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Found 23 results

  1. /images/notams/notams22/woff0407.jpgA new update for BH&H II, V1.24 is out now. A few new fixes -let's hope that is it for now. Version 1.24 "Recon Wars" update: 1) RFC 56 no longer has Aces flying N17s in April 1917 (wasoriginally meant for Albert Ball only) 2)Fixed an issue that resulted in no weather setting being includedwhen saving QC Missions as Scenarios. 3)Fixed a German HQ facility that had Allied flak guns deployed inerror. Also includes ALL the previous updates. Source
  2. /images/notams/notams22/obd0324/obd0324.jpgHere is some news from OBD Software regarding their recentlyreleased Recon Wars expansion for Wings Over Flanders Fields BetweenHeaven and Hell II: Old Brown Dog Software has released the "Recon Wars"expansion as an incredible feature-rich FREE update for their epic WW1combat flight simulator "Wings Over Flanders Fields Between Heaven andHell II" - taking it to version 1.21. /images/notams/notams22/obd0324/photo-recon-mission.jpgA first in any PC combat flight sim - you are now able to carry outproper Reconnaissance and Artillery Spotting missions usingPhotography, Radio Telegraphy and Notes-taking and sometimes with theperilous low level note delivery drops over HQ! All this within afull, unique, dynamic campaign where real in-simulator data iscollated to evaluate how you fare with your tasks over the verydangerous front lines. /images/notams/notams22/obd0324/goggles-freeze.jpgAlmost 50 FREE new features and improvements which together,produce more drama around 2-seater missions and gives a real purposeto the WW1 air war. Will the cloud cover clear as you get to the target? Do you stayover the lines for one more photo of the target to make sure? Will thefighters or anti-aircraft fire get you first? /images/notams/notams22/obd0324/developing-plates.jpgAvailable for BH&H II owners fromhttps://www.overflandersfields.com
  3. /images/notams/notams22/obd0104/woff1.jpgHappy New Year 2022 to all! Today to celebrate the New Year we have released an update forWings Over Flanders Fields Between Heaven & Hell II to bring it toV1.19. This update has quite a few good new improvements and fixes, sowell worth checking out. Please see the WOFF BH&H II download page on our web site for moreinformation, or to download. /images/notams/notams22/obd0104/woff2.jpgWOFF BH&H II CHANGE LOG:Version 1.19 4 January 2022 Changed weather cloud system to reduce the frequency of dark and light clouds being mixed.Aircraft stats page is now a window, not full-screen.Revised City Surrounds and City Center alpha masks.Revised Vehicle lighting.Revised Saturated clouds and cloud lighting.Revised Sea Bias and fixed an issue in Facility Lighting.German fighters will no longer engage, and will break off a fight if too far over enemy territory (2km) in campaign mode Note: AC will always defend themselves if attacked!Allied fighters will no longer engage, and will break off a fight if too far over enemy territory (7km) in campaign mode Note: AC will always defend themselves if attacked!AI fighters will no longer attack landing AC for fear of ground guns, nor will they pursue enemies deep into enemy territory if they are running.Improved 'go home descend' altitude validity checks.Improved AI Ground avoidance in hilly terrain.Fixed an issue that would sometimes cause damaged AC to circle 'endlessly' in GA mode.Fixed an issue that would sometimes cause GA mode to affect ground strafing and or balloon attack.Fixed an issue at certain airfields that caused AI to collide with trees in proximity to the landing area.Progressive AC system damage is now a function of AC speed where applicable.Improved thunderstorm sounds (thanks to Creaghorn).This patch of course also includes all previous updates, so youonly ever need the latest update to be fully up to date. Remember, if you use MODS in your install, then please uninstallthem before installing the patch. Also do not necessarily re-enablethem. Source
  4. /images/notams/notams21/obd1031.jpgWe recently released v1.17 update for Wings Over Flanders FieldsBetween Heaven & Hell II. Not bug fixes, but instead only free improvements! New clouds, new terrain improvements, new graphics settingsrevisions to allow good visuals with better fps, and more. Please see the web site for full details, and read the change logon the download page to see how the new graphic settings can beused. Direct Link WOFF BH&H II brings you full immersion in the World War One Air Warlike nothing else. Be absorbed in the desperate fighting over No MansLand, and beyond. Fight over the most extensive and largest WW1battlefield ever created in a flight simulator. Immerse yourself in one of over 500 historically accurate fighterand bomber squadrons, located in their historically correct locations,with the correct aircraft (over 80 flyable) of the time, anywherealong the Western front during WW1, or defend England from Gotha andZeppelin raids! Source
