of mixing in some fall colors as well, so there's even more variation between full green leaves and leaves all gone? (or are you limited to only two types, as Jason's post may be indicating?)

Looking forward to seeing the results of your work and giving them a try

 

 

elephant, on 04 Jan 2014 - 06:02, said:

 

If it weren't the clouds (too familiar) I could swear that the first couple of shots were real photos,
when I first saw them in smaller scale…
Great work, Fubar!

 

 

SYN_Vander, on 04 Jan 2014 - 06:44, said:

 

Stunning!

I guess it's not possible to vary much with the colours as all the 3d trees will have to fade away into one distant "forest texture". But this looks very good and so the same could be used for a spring landscape with a mix of leafless trees and ones with blossom/few leaves.

 

 

SYN_Vander, on 04 Jan 2014 - 07:30, said:

 

Another thing that may be improved. The textures of the fir trees (as can be seen around Verdun/ St. Mihiel) have a blocky appearance, specially the lower lod version.

 

 

SYN_Bandy, on 08 Jan 2014 - 08:37, said:

 

Wonderful! Especially with the bump mapping mod. I have been hoping for a very long time that something could be done with the mono-tone fall trees. In fact, the mono-tone trees in all seasons!
This all just looks so much better, many thanks. 

 

 

 

Fubar, on 18 Jan 2014 - 16:33, said:

 

Heres some pics of springtime trees which I'm toying with, these trees have some blossoms on the branches ect but the pinkness of the blossoms fade away in the distance which I like.
59670_74c9dfa5c60ac833fbdfba964f30a692.thumb.jpg.965c3de0550309d815c45b9c2cef996d.jpg59670_53dcd35a0affe7a126b21ca287322600.thumb.jpg.02e4337cca16e40e17bc636bb97e3b42.jpg

Also I'm looking for the house files and cliff files on the channel map to make some ajustments on the alpha channel ect if anyone knows where they are, 

 

 

KodiakJac, on 18 Jan 2014 - 18:34, said:

 

Fubar,

What you're doing just gets better looking all the time. One thing, as in the photo above posted by Action Joe, the maps could use more bright golden fields I think. This also came up in WOFF and I thought it was too much, but then actual photos were posted of the Flanders area where it looked just like this photo…there were bright golden fields everywhere (the person said wheat and barley I think).

Anyway, don't know what times of year, but at least part of the time there should be a whole lot more bright golden fields (maybe some of our players from France can help with more photos and time period).

Thanks, Fubar!

 

 

SYN_Bandy, on 19 Jan 2014 - 08:08, said:

 

Please know I brought this cliff issue up in beta testing, there is no easy solution. That said, have you done something to make it look worse? I've never seen it look so bad.

The problem of the cliff grass is that the cliff sits on top of the terrain, it is an object (so to speak) and therefore has an interaction edge with the terrain. The cliff grass really is the same colour hue and tone as the terrain, but is not on the same 'viewing plane' so the sunlight makes it look different. At certain times of the day you can't see that interaction line, but mostly it is an eye-sore 

I think the best-easiest solution would be to scatter some trees along that line (do we also have small shrubs?), and anything else appropriate to break it up, but they must be randomly placed or it will look funny.

RE: ActionJoe's fine aerial image:
If the picture is taken in spring then some of the "gold" fields may be freshly plowed fields where the earth has already sun dried. If the picture is late spring to early summer, then the "gold" is likely a mature crop of early winter wheat which is planted the fall before - the seeds germinate and roots form early. Come spring, these plants have the 'jump' on other crops and weeds and harvest early (turn gold).

 

 

actionjoe, on 19 Jan 2014 - 08:32, said:

 

Yes, the picture was took 25/05/12.

 

 

Fubar, on 24 Jan 2014 - 15:17, said:

 

SYN_Bandy I have made a change to the channel map detail.dds file, what I wish to find is the
grass cliff texture and the chalk cliff texture ect so I can make them match better. However
they must be hidden away somewhere because I can't find them anywhere 

 

 

WW1EAF_Paf, on 24 Jan 2014 - 15:23, said:

 

I never looked into the channelmap but these look suspicous:
chalk textures you find in graphics/landscape_channel/
cliff_tex0.tga
cliff_tex1.tga
cliff_tex2.tga

 

 

gavagai, on 24 Jan 2014 - 16:45, said:

 

The thing that kills me about the channel map is the shoreline. The sand looks hideous and not at all like the north sea coast, and the shallow water is from Hawaii.

 

 

Fubar, on 24 Jan 2014 - 17:32, said:

 

Tried these mate but nothing happening


trying to change this but there seams to be a lot of files that I can't find including channel map houses, they must be somewhere 

 

 

WW1EAF_Paf, on 25 Jan 2014 - 04:14, said:

 

I know I saw the textures already and now found again 

graphics/grounds/textures/

 

 

SYN_Bandy, on 25 Jan 2014 - 06:57, said:

 

Hey, the Brits love their holiday coast, don't they? /forum/public/style_emoticons/phpbb/icon_e_biggrin.gif
Not saying it looks like this all the time but…
Yes, I know, likely captured with a polarizing filter.

 

 

 

gavagai, on 25 Jan 2014 - 08:47, said:

 

Well, let's look at the sand. In your pictures, do you notice the gradations of color that run parallel to the shoreline? That's important for making a beach look like a beach. It's missing in the RoF shoreline. Instead it looks like a homogeneous mixture of large pebbles or something.

Another thing is the silt content in the water. I've been on the North Sea coast and I know what that water looks like. You can sometimes see your feet when you wade up to your knees. The RoF shoreline water looks like it came from a Brita commercial.

It's not something that can be fixed with a bigger GPU and more detailed textures. It's about making the parts of the landscape look like they belong together, and the channel map comes up short here.

Maybe fubar can help it? We will see.

 

 

BroadSide, on 26 Jan 2014 - 14:34, said:

 

On page 2 and 5 Fubar posted new pics (which look great!).
Has this mod been updated from what's posted on page 1?
I looked thru the thread and didnt find any updated references or links.

 

 

Fubar, on 26 Jan 2014 - 16:25, said:

 

Thanks WW1EAF_Paf

However on my system I don't have a folder named "grounds" is your ROF downloaded from steam - I don't no if you could do me a favour and upload these files and folders somewhere.
I've looked in all the gtp files in my ROF game folders but no Joy 

SYN_Bandy thanks for those pics


gavagai I've tried to add parallel lines into the shoreline but in some parts of the beaches
the lines run vertical and other parts horizontal 
Also I think the dev's made the beach textures to look like pebbles because many beaches on
the south coast line have pebbles. I live near Brighton which has pebble beaches and hastings
is also the same, there are some sand beaches but the game only uses one texture for all beaches.


BroadSide I haven't updated these textures yet its all work in progress, hope to have something
done soon 

 

 

gavagai, on 27 Jan 2014 - 12:36, said:

 

Fair enough, but even then you get a gradient depending where you are on the beach. The water carries smaller pebbles higher up the beach.

 

 

SYN_Bandy, on 27 Jan 2014 - 14:00, said:

 

I saw a light house and possibly other building textures on one of the merchant ship texture .dds files, so it looks like developers are efficiently using texture space for performance. The house textures could be anywhere, you're going to have to check them all, and guess what, they'll be in the last place you look. 

TGA are raster files generally used for icons and some scalable particles no? Not terrain to my knowledge, but who knows.

 

 

WW1EAF_Paf, on 27 Jan 2014 - 14:11, said:

 

Here they are:

graphics/blocks/textures/
blde01.dds
blde01_d1.dds

 

 

Fubar, on 30 Jan 2014 - 16:29, said:

 

This is odd I cant find folders some people seam to have 


WW1EAF_Paf there are more house files somewhere for the channel map, the files you found above
are used on the channel map and also used on Summer map, Autumn map ect.
I'm trying to modify the alpha channels so the houses are less reflective.

See this pic the houses in the green circles have modified alpha channels (they are less reflective) the red arrow shows the house with unmodified alpha channels (much more reflective).
small detail but looks better on my rig.


I'm also looking for the chalk file in front of the cliffs.
WW1EAF_Paf do you think this is in the grounds folder which again I cant find on my system.

Thanks for any help you Guys are giving me with this 

 

 

Jason_Williams, on 30 Jan 2014 - 17:46, said:

 

 

=Fifi=, on 30 Jan 2014 - 18:27, said:

 

Fubar, i have your old mod "winter and late autumn trees", and have added the late autumn tree folder into this new texture mod (wich doesn't have tree folder for landscape_autumn, like the landscape_winter one).
But it seems i can't see the late autumn trees in QMB …is it normal?
(i see the winter trees of this mod though)

 

 

SYN_Bandy, on 30 Jan 2014 - 20:47, said:

 

Perhaps something to consider, but don't know if it can easily be accomplished.

To get rid of that ugly cliff interface line along the top where it meets the terrain, why not push fields to the edge of the terrain and make that part of the top of the cliff texture also into a mix of agricultural fields, roads/paths, and hedges, etc?

It may be too much work to get it to match up with the terrain itself though, since where that 'interface line' is not easy to figure out. I'm hoping something can be done.

And again, it appears that how the water along the coastline looks from the sky really depends on the lighting conditions. Or is this only because of a polarizing filter on all these cameras?
 

 

 

WW1EAF_Paf, on 31 Jan 2014 - 01:49, said:

 

Well I didn't change the textures myself but are you sure about the houses?
The once you've encircled are the houses from the western front map and the textures are located in bld01.dds.
The file blde01.dds containsthe british houses,at least it looks so.
 



For the rocks on the bottom of the cliffs, the file is called "rocks_dover.dds"
in graphics/blocks/textures

 

 

 

unreasonable, on 01 Feb 2014 - 01:03, said:

 

Nice work on the mods, thanks from a mere player.

btw I expect you know this, but just in case someone wonders why the fields just behind the cliffs are a brilliant yellow in your photos it is because these are planted with what we call oilseed rape in the UK. As far as I know this was not planted in the early 20th century: I recall being very surprised the first time I saw a field that colour, which I think was in the late seventies at the earliest.

In WW1 the areas behind the cliff might have been standard 4 crop rotation or left as grass and gorse downland. Chalky soil is not very productive without lots of modern chemicals but it might have been pressed into use as cropland during the war due to concerns about food security. In 1914 it would have been uncultivated for sure.

 

 

SYN_Vander, on 01 Feb 2014 - 05:47, said:

 

Yes bld01= western front map, blde01 = Channel map houses. They both use alpha channel now for reflectiveness. Before the Channel map update there was no reflectiveness/alpha channel.

 

 

SYN_Bandy, on 01 Feb 2014 - 07:46, said:

 

In N.America rape seed is called canola, and was not advocating it being planted in RoF was posting yet another image of the cliff top. As mentioned in my post I'm just trying to encourage hiding that interface line between terrain and cliff 'object' which is so damn unsightly. The best, easiest, way to do so is to break up the texture (rather than leave it just green) with cultivated fields with furrows, hedge lines, roads/paths, etc.

Not passing judgement here, because I understand attention to detail, but I prefer to avoid being a slave to history on such things in order to improve visual experience overall. But that may just be me…

 
 
Edited by TG-55Panthercules
TG-55Panthercules
Posted (edited)

(continuation of thread above)

 

Fubar, on 28 Feb 2014 - 16:27, said:

 

Update on what's happening with these landscape textures.

heres some pics of the white cliff textures I've made. I was not able to make big changes to the way the cliff top textures are rendered but have made some changes overall. I also made
some changes to the houses ect.
59670_c792851f353a7d80613e157d8f8929ee.thumb.jpg.1b4bf8892a420e06f83a08b255b3786a.jpg
59670_abf867f012121591f2440f409e81b803.thumb.jpg.d3647c391408c5ebb0854b5f1a6d7806.jpg
59670_656c8c3ebf157254ba49fad1e28681dd.thumb.jpg.a28d1c5a8782c80ececeb0b9558b94f3.jpg

I'm also in the process of changing the textures for the fir-pine trees as requested by SYN_Vander heres a pic of these trees (this is work in progress)


Also I've made the winter landscape with more grass ect showing and less snow in some fields.


and I've done some more work on the Autumn textures.


I'm still in the process of tweaking trees ect 

 

 

elephant, on 01 Mar 2014 - 07:28, said:

 

Fantastic, Fubar!
The coasts look Awesome…again I was fooled by looking the thumbnails being real life pics.
One thing though…I find the white cliff texture in the first comparison pic a little hard,
may be out of scale a bit?

 

SYN_Vander, on 01 Mar 2014 - 11:43, said:

 

Looks like the fir trees do not have that "square" low res texture? Well done!

 

 

redcoat22, on 02 Mar 2014 - 00:57, said:

 

Is there any chance we can get more "hooks" linked to the months of the year to link additional texture sets for more season variation into the campaign?

 

The cliffs and the scree at the bottom look wonderful, great work. And thanks for the trees! /forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

 

FlatSpinMan, on 27 Apr 2014 - 07:22, said:

 

I've just looked into these mods after not being into RoF for a while. Wow! These look fantastic. The trees look like something for an FPS game. Very impressive.
Now I must look into actually using all the new things we have.
(OT but are the new "infantry charging" units in the career mode?)

 

 

Blade_meister, on 17 May 2014 - 09:24, said:

 

Fubar, what ever happened to these new textures for the Channel map. They look so good. Are you going to finish them and release as a New, New Landscape Texture Mod?

S!Blade<><

 

 

thedudeWG, on 19 May 2014 - 11:53, said:

 

+1 - These look great. The "less-snow" Winter texture is amazing! Is that on the Chanel map? I wish 777 would just take all of Fubar's landscape textures and replace the game defaults.

 

 

Blade_meister, on 19 May 2014 - 16:01, said:

 

Dude, I PMed FUBAR and he assured me he is still working on this project, but real life is not allowing much time to complete this. So we will just have to keep encouraging him and hope that he has some time here and there to work on it. Those pictures he posted look real. I can't wait to Cruz or dogfight down by the Cliffs of White.

S!Blade<><

 

 

Fritz-Fraghof, on 21 May 2014 - 05:43, said:

 

FUBAR has done amazing work on the landscape textures and his previews on the previous page look spectacular too. Thank you FUBAR.

 

 

Fubar, on 30 May 2014 - 16:26, said:

 

Ok guys I've just uploaded the new version of this mod with all new trees and textures see the very first post 

 

 

SYN_Vander, on 31 May 2014 - 06:01, said:

 

The new textures are great! It seems there are no visible seams anymore (in combination with bumpmap mod)?

I have found a small issue though: The winter fir trees are partly invisible, see attached pic.

3017_2dbff50b0a3da6a8e552d51e4bacd561.thumb.jpg.58cbe5cd50b8070c2b89b45698ac0202.jpg

 

 

SYN_Bandy, on 31 May 2014 - 07:06, said:

 

Just curious Vander, did you try a RoF restart, maybe even a reboot, to see if the GFX bug was resolved? I know the first time I started up in the 'Bloody April' terrain I had a texture issue around Lens on certain objects, but the next time I started it up, it was gone. Just saying…

 

 

hq_Reflected, on 27 Nov 2014 - 16:59, said:

 

When I use this mod, I don't have craters on the Channel map's NML. The France NML is not affected though:

49693_aad59580b5e6ac22e89c0b4831a8dc2b.thumb.jpg.d7273ade774062b8ded387f44fef1250.jpg

 

 

theSelf, on 02 Jun 2015 - 02:20, said:

 

Hi everyone- I'm new to ROF- and thank you Fubar for creating these amazing looking textures- may I ask where the latest version of the landscape mod is as the link on the 1st post is dead- just to confirm the files on the following link is the old landscape mod and doesn't include winter textures- correct?  - if I can find where the download files for the most up to date version of this mod, I'd be very grateful- thanks again

 

 

theSelf, on 02 Jun 2015 - 17:06, said:

 

actually I think this is it with other great mod download links here- https://forum.il2sturmovik.com/topic/83598-mods-for-rise-of-flight/

 

 

 

Fubar, on 02 Jun 2015 - 17:25, said:

 

Guys I will be posting some new textures soon with lots of new features. Hope to upload this soon.

 

 

theSelf, on 02 Jun 2015 - 17:45, said:

 

Excited! Will you notify this thread or start a new thread?

 

 

71st_AH_Mastiff, on 02 Jun 2015 - 18:58, said:

 

will this fix the issue with PWCG spawning on ground with channel trees on Europe side. I have had to uninstall it so the trees don't plant on the aerodrome's and kill our planes.

 

 

SYN_Bandy, on 03 Jun 2015 - 07:14, said:

 

Thanks for continued efforts!  Always much appreciated. 

 

A suggestion, if not already included, for winter textures replace the river ice file with the one from Ilya Muromets, it has a lovely appearance and looks very much like cracked ice on a partially frozen river, and I know, I'm from Canada.

 

 

Fubar, on 03 Jun 2015 - 17:33, said:

 

Ok gents some new features are less haze on the horizon (so a clear day is a clear day)
new western front textures.
new updated textures for Summer and Autumn.
Adjusted Ankor85 ground texture mod to suite new ground textures.

Please note this new set my not be to everybody's liking and there may be some issues I have not spotted, you most likely will need to adjust your gamma setting in game because of some of the above changes and I'm not sure how this will run on slower systems (my game settings are all maxed out so it looks good to me).

This mod will be JSGME (Generic mod Enabler)ready. Hope to upload this soon

 

 

Jason_Williams, on 04 Jun 2015 - 02:20, said:

 

Very interesting work Fubar!

 

Jason

 

 

SYN_Bandy, on 04 Jun 2015 - 03:33, said:

 

Yes, they look great!  Just an observation and possible suggestion for the villages in no mans land (NML).  

 

Villages over unspoiled terrain have a 'substrate' texture so they don't look like they are sitting directly on fields. Do these NML villages also have a substrate, or can one be added to them?

 

I ask because right now the destroyed buildings look like they are floating over the 'mud' (have a look again at the enlarged view provided above...), rather than looking bombed-out, burned-out, and becoming part of the mud.  If a darker substrate of rubble and smoke-stained more rubble can be placed under them, that would really add to the effect of these former villages.

 

 

 

 

SYN_Vander, on 04 Jun 2015 - 03:41, said:

 

Looks great Fubar!
I'm not sure about reduction of haze. We tend to add haze/fog so the " shimmering" in the distance isn't so bad.

 

 

WW1EAF_Paf, on 06 Jun 2015 - 15:45, said:

 

They can have a substrate texture of course. But it gets covered by the NML-texturelayer.

But with ankors bumpmap you can see the contours of the fields through the NML-texture. So you would also see the contours of the substrate-texture.

Another way is to reduce the opacity of nomansland-layer via the maskfiles.

 

 

Fubar, on 06 Jun 2015 - 16:08, said:

 

SYN_Bandy no the Villages over no mans land don't have a substrate like the villages in the green fields so I can't do much about that.
 

I get that SYN_Vander that's why this may not be to everyone's liking (If you have a problem with shimmering then this may not be for you).

Ok guys I've had this on my system for about two mouths now, I haven't had much time lately so I thought I would upload it now.
Theres bound to be some issues with this because I've fiddled around with lots of things but it works well on my system.
Hope you get some enjoyment out of this. Don't forget this mod is setup for JSGME (Generic mod Enabler).

Download here http://www.mediafire.com/download/ggdc37bxx1376of/landscapemod+new.zip

 

 

Panthercules, on 07 Jun 2015 - 00:52, said:

 

Hey Fubar - just tried these out, and first impression is that they look pretty amazing.  I probably need to drop my saturation a little bit, and I may drop my shader quality from max to high and try again, but they looked very interesting on my first mission with them.  The sense of being able to see a fairly long way (I guess as a result of the reduced haze) was intriguing. I wasn't getting any noticeable shimmering out on the horizon, but I did see some shimmering/flickering or something on some of the field textures closer to my plane (kinda like a moiré pattern effect, probably from the plowed lines or something).  Wasn't running my FPS counter but I didn't notice any apparent performance hit with them (I'll try to remember to turn that on for the next tests).

 

Thanks for making these available.   

 

 

Joker_BR, on 07 Jun 2015 - 12:32, said:

 

First trials on summer maps:

 

PROS:

Immersion fator. Absolutely gorgeous above 500m.

Didn't fly the winter maps yet, but got zero shimmering in summer maps either near or far, and I can confirm that it is easy to spot planes.

 

CONS:

Lost the "war smoke/brown haze" above NML, the air is perfectly clean. Maybe adding "Battlesmoke and Effects Textures for 1.031b" may cure this?

Small hit in fps when on the ground or near (noticeable when turning head using TrackIR). - Mind this was with everything on max (GTX660 2Gb).

 

Wonder if adding  Wildflower mod from Happyhaddock will break something. Guess I'll have to try and see.

In short: it's a keeper! Kudos!

 

 

Panthercules, on 07 Jun 2015 - 12:52, said:

 

I noticed the lack of smoke/haze over NML, but I have the Battlesmoke mod you mentioned activated on mine, and I figured that mod may be the reason for the lack of the smoke/haze.  (I originally added that mod because I have never been able to get rid of the "lines in the smoke" problem I experienced without the mod, and it seemed to work by getting rid of most if not all of that smoke/haze effect over NML).

 

BTW - I tried activating the wildflower mod and JSGME reported a lot of overlapping/overwritten files, so I didn't try actually activating both together.

 
 

 

 

Fansadox, on 07 Jun 2015 - 14:51, said:

 

I absolute love the new textures.

 

 

But now i show 2 pictures where there is a big problem visible ! On a clouded day and you fly you can see this effect in the distance.

 

The clouds just seem to disappear behind an invisble line on the horizon..

 

Maybe you can fix this and the mod would be perfect !!!

 

 

 

 

Panthercules, on 07 Jun 2015 - 20:43, said:

 

Hmm - my test mission was only slightly cloudy, so I didn't notice that nasty effect noted above - I'll have to go in with some heavier clouds and see if it's replicated on my rig.  That would be a bummer because the textures really did look nice on my first test.

 

 

Joker_BR, on 07 Jun 2015 - 20:58, said:

 

Removed all mods and added them again - NML fog is back. It seems all clear from above, but as soon as you fly low level you can see the "brown smoke" again.

I added the mods one by one to see if I could locate the one that was "removing" the NML fog before, but couldn't find. Maybe it was something else.

Anyway, here is my mod list, in the same order that it is applied now. There are two mods that overwrite some files - specially the Enhanced sky v3.0a by Happyhaddock - but I couldn't find anything wrong after adding it.

Another mod that I added (and am currently flying without) was WIldflower mod (Happyhaddock). Couldn't find any adverse effects using it too, althouth it also overwrote some files from Fubar's new textures.

 

New Landscape Mod FUBAR

Duel package v2

High resolution texture package #1 by SYN_Vander

Plane Icon mod by vonOben

AI Pilots (Criquet reflected Gavagai)

Engine Skins by FUBAR

Avimimus Gunner AI and Positions v1.032

Flak and Artillery mod

Instrument and Misc Fixes by JJ

Pilot Skins by Elephant

Ships Package #1 v2 by SYN_Vander & SYN_Bandy

Ground objects #1 v1.0

Soldiers #1 v1.0

Static Objects #1 v1.0

Static Planes v4.0 by Lefuneste

Vehicles #1 v1.0

Enhanced sky v3.0a - small clouds (Happyhaddock)

 

I don't have a copy of Vander's high res texture mod, so I couldn't test it with JSGME to see what it reported about conflicts - did JSGME report that mod as over-writing any of Fubar's mod's files?

 

Also, with a lines in clouds problem I'd have to be a little suspicious of the enhanced sky mod as a possible cause (I liked that one and have used it before, but I don't happen to be running it at the moment).  So if my heavier cloud tests show the lines problem, that will probably let the sky mod off the hook, so to speak, but in the meantime you might want to run the same mission you saw the lines in after deactivating the sky mod and see if the lines in the clouds are still there.

 

 

Panthercules, on 07 Jun 2015 - 23:21, said:

 

Well, I ran several more QMB missions at various cloud heights and densities, on several maps, with and without Happy Haddock's sky mod activated, and could not replicate that "lines in the clouds" problem, so I'm not sure what to say about that.  I imagine that HH's sky mod wipes out whatever Fubar did with the sky to deal with the haze or whatever he was doing with those files, but probably doesn't have much effect on the land textures Fubar modded.  However,  with all those clouds up there I couldn't really tell much about the horizon anyway - I'll have to do some more tests in clearer skies and see what the difference looks like between Fubar's sky and HH's sky.

 

It might help if you could post exactly what parameters you were using in that mission where you saw the cloud lines, so it would be easier to be sure I was comparing apples to apples.

 

 

Joker_BR, on 07 Jun 2015 - 23:22, said:

 

Hi Panthercules, I'm not having the problem with lines in clouds (I remember having this with some other mod including heavy weather) .

About my list, the mods that overwrite some files in FUBAR's new landscape mod are:

 

Ground Objects #1 v1.0

Static objects #1 v1.0

Static Planes v4.0 by Lefuneste

Enhanced sky v3.0a by Happyhaddock

 

 

Panthercules, on 08 Jun 2015 - 00:00, said:

 

Yeah - I lost track of who was reporting the lines in cloud problems - it was Fansadox.

 

But your post about HH's cloud mod piqued my interest, so I've been running some tests trying to look at that in general, along with trying to replicate the lines in cloud problem Fansadox saw.

 

 

Panthercules, on 08 Jun 2015 - 01:08, said:

 

OK - I ran a few more missions to try to compare stock versus Fubar's in terms of two key aspects - NML and the horizon haze.  The two screenshots show basically the same part of the terrain at about the same altitude, time of day etc (re-flew the same career mission):

 

First, stock (except for the Battlesmoke mod, which was on for both these tests):

 

http://i3.photobucket.com/albums/y96/Cladean/RoF%20-%20stock%20NML%20and%20horizon%20haze%20with%20BSMod.jpg

 

 

 

Then Fubar's latest (again, with Battlesmoke mod on):

http://i3.photobucket.com/albums/y96/Cladean/RoF%20-%20Fubar%20NML%20and%20horizon%20haze%20with%20BSMod.jpg

 

First, I like how the horizon is straighter with Fubar's mod than with stock  

 

Seriously, in general I do like the way Fubar's textures look on the normal terrain, compared to stock.  I also kinda like the way the trenches are toned down and don't stick out like black zippers quite as much with Fubar's mod.  And I also like how NML itself isn't a totally-obliterated, featureless morass and that some of the underlying topography/lines, etc. show through with Fubar's. (I went to look at some WWI aerial photos, and many did show some hints of the underlying patterns surviving a bit).  However, I do get the sense that maybe a little too much of the underlying textures (furrows, pathways or whatever) is still visible with Fubar's, and the trenches are just a bit too indistinguishable as a result.  I think it would be great if there's a way to have it somewhere between the two - a little more obliterated than Fubar's but not as much as stock.

 

As for the horizon - I do like the sense of being able to see farther with Fubar's but I'm wondering if maybe it's just a little too clear?  I'm struggling a little to reconcile (in my mind's eye) the seemingly total lack of haze over the land "below" (closer than) the horizon line with the band of white haze-like color in the sky above the horizon line.  The white band seems about the same in both, but the contrast due to lack of haze in Fubar's makes it look a little odd to me. Again, I wonder if maybe somewhere in between - just a little more haze than Fubar's but not as much as stock - would be better.  I'm not sure if there's any way to tone down the white band in the sky and keep the look of the land (or close to it), but it might be interesting to try.

 

But all of this seems fairly nit-picky, as overall I think Fubar's mod is very impressive so far.

 

 

1PL-Husar, on 08 Jun 2015 - 01:24, said:

 

I saw those lines when i was flying very high on cloudy Syndicate VM mission (no mods active). I will post SS tomorrow.

 

 

Panthercules, on 08 Jun 2015 - 01:36, said:

 

Hmm - highest I've gotten during these tests has been about 2,200 m.  I'll try to remember to do some higher-altitude tests tomorrow.

 

 

Fansadox, on 08 Jun 2015 - 08:20, said:

 

In what file can i find the value that i can adjust so the clouds get rendered further away?

 

I think because the fog has been removed it becomes visible that the clouds arent rendered all the way. So normally the fog would block this or the horizon.

 

So i guess if we up the distance the engine starts rendering the clouds we should be good. Just need to know what i must change.

 

 

Joker_BR, on 08 Jun 2015 - 08:43, said:

 

@Panthercules, I agree with you that something *between* stock and Fubar's mod horizons would be nice, so I tested with Happyhaddock's new sky v3.0a. Although it overwrite several files, I believe that the end result is better (at least on the few missions I tried it so far).

As for the brown haze over NML, still looking for a way to "improve" it to my taste (a little bit more than Fubar's mod, but maybe slightly less than stock).

 

Other than that, I think that the game looks way better with Fubar's new textures, too.

 

 

gavagai, on 08 Jun 2015 - 09:08, said:

 

One of the first things I noticed on my first visit to France was the haze.  Some days are probably more clear than others, but the ROF stock sky is still more clear than the sky I observed near St. Quentin.

 

P.S. I probably would not have noticed if I didn't grow up on the Pacific coast of NA.

 

 

SYN_Vander, on 08 Jun 2015 - 09:48, said:

 

Agreed. Here in Western Europe along the coast we'll very rarely see such a clear horizon.

 

 

In the sky/weather files (data\graphics\sky\...\sky.ini). But there is a limit in how many clouds can be rendered at once, to protect FPS. So when you are going to increase visibility/fog distance you can get artifacts such as flickering clouds. Imho, it's all not worth it and I would stick with what we have now.

 

 

Fansadox, on 08 Jun 2015 - 13:20, said:

 

I cant because then i get those ugly lines in the distance. Whats the maximum value i can set it to?

