OFF Tips and Cheats

How Small IS your Target

While this video is very informative in itself, it demonstrates just how small these aircraft really were .. or are in the game.

Showing the possible NEED for reprograming in Control Options, the command for LABELS to a single keystroke.

As 7 british trucks all in a row, can mess up the view
However you can miss an aircraft or two, which could ruin your day

http://www.youtube.com/watch?v=qtprTL66-FY
 
Whilst attempting to create a 'Neatness' out of a pile of printed Garbage, I came upon these, They're the tweeks suggested by Winding Man, when Phase 2 was brand new. If the guy that wrote the game doesn't know, who would ???

TWEEKS in OFF Configs ( File with Wrench )

Overrides settings:

Disable Intro Movie ( after a few views, it gets tired ) Personal Opinion of mine
High Resolution Z Buffer ( deselect Dual Pass Render )
Terrian Detail Texture
Disable Validate Device
Disable Write-Only Vertex Buffers
Disable Write-Only Index Buffers

Texture Info:

Composite Terrian Texture Usage ....... Render Target
Composite Terrian Texture Pool .......... Managed

Composite Aircraft Texture Usage ....... Render Target
Composite Aircraft Texture Pool .......... Managed
 
OFF on Vista

I feel it's only fair to say . .OFF was originally written for the XP Operating System, for a very good reason . . . there was No Vista . . not even on the planning boards at Microsoft.
That said . . it will run on Vista, and Vista 64, however in the case of Vista Operating Systems, it is NOT a straightforward installation.

On this forum there were many attempts, some sucessful, some not.
There were some fairly bulletproof methods developed to run OFF on Vista

We had over 200 pages of threads, then around September, 2008 .. SOH had a massive crash, all data was lost forever, and it wasn't just us, All the forums of SOH, Lost All their Data

Sooo now everybody is starting at square one, STICKY Threads have been posted asking, if anyone knows How-To install on Vista to please post, sharring the wealth

It has been said that Phase 3, will install
And While I can't swear to it, it only makes sense that if you have problems, it will be supported
 
Installing 3rd party Missions

Some missions Require aircraft or searchliights, not featured in Phase 2 . . . example: the Zepplin, the Gotha, the Bristol Fighter, the Hanriot.
Those aircraft are normaly, not included in the mission
When a special object is needed for the mission, there is no guarenntee that it is still available
When all else fails read the instructions
Make sure it's for Phase 2

When Downloading, Download to CFSWWI Over Flanders Fields > Missions > What-if. . or . .Training

You access the missions by playing Campaign in OFF

Going to the Hanger Page, Clic on missions

Then you must Highlight the mission you're looking for

What If = Quick Combat

Training = Mission Packs

You will start like it's a Campaign. . . FLY
 
Becoming the Ultimate Tourist

If you are so inclined, or if you fancy yourself a bit of Barnstormer, or just wish to fly around with a window seat. All are possible within OFF.

A completely detailed LONDON Exists, with tower bridge, Big Ben, St. Paul's, the Naval Observetory, Bittersea Power Plant. Everything that was on the Thames in 1916 is at your disposal. So if you just wish to observe, or like a disrespecting Yank, fly under the roadway of Tower Bridge, shooting rockets at Big Ben. Who's to know ?

Fly in Quick Combat> Free Flight> Great Britian> London> Kenley airfield

Fly north to the Thames, and hang a left

There also exists a detailed Paris, complete with a Effil Tower, arch de Triumph, and Notre Dame
 
problem with gunner

When I'm in the gunner's seat, I don't find controls to move the gun ?
I only use the keyboard to fly around, is that the problem ?
 
In the proper hands, it was a great weapon, if the pilot lived long-enough to learn it. In 1917 she killed so-many pilots, she was called the widowmaker. If you can get it up in the air, too steep a climb, it stalls. A tight turn at low speed, it stalls. A sharp turn to the left it dives, a sharp turn to the right, it climbs. If it turns too long, to the right, it stalls.
When you turn quickly to the left, if you're not expecting the dive, it's a killer.
High Rudder must be used in turns, when the aircraft is sideways, the rudder is used as a huge elevator.
It'll then turn tighter then anybody.
It then becomes a very dangerous weapon, with the twin guns, and the great sight.
IF you're still alive that is

I'm a fan of the Sopwith Triplane, excellent visability, great low speed manuverability, but it's single gun, but that's enough if you hit your target :kilroy:

Thanks for the info. However, I'm a bit confused. According to these sources it's reversed, so the right turn is the diving one, and the left is the climbing one. The motor pulled the aircraft to the right. So how is it?
http://www.theaerodrome.com/forum/other-wwi-aviation/2821-sopwith-camel-turn.html
http://www.hq.nasa.gov/office/pao/History/SP-468/ch2-2.htm
 