  5. /images/notams/notams21/woff0909.jpgA new update to V1.16 is available for Wings Over Flanders FieldsBetween Heaven & Hell II. /images/notams/notams21/woff0909/woff-01.jpgWOFF BH&H II Change ListFixed an issue that prevented the AI bombers from bombing when player is in bombardier station.New Aircraft changesAdded new BombSight to all 2 Seaters (except Nieuport 12 recon only)Aviatik BIAviatik BIIAviatik CIAviatik CI SOLAviatik CI OBSBreguet14 A2Bristol F2bCaudron G4DFW CVDH4FE2bGotha GIVHannoverMorane LPfalz AIRAF BE2c EarlyRAF BE2cRAF BE2c SOLRAF BE2c OBSRe (RE8)Roland CIIRumpler CIVSopwith Strutter B1Sopwith StrutterAlso added Bombsight to one single seater dedicated bomber - the Sopwith Strutter B1.Breguet14 - fixed hub of blurred prop, fixed small issue on lower LOD when zooming out.Fixed fuselage mapping issue on Nieuports 24, 24 Bis, 24 Bis Lewis, Lewis, Nieuport 27 (Vickers).Also includes all the previous patches. /images/notams/notams21/woff0909/woff-02.jpg /images/notams/notams21/woff0909/woff-03.jpg /images/notams/notams21/woff0909/woff-04.jpgPlease see the WOFF BH&H II download page on the OBD web site formore information. Source
  6. /images/notams/notams21/woff0512.jpgThe team behind Wings Over Flanders Fields - Between Heaven &Hell II have released patch V1.09 which contains a few fixesand improvements: This contains a few fixes, and an improvement to the new AIblipping feature we added in V1.07. Worth installing too if you havenot yet updated BH&H II as there are some other good features andrevisions added along with the fixes. Fixed an issue whereby the correct Backclip distance (haze)was notbeing set for some Quick Scenario weather types, resulting ingraphical cloud glitches under certain conditions.Implemented reduced Backclip distances (haze) for medium andvariable dynamic weather.Removed the Cloth Hall at Ypres after it was damaged.Improved AI rotary blipping at low engine R.P.M.Fixed a fatal mission creation error with escort flights if theescorting squadron was based at the same airfield as player.Improved briefing text for when escorting squadron is based atsame airfield as player.Fixed an issue with a Nieuport 17 Lewis skin.Search
  7. /images/notams/notams21/woff0506.jpgThe team over at WOFF (Wings Over Flanders Field) have released apatch for their recently released Heaven & Hell II: Wings Over Flanders Fields: We have released WOFF: Between Heaven& Hell II V1.08 Update patch. We have released WOFF: Between Heaven & Hell II V1.08 Update patch. If you have not yet updated it's well worthwhile. Some good fixes,and new FREE features have been added along the way, all included inthis patch. Please see the Downloads page on the main web site. Source
  8. /images/notams/notams21/woff0408/woff0408.jpgWings Over Flanders Fields: Between Heaven & Hell II is available to buy now. OBD is proud to bring you our unashamedly single-player WW1 flightsimulator: WOFF BH&H II. What many are now saying is the most immersive flight simulatoravailable for World War One, be more absorbed into WW1 Air War thanever before. /images/notams/notams21/woff0408/woff-1.jpgImmerse yourself in one of over 500 historically accurate fighterand bomber squadrons, located in the historically correct locationwith the correct aircraft (over 80 flyable) of the time, anywherealong the Western front during WW1, or defend England from Gotha andZeppelin raids! Spanning the period from 1915 through to the Armistice in November1918 with front-lines that move as they did, there is no other flightsim that can bring you the accuracy and feel of being a WW1 pilot, andall of the dangers associated with it! /images/notams/notams21/woff0408/woff-2.jpgSource