 

And is the value i marked with the pink arrow the one i need to change in all the files? Do i touch density aswell or should i leave that alone if i only want the rendering distance furter away?

 

http://i.imgur.com/jLcox3l.jpg

 

 

PapaFlo, on 08 Jun 2015 - 15:22, said:

 

Thank you for this great job!

Really well done. The mud looks just great!

Bravo!

 

 

Flo

 

 

Fansadox, on 09 Jun 2015 - 13:28, said:

 

So i am not the only one having these cloud issues. Im pretty sad at the moment because the textures of the ground and the clouds etc are amazing but these lines are a immersion killer..

Would be nice if FUBAR could have a look at it or explain what i could change so the heavy clouds dont get cut off by a straight line when flying above a certain altitude.

 

 

Joker_BR, on 09 Jun 2015 - 13:37, said:

 

Hi Fansadox, I remember seeying this behavior when I tried another mod (can't remember the name) to apply different weather conditions, specially heavy weather... are you sure you don't have such a mod installed along new textures?

 

EDIT: I *think* it was a mod to alter the clouds in RoF, like "heavy clouds" or "cloud generator" or something...

 

 

Uwe_W., on 09 Jun 2015 - 15:05, said:

 

I don't think it's the mods that causes the issue.

 

 

Fubar, on 09 Jun 2015 - 15:57, said:

 

Ok guys thought there might be a few issues.

First the heavy clouds, If I remember I used some files from a sky mod but can't think which one it was but what I will do for the time being is revert back to stock with some adjustments
(added a little more haze in the distance) here's a pic
post-59670-0-80123400-1433878304_thumb.jpg.0a2b29330c0d99437848303ece76ca22.jpg

second the haze, this can be adjusted so its not a problem to increase this.



Guys feel free to add to or adjust this mod to make improvements ect but remember to share with us.
I'm going to the USA Thursday for a weeks holiday so I will not be around for a week, I will upload
the temp heavy cloud fix tomorrow.

 

 

Joker_BR, on 09 Jun 2015 - 16:34, said:

 

Hi Fubar, thanks for the info.

If I remember correctly, I've got the same issues when trying the weather generator beta 1.6 heavy clouds and the Enhanced Sky mod 3.0 (not the 3.0a). Currently I'm using the Enhanced sky mod 3.0a (which overwrites some files - sky.ini and others - in your mod) and everything if fine.

Will try your new version too as soon as you upload it.

 

Cheers.

 

 

SYN_Vander, on 09 Jun 2015 - 16:55, said:

 

Yeah, the problem with these big cloud models is that you can only use them at altitude. Put them below 1750-2000m and you will see these clipping artifacts from up high. And inreasing view range will make it worse for clouds further away.

 

 

Fansadox, on 09 Jun 2015 - 16:59, said:

 

Hi Fubar thank you for the quick reply !

 

I will await the adjusted version of your beautifull texture pack.

 

Also have a great vacation next week smile.png

 

 

Uwe_W., on 09 Jun 2015 - 21:50, said:

 

FUBAR that is outstanding! Thank you so much!
Any chance of a version that is combined/compatible with happy haddock's sky mod v3a?

 

 

Joker_BR, on 09 Jun 2015 - 22:14, said:

 

Hi Uwe, I think you can try it. I'm flying it since day one with HH 3.0a and the results are perfect. No glitches at all, and all the eye candy of new textures too. As a bonus, I don't have any cloud lines, no matter how high I fly. Just did a fly at 8000 ft.

Just add HH mod after Fubar's (in JSGME), click yes to overwrite files and you're set. If you don't like it, just remove afterwards.

 

 

warbirds, on 10 Jun 2015 - 08:22, said:

 

Up high these textures are the best land textures I have seen in any game but down load they look fairly  bad and low rez. 

 

 

Fansadox, on 10 Jun 2015 - 13:14, said:

 

Yeah but then again most of us are up high wink.png

 

 

Fubar, on 10 Jun 2015 - 16:17, said:

 

Here's the files with the heavy clouds fix download here http://www.mediafire.com/download/ggdc37bxx1376of/landscapemod+new.zip

 

 

warbirds, on 10 Jun 2015 - 16:45, said:

 

Yes I am really torn between keeping them or not. I am just amazed when I am at altitude because it looks like a perfect photograph. 

 

 

Panthercules, on 26 Sept 2017 - 12:27, said:

 

Sorry - never seen this effect in the clouds, even when I was running stock clouds.  I did see it in the smoke/dust over the mud, but managed to pretty much get rid of it by using a mod (I think it was the battle smoke and effects textures mod, IIRC).  

 

Are they using some sort of cloud-related mod that might be causing this?  I've been using Happyhaddock's Enhanced Sky v.3.0a mod (with small clouds) for a long time, and haven't seen anything like this in the clouds, so maybe you could try that one to see if the issue goes away.

 

 

US103_Furlow, on 26 Sept 2017 - 12:44, said:

 

This is in mods off mode in multiplayer.  Could it be video memory related because I am running at 110% on a laptop?  Most of the time I don't see it on wargrounds though.

 

 

Panthercules, on 26 Sept 2017 - 13:51, said:

 

Possibly, I suppose - what are the specs for your laptop?

 

 

US103_Furlow, on 26 Sept 2017 - 14:00, said:

 

Sony Vaio, cpu: i5 2.5GHz, RAM: 4GB

Computer is 5 years old.

Pretty sure I tried lowering the graphics settings and it didn't help.

 

 

US103_Furlow, on 27 Sept 2017 - 02:47, said:

 

Just checked and video memory usage is actually 101%.  I did try setting up a quick mission at 6000m over the verdun area and the only issue i had was seeing ground explosions through a cloud.  So it seems that its the worst on the vintage missions server than anywhere else.

 

 

US103_Baer, on 27 Sept 2017 - 03:51, said:

 

I noticed similar 'cutting off' of clouds on Hotlead's stream of Black Sept week2 (I think) and other players seemed to notice it too, so perhaps it's not your machine.

My takeaway was it might have been caused by default clouds set at a very low altitude.

 

 

1PL-Husar, on 27 Sept 2017 - 07:16, said:

 

Those are some anomilities in clouds render. Video ram is not a issue,all low level clouds would have same problem when touching ground (BS2) as higher seen from great distances above. I'm not sure if that clouds were made by Zeus tool for nonstandard clouds which do work in multiplayer.

 

 

US103_Furlow, on 27 Sept 2017 - 10:04, said:

 

Nice to know its not my computer, but stinks that it is an issue with the game.  Its kind of annoying to see those buggy clouds up high.  Surprised more posts haven't been made in the forums about it because this the only thread I could find that mentions it. 

 

 

J2_Nader, on 08 Oct 2017 - 05:53, said:

 

I saw the cloud 'cut off' on a WG map just the other day. It was on one cloud and it was definitely low to the ground. I own a decent rig with a new video card so I am surprised a bit but it seems like one of those glitches I may have to live with. I'll track it now how to see how often it happens.

 

 

 

Edited by TG-55Panthercules
  • 2 weeks later...
TG-55Panthercules
Posted (edited)

[MOD] Disable exhaust smoke (originally posted by Strielkow)

 

MattM has created a mod that disables exhaust smoke. It has great impact on fps, so I think it's good to make a separate thread about it.

Thanks, MattM!

(We can only hope, that developers will optimise the smoke in some way, or give an option to change its quality/impact)

 

[EDIT by Panthercules - many of the links in these old threads got broken by the switch to the new Forum software platform, and I have been unable to fix some of them.  I have made a JSGME-ready copy of MattM's modded file available here:  http://www.mediafire.com/download/diddx575h23d33i/RoF_-_exhaust_smoke_removal_for_JSGME.zip - I've tested it with version 1.037 of RoF and it appears to work for removing the aircraft exhaust smoke.]

 

 

DidNotFinish, on 26 Apr 2012 - 18:57, said:

 

Wow, ask and you shall receive I suppose. /forum/public/style_emoticons/phpbb/icon_razz.gif

 

 

Panthercules, on 27 Apr 2012 - 00:08, said:

 

Interesting - tried it in an HCL2, and it did seem to get rid of the exhaust smoke, but I only saw about a 5-10% increase in FPS with the exhaust smoke removed, so it wasn't as much of an impact as I thought it might be. Maybe it's more significant on other plane types - haven't had a chance to try it on the others yet.

 

 

SYN_Bandy, on 27 Apr 2012 - 15:57, said:

 

5 to 10% performance boost is significant, though may not be able to bump up other settings with it.

Odd though, exhaust has always been visible in earlier WWI sims (Frist Eagles, OFF,…), why 5 to 10% in RoF? I know the clouds are a hog as well. Perhaps the particles system needs an overhaul.

 

 

BADMUTHA, on 30 Jun 2012 - 10:51, said:

 

This disables rocket smoke as well so don't bother.

 

 

Gadfly21, on 30 Aug 2012 - 07:17, said:

 

Does the mod simply remove the particles? It's possible some of the gains come from not having to calculate effects of wind on the particles, etc.

Also, I feel the particles have higher resolution or density than in other games, and I always thought the clouds in Microsoft-based games were 2-d sprites.

 

 

steppenwolf_, on 21 Apr 2013 - 13:05, said:

 

FYI

// äûìíûé òðàññåð
//[effect=1]
// player="graphics\effects\arm\traceSmoke.epl"
// hook=50200
//[end]

will disable tracer smoke. It might not be realistic for high altitude, but it looks good for low.

 

 

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted

Mod request fulfilled: bullets do no damage (originally posted by gavagai)

 

There was a request for a mod that makes bullets do no damage.  I think they will still hurt the pilot, but you can test this and see what happens.

 

The folder is jsgme ready.

No damage.zip

 

 

 

 

marshce, on 06 Feb 2016 - 09:39, said:

 

Thank you, Gavagai!

 

This was really kind of you to do this for me even though it was a strange request of mine.

 

I'll see what happens in my missions. If I do accidentally kill an allied pilot, though, I'll tell my flight instructor that it was your fault!  

TG-55Panthercules
Posted

High Visibility Tracer Mod. ( big round orange dot...) (originally posted by knalp)

 

Chaps.

 

Faffed about and cooked this up:

 

Bullet tracer - Hi Viz - Knalp.zip

 

It replaces the stock tracerdot.bmp with my own version.

 

stock:

post-643028-0-39911000-1587908854.jpg.e2a491a5c498ccbcf991933dd3a4ce6c.jpg

 

Custom:

post-643028-0-52020100-1587908867.jpg.9a4c105aca5c00ac04acee109f390c16.jpg

 

I hope this helps.

and I think the rate of fire data is encrypted... or is hiding...

 

S!

 

Knalpy.

 

PS if you can change your sortie times to morning or evening the tracers will be a bit brighter.  : - )

 

 

Panthercules, on 26 Apr 2020 - 11:17, said:

 

There are several rate of fire mods that were created by Bucksnort to adjust the rates of fire at various times during the war - you should be able to take a look at those to figure out where the rate of fire data is located.  You can find links to those mods on my favorite mods page, here:  https://forum.il2sturmovik.com/topic/83598-mods-for-rise-of-flight/

 

 

TG-55Panthercules
Posted (edited)

"Panther Pack" Scarf and Streamer Mod Packs Available Now

Originally posted by Panthercules:

 

As a result of some great discussion in another thread, I have decided to share some custom scarf and streamer packages I'm putting together for my own use.

The first two of these "Panther Packs" are now ready, and are described and linked to below. Others will be added to this post as they become available. As noted in the thread mentioned above, you will need to be running RoF in "Mods ON" mode, and you will need to have already purchased the personalization packs with the stock streamers/scarves in order to use these packs.

These packs are JSGME-ready - just unzip them into your "MODS" folder and use JSGME to activate and deactivate them as desired. Also, since each pack uses several of the same files, it is highly recommended that you use JSGME to only have one pack installed/activated at any one time.

1. Central Powers Scarves and Streamers: http://www.mediafire.com/view/ku2d2ub778e7dpa/Panther&#39;s_Central_Scarves_and_Streamers_for_JSGME.zip

[Updated - Weathered/tattered version available herehttp://www.mediafire.com/view/t2l4e2nkdoyx8c2/Panther&#39;s_Central_Scarves_and_Streamers_for_JSGME_-_Weathered.zip]

From the included Readme file:

This mod adds Panther's Central Powers pack, including:

Scarves and Streamers:
Imperial German Colors
Bavarian diamonds
Austria-Hungary k.u.k colors

Streamers only:
Saxony colors
Turkish flag
Westphalia colors
Wurttemberg colors


Here is a screenshot to whet your appetite:

Untitled1.thumb.jpg.755d6c6b16a4916224f083e583f1f5ef.jpg



2. USA-themed Scarves and Streamers: http://www.mediafire.com/view/75dac26c8i064bf/Panther&#39;s_USA_Scarves_and_Streamers_for_JSGME.zip

[Updated - Weathered/tattered version available here: http://www.mediafire.com/view/un679a2t67i38s6/Panther&#39;s_USA_Scarves_and_Streamers_for_JSGME_-_weathered.zip]

From the included Readme file:

This mod adds Panther's USA Scarves & Streamers pack, including:

Scarves and Streamers:
Red/White/Blue Horizontal Stripes
US Navy Blue and Gold
White Stars on Blue Field

Streamers only:
Red/White/Blue Bars
American Flag style


Here is a screenshot to whet your appetite:

 

Untitled2.thumb.jpg.575170ce41fad9ad4c5846b6b129cdc0.jpg




3. Entente Pack #1 - Scarves and Streamers (weathered/tattered): http://www.mediafire.com/view/oy9a1nsnmal61ap/Panther&#39;s_Entente-1_Scarves_and_Streamers_for_JSGME_-_weathered.zip

From the included Readme file:

This mod adds Panther's Entente Pack #1, including:

Scarves and Streamers:
France - Flag Colors
Italy -Flag Colors
Russia - Flag Colors

Streamers only:
Belgium - Flag Colors
Montenegro - Flag Colors
Romania - Flag Colors
Serbia - Flag Colors


Here is a screenshot to whet your appetite:

Untitled3.thumb.jpg.bf35b0a6782ae91f1b9c7855407892fe.jpg


4. British Empire Pack #1 (weathered and tattered): http://www.mediafire.com/view/9fik18i8u44xsn4/Panther&#39;s_BE-1_Scarves_and_Streamers_for_JSGME_-_weathered.zip

From the included Readme file:

This mod adds Panther's British Empire pack #1, including:

Scarves and Streamers:
Roundel Colors - Stripes
Roundel Colors - Bars

Streamers only:
Canada - Flag Style
Ireland - Flag Colors
Scotland - Flag Style
Wales - Flag Style


Here is a screenshot to whet your appetite:

Untitled4.thumb.jpg.ef0b947a17ba2312542b82e0070f6fd2.jpg


5. Panther's Whimsical Pack #1: http://www.mediafire.com/view/gbm2u68in83lxmk/Panther&#39;s_Whimsical-1_Scarves_and_Streamers_for_JSGME_-_weathered.zip

HISTORICAL PURIST ALERT !! This one is pure fantasy - I was just having some fun with these, so if you're just looking for semi-historically plausible ones, you can skip this one. But I hope some of you might enjoy them 

From the included Readme file:

This mod adds Panther's Whimsical Pack #1, including:

Scarves and Streamers:
Dartmouth College
GA Tech
Harvard University

Streamers only:
Auburn University
Yale University
Where's Waldo
Jack Asphalt's Pennant


Here are a couple of screenshots, complete with "backstory", to whet your appetite:

The Great Waldo Pepper:
Waldo Pepper flew for a while with my fictional "Cat-in-the-Ring" Squadron, before becoming known throughout the world as a famous barnstormer by virtue of the movie later made about his life. What may not be as well known about Waldo was that he dropped out of Harvard University (note the scarf below) to join the flying service, and that he later became famous again as the subject of the hit children's book series "Where's Waldo" (note the streamer below):
Untitled5.thumb.jpg.6728abb28d73c9b87bd03cb69d67fab1.jpg



2nd Lt. John ("Jack") Asphalt:
Jack Asphalt also flew with the "Cat-in-the-Ring" Squadron, having joined the flying service just after graduation with a degree in civil engineering from the Georgia School of Technology (now known as the Georgia Institute of Technology, or GA Tech, whose mascot is the Yellow Jacket - hence the scarf below). After the war, Jack became known as an innovator in developing substances for the paving of roads, and also for inventing the standard method of painting markings for highway lanes (which he based upon a design he had created for his flight-leader streamer while serving with the "Cat-in-the-Ring" Squadron, as noted below):
Untitled6.thumb.jpg.d8273045f6b099ec003ab90f8977f8fd.jpg


6. Panther's Weathered Stock Scarves and Streamers: http://www.mediafire.com/view/a3dydpauc5y8j1f/Panther&#39;s_Weathered_Stock_Scarves_and_Streamers_for_JSGME.zip

From the included Readme file:

This mod adds Panther's Weathered Stock Scarves and Streamers Pack - just the standard, stock set of scarves and streamers which have been weathered and tattered.

Here is a screenshot to whet your appetite - this is primarily for Fifi, who was asking for a tweaked red streamer in an earlier post, but hopefully some others may also enjoy them:

Untitled7.thumb.jpg.7c5c8cc2226f68bc357524f13213c103.jpg


7. Panther's Central Powers Pack #2 (weathered and tattered)(updated 15 NOV 2012 to shorten readme file?http://www.mediafire.com/view/6cvmk362a0n3ini/Panther&#39;s_Central-2_Scarves_and_Streamers_for_JSGME-ver2.zip


From the included Readme file:

Panther's Central Pack #2:

Scarves and Streamers:
Austria-Hungary 3-Color Bars
Bulgaria 3-Color Bars
Germany 3-Color Bars

Streamers only:
Austria-Hungary 2-Color Bars
Black/White Bars
Saxony 2-Color Bars
Wurttemberg 2-Color Bars



Here is a screenshot of one of the ones requested by Elephant in a post below, to whet your appetite:

Untitled8.thumb.jpg.3ba5535f9cc9c57ab6343e56f959fbe2.jpg




That's probably the last Panther Pack for a while - got some skin polls to process and testing to do. Feel free to suggest some other possibilities in the thread below, though, and maybe I can do some more in a few days.

In the meantime, I hope you enjoy these 

 

 

J.j., on 09 Nov 2012 - 13:41, said:

 

I don't own them (and probably never will), but I think the allied one need some weathering, they're a little bit tooo "flashy", comparing with Central ones.

 

 

Panthercules, on 09 Nov 2012 - 14:25, said:

 

Thanks for the suggestion - that may just be a function of the sunlight and screenshot angle being different, but I'll check it out. I was trying to lighten up the preview pictures on the hangar menu screens and it may have had some unforeseen effect on the in-game look.

 

 

BADMUTHA, on 09 Nov 2012 - 14:48, said:

 

This is pretty cool, and I agree if you weather them a bit more they'd probably look better.

 

 

WF2, on 09 Nov 2012 - 15:11, said:

 

Pretty good. But they do need to match the weather, sheen and such of the planes finish. To bad they cannot be tattered and torn too….(?)

 

 

thenorm, on 09 Nov 2012 - 15:25, said:

 

Lovely, would be nice if they could be official, it's much closer to what I was expecting when they were first announced.

 

 

Panthercules, on 09 Nov 2012 - 16:07, said:

 

More like this, maybe?

Untitled9.thumb.jpg.a29052d77581bfc9e018e0ce7b32da94.jpg

Untitled10.thumb.jpg.d3060130273389587682d19d4927e783.jpg

 

 

 

cgjimeneza, on 09 Nov 2012 - 16:16, said:

 

too cool!

 

 

LordNeuro_Srb, on 09 Nov 2012 - 16:20, said:

 

Wow amezing work Panthercules, and yes they look exelent with torning and wethering. Any chence for Steamers with Serbian flag ?

 

 

J5_Adam, on 09 Nov 2012 - 16:26, said:

 

Cool! Could you make women's underwear or stockings? I read somewhere that they used that.

 

 

Panthercules, on 09 Nov 2012 - 16:39, said:

 

Serbian colors will be in the next pack I'll be releasing (Entente pack #1) - should be ready later today.

Stay tuned.

 

 

LordNeuro_Srb, on 09 Nov 2012 - 16:40, said:

 

Thx Panthercules 
I cant weit.

 

 

Panthercules, on 09 Nov 2012 - 16:43, said:

 

LOL - unfortunately (or maybe fortunately ?) there's only so much I can do with the basic shape of the streamer model in the game, and I don't think it will "stretch" to handle underwear and stockings. 

 

 

Panthercules, on 09 Nov 2012 - 17:08, said:

 

OK - I've updated the first post to provide links to the weathered/tattered versions.

Now - back to work on the next Panther Pack 

 

 

FTC_obelix, on 09 Nov 2012 - 17:12, said:

 

Thanks!! I guess we could do now, the Guynemer's one "Le Vieux Charles"!! Great!

 

 

=Fifi=, on 09 Nov 2012 - 17:13, said:

 

Wow, your weathered and tattered streamers are just great!
Good work 

 

 

Panthercules, on 09 Nov 2012 - 17:29, said:

 

In theory, you could, BUT, both sides of the streamers use the same portion of the banner.dds file, so if you do a streamer with words they will be OK on one side but will be backwards on the other side, so it would look a bit weird.

 

 

=Fifi=, on 09 Nov 2012 - 17:30, said:

 

Maybe a version with a > edge? 

 

 

Panthercules, on 09 Nov 2012 - 17:36, said:

 

You sure you don't want one with gold braided edges?

 

 

=Fifi=, on 09 Nov 2012 - 17:44, said:

 

No, i like very much your tattered edge 
In fact, when they released the streamers, i found them too squared and mainly too bright/shiny.
You just rework them perfectly!

(i just need a weathered and tattered red one!)

 

 

Trooper117, on 09 Nov 2012 - 17:55, said:

 

Loving these.. many thanks!

 

 

Panthercules, on 09 Nov 2012 - 20:18, said:

 

Glad you're enjoying them. First post updated to add the latest pack - Entente Pack #1.

More on the way - stay tuned!

 

 

Panthercules, on 09 Nov 2012 - 23:32, said:

 

First post updated to add the latest pack - British Empire Pack #1.

More on the way - stay tuned!

 

 

thenorm, on 10 Nov 2012 - 00:07, said:

 

The imperial German colors are horizontal?

 

 

=Fifi=, on 10 Nov 2012 - 00:13, said:

 

Hm…this one is basicaly the French flag! (blue white red) 

Untitled11.thumb.jpg.1d9f989a4b2e29b0aef1701803457901.jpg

 

 

Panthercules, on 10 Nov 2012 - 01:02, said:

 

Well, the blue is British Roundel blue, rather than French blue. But yes, they are similar. That's one reason I also included a horizontal stripe version, if you want one that looks more different. I tried just using a British flag, but didn't really like the way it looked all stretched out like that, so I was kinda grasping for ideas on this one 

 

 

Panthercules, on 10 Nov 2012 - 01:05, said:

 

Quote

The imperial German colors are horizontal?

 

Yes - just like on the flag:
Untitled12.jpg.da7c496c36f16b4adfb03832e06c160c.jpg

 

 

elephant, on 10 Nov 2012 - 02:55, said:

 

Can we have one of those too for the Central side, please?
Untitled13.jpg.d72c919264c73ea0dbf89fddcf8fc1a2.jpg


Also two coloured ones (black and white) were popular too…

The weathered ones look fantastic!
Thanks Panther!

 

 

 

Otto_v._Kessler, on 10 Nov 2012 - 03:05, said:

 

Best idea i ever had, thnx panther , now it looks more real than that streamers in racing-design

 

 

DennyMala, on 10 Nov 2012 - 04:52, said:

 

Outstanding work.

I vote for a motion to add it in protected mode like we can do with skins.

 

catchov, on 10 Nov 2012 - 06:01, said:

 

Quote

Quote

Cool! Could you make women's underwear or stockings? I read somewhere that they used that.

LOL - unfortunately (or maybe fortunately ?) there's only so much I can do with the basic shape of the streamer model in the game, and I don't think it will "stretch" to handle underwear and stockings

 

 

I like the sound of the idea, but with respect, I don't think too much thought went into it. Apart from the increased drag from a pair of bloomers and associated performance loss, it would be an absolutely hideous look. No, it's better that sort of thing be undertaken behind the Adjutant's office and any trophies acquired firmly secured in a lockable private compartment.

Stockings may be a different matter being finer material and generally less bulky however I don't think they should be pursued either (imho) but I have to say Panther you've done an excellent job on the standard streamers! 
 

 

 

WF2, on 10 Nov 2012 - 07:43, said:

 

Hey, stop posting pictures of my underwear!!!!

The streamers are fantastic …. wow!

 

 

realCallahan, on 10 Nov 2012 - 07:45, said:

 

This stuff looks so epic 

 

 

Fubar, on 10 Nov 2012 - 14:04, said:

 

Thanks Panthercules Great stuff love the weathered ones 

 

 

NewGuy_, on 10 Nov 2012 - 15:59, said:

 

Panther,
Wow! This is very impressive stuff! Thank you! 

 

 

Goanna, on 10 Nov 2012 - 21:47, said:

 

Ace work Impressive Thanks alot

 

 

Panthercules, on 10 Nov 2012 - 22:17, said:

 

Thanks for the kind words.

My latest creation/pack is now ready (see first post for details).

HISTORICAL PURIST ALERT !! This one is pure fantasy - I was just having some fun with these, so if you're just looking for semi-historically plausible ones, you can skip this one. But I hope some of you might enjoy them 

 

 

Gadfly21, on 10 Nov 2012 - 22:41, said:

 

I would pay cold hard cash to have these in the stock game Awesome job Panther.

 

First post updated with info and a link to the latest Panther Pack - Panther's Weathered Stock Pack. This is primarily for Fifi, who was asking for a tweaked red streamer in an earlier post, but hopefully some others may also enjoy them.

 

 

=Fifi=, on 11 Nov 2012 - 02:33, said:

 

OoooH! Thanks a lot, Panther! 
I have now to fly mods on! lol

EDIT: tried it, and they look perfect to me. Great job!
Your color is tuned to match ROF visuals standart imo.
Not so flashy as stock ones in regard of ROF skins.
I wish one day they could be implemented mods off.

 

 

Panthercules, on 11 Nov 2012 - 03:50, said:

 

Sure - 1st post updated to include info and link for latest (and probably last one for a while) Panther Pack - Panther's Central Powers Pack #2 - which includes both of the ones requested above.

Enjoy!

 

 

Panthercules, on 16 Nov 2012 - 00:04, said:

 

First post updated with slightly revised version of the last pack - Central Powers #2 - I reliazed the included readme file was too long and did not display in full when moused over in JSGME, so I made the readme shorter and updated the D/L file and link in the first post.

Scarves/Streamers are unchanged - just changed the readme file so you could see all the ones that are included before you decide to activate it.

 

 

DennyMala, on 16 Nov 2012 - 06:52, said:

 

I really hope they'll consider adding this in protected mode. Your work is superb. 

 

 

Barkhorn1x, on 05 Apr 2013 - 10:51, said:

 

I guess I came late to this party! Can't believe I missed these.

Thank you!!!

 

 

Panthercules, on 05 Apr 2013 - 10:55, said:

 

Better late than never - glad you like them.

 

 

StraferX, on 03 Feb 2014 - 08:50, said:

 

I an still a new pilot to this game and digging through these forums I have found many good tasty items, mod's and other tidbits that are not on the official page yet very note worthy and fun. I wish there were a list of all the cool add on's, missions and other immersive stuff some place so I could make a mad grab.
Oh and I look forward to using these skins Panthercules.

 

 

Winston60, on 13 Feb 2014 - 12:52, said:

 

Must you have purchased both of the personal packages for this to work, or will it work if you have purchased only the first personal package?

 

 

Panthercules, on 13 Feb 2014 - 15:56, said:

 

Good question - I've purchased both packs, so I can't test it with just the first one at this point. I suspect that part of these will work if you've only bought the first pack (the ones where I changed the scarves or the basic set of streamer files), but other parts won't work, where I changed the extra set of streamer files (i.e., some of the streamers I did won't be visible - I don't think it'll break anything about the game, I think the modded extra files probably just won't be displayed/usable if you haven't purchased the second pack).

These scarf/streamer mod packs could probably be broken apart and re-jiggered just to affect the basic set of streamer files, so they could be used if you only have the first personalization pack, but I'd recommend that people get the second pack anyway (so they can fly with the proper type of pistol for their pilot's country).

Nothing quite spoils the immersion like having to whip out an American Colt M1911 pistol to shoot yourself while falling from the sky in your burning Albatros 

 

 

Winston60, on 15 Feb 2014 - 00:17, said:

 

Turns out these work OK with having purchased only the first personal pack….. the bottom 4 streamers/scarves in your banner.dds file are available and work well, and no game problems exist. So I imagine that if someone had only the second personal pack, the top 4 streamers/scarves would be useable and not the bottom 4.

Thanks for these. I'll be buying the second personal pack at the next big sale. Heaven forbid I should have to end it all with the wrong type of pistol! 

 

 

nekhron, on 15 Apr 2015 - 23:10, said:

 

So if I understand this correctly, I must have at least purchased the first streamer pack for these to work?  Are they still for sale or am I out of luck?

 

 

Panthercules, on 16 Apr 2015 - 11:10, said:

 

If I understood the latest announcements from the devs correctly, everybody has been given the personalization packs (which include the scarves and streamers) for free at this point, so I don't think you need to buy them at all now:

 

To celebrate the launch of the new site and store we’re sending personalization packs as gifts to everyone. These are not just fancy attributes but an essential part of WWI combat aviation history as well, and we believe we should share them with the community more widely than just by selling these items.  

