#4415904 - 04/11/18 08:50 PM
Re: WOFF UE Multimod
[Re: JJJ65]
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Joined: Nov 2014
Posts: 3,696
Fullofit
Senior Member
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Senior Member
Joined: Nov 2014
Posts: 3,696
Ajax, ON
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Jara, quick question. Is there a way to control the density of Flak? Say, denser over important targets, like observation balloons and sparser over less important targets like ... orphanages? Also, is it possible to have Flak guns to direct fire in a more spread apart pattern when you fly into a cloud? They can’t see you, but they will still try to shoot you down? Just wondering.
"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."
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#4481811 - 07/06/19 07:33 PM
Re: WOFF UE Multimod
[Re: JJJ65]
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Joined: Jul 2019
Posts: 161
mvp7
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I mean the maximum available zoom so that rather than having zoom levels from -50 to 50 it could be set to -50 to 30 for example. The default max zoom level allows me to eyeball an enemy planes model from well over 2 kilometers and it's pretty much unusable without padlock (or pause).
Last edited by mvp7; 07/06/19 07:41 PM.
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#4481875 - 07/07/19 08:47 AM
Re: WOFF UE Multimod
[Re: JJJ65]
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Joined: Jul 2010
Posts: 2,079
JJJ65
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Czech Rep.
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<drive_letter>:\Users\<username>\AppData\Roaming\OBD_Games\OBDWW1 Over Flanders Fields\ViewUI.xml <VirtualCockpitView FovScale="1.0"...
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#4481876 - 07/07/19 08:55 AM
Re: WOFF UE Multimod
[Re: JJJ65]
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Joined: Jul 2019
Posts: 161
mvp7
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#4491601 - 10/05/19 08:10 PM
Re: WOFF UE Multimod
[Re: mvp7]
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Joined: Dec 2013
Posts: 466
hoongadoonga
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Has anyone had any issues using the latest Multimod with WOFF PE? I'm using version 1.9.1. So far I've had only three or four missions with PE but haven't noticed anything wrong.
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#4492873 - 10/14/19 05:34 PM
Re: WOFF UE Multimod
[Re: mvp7]
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Joined: Dec 2013
Posts: 466
hoongadoonga
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If someone is applying multimod on top of fresh WOFFPE install could you please check if any of the default values have changed since UE.
One setting that might not be working with PE is "No wings breaking explosions". Even with the settings turned on and presumably applied successfully, I have seen all wings popping off an exploding plane in both mid-air explosions I have seen so far. In my experience the "no wings breaking" option has never been 100% effective. I would occasionally have them break in UE as well.
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#4492886 - 10/14/19 06:46 PM
Re: WOFF UE Multimod
[Re: mvp7]
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Joined: Jul 2010
Posts: 2,079
JJJ65
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If someone is applying multimod on top of fresh WOFFPE install could you please check if any of the default values have changed since UE.
One setting that might not be working with PE is "No wings breaking explosions". Even with the settings turned on and presumably applied successfully, I have seen all wings popping off an exploding plane in both mid-air explosions I have seen so far.
I also have a question regarding the 'Rear guns accuracy' mod: how does this setting differ from the in-game option for less accurate rear gunners? Yes, this feature may not work, especially if PE's simulation.xml file differs from UE. I cannot compare both files, because I do not own PE yet. @hoongadoonga - to clarify - this feature should disable simultaneous all four wings breaking. Not single or double wings breaking, which is realistic.
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#4492964 - 10/15/19 06:02 AM
Re: WOFF UE Multimod
[Re: orbyxP]
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Joined: Jul 2010
Posts: 2,079
JJJ65
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The simulation.xml file is mostly changed, so I would not attempt to replace it. Except for inserting 'n' in the line of code for wings breaking off. That is still there. Multimod does'not replace whole files! It looks for specific variable and modifies only its value - that is its advantage over other JSGME mods that replace whole files and do not allow more mods to one file. That was main purpose I created the multimod (and other Java utilities). Just keep on mind: apply multimod over all JSGME mods (on top of other mods, as the very last one) and WOFF must not be run in background while saving multimod changes. BTW: putting 'n' in the line of code for wings breaking off is not enough. You must modify it as follows: <BreakRule SystemID="fuselage_structure" DestroyNeighbours="n"/> <BreakRule SystemID="center_fuel_tank" DestroyNeighbours="n"/> <BreakRule SystemID="right_wing" DestroyNeighbours="n" breakOffPart="y" hidePart="y" modelName="r_wing"/> <BreakRule SystemID="left_wing" DestroyNeighbours="n" breakOffPart="y" hidePart="y" modelName="l_wing"/>
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#4492990 - 10/15/19 11:28 AM
Re: WOFF UE Multimod
[Re: orbyxP]
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Joined: Jul 2010
Posts: 2,079
JJJ65
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... without access to the code and knowing what that line exactly does... It is simple - it does what it says . It just does not allow destroying of neighbour structure in case of fuselage, fuel tanks and/or wing break. It has nothing to do with progressive damage model - that is part of cfs3 code.
Last edited by JJJ65; 10/15/19 11:30 AM.
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#4493473 - 10/18/19 02:22 PM
Re: WOFF UE Multimod
[Re: HarryH]
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Joined: Dec 2014
Posts: 1,340
HarryH
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Hi JJJ, a multimod request (or maybe this feature is already there and I missed it?)
The F6 view is too close for my taste ( by default it's closer than I have my main view set). Could it be adjustable in your mod?
Thanks!!
H JJJ, bumping the above: any chance you might be able to add customized distance for the F6 view?
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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