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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.

Accurate map mod (dropbox link)

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.

Current progress:

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.

No aircraft icon mod (dropbox link)


Flight models

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.

e.g.:

Spitfire_MkIa_A0
Spitfire_MkIa_A1
Spitfire_MkIa_A2
Spitfire_MkIa_A3
Spitfire_MkIa_A4
Spitfire_MkIa_A5
Spitfire_MkIa_A6
Spitfire_MkIa_A7
Spitfire_MkIa_A8
Spitfire_MkIa_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.

Hurricane MkIa

Hurricane MkIa FM (dropbox link)

Spitfire MkIa

Spitfire Mk1a FM (dropbox link)

Bf 109 E4

NB. The 109 FM is not compatible with the game setting for tree density being set to ‘High’.

bf190 E4 FM (dropbox link)


Collective

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)

Collective mod (dropbox link)

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)


Buildings

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).

Buildings mod (dropbox link)

…and some airfield building changes here (these airfield ones are included in the collective mod):

Airfield buildings mod (dropbox link)


Nation specific

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.

Allied version (dropbox link)

Axis version (dropbox link)


Formations

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

Formation mod (dropbox link)


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).

Airfield infrastructure mod (dropbox link)


Scenery

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.

Scenery (dropbox link)


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36 Comments

    1. Yes Sir. I will try to help as much in testing as time permits. Here is to hoping this works. If so, this will be a stellar mod Sir.
      S!Blade<

      Like

  1. When using the Flight Model mods, am I supposed to install all of them at once or just the plane i will be flying ChiefWH?

    Like

    1. Install them all at once, once installed, there’s no need to swap them in and out. I’ve only split them into three mods to enable people to pick which are installed if they don’t like one.

      Liked by 1 person

  2. Nice ChiefWH! The explanations on this page a clear enough even for me not to mess it up. Thank You SIr. The Formation mod continues to impress and maybe now we can get some more feedback. I am off to test as we speak…..

    Like

  3. Chief……….loved your map mod so much I strapped on the experimental drug “formation”…..and loved that too. Awesome!!! So far no crashes either….look forward to try your others. Thx

    Like

  4. Thanks. I think it copes with most situations, just avoid using the player autopilot to rejoin formation if you lose it. I will expand the distances a little and see where the best fit is, but hopefully keep most of the benefits.

    Like

  5. Yes ChiefWH you are a bit puffed up on your own mods,…..butttt,……
    wait for it,…… wait,…….
    with good reason because each of your mods add that little bit extra that sucks the pilot in a bit further to the immersion of WOTR. Nice post Gordy and I second Chief’s nudge to try the collective mod. Read the ReadMe first!
    Thanks again ChiefWH for your time and hard work on this blog and all of your mods.
    S!Blade<

    Like

  6. OK…..had the first tail clip in 6 missions…not unusual I suspect….and pretty awesome to see. Can we post pics of it here? I’ll definitely try the collective mod….puffed or not….as the first few of your mods Chief I’ve tried are amazing. Very Cool….thank you

    Like

    1. I don’t know if comments allow images, you can try if you want. If you like the version you have, keep it safe because there is a new one up that is more spaced out. Ultimately there needs to be a balance for gameplay for general use of the mod, it would be annoying to lose your pilot after months, but yes I quite liked the idea of ‘accidents’ to a small extent.

      Like

  7. Great idea with your formation mod, ChiefWH. It looks very well. Just, what is your experience with mid air collisions? With lowered distance between palnes, do not you see an increased collisions rate?

    Like

    1. The first version I put up was very close (based on historic photos and documents) and I also didn’t realise that OBD’s mission formats make it even closer by a factor of 0.7 for fighters. On version 1.0 I once saw the player autopilot clip another as it joined, but more importantly I saw two AI collide after take off on a scramble mission, this prompted me to look again.
      (Credit for the idea goes to Blade by the way, he requested it.)