  9. /images/notams/notams21/woff0406/woff-1.jpgWe've covered Wings Over Flanders Fields: Between Heaven & HellII quite a bit recently, and it now looks like it's almostready to be released. Whilst we're waiting though, here are a few more screen shots fromthe team showing off some of the details found in the game: /images/notams/notams21/woff0406/woff-2.jpg /images/notams/notams21/woff0406/woff-3.jpg /images/notams/notams21/woff0406/woff-4.jpgWOFF BH&H II brings you the player, full immersion in the WWI AirWar like nothing else. Be absorbed in desperate fighting over No Mans Land andbeyond. Fight over the most extensive and largest WW1 battlefield evercreated in a flight simulator. Immerse yourself in one of over 500 historically accurate fighterand bomber squadrons, located in the historically correct locationwith the correct aircraft (over 80 flyable) of the time, anywherealong the Western front during WW1, or defend England from Gotha andZeppelin raids! Source Wings Over Flanders Field "Between Heaven & Hell II" Update
  10. /images/notams/notams21/woff0330/woff-1.jpgThe team behind Wings Over Flanders Field have shown off a fewadditional screen shots of "Between Heaven & Hell II", the next majorversion of the sim: /images/notams/notams21/woff0330/woff-2.jpgWings Over Flanders Fields: Hi all, Here's a couple of scenic screen shots from the forthcoming BH&H II. First image taken during training in England, and the second image I just loved the way the now beautiful terrain slide out of view in the clouds and teh SE5a Viper looking good. WWI brought the dawn of combat aviation - have you ever wonderedwhat life was like for a World War One Airman flying those early dawnof flight dangerous aircraft over the front lines? Would you like toexperience the fear, the excitement and the desperate fight forsurvival on your PC?.. Look no further Wings Over Flanders Fields -the most immersive WWI flight simulator. Source
  11. /images/notams/notams21/woff0325/woff0325.jpgThe team behind Wings Over Flanders Field have released someadditional preview images of "Between Heaven & Hell II", the nextmajor version of the sim: /images/notams/notams21/woff0325/woff-2.jpg /images/notams/notams21/woff0325/woff-3.jpgOver 80 flyable aircraft, plus non-flyable zeppelins. Hugedynamic single player campaign. Full TrackIR support. Does notsupport VR or MP. For PC (and Mac with emulator). Dev Update: On track for retail release by the end of March 2021. Source
  12. /images/notams/notams21/woff0310/woff-1.jpgThe team behind Wings Over Flanders Field have released someadditional preview images of "Between Heaven & Hell II", the nextmajor version of the sim. WOFF BHaH II beta screen shots. No release date yet published.Full TrackIR support. No VR Support. PC (Mac with emulator). /images/notams/notams21/woff0310/woff-2.jpgWOFF BH&H2 is the next major version of WOFF coming in 2021. Apart from the obvious new graphic content such as the new complexpilot head movements, new goggles effects and so on, it showscompletely revised scenery/terrain in all seasons, new towns andvillages and new layouts, shows one of the many new A.I. features (forexample here formation flying with the AI in the wind to trying tohold formation) the newly updated SE5a, updated Be2 series, new inlineengine animations external and internal, new improved blurred rotaryengines etc, also shown is new crash landing abilities due to the newdamageable gear... /images/notams/notams21/woff0310/woff-3.jpgSource Wings Over Flanders Field Preview Video
  13. /images/notams/notams21/woff0219/woff-1.jpgHere is a preview video showing off Between Heaven and Hell II forWings Over Flanders Field (WOFF): WOFF BH&H2 is the next major version of WOFF coming in 2021. Apart from the obvious new graphic content such as the new complexpilot head movements, new goggles effects and so on, it showscompletely revised scenery/terrain in all seasons, new towns andvillages and new layouts, shows one of the many new A.I. features (forexample here formation flying with the AI in the wind to trying tohold formation) the newly updated SE5a, updated Be2 series, new inlineengine animations external and internal, new improved blurred rotaryengines etc, also shown is new crash landing abilities due to the newdamageable gear... /images/notams/notams21/woff0219/woff-2.jpgSource
  14. /images/notams/notams20/woff1109/woff1109.jpgMark "Polovski" Rogers over at Wings Over FlandersFields has previewed some of the new vegetation effects fortheir WW1 combat flight simulator:Work in Progress: WOFF scenery. The example here new more realisticgrass and new blending with water and other fields, new trees layoutetc. /images/notams/notams20/woff1109/wings-over-flanders-fields.jpgWWI brought the dawn of combat aviation - have you ever wonderedwhat life was like for a World War One Airman flying those early dawnof flight dangerous aircraft over the front lines? Would you like toexperience the fear, the excitement and the desperate fight forsurvival on your PC? Look no further: Wings Over Flanders Fields -the most immersive WWI flight simulator. Source Wings Over Flanders Field Dev Update