Player Gunnery Spread

There are three possibilies: Normal = Default. . . Tight = ruin someones day . . Wide = for all the masochists out there

There are many different explinations, this is mine

Vibration is not a part of accurate gunfire, and should be eliminated if possible. When Uncle Sam dragged my butt, to the rifle range. He taught me how to control my breath, for accuracy. Olympic shooting teams train to lower their heartbeat, because vibration is not desired

Normally an aircraft must be pretty smooth in flight, loud but smooth.
It must vibrate, like a washing machine on steroids, from that Machine Gun Recoil whenever it's fired.
That's my point, twin machine guns, would produce twice the amount of vibration, when fired, so those I would put on Widest.
Where as a single machine gun firing, would create less vibration, therefore it should be set to Tightest

The exception is the SE5, it has two machine guns, but only one is in the fusilage, the other on the upper wing, isolating them from eachothers vibration, so there I would use Tightest

Fighter Aircraft in the succeeding years had to have recoil absorbing gun mounts, but not in 1917
 
Different Ways of Killing Your Engine

It really makes No difference in the game, because if the enemy didn't set your aircraft on fire in the air, there's no way you're going to burst into flames on the ground. However IF in 1917 you stopped your prop from turning under power by retarding your Magneto 3 times. Your engine will indeed stop running, but now you will continue pumping a mixture of aviation fuel and air, or aviation fuel and Castor oil to a Red Hot Air cooled engine without it running. NOT A GOOD IDEA

On a modern aircraft engine, when the engine stops running, the fuel pump stops pressurizing, and everything comes to a halt.

But in 1917 there was NO fuel pump, air was pressurized by the pilot, via a bicycle pump deal atop the fuel in the tank. Which can explain your engine just stopping, without a fuel leak. An air leak, like from one bullet hole, means you can pump till you're blue in the face, but that engine is gonna stop.

The only SAFE way to stop that engine is via Mixture Idle Cutoff, problem being that's 3 Keystrokes (Ctrl+Shft+F6). Which is a definate candidate for a little work in Control Options

I'm just amazed at how many people, recommend the Magneto method to newbies. Then rave about Immersion

I guess it just comes easier to me, I've never flown a modern engined aircraft :kilroy:
 
Searching this forum

Many new players have asserted that they found nothing or very little in searching this forum. It is better to use the advanced search as the default search does fail to find anything. From the search drop-down, select Advanced Search. Type what you're looking for in the 'Keywords' box. In the 'Search in Forums' window, under 'the Simulators', highlight 'Over Flanders Fields' and click on the 'Search Now' button. This should yield better results.
 
Machine Gun through a turning propellor

To some this is ridiculously basic, to others it's a revalation. My only request is that corrections, be offered in the form of a normal thread, to prevent cluttering up the STICKY area, because once it appears here, we appear to be stuck with it. I will gladly make the needed edits, if needed.

In 1915 a French Pilot by the name of 'Roland Garros' decided that the ability of a pilot to fire his machine gun at the enemy, would be a good idea, formerly it meant shooting off your own propellor, not a fair trade.
Granted the Nieuport 11 existed, but it was difficult to aim, and impossible to reload in flight. So Roland abit of a nut, attached Heavy Steel Bullet Deflecting Wedges on his propellor, at the point of bullet impact. Don't want to be his wing man, thank you. And let the ball roll with his Hotchkiss Machine Gun.

He was Big Man on Campus, till engine failure forced him down, behind enemy lines, he tried to burn his steed, but the Germans found out the secret to his success.

That started the Race to develop a system by which the pilot could fire his Machine Gun at his enemy, in direct line of sight, without shooting off your own propeller.

That led to the interupter gear, a system of cams, and control rods, which prevented the gun from firing, when the propeller was in the line of fire. It saved alot of spining propellers, but it must have caused alot of jam-ups too.

The first aircraft equiped with the interrupter gear was the Fokker EIII. Wing warping and all, but it could fire through it's own prop, that made it a very effective weapon.

It must've slowed the rate of fire, when compared to the earthbound weapon. But who cared

But as it was in War, aircraft get shot down, and the secret no longer was.

And the Race is On
 
Thanks for the info. However, I'm a bit confused. According to these sources it's reversed, so the right turn is the diving one, and the left is the climbing one. The motor pulled the aircraft to the right. So how is it?
http://www.theaerodrome.com/forum/other-wwi-aviation/2821-sopwith-camel-turn.html
http://www.hq.nasa.gov/office/pao/History/SP-468/ch2-2.htm

Climbs in LH turn, nose falls in RH turn. Nearly every write up confirms this- I only found one article pointing to the other way.
 
