WINGS OVER FLANDERS FIELDS PLATINUM EDITION [EXPANSION DLC](WORLD WAR I)
Home page PurchaseREQUIRES “WOFF UE“This DLC Upgrades WOFF UE* with superb new features to ramp up the immersion factor for immersion plus!“WOFF PE” is a NEW EXPANSION for Wings Over Flanders Fields Ultimate Edition (WOFF UE). You need to own WOFF UE.
The immersion bar is raised higher, with its specially crafted improvements to add more excitement, more in depth campaigns and immersive encounters. It adds well over 40 improvements and features to the base WW1 simulator WOFF UE (which is required).
Highlights include extensive campaign changes to allow more involvement of the player in the action - superb improved scenery looks better than ever, campaign interface improvements and much more.
Of the 80+ aircraft in WOFF there are around 60 fighters. We have upgraded these fighter cockpits with new animated guns and other visual improvements. Sometimes when jammed you will see the gun levers sometimes trying to move and you can attempt to unjam and watch the levers unlock if successful. Click the button to reveal much more detailed list of features!
WOFF PE will upgrade an install of WOFF UE. Always check if there is a WOFF PE update patch after installing PE. WOFF PE contains these NEW features and changes. Contents and Improvements WOFF Platinum Edition V5.00 1) Revised Terrain Tiles and Scenery object textures - all seasons. A large undertaking as we have 12 front lines states for various parts of the war, plus each of those has several "seasons"!
2) Improved Terrain Blending.
3) Improved Scenery objects density and draw distance and reduced haze for greater distance visibility.
4) Revised Sound system volume mix levels and improved many sounds.
5) Ground based MGs now no longer have tracers.
6) Increased gun/artillery fire along the frontlines - changes from day to day - more battles can now be seen in action.
7) Player can now restart engine after landing/end of mission and game physics is no longer halted - eg trucks no longer stop moving etc - Note player may now be attacked when landed in good health.
8) Revised damaged and ruined scenery building and frontlines object models.
9) If player now tries to start engine with low fuel or a damaged engine the instructor states it and engine start is not attempted.
10) Now quiting a mission over enemy lines or when forced down in ememy territory, the aircraft is 'captured' and is accounted for as a lost machine even if the player escapes and returns to duty.
11) Improved aircraft accounting systems.
12) Outcomes system now specifies the airfield that each individual squadron member landed at, including player, as opposed to the current formation squad landing destination specified.
13) Outcomes system now specifies if the aircraft was over (or forced down on ground) in enemy territory or friendly territory when mission ends.
14) QC Fuel and Ammo selections are now persistent mission to mission when player remains in QC.
15) AI captivity (and loss of aircraft) is now no longer a die roll but is determined by AI Pilot health, AI Aircraft health, AI Remaining fuel, and AI Distance Behind Enemy Lines. at the time the mission ends - these are used to reasonably determine whether the AI pilot makes it home or not.
16) If the Player quits the mission whilst in/over enemy territory or is forced down in enemy territory the distance Behind Enemy Lines is now reported.
17) Operations (Air Activity) radii for Local and Regional Squadrons (Living World) are now displayed on the briefing map - they vary with workshops regional air activity settings, with player location, and types of operations/craft assignment (These are not changed from WOFFUE - just the rings display is added). Note these rings dictate which squads are 'active/available' to put up flights and is NOT the limit of these squads flight paths. The rings simply dictate which squads in the theatre may fly - thus it is possible that flights paths can then exceed the raddii of the rings if the specific squadrons target/directives selected during mission creation determine such (OOB system specific)! The percentage of squads within the two radii that fly is dictated again by the workshops regional air activity setting - its used for the two functions. Targets/Directives for the squads 'activated' by the Local and Regional radii (Search Functionality): Fighters: Fighter Squads generally obey their typical target range allowance as dictated by the squadron database (in Teds Squad file) - limited to a max of 70 miles. However if they cannot find a target within that range for their given mission directive (one must understand we have a finite number of targets in any given area) the range allowance is increased incrementally by 5 miles until they do find one. If they dont find one they simply use the last one found. Note: at no stage do we abort the squads mission (cull the flight) - they will fly - this is important especially in sparsely populated areas (squads and targets) and early years to keep air activity going. 2 Seaters: 2 Seater Squads generally obey their typical target range allowance as dictated by the squadron database - limited to a max of 70 miles. However if they cannot find a target within that range for their given mission directive (one must understand we have a finite number of targets in any given area) the range allowance is increased incrementally by 25 miles until they do find one. If they dont find one they simply use the last one found. Note: at no stage do we abort the squads mission (cull the flight) - they will fly - this is important especially in sparsely populated areas (squads and targets) and early years to keep air activity going. Heavies: Heavy Bomber Squads generally obey their typical target range allowance as dictated by the squadron database - and basically have no limit apart from their operational range - as they are long range bombers If they dont find one in range (seldom happens with Heavies) they simply use the last one found (this could be improved) Typically these squads will be flying long routes. Note: at no stage do we abort the squads mission (cull the flight) - they will fly - this is important especially in sparsely populated areas (squads and targets) and early years to keep air activity going. This is all part of the OBD Living World system that is SPECIFICALLY designed to avoid only having activity along the players prescribed mission path - as most other campaign systems do - and to create a world that is alive wherever the player might end up going.