  15. /images/notams/notams20/woff1002/woff-1.jpgWOFF 2020 Dev update: Here are some pictures of the new massivelyupdated scenery. Of course the main western front regions havedifferent scenery, but also areas outside of there have been updated. WWI brought the dawn of combat aviation - have you ever wonderedwhat life was like for a World War One airman flying those early dawnof flight dangerous aircraft over the front lines? Would you like toexperience the fear, the excitement and the desperate fight forsurvival on your PC? Look no further Wings Over Flanders Fields -the most immersive WWI flight simulator. The new features are so many now, and the list has not beeninternally updated for a few weeks, but here are a few meaty items... /images/notams/notams20/woff1002/woff-2.jpgCollision damage physics and effects associated with ground objects, scenery objects, terrain, and other aircraft overhauled and new effects implemented and or revised.Progressive damage now modelled for main wings - AI and Playerwhich means if you have wing tip damage you had better get out of the action soon, perhaps the wing will begin to fail...All aircraft range/durations adjusted to be as near to actual as possible.E2b can now fight more as a fighter it has new code to allow this specific case.Implemented a new mission replay function I mentioned the scenery is totally massively overhauled includingmuch better blending and more, so we will have more on that later...Sorry for the lack of news updates, we are just knee-deep in workingon the update! Source FlightSim.Com - Review: Wings Over Flanders Fields: Ultimate Edition FlightSim.Com - Interview: Wings Over Flanders Fields Team
  16. /images/notams/notams20/woff0504/woff0504.jpgI have been working more on the SE5a - improved exhaust, enginearea and radiator (also added scoop underneath). WM has added morecool features to the runtime code and is currently adding more to WOFFmanager including some nice changes to how player, squadron and acecraft are allocated. We also have now various different faces/scarfsin the aircraft - currently test in SE5a and Albatros D.III. More onwhat's added and a video later... /images/notams/notams20/woff0504/woff-se5a.jpgSource
  17. /images/notams/notams20/woff0410/woff-1.jpgMark Polovski, one of the developers of Wings Over Flanders Field,has released a YouTube video showing off some new upcomingfeatures: Fly and fight over the most extensive WWI battlefield ever createdin a flight simulator. With stunning immersive WWIenvironments, beautiful lighting and the best WWI Pilot ArtificialIntelligence for thrilling immersive air combat in 'WOFF UE'. With hugeperformance improvements, better visuals and more new features overthe previous versions of WOFF! Product Page /images/notams/notams20/woff0410/woff-2.jpgPast ArticlesFlightSim.Com Review: Wings Over Flanders Fields: Ultimate Edition FlightSim.Com Interview: OBD Software
  18. /images/notams/notams20/obd0403.jpgOBD Software, makers of the wonderful World War One flight simulatorWings Over Flanders Field, have released a video showing engineanimation and vibration tests on the Albatros D.IIII: Product Page Past ArticlesFlightSim.Com Review: Wings Over Flanders Fields: Ultimate Edition FlightSim.Com Interview: OBD Software
  19. /images/notams/notams20/woff0129/woff.jpgThe talented team over at OBD have released updates for both WingsOver Flanders Field and Wings Over The Reich. WOFF Platinum Edition changes include:28th January 2020 WOFF PE V5.04 contents. Revised DM for Observation BalloonsDirect X 3D Shaders Update - fixes some issues in Windows 7, andsea animation improvementRevised explosion sounds /images/notams/notams20/woff0129/wotr.jpgWOTR 1.20 Changes:29 January 2020 Contents and Improvements WOTR V1.20 - of coursethis also includes the FREE stunning Spitfire MK1a that was releasedpreviously in V1.14. Revised DM for ships - Fighters can no longer sink multiple shipsCampaign: BF109 Pilots no longer receive directives to directlyattack ships but rather they will now be directed to assist andprotect bombers that are attacking ships. - The mission takes place athigh altitude as top cover. It is NOT an escort mission - but therewill be friendly flights directed to attack the ships that require theassistance at the target. - As a leader the player can of course stilldirect his flight to attack the ships if desired.Direct X 3D Shaders Update - Includes smoother water animationsand stability fixes for Windows 7Spitfire MkIa model fixes - External: changed elevator shape toMKI type. Linked canopy pull handle to canopy properly. Revisedtraining of Spitfire engineers for future! Internal: Small tweaks toVC Spade Control column.Added 250Kg back onto centreline for Ju87 when using 4 wingmounted 50Kg bombsWings Over Flanders Fields FlightSim.Com Review: Wings Over Flanders Fields: Ultimate Edition Wings Over The Reich FlightSim.Com Review: Wings Over The Reich
