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My modifications for OBD software’s ‘Wings over the Reich’.
Accurate and high resolution map
This is a higher resolution map, but also totally redrawn to fit the game world (it doesn’t seem to match any real life projection). Still a WIP as there is much to do, however it is very much fit for purpose for the current area covered by WoTR.
NB. Intended to be used with the ‘no aircraft icon’ mod.
Below is a example of the change the mod brings to the in-flight view (click to view), the modded screenshot also makes use of the smaller map view but note the scale is the same:
The mod also changes the map in campaign/quick mission and briefing views and introduces smaller icons in flight that are also redrawn. Fo example the airbase icon is now two crossing runways, rather than a biplane image. Briefing icons have also been redrawn, along with waypoint markers.
As of early August 2019 (v3.2) the British and north/west European coastline has been completely redrawn, and detail of towns (and lakes) provided for much of Britain, Belgium, The Netherlands and a signifiant portion of France. I’ve noticed the in-game map detail does actually seem to tail off as you go further south and west. There’s a fair bit of Germany detailed as well, and Switzerland also has some detail in place now, probably as much as it will ever need! The eastern French border now runs down to the south coast, Belgian and Netherlands borders are already complete.
After being informed the game crashing in the far north had been fixed in an earlier game patch, I’ve added in the relevant UK coast, Isle of Man and Western facing bit of Germany and removed the majority of the top border that I was using to mask this area.
Here are two comparison shots taken of the files that are used for the in-flight map to show the difference.
Since v 3.1 I’ve also (as requested) increased the label size of towns and groups when seen in the briefing/QMB map view.
No aircraft Icon
This removes your aircraft icon on the map, so that with the accurate map you can actually get lost to some extent.
This is a really important modification for me; at the very least it can force you to use your compass when you disengage damaged from a dogfight over the channel and find you have no idea of which way home is. Of course, in conjunction with the accurate map mod it actually enables something close to real navigation, especially if you restrict your use of the map zoom to avoid using the closest zoom.
These are tweaks to OBDs original FMs, mostly changes to the dimensions but some other small changes. The biggest change and what made me investigate things in the first place was the over powerful rudder and ‘power-slide’ ability of the default aircraft (Hurricane in particular) and so this has been reduced.
Whilst I rely on these mods to enjoy WoTR, I do appreciate and am grateful for the hard work OBD did in making the bulk of these FMs.
NB. After installing the mod but before running the game, you must delete the folders in the relevant aircraft folder along the path: …WOTR\OBDWW2 Wings Over The Reich\aircraft that have the suffix A0 to A9.
These folders are built up again from the modded files automatically when the game runs a flight/mission for the first time.
(You would need to do the same deleting process if you remove the mod, except this time they will be built up again from the stock game files.)
There is now more info in the readme file thanks to Blade’s input.
Bf 109 E4
NB. The 109 FM is not compatible with the game setting for tree density being set to ‘High’.
There are many changes in this mod so please check out the readme; the changes cover gunsights, damage and weapons, sound effects, images etc.
*** NB. Includes historical propaganda images; delete these if you need to for legal or personal preference.***
They are the MainMenu1 to 7 images found in the location within the modfile:
WOTR_collective_v2.7\OBDWW2 Wings Over The Reich\campaigns\CampaignData\Nations
This mod changes amongst other things:
• Aircraft strength, structural strength has been increased for all aircraft, systems hasn’t. Bombers have had more of an increase than fighters.
• Weapons damage has been redone, with Axis cannon been given a relative increase to try and replicate what I have read in Allied pilot accounts.
• 109 gun-sight has been redone to enable calculation of distance as per the ‘Horrido’ document.
• All convergence for player fighters has been made closer (230m)
• Damage sounds have been redone; fabric and metal rip sounds have been removed. Hit sounds customised and new ones added to match pilot accounts I have read (and yes, my own imagination). Each hit on the aircraft should now trigger a sound rather than some being lost.
• Many airfield buildings are modified in their appearance to be less bright and also suggest for some the surfaces have been painted with basic single tones for camouflage.
• New custom-made scramble sound, instead of the air raid siren it is a phone ringing, bell ringing and running feet.
• Pilot images have been framed and modified to give a more uniform appearance, also remove artefacts and gave one pilot some hair back.
• The blurred splash (loading) screen is replaced with a custom made one.
• Waiting screens have been replaced with ‘old-style’ screen shots.
