Also, couple of things re graphics settings -
People weren't kidding that enabling SLI mode in the ROF launcher made a big improvement to single card performance. Also! For some magical reason this then enables SMAA to work in postprocess/hdr mode, where I never could get it to before.
Reflections turn out to be a gigantic performance drain for not much benefit - you lose cloud and object reflections but the sun still reflects from water and you barely notice the loss of glass reflections.
In terms of tactics and strategy, same thing. You slowly pick up on what the guy does -- always attacks from the sun, relentlessly hunts single targets, knows when to boogie -- simply from his narrative. He never comes out and delivers a tactics monologue.
FWIW - if you use nvinspector - you can play with different supersampling modes for both the whole image and transparencies. There's also a much more efficient mode for supersampling transparencies you can use in it called "sparse grid supersampling" which chucks about half the workload for minimal differences in image quality.
Oh, the other thing I found on the forums is that "common" shadows is apparently an obsoleted mode designed to maximise compatibility for Nvidia 4x0 class cards and no longer required on newer drivers/hardware. I'm not sure it's exactly the same thing as far as visual quality is concerned (it seems to generate a different but not necessarily worse set of shadow LOD switching at different fov/sun angle settings) but unless I'm taking hugely close closeups from externals in replays I'd never really notice the difference between it and "special" shadows.
AIUI, the middle mode in the ATI control panel is the transparency AA mode, and the 'Quality' one is full-on supersampling. That seems to jive with performance; 4xSSAA via the launcher and vsync runs consistently at 30fps, and 4xSSAA via the driver pops between 30fps near particles and 60fps other times.Originally Posted by djotefsoup
Oh okay, dual cards.
Particle effects seem like a major drag. I'm sure everyone seems performance dip slightly even when turning around to look at the "smoke" coming from the tail. I wonder if there's a way to adjust that in the config file. I don't need it to look fancy.
There was a mod created recently to disable exhaust smoke, which can add up with lots of planes. I can't say I've noticed it being a big hit other than when I was playing around with the more obscene AA modes though.Q: I have no shadows at my NVidia 4xx
A: Select "Common" shadows type in game graphics Settings - this shadows type was developed specialy for compatibility with 4xx NVidia cards.
Q: What is "Special" and what is "Common" shadows?
A: "Special" shadows - it is existing RoF shadows which were in the project from version 1.001. They're using undocumented videocard possibilities, which are presented in ATI cards and NVidia cards except 4xx series. This shadows type provides more quality and more performance than "Common" shadows type, but they're incompatible with NVidia 4xx videocards.
"Common" shadows - it is new shadows type which was implemented in RoF ver.1.014 to provide compatibility with new NVidia 4xx videocards. These shadows are using common and documented technologies, but they providing less performance and quality than "Special" shadows.
So, if you're NVidia 4xx user - use "Common" shadows.
If you're using another videocard - use "Special" shadows.
So my experience so far:
I was doing a quick mission in a Camel and I (literally) ran into a balloon and it caused some pretty major damage to my wings on both sides (it seemed like the outer half was gone entirely). I was shockingly able to regain control and make a perfect landing, except I guess I got a little too rudder happy while coming to a stop and I put my plane on its top, killing the pilot.
I'm on the fourth training mission as well (the one where you evade flak and destroy a balloon) and I was able to destroy the balloon but I had this orange blotchy shit all over me (I don't know what that is). Anyway, the plane was flying fine and it didn't appear to have much in the way of damage, so I flipped on autopilot for the 20 mile journey back home. The autopilot then proceeded to shut down the engine entirely with 15 miles left to go.
Now obviously I wasn't going to be able to glide my SPAD the 15 miles to the airfield so I take autopilot off and try to start the engine again (but these are crank started engines aren't they?) but that wouldn't work, so I decide to set down in a field and fire up the engine. The landing wasn't the greatest and I snapped some of the struts on my left wing, but either way I couldn't get the engine to fire up. The fuel mixture was set to all fuel and no air for some reason and I didn't know how to change that, so I just pressed every button on the keyboard and I think I hit The Big Red One because my plane exploded and I died.
It's great, though. I've played a few other flight sims (mostly MSFS 2004 and IL-2: FB) and this blows them both away in terms of sheer fun.
That blotchy stuff was all your oil. :P
Orange and blotchy, (honey, it's often called), is engine oil, so most likely the AI didn't shut down the engine, it just died on its own.
You know I figured that was what it had to be because in IL-2 when you get an oil leak it gets on the screen, too. That would explain the engine troubles!
If you're using simple gauges (the fake HUD on the bottom of the screen) you can watch the redline change on the tachometer. If it's red all the way to 0 RPM, the engine is toast.
It can go down partway for various reasons: if the engine is too cold (because you don't have automatic engine management or the plane has no adjustable radiator) or if you sustain minor damage. Possibly to the radiator? I'm sure someone else knows off the top of their head. Anyway, if you notice that condition, adjust the throttle so the RPM is below redline. Otherwise you risk doing more damage to the engine.
If you notice any damage, you probably want to get back to friendly territory (if applicable) and ditch the plane in a field as soon as possible. When I want to try to make it back to base, I go low and slow in case I need to glide down after the engine dies. Autopilot is a bad idea.
Also, don't forget to pay attention to the wind strength/direction in the briefing. Getting enough altitude to glide home and then realising you're actually being pushed SW into a big enemy salient in the lines is no fun :)
Haha I almost want to try it now just to see. I remember someone posted a screenshot from that part in the submissions for new website/etc art, and one of them was a still from training of some pilot climbing into a plane. It looked so ambiguous that it seemed to be a still of a ww1 pilot dancing around an extremely unimpressed instructor.
This is the Fokker D.VIII.
It's very small compared to most other planes, and another one that is almost accidentally good. They built it using essentially obsolete and unwanted engines and other odds and ends. But it's really, really good as a brawler in a big fight.
Very strong, very small, very light, always trying to climb up and prop hang.
It's maybe not the strongest and most stable plane for gunnery but you can usually get close enough for that not to matter. That tracer there is actually one of my own shots!
Since it's a later war plane of course it gets most of the usual toys like the inclinometer (the purple thing), ammo counters, flat collimator gunsight, etc.
It's always so hard to shoot the smoke effects well in replays, but I like them a lot. This one was probably the most obliging a shot of it I've ever got where a plane had the good manners to suddenly fall out of its climb while on fire.
The forward vision is somewhat of a drawback (as was mentioned earlier, they only had the one wing, but they managed to blind you with it anyhow) in a big brawl...
Because if you haven't seen anyone else than your target for a while that usually means you're about to come close to hitting someone or shooting a friendly.
And of course, you're not the only one who can hang on the prop and take an upward snapshot out of the blue either.
Again it's just one of those amazing instances of technical progression where you see aircraft designs at complete opposites to each other in style, seesawing back and forth between radically different layouts, getting the advantage over each other in matters of months. So something more closely resembling the Parasol fighters of before the war ends up able to stomp the more advanced tripe layouts that seemed the way forward just a short while earlier and used well after the end of the war.
And it looks like a fucking badass even painted purple and yellow with little eyes on the front.
I love the EV, they just need to at least bring out the 140hp version, because right now with the ~110hp it just doesn't have the guts.
It's a small target and the metal construction makes it rugged, but in multi it's easy to force down onto the deck and then it doesn't have the grunt to escape, so you can just sit high on it and wait for it to make a mistake/run out of energy and pancake.
Having said which, it's still one of my favourite planes to fly just for the fun of it - the collimator is really nicely situated and the guns are quite tight to each other, like in the Camel.
Also, white tyres yo!
If they released a version with the GIII 160hp engine in it I'd probably need a moment alone in my bunk.
What do you guys like to do to evaluate the planes? A few quick missions for each one? I'm looking for an efficient way to appreciate the planes without taking a lot of time. I'll save my favorites for short careers or multiplayer.
I have a quick mission set up with 15 planes on each side - an example would be five Camels, five SE5a and five random scouts, (so Dolphins/Tripes/SPADS), against five DR.I, five Pfalz XII and four of whatever I'm flying.
You find out pretty quickly if you can live in a ridiculous furball, with seconds to shoot at a target before someone has your tail, can you lose height in a one-on-one and get it back quickly to get back in the mess and how does the thing handle when you're throwing it around tryring to work a target while simultaneously avoiding collisions with friend and foe alike.
I actually turn Criquet's AI mod off for this, because I want everyone to be a myopic lunatic with singular focus to kill whatever they see.
I was just going to say, do you guys still recommend the AI mod? I was just re-reading the thread to try and catch up on any tips I missed etc, would have thought something as popular as this would have been incorporated into the main game by now.
Yes, and probably use the mod compilation that includes that and some other things like the gunner mod to make it less impossible to attack 2-seaters. (Do a Google search, it will be the first result.)
The default AI completely fails to use boom-and-zoom planes against your turn-and-burn plane. I haven't played that setup in a while with the mod, so I can't remember how much (if any) it improves. But the default AI is still terrible.
Just remember you have to turn mods off to play on almost all multiplayer servers. The game won't track your game-wide singleplayer statistics with mods on either. You can still play a career and it will track those stats.