  20. OBD Software Interview With Mark "Polovski" Rogers and Mark "Winding Man" Andrews Conducted by Dominic Smith Hi Mark, thank you for taking time out of your busy schedule to speak with us. As many readers will no doubt know, OBD Software is responsible for two of the most atmospheric combat sims available for the PC, Wings Over Flanders Fields (WOFF) and more recently, Wings Over the Reich (WOTR). So with that said, could I begin by asking you how the idea of creating WOFF came about? Mark Andrews (MA): We both came from enjoying Flying Corps Gold and Red Baron and wanted to experience a fully dynamic and immersive Single Player campaign in a more modern game engine - at the time there were basically no current up to date WW1 combat flight sims available... We wanted to create this immersive dynamic single player campaign using excellent AI in a large environment. What area of development did you find the most challenging? MA: Encouraging people to actually produce what they promised...given our diverse locations around the globe this has been the only real challenge. The rest has been taken care of with lots of passion! Is there a particular area of WOFF that you are especially proud of? MA: Yes, the realistic AI and the immersive single player Dymanic Campaign systems both set benchmarks for immersion and believability even today as they have been improved over time and are still we believe the best out there. How does this differ from campaign modes in other combat simulators? Mark Rogers (MR): In one word, hugely. Every generated mission will be completely different. In WOFF for example we have many hundreds of historical squadrons to choose to populate the world with. Squadrons selected by WOFF Manager to fly at the time the player flies his mission that day will be sent on their own real missions, or perhaps waiting on a field to take off to intercept other flights. In other words they are not necessarily player focused. They will do missions based on their historical location and role. Depending on settings there could be hundreds of aircraft up on real missions, no magical spawning in front (or behind!) the player. Together with the incredible AI it forms a realistic, immersive air war experience. There are complex behind the scenes rules and calculations to make sure it's as authentic as possible. We prefer the single player approach to the missions and campaign. Great AI is vital for this immersion and we have that in spades. It also avoids the various issues that can occur in some multiplayer environments - annoyances such as the effort in organising a serious team play session, avoiding team killers or those that ignore the mission or do silly things in the game to spoil it, totally ruining the immersive experience. WOFF includes a huge amount of period liveries and one cannot help but be impressed by this fact! Knowing that many photographs of the time were black and white, how did you go about obtaining all the relevant information? MA: Surprisingly there has been extensive research done in this regard by many world experts - but it is mostly in books and text...so of course no color photos no. MR: Experts have been able to work out tones to colors using known surviving aircraft, known documented info and from pieces of captured aircraft canvas and materials. Moving on to your latest release, Wings Over the Reich, what would you say are the biggest changes, apart from the aircraft and location? MA: We made a lot of changes to the AI to handle the aircraft in WW2 in ways that better reflect the way the aircraft were actually used, as well as improving the dynamic campaign to better represent the changes in the way the attacks were co-ordinated over a larger area than in WW1. MR: There's extensive changes to allow co-ordinated "timing" of flights and raids to join up at the target or on the way and so on. There are of course many other detailed changes we have added since release, for example much better AI collision avoidance, better landing routines, allowing aircraft to break when already concentrating on landing to defend themselves better and so on. The level of detailing displayed in the cockpits