      Like

      1. The version that is up now (v1.1) is more spaced out but still closer, and i have factored in the way the mission itself brings the formation in closer still. I’m pretty hopeful this version will not have collisions, or at least so rare that they equate to real pilot error. And there also appeared some ‘jumping’ as I think the AI swerved, this looks to have been reduced.
        It’s worth noting perhaps I never saw any collisions with the 109’s formation, I had this spaced out more anyway as per history, but if you watch they do come close in turns for example!
        Turns is perhaps where the mod has it’s biggest adverse impact, the aircraft slide about in formation a bit and take time to get back together; personally as long as they don’t crash I can tolerate this in return for the ability to see aircraft markings better and the nicer immersion of the reduced distance when cruising.

        The big unknown is how bombers cope with their grouping, it’s hard to judge the success of this as the view is only really from the escort or attackers on them at the moment! They do seem to take time to group up, but get there eventually and I have seen successful bombing by them.

        I’ll be keeping an eye on things for all aircraft and update the mod if needed. (Reports of any collisions on v1.1 are appreciated)

        Like

  8. If the closer and amended layouts work, it would be nice if OBD could add in a ‘formation choice’, for the Allied fighters when you are leader, so you could opt for the standard vic, or use the finger four (that goes by the name of chevron in the formation file). Certain squadrons could have this locked out and force you to use a vic formation to represent stuffy, backward thinking squadron leaders and staff….
    This in combination with a ‘request transfer’ option would be a nice touch I reckon.

    Like

  9. Have noticed I have the labels for 8 and 9 the wrong way round on the image in the gallery. Might change the image at some point, but it still serves its purpose.

    Like

    1. I must defer the credit for his whole idea of closer formations to 33lima. We have corresponded together for the past several months on a rather large(which seems to be getting larger and which I should be working on now and not writing this, LOL) AAR project I started some months ago for WOTR. He has a vast knowledge and extreme interest in the BOB and is helping me to keep the story on as factual of a basis as a fictional AAR based on WOTR pictures can be. He is keeping me from making grossly uneducated BOB Americanisms, LOL. He related to me his disillusion with the incorrect fighter and bomber spacing and formations, so I just relayed the message to you ChiefWH. Anyway, 33lima is an ardent fan of “Shockwave Productions Inc. 2005 ” Battle of Britain II: Wings of Victory which is based on Rowan’s Battle of Britain original flight sim released in in the year 2000. His continuing Campaign AAR, here http://simhq.com/forum/ubbthreads.php/topics/4455306/bob2-screenshots-the-raf-campaign#Post4455306 is an inspiration for WOTR to live up to. All of these mods such as ChiefWH has painstakingly produced and the skins Robert Wiggins has produced, not to mention the continuing updates from OBD, help to move WOTR in the direction of the Highly regarded BOB WOV’s immersive realism. One of the final most sorely missing aspects of BOB WOV’s portrayal of the actual BOB, which is missing in WOTR and CLOD for that matter, is the shear numbers of Luftwaffe Bombers and Escorts as well as the Intercepting Hurricane and Spitfire numbers. This is something that 33lima has asked to be recreated in WOTR and I told him I doubted that WOTR could handle those kinds of numbers which BOB WOV does without bringing WOTR to a crawl processing wise. So there it is ChiefWH, for WOTR realism greatness and a big step for total immersion; how far can WOTR go for upping the numbers? Can you alter the numbers up just slightly, then moderatley and finally heavily and let us test as to the performance? Are you interested in taking on this next step in the evolution of deepening WOTR’s ability to closer recreate the BOB raid numbers??? Of course this is a bated question, but I felt it is my duty to ask since you obviously like WOTR enough to produce as many mods as you have. I am sure I could get some other people involved(maybe 4 to 5 I think of immediately) to help test out anything you come up with. Not trying to put you on the spot here, just throwing it out there Sir. :-)+

      S!Blade

      Like

  10. ChiefWH, YOU ARE THE MAN! The Hangars(see you taught me something 🙂 ) LOOK AWESOMEEEEEEEEEE! Nice work Sir! Thank you so much. Now maybe those Hun Bomber Boys will have a harder time busting up our hangars.
    S!Blade