 

 

nekhron, on 16 Apr 2015 - 12:36, said:

 

AHHH Excellent!!    I thank you, Panthercules, for your response in such a timely manner Sirrah!     Now I only have one final question then;  where in the gane would I go to see these packs?

 

 

Barkhorn1x, on 24 Apr 2015 - 11:47, said:

 

Panther:

 

Is it possible to use the stock scarves w/ your streamers?  Can we edit your files to make that happen?

 

Thanks.

 

 

Panthercules, on 24 Apr 2015 - 15:34, said:

 

In the hangar screen, on the personalization ("pilot stuff") tab:

 

Untitled14.thumb.jpg.7873c5ebecf169b99b9e1848dc8e4bc6.jpg

 

 

Panthercules, on 24 Apr 2015 - 15:35, said:

 

Barkhorn1x, on 24 Apr 2015 - 11:47, said:snapback.png

Panther:

 

Is it possible to use the stock scarves w/ your streamers?  Can we edit your files to make that happen?

 

Thanks.

Yes, and certainly yes.

 

 

Barkhorn1x, on 24 Apr 2015 - 16:15, said:

 

TY.  Do I just delete the scarve files?

 

 

Panthercules, on 24 Apr 2015 - 19:45, said:

 

I think so, but I haven't tested that yet.  I'm pretty sure that if the game doesn't see those modified scarf files then it will just use the stock scarves, but it's been so long since I messed with them I'd have to do some testing to confirm that.

 

[EDIT - no, it's more complicated than that - there is an overlap between the scarves and the first set of streamers, so if you want stock scarves with custom/modified streamers you need to leave the stock streamers alone and only use the checkered streamer slots for your modified/custom streamers.  So just removing my scarf files doesn't do the job.

 

 

Morgenrot, on 17 Jun 2015 - 14:25, said:

 

Oh my God... Panthercules my good man this is absolutely inspired, thank you!!!! Can't thank you enough for doing this! But wait a minute my dear sir, I have a humble request... why not have George Peppard's scarf from the Blue Max?? If I remember right it was black silk with gold spots (I could be wrong?) or if not perhaps I could have a try at editing the dds file myself but I think you say above it's a little more complicated than just a simple edit so maybe not!? If I could have it, I would choose to have the option of a black silk scarf with gold spots, a dark blue silk one with white spots, and then for the entente side perhaps an orange and black striped college style one or maybe even Tom Baker's Doctor Who scarf but... oh wait, I'm getting carried away I'll stop now..! No, Bruno Stachel's black/gold silk scarf would be awesome on its own smile.png Could you do it??

 

 

J2_Trupobaw, on 17 Jun 2015 - 15:16, said:

 

I was just reading Osprey's Albatros Aces book, musing over photo of Boelcke's plane with streamers in German tri-colour, and how we need these in RoF... then this. Am I late to say we need these in mods off mode?

 

 

Panthercules, on 17 Jun 2015 - 16:13, said:

 

Well, problem is that unless the devs were willing to expand/tweak the game code to include/recognize more streamer options, the only way to get any of these new ones in mods off mode would be to replace some of the existing ones.  And, the only ones you can change without also affecting the scarves are the 4 checkered streamers, which means you'd have to figure out which 4 new ones to use.  Even if you wanted to use, say, the tri-colored bar version for different countries, you wouldn't be able to get one for all the countries, so you'd have to figure out which ones to leave out. The obvious choices perhaps would be ones for Germany, France, Britain and Russia (I'd say USA, but I suspect that by the time you do the other 3 red/white/blue country combos you'll have the USA covered in there somewhere anyway). 

 

I don't know if people are so enamored of the checkered ones that they'd complain about them being replaced by new tri-color ones - probably a no-win situation for the devs given how hard it is to please people around here. But then again, that's why it's so nice to have a mods on mode so we can use things like this.  (What would be really nice is if they could tweak the mods on/mods off mode logic so changes to these files wouldn't be treated as "mods" and could be used with either mode, but I have no idea how hard that would be or whether there is anything else in these files that would make that a bad idea from a cheating perspective or something.)

 

 

Panthercules, on 17 Jun 2015 - 16:20, said:

 

I'll try to remember to take a look at this later tonight when I get back from work.  It's been a while since I messed with these, so I'll have to come back up the learning curve a bit, but it doesn't sound like it should be too hard to do.  Is there a particular color scarf/streamer you don't like? (I'll have to replace one of the 5 normal scarf/streamer pairs with this new one, and it's best not to use the blue one since I think that's what the AI flight leaders use, and most people probably would still like to be able to use the white scarf, so maybe one of the other 3 colors would be the best candidate).

 

 

Morgenrot, on 17 Jun 2015 - 17:53, said:

 

Thanks for replying so quick! No rush or anything take your time man! Hm well, the solid green or maybe the yellow scarf/streamer would be a nice exchange for our Bruno Stachel silk special edition? smile.png Oh, no, you mean over one you already edited don't you? Well, then probably the Italian looking one? Or the green and white... hm no, that works for the Saxe Coberg-Gotha banner, keep that one! You choose smile.png

 

Possibly at some point in the future it would of course be good to have a tutorial for editing our own, same as we have with the aircraft skins, not taking away any of the glory from yourself though sir! Still, I'm guessing you would need to take the white scarf and use it as a sort of template for the texture layer in Photoshop and cut and paste it over the right area once you have your edited design + alpha layer for the weathering rips and holes, yes? You know that now you've let this out of the bag, there might be some Arsenal, Chelsea or Liverpool scarf reqs now (and Harrow, Eaton...) Again, brilliant catch finding these textures, genius!! Can't believe I missed this before. S!

 

 

Panthercules, on 17 Jun 2015 - 18:37, said:

 

Well, since I've already done some USA college/team scarves I guess it would be only fair to see some of those you mentioned start showing up, too - since these are only for mods off I guess we won't have to worry about seeing an uptick in football hooliganism in the RoF skies as a result smile.png

 

I was really referring to which of the stock scarf/streamer colors you would want replaced, as I planned to just do another little mod package for your Bruno Stachel scarf request, rather than alter one of my previous packs.

 

Well, couple of problems so far.

 

First, I haven't been able to find any decent pictures of Bruno's scarf.  

 

Second, from what I can tell of the movie scenes I've watched so far (I'm thinking I'll have to figure out a way to grab something from the DVD since I can't find any stills) it looks like his scarf was different on one side than the other (some sort of dotted pattern on one side, and solid on the other).   RoF isn't capable of having the two sides of the scarf be different, so if I can figure out how to recreate that dotted pattern it will have to be that way on both sides of the scarf.

 

Back to watching the movie.  It may take a while to get this done - this is one of my all time favorite movies and it's hard to stop watching it and actually get any work done smile.png

 

Of course, it would be better if I could figure out a way to do Ursula Andress' "scarf" (towel) - it was the same color on both sides, but I think it looked better on her than it would have on Bruno smile.png

 

 

Panthercules, on 18 Jun 2015 - 01:00, said:

 

OK - I managed to get a screen capture off the DVD showing Bruno's scarf pretty well, but it's too late to mess with this further tonight, so I'll have to try giving it a shot tomorrow night after work.  (BTW - it's a crappy copy recorded off cable (can't find my real copy for some reason), so it's a little hard to tell, but I think the spots look more silver than they do gold.)

 

 

Morgenrot, on 18 Jun 2015 - 13:26, said:

 

Haha love it!! Well, I dug up my old BluRay version...

 

Untitled15.thumb.jpg.7333a01ed0d31b1a52461152d60ce2a2.jpg

"Who will fly with Stachel?"

 

Untitled16.thumb.jpg.ea00df6ab1a393c3dd25519489500ff8.jpg

"1903? I'll remember that!"

 

Untitled17.thumb.jpg.ea069c064b55f9bbf77c6099115badab.jpg

"I don't understand, Herr Rittmeister?"

 

Not really dots but circles or "O"'s, isn't it? It might even be something else like four small diamonds bunched together in a circle but yes, it's hard to see! I think you can definitely see the gold thread bunching at the tip/end loose threading of the scarf though, along with the black threads (in the scene when he's talking to MvR). I'm guessing that a very dark shiny grey might be the way to go than a flat black to better represent light reflecting off the silk? I'm guessing that when you say the dots/circles are only on one side might possibly be because he's wearing another black scarf in some scenes (which looks as if it's made of black wool), in adittion to his "smart dress" silk one in question. Even just a plain black scarf would be good though. I mean I always thought "we have white, where's the black?!" Cheers! 

 

 

Panthercules, on 18 Jun 2015 - 22:00, said:

 

Thanks - those are much clearer than the ones I was getting off my old cable-copy.  And you may be right - perhaps that black I was seeing was a second scarf instead of the other side of the same scarf.  Interesting - zoomed out the circles do seem a bit gold-ish but they look more silver/gray when I zoom in on them in Photoshop.  I'm not sure it's going to be easy to tell the difference when it translates into the game, but I may try one of each to see which looks better.

 

 

Panthercules, on 18 Jun 2015 - 23:41, said:

 

Ok - here you go - best I can do (hard to get the camera close enough to see it, and nobody flying nearby is likely to realize/notice, but what the heck - you'll know smile.png

 

In game:

Untitled18.thumb.jpg.f510abd1626e54e8b8e7f3f3709af15a.jpg

 

 

JSGME-ready Mod package, including my new Bruno Stachel scarf and skins for his Pfalz D.IIIa and Fokker Dr.1 (just so you won't have to search for them - these are Musicman's skins from the approved Community Fictional Skin Packs):

 

http://www.mediafire.com/download/8y83512384u4v62/Panther&#39;s_Bruno_Stachel_Scarf_and_skins_for_JSGME.zip

 

 

Just select what used to be the yellow scarf in the hangar screen (you'll be able to see that it's the new one in the preview picture in the menu screen).

 

Enjoy!

 

 

Morgenrot, on 19 Jun 2015 - 10:23, said:

 

Yes!!!! It's perfect! Well, I owe you one. (My pilot's neck owes you one too.) You are a scholar and a gentleman and a really good artist! And if I may say so, a Legendary Legend!!

 

Aha... wait, sorry I just noticed! Didn't realise you'd already done Harvard and Yale  - completely missed that! Yes, I see it now! And yes I see you did indeed think of Saxony! Well that really *was* inspired... yes these are perfect for the "Millionaire's Unit" Yale Skull & Bones aviators! Funny, I was listening to the audiobook again recently (I'm sure you must already have it, you know, the book by Marc Wortman) and was thinking it'd be a nice touch if there was some way of personalising something other than the aircraft skins... and then you came up with this!! Well I'm speechless almost, the whole community should really appreciate it, not to mention all the other work and time you've steadfastly dedicated to RoF. I bet Jason will like this one! Brilliant.

 

Right! Next thing on the list is personalise our flying jackets, helmets, face and goggles... maybe say... changing around the "hand gesture" animations to finally include a proper salute  and we're getting there? wink.png Hehe just joking old chap, take care and have a good weekend!

 

PS: Much respect and thanks of course to Musicman too for his legendary skinnage; really nice professional touch including it. One of my favourites!

 

 

Morgenrot, on 20 Jun 2015 - 09:49, said:

 

I gave Bruno's scarf to Richard Burton, who kindly took it along for a joyride earlier along the coast (with Raymond Baxter on board as observer).

 

Is it just me, or is Bruno's scarf a bit on the grey side?

Untitled19.thumb.jpg.89d5ba63a26114c0a6098e86d705eed0.jpg

 

 

Pants, I know you're the expert on this (i've seen your lovely aeroplane skins) so I'm probably wrong but I think the light map in-game already has that specular channel (shadow map?) to handle all the shiny reflected light sources, so any extra grey makes it a bit too much? I'm just wondering if it'd look better in-game (with all that HDR blooming around) if your scarf background layer colour was toned down to 1,1,1? Or maybe even Batman black (0,0,0)? I mean if you wanna do a 2.0 final ver whenev. Not necessary to edit your beautifully done thumbnails anymore, just banner.dds?

 

Cheers!

 

 

Panthercules, on 20 Jun 2015 - 11:25, said:

 

Hmm - maybe.  If you're running HDR and bloom it might be making it look grayer on yours than it looked on my rig (I don't use either).

 

Here's a blacker version, in case you like that better:

 

http://www.mediafire.com/download/h4rba4u0llkb44d/Panther&#39;s_Bruno_Stachel_Scarf_v2_and_skins_for_JSGME.zip

 

While I was playing around with this version two I tried again to find a way to address the way the game makes the part around his neck look weird (dots too big), but unfortunately the game is re-using another visible portion of the texture and just distorting it, so there's apparently no way to fix those areas without screwing up the more visible parts of the scarf trailing back behind him.  The neck distortion only shows up if you zoom in really close to him, so if you just avoid doing that you'll have a better result.

 

Enjoy!

 

 

Bf-110, on 23 Jun 2015 - 19:58, said:

 

Hey Panthercules,I guess I've seen this thread back then when you posted,but just now I realized how great this mod is,yet so simple. It brings more life to the game.
Let me ask,can you have all the packs installed at once or just one per time?

 

 

Panthercules, on 23 Jun 2015 - 20:49, said:

 

Just one at a time.  There are only a limited number of "slots" for scarves and streamers that the game will recognize, and I had more different designs/colors than would fit in the available slots.  The packs generally tweak the same sets of files, so the last pack installed will over-write any earlier ones, so it's best to just activate the one you want and then deactivate it and use another one whenever you want to use any of the other ones (it's really easy to do that with JSGME).  When you mouse over the mod names in JSGME it will tell you which types are included in each pack, so it's easy to pick whichever one you want for any given session of RoF.

 

 

Morgenrot, on 23 Jun 2015 - 21:56, said:

 

Spanks, Pants! (Thanks, Panthercules). Legendary mod!  

Untitled20.thumb.jpg.d456291e70758976ef5a3346c75e3a4d.jpg

 

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted (edited)

Avatars for Campaigns (originally posted by Cpt_Izzy)

First Time post, I have been working on creating historical avatars to use for the campaign portion of the game. At present I have roughly 264 Avatars of Pilots from 20 countries. Largest groups were US, England, France, Germany, but several pilots from various other countries were made. I tried uploading the whole file with jpgs but was too big. Therefore I am uploading the first installment, US Pilots of the Lafayette Escardrille. There is a gallery jpg showing the pilots. This first file has with it the documentation manual that includes a listing of all the avatars as well as instructions on how I created them. If members are interested in the avatars, I would be happy to upload but it will take various files. If I posted in the wrong area, please let me know.    

 

This and the other avatar download files contain .dds files. I tried using jpg but found only dds files would work. This was stated in the ROF manual section 15.1 career creation, page 60 as a note to the picture Avatar Selection.

In this and other downloads I have a jpg gallery pictures that shows all the pilots in the download.

 

Avatars 1 - Document and Lafayette Escadrille: https://www.mediafire.com/file/zxik3x64jl6t3xt/Avatars+1+-+Document+and+Layfayette+Escardrille.zip/file

 

Avatars 2 - US pilots #1 group:  https://www.mediafire.com/file/zseeunno9bh5mla/Avatars+2+-+United+States+#1.zip/file

 

Avatars 3 - British pilots and second group of US Pilots: https://www.mediafire.com/file/nyzww7dqe38g79r/Avatars+3+-+British+and+US#2.zip/file

 

Avatars 4 - first Group of German Pilots:  https://www.mediafire.com/file/b97t7mhetplw7sk/Avatars+4+-+Germany.zip/file

 

Avatars 5 - French pilots:  https://www.mediafire.com/file/1x4qjdektm294os/Avatars+5+-+France.zip/file

 

Avatars 6 - pilots of the Eastern Front... Russian Empire, Lativa, Lithuania, Georgia:  https://www.mediafire.com/file/fbehvweb5jo9tjx/Avatars+6+-+Eastern+Front.zip/file

 

Avatars 7 - These complete out the Central Powers Pilots: Germany #2, Austria-Hungary, Czech, Croatia:  https://www.mediafire.com/file/yu86rzci41285wn/Avatars+7+-+Misc+Countries+1.zip/file

 

Avatars 8 - pilots from Argentina, Australia, Belgium, Greece, Italy:  https://www.mediafire.com/file/jujz2yy4lvv2ryg/Avatars+8+-+Misc+Countries+2.zip/file

 

Avatars 9 - pilots from Canada, New Zealand, India, Switzerland:  https://www.mediafire.com/file/vp0egq7s5sehxta/Avatars_9_-_Misc_Countries_3.zip/file

 

 

 

Edited by TG-55Panthercules
  • Thanks 1
TG-55Panthercules
Posted (edited)

Balloon Skins? (originally posted by kirock777)

Originally posted by kirock777:

 

Quick question: Anyone happen to know where the skins for the balloons are in the game files?

Might be interesting to check them out. 

 

 

Panthercules, on 27 Mar 2012 - 18:29, said:

 

Yes - it is interesting ?

Untitled1.jpg.24a54fc245550c8df33da9a328849b7a.jpg

 

 

GUIGNOL, on 27 Mar 2012 - 19:30, said:

 

?

 

 

kirock777, on 27 Mar 2012 - 19:41, said:

 

I'd use the "w" word, but then I'd seem misogynistic even though talkin' to a dude. Ha!

Edit: Looks like my initial search missed some past posts. Thanks, guys!

 

 

Sylvis, on 27 Mar 2012 - 19:44, said:

 

I love it ?

 

 

navair2, on 27 Mar 2012 - 20:05, said:

 

That's hilarious. ?

 

 

Panthercules, on 27 Mar 2012 - 21:43, said:

 

And while you're at it, you may want to take a look at the hangar skins ?

Untitled2.jpg.bbe04a7e26714ae15aa1aaa021cb00a0.jpg
Untitled3.jpg.1957cf1280166012aaad5a8705929692.jpg

 

 

Dr.Zebra, on 28 Mar 2012 - 11:39, said:

 

oh nice, can we have an airrace with colored ballons and stuff?

 

 

ChiefRedCloud, on 29 Mar 2012 - 12:37, said:

 

No ballon or ballon folder in my directories?

 

 

Panthercules, on 29 Mar 2012 - 13:37, said:

 

If you haven't added some modded versions of the files to your game, I don't think you will have those folders yet (the game gets its stock skins for these items from other files/folders).

Take a look at this old thread about modding pilot faces, which has some info about how to find and unpack the files where the game stores these kinds of skin files and how to put them back into the game when you've modded them:

 

[see thread posted June 22, 2023 in this thread above]

 

The hangar and balloon files work pretty much the same way (though you put them in different places, of course - the Snoopy balloon, for example, went into "…\data\graphics\balloons\caquot\textures" - any of those folders that didn't already exist had to be created to make it work). Unfortunately, like the pilot faces they suffer from the same problem that now all your balloons and hangars will look like your modded version. So, this is good for screenshots but not very useful for anything else (although for races you could at least have two different color balloons, since the Entente and Central balloons are different files).

 

And a couple of posts from a related but separate thread:

 

unreasonable, on 27 Jan 2016 - 22:13, said:

 

(If you have the old psd file I would still be eternally grateful.....) Thank you so much, the Brit gasbag is all I need.... and I can open that and know how to amend it to suit my peculiar requirements. I was dreading having to directly edit a dds without layers.

Panthercules, on 27 Jan 2016 - 18:22, said:

 

Ok - I only had one for the British balloons and there's not much to it (but it does have some layers showing where the various pieces show up on the in-game balloon that might be useful), but you can get it here if you'd like:

 

http://www.mediafire.com/download/c98cay43z7abdz7/RoF_-_caquot_for_unreasonable.zip

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted (edited)

Engine skins here (originally posted by Fubar)

Ok people heres the engine skins I've made, but take note its not possible to skin every part
of some engines because some parts of the engine are on the main aircraft skin file.
If you decide to download and try these you will find two folders one folder is setup for JSGME
mod enabler and one is if you whish to place them in the relevant folder in your ROF main game
folder (READ THE NOTEPAD FILE FOR INSTRUCTIONS).


Engines changed by this mod

1) Albatros DII early
2) Albatros DII late
3) Albatros DIII
4) Albatros DVa
5) Bristol F2B (F.II)
6) Bristol F2B (F.III)
7) Fokker D.VIIF
8) Halberstadt CL.II
9) Halberstadt CL.II 200hp
10) Pfalz DXII
11) Pfalz DIIIa
12) Sopwith Pup
13) Camel
14) Sopwith Triplane
15) Fokker EIII
16) Gotha
17) Halberstadt DII
18) Roland CIIa
19) Sopwith Strutter both types

Heres some pics

Untitleda.thumb.jpg.63caa0b1b4f0ad0a0d75479ce6d953fb.jpg


Untitledb.thumb.jpg.51a7ab17d7801937be15aa521a58d04f.jpg

 

Untitledc.thumb.jpg.76aa82ba5e0b53f5a9e678af5e0d2d44.jpg

 

Untitledd.thumb.jpg.ae7d10474c434377b324d0e00b035521.jpg
 

Untitledf.thumb.jpg.41a81b820a6da8adc4c08eb40f40c717.jpg

 

 

Untitlede.thumb.jpg.3955f45a0b837d21655e84c0453fd51b.jpg

 

Untitledg.thumb.jpg.b49c823b668a7e2e2ea40f5f8ee02ea6.jpg

 

Untitledh.thumb.jpg.b80c72c82244c25b9be5c37cba487aa8.jpg


Untitledi.thumb.jpg.050a4878731ca65070a0e13a5346212d.jpg

Untitledj.thumb.jpg.c8dbdac73610fa0e6f031285b69f98c9.jpg
 

Untitledk.thumb.jpg.6e2700915e87d82bc23f2578ed6a55ab.jpg


Untitledl.thumb.jpg.08dbf566686756bc219f2de0fa9d656c.jpg

 


Reference pic for Mercedes engine
Untitledm.thumb.jpg.e92c9a9c5e022676341e4135733e8592.jpg



in the above pic of restored Mercedes DIIIa engine the engine induction pipes look a creamish
colour but I've down alittle research into this and found this info- induction pipes were usually insulated
with asbesos cord tightly wrapped, bound in a cloth tape made from fabric impregnated with a black adhesive substance.
Colours varied from semi-gloss black when new, to a dull matt grey after some service use. So I've skined these as matt grey.



Download here engine skins here http://www.mediafire.com/download/viyogry1m019yth/engine+skins.zip

 

Edited by TG-55Panthercules
  • 2 months later...
TG-55Panthercules
Posted (edited)

 

LESS OBTRUSIVE ICONS - Originally posted by Ketzerfreund

 

This is just a minor mod that I've made for my own use, but maybe it's of use to someone out there, too.

I've fiddled around with the unit and nav icons to make them not superimpose themselves over everything like they usually do. Unit icons have been redesigned, the X and the giant light bulb are gone. The arrows on the screen edge indicating the position of planes around you are transparent now.
Nav icons have been resized to be smaller and made transparent.
Unfortunately I have found no way to manipulate the font for distance and name.

http://www.bilderload.com/bild/248520/icons190IBY.jpg
http://www.bilderload.com/bild/248521/icons2EP71Y.jpg

Unpack into the Rise of Flight folder or make a new folder in JSGMEMODS and unpack therein for activation.

[Update:]
Added a plane-icon-only-variant as well as an empty 1-pixel-file. If you prefer your own choice of icons to disable, overwrite unwanted icons with this empty one.

Each unit icon and also the arrows come in black, blue and red. Here's a list:

[Update 2:]New unit icon file names with Ver. 1.029!
f101-0, f101-1, f101-2.dds - Plane
f102*.dds - Balloon
f103*.dds - Ground unit
fa*.dds - Arrow

Nav icons also come in three variants. When an icon gets activated in game, it flashes through the second and third variants. The list:

f11*.dds - Waypoint
f12*.dds - Target (mission objective)
f13*.dds - Area of activity (patrol areas & stuff)
f14*.dds - Escort objective (blue shield)
f15*.dds - Landing site
 

empty.zip:   https://www.mediafire.com/file/o4hc9h7qlh11aw7/empty.zip/file

PlaneIconsOnly.zip:  https://www.mediafire.com/file/kyhxxelmh27vzfk/PlaneIconsOnly.zip/file

K_navicons.zip:  https://www.mediafire.com/file/kpzig95zprutyl3/K_navicons.zip/file

K_uniticons.zip:  https://www.mediafire.com/file/2dv4sefdjctq2zo/K_uniticons.zip/file

 

 

 

elephant, on 25 Sept 2012 - 05:47, said:

 

I usually don't use icons, but I'll give them a try…
Thanks!

 

 

Ketzerfreund, on 25 Sept 2012 - 05:51, said:

 

I'll probably make myself a unit icon set that only keeps the little dash for planes at some point, just for a visual aid, since planes that should be in visible range can't really be spotted at 1680x1050 on a screen for mere mortals without the use of a looking glass. 

 

 

W1ndy, on 26 Sept 2012 - 22:05, said:

 

I like it. Thanks

 

 

robin100, on 28 Sept 2012 - 13:54, said:

 

This will be useful, thanks for sharing your mini-mod!

Could you please make a version with arrows indicators 100% transparent i.e. no arrows in the game at all? I was trying to do it myself, but I have no experience with DDS files and creating transparency.
I wish the icons in RoF would be customizable in any way, at least as it was in IL-2!

 

 

BADMUTHA, on 28 Sept 2012 - 16:46, said:

 

I was just thinking about this last night, if you can do this I would love to use it.

 

 

robin100, on 29 Sept 2012 - 04:06, said:

 

Ok, I've managed to do it using DXT Bmp program. Easier than I thought at first!
So, if anyone is interested, here's the Ketzerfreund's mini-mod with arrow indicators on the screen edge completely removed. No more info that someone is on your six!
And I agree that actually a little dash for planes at some point would be the best option.

 

 K_uniticons.zip:  https://www.mediafire.com/file/8ghspkrgmsl212o/K_uniticons+(1).zip/file

 

 

BADMUTHA, on 29 Sept 2012 - 05:50, said:

 

Can you make it so the only icons seen are the small black dashes or dots or whatever for the planes? I don't want to see balloon icons or vehicle icons.

 

 

Ketzerfreund, on 29 Sept 2012 - 07:08, said:

 

At your service; OP updated.

 

 

W1ndy, on 29 Sept 2012 - 07:11, said:

 

You guys are frikkin awesome

 

 

BADMUTHA, on 29 Sept 2012 - 12:42, said:

 

Awesome, thanks.

 

 

robin100, on 04 Dec 2012 - 09:13, said:

 

I've played with the "plane icons only" mod, and it suits me fine, so thanks again for you work! /forum/public/style_emoticons/phpbb/icon_e_smile.gif
I wonder whether it is possible to get rid off the planes icons in the in-flight map? Could it be done in the similar way by replacing the icons with empty 1px files? But where to find those icon files in the game folder? I really don't like this radar-like feature of the in-flight map. The only way I know to turn it off is to set "enemy icons = off" in the game settings, but that way I also lose plane icons in the air.
Any help is appreciated!

 

 

Trooper117, on 04 Dec 2012 - 09:42, said:

 

Don't use icons but very interesting stuff.. you modding guys have everyones appreciation 

 

 

Ketzerfreund, on 12 Dec 2012 - 13:11, said:

 

Unfortunately I wasn't able to find the graphics for the map icons. I'd also be very interested in that, as the location markers on the map are too big and indiscernable, overlapping each other, when zoomed out. I'll keep looking for a solution.

I really wonder from where the game gets these icons. I'd be grateful for any pointers someone out there might have. Also about the font used for the in-flight icons: Where is it and how is it rendered?

 

 

J5_Corsaire, on 31 Dec 2012 - 07:14, said:

 

Worked fine with 1.028b but doesn't seem to work anymore with 1.029 (unit icons)

 

 

Ketzerfreund, on 31 Dec 2012 - 12:43, said:

 

That's right. They renamed the unit icon files. Opening post and K_uniticons.zip/PlaneIconsOnly.zip updated.
Thank you for notifying.

 

 

TX-EcoDragon, on 31 Dec 2012 - 14:30, said:

 

Nice!

 

 

J5_Corsaire, on 31 Dec 2012 - 17:42, said:

 

Thks for updating !

 

 

robin100, on 02 Jan 2013 - 09:41, said:

 

Thanks for the update!

 

 

Rover_27, on 07 Jan 2013 - 03:32, said:

 

Oh Lord, I think I've finally found what I was looking for. Alas, it doesn't seem to work in my case…
Look here, I downloaded planeiconsonly, unpacked it into my jsgmemods (now I have planeiconsonly/data/swf, right?). Ok, I go to jsgme and activate it (the files like f101-0.dds and such go precisely to data/swf in my main RoF folder), I tick Mods on in the launcher. I start the game with only friendly and enemy icons on and I still see ground units, balloons icons, etc. But I wanted only planes with no obtrusive arrows.
Please tell me what I'm doing wrong. Thank you so much.
I actually feel that I'm one step away from what I need

 

 

Ketzerfreund, on 07 Jan 2013 - 20:49, said:

 

Are the unit icons beyond the plane icons that you see the standard ones, or did you use K_uniticons.zip before and you see that one's balloon and ground unit icons?

Just to make sure I understand the problem correctly:
- You made a folder named "planeiconsonly" in "JSGMEMODS" and unpacked PlaneIconsOnly.zip therein.
- After enabling mods in RoF and activating the mod in JSGME, "Rise of Flight\data\swf" looks like this (note the file sizes):
[link to image broken]

Note, by the way, that PlaneIconsOnly.zip has its bearing indicators overwritten to be invisible. If you do actually want the less obtrusive arrows, overwrite fa*.dds with the corresponding files from K_uniticons.zip, or delete them for reenabling the standard indicators!