is incredibly authentic, so could you give us an idea of how much work is involved in modelling these, and do you have a favorite? MR: The Hurricane and the Bf109 took several months overall to make each. Each was the first WW2 craft we had made for its side (German / British). So for example as no dials, or parts, and no textures already existed each single part had to be designed, texture made and applied. The Spitfire was a little quicker as some instruments where therefore already available and compatible. A tedious process but we wanted the cockpits to be excellent even compared to many other sims and I think we have achieved that. There are quite a number of World War 2 combat sims available for the PC, so were you at all worried that you were stepping into an already crowded playing field? MA: No we believe WOTR presents the player with the best AI and single player Dynamic Campaign systems...this is why we wanted to press on and develop WOTR despite the extensive market coverage - but we have never been about marketing, etc. - it's always been about passion. Does that passion come from playing past simulators, or is it more historically placed? MR: For me a bit of both I think. Apart from the usual recreating battles with friends as a boy with Airfix models, and reading the 'war comics' of the day my interest in air combat came from seeing the films like the Battle of Britain movie and around the same time getting hold of a Battle of Britain pack that contained copies of real maps, pilot kill claims and all sorts of info and kit dealing with BoB. Eventually games like 'Wings' on the Commodore Amiga, then Red Baron on PC got me hooked. I believe we both started on the early PC sims like other old fogies out there. MA: Yeah I think Pol has summed it up quite well - it is certainly the historical aspect together with not really feeling satisfied with combat flight simulators at the time - they generally did not have a feeling of 'being there' so we strove to improve on that. You read up on these early aeroplanes and think what was it really like to fly them in war conditions. These dangerous early aircraft flying up high in the cold thin air in an open cockpit, hoping your engine doesn't cut out, whilst scanning for enemies through oil smeared goggles, and maybe heading out over the lines with the bombardments going off below you, the feeling of awe. Basically the fear for your own survival, and being a small cog in a large machine. We strove to achieve a taste of those feelings of fear in WOFF and WOTR - within the limits of a PC simulation of course. Both WOFF and WOTR feature highly detailed damage modelling. Could you tell us a bit about how this works, and is it implemented differently from other combat sims? MR: We wanted to add higher detailed damage and systems, not only because it would be cool, but also to allow more detailed WW2 systems to be affected - such as showing gun bays when panels blow off and so on. In the Hurricane MKI for example you can now have an aileron slightly damaged and see that component partly broken but still working (with less effectiveness too), then perhaps get more damage to it later in which case it may stop working altogether. This also required much more detailed damage boxes so we can tell exactly where the bullets hit, and more code to allow extra unused systems to be reused in other places. We have now several parts that can be damaged or various panels can be blown off, much more granular wing damage and so on. Also for WW2 much more important is to implement things like prop strikes - not only from belly landing which usually bends the props, but again at different levels so clipping the prop on a tree, to total damage when colliding with something at high speed - so the prop can bend or break in more than one way. A lot of new code and modelling was needed to cope with the new requirements, and even belly landing needed to cope with both on land and sea contact - so a lot more complex work was needed to create all these WW2 situations. Looking at both WOFF and WOTR, is there anything in the pipeline that you could tease us with? MA: Yes we are currently busy with a major WOFF upgrade to bring it in line with the advances in WOTR as well as add some really great new features...and before you ask - yes we expect to release it before year end. Currently we have around 40 areas of improvement some of them are quite dramatically better. MR: We also have some nice surprises coming for fighter aircraft models - hopefully most of them will be done (a large task as always as we now have around 82 flyables, and yes I have lost count!). Many thanks to you both for speaking to FlightSim.Com, and the team and I wish you all the best with WOFF and WOTR. MR: Thanks very much to you too Dom, and to Nels for a great job on FlightSim.Com. Links www.wingsoverthereich.com www.overflandersfields.com
