This mod, together with WOFF UE Mission Editor, populates airfields with parked static airplanes, take-off ready and landing planes of historically correct types in respect to actual mission date and squadron/units stationed on airfield at the current campaign date. Install the mod via JSGME and then run WOFF UE Mission editor when prompted by WOFF UE (do not forget to enable the 3rd party mission editor at WOFF UE Workshop). Then click on green “Save” button in mission editor and when prompted “Do you want to populate airfields with correct…“ click “Yes”. Close Mission editor and click Continue on WOFF UE mission loading screen. Revision changes: 1.4 Fully compatible with RJW’s Consolidated Custom Facilities mod 1.19 1.3 Added missing libraries gsl.lib 1.2 Fixed overlapped planes on Entente airfields Type 1 Fixed typos and missing airfield data in Robert’s WOFF UE 2 Combined Airfields mod global_layer.csv files 1.1 Fixed *.csv and *.lib files to allow RJW’s WOFF UE Combined and repositioned airfields mod working
Thanks Jara, I’ll have to try this. Last time I tried that button in ME it increased the number of planes from 60 to 200. Any chance this mod can just keep the correct skins without ballooning the aircraft numbers?
"Take the cylinder out of my kidneys, The connecting rod out of my brain, my brain, From out of my arse take the camshaft, And assemble the engine again."
Thanks Jara, I’ll have to try this. Last time I tried that button in ME it increased the number of planes from 60 to 200. Any chance this mod can just keep the correct skins without ballooning the aircraft numbers?
Do you experience performance problems?These additonal airplanes are mostly just sitting on airfields to increase immersion of live airbase (ref. to above picture). I have decreased the quantity of generated airplanes to max of two static planes per unit (squadron) stationed on take off line. At referencing photo of Pronville airfield in Decemer 1916 you can see stationed Rolands CIIs of Ss-6 and Ss-4, Aviatiks CI of FA(A)-261 and Albatroses DII of Jasta 2. The number of planes parked in front of hangars/tents is preserved (is the some as in stock WOFF) and do not have any additional impact on performance. Plane models/types are historically correct and allocated in respect to type and unit stationed on airfield. If you experience performance problems, I can further limit (or entirely disable) the number of planes on takeoff line.
Hi Jara, yes I do notice performance hit with the additional planes on the takeoff line. I’ve flown 2 missions where the number of planes set up by WOFF was 60 to 80. Then the mod increases it to between 200-260 planes and I’m starting to see less than 30 FPS. I think that if there was an option just for the correct static planes with no additional planes on the takeoff line, that would be great. I would love to have it all, but my system seems to struggle with anything above the 160 mark.
"Take the cylinder out of my kidneys, The connecting rod out of my brain, my brain, From out of my arse take the camshaft, And assemble the engine again."
Awesome news Triple-J. Looking forward to it. Thanks!
"Take the cylinder out of my kidneys, The connecting rod out of my brain, my brain, From out of my arse take the camshaft, And assemble the engine again."
Yes, it already works like that - some planes are in athe air ready to land and most of the planes areready to take off when enemy airplanes are closing.
Upgraded to version 1.5 - download available here Revision changes: - updated the mod to be fully compatible with WOFF UE 2 Consolidated Periods and CampaignData Mod v2.1 by RJW
A quick bump to check: is this compatible with PE?
It seems like the current version of the mission editor still requires this mod to do the airfield population, whether in vanilla game or with the Consolidated Facilities mod installed. I'm a big fan of this one, so I was wondering whether or not I should keep the 1.6 of Realistically Populated Airfields enabled. Thanks
If you're having trim problems, I feel bad for you son I got ninety-nine problems, but my pitch ain't one...
I'm guessing that enabling it potentially messed up some of the new features? I did fly a couple of missions and didn't notice much in the way of problems, but I'm it would throw off some of the campaign functions.
Just to be on the safe side - I'll stick to not using it at the moment. I just upgraded to PE myself, so I wasn't quite sure.
If you're having trim problems, I feel bad for you son I got ninety-nine problems, but my pitch ain't one...
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Last edited by Robert_Wiggins; 03/07/2010:01 PM.
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Joined: Mar 2011 Posts: 938VonS
WWI Flight Sims on a Mac
VonS
WWI Flight Sims on a Mac
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Joined: Mar 2011
Posts: 938
Hello gents',
Quick technical question for JJJ's realistic airfield populated mod for the mission ed. - does this one populate airfields with correct types for 1915 as well? I ask since, on my rig, when I use the other, big realistic airfields and airfield objects mod (the upgraded variant for the platinum ed. of WOFF) - the earliest types I get on the airfields are Albatros. D.II, D.I, Halberstadts, also DH.2 variants for the Entente, Nieups., etc. (which looks odd in 1915).
Perhaps this is an oddity only on my setup, but even when flying the ultimate ed. of WOFF, the standalone ("lite") populated airfields mod (that was available back then on Sandbagger's site) - I seem to remember having this anachronism happen.
For now, therefore, I'm running stock WOFF airfields since correct historical types show up that way, although I do miss Geezer's airfield figures from First Eagles 2 that are a part of the populated airfields mods.
If nobody flies 1915 campaigns, feel free to disregard this message - the populated airfields mods. work perfectly fine for about mid-1916 onwards.
Von S
Last edited by VonS; 03/07/2011:13 PM. Reason: Fixed typos.
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
Quick technical question for JJJ's realistic airfield populated mod for the mission ed. - does this one populate airfields with correct types for 1915 as well?
I'm guessing that enabling it potentially messed up some of the new features? I did fly a couple of missions and didn't notice much in the way of problems, but I'm it would throw off some of the campaign functions.
Just to be on the safe side - I'll stick to not using it at the moment. I just upgraded to PE myself, so I wasn't quite sure.
Realistically polulated airfield mod uses modified data (airfields, factories, railyards,military installations,... coordinates) and airfield textures from WOFF UE . I can not compare changes between WOFF UE and PE related to objects data, but using this mod in PE may be visible as light texture tone difference on airfields and surrounding terrain. It has the same effect as using WOFF UE airfields mods in PE.
Joined: Mar 2011 Posts: 938VonS
WWI Flight Sims on a Mac
VonS
WWI Flight Sims on a Mac
Member
Joined: Mar 2011
Posts: 938
Originally Posted by JJJ65
Originally Posted by VonS
Hello gents',
Quick technical question for JJJ's realistic airfield populated mod for the mission ed. - does this one populate airfields with correct types for 1915 as well?
Simple answer - yes, even for 1914
Superb, I therefore look forward to development/upgrades of this "magic bullet" of populated airfield and historical aircraft mods., and I wait for it with enthusiasm.
Will it require the Mission Editor JJJ? - or is it possible somehow to "side-load" it manually, or perhaps to include it as a part of the Multimod .
Happy flying, Von S
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
Will it require the Mission Editor JJJ? - or is it possible somehow to "side-load" it manually, or perhaps to include it as a part of the Multimod .
Yes, the only way how to inject historically correct planes/units to WOFF airfields is with Mission Editor, because it can be done only dynamically just before CFS3 code start..