rise of flight моды
Rise of Flight
777 Studios | Released 2009
The most realistic WWI PC flight simulation ever created. Take to the skies of war torn Europe and experience daring air combat at the dawn of aviation. Re-enact famous air battles fought by legendary aces such as Manfred von Richtofen, James McCudden, Georges Guynemer and Eddie Rickenbacker. Rise of Flight transports you to a time when courageous pilots fought each other for control of the sky high above the bloody trenches. In aircraft made of canvas and wood they battled to the death. While some survived to become legends, most met a fiery fate. Do you have the skills and the courage to become an Ace?
Fly an intercept mission against/with the Handley Page O-400.
Bristol f2b Front Patrol.
Updated mission: Added more German aircraft and increased some of their skill levels to make mission more difficult.Also adjusted mission goal so it will.
bristol f2b front patrol. singleplayer map
Von Richthofen v1.020
Battle as The Red Baron with his Flying Circus.
von richthofen v1.020 singleplayer map
Rain on Thourout v.1.020
Take part in the bombing of the town of Thourout.
rain on thourout v.1.020 singleplayer map
Mod/Fix for blocky ground textures.
A small mod, that gets rid of the block ground textures that appear at long distances and are mostly noticeable over the trenches.
mod/fix for blocky ground textures. textures
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Rise of Flight Mods
Category Name | Mods | Downloads | Total size | Last update |
---|---|---|---|---|
New Areas / Scenarios | 4 | 143 | Jul 18, 2021 | |
A.I. Mods | 1 | 49 | Jun 27, 2021 | |
Graphic Mods | 1 | 36 | Sep 20, 2021 | |
General Mods | 1 | 174 | Sep 28, 2021 | |
All Mods | 10 | 469 | 7.52 MB | Jun 27, 2021 |
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Latest mods
AI Gunner Mod
Mod Compilation
Here is a zip file with different mods for Rise of Flight all set in their appropriate folders. Details posted below.
Fly an intercept mission against/with the Handley Page O-400.
Bristol f2b Front Patrol.
Updated mission: Added more German aircraft and increased some of their skill levels to make mission more difficult.Also adjusted mission goal so it will hopefully show as success when mission goal is achieved. This is a single player mission. With two
Von Richthofen v1.020
Battle as The Red Baron with his Flying Circus.
Rain on Thourout v.1.020
Take part in the bombing of the town of Thourout.
Mod/Fix for blocky ground textures.
A small mod, that gets rid of the block ground textures that appear at long distances and are mostly noticeable over the trenches.
Serial Dogfight Missions V.1.010
There are four missions included in the zip file. Each has respawning enemies to create non-stop dog fighting similar to Russian Roulette. Unlike Russian Roulette, they spawn randomly, whether it be with random skill level or random planes with random ski
Blood Mod
This changes the default injury effect in the game to one of red blood covering the screen. Easier to see what’s going on.
Rise of Flight: Lazer’s
Create a quick mission, without having to wade through the inticacies of the Mission Editor.
Rise of flight моды
Rise of Flight United
The first kind, if you have steeam version, are included with ace pack (for starter plane) or directly with DLC (for other planes)
The first kind, if you have steeam version, are included with ace pack (for starter plane) or directly with DLC (for other planes)
It’s a infantry mod, these 2;
Yes you need to make a folder called MODS in C:\Program Files (x86)\Steam\SteamApps\common\Rise of Flight 2.0
Then you have to start the game, go into settings and enable mods, and then restart the game again.
Gunner and Pilot Hit Box Mod
This mod increases the chance of pilot and gunner death by incorporating additional hit/collision boxes for single engine fighters and bombers.
This mod does not alter game ballistics, aircraft damage models, or pilot health.
Attached Files
» Democracy is the theory that the common people know what they want, and deserve to get it good and hard.» H. L. Mencken
I gonna use it in Coop mode and report back.
I wonder how it will work with improved gunnery which i use together with reduced lethality mod (to prevent wings melting).
I wonder too how one can increase chance of flamers because personally i think that there is none in my career and it happens to rarely now (i know that back then was opposite). I read many times that when there was a fuel leak there was fear of fire too.
Not sure I need new ways to make it easier for the AI to kill me, but still, I’m looking forward to trying this in a few missions to see if I can tell what impact it’s having on game play/results.