 

 

Rover_27, on 08 Jan 2013 - 03:53, said:

 

Dear Ketzerfreund,

Thank you for this very detailed and helpful reply. Now it's all clear to me and it's working. Thank you again for this excellent solution!

 

 

89, on 02 Jun 2013 - 06:25, said:

 

Dear Ketzerfreund, I 've installed your mod but I still get range numbers and plane names in the icons. As you can see from my screenshot, the balloon (marked with an arrow) does not have an icon -which means the MOD is working, but instead of the little dash I have the full name and distance of each plane.
How could i have just a dash under each plane?
Many thanks for the mod!

7019408195a8ba3b117e8ad6f6f9cec2.thumb.jpg.b241648e61072ff19e80e0b8f68a3530.jpg

 

 

J5_Corsaire, on 02 Jun 2013 - 13:35, said:

 

The little dash replaces the original cross which is a lot bigger. Anything under 1.3 km (iirc) you get the distance in neutral color, anything under 0.70 km you get the distance, name of plane and side color.
This must be hard coded I guess…
Under 0.70 km you don't need the little dash anymore, because you can see the plane. Just turn off the icons with "i" key when they are close enough that you can see them.

 

 

89, on 02 Jun 2013 - 14:11, said:

 

I see, cheers for the answer. It's a shame that the rinning numbers are hard coded in- the running letters/numbers HUD ruins the feel of WW1. I hope (already made a topic on this) BOS will give an option of "minimalist icons"- a simple dash without any names/plane data, just to help with eye strain of finding aircraft against the ground without ruining immersion.

 

 

s8n333x2, on 06 Jun 2013 - 10:15, said:

 

i like this mod /forum/public/style_emoticons/phpbb/icon_e_smile.gif

 

 

vonOben., on 29 Nov 2014 - 15:12, said:

 

Thank you very much Ketzerfreund! /forum/public/style_emoticons/phpbb/icon_e_salute.gif

Much better than the default icons!

I've edited the plane icons so they are now only dots, which give a smoother transformation when the "real planes" start to display IMHO.

PlaneIconMod.zip:   https://www.mediafire.com/file/lbp0slwvr3hmrps/PlaneIconMod.zip/file

Cheers

vonOben

 

 

WWSittingduck, on 29 Nov 2014 - 15:51, said:

 

great work. If you have the time, keep looking for the map icons.

 

 

AussiePilot, on 02 Dec 2014 - 05:13, said:

 

Does the original "Plane icons only" still work? I loaded it today and nothing has changed.

Does it work in multiplayer mods on ?

 

 

robin100, on 02 Dec 2014 - 15:15, said:

 

The version which I use still works with no problems (attached).

PlaneIconsOnly.zip:   https://www.mediafire.com/file/xbaiaqd1cxa660f/PlaneIconsOnly+(1).zip/file


It would be really great if someone finds a way to remove the plane icons from the map too.

 

 

AussiePilot, on 16 Dec 2014 - 11:17, said:

 

This is great, having the dots show up… any chance you can do that for ground objects as well?

I fly with a crew who need the named icons to show but would appreciate them starting as dots from a distance like you have made the plane rather than a big black butterfly looking thing.

 

 

Winston60, on 17 Dec 2014 - 00:47, said:

 

Yeah, anyway to replace the black squares around the ground targets with maybe a black dot?

 

 

 
Edited by TG-55Panthercules
TG-55Panthercules
Posted

How to get sound in Accelerate time (A workaround) - originally posted by vonOben.

 

 

Hi

This is how I got in game sound in "Accelerate time":

I started recording the in-game sound when I flew the Albatros D.Va normally.
For the recording I used Audacity and also to edit the recorded sound.
Instructions here:
"Tutorial - Recording audio playing on the computer - Audacity Development Manual"
http://manual.audacityteam.org/man/tutorial_recording_audio_playing_on_the_computer.html

 

"Tutorial - Recording Computer Playback on Windows - Audacity Development Manual"
http://manual.audacityteam.org/man/tutorial_recording_computer_playback_on_windows.html

Then I installed AutoHotkey https://autohotkey.com/

After many trial and errors I found a script that worked with RoF.
The script should be run before starting RoF and the engine sound should be in the playlist and set to repeat.
It's made for WinAmp and the F7 key is used for Open/Play and the g-key is for Play/Pause.
The keys can easily be changed, but it's important to use a key combination that is not already used in RoF!

Other sound players can also be used: Windows Media Player 9 and Foobar also worked for me using Windows XP, but I prefered WinAmp.

Another way is to use the Jaangle Mini Player with the "Force on Top" option, then you can control the player when playing RoF and you don't need to use the AutoHotkey script.

Note: This didn't work with RoF in fullscreen mode.

 

[link to image broken]

The volyme settings in the sound player and in RoF should the be adjusted, so the sound level is about the same. If you want to use "Accelerate time" with sound, start the sound player before "Accelerate time" to have the smoothest transition.

If any one would like to test the script and a sound recording for the Albatros D.Va is uploaded to the Rise of Flight page on my site. I tried to post it here, but I couldn't get it to work fore some reason.

S!

vonOben

 

http://vonoben.free.fr/

TG-55Panthercules
Posted

RoF Refined direct download link (originally posted by J18/No.10_Kebab)

 

 

S! Everybody.
I recently came across the "RoF Refined" modpack, although the link on the page seems to not be working anymore...I only found an older version on a 3rd party forum. If anybody has it, would he be so kind to share here a direct link to the download? Thanks a bunch... 

 

 

Schnensch, on 20 Feb 2021 - 15:56, said:

 

 

J18/No.10_Kebab, on 12 Mar 2021 - 15:50, said:

 

Thanks bud. See you in the skies  

 

 

Dutch2, on 13 Mar 2021 - 07:38, said:

 

Check out the https://www.checksix-forums.com/viewforum.php?f=377&sid=fb783826bec21bf230943598d8e86154 forum as here are a lot of mods collected. Use a web translator to change the language.

 

 

FliegerEins, on 15 Mar 2021 - 21:08, said:

 

Thank you also!  

 

TG-55Panthercules
Posted

ROF Refined 1.02 (originally posted by Blade_meister)

This is a collection of all the mods that I have. This collection was started by Bucksnort and Gavagai I believe and added to by many others.

All credit goes to the originators of each Mod. Hopefully with the "Flying Circus" announcement there will be some renewed interest in

ROF and this is a one stop download for the major Mods in one package. Some of these Mods are old and may not be relevant anymore.

If you see a Mod that needs to come off this list, let me know and I will delete it from the collection. I hope this helps anyone new to ROF

that is looking to try the "Mods On" mode with some of these Fabulous Mods. The contents of this 7zip

 file can be extracted directly into your JSGME MODS folder for easy use with the JSGME executable. Enjoy!

 

 

https://www.dropbox.com/s/3duxh1xwavitzni/ROF_Refined_1.02.7z?dl=0

 

S!Blade<><

Only use 1 each of the following mods:

1. Rate of fire. Enable the date of the mod in which you are flying.

2. Enhanced Sky, either 3.0 or 3.0a

3. Aras Sector: either 1916 et 1918 or 1917

4. Any tree mods may be able to mix: just experiment

5. FWRL Maps: either normal or old

6. There are several Loading Screen mods: only use 1 at a time.

7. Panthers Scarves & Streamers: only use one at a time

8. Oil Splatter mods: use only 1 at a time

9. Enable Both Zeppelin v1.0 and ZeppelinAI v1.0 and there is one mission included.

 

 

DerAck, on 14 Feb 2018 - 06:22, said:

 

Grüsse Herr Blade_ meister

 

Tried to DL your RoF Refined 1.02 Mod Collection

 - twice got to approx 300 + MB - then "Failed"!

 

Coming to the Forum not as in Times Gone Bye

- not all too many live Links anywhere -

thought I'd Lucked-Out finding yours.

Regards,DerAck

 

 

PA_Spartan-, on 15 Feb 2018 - 17:19, said:

 

Thanks a lot!  

 

 

Panthercules, on 16 Feb 2018 - 02:26, said:

 

I'm pretty sure all the links to my favorite mods are still working (on this page:  https://forum.il2sturmovik.com/topic/83598-mods-for-rise-of-flight/.  They're not all wrapped up in one nice big package like the one in this thread, but might be an alternative for at least a few of the same mods if you can't get the OP's link to work.

 

 

 

Blade_meister, on 07 May 2018 - 23:44, said:

 

Sorry to have just seen this, but I just downloaded it and had no problems. Sorry for your trouble, but I am not sure what to say???

I did find that this package is missing this Ships Package 1 V2  by Vander.

https://www.dropbox.com/s/606y5kr9doit54n/ShipsPackage1_v2.7z?dl=0

 

S!Blade<><

 

Edit: DerAck, if you still can't get this, let me know and I will try to e-mail it to with Google drive.

 

 

Dutch2, on 08 May 2018 - 00:34, said:

 

I’m trying to going back to RoF after a long time spent to that other WW1 flysim, so I did have the same difficulties in finding the right mods.
I have noticed that on http://www.checksix-forums.com/viewforum.php?f=436 you can find nearly all the mods packed in two mod dowloads. Use a webtranslator to force French into your language.

 

 

Sabre, on 26 Aug 2018 - 09:28, said:

 

MODPACK v8.036 is obviously the first download. Where is the second one? I could only find readme.pdf download to the first one.

 

Thanks.

 

 

Dutch2, on 26 Aug 2018 - 13:28, said:

 

No 2 at http://www.checksix-forums.com/viewtopic.php?f=436&t=170456&sid=f3f51e2eee56c46eb1d5a726c2d1af17

Use the web translator, beaware if using both downloads, some included mods are the same, updated to a new version or complete useless.

 

 

Sabre, on 28 Aug 2018 - 05:00, said:

 

No 2 download is 2 years older (of 2014). The first download you mentioned is more current (of 2016) and seems to cover it all (unless I missed something valuable), I'm very happy with it, it has saved me loads of time.

 

Thank you!

 

 

Dutch2, on 28 Aug 2018 - 12:16, said:

 

Not all the packs are the same, if I do well remember that #2 does contain some modified planes as a sample.

 

 

Odovacer, on 11 Sept 2018 - 12:31, said:

 

Installed the Refined 1.02 mods from the OP using JGSME (1st time) and tried out the oil splatter mod to see if I got it right. JSGME and mod installs worked like a charm. Very excited to try a few more. Most of these mods are self explanatory, but is there some text somewhere that explains the mod effects? I know I'm late to the party, but thanks to all the modders and to Blade_Meister, Panthercules, Dutch and others who have extended the legacy of this game. Even though FC is around the corner, I'm still loving this game. Wished I had the hardware to run it years ago. Up next to try, Pat's Campaign Generator.

 

 

JG1_Jaus, on 28 Jan 2020 - 11:53, said:

 

New to ROF....   if you activate this mod pack by placing all of the mods in a single folder and then activating that folder in JSGME, then all of the sub folders are activated, right?

 

If so, for mods that have several versions (e.g. oil splatter) if you activate the whole pack which one takes effect ?   The last one to load?   (I know you are supposed to use one at a time, just curious how JSGME works)

 

 

Panthercules, on 28 Jan 2020 - 12:55, said:

 

If you do that, the folder structure will be all screwed up and the mods will not work.  Each Mod folder must be placed in the MODS folder directly, not inside some other folder.

 

And yes, if you activate multiple versions of the same mod, the last one to be activated will be the one that actually works.

 

 

MiastowyPL, on 26 Dec 2021 - 23:29, said:

 

thanks for mods!

 

 

Blade_meister, on 02 Feb 2022 - 10:49, said:

 

The mods i am using currently.

 

post-82979-0-04565800-1643813332_thumb.jpg.4f92ac77180721729c6a7976bae46f30.jpg

 

S!Blade<><

 

 

Dresam, on 02 Feb 2022 - 11:44, said:

 

OK. Thanks

 

 

TG-55Panthercules
Posted

Bullet mod: ( Turns off bullet smoke trails and tracers ) (Originally posted by knalp)

 

 

Click here for the mod:

 

Attachment Bullet mods by Knalp.zip

 

 

Those blinking trails and heck even the tracers...

 

Ideas?

 

I would PAY someone to make a mod to turn off tracers. Blinking awful things.

 

S! Knalp. ooh look it's  me bed time...

 

 

knalp, on 02 Mar 2020 - 02:13, said:

 

This is the contents of the

 

C:\Program Files (x86)\1C-777\Rise of Flight\data\(null)\graphics\effects\arm\tracered.txt   file.

 

After I unpacked it with UNGTP.exe  ....

 

 

 

`dNЭ:4:‚њВЖ&ћИV#Ф“[‹¶>4аB‚YҐ»F5XЖа-.ьW€fв“І^в;ьЇoлvуp!t!яв„§ЧЕфd\e<atй¶>љl#OРб§KЇ*XнИµаБT%$Z&ѓUёr¤rNjP”ЙЖејK§„–Ѕuч{©S®d lN„Ґўv>XИrњяћ0µ·ЄAѓШкнНЪЗwnћКХ7Њ°Ьч›9џй«І

 

What the actual heck?

 

post-643028-0-45884500-1583129518_thumb.jpg.1ebd00e00ec17f206f1f66a4984ab453.jpg

 

 

.epl    .mgm files?  any ideas?

 

Is all this stuff encrypted? Well that might explain a few things...

 

S!

 

Knalp.

 

 

Gooseh, on 03 Mar 2020 - 03:26, said:

 

You could maybe drop them here and see what gives?

 

https://filext.com/file-extension/MGM

 

https://filext.com/file-extension/EPL

 

S!

 

 

knalp, on 03 Mar 2020 - 03:56, said:

 

No go.  File extensions mean nothing little outside of the "environment" in this kind of bespoke stuff.

 

It looks like the everything is encrypted. My guess is they decrypt it into RAM

and then the game uses it. Not so sensitive stuff can be modded and the

game looks in the data folder when told to in Mods ON for modded folders.

Other wise it's decrypted from the GTP files and used as required.

 

It's right THERE but can't get in.

 

I tried faking it by making new empty files but RoF just errored and refused to start.

As a mod. If you catch my drift.

I did manage to use the Unzipped Effects folder as a mod BUT change a file and it's all over rover...

 

Hmmph.

 

Asking Mr Jason if we can make those folders available to mod might be asking waaaaaaay too much.

 

If they were unencrypted we would be away and laughing.

 

Blinking heck.

 

so close and yet so far...

 

S!

 

Knalp.

 

 

knalp, on 11 Mar 2020 - 07:12, said:

 

 

So I did it myself. What a mission.

May I present NO SMOKE TRAILS AND NO TRACERS !!!!

 

post-643028-0-87425900-1583924833_thumb.jpg.9bcd4954e3144386e81bb5dd1254045e.jpg

 

But turning off the tracers is proving to be a major PITA.

No matter what I do they refuse to die.

 

toI think when I use a DDS file to make a DDS file it goes wonky.

But it seemed to work for the bullet trails.... no idea why.

 

S!

 

Knalp.

 

 

 

 

S! Knalp.

 

 

knalp, on 12 Mar 2020 - 19:17, said:

 

Done.

 

With help from Mr  ArthurSmedley  S!

 

 

 

I have no idea but here's a couple of links to the mods in the BoX forum.  Perhaps it can provide some clues for you?

 

https://forum.il2sturmovik.com/topic/35609-mod-multicoloured-tracers/

 

https://forum.il2sturmovik.com/topic/58303-mod-wobbly-tracers-v20-now-featuring-straight-version/

 

 

 

post-643028-0-22353800-1584054467_thumb.jpg.069abf761850b74d186523fccc7b055c.jpg

 

 

But why?

 

Remember all those times you just walked the tracers onto your target several hundred metres away?

The time where you just used the tracers to light up your enemy ( why use the sights? the tracers work fine! )

Or the time where you shot at your target while leaning out of the cockpit checking the drift of you tracers and adjusting to lead by a considerable margin.

 

Well if you use my MOD you won't be doing none of that.

 

What you will have to do is PLACE THE BULLETS INDIVIDUALLY BY HAND.

 

Now there is a challenge for the aces.

 

 

The Mod is a work in progress and will be ready when it is ready.

 

S!

 

Knalp.

 

 

127Tom, on 23 Mar 2020 - 04:03, said:

 

Have you tried to look at the "reduced tracer frequency mod" by Gavai? There he manage to make you get a tracer for every 5 bullets.
Maybe if you see what he did different from the main game files you can make it so you get tracer for every 1001 bullet or something? Aka no tracers.

 

 

knalp, on 02 Apr 2020 - 19:55, said:

 

Issue has been solved. The mod has not yet been issued to front line AF's. Yet.

 

S!

 

Knalp.

 

 

knalp, on 11 Apr 2020 - 09:00, said:

 

Hello chaps.  : - )

 

Been faffing about and turned tracers back on to try work out if the AAA gunners were shooting at me.

Yes .they. were.

 

Now this question:

 

Can you see tracers that are coming towards you???

 

As far as I am aware the tracer material is in the base of the projectile and so would

be blocked looking at it as it comes to wards you.... yes or no?

 

With tracers OFF it is way way way much more difficult to shoot things. I like it.

You actually have to aim and peer carefully at your target. It's cool.

 

And the bullet trails, well they just look very naff so they are a no brainer.

 

 

Maybe tracers toned down? A very very subtle hint of burning phosphorus?

 

I'm sitting on the fence a bit with the tracers but both ways it's interesting.

 

Dog fighting in MP with tracers OFF would be really difficult. : - )

 

S!

 

Knalp.

 

 

knalp, on 11 Apr 2020 - 09:18, said:

 

Here are the two mods I created.

 

It was a bit of grind to find out how all this stuff works, as I am not very bright and I have yet to grow up. ... Ahem.

 

Give it a bash if you like:

 

The mods in a folder :

Attachment Bullet mods by Knalp.zip

 

 

The zip file was created with WINRAR, which is here:

https://www.win-rar.com/start.html?&L=0

 

 

 

You need JSGME :

https://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml

 

 

Good luck!

 

S!

 

Knalp.

 

 

MrBruce2, on 24 Apr 2020 - 00:25, said:

 

Hey Knalp

 

How did you find the bullet files to change the ammo?

I go to my game files and go to data>luascripts but theres nothing there like when you go to it in your mod.. 

Yours then goes to worldobjects>ballistics then shows all the ammo types. I want to get there in my own, unmodded game. How would I find that?? 

I have looked in lua scripts and data and havent found anything close, do I need to do something special? Thanks for your time

 

 

knalp, on 24 Apr 2020 - 06:17, said:

 

The game uses packed files which get unpacked at some stage when the game is launched. Every time.

 

These files are then deleted when the game shuts down. They are in Ram? I guess. Or a Virtual disk...

 

to open them MANUALLY you have to use UNGTP.

 

It's a bit tricky to use as its a command line program. etc.

 

Essentially you make a new folder someplace and the unpacked files are in it.

In this folder will be the files that are used to show stuff, like the tracers, bullet smoke trails etc.

 

When you make a mod file you take one of these folders/files etc, tweak it and then save it in the right place and

then launch RoF with mods ON. then the game uses those files NOT the files it will unpack.

 

If you use JGSME then fiddling with Mods will be easier. Trust me this is the way forward.

 

The whole thing is tricky and you can muck the game up accidentally. So make a back up of the entire RoF folder.

 

It can be rewarding when you finally learn the magic, as I did.

 

Essentially you can mod most visual things and then some other cool stuff. ( adding your own models etc )

I am no expert!

 

hope this has helped a bit. I can do a primer if you like, but will need to remember what  I did....

 

 

S!

 

Knalp.

 

 

MrBruce2, on 27 Apr 2020 - 12:51, said:

 

Thank you SO much! I was wondering where people were getting all these files lol. And yeah I agree JSGME is great. I have modded other games and this seems quite easy in comparison, Ill be working on a bunch of stuff now that I know how to access it wink.png

Also, once I get into the files which one changed tracer frequency? I downloaded a mod that changed it to 1 in 5 and thats wayy too infrequent for me. I have terrible eyesight and would like 1-1 tracers, 50/50 split. thanks

 

 

knalp, on 27 Apr 2020 - 17:45, said:

 

So far, no luck trying to find a file that looks like it controls MG belt ammunition composition.

 

There are files that are encrypted, .mgm etc etc.

What they have in them is anyone's guess.

 

Sooo.... I am picking that tracer frequency is not going to be an easy one to mod.

 

Have you seen this:

 

to use UNGTP.

 

Copy UNGTP.exe into your DATA folder.

Grab a .GTP file and drag it onto UNGTP.exe and then drop it.

 

UNGTP will create a folder called ( null) in the Data folder and

expand all the files into folders into that  folder.

Continue dropping files onto UNGTP.exe

 

If you get an error when expanding files just press return.

 

Also this:

 

You can tweak an image file WHILE IN GAME.

To reload the new file just restart your mission.

 

IE.

In my tracer mod I loaded the mod using JSGME.

then opened the folder IN USE BY THE GAME and started

swapping TRACERDOT.BMP out with new ones.

Evertime I just reload the mision and viola I have the new .bmp

file used in game.

 

Remember to copy the file you have decided on and do not leave it in

the folder used by the game. ( the live folder that JSGME copied into the RoF folder)

 

You have to realise that the mod folders in use by RoF are temporary.

and the actual folders are in the MODS folder used by JSGME.

 

I found this whole process to be tricky and can cause major issues if you have loads of folders open

and lose track of which way is up. Use at your own peril.

 

But it is much faster than starting the whole game up....

 

In fact a program that swaps images in and out of specified folders would be useful for tweaking....

 

S!

 

Knalp.

 

 

127Tom, on 21 May 2020 - 03:42, said:

 

Thank you for this! I tried it and it worked like a charm.
But is it best to use this after or before the "less lethality" mod ?

 

 

 

 

 

TG-55Panthercules
Posted (edited)

Reduced rate of fire mod (originally posted by gavagai)

 

originally posted by gavagai:

 

 

Hi everyone,

Here is a mod that reduces the rate of fire of the Vickers, boosted Vickers, Spandau, and Parabellum machine guns. Some of us want to try this because we have read that pilots did not set their guns to fire at the maximum rate (in order to prevent jams). It also seems prudent because nothing was done to strengthen airframes or engines with 1.026, when firepower was dramatically increased for most scouts.

Just put it in your jsgme folder and enable it as normal. Make sure to select mods on.

Here are the changes:
boosted Vickers: was 750rpm, now 550rpm
Spandau: was 650rpm, now 450rpm
Vickers: was 500rpm, now 450rpm
Parabellum: was 700rpm, now 650rpm
Lewis gun remains at 550rpm.

 

rate of fire.zip

 

 

J.j., on 24 Sept 2013 - 14:40, said:

 

Well, in your files there are defintively two types of Spandau, and also two types of Lewis. What are lmg_08_15_f.txt and lewis_inv.txt?

 

 

gavagai, on 24 Sept 2013 - 14:48, said:

 

Yes, but none of the German scouts use the spandau file marked "f." (I looked at many of them)

The other file is for an inverted Lewis gun. Is that on the dolphin weapon mod?

I have included all of the files that ungtp'd, but I haven't necessarily adjusted all of them.

 

 

J.j., on 24 Sept 2013 - 14:51, said:

 

Ok. Strange though that the lmg08f file is not used!

 

 

gavagai, on 24 Sept 2013 - 14:54, said:

 

At least, I haven't found the aircraft that uses it. I will keep looking. Tell me if you find a German scout that doesn't have its rate of fire impacted by the mod.

 

 

Panthercules, on 24 Sept 2013 - 16:11, said:

 

Just curious - is it that hard to change the rate in these files? Why not just go ahead and adjust all the files? That way, you won't have to worry about maybe missing some (and if they're not used, presumably the adjustment won't hurt anything).

 

 

gavagai, on 24 Sept 2013 - 16:17, said:

 

Sure panthercules, will do. It is very easy to mod these files. Part of the reason why I left it was to see if I could find out where the file is used. This is a test, after all, not a finished mod.

 

 

hq_Jorri, on 24 Sept 2013 - 16:24, said:

 

Nice one!

Did you check the Fokker E.III for the mystery spandau?

 

 

gavagai, on 24 Sept 2013 - 16:25, said:

 

Yes, it doesn't have it.

———–

Ah, found it. It's there for the Roland, W12, and Halberstadt D2.

 

 

gavagai, on 24 Sept 2013 - 16:37, said:

 

Updated the file so that the "f" spandau has the same rate of fire as the other one. The only difference between them is that the "f" weighs 13kg. I guess that's because these newer aircraft do not include the weapon mass in the aircraft components.

 

 

HotTom, on 24 Sept 2013 - 16:40, said:

 

Cyclic rates have nothing to do with jams. Why would they?

Jams were caused by primers that didn't ignite and shell casings that burst and insufficient powder in the casing, mostly due to poor quality control resulting from the huge number of rifle-caliber rounds manufactured every day in WWI and a bit of greed by the contractors.

Bad primers (British ammunition particularly has very hard primers, it takes a really good whack from the firing pin to ignite them) were the main reason and, in that respect, the simple manual recycling of the action was a quick and easy cure, which RoF models quite well.

Rate of fire had nothing to do with it.

I'll still try your mod, though. 

 

 

gavagai, on 24 Sept 2013 - 17:03, said:

 

Ok, help me out here then. Why did Boelcke have his Spandaus set to 440rpm even though they could be set much higher?

 

 

HotTom, on 24 Sept 2013 - 17:16, said:

 

I dunno. Could be all kinds of reasons: Conserve ammo, minimize vibrations (more accurate and less parts falling off).

Email him and ask. 

 

 

J.j., on 24 Sept 2013 - 17:20, said:

 

Sounds like the early Spandau, W.12 and Marine units used an early version of the Spandau. It is strange the E III doesn't have it.

 

 

gavagai, on 24 Sept 2013 - 17:30, said:

 

By default the only difference is that the regular spandau weighs 0.01kg, and the "f" weighs 13kg.

 

 

hq_Jorri, on 24 Sept 2013 - 17:40, said:

 

Those three planes were developed later than the E.III, that could be related to it.

 

 

gavagai, on 24 Sept 2013 - 17:41, said:

 

Yes, I think it's because the sim has become more modular. Rather than including the weapons in a total mass, the weapons are separate objects with their own mass and drag properties.

 

 

Panthercules, on 24 Sept 2013 - 18:22, said:

 

I can understand why certain kinds of problems (like the types of jams/misfires you mention) wouldn't seem likely to be affected by the attempted rate of fire. And I don't have any practical experience with belt-fed MGs, so I'm just speculating here. However, from a purely logical perspective I can imagine a number of reasons why higher cyclic rates might tend to increase the occurrence of certain types of "jams"/feed problems. I would think that just the mechanical process of trying to run those loaded-into-the-belt(or drum)-by-hand rounds through the gun mechanism at higher speeds/rates would magnify any little imperfection in the ammo feed system and be likely to result in a potentially higher failure rate (i.e., jams or whatever you want to call them).

In any event, regardless of the theoretical basis (or lack thereof) for this potential concern, if there is actual historical evidence for an operational rate of fire that is significantly lower than the maximums reflected in the current RoF setup, it would be nice to be able to implement that lower rate via a mod like this, so I appreciate gav's efforts and I'm looking forward to trying it out.

 

 

HotTom, on 24 Sept 2013 - 18:26, said:

 

That's all very lovely, Panther, but I am going back to Gav's rationale for making this mod: "Some of us want to try this because we have read that pilots did not set their guns to fire at the maximum rate (in order to prevent jams)."

He uses bureaucratic doublespeak just like you do. 

Who is "us" and who is "we"? And was the real reason preventing jams? Who says so?

Oh, and the belts weren't hand-loaded, they had a machine that did it. I used to own one of these M1918 Belt Loaders (stillused in WWII) back in my MG days

Lewis guns had a loading machine, too


HT

 

 

gavagai, on 24 Sept 2013 - 19:00, said:

 

HT, there's also the issue of the damage model not being adjusted at all with 1.026. Weren't you impressed with the "awesome firepower" after 1.026?

This mod also reduces the ridiculous firepower advantage that the German scouts have in the early war period. By default the 2xSpandaus can fire up to 1300 rpm, compared to the 500 rpm of an Entente scout, a factor of 2.6, not 2!

 

 

HotTom, on 24 Sept 2013 - 19:22, said:

 

THAT sold me as I always fly Allied (not Entente) and I usually fly in 1916. 

 

 

Gadfly21, on 24 Sept 2013 - 19:48, said:

 

Downloaded.

BTW Gav, there is a mod (perhaps it was in your mod compilation) that reduces pilot hit count to 2.

 

 

gavagai, on 24 Sept 2013 - 19:55, said:

 

Yeah, that is old and it no longer works. I removed it from the mod compilation a long time ago.

Maybe I should try again?

 

 

Panthercules, on 24 Sept 2013 - 20:39, said:

 

Cool - nice to learn something new every day 

I thought I remembered reading something about pilots sometimes loading up their own belts (or at least checking the work of their ground crew in loading their belts), and it made it sound like they were being done by hand, but using a machine certainly makes more sense given the vast numbers of MGs in service at the time (both on the ground and in the air) and thus the massive number of ammo belts needed to feed them.

 

 

gavagai, on 25 Sept 2013 - 08:09, said:

 

There are anecdotes with some pilots checking over their belts, e.g. MvR. If it takes 800 rounds to bring down a target you don't want malfunctions!

—————–

So, any reactions to this mod? So far I like it. It takes significantly longer to down a target most of the time. Sometimes I fire on target and don't see any visible result (sound familiar?). I am still happy that we got the 1.026 update, but the miniguns it delivered were not what I had in mind. Slowing down these weapons to pre 1.026 speeds allows us to finally see the effect of greater dispersion without a higher rate of fire confounding the result.

