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#4348366 - 04/01/17 06:26 PM Re: WOFF UE Multimod [Re: BuckeyeBob]  
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Originally Posted by BuckeyeBob
I have another question about using the mod. I seem to be having trouble using the insert Waypoint button in the edit waypoints menu. It's not inserting the waypoint where I want it to. Do I insert the waypoint while the cursor is on the previous waypoint or when it is on the next waypoint I want to connect it to?

When you insert new waypoint, you must first select Type of waypoint from roll down menu and than click on Insert waypoint button. New waypoint will be inserted before (in front of? - sorry for my English) current waypoint.

#4348367 - 04/01/17 06:29 PM Re: WOFF UE Multimod [Re: BuckeyeBob]  
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Originally Posted by BuckeyeBob
Quote
I am running your great ME in Win XP. It works..but probably not as well as you intended. For instance when I tick the show enemy box on the opening menu, the ME doesn't show the enemy flight paths.

I had this same question, cptroyce. JJJ explained to me that you need to click the Next button on the Edit Formation menu several times before it displays enemy flights, one at a time.

It might also be useful if there was a way to display all flights, friendly and hostile, simultaneously. Maybe in a future update?

I probably did not got you well, BuckeyeBob. My intention was to do not spoil user's knowledge about enemy flights prior mission. What do you mean by "displaying all flights, friendly and hostile, simultaneously", pls? My English is rather rusted. Thx for explanation.

#4348374 - 04/01/17 07:03 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Originally Posted by JJJ65
Originally Posted by DukeIronHand
Stupid question:
I (so far) have just used the Multimod to change engine start-up time.
Is there a chance that, despite the fact I did not check it, OldHats's Increased AAA mod is also being enabled?

Just flew with J11 and bagged a lone FE2b over Allied territory and I have NEVER EVER been lit up by AA fire like I just was.
Unless the latest 4.14 patch really changed something.

Disable OldHat's Hard Core mod in JSGME, if enabled. If you are not certain, run Multimod, click Restore and then set your mods per your wish and apply change. If you do not enable AAA Increased mod, it should not be enabled.


Okay thanks.
Not using Oldhats mod, either in JGSME or MM, but when I exited WOFF I clicked "Restore to Default" anyway.
Guess I'll keep an eye on it. Had a "B-17 over Schweinfurt" flashback as for solid minute I must have had 20 AA bursts around me constantly and chasing me out of Allied territory. Am using 40LM's Effect mod but I have been archied before but not like this.
Maybe a WOFF fluke or perhaps I strayed over an AA gun depot or training school!

#4348377 - 04/01/17 07:14 PM Re: WOFF UE Multimod [Re: DukeIronHand]  
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Originally Posted by DukeIronHand

Maybe a WOFF fluke or perhaps I strayed over an AA gun depot or training school!

biggrin probably thumbsup
BTW, I use AAA Increased rate of fire mod and I really enjoy it.

Last edited by JJJ65; 04/01/17 07:16 PM.
#4348384 - 04/01/17 07:29 PM Re: WOFF UE Multimod [Re: cptroyce]  
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Originally Posted by cptroyce
JJJ

I am running your great ME in Win XP. It works..but probably not as well as you intended. For instance when I tick the show enemy box on the opening menu, the ME doesn't show the enemy flight paths. It doesn't Alt/Tab to desk top many times..few other small "glitches"..which may have to do with my use of the program.

I tried to download the latest Java version, but the newest Java file isn't available for Win XP.

So..is there any tweak I can do to XP, to have it use the latest Java file as you suggest is needed for the ME? Or any other tweak that may make the ME operate more fully on my set up?

I like XP, use XP, and it runs WOFF UE and all mods perfectly..so I don't want to change it.

Just wondering if you can offer any thoughts. ME runs about 85-90% fine..so it's not an "earth shaking" need.





When you click the checkbox "Show enemy", you will be prompted with question to select "Show flightpaths" or just enemy units. After that you must click the Next formation button (even few times).
For Alt/Tabbing I recommend before you start WOFF UE, open some little application, e.g. Notepad. Then start WOFF UE and when prompted to run your 3rd party mission editor, Alt/Tab should work. Unfortunately, without any application running on background, Alt/Tab does not work frown .

#4348401 - 04/01/17 09:15 PM Re: WOFF UE Multimod [Re: JJJ65]  
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JJJ

thanks i'll try that Alt+Tab idea

#4348414 - 04/01/17 10:24 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Quote
I probably did not got you well, BuckeyeBob. My intention was to do not spoil user's knowledge about enemy flights prior mission. What do you mean by "displaying all flights, friendly and hostile, simultaneously", pls? My English is rather rusted. Thx for explanation.

What I meant was a button or check box to display all flights on the screen at once, instead of one at a time. It is a bit of a cheat, but since you already have a check box to show enemy flights before they are displayed, no one will be surprised when they see all of the flight paths. Seeing them all at once, instead of one at a time, just gives me, at least, a better picture of what is going on around me.