    Like

  11. I must defer the credit for his whole idea of closer formations to 33lima. We have corresponded together for the past several months on a rather large(which seems to be getting larger and which I should be working on now and not writing this, LOL) AAR project I started some months ago for WOTR. He has a vast knowledge and extreme interest in the BOB and is helping me to keep the story on as factual of a basis as a fictional AAR based on WOTR pictures can be. He is keeping me from making grossly uneducated BOB Americanisms, LOL. He related to me his disillusion with the incorrect fighter and bomber spacing and formations, so I just relayed the message to you ChiefWH. Anyway, 33lima is an ardent fan of “Shockwave Productions Inc. 2005 ” Battle of Britain II: Wings of Victory which is based on Rowan’s Battle of Britain original flight sim released in in the year 2000. His continuing Campaign AAR, here http://simhq.com/forum/ubbthreads.php/topics/4455306/bob2-screenshots-the-raf-campaign#Post4455306 is an inspiration for WOTR to live up to. All of these mods such as ChiefWH has painstakingly produced and the skins Robert Wiggins has produced, not to mention the continuing updates from OBD, help to move WOTR in the direction of the Highly regarded BOB WOV’s immersive realism. One of the final most sorely missing aspects of BOB WOV’s portrayal of the actual BOB, which is missing in WOTR and CLOD for that matter, is the shear numbers of Luftwaffe Bombers and Escorts as well as the Intercepting Hurricane and Spitfire numbers. This is something that 33lima has asked to be recreated in WOTR and I told him I doubted that WOTR could handle those kinds of numbers which BOB WOV does without bringing WOTR to a crawl processing wise. So there it is ChiefWH, for WOTR realism greatness and a big step for total immersion; how far can WOTR go for upping the numbers? Can you alter the numbers up just slightly, then moderatley and finally heavily and let us test as to the performance? Are you interested in taking on this next step in the evolution of deepening WOTR’s ability to closer recreate the BOB raid numbers??? Of course this is a bated question, but I felt it is my duty to ask since you obviously like WOTR enough to produce as many mods as you have. I am sure I could get some other people involved(maybe 4 to 5 I think of immediately) to help test out anything you come up with. Not trying to put you on the spot here, just throwing it out there Sir. :-)+

    S!Blade

    Like

    1. Hi, It’s beyond me to increase numbers unfortunately, that’s all in OBDs programme I think. And, I don’t think WOTR (CFS3) could handle more judging by my system’s performance anyway! Maybe if they could ever get it on direct x 11 or something? But that’s the curse of using an old game engine I guess. Imagine what OBD could do if they had a brand new custom built engine eh?

      Like

  12. Blade pointed me the way here so just dropping by to add my appreciation of Chiefie’s mods – the formation spacing one which is a game changer for WotR. And that truly dire CFS3-style map now has a decent replacement. Without much bigger formations, WotR will simulate only the Minor Skirmish of Britain and possibly later, only the operations of the Puny Eighth 🙂 I always wondered in WoFF’s high CPU requirement was down to (needlessly) filling the WW1 front with flights you would never see unless you unrealistically went swanning way out of your unit’s sector. From Pol’s descriptions of patches, I suspect WotR is doing something similar, putting too many WW1-style ‘flights’ into the air, instead of concentrating Luftwaffe activity into a relatively small number or significantly-larger raids. If I had (or ever buy) WotR – and I might yet, the formation mod is a big plus there – I would be looking for .xml campaign or mission files that control flight generation and numbers, and hoping it wasn’t locked into a .dll or something. And it was, annoying Pol – not difficult 🙂 – until OBD tackles this. The BoB looks bad enough with inadequate formations – how can they ever hope to simulate escorted or unescorted raids by B17s or B24s, intercepted by Luftwaffe fighters operating in gruppe (not schwarm or staffel) strength?

    Like

  13. Thanks, and yes, I understand. I’m not going to blindly defend WoTR, it is what it is, and I’m of the assumption it will have to be be limited in it’s scope because of the CFS3 engine. But I don’t know what is possible in bringing that to a more modern standard.