18) Centres of the Local and Regional Air Activity Radii is now the nearest frontline sector to the player - where applicable. (Note does not apply to England Germany and or Heavy Bomber squads) - as opposed to always being the players airfield.
19) Frontline patrols now take place along two points on the actual frontline positions whenever possible.
20) Implemented the ability to move/edit waypoints in the mission briefing screen, so that players can setup mission routes as desired.
21) Selecting 'Airstart' now specifies where you will start, and the waypoint lines up to Waypoint 1 or the specific start waypoint are removed.
22) The approximate distance that the players airfield is from the nearest frontlines is now reported in campaign intro as well as on the small airfield location map (BFL Behind Friendly Lines) top of main campaign GUI.
23) 'Reconnaissance' craft will now also carry out bombing runs if they can carry bombs.
24) Scramble and Escort Missions are now allowed with Historical Mission Types set on in Workshops - even if squad did not carry out the role historically - for improved variation in campaign play.
25) Mission Briefing screen map now includes miscellaneous waypoints that were deemed non critical and thus not displayed (UE Map only displayed critical waypoints and objectives) these are: Altitude Up (friendly side of lines near airfield), Altitude Down (Ground Attack missions near target) and Patrol an Area (Escort Patrol Reccy craft that must note troop and or fall of shot over an area). They are now included to allow the player to adjust them along with the main waypoints see 20)
26) Implemented Gun Lever animations for ALL fighter aircraft - they animate when fired, jammed, and when unjamming the guns. Bullet belts also move. Vickers and Spandau are brand new models with others upgraded.
27) Revised aircraft effects: 'on fire', 'smoke', 'fuel leak', 'oil leak' etc
28) Incorporated Revised and Additional Squadrons with additional aircraft allocations and airfields for WOFF Platinum : Total Squadrons incorporated are now: British(90) French(184) and German(203) Squadrons. New aircraft coming in 2020.
29) Incorporated 3rd party weather and news files.
30) Updated all 12 Global layers 1914, 1915, 1916, 1916+6, 1917, 1917+6, 1918, 1918+2, 1918+4, 1918+6, 1918+9, 1918+11 to incorporate the additional airfields required by the Squadron Update.
31) Both Player and Regional flight target selection criteria are now more tightly bound to the region of operations (Air Activity) radii.
32) Added improved search criteria for the enemy flights that the player may face whilst on his mission as well as increased variety.
33) Revised search criteria for obtaining local Fighter Squadrons - improving campaign immersion.
34) Revised the Slot/Rank Breakpoints and optimised for each Nation to allow better allocation of the 3 Aircraft slots by Rank.
35) Implemented the ability to switch the Wingman on or off in workshops - default is off - Note if a players pilot has a wingman, and the workshop setting is toggled off and then later put back on - the last assigned Wingman is not remembered/stored even if he is still alive in the squad.
36) Implemented the ability to fly Lone Wolf missions at will from campaign interface via a new button in the button bar if player is in a Fighter, and located in either Flanders, Marne, Verdun, or Alsace and the campaign year is prior to 1917. He must have flown at least 5 missions. Lone Wolf missions will still be randomly assigned as well.
37) Implemented the ability to adjust Lone Wolf mission waypoints in the mission briefing screen.
38) Implemented progressive damage modelling on the Player Fuel Tank systems together with a 'Fuel is leaking - FIRE risk' TACS message prompt and a persistent fuel leak effect (moving and static). If the player leaves his engine running whilst fuel is leaking then slowly and randomly the fuel leak gets progressively worse and a fire and death can result. Players should be vigilant of fuel leaks and kill the engine and land ASAP.
39) Implemented Pilot progressive health deterioration if wounds are severe (Progressive DM).
40) Implemented better visual effects for the player aircraft for coolant (non rotary craft) and oil system leaks/damage together with progressive damage functionality - and implemented message prompts on the TAC. (Progressive DM)
41) Implemented progressive damage modelling on all AI craft to match players new progressive DM.
42) Cloud edge clipping in cockpit view now eliminated.
43) Scrambles missions now have revised waypoint structure to ensure the AI pilots more readily engage the enemy.
44) Fighter cockpits have new guns, and many have other visual improvements.
Plus many other fixes and improvements.