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#4399421 - 01/11/18 06:19 PM WOFF UE Realistically Populated Airfields Mod  
Joined: Jul 2010
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JJJ65 Offline
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JJJ65  Offline
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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

Download link: WOFF UE Realistically Populated Airfields 1.4

WOFF UE stock airfield Pronville, December 1916:
[Linked Image]
Pronville airfield with WOFF UE Realistically Populated Airfields Mod 1.4 activated:
[Linked Image]

Attached Files Stock WOFF.jpgPAF.jpg
#4399453 - 01/11/18 10:06 PM Re: WOFF UE Realistically Populated Airfields Mod [Re: JJJ65]  
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Fullofit Offline
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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."
#4399502 - 01/12/18 06:33 AM Re: WOFF UE Realistically Populated Airfields Mod [Re: Fullofit]  
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JJJ65 Offline
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Originally Posted by Fullofit
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.

Last edited by JJJ65; 01/12/18 06:54 AM.
#4399520 - 01/12/18 01:24 PM Re: WOFF UE Realistically Populated Airfields Mod [Re: JJJ65]  
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Fullofit Offline
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Fullofit  Offline
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Ajax, ON
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."
#4399524 - 01/12/18 01:51 PM Re: WOFF UE Realistically Populated Airfields Mod [Re: JJJ65]  
Joined: Jul 2010
Posts: 1,326
JJJ65 Offline
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JJJ65  Offline
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Joined: Jul 2010
Posts: 1,326
Czech Rep.
@Fullofit
OK, I will prepare next relase of ME with option (button) to switch off these dynamic (takeoff line) planes .

#4399527 - 01/12/18 02:20 PM Re: WOFF UE Realistically Populated Airfields Mod [Re: JJJ65]  
Joined: Nov 2014
Posts: 1,691
Fullofit Offline
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Fullofit  Offline
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Joined: Nov 2014
Posts: 1,691
Ajax, ON
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."
#4399579 - 01/12/18 05:42 PM Re: WOFF UE Realistically Populated Airfields Mod [Re: JJJ65]  
Joined: Oct 2011
Posts: 454
Ace_Pilto Offline
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Ace_Pilto  Offline
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Sector ZZ9 Plural Z Alpha
Or just make them take off and do something...

Hmmm?


Let's pretend I got the BWOC badge to embed here.
#4399586 - 01/12/18 06:06 PM Re: WOFF UE Realistically Populated Airfields Mod [Re: Ace_Pilto]  
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JJJ65 Offline
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JJJ65  Offline
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Joined: Jul 2010
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Originally Posted by Ace_Pilto
Or just make them take off and do something...

Hmmm?

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.

Last edited by JJJ65; 01/12/18 06:07 PM.
#4399715 - 01/13/18 08:44 AM Re: WOFF UE Realistically Populated Airfields Mod [Re: JJJ65]  
Joined: Oct 2011
Posts: 454
Ace_Pilto Offline
Livestreamer/YouTuber
Ace_Pilto  Offline
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Member

Joined: Oct 2011
Posts: 454
Sector ZZ9 Plural Z Alpha
Incredible.

I've been flying with labels on a bit lately. It's amazing what's happening in the world that you never get to see.


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

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