The number of different mods available has become onerous. In an effort to streamline things and help people stay current, I have combined a bunch of popular mods into one single JSGME folder, "RoF Refined." I have selected mods that, in my opinion, improve the realism and historical accuracy of the simulation. Some are just for historical flavor, like the loading screen with trenches instead of the movie theater. If someone wants to make a similar mod that replaces the museum it would be very cool!
Get 1.033c here:
RoF Refined 1.033c
Or, if you want to pick and choose:
RoF Refined 1.01 a la carte
As always, please post if there are problems. AI gunners firing too low is a problem with default RoF, not this mod.
AI gunner nerf available at the bottom of this post for those who are having trouble. Put it in your JSGME mods folder and enable it after you enable RoF Refined.
This is the change history for RoF Refined:
Fixed the aircraft porpoising thing. This will probably be my last update for quite a long time unless 1CGS decides to pick up Rise of Flight again.
Added a Sopwith Strutter AI pilot mod. It fixes the aileron flutter observed in the stock AI, and helps a bit with the downward spiraling behavior. I have tested this with crosswind takeoffs and other tricky scenarios and it seems to work fine.
Updated to Ankor's more recent terrain bump mod.
Added in a few more AAA scripts from avimimus. TheDude's recommended adjustments to these scripts are in place.
Fixed a problem with the Camel that was messing up its ability to follow waypoints and the flight leader.
Adjustment to Sopwith Camel AoA limit. The AI Camel should now be able to fly and fight at high altitude with a heavier fuel load.
Included Fubar's landscape as a separate JSGME file (it is beautiful!)
Included Ankor's 3d landscape adjustments as a separate JSGME file (nice touch)
Tested with PWCG, seems to work fine with version 15.
Changed the channel trees to match the trees on the western front map
Adjusted the color of rivers and lakes (a little less blue)
Fixed the fourth balloon that wouldn't flame
*Spad AI should be a little more dangerous and fight more cohesively
*Dolphin AI will dogfight instead of trying (badly) to run away.
*Novice/normal/veteran/ace aiming parameters set to default for most scouts. Messing with these doesn't really seem to help.
*Increased "engage distance" for some scouts from 400m to 500m.
Small fix so that balloons can still be flamed with 7.7mm ammunition.
Includes fubar's engine textures.
Sun glare no longer looks star shaped.
Lens flare is removed.
Sector limits added to Fee gunner. He no longer fires through the prop or wing struts.
AI scout tactics are improved. AI pilots use "boom n' zoom" tactics for the appropriate aircraft. Novice pilots periodically lose their SA and can be bounced. The frequency of split-s tactics and downward spirals is reduced as well. When dogfighting, two-seaters should not use inverted defensive maneuvers at all (you might see it when they are offensive because that is just a game limitation). Lastly, the AI gunners are much more responsive than in default Rise of Flight, and shoot much more accurately.
Rates of fire have been reduced to more probable values. German scouts no long have such a stupendous firepower advantage in 1916 and early 1917, and they are at a firepower disadvantage later in the war. However, the biggest change of all is reduced damage against wings and stabilizers. It is now very important to move to close range and fire at the engine and pilot. Tracer frequency is reduced to 1:5, compared to the default 1:2.
There is no ambient flak. Any flak you see is exploding near an aircraft. Flak accuracy is reduced but it is still dangerous. You can avoid flak by flying very low to the ground; just watch out for machine gunners!
Some numerical errors in the scripts for bombs have been fixed, though I'm yet to see if the bugs caused a problem before. The more important difference is that there are no delayed bomb fuzes. Take care to swerve to avoid bomb blasts at low altitude.
The loading screen features trenches instead of a movie theater. Oil splatter on your goggles has a different look. The color of the channel is no longer cobalt blue. So far no one has made a comparable mod for making the shoreline less tropical, but the ocean color change is a step in the right direction.
Please discuss other changes you would like to see included. For example, should I include Ankor's no-shimmering mod?
If you are going to use this mod to replace the individual mods in your JSGME folder, then you can remove these "modpack" folders:
AI gunner mod
no delayed bomb fuzes
no ambient flak
oil splatter by featheredIV
reduced tracer frequency
Water color less blue
reduced flak accuracy
AI pilot awareness
rate of fire
Thanks to these virtual pilots for this mod: