#4252906 - 04/25/16 08:32 PM
How does a MODDED WOFF with custum campaign play and look?
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Joined: Jun 2014
Posts: 1,595
OldHat
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Joined: Jun 2014
Posts: 1,595
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FANTASTIC!
I finally got around to starting a campaign with my full complement of MODS. Here's my MOD list: I'll make a pilot and his first solo mission a transfer from England to St. Omer with the correct waypoints.This is the default mission which I'm going to change.Making the changes and switching the planes. Now reducing all other squadrons to 1 plane flights (it's 1915!)Flying solo with belongings in the front seat.Waypoint looks good. Now I can use Autopilot and time compression when needed for coffee breaks.
It's lonely out here. Mission complete after 3 hours. Mission Log file shows the squadrons that were spawned with one plane each inside my campaign.
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#4252930 - 04/25/16 10:12 PM
Re: How does a MODDED WOFF with custum campaign play and look?
[Re: OldHat]
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Joined: May 2012
Posts: 1,352
lederhosen
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Member
Joined: May 2012
Posts: 1,352
Germany
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where the F do you get this mod? (1 aircraft etc)
Last edited by lederhosen; 04/25/16 10:15 PM.
make mistakes and learn from them
I5 4440 3.1Ghz, Asrock B85m Pro3, Gtx 1060 3GB
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#4253166 - 04/26/16 03:07 PM
Re: How does a MODDED WOFF with custum campaign play and look?
[Re: OldHat]
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Joined: Jun 2014
Posts: 1,595
OldHat
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Joined: Jun 2014
Posts: 1,595
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Alright, last round of pics to show how that MOD works in a bit more detail.
Didn't fly the following day, but today we have a long recon mission to take photos of Phalempin airfield.Here are comparison pics of before and after modification of the campaign mission. I focus on the number of planes in each squad (red box) and delete anything above 1 plane all the way down the file. I'm careful to leave my plane alone (blue box). Bright and early takeoff.Waypoints look good. Took a pic of the airfield, now time to get back home.
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#4253200 - 04/26/16 05:30 PM
Re: How does a MODDED WOFF with custum campaign play and look?
[Re: OldHat]
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Joined: Dec 2013
Posts: 1,398
KodiakJac
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Member
Joined: Dec 2013
Posts: 1,398
USA
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This looks just fantastic, OldHat!
I haven't had a chance to roll up my sleeves and dive in yet, but looking forward to it.
Just having the ability to create transfer flights and squad transfer flights I miss when I use time advance will be great, let alone everything else it looks like it can do.
Dogfighting is what you do "after" you drop your bombs and blow something up! Can you say "JABO!"
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#4253788 - 04/28/16 04:03 AM
Re: How does a MODDED WOFF with custum campaign play and look?
[Re: OldHat]
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Joined: Jun 2014
Posts: 1,595
OldHat
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Member
Joined: Jun 2014
Posts: 1,595
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I was reading lately about the tactics used during WW1. The Germans maintained a defensive stance throughout the war while the British's Trenchard was always on the offensive.
I was floored when I saw that OBD includes this inside WOFF. I noticed while editing a 1918 campaign mission file there were many German patrols within their own territory and a few recon flights venturing past the front. The British had two patrols within their side, but mostly bombing/attack flights with a couple of recon all inside German territory or passing the front into German held territory.... WOW! talk about historical accuracy oozing from WOFF.
The only adaptation I made was to reduce the number of airplanes in recon flights. Historically, I read that the Germans had 1 and British had 2 planes in a recon flight and mostly without escorts. I did not modify anything else and left all other patrols and bombing raids untouched because the numbers were close enough.
What a difference in immersion when you see either a solo or pair of enemy two-seaters knowing it's just a recon flight or when you see a massive enemy group (single/two seaters) knowing it was an attack mission..... It's like playing what you read in history books.... very very cool OBD.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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