    I’ve looked at some xml files but assumed the real mechanics were in a non-modable place, maybe they aren’t, I don’t know. I have a couple of things lined up to look at, maybe I’ll see what I understand after I’ve done them; but I do want to play the game sometimes not just mod it!

    I find WoTR does just pretty much what a couple of the other WWII sims out there do, small scale skirmishes, but does them with much more enjoyable AI and a pilot roster that you can actually relate to (I would still however change a fair bit on the UI if I could though). My expectations for WWII flight sims are quite low in some ways now, and this probably helps me appreciate what WoTR does well, and I’m utterly exasperated that the other sims can’t do what WoTR does so well, namely a singleplayer career and AI.

    Personally I think OBD would be wise to bring in a Blenheim and do the 1939-42 daylight low level raids side of things. That suits small groups of roving 109s/110s as defence and small numbers of Allies going in. But crucial to any flyable bomber for me is that the crew are named and tracked, I have no idea if this is going to happen, bombing is so much about crew and navigation in my eyes, I’m actually scared to install WoFF in case it doesn’t track the observer there and therefore implies there would be no crew in WoTR.

    But whatever happens, I find WoTR does provide a decent Allied* fighter-pilot bit of fun, well worth the money for that.

    *Luftwaffe needs Blenheim incursions to defend against and more realistic loss of pilots for starters.

    Like

    1. ChiefWH, you can check the bomber formation using control+F6. This will pause the Sim and default to the player Aerodromes. Then click the left mouse button to cycle through all of the aircraft in the mission including the bombers. You will have to use you rudder control to rotate, joystick forward/reverse to zoom in/out and numpad keys 8/2 to pan up/down. Hope this helps in the future.
      S!Blade

      Like

      1. Ah, I’ve re-set all my keys so will perhaps have to dig out the keys for this as it might be useful in future.
        My recent campaign with the formations is going without issue and bombers have been flying ok by all appearances too. I shall amend the warning text a bit to represent my increased confidence in the mod.

        Like

  14. Hi ChiefWH, just a heads-up, the building mod is using the old scenery sheets – I see you updated them but you need to use the latest
    files from V1.16 as the scenery was updated. BTW how is the tight formation working out – should be reasonable since WM added new avoidance code but Bombers especially need to be checked.

    Like

    1. Thanks for letting me know on the scenery files.

      The formations seem ok so far, what I’ve seen of bombers is ok too, but I’m still going to have to monitor that. I don’t think I changed the distances much for the bomber formation (compared to the vic formation), just grouped them in threes and positioned them slightly differently and they do seem to cope ok, them breaking up under attack was ok in the last mission I flew too.

      WoTR is sitll making me smile and has moments that feel like they are straight out of a pilot’s memoirs; good work and thanks.

      Like

  15. Nice update on the building mod ChiefWH. My old system can use all of the help she can get and smaller size files for anything has to help. I have had no time to work with the Formation Mod, but I am hoping to this weekend as I have 3 days off. Cheers!

    Like

  16. You have been hard at work ChiefWH. Haven’t had a chance to cjeck out the new updates, but I have them all installed. I am hoping to have a look when i fly a mission or two this afternoon to take new pictures for my AAR story. Keep up the Great work! Cheers Sir!

    S!Blade

    Like

  17. Yo CheifWH! All is looking good here. I finally got all of the up dated downloads from your recent additions. Thanks I will be trying them over the next couple of weeks. Keep up the Great work Sir! I have an 8 day staycation coming up in 2 weeks so I will really try to dissect these mods and check out the fine work you have done. Thanks Sir!

    S!Blade

    Like

  18. Hey CheifWH, hope you are well. How is the 109 Career going. I have been working on the formation xml and have the Vic and Schwarm formations as tight as I can get. Once 1.19 is released, I will shoot you a copy. OBD is making some changes that I am using while adjusting so until that is released my xml would be useless to you. Working on anything new?
    Cheers!

    Like

    1. Are OBD changing the formation then or is it the AI?

      I don’t think the 109s need to be too tight, as part of their intention (as I understand it) was to definitely not fly as tight as the RAF.

      I am working on a number of large things, but they will take time to do (if I ever get them done).

      Like

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