 

 

Hellshade, on 25 Sept 2013 - 08:42, said:

 

Historically accurate or not, it would make dogfights a bit more challenging and therefore, IMHO, rewarding if I couldn't just make a single quick pass in my Alb DIIt and saw the wings off of a pup with alarming regularity.

Last night I toasted 3 pups in three quick, successive passes. Every one of them had their wings disintegrate with just a quick burst. It's like the poor pups have a sign and a dotted line on their wings that says "Please cut here with Spandau scissors". ——–

 

 

Hellshade, on 25 Sept 2013 - 08:47, said:

 

If it took MvR 800 rounds to bring down a target, clearly someone needs to tell him to upgrade to patch 1.026. Problem solved. 

 

 

J.j., on 25 Sept 2013 - 09:21, said:

 

https://combatace.com/forums/topic/73270-gunnery-mod-bundle-jsgme-enable/ 

Some very interesting infos also, from guys modding OFF.

 

 

J.j., on 25 Sept 2013 - 09:39, said:

 

Here maybe my suggestions:

boosted Vickers: was 750rpm, now 800rpm
Spandau: was 650rpm, now 450rpm
Vickers: was 500rpm, now 450rpm
Parabellum: was 700rpm, now 650rpm
Lewis gun remains at 550rpm.
Ballon gun: was 600rpm, tune it down to 550 rpm.

About boosted Vickers, nearly all infos I found on the Haelton device state a rate of fire of 850 rpm. I have no idea where the 750rpm figure of ROF 1.026 patch comes from.
Of course I understand this will make some teeths to crinke, especially from German pilots. 
But if you found evidence of less than 850 rpm, then post it!

Vickers 11mm seems to have work from 500 to 600rpm, so median value of 550 is maybe good.
For Spandau this is problematic, we have conflicted infos.
I think it is great to have equal ROF for early Vickers and Spandau (pre-summer 1917), but I thin an option to have Spandau rate of fire fired up a bit for 1918 could be good, let's say 525 rpm? (median values between 450 and 600rpm, which to have been max rate of fire of aerial Spandaus to avoid jams or stoppages)
So a JSMGE option for an "early" and "late" Spandau could be good, just my opinion.

 

 

2Lt_Joch, on 25 Sept 2013 - 09:45, said:

 

nice find J.j., especially post #14 by Bletchley:


On the German Spandaus, Dave Watts had posted that some pilots would set the ROF of one gun higher than the other to increase the overall ROF

 

 

 

unreasonable, on 25 Sept 2013 - 10:00, said:

 

Thanks for this mod - I have just converted my Jasta 2 B career DiD pilot to the new rate of fire on the Alb DII, and overall he likes it, even if he is now spending 3 days in hospital after underestimating an FE!

If you are just giving a quick squirt to drive an opponent down you waste less ammo, while if you have a good firing position the new rof is still sufficient to do the job. It somehow sounds better too!

btw: have just come back to give Rise of Flight another go after leaving it aside for 2 years due to my initial disappointment with the single player experience, and I am impressed by how much it has improved. Mods like this help, even if it is partly placebo effect.

 

 

Hellshade, on 25 Sept 2013 - 10:07, said:

 

If you haven't already, I highly recommend Pat Wilsons Campaign Generator. I believe it's up to version 14.1. Career mode is in permanent beta, but PWCG has been coming along nicely.

 

 

unreasonable, on 25 Sept 2013 - 11:01, said:

 

Thanks for tip Hellshade: I will PWCG a try, for my next career. (I am up to about 20 hours now, do not want to abandon ship…)

 

 

gavagai, on 25 Sept 2013 - 12:37, said:

 

Hi J.j.,

I'm really looking for a primary source that backs up rate of fire for the boosted vickers on an aircraft. All of these weapons could be set to fire very quickly, but so far the evidence I've seen says that the rate was typically decreased for use on an aircraft.

So, we have the 440rpm figure from Boelcke. I'm yet to see a corresponding statement from a British of French pilot. Does anyone have one?

 

 

J.j., on 25 Sept 2013 - 14:15, said:

 

Just to check… We plan to use it in our historic coops, I guess this mod is like all AI mod, depending on the settings of the server?

I mean, normally only the server has to install it, then it "forces" all other players to have the reduce rates of fire?

 

 

LukeFF, on 25 Sept 2013 - 15:14, said:

 

US Army Ordnance Pamphlet, from November 1918. The full document is somewhere on Google Books

 

 

J.j., on 25 Sept 2013 - 15:17, said:

 

Well, 800 rpm for increased Vickers!

 

 

HotTom, on 25 Sept 2013 - 15:47, said:

 

They put those boosters on for a reason!

Thanks for doing the research, Gav! 

 

 

gavagai, on 25 Sept 2013 - 16:25, said:

 

Thank LukeFF. That's going to be a serious firepower advantage, but if that's how it was, then that's how it was. I'll update the mod when I get home tonight.

 

 

2Lt_Joch, on 25 Sept 2013 - 16:42, said:

 

Well that resolves the Allied side, although it looks like the "boosted" rate would only apply after oct. 1917.

There seems to be a lot less info on the German side (what else is new). For example, I find it hard to believe that they were using cloth ammo belts all the way to the end of the war? Second, I have also seen references to a "booster" being used by the Germans, although I have not seen any info on performance.

As far as I can tell, the Vickers and the Spandau were both improved versions of the Maxim and both shared the same basic design, so the "booster" should have worked as well on the Spandau as on the Vickers. I am sure the Germans captured planes with "boosted" Vickers and saw the advantage. I find it hard to believe they would not have tried to use the same design. After all, the Germans always closely examined captured Allied planes and had no problem copying all the good stuff.

 

Here is Bletchley's post:

 

Quote

The Lewis gun Mk.I had a rof of 550 rpm, increased to the higher rate of around 700 rpm with the introduction of the Mk.II and Mk.III in May 1918.

The Vickers and the Maxim (Spandau) had a reliable rof of around 450 rpm when used with fabric belts in the air. The earliest mechanical synchronisation gears used by both the Germans (Fokker and Albatros types) and the British and French reduced this to around 350 rpm. The introduction of an improved Fokker type with the Albatros D.III or D.V (not quite sure of the exact date) then raised this back up to 450 rpm, but the introduction of a muzzle booster seems to have only improved the reliability of the Maxim and not increased the rate of fire. The limiting factor here appears to have been the continued reliance on fabric belts that would become stiff when cold and wet, and would not reliably support a higher rate of fire. The Germans were the first to introduce the metal disintegrating link belt to replace the canvas belt, but they do not appear to have had access to the right quantity or type of hard alloy to provide a stiff enough belt that would work reliably in the air, and after initial experimental use in the Fokker E.III they went back to using canvas belts.

The British introduced the Constantinesco synchronising gear in March 1917, a big improvement on earlier gears as it did not rely on a mechanical linkage and did not therefore limit the rate of fire by engine speed. This appears to have raised the rof of the Vickers to around 450-500 rpm, still limited by the use of a canvas belt. The first metal disintegrating links appear to have been the Sangster links introduced for land use in January 1916, but not in great numbers, and the Myers Mk.I or "MS" belt for air use in July 1916. These early links, however, suffered from the same problem with the metal alloy as the German type and were therefore rejected for air use, with Col. Sefton Brancker reporting to Trenchard that "the articulated belt is made of too soft a metal and the clips are subsequently jamming". It was only with the Prideaux link first developed in December 1916 that a hard enough alloy was used, and not until October 1917 with the Mk.III version that a good enough design for reliable air use meant that a higher rate of fire could be supported. The introduction of the Hazelton muzzle booster in May 1917 then raised the Vickers rof to 1000 rpm in land use, and it was the combination of the Constantinesco synch. gear and Prideaux links already in use that meant this could then be exploited to raise the Vickers rof to 850 rpm for air use (reduced from 1000 rpm to reduce jams and stoppages) in October 1917. This also appears to have been the time that the ammunition load for the synchrionised twin-Vickers used on the Sopwith Camel went from 250 rounds per gun (2 x 250 round canvas belts) to 500 rounds per gun (2 x 500 round Prideaux link belts), just in time for a change of role for the Camel to ground strafing and attack support.


So, it seems like Rise of Flight introduced the boosted Vickers a little early. Nothing I can do about that. I'm also having a hard time reconciling what he says about the early Spandau rate of fire on the Albatros D.II and Eindecker with Boelcke's 440rpm.

——-

Also, regarding Spandau improvements, Dave Watts measured 440rpm from the gear box of a D.IIIau engine, so the Germans still used that setting in 1918.
 

 

 

HotTom, on 25 Sept 2013 - 18:24, said:

 

Quote

Well that resolves the Allied side, although it looks like the "boosted" rate would only apply after oct. 1917.

There seems to be a lot less info on the German side (what else is new :roll: ). For example, I find it hard to believe that they were using cloth ammo belts all the way to the end of the war? Second, I have also seen references to a "booster" being used by the Germans, although I have not seen any info on performance.

As far as I can tell, the Vickers and the Spandau were both improved versions of the Maxim and both shared the same basic design, so the "booster" should have worked as well on the Spandau as on the Vickers. I am sure the Germans captured planes with "boosted" Vickers and saw the advantage. I find it hard to believe they would not have tried to use the same design. After all, the Germans always closely examined captured Allied planes and had no problem copying all the good stuff.

 

 

 

There you go again! 

"I find it hard to believe" and "As far as I can tell" and "I am sure" isn't proof of anything. 

Okay, I'm paraphrasing below but here is the gist of it:

The 08 and 08/15 used cloth belts throughout the war. They never had a booster and had slower rate of fire than the boosted Vickers, which was a much more modified version of the Maxim design than the Spandau.

The Hazelton boosted Vickers (introduced in May 1917) required a number of changes to stronger parts in the gun because of the more violent action (parts falling off again!). They don't explain why the Germans didn't copy it but they didn't and that's all that matters. Tony Williams and Emmanuel Gustin discuss the Maxim-based Spandau and Vickers guns in detail in their book "Flying Guns World War I."

As for the belts, you have it backwards. The Germans invented the disintegrating belt first and the British found it in a captured German plane in April 1916. The Germans gave up on the concept probably because of a lack of the high quality steel required and went to soaking cloth belts in soap, which made them more reliable. Meanwhile, the British took the German disintegrating belt concept and improved on it with a complete redesign by Prideaux, which became the standard for the Vickers gun. (also from Tony Williams and Emmanuel Gustin "Flying Guns", pp. 30-31).

 

 

J.j., on 25 Sept 2013 - 18:34, said:

 

Quote

So, it seems like Rise of Flight introduced the boosted Vickers a little early. Nothing I can do about that. I'm also having a hard time reconciling what he says about the early Spandau rate of fire on the Albatros D.II and Eindecker with Boelcke's 440rpm.

——

 

 

Well, we could go with two JSME variants of the rate of fire mod:

One for 1917 with Vickers at 450 rpm, boosted Vickers at 500 rpm, and Spandaus at 440 rpm.

One for 1918 with boosted Vickers at 800rpm, and Spandau "late" at 530 rpm.

 

 

HotTom, on 25 Sept 2013 - 19:20, said:

 

Quote

Quote

So, it seems like Rise of Flight introduced the boosted Vickers a little early. Nothing I can do about that. I'm also having a hard time reconciling what he says about the early Spandau rate of fire on the Albatros D.II and Eindecker with Boelcke's 440rpm.

——

Well, we could go with two JSME variants of the rate of fire mod:

One for 1917 with Vickers at 450 rpm, boosted Vickers at 500 rpm, and Spandaus at 440 rpm.

One for 1918 with boosted Vickers at 800rpm, and Spandau "late" at 530 rpm.

 

 

 

Whoa, jj! Where are you getting those numbers?

The boosted Vickers was 850 (reduced from a possible max of 1,000) and it was in service from May 1917 onward.

The 08'15 was 450. Period. I have no idea what a Spandau Late is (there was an 08/18 but the design didn't see service until the early 1920s).
 

 

 

gavagai, on 25 Sept 2013 - 19:47, said:

 

Yes HT, but read Bletchley's post above.

 

Quote

The introduction of the Hazelton muzzle booster in May 1917 then raised the Vickers rof to 1000 rpm in land use, and it was the combination of the Constantinesco synch. gear and Prideaux links already in use that meant this could then be exploited to raise the Vickers rof to 850 rpm for air use (reduced from 1000 rpm to reduce jams and stoppages) in October 1917.




I have no special knowledge here. If you can tease out the different accounts for us that would be helpful.

 

 

HotTom, on 25 Sept 2013 - 20:17, said:

 

Okay, but this is what jj is recommending:

One for 1917 with Vickers at 450 rpm, boosted Vickers at 500 rpm, and Spandaus at 440 rpm.

One for 1918 with boosted Vickers at 800rpm, and Spandau "late" at 530 rpm.


That doesn't match either Bletchley (whoever he is other than an OFF modder who seems to know what he's doing) or Tony Williams (who is "The Man" on this topic; in fact, he has a website and you might ask him directly).

Why would the "boosted" Vickers be only 500 in all of 1917 when the gun was issued beginning in May?

And I still don't know what a Spandau "late" is. 

He just confused me is all. How about a source or two, jj?

 

 

gavagai, on 25 Sept 2013 - 20:23, said:

 

Yeah, I don't know where the "late" spandau comes from. I just posted above that Dave Watts measured 440rpm from the gear box of a Mercedes D.IIIau.

I think it's just hard to accept that the CP were so outgunned, but the evidence says they really were.

 

 

gavagai, on 25 Sept 2013 - 20:38, said:

 

HT, Bletchley is one of the most knowledgeable and respected members of theaerodrome.com. I thought you would recognize his name.

Anyway, I like J.j.'s idea of splitting the mod by the October 1917 date.

So, something like this:

Before October 1917:
450rpm all Vickers
440rpm Spandau

October 1917 and later:
800rpm all Vickers
440rpm Spandau

What about the Lewis gun. Its rate of fire increased, too. When did that happen? I don't want this idea to explode into 3 or 4 separate mods to use.

 

 

HotTom, on 25 Sept 2013 - 20:41, said:

 

Just email Mr. Williams. See what he says.

He posts frequently on The Aerodrome so I suspect he is approachable.

 

 

gavagai, on 25 Sept 2013 - 20:50, said:

 


 

Quote

Its free rate of fire was also increased from 550 to 850 rpm by fitting a Hazleton muzzle adaptor, although the actual RoF of a synchronised gun would have been much less than this. Synchronisation was always problematic and inclined to slip out of phase, but the Constantinescu-Colley, or C-C, hydrosonic system performed relatively well.

ARGH!  How much is "much less?"

Tell you what. Enjoy the mod as it is for now, and gather more information. If you want to adjust something on your own, go ahead. Gather more information and we can discuss further revisions. I'd like to know more about balloon guns, the different rates of fire for the Lewis, what was the rate of fire of the boosted Vickers, really, etc.

 

 

HotTom, on 25 Sept 2013 - 21:16, said:

 

I can't believe this. You won't even ask him? You would have starved as a news reporter. 

 

 

gavagai, on 25 Sept 2013 - 21:45, said:

 

No, I can do that. I'm just frustrated at how much inconsistent information is out there.

 

 

gavagai, on 26 Sept 2013 - 00:03, said:

 

Wow, HT, have you seen this site? https://www.forgottenweapons.com/category/machine-guns/lmg/

Look at the pdfs. Those aren't just book covers.

 

 

HotTom, on 26 Sept 2013 - 01:25, said:

 

Good stuff! I bookmarked it!

The Lewis was a remarkably good gun. A friend of mine, Brian Dick, who has repaired several old British sniper rifles for me, has a 1914 BSA Lewis for sale at $19,500. Not a bad price and I've seen it and it's beautiful but way beyond the reach of an old pensioner. 
 

 

 

lederhosen, on 26 Sept 2013 - 03:13, said:

 

Salute

downloaded and I find the MOD very nice.

 

 

hq_Jorri, on 26 Sept 2013 - 04:59, said:

 

Great find!

 

 

Hellshade, on 26 Sept 2013 - 08:57, said:

 

Great mod. I wouldn't have a clue about what RoF was historically accurate by which planes during specific time frames, but I do know that it's at least a little bit harder for my Alb DIIt to cut the wings off pups. Still relatively easy compared to other planes of course, but no longer an almost given with a single pass or two. Thanks for putting them back into the fight a little more.

 

 

J.j., on 26 Sept 2013 - 13:27, said:

 

Quote

Okay, but this is what jj is recommending:

One for 1917 with Vickers at 450 rpm, boosted Vickers at 500 rpm, and Spandaus at 440 rpm.

One for 1918 with boosted Vickers at 800rpm, and Spandau "late" at 530 rpm.


That doesn't match either Bletchley (whoever he is other than an OFF modder who seems to know what he's doing) or Tony Williams (who is "The Man" on this topic; in fact, he has a website and you might ask him directly ).

Why would the "boosted" Vickers be only 500 in all of 1917 when the gun was issued beginning in May?

And I still don't know what a Spandau "late" is. :?

He just confused me is all. How about a source or two, jj?

 

 

 

1) Boosted Vickers at 800 rpm (according to the document Luke posted) was only after october 1917, so we can consider a widespread usage at beginning of 1918.
Before october 1917, boosted Vickers should fire at 500 rpm (Hazelton device allowing a slightly increase in rpm, but old canvas bands are still limititing the rate of fire.)

2) Boelcke said that he has tuned his Spandau to fire between 440 rpm/ 600rpm. I was proposing 530 rpm as a stand in for a "tuned" Spandau in 1918, to counterbalance with the fast-firing Vickers of 1918. 530 rpm is a median value between 440 rpm and 600rpm. That way we have some balance, and a median value which can satisfy everybody.

That is a proposition, and not told by sources (at least no other source than the Boelcke one).

 

 

HotTom, on 26 Sept 2013 - 13:48, said:

 

Quote

Quote

Okay, but this is what jj is recommending:

One for 1917 with Vickers at 450 rpm, boosted Vickers at 500 rpm, and Spandaus at 440 rpm.

One for 1918 with boosted Vickers at 800rpm, and Spandau "late" at 530 rpm.


That doesn't match either Bletchley (whoever he is other than an OFF modder who seems to know what he's doing) or Tony Williams (who is "The Man" on this topic; in fact, he has a website and you might ask him directly).

Why would the "boosted" Vickers be only 500 in all of 1917 when the gun was issued beginning in May?

And I still don't know what a Spandau "late" is. 

He just confused me is all. How about a source or two, jj?

1) Boosted Vickers at 800 rpm(according to the document Luke posted) was only after october 1917, so we an consider a widespread ausage at beginning of 1918.
Then the boosted Vcikers before at 500 rpm (Hazelton device, but old canvas bands)

2) Boelcke said that his "tuned" Spandau fired between 440 rpm/ 600rpm. I was proposing 530 rpm as a stand in for a "tuned" Spandau in 1918, to counterbalance with the fast-frigin Vickers of 1918. 530 rpm is a median value between 440 rpm and 600rpm. That way we have some balance, and a median value which can satisfy everybody.

That is a proposition, and not told by sources (at least no other source than the Boelcke one).

 

 

Let's not start making up fantasy machine guns. It was what it was and nobody worried about the "fast frigin (cq) Vickers." We have enough fantasy weapons in RoF already. There was no Spandau Late. 

I'm not clear myself on when the Hazelton/Prideaux inventions raised the Vickers rate and Bletchley's OFF post seems to contradict itself: May or October 1917? He says both. I would go with May but certainly no later than October.

To complicate things even more, there was a Sangster disintegrating link belt in use for most of 1916 but the Prideaux superseded it. Wish I could find a date:

http://www.bocn.co.uk/vbforum/threads/4 

Prideaux's original patent appears to have been in 1915 but I haven't found when the Ministry of Defense issued a Letter of Change approving its use:

There is a post (with no reference) in The Aerodrome Forum stating: "Prideaux disintegrating links were approved for use by the Brits in October 1917, and were in widespread use in their aircraft by the end of that year. 

But then there is also this (I think he may be including the earlier Spangster belts): "The Allies used Prideaux metallic disintegrating links since 1916."

Go figure…

Clever fellow, Prideaux. He patented a speed loader for the Webley revolver in 1893 and an improved version in 1914:

 

 

 

2Lt_Joch, on 27 Sept 2013 - 09:05, said:

 

Came across an interesting quote by Robert Compston in Hart's "Bloody April". The 8th Naval Squadron RNAS was sent to the Arras sector in april 1917 to reinforce the RFC. At that time it was equipped with Sopwith Triplanes. In the quote, Compston is describing fellow pilot Robert Little's Tripe as having 2 MGs firing "2,000 rounds per minute". So, it looks like Little had two Boosted Vickers both set to fire at the maximum 1,000 rounds per minute.
 



Also this which had been posted before:
 

Quote

An Aeroplane Machine Gun -
BEFORE the Royal Commission on Awards to Inventors
last week, Maj. George Hazelton, late of the R.A.F., entered
a claim in respect of an invention for quickening the rate
of fire of a Vickers machine-gun. ~~
Sir Ernest Wild, K.C., for the claimant, said that the invention
was mainly used on aeroplanes' machine-guns, and
increased the rate of fire from 500 rounds per minute to 1,000
rounds per minute.
 The Government had ordered 50,000
sets, of which 27,000 had been supplied. Maj. Hazelton's
device had been described as the most meritorious aerial
gunnery invention during the War, and if an award were
made on its merits he would be satisfied.
Maj. Hazelton said that on one occasion a rate of fire of
1,385 rounds per minute was obtained.
 Maj. Harold Balfour,
R.A.F., who had brought down 15 German machines, said
that the use of the gear in aerial fighting increased the
chances of a pilot by 100 per cent.
Mr. Trevor Watson said that the Treasury admitted the
invention, and they did net suggest that it was part of the
claimant's duty to invent.
The decision of the Commission will be given later.

 

 

 

J.j., on 29 Sept 2013 - 18:07, said:

 

There were definitively two Spandaus type, the lMG 08 and the LMG 08/15. First one (lmg0815f in the game) is the early type, a derivative from the MG 08 used on the ground. Second one was designed first as an aerial gun, and was introduced in 1917. The Fokker EIII of the game should have the lMG 08, but as gavagai said when the aircraft was released the gun was not modelized yet. Marine planes like the W12 used these weapons even after 1917, that's correct.
And it is possible there was some changes in the rate of fire, since the lMG08 was lacking a muzzle booster introduced with the LMG 08/15, but I haven't found any precise reference to that.

 

 

2Lt_Joch, on 30 Sept 2013 - 09:10, said:

 

came across this interesting post by Dave Watts (post #49):

 


 

Quote

An LMG Spandau has a ROF adjuster that ranges from "0 - 700". I have fired these weapons and they don't like to operate at the higher ROF settings as you are tightening a recoil spring and if your ammo is not up to snuff the gun will simply not reload. In all observations I have made from WW1 period photographs of aircraft the guns are normally set for around 430 ROF, and with actual conducted field operation of the weapon I can confirm it operates the smoothest and most reliably with this 430 ROF setting, (and this is utilizing the barrel "booster"). So when Fokker sites 800 shots a minute he can't be talking about the most commonly used fighter weapon, the 7,92mm LMG Spandau, unless he is referring to the ROF of two LMG's, which would have universally been the case for German fighters at the end of the war. I believe 600 - 800 rounds per minute is quite accurate for two LMG's.


so the Spandau could physically be fired at up to 700 rpm, although 430 rpm seems the most reliable setting.

Apparently, the Parabellum could be fired at up to 1,000 rpm:

 

Quote

I'm not sure why they didn't use the Parabellum for the fighter aircraft as they fired up to 1000 rounds per minute, unless it was not deemed acceptable due to either too many jams due to the higher ROF and therefore an increase of encountered duds, or if the synchronizers couldn't make full use of the higher ROF, or possibly if DWM couldn't keep up with the production demands of the air force.


www.theaerodrome.com/forum/aircraft/13296-myth-german-fire-superiority-5.html#post137020

 

 

KodiakJac, on 07 Dec 2013 - 23:18, said:

 

I've been reading this thread off and on over the past few months and decided to make myself a mod package that allows me to change the rate of fire for a given time period on certain guns discussed in this thread. Thought I would post it for anyone else who would like to use it.

There is conflicting info in this thread, so if you wonder where I got the numbers I used the following:

"The Vickers and the Maxim (Spandau) had a reliable rof of around 450 rpm when used with fabric belts in the air. The earliest mechanical synchronisation gears used by both the Germans (Fokker and Albatros types) and the British and French reduced this to around 350 rpm."
Bletchley

Rate of Fire Jan 1916 - Feb 1917
Spandau lmg_08_15 (350 rpm)
Spandau lmg_08_15_f (350 rpm)
vickers_mk1 (350 rpm)
vickers_mk1_boost (350 rpm)

"The introduction of an improved Fokker type with the Albatros D.III or D.V (not quite sure of the exact date) then raised this back up to 450 rpm, but the introduction of a muzzle booster seems to have only improved the reliability of the Maxim and not increased the rate of fire."
Bletchley

Pat Wilson introduces the AD3 in Jan 1917 and the AD5 in May 1917 in PWCG, so the mid point would be Mar 1917. This also ties nicely for the second part of the mod:

"The British introduced the Constantinesco synchronising gear in March 1917, a big improvement on earlier gears as it did not rely on a mechanical linkage and did not therefore limit the rate of fire by engine speed. This appears to have raised the rof of the Vickers to around 450-500 rpm, still limited by the use of a canvas belt."
Bletchley

Also, for the Spandau rate of fire I considered this comment from Watts and averaged the two numbers at 440 rpm:

"An LMG Spandau has a ROF adjuster that ranges from "0 - 700". I have fired these weapons and they don't like to operate at the higher ROF settings as you are tightening a recoil spring and if your ammo is not up to snuff the gun will simply not reload. In all observations I have made from WW1 period photographs of aircraft the guns are normally set for around 430 ROF, and with actual conducted field operation of the weapon I can confirm it operates the smoothest and most reliably with this 430 ROF setting, (and this is utilizing the barrel "booster")."
Watts

Rate of Fire Mar 1917 - Sep 1917
Spandau lmg_08_15 (440 rpm)
Spandau lmg_08_15_f (440 rpm)
vickers_mk1 (475 rpm)
vickers_mk1_boost (475 rpm)

For the third time period I went back to Bletchley:

"The introduction of the Hazelton muzzle booster in May 1917 then raised the Vickers rof to 1000 rpm in land use, and it was the combination of the Constantinesco synch. gear and Prideaux links already in use that meant this could then be exploited to raise the Vickers rof to 850 rpm for air use (reduced from 1000 rpm to reduce jams and stoppages) in October 1917."

Rate of Fire Oct 1917 - Apr 1918
Spandau lmg_08_15 (440 rpm)
Spandau lmg_08_15_f (440 rpm)
vickers_mk1 (475 rpm)
vickers_mk1_boost (850 rpm)

And then the fourth part of the mod package adds an increase in the Lewis rof:

"The Lewis gun Mk.I had a rof of 550 rpm, increased to the higher rate of around 700 rpm with the introduction of the Mk.II and Mk.III in May 1918."
Bletchley

Rate of Fire May 1918 - Nov 1918
lewis (700 rpm)
lewis_inv (700 rpm)
Spandau lmg_08_15 (440 rpm)
Spandau lmg_08_15_f (440 rpm)
vickers_mk1 (475 rpm)
vickers_mk1_boost (850 rpm)

Using JSGME I just activate the mod for whatever time period I am flying (don't forget to deactivate the one you are currently running first). The boosted Vickers is in all files because Gav made the comment that 777 might have introduced it too early. But I wasn't sure how early, so by placing it in all files, first at the the standard Vickers rof and then at the boosted rof beginning in Oct 1917 it ensures you won't be running the boosted Vickers before Oct 1917.

Thanks for posting the original mod file Gav, as I wouldn't have been able to do this without it. I've been having some fun with these, so thought I would put them out there for anybody else who is interested in using them.

Are Bletchley and Watts right? I don't know, but wanted to do something so started with them. All other guns not included in the mod files described above will run at Rise of Flight default rpm values when using these mods.
 

 

 

gavagai, on 08 Dec 2013 - 04:25, said:

 

Hi Bucksnort, that looks very interesting! Thanks for posting it. Please start a new thread for your mod or many will not find it buried here in the back.
 

 

 

J.j., on 16 Jan 2014 - 18:22, said:

 

Interesting thing is that on our ROF Fokker DVII, the rate of fire adjuster is shown on the Spandau gun, see here:

Image

And it appears to be "set" below 450 rpm, definitively under the 500 mark, whereas in stock ROF it is set at 650 rpm!

 

 

thedudeWG, on 27 Mar 2014 - 17:42, said:

 

Nice catch, J.j.! 

…but doesn't the fact that there is a 700 mark prove that nobody's really wrong here?

Here's my D.VII! 
177589_bcd2bdd3e888483c8ffed4fae3288aca.thumb.jpg.b4d860573568e31a005fd00329f12942.jpg

 

 

gavagai, on 28 Mar 2014 - 10:29, said:

 

Dave Watts studied the gear box of a Mercedes D.IIIau engine and concluded that it was set to fire the guns at 440rpm (max). So that means we have pilot accounts and engineering data to back up the lower rate of fire. The Germans invented metal ammunition belts but were still using fabric belts in 1918, so they could not make use of the higher potential rate of fire on the Spandau machine gun.

Sorry, but those are just the facts.

 

 

SYN_Bandy, on 28 Mar 2014 - 12:12, said:

 

Not sure if the Vickers Rate of Fire has been debated yet, but I remember reading a very interesting chapter written by the Gunnery Officer of Naval 8 squadron (see book URL below), in which he describes the introduction of the new gear and muzzle booster technology on their Camels.