  21. Wings Over Flanders Field Team Interview Development When did you start developing for flight simulators and what got you interested in it? Most of us have been flying, if not developing for them, since the days of 'Wings' and the original 'Red Baron' on the PC and Amiga in the 1990's! Heck, some of the team even go back beyond that, to Flight Simulator 1 and 2. What made you decide to focus on WW1 aviation? Mark Andrews and Davo Payne, I believe, had the original urge and desire to create a simulator based around World War 1 aviation. Then I believe Paul Norris joined and then people joined from various places. Some came on board from the SWWISA group ("Society of WW1 Sim Artisans") a group that created some of the best enhancements for the Red Baron Series. The basic premise to build a sim in three phases or parts was born and pretty much cemented. What do you find to be the most challenging aspect of a project? The most challenging aspect of a project surely has to be the sheer amount of things that need doing, and how it totally eats up your time. Another part of a project that takes up a great deal of time is testing. Not only does it take a lot of time, it's also extremely boring! Normal life was on hold for some of the core team during the whole of this development process. What have been your favorite aspects of WOFF? Seeing the final results, and knowing that even as 'sometimes' burnt out developers, we can still be amazed and immersed for a moment in what we do. Nothing beats the feeling of satisfaction and the knowing, that you've done something right as a team. What were the benefits of using elements of CFS3? We used elements of CFS3, mainly because of its fantastic mod-ability and also for its huge room for expansion. The original developers of CFS3 did a fantastic initial job on the simulator, considering its scope, and you could see what they were trying to achieve, but it was given a bad rap on initial release due to a few glitches and performance issues on the, then current, hardware. But now (with a lot of hard work, mind you!) and improved hardware that can really push its potential, WOFF really benefits from incorporating this engine. We have also added and changed a tremendous amount to CFS3, so as to make it unrecognisable. Also one other huge draw of the CFS3 engine, is the fact that it covers a vast area of Europe, and unlike many other combat sims, you aren't restricted to a small area. Considering it is now 2014, we are really proud of how well the graphics in WOFF stand up! What software packages and tools do you use for development? The team uses various programming tools, such as C++, Visual C+, Gmax, 3D MAX, Photoshop, and Marin Wright's D2XBmp tool. We also use various CFS3 tools and quite a few internally developed apps to adjust the terrain and scenery. The XFM tool is used for FM design and AI training (each AI gets to learn to fly aircraft to the best of their ability) and also tools to adjust terrain/scenery. The Team How many people work with you or your team? In total, there are eight members but at the core there are three who are full time, with the rest being mostly part time. We also have quite a few invaluable contributors to assist us in WOFF development. [page][/page] What do the various members of the team do? From the web site - this is just a part of what people do, we have many more hats on of course, especially the core team who have to do all that is needed. Current team members for WOFF (in alphabetical order): Mark "Winding Man" Andrews (Project Management, WOFF Interface Code, etc.). Ted "Shredward" Harrity (Main Historical Research Data Collation Historical Squad Databases). Arto "Paarma" Karttunen (Manager Artwork, Aircraft Textures / Skins Cockpit Artwork). Terry "Makai" Kerby (Aircraft Textures / Skins Terrain Testing). Tom "RexHannover" (Milligan AI Concept Design and Coding Coding, etc.). Mike "Sandbagger" Norris (Aircraft Textures/Skins Testing). Mark "Polovski" Rogers (3D Aircraft Models 3D Virtual Cockpits Models / Artwork, web site, etc.). James "OvS" Romano (Aircraft Textures / Skins Squadron Insignias Historical German Squadron Research). Plus many others have helped us and still do. For a more comprehensive list of who the team are here is