If you check out #8 of this Thread . . all those links work. However one of them will only provide a list of titles

http://www.raindesert.com/great_war/great_war_index.htm

Everyone of those clips Listed is on U-tube. The chap who provided that list is making a documentary of WWI War in the Air
You will find it easier, if you print it out

Search for the number and title . . they're all there, you have but to look :applause:
 
The Finer Points of WARP

Will this apply to Phase 3, got me ? but here and now

Makes No difference "HOW" you managed to engage WARP, conventionaly or with WarpZap

Assuming, you're already cheating with the TAC, it'll tell you how many miles to your Next Waypoint. It's your call, but below 20 miles, I'll fly it. However it's a great way to reach mission altitude quickly.

If it states say: 23 miles, you may elect to Warp the first 18, and fly the rest. You achieved 15,000 the easy way, now you want control.
Easily Done . .with the Cancel Warp Command ( Control+X )

Sometimes you are awakened Mid-Warp because of enemy activity in the area ( you're Not getting penalized, for using Warp ) they would've been there anyway, but you might've missed seeing them.

The reverse is true in 1915, or early 1916, or in a quiet sector.
I've engaged warp for that first leg of the mission, and flown five waypoints in about 30 seconds, saw the banner, landed and headed for the Officers Mess. Sooo your computer hasn't gone around the bend, it has been known to happen. If there's No enemy contact, Warp continues
 
Hey Gimpy, any ideas why wingmen after take off will start to circle and get stuck? Then tightly circle until they leave a smear on the or near the airfield?

Thanks for any ideas you may have.
 
It's WW2 AI code struggling with the slowest low powered WW1 planes. That's why you need P3.
 
I can only think that you're turning too tightly, they try to follow and lock-up, I'd say if you need to go left 115 degrees, do it in 30 degree bites, with a few miles inbetween. Assuming you're cheating already with the TAC up, don't be in a hurry to get that neon line vertical

A good cheat is bring up the ( F5 ) HUD, put the printed part in the upper right corner. Only save the (F5) compass, throw the rest over the side.
Drag your TAC to the Lower Left corner, center that compass in the TAC screen, both still work perfectly. Also you don't need to wait around for the neon line to reappear, or command Advance Waypoint.
It was 320 too the Target, it's 140 Home

Too really be an advanced cheat, hit ( Z ) and leave it up, that mass jumble of numbers, is all the info that those gauges use, you just need to know where to look, it features your Speedometer, Altimeter, Flight Angle, and a very useful timer, for Patrolling 13 minutes
Notice: I said Timer, not clock, because it Will state 1943 at times

Or just live with it, cheat lots, and wait for Phase 3

Many times you HAD two wingmen before you Warped, and now you don't. What Happened?

It's Phase 2, get used to it

I've found if you back down on your throttle for a while, they'll try to pass you, when you see them, you warp

That's the main reason, I don't use WARPZAP. It works Yes, but it was added later on, it was not released with Phase 2 . V1.9e was out for a long time :kilroy:
 
Tips and tricks

Hope you don't mind if I copy the tips and tricks on to word and then offer them if anyone wants them.
I have update them and now they are over 100 pages long.
If you don't mind I will send them to anyone that PM,s me.
The word doc will let you connect to a lot of the files if you are on line when you read it.
Also thanks to duck I got my DVD of phase two. If anyone needs one I will send them. Just PM me.
 
Claim Confirmation is too difficult

Let's forget the movies, WAR is hell. How these guys did what they did I'll never start to understand. But things haven't changed all that much as far a receiving credit for good deeds.

Home Office want's so many particulars on the form, then that report is submitted to your commanding officer, who signs it, after interviewing witnesses if they're handy, and he might put a message on it, saying it's a clean kill, or the man's a bounder. It's never a good idea, to piss-off your commanding officer.
Then he gives the Report to his pencil pusher. Who takes IT along with all the other paperwork, puts it in a big pile, which includes the request for more toiletpaper. When the pile gets high enough, it gets stuffed in a briefcase, and delivered to the Home Office Pencil Pusher

He's probaly pleased as punch, to get the work, the large pile is now on His desk. He sorts into different piles ( If his Bunion is giving him trouble) it could take a bit longer.

So it gets taken into the Colonel at Home Office, who is an ex flier himself, he now flys a desk, because of wounds he got in battle. Hope it ain't winter, because his wounds bother him then, and he ain't in good mood. Gives most of his work to the sargent.

Too be continued
 
I can't edit my own Post after 8 Hours . . it seems.

To make a long story short. You can shoot down an enemy aircraft over your own field. He could hit the Lawn right at your commanders feet.

You still need to fill out that claim form PROPERLY, it needs to be verified, it has to be sent to Home Office, where it is at the mercy of the pencil pushers.

When and If it comes back ( things do get lost) it might be rejected for many reasons, if it was approved you get the Kill

Many times in real life a decorated ace had 19 claims, yet only 6 Kills
 
Back
Top