Apparently it nearly doubled the ROF from previous armament, but oh, how he complained about having to deal with pilots and their stoppages! For them apparently there was no tuning down of the ROF to find a sweet spot, they simply went for it. But that is my memory of the chapter, I do not own the book myself so perhaps someone else can verify…

www.naval-military-press.com/naval-eight-a-history-of-no.8-squadron

 

 

J.j., on 28 Mar 2014 - 14:52, said:

 

Well, dude, if I've understood correctly the Spandau when used as a ground machine gun could theoritically be adjusted to 700 rpm ROF. But in reality it was not used on aeril machine guns for the reasons explained above. Or (and I think it is not going to happen), we should have modeled on Rise of Flight more frequent stoppages when guns settled at 700 rpm. In the meantime, the "new" rate of fire at 440 is a better representation of what machine guns were at this time - yet it is still not 100% accurate, I agree.

 

 

thedudeWG, on 28 Mar 2014 - 15:08, said:

 

Yeah, I'm starting to think the markings aren't directly related to rate of fire, anyway. It doesn't make sense to have a "zero" setting. Oh well, I thought it was a fun Photoshop opportunity …

I'll see you in BA IV!!! 
 

 

 

J.j., on 28 Mar 2014 - 15:21, said:

 

You seem a bit puzzled by this change Dude (yet it appears it's more historical than the unmodded game). If you think you're at a disadvantage flying Central in BA IV, please request your transfer to Entente, as we (561 Squadron for AB IV) wanted to fly Central this time!

 

 

thedudeWG, on 28 Mar 2014 - 15:55, said:

 

No concerns here, J.j.

… well aside from my original post regarding the AI skill levels for the AI gunners mod.

Good luck and have fun!

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted (edited)

Bullet strike mod?  (originally posted by JG1_Vonrd_J10)

 

originally posted by JG1_Vonrd_J10:

 

 

I did a search for this but didn't see anything that applies. What I was hoping for is a mod that increases the visibility of bullet strikes so that I have some notion of where (if /forum/public/style_emoticons/phpbb/icon_rolleyes.gif) my rounds are striking the enemy aircract. I would just like to use it for practice to improve my marksmanship. I have a hard time seeing hits (and yes, I do occasionally actaully score some hits) unless I ' m really close… yeah, I know I should try to be close before opening fire but I'm often hit by long range sniping and would like to return the favor. 
If ,as I suspect, such a mod doesn't exist, does anyone have recommendations?

 

 

B24_LIBERATOR, on 22 Feb 2013 - 02:38, said:

 

Watch where your tracers are going 

 

 

JG1_Vonrd_J10, on 22 Feb 2013 - 03:16, said:

 

Well, yeah I do but with the bullet dispersion it's hard to define specific strikes.

 

 

Trooper117, on 22 Feb 2013 - 05:01, said:

 

That's why WWI pilots advocated getting very, very close to your target… 

 

 

B24_LIBERATOR, on 22 Feb 2013 - 12:01, said:

 

Hold your fire till ya see the whites of their scarves 

 

 

MPcdn, on 22 Feb 2013 - 12:20, said:

 

Not sure if ROF moddles this but in real life tracers travel higher than the none tracer rounds. Todays rate is 1 tracer to 4 normal.

So at a distance aim slightly higher for more hits and do not forget to lead a aircraft.

 

 

chitoryu12, on 22 Feb 2013 - 12:44, said:

 

Best way I've seen is to get close and/or put yourself in a position where missing is impossible. If you're coming from above or below at a large plane (like a bomber) and you've got a fat target to aim at, you can be reasonably sure that you're making impacts. Otherwise, just get yourself in as close as possible; I've seen dogfighters basically close enough to use a pistol to make hits.

If you can't see the insignia, get closer!

 

 

thenorm, on 22 Feb 2013 - 15:21, said:

 

I always try to get close enough that I can distinctly see (and aim for) the pilot.

 

 

Red-Piano, on 22 Feb 2013 - 15:54, said:

 

I don't think there's any mods that do what you ask. But it really is pretty simple, unless you're directly behind them you almost always want to be aiming ahead of their nose.

An easy way to practice is to go up against Albatros D.Va's and when you're shooting you want to watch to see when their engine starts streaming smoke, then you know you've hit the mark.

Also I completely disagree with everyone telling you to get close enough to hit the pilot, if you get decent at deflection shooting you can whittle opponent's down by taking snap shots at them rather than trying to maneuver and fight until you get real close, that's a very difficult position to gain against AI and players unless you have a vastly superior plane or you get the bounce on your enemy.

 

 

MrBruce2, on 24 Apr 2020 - 11:47, said:

 

All ya have to do is go to your game files and find the effects folder and change the "fabric-hit" texture to something bigger/ more noticeable. I used a wood hit texture from il2 great battles

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted

Gunner and Pilot Hit Box Mod (originally posted by steppenwolf_)

 

originally posted by steppenwolf_:

[media]https://www.youtube.com/watch?v=z30bDwi72Tw&feature=youtu.be[/media]

 

 

This mod increases the chance of pilot and gunner death by incorporating additional hit/collision boxes for single engine fighters and bombers. 

 

This mod does not alter game ballistics, aircraft damage models, or pilot health.

 

Gunner and Pilot Hit Box Mod.zip

 

 

charlo, on 01 Nov 2015 - 16:01, said:

 

(Going wayyyy back on this comment) JoshEcho would approve, if he still flew RoF.

 

 

unreasonable, on 01 Nov 2015 - 16:17, said:

 

Excellent idea in principal. From watching the demonstration movie - several times - you might have overdone it a little? But I shall certainly give it a trial!

 

Thanks.

 

 

1PL-Husar, on 01 Nov 2015 - 18:28, said:

 

In theory it is Brilliant!
Thanks a lot for yours work Steppenwolf !

I gonna use it in Coop mode and report back.
I wonder how it will work with improved gunnery which i use together with reduced lethality mod (to prevent wings melting).
I wonder too how one can increase chance of flamers because personally i think that there is none in my career and it happens to rarely now (i know that back then was opposite). I read many times that when there was a fuel leak there was fear of fire too.

 

 

1PL-Husar, on 03 Nov 2015 - 19:11, said:

 

Well i played some coops and this mod do not ridiculously increased killed pilot or gunners numbers ? I made test and i can kill DFW gunner through fuselage (with pilot hand gun) which was impossible before ! I gonna use it because i thinks it is more accurate that mods off mode.

 

When you hit meat or fuselage which cover that meat - which is hard by itself, you maybe could kill in one pass - which is nice and more realistic!

 

 

Panthercules, on 03 Nov 2015 - 21:46, said:

 

Intriguing concept.  Would like to have the video show before and after - kinda hard to tell how different this really makes the results.  Also, where is the gunfire coming from relative to the camera view?  On the last plane (the FE3), it looks like shots hitting the fuselage behind the pilot are really going more sideways than toward the pilot yet are still killing him.

 

Not sure I need new ways to make it easier for the AI to kill me, but still, I'm looking forward to trying this in a few missions to see if I can tell what impact it's having on game play/results.

 

 

steppenwolf_, on 04 Nov 2015 - 07:47, said:

 

Thanks, Husar. 

 

Panthercules, all the target AC are parked around one DFW. I attached the rear fuel tank hit box from an EIII and an underseat fuel tank from another AC to the hit box of the pilot. The gunner has an extra hitbox taken from the fuselage of an SE5 attached to the space behind him. This increases the overall space needed to register a 'hit'. It's by no means perfect, but it does seem to result in more plausible dogfights. If you try the same set up in the ME with multiple AC in varying positions you'll see that it does make it a little easier to die, but not much.

 

Thanks for the feedback. 

 

 

Uwe_W., on 04 Nov 2015 - 10:18, said:

 

This is really really good stuff.
I've hoped for something like it for a long time!
Thanks!

 

 

ChiefRedCloud, on 04 Nov 2015 - 11:07, said:

 

Nice ... thanks ...

 

Chief

 

 

Dutch2, on 04 Nov 2015 - 13:04, said:

 

Is this change in hit box also including your own plane or just the the AI planes??? 

 

 

steppenwolf_, on 04 Nov 2015 - 16:31, said:

 

If affects both.

 

 

Dutch2, on 04 Nov 2015 - 16:54, said:

 

Thanks for the reply and for making mods, this will keep RoF still alive.

Do not forget a JSGME installer version, if possible. 

 

 

steppenwolf_, on 05 Nov 2015 - 09:10, said:

 

Thanks Dutch2. How do I make a JSGME installer version?

 

 

unreasonable, on 05 Nov 2015 - 11:57, said:

 

If you extract the zip file to whatever disc, Rise of Flight/MODS folder it appears in the JSGME menu and can be enabled. 

 

Still have not had time to test though... Salmonella, ugh, very uncomfortable week....sad.png

 

 

Joker_BR, on 05 Nov 2015 - 22:10, said:

 

Nice mod. Well done. It adds to the immersion - and to the necessity of being carefull when attacking.

Very good to be able to bring down two seaters - or at least kill the gunner - in one pass. I always go for the pilot/engine, so this mod suits me well.

Keeper! smile.png

Cheers.

 

1PL-Husar, on 06 Nov 2015 - 15:28, said:

 

One do not have to make this mod JSGME ready, becouse it is - just copy it to MODS directory ....

 

 

steppenwolf_, on 06 Nov 2015 - 22:15, said:

 

Thanks.

 

 

keeno, on 14 Dec 2015 - 05:39, said:

 

Steppenwolf,

 

I've been with RoF since it first came out all those years ago and still love it. This is one of the best mods out there. No more shredding  a plane to pieces waiting for the wings to fall off. Just like the old pilot memoirs, " get in close, un-leash a hail of lead and put a bullet through the back of the pilots head". It feels so much more real and what I expect it was like.

 

Thanks a lot.

 

Cheers 

 

 

Panthercules, on 14 Dec 2015 - 13:43, said:

 

Just curious - do you think there's any way to use the concepts behind this mod to somehow tweak the hit boxes associated with the rudder/hinges on the N17 to tone down the "glass rudder" syndrome that seems to afflict that plane (according to some threads around here)?

 

Maybe you could add some hit boxes behind/around the existing hit box that would be linked to damaging some other part of the plane, so that bullets that are currently hitting the existing box and causing the rudder hinges to fail might be "absorbed" by the new hit boxes and deal damage to less vital parts of the rudder or tail plane instead?

 

Or maybe there's some way to adapt the "reduced lethality" mod concepts (that seemed to strengthen the wings from being shed quite so quickly by bullet damage) to the rudder/hinge hit box area to accomplish a similar strengthening?

 

 

=HillBilly=, on 15 Dec 2015 - 12:16, said:

 

Just curious where is the files for the hit boxes located? 

 

 

ST_Agent86, on 15 Dec 2015 - 15:16, said:

 

LOL Haven't seen Josh in years.  smile.png

 

 

KurtZibling, on 17 Dec 2015 - 08:21, said:

 

Cool mod - That vid of the pilot executions made me shiver!

 

 

gavagai, on 26 Apr 2016 - 19:57, said:

 

Can't believe I missed this.  Trying it out now.

 

-----------------

 

Very nice work.  It finally makes it possible to kill a pilot or gunner through the canvas.  It also extends the range at which machine gun fire is dangerous.  Seeing that we already shoot down aircraft from 3x the range they did in WW1, and that there is no tripling of lethal range in WW2 sims due to practice time, some additional adjustments to reign in the shooting range could be good.

 

 

unreasonable, on 26 Apr 2016 - 23:47, said:

 

I think this is a fantastic mod: I used it when making the fight scene for my last movie, along with the official "improved gunnery" mod and your "Reduced Lethality", and it soon became obvious to me that the effect when you get a good clear shot on a bandit from behind is much more plausible than in vanilla where you have to snipe exactly at the exposed head. Same for you though: one has to very careful defensively. 

 

I am not sure how one can modify the range effect/problem though: this mod just adds hit boxes: is there some maximum range modifier that you can tweak in your "Reduced Lethalty" mod?

 

 

gavagai, on 28 Apr 2016 - 19:38, said:

 

We could slightly increase the dispersion for the Vickers and Spandau.  I need more practice with this mod to see if I really think that is necessary, though.

 

 

Fritz-Fraghof, on 12 May 2016 - 08:51, said:

 

Wonderful little mod. Thank you. Great to see innovative gameplay mods still coming out for Rise of Flight.

 

 

C.M.Bailey, on 23 May 2016 - 15:13, said:

 

I agree, being able to get the pilot or gunner with less than 4 headshots is great. As regards the gun range thing, well yes, the ability to get damaged at 400 meters while extending renders the possession of a top speed advantage almost moot. How about a simple mod that simply renders gunfire effective outside of say, one hundred meters?

 

 

Agostitos, on 14 Dec 2019 - 21:02, said:

 

Someone can tell me if it still works?, because of the versions and those things

 

 

J2_Bidu, on 15 Dec 2019 - 10:19, said:

 

Just use JSGME and try it out. I've used many mods, had them for a long time, and I don't remember they getting deprecated.

 

Good luck!

 

 

127Tom, on 17 Jan 2020 - 17:48, said:

 

I tried it. It do sounds cool in theory but I found it too easy to kill (I also use realistic damage mod)
Also when being shot at you will constantly be wounded. 
It sort of takes the fun out of the game

 

 

MrBruce2, on 08 May 2020 - 21:40, said:

 

Wow, thanks for this! This is the best mod Ive found for this game so far. It makes the game way more believable and realistic, this is how I expected the game to be when I first downloaded it. Its so stupid how in the base game you can put like 100 rounds into the fabric right behind the pilots seat or into his head rest and nothing happens. Any calibre at 50-100 meters is going straight through that in real life! This makes the game much more exciting in my opinion, I never really felt threatened by the AI until I downloaded this. Absolutely fantastic mod.

 

 

  • Like 1
TG-55Panthercules
Posted

Oil Spatter Mod. JSGME friendly, ready to download (originally posted by Feathered_IV)

 

originally posted by Feathered_IV:

 

This replaces the default oil splat with a finer, though no less dense spray. Pictures and link below.

Enjoy!

http://www.mediafire.com/?dl3spmf0hdymku8

 

 

UBzX2A1.jpg

 

KrFbF7k.jpg

 

 

 

realCallahan, on 25 Nov 2012 - 12:51, said:

 

The pictures look great, make a poll to add it to ROF /forum/public/style_emoticons/phpbb/icon_e_wink.gif

 

 

Edward_Gale, on 25 Nov 2012 - 12:52, said:

 

Yay! Thanks Feathered!

/forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

 

Feathered_IV, on 25 Nov 2012 - 19:46, said:

 

Woops, you can unzip the downloaded file and drop it straight into your RoF folder, or you can use the JonesSoft Generic Mod Enabler to install it that way if you prefer. In the RoF Setup window (the one that pops up before the game loads) be sure to tick the box that says Mods On and you're good to go.

All you need to do then is fly near an enemy two seater at any given angle and see the results. /forum/public/style_emoticons/phpbb/icon_e_smile.gif

 

 

Joker_BR, on 26 Nov 2012 - 13:56, said:

 

Quote

All you need to do then is fly near an enemy two seater at any given angle and see the results. :)

 

True. LOL. /forum/public/style_emoticons/phpbb/icon_mrgreen.gif

 

 

Sylvis, on 26 Nov 2012 - 20:08, said:

 

Wow! I would love to use this mod, but will I be able to use it with "mods off"-option?

 

 

Feathered_IV, on 26 Nov 2012 - 21:47, said:

 

Fraid not. As with all these things it is strictly Mods-on only.

 

 

IRFC_SmokinHole, on 26 Nov 2012 - 22:03, said:

 

Great. But I need to be a bit of a Gavagai here (no dis' intended Gav) and say that the oil-leak-on-face type of catastrophic engine damage is one of the most irritating and unrealistic effects in RoF. This isn't to say it never happened but the types of damage that would cause it are a fraction of the total possible.

 

 

Winston60, on 26 Nov 2012 - 22:21, said:

 

Yes, of course it's overused and poorly done by 777 and they're unlikely to change or improve it. That's why development by users here is a refreshing change to choose from!

 

 

venustus, on 27 Nov 2012 - 05:12, said:

 

Thanks for the mod!

I tried installing manually but cannot find an effects folder in my ROF installation

Please advise. /forum/public/style_emoticons/phpbb/icon_e_sad.gif

 

 

Feathered_IV, on 27 Nov 2012 - 06:07, said:

 

It is okay, just make one. /forum/public/style_emoticons/phpbb/icon_e_smile.gif

 

 

Sylvis, on 27 Nov 2012 - 08:05, said:

 

Quote

Quote

Great. But I need to be a bit of a Gavagai here (no dis' intended Gav) and say that the oil-leak-on-face type of catastrophic engine damage is one of the most irritating and unrealistic effects in RoF. This isn't to say it never happened but the types of damage that would cause it are a fraction of the total possible.
Yes, of course it's overused and poorly done by 777

 

How would you know? Have you ever experienced a catastrophic engine damage in a ww1 plane? /forum/public/style_emoticons/phpbb/icon_lol.gif

 

 

Panthercules, on 27 Nov 2012 - 15:02, said:

 

+1

and have you ever seen it done better in some other WWI flight sim? (I haven't, and I've flown almost all of them, but I may have missed one or two).

I think calling it "poorly done by 777" is quite a stretch, even if you happen to think it's over-used and you don't like it very much.

 

 

Winston60, on 28 Nov 2012 - 05:05, said:

 

No I haven't. Are you saying you have? I have been in a Ryan ST when a piston and connecting rod failed and exited the side of the engine. All oil was lost but the cowling somewhat contained it and we didn't get any on our faces. I did get oil on my left arm. The oil exited pretty much downwards and made a mess of the side and underneath the plane.

Is it my point that one single bullet to your engine (which is usually surrounded by a cowling) would not always result in the immediate and instant covering of your goggles with massive amounts of oil. I rather think that the oil would appear gradually taking a while to impair your vision, assuming that the oil is coming back over the top of your craft and not sometimes exiting the cowling on the sides or bottom which would then take even longer to obscure your vision if at all. Rotary engine: more chance of oil in your face. Inline engine: less chance depending on location of the perforation.

IMHO, this effect needs attention and improvement, but I don't expect this will get any attention any time soon if at all. It is nice to know your engine is hit and you can expect that engine to fail soon but all this needs to be adjusted for the randomness of the oil's possibility of spraying back towards your face or away from you on the sides or underneath the aircaft, and also made different for rotaries, rotaries with cowlings, and inline engines with cowlings. Not every hit to an inline engine will be on the top side. Imagine where the oil would go if an inline engine were struck in the crankcase.

Again… Kudos to the modders here that are doing something with the issues that bug us in this otherwise fine simulator. Thanks to Feathered_IV's mod (I have taken his work and customized it to suit my taste) I now have an oil mod that I can live with.

 

 

WWIFlyingAce, on 04 Feb 2018 - 18:25, said:

 

I have used this in the past and it had worked great. I have recently loaded RoF on a new machine and have not had any success with this patch. I have tried loading it straight into RoF and through JSGME with no results

 

 

PA_Spartan-, on 10 Feb 2018 - 16:53, said:

 

Is it still updated?  smile.png

 

 

Feathered_IV, on 17 Feb 2018 - 04:20, said:

 

Should be fine to use.  I still do.

Just ensure that Mods-on mode is enabled on startup to see it.

 

 

TG-55Panthercules
Posted (edited)

[Mod] - Zeppelin_v1.0 and ZeppelinAI_v1.0 (originally posted by Genius)

 

originally posted by Genius:

 

Hi all,

 

After a long work, i can release my Zeppelin P type mod.

 

A big thank you to:

- ActionJoe
- Syn_Vander and Syn_Bandy for her help on damaged texture
- C6_Barda
- Eee3
- Lefuneste
- 1PL_Pedro
- Fritz Flipitz
- Tenwal for his support
 
Important disclaimer:
Given the absence of SDK, this model includes the following limitations:
- To be used preferably in mods on and with ZeppelinAI_v1.0 mod activated
- If you install the zeppelin_AI mod, they impact the felixtowe fe2a AI
- Do not hesitate to give a fairly large radius (at least 200m) in the waypoints and spaced between waypoints  
- Only certain animations are integrated (fuel leak, smoke, fire, motor damaged)
- Use of felix gunner for gondola / brandeburg W12 for top gunners
- not correct damaged model
- Use of felix fe2a flight model (because of is horizontal stand on landing)
- not flyable plane
 
The download links: [broken]
 
 
 
The readme
 

Quote

 

Mod Zeppelin V1.0

3D Model by Genius
Texture by ActionJoe / Genius with the kind participation of Fritz Flipitz (Aka T'zar) and C6_Barda
Mission and skins by ActionJoe
 
This mod implement Zeppelin P type:
 
*Plane
- Zeppelin
 
*Blocks
- Zeppelin_static
 
*Mission
- Zeppelin_Mission1b (Mission\Mods)
 
Changelog:
 
V0.5:
- New texture
- Modify material type for canopy glass interior / exterior
- Change 3D of the gunner deck
- Change 3D of Maybach motor
- Add opening behind gunner deck
- Add new gunner post
- Add static object
 
V0.6:
- Add visibility animation for damaged model
- Add Specific AI luascripts to match with the zeppelin performance
 
v0.7:
- Use filter color map for damaged texture
 
v0.8:
- Add mission by ActionJoe
 
v1.0:
- minor correction to the mission and luascripts adjsutments
- Add 3 skins for Zeppelin by Actionjoe
 
 
Disclaimer - Given the absence of SDK, this model includes the following limitations:
- To be used preferably in mods on and with ZeppelinAI_v1.0 mod activated
- If you install the zeppelin_AI mod, they impact the felixtowe fe2a AI
- Do not hesitate to give a fairly large radius (at least 200m) in the waypoints and spaced between waypoints  
- Only certain animations are integrated (fuel leak, smoke, fire, motor damaged)
- Use of felix gunner for gondola / brandeburg W12 for top gunners
- not correct damaged model
- Use of felix fe2a flight model (because of is horizontal stand on landing)
- not flyable plane
 
 
 
 
 
Sources:
[many links broken]
 

 

 

Quote

 

Mod Zeppelin_AI_V1.0

by Genius and ActionJoe
 
This mod revised the felixtowe IA for the use of the Zeppelin mod.
 
Disclaimer:
- To be used preferably in mods on for the Zeppelin_v1.0 mod
- If you install this mod, they impact the felixtowe fe2a AI
- Do not hesitate to give a fairly large radius (at least 200m) in the waypoints and spaced between waypoints  
 

 

 

 

 

 

Cybermat47, on 07 Dec 2016 - 19:46, said:

    ZEPPELINS?!    

 

 

J2_SteveF, on 07 Dec 2016 - 19:54, said:

 

OMG  smile.png

 

 

JG1_Butzzell, on 08 Dec 2016 - 00:09, said:

 

fantastic !!!

 

 

J5_Gamecock, on 08 Dec 2016 - 00:11, said:

 

This is Great G!

 

 S!

 

 

JG1_Vonrd_J10, on 08 Dec 2016 - 00:23, said:

 

Got the files as soon as I saw this!

Do you put Zeppelin and ZeppelinAI files in the MODS folder separately ... (for JSGME)?

Do you have to build a mission in the editor to use it? 

 

 

Genius, on 08 Dec 2016 - 03:14, said:

 

Thanks,

Yes the zeppelin mod and the zeppelin ai mod need to be put in mods folder separatly for use with jsgme.

One mission are in the mods (see the readme), need pup plane to fly against zeppelin. Zeppelin Is'nt flyable and quick mission are not available.

Bye

Genius

 

 

Tzar, on 08 Dec 2016 - 04:11, said:

 

I am so glad you released this Genius....  

Great Job!   You Guys Rock!  

Thank you for the kind mention, but my participation was small and I/we appreciated the opportunity to help. 

Fritz!



 

 

 

Lothar29, on 08 Dec 2016 - 07:40, said:

 

Nooooooooooooooooooo!!! Yes? OMG!!

 

 

remcov, on 08 Dec 2016 - 13:07, said:

 

Nice xmas gift to th comunity ... thanks!

 

 

J5_Adam, on 08 Dec 2016 - 14:52, said:

 

Thank you Genius and team! Hard to shoot down with a single gun!

 

 

SYN_Bandy, on 08 Dec 2016 - 16:20, said:

 

Thank you gentlemen!  This is a feather in the cap for third-party modders!

 

I'm curious about the 'skin' for the zeppelin.  Please do not get me wrong here, you've done a wonderful job, but I think the fabric of at least the later zeppelins had an aluminum base which gave it a more silvery appearance, rather than looking like canvas.  I do not know the history, perhaps you do?

 

 

Tzar, on 08 Dec 2016 - 20:05, said:

 

I think everyone that worked on this project tried to figure that question out, It was discussed.
Though I am glad they released the earlier canvas skins.

My research leads me to believe you can skin this zeppelin in canvas, canvas/black, lt.blue/black, silver-grey, silver-grey/black, lt.blue/silver grey. and maybe some camouflage, and a few others not listed. I cannot help you with the camouflage colors though there is LZ41 L11 in canvas and black.

There were 22 of these made and when they transitioned from the army to the navy they changed colors, when they replaced cells, when they changed from day to night bombing, and so on.  There is even one P type Zeppelin that was destroyed by the British bombing raids on the Zeppelin Hangers that was rebuilt, renumbered and repainted before it's 1st flight.

 

Like most questions on color it really is quite hard to answer it, the data is just is not there, or as clear as we would like it to be....
I for one can't wait to see what the community comes up with.

Fritz

 

Updated: The colors for L11 were from back to front of the Zeppelin,  Black/Green/Black/Canvas/Burnt umber in 5 huge sections, Gondolas were Grey with the tops painted canvas/tan color.

 

 

=HillBilly=, on 08 Dec 2016 - 20:40, said:

 

 

testid, on 08 Dec 2016 - 21:52, said:

 

yaaay!

Thank you!

 

 

testid, on 08 Dec 2016 - 22:25, said:

 

Robinson's 1994 "The Zeppelin in Combat" has extensive mission information on the L23 and includes a photo of her in flight as well as the RFC AAR of her shootdown.

http://imgur.com/a/Bk7E7

Imgur did not upload the images in natural sequence. As there are only three I trust you will be able to figure out the presentation order on your own.

 

 

testid, on 09 Dec 2016 - 19:01, said:

 

Well, this is great!

 

The zeppelin is unexpectedly fast and uses the cloud layer effectively to hide. It's not clear to me if the flammability of the cells has been modeled or if one must target the engines - at any rate, it's clearly a more challenging hunt than the zeps were in DoA.

 

 

Demon_, on 10 Dec 2016 - 00:04, said:

 

Beneath the canvas skin, the hydrogen bags were made with cow's appendices (intestines). Sausages's making in Germany were low during that time.
 

 

 

J5_Adam, on 10 Dec 2016 - 01:41, said:

 

Ya but DoA was great for dogfights huh?

 

 

Ice_Age, on 10 Dec 2016 - 04:36, said:

 

I don't know much about Zeppelins for gameplay, but I do know how hard it is to use Blender to make a 3D model with.  Pretty impressive.

 

 

SYN_Bandy, on 10 Dec 2016 - 08:23, said:

 

Thanks for that, should have searched myself but was at work when posted. 

 

I remember reading about RAF pilots lamenting the camoflage overpaint of their silver-doped Harts and Gladiators as the war was shaping up (late 1930's).  I believe it was Peter Townsend's book, he said the camo paint added enough weight to reduce top speed noticeably (around 10 mph if memory serves).

 

So canvas colored zeps it is, with two-tone for night raiders.  The Channel Map has a completely new purpose, not that the Gotha raid missions weren't fun.

 

Cheers again!

 

 

SYN_Vander, on 10 Dec 2016 - 10:45, said:

 

Great work Genius (and others)! It works quite well, even with the AI being based on an existing plane. I tried to make the zeppelin fly more " stable"  by using "high"  priority waypoints. The drawback of course is that the gunners will not fire then!

 

Findings: flying speed is too high which is a pity since it changes the way you have to attack the zeppelin. This is obviousuly an issue because of the re-used flight model.

Skins: Because it's such a big object it is very noticeable when the skin swaps. Therefore I would always use the default skin in missions. So I would make the default skin the one that was the most common during the war.

Damage model: This is a big challenge and it's what kept me from making a zeppelin model myself. The "1st" damage layer works pretty well with the bullet holes etc. But when the zeppelin reaches the final damage state it should perhaps go to a " crumpled" model, without breaking in two? 

The Zeppelin is very tough as four cooper bombs will not bring it down! smile.png

 

But still it looks great and will be nice object in MP missions where everyone will be drawn towards it!

 

 

Genius, on 10 Dec 2016 - 12:53, said:

 

Thanks all,

 

For the color, we use this reference: 

 

large_000000.thumb.jpg.79a87246c1993f6e9f4d8c5ca7c0dea8.jpg

We could not limit the speed too much otherwise the zeppelin had too much difficulty to take altitude.
 

 

Could you explain; i don't understand well ? The zeppelin is not supposed to cut in two in my mods.

 

I can't affect wings damage on the balloon gaz / covering, because in this case (with the huge size) it's so easy to kill him. I use the "fuselage" damaged model.

On the other hand, I was obliged to make transparent some of the detachable pieces because of the wrong "fall animation" (incorrect pivot point - Even by correcting it in 3ds max).

 

If someone is interested i can share some of my "retro-enginering"

 

Bye

Genius

 

 

testid, on 10 Dec 2016 - 16:21, said:

 

Sure was Adam. I flew west coast evenings circa 1998-2001. I remember Looney, Airdvl, Target, among others. Looked Onerka up a few years ago and tried to cajole him over here but he didn't want to invest in a new rig at that time.

Come to think of it, maybe I should find him again and send my old rig up to him, the one I initially used here. hmmmm

Seems like I may have fired DoA up around the time I contacted him to compare how it felt and looked to ROF, and while DoA did a pretty good job with the instability of the Camel (and made me miss our old Camel here) the overwhelming superiority of ROF, the more detailed flight modeling, the eye candy and so forth, really outshone the old sim.

One feature I liked very much on DoA that we don't have here (and which I think is a reasonable choice by Jason et al) was the individual volume controls for various elements of SFX on one's plane. You could crank the sound on the body of the plane as it creaked and pinged when you were overstressing it, and effectively was an audio-based damage UI. It was pretty impressive and I have always wondered this aspect and potential of UI design is so neglected not just in simming but in other fields - if you shift data channels off the screen, you can reduce visual cognitive load and increase usability.

The other feature that DoA had that we miss here is interactive gunnery stats. The lack of an option to invoke a realtime numeric display of one's accuracy as a percentile dramatically improves the learning curve. Excluding the feature here, as with the multichannel audio, is very much in line with the more-realistic ethos of ROF and are defensible and considered design choices. I still miss 'em, though.

 

 

testid, on 10 Dec 2016 - 16:56, said:

 

Regarding the zep speed, I agree that it is faster than expected, possibly ahistorically so (which, given it's a hologram worn by a Felixstowe, I expect may be unavoidable). I actually liked this about the mission, because it made it so challenging to catch the damn thing. I loaded the HE rockets, figuring, hey, this is the definition of the broadside of a barn door, and completely forgot about them once I was on beam.

Given the limitations in defensive armament on the other multicrew a/c, I certainly understand using the Felix as the basis for this mod. I wonder which plane is the slowest of our bombers? If the speed issue is a deal killer maybe swapping the faster plane out for the slower, less-well-armed one might be a possible solution.

I certainly hope that Dr. Zebra will turn his cinematic attention to this mod, as it surely calls out to him in his dreams.

Genius, I was also wondering if you had it in mind to take a crack at a multizep raid, say on the port at Felixstowe or even over in the Belgian areas of the map, and if you were considering other later zep models for later release, such as a height climber or some such.

Finally, I suspect you set the mission time with respect to the historical encounter it's based on, with the sun low in the sky. Whether or not you did, it's GENIUS because of the effect is has on the hunt and also breathtaking in the clouds as they take on that dawn and dusk coloring. Absolutely fantastic work. Thanks again!

 

 

Panthercules, on 10 Dec 2016 - 20:40, said:

 

I saw a statement in one of the posts above that seemed a bit odd to me - "We could not limit the speed too much otherwise the zeppelin had too much difficulty to take altitude".  Maybe it's a language thing and I don't understand the point being made, but assuming we can't fly these things and have to have specially-written missions for them anyway, couldn't they just be air-started at the right (high) altitude, so that ability to gain altitude wouldn't be much of a factor?

 

 

testid, on 10 Dec 2016 - 21:02, said:

 

For reference

Stall speeds in RoF #1  (Felix reported at 100-120)
 
Wikipedia reference on P-type
https://en.m.wikipedia.org/wiki/Zeppelin_P_Class
Speeds:
Maximum speed: 92 km/h; 50 kn (57 mph)
Cruise speed: 63 km/h; 34 kn (39 mph)

So in sum, the use of the Felixstowe forces the higher speed of Genius' zep, for sure.

 

 

SYN_Vander, on 11 Dec 2016 - 06:26, said:

 

I didn't turn on mods on! My bad....will try again.

 

 

HippyDruid, on 12 Dec 2016 - 04:34, said:

 

Excellent work. It looks fantastic!

Holidays are on the way too, so I am looking forward to trying this out.

 

Cheers

 

 

 

unreasonable, on 12 Dec 2016 - 05:38, said:

 

These look awesome. I am going to have to get my joystick working again. 

 

Thanks to all those who have contributed to this magnificent mod.

 

 

FourSpeed, on 12 Dec 2016 - 06:09, said:

 

Amazing work Genius, et al!

 

Also, Thanks to ActionJoe for the impressive screenshots -- Even with the felixstowe as a base model (have you thought about the S22?), just having one of those behemoths to chase after in a mission would make for an interesting flight.

 

Kudos, Gents!

 

 

Cheers,

4   

 

 

SYN_Bandy, on 12 Dec 2016 - 08:02, said:

 

Will let Genius et al. be the authority here, but meanwhile, I suspect they went with the Felix to allow all the extra defensive gun positions since it has the most.

 

RE: Felix speed.  Could the Felix/zeppelin 'FM' be set to have as default 100% fuel and all guns and bombs?  The Felix is a complete pig completely loaded out.  You've likely done this already...

 

Cheers!

 

 

WW1EAF_Paf, on 12 Dec 2016 - 10:49, said:

 

Oh Genius!

 

 

testid, on 12 Dec 2016 - 15:39, said:

 

AAR for 12/11

Successfully located zeppelin on previously reported heading. Ship wears designation L23 and is a dun canvas color. Ship exhibits two previously unobserved characteristics in zeppelins and other hydrogen-lofted LTA.

One, ship is much faster than previously reported, traveling at speeds of roughly 75-80 mph as observed on my instrumentation.

Two, the ship is surprisingly resistant to attacks oriented on the hydrogen-filled gas bladders contained within the envelope of the hull. Anecdotal reports from other engaging pilots indicate that cooper bombs failed to ignite the hull. In this most recent engagement a volley of high explosive rockets which produced an estimated complement of four to five strikes followed by the entirety of my ammunition stores also failed to bring abut the desired result. Fortunately, my experimental gun camera implementation was in place and operational and I expect to be able to provide film for analysis once the reel has returned from photo recon for development.

 

Additionally, an attempt was made to bring my aircraft into speed-matched contact with the upper surface of the vessel in order to investigate the potential utility of the ship as an airborne landing surface. This did not result in definitive intelligence, as no contact resulted.

 

While this vessel appears to belong to the well-known P class, the additional factors of the ship's increased speed and unknown source of resistance to hydrogen ignition make her a dangerous and challenging foe. It is recommended that the Admirality commit significant resources to stopping this looming threat to the security of our forces at sea, in deployment, and to our civilian populations. I further suggest that the vessel be recognized as belonging to a special class which I will tentatively designate the G class, in acknowledgment of the vessel's suspected design mastermind, the shadowy figure known only in surreptitiously-obtained intelligence reports and correspondence as "Genius."

 

 

Friggitotti, on 12 Dec 2016 - 16:02, said:

 

Any video ?

 

 

testid, on 12 Dec 2016 - 18:32, said:

 

Still waiting on the boys in the photo recon lab. soon. There is some footage in this thread:

 

 

 

testid, on 13 Dec 2016 - 00:11, said:

 

Screen caps from the mission associated with the AAR above. I fly triple-wide and crunching the vids down is driving the recon lab bananas.

http://imgur.com/a/jhknB

Well, looks like at least one of those rockets hit, if that damage 'decal' on the left side is any indication.

 

Regular FMJ .303 ammo was useless against zeppelins of course, and since we don't have incendiary load out option like Buckingham, rockets should be the only reliable method. 

 

It would be nice if a mod can be made so that at least balloon gun effects could mimic incendiary, since they have their own ammunition.  Perhaps even allow balloon guns to be a load out on other aircraft, though I know the mesh would not transfer, perhaps just the code...

 

 

testid, on 13 Dec 2016 - 12:14, said:

 

Correct, Bandy. In playback I think I see four strikes. It seems to me that this is likely a limitation of the skinning approach, and that Genius doesn't have a way of borrowing the balloons' explosive vulnerability. I'm still happy enough pretending it's some sort of seekrit armor-plated superweapon.

 

 

=HillBilly=, on 13 Dec 2016 - 20:46, said:

 

 

testid, on 13 Dec 2016 - 23:38, said:

 

Thanks! I'm leaving the long form mise-en-scene to the likes of unreasonable for now. The mission cap is actually 15 minutes long, but most of it is me inching closer to the missile-like sky worm. Next go-round I'm adding bombs and will try to shoot off the bottlerockets at a closer distance with the idea of concentrating fire. The Dr. Zebra mission goal remains in place as well, something to keep after before switching to a motors-and-guns approach.

Having posted these I have been having a good chuckle at the various simmish zep footage youtube keeps reccommending. So far the puzzling highlight is what appears to be the zeppelin attack from Flyboys, a movie I have fond recollections of but hoo boy, that scene is not for those who get het up over historical accuracy in entertainment media. I'm eagerly looking forward to the appropriate scene from The Rocketeer in the queue.

That said, the absurdity of the Flyboys scene would lend itself well to mission building with the tools we now have in hand.

An interesting side note here is that in reading the available materials on the British naval squadrons going after the zeps it seems to be clear that on both the Pup and the Camel the primary armament was a single non-synchro Lewis gun mounted with an up angle to shoot through a wing opening into the underside of the zeps. Later installs apparently added our dual-mode mount on the RNAS Ships Camels.

The implication of interest for this initial mission is that the rear safe zone Smart was using in his encounter with L23 must have been more to the underside than the topside of the tail, which is where I found cover from both the top and nacelle gunners. Furthermore, given the ahistorical speed of this L23, dropping in a faster aircraft with a top-mount Lewis seems quite justified.

 

 

SYN_Bandy, on 14 Dec 2016 - 07:55, said:

 

Just a few I was collecting when Vander and I were also considering a similar mod...

Of course the available gunner positions would have changed with later improvements.

 

If not entirely apparent, this is the tail gunner.

f6495898d6ea5216789f4ab6254762f2.jpg

 

My favourite...

http://imgc.allpostersimages.com/images/P-473-488-90/88/8892/WBEP300Z/posters/tail-gunner-of-a-german-army-zeppelin-airship-world-war-i-1914-1918.jpg

 

63eeb500fb59e19abc4ba00c0b360848.jpg

 

0d22d2a04bb8369f5fb76931dae60d45.jpg

 

 

testid, on 14 Dec 2016 - 14:03, said:

 

in-flight engine maintenance always struck me as a particularly trying gig. This week poking around I came across this shot of a fellow oiling or fueling one of the Hindenburg's engines; at least he's not also looking at the ground a couple klicks down.

http://i.imgur.com/d17rW0g.jpg

That topside gun emplacement shot is fantastic.

 

 

Genius, on 14 Dec 2016 - 20:06, said:

 

Hi, first thanks to all  smile.png

 

 

I have already try S22 FM to the Zeppelin: With the mdv of s22, the worry is for a non-horizontal position once posed. The Felix fe2a and the S22 have about the same operational ceiling (3000m) as the zeppelin. The speed of the s22 is closer to the Zepelin (about 100km / h) compared with 130/150 for the fe2a. Finally the climb speed of the zeppelin (1500/2000 ft per min) is closer to the fe2a (2000m in 17 min) than the S22 (2000m in 31 min). Finally  zeppelin can load up to 2000kg of bombs, the fe2a 400kg, the S22 about 500kg (to be checked in rof).

Each mdv choice had its advantage and defects

 

No, later model isn't planned (working on other project)

 

 

 

Yes poor english  happy.png Yes, you have right, you can set altitude directly on the mission but if you want a fly path from the T/O to the target, you need a bit more climb speed.

 

 

I have no limit to add gunner position (luascripts), only a compromise problem.

For the default loadout, i don't know if possible.

 

 

Damaged model is hardcoded in FM. Wings can take x% damaged, fuselage y%, etc etc.., you can choose only wich parts of the existing plane you can use

For the speed, is very important to use in "mods on".

List of damaged part on felix: Wings part are very too easy, i use fuse_1/2/3/4 part (fuselage) damaged model

	Name="~gun02_ammo"
	Name="~gun01_ammo"
	Name="Fuse_1"
	Name="~ftank01"
	Name="Stoika_Center_01"
	Name="Stoika_Center_R01"
	Name="Stoika_Center_R02"
	Name="Stoika_Center_02"
	Name="Stoika_Center_L01"
	Name="Stoika_Center_L02"
	Name="Fuse_2"
	Name="~gun05_ammo"
	Name="~gun04_ammo"
	Name="~gun03_ammo"
	Name="Fuse_3"
	Name="Fuse_4"
	Name="Fuse_5"
	Name="Fuse_6_L_Strut02"
	Name="Fuse_6_L_Strut01"
	Name="Fuse_6_R_Strut01"
	Name="Fuse_6_R_Strut02"
	Name="Fuse_6"
	Name="Fuse_7"
	Name="GO_L_Strut_01"
	Name="GO_L_Strut_02"
	Name="GO_L"
	Name="GO_R_Strut_02"
	Name="GO_R_Strut_01"
	Name="GO_R"
	Name="VO"
	Name="Wing_Stab_L"
	Name="Wing_Stab_R"
	Name="Wing_Bottom_L_1_Strut02"
	Name="Wing_Bottom_L_1_Strut01"
	Name="Wing_Bottom_L_1_Strut04"
	Name="Wing_Bottom_L_1"
	Name="Wing_Bottom_R_1_Strut01"
	Name="Wing_Bottom_R_1_Strut02"
	Name="Wing_Bottom_R_1_Strut04"
	Name="Wing_Bottom_R_1"
	Name="Wing_Bottom_L_2_Strut01"
	Name="Wing_Bottom_L_2"
	Name="Wing_Bottom_R_2_Strut01"
Name="Wing_Bottom_R_2_Strut02"
Name="Wing_Bottom_R_2_Strut03"
	Name="Wing_Bottom_R_2"
	Name="Wing_Bottom_L_3_Strut01"
	Name="Wing_Bottom_L_3"
	Name="Wing_Bottom_R_3_Strut01"
	Name="Wing_Bottom_R_3_Strut02"
	Name="Wing_Bottom_R_3"
	Name="Wing_Float_L"
	Name="Wing_Float_R"
	Name="Wing_Top_L_1_Strut02"
	Name="Wing_Top_L_1_Strut01"
	Name="Wing_Top_L_1"
	Name="Wing_Top_R_1_Strut01"
	Name="Wing_Top_R_1_Strut02"
	Name="Wing_Top_R_1"
	Name="Wing_Top_L_2_Strut03"
	Name="Wing_Top_L_2_Strut04"
	Name="Wing_Top_L_2_Strut01"
	Name="Wing_Top_L_2_Strut02"
	Name="Wing_Top_L_2"
	Name="Wing_Top_R_2_Strut01"
	Name="Wing_Top_R_2_Strut03"
	Name="Wing_Top_R_2_Strut04"
	Name="Wing_Top_R_2_Strut02"
	Name="Wing_Top_R_2"
	Name="Wing_Top_L_3"
	Name="Wing_Top_R_3"
	Name="~ftank02"
	Name="Wing_Top_Center"
 Name="Elevator_L"
	Name="Elevator_R"
	Name="Aileron_L"
	Name="Aileron_R"
	Name="Rudder"
	Name="~fcooler01"
	Name="~otank01"
	Name="~eng01"
	Name="Wing_Bottom_L_1_Strut03"
	Name="~fcooler02"
	Name="~otank02"
	Name="~eng02"
	Name="Wing_Bottom_R_1_Strut03"
	Name="~eng02_scr1"
	Name="~eng01_scr1"

Bye

 

Genius

 

 

=KAG=Dron, on 15 Dec 2016 - 15:34, said:

xez_0xqqTRY.jpg

 

 

J5_Adam, on 15 Dec 2016 - 17:21, said:

 

What does the poster say? I don't read Russian and I'm too lazy to figure it out on google smile.png

 

 

testid, on 15 Dec 2016 - 22:24, said:

 

http://sovietposter.blogspot.com/2007_07_17_archive.html

sadly, no fleet of red zeps resulted

 

 

actionjoe, on 19 Dec 2016 - 15:12, said:

 

For those interested in skinning, I have arranged a .psd file (not really a template) for the Zeppelin. You'll have to play with opacity, levels, etc...to change color, and it may took sometimes, but it is feasible.

Here it is: https://www.dropbox.com/s/jsbfzl32nngsd2l/Zeppelin_Template_AJ_17Dec.rar?dl=0

 

 

 

kkang2828, on 01 May 2017 - 08:41, said:

 

I'm having trouble with this mod. When I tried to run the mission, a message appears saying "Can't Load Object: LuaScripts\WorldObjects\zeppelin.txt". Then the PC locks. Ctrl+Alt+Delete doesn't work either.

 

Could someone please help me?

testid, on 04 May 2017 - 03:20, said:

 

hi kk, no idea. someone just commented on my old vid posts from Dec on YT asking how to install the mod. I haven't followed up there because I don't remember what I did to install it. 

 

 

bennymaeker, on 02 May 2018 - 12:53, said:

 

Hello. How I can fly the zeppelin? I used the JSGME tool and enabled the option "activate Modifications" But I don't found the Zeppelin ingame. Then I created a mission with the zeppelin and ingame it says, that the plane is not available.

 

 

LordNeuro_Srb, on 02 May 2018 - 13:23, said:

 

Hi bennymaeker, the zeppelin is only an ai object, so u cant fly it yet, but maybe somthing changed and mod added the flying version. So how much i know u can use it as ai object in a mission or make ur mission and add it to it.

 

S!

 

 

bennymaeker, on 04 May 2018 - 12:56, said:

 

hm, okay. What I must do to make it flyable?

 

 

kkang2828, on 09 May 2018 - 09:00, said:

 

You'll probably have to fiddle around with a ton of complicated programming. Do you think you can do that? Even if you make it flyable, what are you planning to do with a slow, lumbering airship? You could create your own mission and add the Zeppelin as an AI object to shoot at. But otherwise, the Zeppelin has little use.

 

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted (edited)

German Cockpit Clock Mod V.1 released (originally posted by B24_LIBERATOR)

 

originally posted by B24_LIBERATOR:

Watches and clocks have always fascinated me, and being a railroad man, I own a small collection of pocket (and some wrist) watches.

 

Anyhow, I was flying a German aircraft with the field mods the other day and noticed the clock had Roman Numerals... this may seem insignificant at first glance but in the railroad industry at the time (at least here in the US not sure about Europe) all railroad watches were required to have large bold numbers that were easy to read not Roman Numerals. This peaked my interest and I started browsing the cockpits of other aircraft to find that most of them had a watch or clock that matched or closely replicated it's historical counterpart, all except for the field mod watch for German aircraft.

 

Here is what seems to be the most common/popular model of "watch" in German aircraft.

 

post-75681-0-49174600-1447478809_thumb.jpg.0607e83194c2a4f6d4f9c952341afb21.jpg

 

As I suspected, very similar to a railroad style watch (and no silly graphics).

 

 

 

Here is what we currently have in the field mods pack.

post-75681-0-57358700-1447478875.png.jpg.52a1d99ffb997b13c439ceaeba14801e.jpg

 

 

So does anyone know where to find the texture files for the German clock? I'd like to make a quick project of it for grins and giggles.

 

 

 

DOWNLOAD V.1 MOD

 

Here is V.1 of the clock mod, only works in mods on mode

 

post-75681-0-07560700-1447570440_thumb.jpg.a96879bbc52e4797ea3f50ee7c4763b6.jpg

 

Place file in data/graphics/textures/common folder

ger_1.zip

 

 

 

 

unreasonable, on 14 Nov 2015 - 01:44, said:

 

Nice touch on the fob watch - ring for chain attached so that when you pull it out of your waistcoat pocket the chain falls naturally down rather than awkwardly over the top of your hand. Or you could wear it on a ribbon round your neck and lift it up easily to read.

 

PS sorry I know nothing about texture files....

 

 

Panthercules, on 14 Nov 2015 - 02:44, said:

 

Intriguing idea - the German clock files are here:  http://www.mediafire.com/download/mzm0qyag6s834eg/RoF_German_Clock_files.zip

 

 

 

When you get them tweaked, you should put them in the following folder and see if they show up in game (with mods on of course):

 

\data\swf\gauges

 

 

B24_LIBERATOR, on 14 Nov 2015 - 12:25, said:

 

The hands are over the face, how does that work?

 

 

Panthercules, on 14 Nov 2015 - 12:36, said:

 

Don't know - didn't have time to play with the files after I found them last night, but may be able to experiment a little bit later today.

 

 

Panthercules, on 14 Nov 2015 - 13:04, said:

 

OK - turns out those are the files for the preview pictures in the hangar screen for when you are selecting the clock field mod, and not for the clocks in the cockpits.

 

Will have to keep looking.

 

 

B24_LIBERATOR, on 14 Nov 2015 - 13:07, said:

 

Shoot and I already started working on it...

 

Here's what the prototype looks like...

 

post-75681-0-51536100-1447520832_thumb.jpg.6c437427d7565e8bb40fe2adc560b847.jpg

 

I added a 24 hour dial to it as well. The second hand/face will be next (I have to swap the second hand to the bottom due to the model of the clock being incorrect).

 

 

Panthercules, on 14 Nov 2015 - 14:22, said:

 

Well, I haven't found the clock files yet, but while I was looking I ran across the files for the simple compass, and I remembered all those complaining threads back when the devs made some GUI changes a patch or two ago (complaining about how the simple gauge compass looked wrong because the needle on a compass should always point north), so I decided to see if I could fix it.

 

I like this a bit better:

RoF-newsimplecompasspointer.thumb.jpg.a80a1468e2faf59b0423b62863dea5a3.jpg

 

 

 

I can't remember whether somebody already fixed this, but I didn't see a mod for this on my list so I'll post the link to the mod package in a new thread, in case people are interested.

 

 

J2_Trupobaw, on 14 Nov 2015 - 14:39, said:

 

I've always thought the "field mod" clock is privately owned nightstand clock, bolted to the cockpit in lieu of duct tape and not designed for aviation. Clocks weren't cheap enough to be picky?

 

 

thenorm, on 14 Nov 2015 - 14:46, said:

 

Mmm, I always had much the same assumption, that the pilot handed his watch to his mechanic, and said "can you see about mounting this to the instrument panel?" I do something rather similar with my wrist watch, a paper clip, and the instrument panel of the 1-26 I fly most regularly in my club. 

 

 

J5_Adam, on 14 Nov 2015 - 18:29, said:

 

Cool Liberator, it's looking great! Good luck!

 

 

Panthercules, on 14 Nov 2015 - 20:12, said:

 

Well, the search for the clock files continues - in the meantime, I stumbled on some other files I've been wanting to mod for a while, so I've posted a new thread for some new mission loading screen images (see here if you're interested:   see next major post in this mod thread.

 

Of the 3 German clock files I've found so far, the two smaller ones are clearly for the hangar screen field mod selection windows (tiny one for the menu line, and a medium size one that pops up when you mouse over the tiny one).  I have not found any use for the largest of the 3 clock files (or place where it is being used), but changing it has no effect on the clock in the cockpit in the game, so I'm still digging around.

 

 

B24_LIBERATOR, on 14 Nov 2015 - 23:38, said:

 

Pilots were usually wearing some sort of wristwatch. But in RoF we lack arms.

 

Also, thanks Panther, you are much better at traversing the vast labyrinth of files than I am.

 

 

Panthercules, on 15 Nov 2015 - 01:37, said:

 

Ok - I finally found the file for the German clock in the cockpit - the full set of files (including the menu pictures for the field mod selection screen and the in-cockpit file) are in this package, placed in the correct sub-folders where the modded files need to reside:

 

http://www.mediafire.com/download/d162265ynyf08md/German_Cockpit_clock_files_for_RoF.zip

 

Changing the file in the ...\textures\common folder will show up in game (it's in the bottom right corner of that file):

RoF-Germanclockfiletest.thumb.jpg.482d95b0dbc396bfe4fe286c44ad3a67.jpg

 

 

If you want to be thorough, you should also change the 3 small clock files in the ...\swf\gauges folder as well, so the hangar screen preview pictures will show the modded clock face.

 

I'm not sure if you'll be able to change where the second hand appears, since it has to work, but you might be able to - I took a look at some of J.j.'s great gauge fix mods and it looked like he also did something with with some text files that seemed to contain some location-related information, but I'm not really sure what all he did with those mods.  If you have trouble or just are curious, the links to those J.J. gauge mods are on my favorite mods page, here:  https://forum.il2sturmovik.com/topic/83598-mods-for-rise-of-flight/

 

Looking forward to seeing the results of your efforts.

 

 

B24_LIBERATOR, on 15 Nov 2015 - 02:51, said:

 

Version No.1 of new German watch is available, for mods on only unfortunately...

[see 1st post of this mod, above]

 

Watch face has been completely retextured, hands have been blued (replaced the flat black texture) was well as a bit of shine added to the watch hands.

 

 

Panthercules, on 15 Nov 2015 - 03:25, said:

 

LOL - that was quick smile.png

 

Too late to mess with this tonight, but looking forward to giving it a try tomorrow.

 

 

B24_LIBERATOR, on 15 Nov 2015 - 09:57, said:

 
All I had to do was resize what I had already made, and paint the hands.
 
I might tinker with the gauges too, I always thought some of them looked way too dirty.

 

 

Pioniere719, on 22 Feb 2016 - 12:58, said:

 

Just stumbled on this yesterday. Perfect improvement! You can actually read the dial now. Thanks Liberator and Panthercules!!

 

What I did notice though is that this doesn't affect the clocks in the H.DII and the Pfalz D.IIIa for some reason. Maybe they use a different dds file?

 

@Panthercules: how are you viewing texture files for files that aren't visible in our folders, or when those folders aren't there, such as the common folder, etc.? Are you using an extractor on the large gtp files, and if so, which one? I've been struggling with the rotating hangar screen and wondering if I can mod it, so maybe by extracting those gtp files, I may find a solution.

 

 

Panthercules, on 22 Feb 2016 - 13:39, said:

 

 I'm just using the .gtp extractor utility to unpack the various .gtp files in RoF and then poking around in the unpacked files to see what's there.  Pretty much manual, trial and error.  Basically I just unpacked them all, then looked around in there till I found something that looked interesting/appropriate.  

 

Interesting comment about this not working with the HD2 and PD3a - if I get a chance (and remember) I'll have to check and see if I can figure out why those two in particular might not be affected by this mod.

 

 

Pioniere719, on 22 Feb 2016 - 13:53, said:

 

Thanks Panthercules!!!

 

I did a search and found Kegetys's GTP extractor for Rise of Flight. I take it that's the one. Let the exploration begin! wink.png

 

It is strange that the clock isn't affected for those two planes. If I find something, I'll post back here!

 

 

 

 

unreasonable, on 22 Feb 2016 - 13:53, said:

 

unGTP10.zip

 

 

Unfortunately I cannot get it to extract everything, so I am probably not the best person to ask for detailed instructions.

 

 

B24_LIBERATOR, on 22 Feb 2016 - 14:40, said:

 

The texture only affects the German field mod clock, no others.

 

 

 

 

 

Panthercules, on 22 Feb 2016 - 14:48, said:

 

Turns out that the HD2 does use a separate file for this (and the Pfalz probably does too, though I haven't looked for it yet).  I have found and modified the HD2 file, and it does show up in game, so it should be possible to add this to Lib's original mod to include the HD2 (and probably the same thing will work for the PD3a, once I find that file):

RoF-HD2clockdialmodded.thumb.jpg.219efd31c0d7d4a81e8abecc1e160c12.jpg

 

 

 

 

Panthercules, on 22 Feb 2016 - 14:58, said:

 

Lib - I just did a crude copy/paste of your modded clock face to test my theory above - you should probably take the actual unmodded file and work your magic to add it to your actual mod.

 

The unmodded file for the HD2 can be D/L'ed here (it's in a JSGME-ready structure in the folders it needs to be in for your mod, to make it easier for you to add it to your mod package):

 

https://www.mediafire.com/?exroq2yrmulswlp

 

 

Also, your mod file seems to affect the German planes where the clock is standard, not just the field mod ones (at least on the ones I've checked so far, e.g., FD7F)

 

 

B24_LIBERATOR, on 22 Feb 2016 - 15:46, said:

 
Look like you already did it for me 
 
The texture should work for any clock using it, if the D7 has the same clock model in the cockpit chances are it's going to use it. I don't fly German planes enough to really notice which ones share what parts.

 

 

Panthercules, on 22 Feb 2016 - 16:11, said:

 

Hey Lib - I found the Pfalz D.IIIa clock file so you can work your magic and add it to your mod - the unmodded file for the PD3a can be D/L'ed here (it's in a JSGME-ready structure in the folders it needs to be in for your mod, to make it easier for you to add it to your mod package):

 

 

https://www.mediafire.com/?mwv2n7yzl42aial

 

 

Pioniere719, on 22 Feb 2016 - 20:11, said:

 

@unreasonable: That's the one! The instructions aren't right (at least not for me). You have to drag and drop the file onto the extractor.

 

@Panthercules: Nicely done! I've been searching around for some time and couldn't find anything. Glad you did!! (thumbs up!)

 

Now if I can only find out where the main screen spinning hangar files are, so I can maybe turn the animation off, that would be great! The hangar files that I've found seem to point to objects in game or at least that's what I'm thinking.

 

p.s. How are you viewing dds files? It appears that PS CS6 took the ability to view thumbnails out of bridge. CS5 used to have it and it was very convenient. I had to download gimp to view files in thumbnail mode.

 

 

Panthercules, on 23 Feb 2016 - 00:43, said:

 

I'm still using an old PhotoShop CS4 version with the nVidia .dds plug-in for all my skinning work, and that's what I use to view .dds files in general.  But my Windows 8.1 will show me thumbnails of most .dds files in my Windows Explorer screens when I set the view to any of the "icons" settings, though I'm not really sure why that works.