a link: http://www.overflandersfields.com/AboutUS.html What other developers or teams have you worked with and what were their roles? We haven't really worked with other teams except for a few of us who briefly worked on the Russian 'Sikorsky S16' WW1 project and modded Red Baron and other sims. Some of the team, in the earlier days, worked on the original phases of OFF, which came in three main parts (over several years) due to the sheer scale of the project. WOFF is a totally new entity, building on what was learnt from OFF. We started Phase 1 back in 2005! Real Life Do you, or any of the team have any experience in real aviation? Not really, just a mad interest. James 'OvS' used to work as an aircraft mechanic at NY airport. Mike 'Sandbagger' was in the RAF for many years and also ran a popular forum for the EAW (European Air Wars) simulator. What started your interest in aviation? Even though we all come from various places, aviation and our passion for it seems, for all, to have been a lifetime interest. Reading war comics and books as boys, seeing films, and for myself, receiving a spitfire pilot's notes and maps, when I was younger only increased my interest in aviation. Later on in life, I found great interest in combat simulators, such as Dynamix' Red Baron (the first one). Even though this seemed to run at around three frames per second on my Amiga (1990), I totally enjoyed it! Do you have any memorable flights in real life? Some of the team do, but from my own memories, hanging out of a helicopter as it rolled to take photos, is something that I will always truly remember! What other hobbies or things do you do for enjoyment? Terry's main job (and I think also his hobby) is working on his submarine and deep sea exploration and recovery. Pretty amazing stuff! James is a fireman some of the time and Mark Andrews is into music and audio equipment. Some of the team like gaming, which is something I also enjoy. Battlefield 4 is something I really enjoy and when I get the time, enjoy a good blasting session! Many of us already were heavily into improving WW1 sims as a hobby too before WOFF! Future How do you choose your next new design or project? We chat an awful lot about what we want to do, how we could do it, and generally knock ideas from one to the other; it's one advantage of being a small team. Are you working on any new projects, and if so, would you be able to share what they are? We always have ideas, of course there will be add-ons for WOFF, but anything we might be working on is, for the moment...under wraps! In what ways do you see development changing in the future? There seems to be a general trend of moving away from flight sims, which is probably due to the excessive work load that is involved for so little reward. Your Thoughts What can sites like FlightSim.Com do to support you and the hobby better? It's a great meeting place for enthusiasts in general, and what a great domain name! I'm pretty sure it helps new simmers find help. How do you feel about the future of flight simulation in general? I think it can be said with some certainty, that simulators have become scarcer in recent years, which is probably due, in part, to the massive development requirements needed to make a realistic and immersive simulator. However, we hope going back to what made the old sims great - developing a fantastic single player experience, superb AI with some ground breaking features, a campaign, and an immersive and large world - we can rekindle the interest that combat flight simulators once had. What are some of the most important things a site or community can do to help the developers? Spread the word, show pictures, and share your experiences! What would you like people to know about you or your team and work? That people who buy OFF and WOFF know we produce bloody good flight simulators with great depth and replay-ability, that are well worth the money. Also important, is that we pay attention to requests, problems and discussions after a new release and often produce an update to introduce fixes or new features pretty quickly. Being a small team has its disadvantages, but one advantage is that we can change and adapt rapidly. Thanks. WOFF Links Purchase Wings Over Flanders Fields WOFF web site: http://www.overflandersfields.com Youtube Links: https://www.youtube.com/watch?v=4Je8W0iXkoQ http://www.youtube.com/watch?v=w1LN9ETVCcU http://www.youtube.com/watch?v=zEr8fnxDECM https://www.youtube.com/watch?v=3_I8MNEWHjE https://www.youtube.com/watch?v=IG_yjRV5rTQ
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