• Framed and gave a uniform appearance to all the ‘processing’ photographs, also corrected the skewing of some of them.
• Changed the rolling ground sound to lose the grass effect
• Changed the touchdown from a squeal to bump, to suit grass fields better
• Changes to UI to make labels less visible
• Changed target bracket to one that is less visible, can be used to direct wingmen etc. but not so much as a spotting aid.
• Crash effect for fighters (the mark on the ground) is slightly altered.
• Tracer reduced on forward firing guns.
• Gunsmoke darkened (to match the description given by a pilot account I’ve read).
• Startup engine noise removed on splash screen
• Main menu images replaced with custom ones depicting posters, propaganda and events etc. of the era.
These tend to have a chronological sequence within them that runs left to right as well as being grouped by type or side. The example shown above references pre-war airshows, then ‘Biggles’ a popular read for children before the war, then an R.A.F recruitment poster showing the belief in a bomber force as a national defence and then finally a recruitment poster for Australians reflecting the multi-national nature of the pilots in the Battle of Britain.
• Gun-sights now toggle between on/off only using ctrl [ and ctrl ] (the default for the game cycles through a range of brightnesses
• Oil damage on the canopy is a bit thicker and has a metallic sheen to it.
• An updated version of the dynamic Spitfire/Hurricane gunsight that OBD amended into the game from my previous mod version. This new version does not have the ‘fat’ lines when certain zooms are used, and the ‘infinity’ lines are faded slightly.
• Dimmed gunsight lenses for current player aircraft (109, Spitfire/Hurricane). This gives back some nightvision as the stock ones spoilt the night expeince for me. Pilot accounts I have read talk of being blinded by exhaust flames but not the gunsight, I assume because they can turn it off in real life. In game it is possible to turn off the reticle Ctrl + [ and Ctrl ] but not the bulb effect on the lens.
• Alternative sounds for the 109 slats extension and retraction; they now differ according to pilot quotes I’ve read, are muffled and they seem to now also seem to trigger better (not looped).
Stock 109 gunsight:
Modded 109 gunsight (a 10m wingspan will fill the sight at 100m):
Modded gunsight lenses (night-time)
NB. The collective mod requires the same folder changes (doing just the one time) after the mod installation as is mentioned in the flight model mods. There’s an additional note in the readme on this.
(If you’re installing all the FM mods and the collective mod you only need to do this folder deletion process the once after installing all the mods)
I found the stock buildings too colourful, so have dulled down the tones in this mod; in v1.1 onwards the texture files are also now half the size (44mb down from 87MB) but exactly the same definition and detail. This probably has no real performance benefit, but why have larger when it can be smaller is my thought. (NB. the screenshots were taken with a mild Vignette effect from re-shade).
…and some airfield building changes here (these airfield ones are included in the collective mod):
These are two mods that need swapping over via JSGME before loading the game depending on what side you intend to fly as. Currently they just change the map ‘window’ in the campaign screen for a custom made notice board.
NB. This mod is still ‘under observation’ so to speak, use it at your own (or virtual pilot’s) risk. It does however seem to be working ok from the testing so far… [fingers crossed].
It tightens and re-orders the three formations that seem to be used in game at the moment.
Allied fighters – much tighter, intended here to be as historically inconvenient as it was.
Axis fighters – A finger four formation now, slightly tighter than stock formation.
Bombers – Fly in slightly tighter groups of 3
Airfield Infrastructure (Frame Rates)
This mod simply aims to improve frame rates at airfields by taking objects out. The stock game has an airfield complexity setting for this, but I wanted to perhaps take it further and/or choose which elements to remove.
If frame rates at airfields are not an issue for you, just ignore this mod!
I will look to change things on this, both add back in some things and move others around a bit, but this is a trial version really to see how the game plays.
Essentially this mod removes placed trees and telegraph poles on airfields along with one or two buildings I don’t like cosmetically anyway. Biggin Hill is shown modded below (it includes the airfields mod texture changes too).
This is currently just a simple mod that addresses something that I felt was visually jarring, just a personal preference really; I can understand the intention, I just found the end result not to my taste and I think it impacts on the otherwise rather good illusion of varied (small) urban areas. In small towns and villages there is a shading under the centre area, I find it is too apparent and grey, especially when no buildings have loaded from a distance, so I’ve made it more green.
NB. Screen shots include other buildings mods, so just look at the greyish block area in the default to see the change that this one does. This mod may be rolled into others if there are no objections raised.
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