 

 

unreasonable, on 23 Feb 2016 - 00:44, said:

 

I found that out as well - but there are still some files I was unable to find such as the skins for the drivers of vehicles which I wanted to modify. 

 

DXTBmp seems to be the go to program for viewing - and editing dds files.  Even I managed to do this eventually using GIMP. Viewing directly in GIMP makes it impossible to detach the alpha channel - you open with DXTBmp first , then export to GIMP which creates a temp file for you to play with , edit, flatten , and import from GIMP back into DXTBmp.

 

 

Pioniere719, on 23 Feb 2016 - 12:47, said:

 

I had to install Gimp as well just so I can view those dds files, then if I need to do any edits, I'll do it in PS.

 

In regards to your drivers skins, what if they use the infantry textures located in \graphics\textures\common for that? There are two files: infantry.dds and infantryde.dds. Elephant seems to have used the pilot files as a base from this folder, but installed them in the characters folder, which somehow works as well, so try it in either folder when you test it out. 

 

 

unreasonable, on 23 Feb 2016 - 13:55, said:

 

I think you are right, that face looks familiar. Assuming that same texture is applied to several different models, it could be the one.

 

Actually I came to the conclusion that my modding skills were nowhere good enough to make changes that would look good. I had a go at modding the pilot's face and the results were.... well if I make a Hammer Horror RoF movie perhaps I will be able to use them. wink.png

 

 

Pioniere719, on 23 Feb 2016 - 14:38, said:

 

tongue.png

 

How are you going about it, and what is going wrong exactly?

 

 

unreasonable, on 23 Feb 2016 - 15:54, said:

 

Extract from dds using DXTBmp, edit in GIMP. The problem is that while I can cut and paste in layers, I cannot draw effectively in GIMP - which is annoying because drawing is something I am actually quite good at in RL. So resultant skins look horrible when reimported.

 

TBH it is not a priority - actually having the pilots all look the same is one of the things about RoF that I eventually found amusing. Too late anyway for my current project - all the studio work is finished, just location stuff now. wink.png

 

 

B24_LIBERATOR, on 28 Nov 2017 - 18:41, said:

 

Yesterday I picked up this "clock", which I thought was pertinent to this old thread. It's actually out of an automobile, but I imagine it has many similarities to one you might find in an aircraft. Time period is around WW1 as well.

 

The watch is a 16s 7j Waltham movement in a case that's roughly the size of an 18s case (just a tad bigger). There's a ring and some sort of locking pin behind the bezel, which I assume is to lock it into whatever housing it goes into. The face closely  resembles the one from my mod (minus the sub-second dial).

 

I might end up mounting it to my monitor for aesthetics, as the 7j movement (while currently keeping time) isn't very reliable for everyday use. 

 

post-75681-0-24057800-1511908386_thumb.jpg.a5262d90258603651518d37c1a7d605a.jpg

 

post-75681-0-93942900-1511908393_thumb.jpg.6233d3925f471f38b6b0106d1f77e284.jpg

 

post-75681-0-08464800-1511908452_thumb.jpg.1ef2918a05fbc0730d1838ed7a005c76.jpg

 

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted

New Pictures for Mission Loading Screens - B&W and Color (originally posted by Panthercules)

 

originally posted by Panthercules:

It always bugged me a little bit that when the devs created that movie theater graphic for the screen when a mission is loading they used color screenshots to display on the movie screen - it always seemed to me that the audience in that theater should be watching black and white movies/newsreels at that point in time (I know - it's probably supposed to be a modern audience watching old content, but still...).

 

While I was looking for the clock files in another thread, I stumbled across the screenshots used for these loading screens, so I decided to whip up a little mod package to turn them into black and white images on the loading screens.  While I was at it, I was kinda bored with the stock images I'd been looking at for so long, so I decided to replace them with a bunch of my own screenshots.  I was going to post some samples of the new look, but for some reason I haven't been able to capture a screenshot of that loading screen, so you'll have to use your imaginations unless you D/L and install the mod.

 

Full disclosure, I've scattered in a few of my own personal skins into the mix - for one thing, I happened to have the screenshots of those ready, and for another, I just liked seeing them smile.png

 

You can always replace them with shots of your own, if they bother you.

 

The B&W package can be found here:

 

http://www.mediafire.com/download/d2arak112rndrq9/Panther%27s_B%26W_Loading_Screenhots_for_RoF_for_JSGME.zip

 

I've also uploaded the color versions of the new images, for those who prefer color shots and just want some variety/new shots to look at:

 

http://www.mediafire.com/download/c99u3vzm49h697v/Panther%27s_Loading_Screenhots_for_RoF_for_JSGME.zip

 

Hope you enjoy them.

 

 

=HillBilly=, on 14 Nov 2015 - 20:26, said:

 

I always thought that still shots in the "Movie Theater" was little silly, wouldn't it be nice to have motion pictures like a "Movie Theater"

 

 

Panthercules, on 14 Nov 2015 - 21:31, said:

 

Of course, yes, but that would require tinkering with the actual programming for the loading process, in a way that's well beyond my abilities even if it were exposed for modding, which I strongly suspect it is not.

 

Besides, after they optimized the mission loading time and improved it so much after one of the patch/updates, you don't usually spend much time on that screen anyway now.

 

 

=HillBilly=, on 15 Nov 2015 - 11:13, said:

 

Panthercules  I don't pretend to know anything about modding, but are the Still Shots a media file? If so could they be replaced with motion media?   

 

 

Panthercules, on 15 Nov 2015 - 13:55, said:

 

They're .dds image files.  I don't know whether there's any way to make a program that expects to display a .dds still image react well to some sort of motion video file.

 

 

=HillBilly=, on 15 Nov 2015 - 15:45, said:

 

How do they make them slowly zoom in?

 

 

Panthercules, on 15 Nov 2015 - 23:08, said:

 

I assume that's something they programmed into their loading screen image viewer routine - Personally I don't know how to program it but it strikes me as something fairly simple to do since most image viewers have a zoom capability.  It's too bad they couldn't have figured out a way to use the track viewer they already have in the game to play little short tracks (and then let you swap in your own track files if you wanted to) - that would seem like a natural way to get motion video for that movie theater setting, but I suppose they were more interested in minimizing the loading time than in spending time figuring out how to play video while the mission loads. 

 

 

kkang2828, on 14 May 2017 - 01:12, said:

 

Does this mod interfere with Feathered_IV's WWI loading screen mod?

 

 

Panthercules, on 14 May 2017 - 02:09, said:

 

Nope - I'm using his mod with this one of mine now with no problems.  His changes the areas surrounding the pictures in the middle, and mine changes the pictures in the middle.

 

 

kkang2828, on 14 May 2017 - 03:11, said:

 

Thanks.

 

 

TG-55Panthercules
Posted

New Pointer for Simple Gauge Compass (originally posted by Panthercules)

 

originally posted by Panthercules:

I was looking for some clock files in another thread, and ran across the files for the simple gauge compass/heading indicator.  I remembered a lot of complaining posts from folks who didn't like it when the devs made some GUI changes a patch or two ago and made the heading indicator look like a compass needle, which seemed "wrong" because a compass needle should always point north.

 

I couldn't remember whether anybody had already fixed this or not, but I didn't have a mod for it on my list so I decided to whip one up.

 

The stock version looks like this:

post-31218-0-85459100-1498840957_thumb.jpg.eaab2e16dba75e01cc6ae98b41ec0b94.jpg

 

 

My revised version looks like this:

post-31218-0-96388000-1498841032_thumb.jpg.167c4fbe723440a3c303000a67b54479.jpg

 

 

If you're interested, you can get the mod package here:

 

http://www.mediafire.com/download/y10i3i2h3u18mej/Panther%27s_Simple_Compass_Mod_v2_for_RoF_for_JSGME.zip

 

 

It's JSGME-ready, so you can just unzip it into your MODS folder and activate it with JSGME as usual.

 

 

J5_Adam, on 14 Nov 2015 - 17:57, said:

 

I like that more than the boy scout compass. Thanks Panther.

 

 

Panthercules, on 14 Nov 2015 - 20:04, said:

 

After looking at the stock version it seemed to me that my initial version wasn't bright enough, so I've updated the package to make the needle/pointer a bit brighter - should be a bit easier to see at a glance while flying now.  Here's how the new one looks:

 

post-31218-0-99906600-1498841066_thumb.jpg.27073f2899e28eea0dadb6b0a485051d.jpg

 

Link in first post has been updated.

 

 

arvigna, on 18 Jan 2017 - 14:05, said:

 

Hello,

 

Panther, please, do you know where i can find the files of the simple gauges ? 

 

Ok I find ..... 

 

THx

 

 

B24_LIBERATOR, on 19 Jan 2017 - 12:18, said:

 

Woulda been cool to make it more WW1 looking

 

post-75681-0-64646900-1484842687_thumb.jpg.7183fb97258f2eb261cb4c4d13682a9f.jpg

 

 

FourSpeed, on 19 Jan 2017 - 13:43, said:

 

Hi Lib!  ltns!

 

So, when will your version be available???   tongue.png  biggrin.png

 

 

Cheers,

4 

 

 

B24_LIBERATOR, on 19 Jan 2017 - 23:32, said:

 

All those files are hidden, I don't know where to find them.

 

 

Panthercules, on 20 Jan 2017 - 00:52, said:

 

Lib - they are in one of the .gtp files, and you'll need to unpack them with the gpt tool.  If you look inside my mod package you will see which file(s) (from inside the gtp file) that you'll need to tweak, and where to put the file(s) once you're finished.  I don't recall offhand exactly which gtp file the relevant file(s) are in, but if I get a chance tomorrow I'll try to dig around and find them again.

 

One thing I would point out, though, is that you don't necessarily want it to look much like a compass (that was the basic problem with the devs' version - since a compass needle is always supposed to point north, having it look like a compass needle was jarring because on this heading indicator it's going to be pointing all different directions).  But it's all a matter of personal taste on something like this, so if you like the way it looks that's all that matters.

 

 

Lothar29, on 20 Jan 2017 - 16:54, said:

 

thx friend for me is not necsary. for more pilot yes. thx for your time and dedication

 

 

TG-55Panthercules
Posted

[MOD] More Active Front with No Ambient Flak (originally posted by KodiakJac)

 

originally posted by KodiakJac:

 

Mod by *steppenwolf* and updated by Bucksnort removes ambient flak, adds ambient timed fuze artillery shells at 10m altitude over the front, adds ambient bullet strikes at ground level, and increases the frequency of ambient mixed size ground explosions.

If you like the more active artillery on the front in WOFF you'll like this mod. This increases the frequency of artillery strikes on the front pretty dramatically. It has four different explosion sizes and if you fly low enough or ditch in the mud you'll hear and see bullets zipping past you and striking the ground. Water effects are also included and of course all of the sound effects are there to go with the artillery so when dogfighting low over the front you'll feel like you're in the middle of the chaos of war. At higher altitudes you'll see and hear less, but the distant thunder of artillery and large explosions you do see keeps the front alive at pretty much any altitude.
 

More Active Front with No Ambient Flak.zip

 

 

J.j., on 24 Dec 2013 - 14:34, said:

 

Is this possible to keep the new ground effect and at the same time still having the ambient flak? Maybe by deleting all the files related to "air explosions"?

 

 

redcoat22, on 24 Dec 2013 - 18:02, said:

 

It's a shame this sort of "active offensive" effect could not be built into the career and enabled during offensives. Remember, the "front" wasn't a bullet fest on a day to day basis and random artillery is more appropriate.

 

 

KodiakJac, on 24 Dec 2013 - 18:34, said:

 

Hi J.j.

Steppenwolf's original version had ambient flak but he had pulled it all in real close to your plane to give the effect of constantly being in a heavy flak barrage whenever you were over the front. So it wasn't stock game effect ambient flak. I wanted to remove ambient flak altogether so I took it out of this mod except one line which I used for the time fuze artillery shells at 10m altitude.

I don't have Steppenwolf's original file anymore, but if you found it you would have a start (look for it posted somewhere around May or June 2013). But you would have to move the flak out away from your plane to get it back to the stock game effect and I don't know the stock distances (there were quite a few lines for flak).

Seems like there should be an easier way to get stock ambient flak turned back on if you want it without impacting this mod. Sorry I can't help more.

 

 

KodiakJac, on 24 Dec 2013 - 19:02, said:

 

With JSGME you can activate and de-activate this mod to suit your location and time period (which is what I do while using PWCG). Maybe 777 could put something similar in B-Career also?

 

 

gavagai, on 25 Dec 2013 - 17:13, said:

 

Just gave it a try. I didn't hear any additional sounds. Should I?

Nice work.

 

 

Feathered_IV, on 25 Dec 2013 - 17:44, said:

 

I think they are mostly heard from external view.
I like the mod. It's very well done. I do rather miss the ambient flak to go with it though. /forum/public/style_emoticons/phpbb/icon_e_smile.gif

 

 

KodiakJac, on 26 Dec 2013 - 03:07, said:

 

Credit goes to Steppenwolf for the mod, guys. I just tweaked it.

Gav, the sounds are there, but then I've been using it for 4 or 5 months. More so over the trenches and the lower your alt the louder it gets. Because it's random there are periods where it's not to bad and then times when all hell breaks loose…sometimes it gets on my nerves when one of those big shells goes off right in front of me during a dogfight in the mud /forum/public/style_emoticons/phpbb/icon_lol.gif

 

 

steppenwolf_, on 27 Dec 2013 - 22:26, said:

 

Hi Bucksnort. Thanks for the props!

The only additional sound I added was the bullets flying by sound at ground level. But it is not in this mod?? Did you start with the 'Trench Textures Ambient Effects' mod? It's in there, plus a very low grey flak.

J.j., to keep the new ground stuff, but also use the stock ambient flak check here:

[link broken]

 

 

J.j., on 28 Dec 2013 - 03:34, said:

 

Thanks steppenwolf, just found your post.

 

 

KodiakJac, on 28 Dec 2013 - 22:53, said:

 

Hi Steppenwolf,

Glad you saw this thread as you can answer questions I can't. The bullets you added at ground level are in my version also.

Great mod /forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

 

JG1_Butzzell, on 31 Dec 2013 - 10:41, said:

 

S!

This is only for mods on?

Or does it work in multiplay mods off?

 

 

gavagai, on 31 Dec 2013 - 10:59, said:

 

Mods-on.

We've asked dozens of times for the ability to turn off ambient flak mods-off for multiplayer. It never happens.

 

 

J.j., on 31 Dec 2013 - 11:30, said:

 

Multiplayer with MODS ON is something possible, and with all the mods which exist right now it is so much better than stock ROF.
Flying multiplayer with mods ON is worth a try /forum/public/style_emoticons/phpbb/icon_e_wink.gif

 

 

Sabre, on 05 Jan 2014 - 08:16, said:

 

Bucksnort, just curious, why did you remove ambient flak in the first place.

Now, can I install Steppenwolf's RoF - Front Line Flak Mod for JSGME.zip then add your mod ontop? Anybody?

Thanks,
Sabre.

 

 

SeaW0lf, on 05 Jan 2014 - 08:56, said:

 

Indeed, and they force us to use a mod that only pleases the arcade niche (and this is a sim) when the option to disable the ambient flak is only available for mods on.

They got it all upside down.

This mod interested me just to experience the mud without the hideous fake flak, but I installed it and I can't seem to locate it in the game. Could anyone explain in which missions this mod is available and how to enable it? I think that I used JSGME_v2.60.

 

 

gavagai, on 05 Jan 2014 - 12:19, said:

 

"Arcade" is not a niche, it is a cash-cow. /forum/public/style_emoticons/phpbb/icon_e_wink.gif

However, it is not 777 that forces the arcade mods on us. It is the server hosts; they like it that way, too.

 

 

KodiakJac, on 05 Jan 2014 - 12:53, said:

 

Hi Sabre,

Everybody has a different take on ambient flak, but I removed it because it is fake flak being shot at planes that are not there (ambient flak can't hurt you). I would rather have any flak I see being shot at me to me real. So my take is that if I see flak either close or in the distance it is real flak being shot at real planes (maybe me). Also helps me pick out if the dots I see in the distance are friendly or enemy planes. But nothing wrong with ambient flak if you like the effect.

For your second question you'll have to wait for Steppenwolf to answer that.

 

 

KodiakJac, on 05 Jan 2014 - 13:04, said:

 

You should find the following files when installed with JSGME:

Rise of Flight\Data\LuaScripts\WorldObjects
staticexplosions.txt

and

Rise of Flight\Data\LuaScripts\WorldObjects\Emitters
12 text files that all start with dummy (ie: dummyairexpl.txt)

When running you should see no ambient flak over the mud, and more ambient ground artillery explosions.

 

 

Sabre, on 05 Jan 2014 - 17:53, said:

 

Fair!

Neither do I like the fake flak as opposite to the fake ambient artillery. /forum/public/style_emoticons/phpbb/icon_razz.gif

Thanks,
Sabre.

 

 

SeaW0lf, on 05 Jan 2014 - 19:06, said:

 

Thanks, I'll check next time /forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

=Fifi=, on 23 Jan 2014 - 00:40, said:

 

This is a must have mod IMO.
I'm using it currently together with some others.
I love it /forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

 

PatAWilson, on 23 Jan 2014 - 10:27, said:

 

I wonder if this mod could be activated from PWCG when you accept a mission. PWCG knows when there is a battle and knows what kind of mission you are flying. Doing this would enable or disable this mod as appropriate.

 

 

WW1EAF_Paf, on 23 Jan 2014 - 17:48, said:

 

Its indeed really nice simulating an offensive. Having it 24h 7 days a week its abit too much. A solution via PWCG would be great thing!!

 

 

KodiakJac, on 23 Jan 2014 - 22:00, said:

 

That would be pretty cool, Pat. As your altitude and/or distance increases the activity dissipates over the mud, when at tree top level it is very intense. So I turn it on when I'm in an active sector such as the Somme region during the Battle of the Somme. That way no matter what I'm doing I feel like there's a war going on when I get near the mud. If I'm flying a patrol at 4000 ft I see some activity and if the fight degrades to tree top level over the mud then it's chaos.

I also turn it on during a contact patrol in a quiet sector, for instance, to enhance the immersion of a local skirmish but otherwise keep it mostly turned off in quiet sectors.

Since PWCG knows when there is a battle and what mission you are flying there is a lot you could do with it.

 

 

Fritz-Fraghof, on 18 May 2014 - 02:12, said:

 

Thanks for this great mod. Beautiful screenshots too.

 

TG-55Panthercules
Posted

[MOD] Rate of Fire by Historic Date Range (originally posted by KodiakJac)

 

originally posted by KodiakJac:

 

I decided to make myself an evolution of firepower mod package based on a template by Gav that allows me to change the rate of fire for a given time period on certain guns discussed in this thread. Thought I would post it for anyone else who would like to use it.

There is conflicting info on the rate of fire of these guns, so if you wonder where I got the numbers I used the following:

"The Vickers and the Maxim (Spandau) had a reliable rof of around 450 rpm when used with fabric belts in the air. The earliest mechanical synchronisation gears used by both the Germans (Fokker and Albatros types) and the British and French reduced this to around 350 rpm."
Bletchley

Rate of Fire Jan 1916 - Feb 1917
Spandau lmg_08_15 (350 rpm)
Spandau lmg_08_15_f (350 rpm)
vickers_mk1 (350 rpm)
vickers_mk1_boost (350 rpm)
Vickers balloon_gun (350 rpm)

"The introduction of an improved Fokker type with the Albatros D.III or D.V (not quite sure of the exact date) then raised this back up to 450 rpm, but the introduction of a muzzle booster seems to have only improved the reliability of the Maxim and not increased the rate of fire."
Bletchley

Pat Wilson introduces the AD3 in Jan 1917 and the AD5 in May 1917 in PWCG, so the mid point would be Mar 1917. This also ties nicely for the second part of the mod:

"The British introduced the Constantinesco synchronising gear in March 1917, a big improvement on earlier gears as it did not rely on a mechanical linkage and did not therefore limit the rate of fire by engine speed. This appears to have raised the rof of the Vickers to around 450-500 rpm, still limited by the use of a canvas belt."
Bletchley

Also, for the Spandau rate of fire I considered this comment from Watts and averaged the two numbers at 440 rpm:

"An LMG Spandau has a ROF adjuster that ranges from "0 - 700". I have fired these weapons and they don't like to operate at the higher ROF settings as you are tightening a recoil spring and if your ammo is not up to snuff the gun will simply not reload. In all observations I have made from WW1 period photographs of aircraft the guns are normally set for around 430 ROF, and with actual conducted field operation of the weapon I can confirm it operates the smoothest and most reliably with this 430 ROF setting, (and this is utilizing the barrel "booster")."
Watts

Rate of Fire Mar 1917 - Sep 1917
Spandau lmg_08_15 (440 rpm)
Spandau lmg_08_15_f (440 rpm)
vickers_mk1 (475 rpm)
vickers_mk1_boost (475 rpm)
Vickers balloon_gun (450 rpm)

For the third time period I went back to Bletchley:

"The introduction of the Hazelton muzzle booster in May 1917 then raised the Vickers rof to 1000 rpm in land use, and it was the combination of the Constantinesco synch. gear and Prideaux links already in use that meant this could then be exploited to raise the Vickers rof to 850 rpm for air use (reduced from 1000 rpm to reduce jams and stoppages) in October 1917."

Rate of Fire Oct 1917 - Apr 1918
Spandau lmg_08_15 (440 rpm)
Spandau lmg_08_15_f (440 rpm)
vickers_mk1 (475 rpm)
vickers_mk1_boost (800 rpm)
Vickers balloon_gun (450 rpm)

And then the fourth part of the mod package adds an increase in the Lewis rof:

"The Lewis gun Mk.I had a rof of 550 rpm, increased to the higher rate of around 700 rpm with the introduction of the Mk.II and Mk.III in May 1918."
Bletchley

Rate of Fire May 1918 - Nov 1918
lewis (650 rpm)
lewis_inv (650 rpm)
Spandau lmg_08_15 (440 rpm)
Spandau lmg_08_15_f (440 rpm)
vickers_mk1 (475 rpm)
vickers_mk1_boost (800 rpm)
Vickers balloon_gun (450 rpm)

Using JSGME I just activate the mod for whatever time period I am flying (don't forget to deactivate the one you are currently running first). The boosted Vickers is in all files because Gav made the comment that 777 might have introduced it too early. But I wasn't sure how early, so by placing it in all files, first at the the standard Vickers rof and then at the boosted rof beginning in Oct 1917 it ensures you won't be running the boosted Vickers before Oct 1917.

Thanks for posting the original mod file Gav, as I wouldn't have been able to do this without it. I've been having some fun with these, so thought I would put them out there for anybody else who is interested in using them.

Are Bletchley and Watts right? I don't know, but wanted to do something so started with them. All other guns not included in the mod files described above will run at Rise of Flight default rpm values when using these mods.

/forum/public/style_emoticons/phpbb/icon_e_salute.gif

P.S. After reviewing the US Army Ordnance Pamphlet from November 1918 shown in my posting below there is mention of the Vickers Balloon gun running at 450 rpm, so I have added it to the Rate of Fire mod files at 450 rpm (except for the period Jan 1916 through Feb 1917 where it would have run at 350 rpm with all other guns due to the limitations of the synchronization gears during that time period).

RATES OF FIRE HAVE BEEN ADJUSTED IN THE BODY OF THE TEXT ABOVE TO REFLECT FURTHER FINDINGS CITED IN MY POSTS BELOW WHICH ARE NOW INCLUDED IN THE CURRENT MOD FILE:  

 

Rate of Fire by Historic Date Range.zip

 

 

HotTom, on 08 Dec 2013 - 12:18, said:

 

Looks really good, Bucky! I'll give it a try!

 

 

SYN_Bandy, on 09 Dec 2013 - 07:49, said:

 

I remember reading an excellent book (publication date in the 1920's) chronicling a single squadron's operation (I think it was RNAS8), with chapters written by the men performing the work, i.e. the gunnery officer wrote his own chapter.

The gunnery officer recounted with some detail how his work dramatically increased with the intro of the muzzle booster in 1917, having to fine tune the syn gears and fix stoppages that could not be resolved in the air. They were frequent.

That said, there was no mention of reducing the ROF to try to ameliorate stoppages; it was simply accepted. It was mentioned that when the muzzle booster was introduced that the German pilots definately recognized the change!

Will try to find that reference for you. Ah yes, it was originally published in 1931…

NAVAL EIGHT: A history of No.8 Squadron R.N.A.S. - afterwards No. 208 Squadron R.A.F - from its formation in 1916 until the Armistice in 1918
Author: E.G. Johnstone , D.S.C. (Editor)

available FOR PURCHASE HERE and HERE IN UK

 

 

KodiakJac, on 15 Dec 2013 - 02:05, said:

 

Hi Bandy,

Thanks for the link to the "Naval Eight" book, I just ordered it! Looks like it might be a good one. I love first person accounts.

Regarding your comment:

"That said, there was no mention of reducing the ROF to try to ameliorate stoppages; it was simply accepted. It was mentioned that when the muzzle booster was introduced that the German pilots definately recognized the change!"

…that is why I cut the Boosted Vickers loose at 850rpm in my mods from Oct 1917 and going forward. From everything I found on the internet beyond the thread I mention above it sounded like Boosted Vickers were run pretty close to wide open.

I kicked the Lewis up to 700 rpm in May 1918 for the same reason. I was hoping to get as close to historically accurate as best as possible based on what I could find, and I found nothing about slowing the Lewis down.

It's a lot of fun listening to the contrast of the 350rpm chug-chug-chug of the early guns and then moving through time as they speed up eventually to the blistering 850rpm Boosted Vickers /forum/public/style_emoticons/phpbb/icon_e_smile.gif

 

 

gavagai, on 15 Dec 2013 - 02:08, said:

 

The main reason why I didn't go for 800+ rpm for the Vickers was because of Tony Williams. I consider him an authority on aircraft weapons, and he claims that the actual rate of fire would be much less than the 800+ rpm setting. How much less? I have no idea. Oh crap, now HT is going to ask me if I tried to contact Mr. Williams.

 

 

HotTom, on 15 Dec 2013 - 02:14, said:

 

Grabbed the book! Thanks, Bandy! /forum/public/style_emoticons/phpbb/icon_e_salute.gif

@Gav: LOL! Ya know, he probably would respond. /forum/public/style_emoticons/phpbb/icon_mrgreen.gif

 

 

KodiakJac, on 15 Dec 2013 - 02:44, said:

 

Hi Gav,

If you do contact Mr. Williams please send him this, as I also found it pretty credible:

A US Army Ordnance Pamphlet from November 1918 provided by LukeFF that he found on Google Books.

P.S. After looking at this document again there is mention of the Vickers Balloon gun running at 450 rpm, so I have added it to the Rate of Fire mod files at 450 rpm (except for the period Jan 1916 through Feb 1917 where it would have run at 350 rpm with all other guns due to the limitations of the synchronization gears during that time period).

 

 

KodiakJac, on 26 Dec 2013 - 03:30, said:

 

If you like the evolution of firepower in WOFF you'll also like this mod. First post explains how it works. Couldn't have done it without Gav's template!

Since Pat has added the Weather Level 3 option to PWCG and you're often bouncing around in the wind if you use it you'll find it a challenge with the slow early guns trying to keep your bullet stream on your target long enough to get enough hits for the kill. Weather level 3 also gives you random clear calm days, but when the weather gets bad the difficulty level goes up exponentially. I've been having a blast with it since he implemented it, in particular with these guns. As the guns speed up over time the mid and late war planes aren't as bad, but the wind is still a challenge and fools with your Kung Fu ACM /forum/public/style_emoticons/phpbb/icon_e_smile.gif

 

 

KodiakJac, on 23 Jan 2014 - 00:53, said:

 

After thinking a little more about the US Army Ordnance Pamphlet from November 1918 provided by LukeFF that I posted above I decided to adjust the Boosted Vickers that came out in Oct 1917 from 850 rpm to 800 rpm and the faster Lewis Mk.II and Mk.III that came out in May 1918 from 700 rpm to 650 rpm. I just think this pamphlet is the most credible document I've seen so far on these guns.

You will find that you will get the same evolution of firepower found in WOFF using these mods, from the chug, chug, chug of the early guns to the blazing fast Boosted Vickers, both adding a different level of difficulty and challenge to the game.

So a new file has been posted to my OP /forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

 

unreasonable, on 23 Jan 2014 - 10:13, said:

 

This is an excellent idea, thank you!

Now if only someone could adjust the number of flak guns in campaigns on a time adjusted basis…..

 

  • TG-55Panthercules unlocked this topic
Posted (edited)

I've put tohether a couple of things for those using the older 16.3.1 version of PWCG with RoF

 

RoF GUI Mod for PWCG leagacy versions

https://www.mediafire.com/file/nt0ga6qe5prvy4n/ROF_GUI_Mod_%28Legacy%29.zip/file

 

Plus a couple of Reskins for PWCG Ver16

Image2.thumb.jpg.e1c6355a2fd53edb2727ae28e74a7ec9.jpg

https://www.mediafire.com/file/ls0wcw9p9xmy77o/PWCGSkin1.3.zip/file

Image1.thumb.jpg.4878102c68e0525807c08dd74e668f4e.jpg

https://www.mediafire.com/file/1w8eihcmgtes28d/PWCGSkin2.0.zip/file

 

Edited by J2_Steve
  • 2 months later...
Posted (edited)

@TG-55Panthercules NEVERMIND.  I thought that link was bad but it was because I wasn't signed in (facepalm)... so I'm removing this post

 

Edited by vladtaltos
I'm an idiot - links do work when logged in

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