And your English is fine, it is my poor native English communication skills that need work!

#4348488 - 04/02/17 04:32 AM Re: WOFF UE Multimod [Re: JJJ65]  
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BuckeyeBob,
thx for explanation. I had this feature in ME from begining, but I removed it yet before public release, because the picture of all flights shown at once was very confusing and unclear - see attached picture, pls.
Hovever, if you wish to have that option included, I can add it in some of future updates. But for the very next update (scheduled on Monday or Tuesday) I will not manage that yet.
[Linked Image]

Attached Files full-20668-119607-mission_viewer.jpg
#4348547 - 04/02/17 01:48 PM Re: WOFF UE Multimod [Re: JJJ65]  
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I see what you mean about showing all the flights at the same time. Would there be a way to show all flights at the same time (say in dull yellow), but highlight (say in bright yellow or red) the flight path of the selected flight? Do you follow what I mean? This way, the player could see all flight paths and still be able to focus on a selected single flight path one at a time.

Last edited by BuckeyeBob; 04/02/17 02:02 PM. Reason: added color font
#4348561 - 04/02/17 03:32 PM Re: WOFF UE Multimod [Re: JJJ65]  
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OK, I will look into it, but do not promise anything smile

#4348611 - 04/02/17 06:40 PM Re: WOFF UE Multimod [Re: JJJ65]  
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thumbsup

#4348899 - 04/04/17 12:57 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Hi Triple J,thanks for this mod a couple of questions if thats ok

Do i have to input my values every time i start the mod or just the once

The No instant all wings breaking doesn,t let me "check" the box pal..is this supposed to happen?

Thanks again...love your mods


"Vis unita fortior"

"United Strength is Stronger"
#4348919 - 04/04/17 05:36 AM Re: WOFF UE Multimod [Re: Adger]  
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Originally Posted by Adger
Hi Triple J,thanks for this mod a couple of questions if thats ok

Do i have to input my values every time i start the mod or just the once

The No instant all wings breaking doesn,t let me "check" the box pal..is this supposed to happen?

Thanks again...love your mods

1) I am afraid, yes, you must input all values every time sigh That was on request of mod author - to start with WOFF default values.
2) This mod is not implemented (yet). I must solve some special selective parsing and modding of simulation.xml file "Break" values.

#4348948 - 04/04/17 11:57 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Thanks for your reply JJJ,much appreciated mate


"Vis unita fortior"

"United Strength is Stronger"
#4350976 - 04/14/17 12:09 AM Re: WOFF UE Multimod [Re: JJJ65]  
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I started using this mod a few days ago and haven't really noticed anything wrong with it.

The only thing I'm not quite sure of is Oldhat's portion at the bottom for the flight, but besides that, I like messing with the other parts.

Great mod, and like ME, I use it everytime.


I got fired as the door man at a sperm bank.
Apparently it's in poor taste to tell leaving customers "Thanks for coming."

Former U.S. Army Medic - SGT.
#4354980 - 05/02/17 05:05 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Version 1.4 released - WOFF_Multimod v1.4
Revision 1.4 changes:

1) Added Wind turbulence and gustings/bumps mod - user can select from three levels for horizontal, vertical components (gustings) and turbulence.
NOTE: Wind gustings/bumps and turbulence levels change with weather type (Light, Medium, Heavy/Precipitation) .
Please ensure WOFF is not running when applying mods, because WOFF loads these (modded) settings only during start.
2) Mod shows current values/settings applied
3) Fixed AAA mod bug (mod remained enabled even if unchecked)



Ebjoy!

Attached Files Clipboard02.jpg
Last edited by JJJ65; 05/03/17 06:27 AM. Reason: Added note for mods application.
#4354984 - 05/02/17 05:25 PM Re: WOFF UE Multimod [Re: JJJ65]  
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JJJ

Thanks for the update on this great MOD! Will try out the turbulence tweaks tonight.

#4354990 - 05/02/17 06:00 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Cannot wait to download this and try this out. Thanks, JJJ.


I got fired as the door man at a sperm bank.
Apparently it's in poor taste to tell leaving customers "Thanks for coming."

Former U.S. Army Medic - SGT.
#4354993 - 05/02/17 06:15 PM Re: WOFF UE Multimod [Re: JJJ65]  
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BTW, I created this Wind gusting/turbulence mod (a possibilty to decrease values) to allow higher wind speeds in Mission Editor's Weather mod w/o destroying planes flyability.

#4355000 - 05/02/17 06:56 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Yeeha! Another nod to try. smile

One thing, I think the wind direction for South is broken in the mission editor, I couldn't select it last time I tried.


Let's pretend I got the BWOC badge to embed here.

Wenn ihr sieg im deine Kampf selbst gegen, wirst schwer wie stahl sein.
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