Panthercules, all the target AC are parked around one DFW. I attached the rear fuel tank hit box from an EIII and an underseat fuel tank from another AC to the hit box of the pilot. The gunner has an extra hitbox taken from the fuselage of an SE5 attached to the space behind him. This increases the overall space needed to register a ‘hit’. It’s by no means perfect, but it does seem to result in more plausible dogfights. If you try the same set up in the ME with multiple AC in varying positions you’ll see that it does make it a little easier to die, but not much.
Thanks for the feedback.
«Hardcore Through Passion»
Panthercules, all the target AC are parked around one DFW. I attached the rear fuel tank hit box from an EIII and an underseat fuel tank from another AC to the hit box of the pilot. The gunner has an extra hitbox taken from the fuselage of an SE5 attached to the space behind him. This increases the overall space needed to register a ‘hit’. It’s by no means perfect, but it does seem to result in more plausible dogfights. If you try the same set up in the ME with multiple AC in varying positions you’ll see that it does make it a little easier to die, but not much.
Thanks for the feedback.
Is this change in hit box also including your own plane or just the the AI planes.
If I wrote something in this forum that is hurting or abuse a member, organisation or country? Let me know by pm for the corrections, please do not react back by bashing/trolling/flaming or other personal attacks!
Yep I’m an 2009 Rof pre-order buyer and one of the few that did buy the Sikorsky game.
Is this change in hit box also including your own plane or just the the AI planes.
Thanks for the reply and for making mods, this will keep RoF still alive.
Do not forget a JSGME installer version, if possible.
If I wrote something in this forum that is hurting or abuse a member, organisation or country? Let me know by pm for the corrections, please do not react back by bashing/trolling/flaming or other personal attacks!
Yep I’m an 2009 Rof pre-order buyer and one of the few that did buy the Sikorsky game.
Thanks for the reply and for making mods, this will keep RoF still alive.
Do not forget a JSGME installer version, if possible.
Thanks Dutch2. How do I make a JSGME installer version?
If you extract the zip file to whatever disc, Rise of Flight/MODS folder it appears in the JSGME menu and can be enabled.
» Democracy is the theory that the common people know what they want, and deserve to get it good and hard.» H. L. Mencken
Thanks Dutch2. How do I make a JSGME installer version?
Download this from http://www.overfland. s.com/user.html and read the TXT file think here is a explanation and go for http://riseofflight. sgme/?hl=+jsgme
But I think Unreasonable is right on this.
If I wrote something in this forum that is hurting or abuse a member, organisation or country? Let me know by pm for the corrections, please do not react back by bashing/trolling/flaming or other personal attacks!
Yep I’m an 2009 Rof pre-order buyer and one of the few that did buy the Sikorsky game.
I’ve been with RoF since it first came out all those years ago and still love it. This is one of the best mods out there. No more shredding a plane to pieces waiting for the wings to fall off. Just like the old pilot memoirs, » get in close, un-leash a hail of lead and put a bullet through the back of the pilots head». It feels so much more real and what I expect it was like.
Maybe you could add some hit boxes behind/around the existing hit box that would be linked to damaging some other part of the plane, so that bullets that are currently hitting the existing box and causing the rudder hinges to fail might be «absorbed» by the new hit boxes and deal damage to less vital parts of the rudder or tail plane instead?
Or maybe there’s some way to adapt the «reduced lethality» mod concepts (that seemed to strengthen the wings from being shed quite so quickly by bullet damage) to the rudder/hinge hit box area to accomplish a similar strengthening?
Just curious where is the files for the hit boxes located?
So Long, and Thanks for All the Fish
(Going wayyyy back on this comment) JoshEcho would approve, if he still flew RoF.
[MOD] RoF Refined 1.033c
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!
Or, if you want to pick and choose:
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.
0.2
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.
0.14
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
AI adjustments:
*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.
0.13
Small fix so that balloons can still be flamed with 7.7mm ammunition.
0.12
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 changes:
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.
Weapon Changes:
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.
Flak:
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!
Bombs:
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.
Graphics:
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
loading screen
no delayed bomb fuzes
no ambient flak
oil splatter by featheredIV
reduced tracer frequency
Water color less blue
AI pilots
reduced flak accuracy
AI pilot awareness
rate of fire
Thanks to these virtual pilots for this mod:
ankor85
avimimus
bbob
criquet
featherediv
fubar
mattm
panthercules
reflected
richy133
TheDude