For those who are interested I created short video demonstrating some of features of Mission editor Beta release. I apologize for lower quality of video, especially WOFF ingame part, because I recorded it on my laptop. Video link: Mission_editor_v086
Link to the latest version WOFF Mission Editor 1.9.0 If you have properly installed Java on your machine, you can execute it simply by double clicking on WOFF UE_Mission_Editor.jar file. I recommend you to read HarryH's tutorial, updated to the latest version of ME (v 1.7.6) by Robert Wigginsand BuckeyeBob (thank you guys): Mission Editor Tutorial 1.7.6 IMPORTANT NOTE: To avoid conflicts with WOFF stock wind generator, disable wind in WOFF Workshop.That will allow winds from Wind Mod. ... fixed from version 1.1.6 up OldHat's video tutorial describing intallation, configuration and features of ME:
Wow! Possibly a double wow. Very cool...I think...if I totally understand what is happening.
This is working in the regular Campaign mode? During the flightline load process WOFF drops to your Campaign Editor - where I can make ANY changes to the mission to suit my historical ideas. When done another click and I now fly that mission? And the Campaign otherwise proceeds as normal?
Very interesting mod! My question is, having read other posts on this mod I recall the following statement being said "If a third party app is integrated then make sure it does not violate our own copyright".
I'm not sure I understand how a mod can violate the copyright so I would appreciate a clarification on the issue. Can we as users implement this mod as a JSGME or do we have to go into the WOFF code and make some changes to make it work.
I hope you can answer this for me JJJ65. I probably wouldn't use the mod all the time but there might be times I would find it useful to use so a very easy installation and backout process that would ensure the integrity of the stock WOFF would be good. Something like JSGME installation does but not necessarily that tool.
I'm not sure I understand how a mod can violate the copyright so I would appreciate a clarification on the issue. Can we as users implement this mod as a JSGME or do we have to go into the WOFF code and make some changes to make it work.
So do I. I do not understand it either. I am not able to answer your question. Maybe ODB Software guys? From my point of view - we can implement this mod for WOFF2 as JSGME without any problem, but for WOFF3 we need assistance/approval of OBD.
Sorry, no sound yet. I am ultimate rookie in video capturing and editing, so, please, be patient and I promise that next video will be with audio and in far better quality. P.S.: I recommend you to download the above video first and replay it on local video player. Do not use an online Adobe Flash Player since video quality will be further degraded.
If the developers want to look at making a work around that will allow your mod to work with WOFF3, guess is entirely up to their digression.
I totally agree. However, although I have alredy bought and installed WOFF3, I would continue to play WOFF2 just because I have the possibility to modify campaign missions and adjust them to fulfill mission objectives and to be more historically accurate. Just my 2 cents. I made this editor selfishly for my personal use at first with above in focus and I do not force it to anybody. Since other forum members expressed interest, I released this info to community.
What I like about the Editer is that we could set up Campaigns in which we all recieve the same mission(s) and report back the results. Shame about the no MMP play.
I'm not sure I understand how a mod can violate the copyright so I would appreciate a clarification on the issue. Can we as users implement this mod as a JSGME or do we have to go into the WOFF code and make some changes to make it work.
So do I. I do not understand it either. I am not able to answer your question. Maybe ODB Software guys? From my point of view - we can implement this mod for WOFF2 as JSGME without any problem, but for WOFF3 we need assistance/approval of OBD.
Regarding the red text above, I can attest that many mods have been made for WOFF3 and been hosted on the official WOFF site without any specific approval process, so I am not sure I understand why your mod is any different. Actually all mods that are hosted on the WOFF official site have readme files that specifically identify the following disclaimer:
"IMPORTANT NOTES: OBD offer NO SUPPORT for this MOD AT ALL - Use at your own risk. If you have problems with WOFF after using this mod OBD will ask you to deactivate it before offering any support. Note: Remember it is advised to deactivate all your mods before upgrading to the latest WOFF Patch or release"
If a mod can in some way violate a WOFF3 copyright, It would be nice to know how to avoid such a situation and where the limits of modding lie. I would not want to violate any copyrights, as I have a great deal of respect for OBD.
I apologize, probably I did not express it well (due to my poor English too). To implement (use) this mod in WOFF3 we would need a code change to WOFF3 and that is possible only with help of OBD guys. At this state of WOFF3 we can not stop execution of this app and switch to mission editor, as it was possible in WOFF2, without WOFF3 code modification. Any unauthorized, 3rd party code modification would be against EULA (at least I think devs have had this in mind?). But I have no intentions to modify or exploit WOFF3 code, not at all. I hope I clarified it little bit. THX for your patience and understanding.
Hopefully an agreement or understanding can be reached between all parties here. Flight Leaders, while being given a target or mission objective by higher ups, had some latitude in mission planning - certainly the scout squadrons. Of course when jobs got complicated (multi-units involved or direct support-type missions) things became more "scripted" from Wing.
On that subject let's say I have an Escort the Bombers mission. If I was playing a scout campaign can I modify waypoints of all flights involved, i.e., the escorted bomber flight? Sometimes their waypoint selection (how they fly their mission) leaves me shaking my head.
On that subject let's say I have an Escort the Bombers mission. If I was playing a scout campaign can I modify waypoints of all flights involved, i.e., the escorted bomber flight? Sometimes their waypoint selection (how they fly their mission) leaves me shaking my head.
With this mission editor it is possible to modify ALL flights and all parametres. But, to do not spoil the immersion, enemy flights are hidden by default, but you can enable them for view/editing by toggle button.
Oh yes. Any magic meddling would be restricted to my flight and possibly the two seaters waypoints. I've seen plenty of things with their waypoints which, can be frankly AI stupid at times, and generally leads to their immersion breaking destruction.
Guys we will look at the possibility of adding a hook in WOFF UE - with a toggle to enable disable it in workshops.
Wow. If a Mission Editor would be able to be added into WOFF UE, it really would be the Ultimate Edition. JJ, we all appreciate your work on this and OBD, we appreciate your looking into the possibility of making this happen. Hopefully, as Duke says, some agreement can be reached.
Oh yes, a mission editor would be a fantastic addition to WOFF3! Let me give my thanks as well to JJJ65 for the mod and to OBD for considering its incorporation into this superb sim.
Let me jump on the "Thank you bandwagon" OBD...and all involved with modding of any kind. Speaking of that did I hear OldHat's name as a participating partner in the Mission Editor.
Nice work jjj65 it really does look a fabulous prospect. And thanks to OBD for hopefully in the future allowing this incredible looking work to incorporate into WOFF
Guys we will look at the possibility of adding a hook in WOFF UE - with a toggle to enable disable it in workshops.
This is huge, Pol.
Thank you!
The WOFF 3 world is so beautiful, I for one will be using a mission editor for FSX style mail runs to Paris at 500 feet above ground level in addition to traditional edits of targets and flight attributes on combat missions.
Please keep me in the loop as you update to newer beta versions of this...it is just fantastic!
I downloaded your beta v0.86 and have been having a blast.
I've figured out how to incorporate it into the campaign from my perspective. When I can't get a mission I want I just go to the field with something close, end the mission, open it in your editor and change it to my liking. Then I fly it in Quick Scenarios, and time has advanced 1 mission in the campaign based on the mission I cancelled to be altered.
Not perfect, but suits my needs for immersion!
Still stumbling around a bit, so won't hit you with a bunch of questions right now as most will be answered as I play with it some more.
Thanks!
P.S. So in hopes you and OBD can get this into the campaign proper. Just a hook like Pol mentioned would be all that is needed. I know OBD needs to keep WOFF a "non-Erector Set" type game for the general audience, but an "approved" backdoor to let this editor into their wonderful playground would be fantastic!
P.S.S. JJJ65 has this editor set up so it won't show enemy flights unless you check a box after your flights are displayed. So as long as you don't move your flight around hugely, you can go in and make changes and never need to see the enemy aircraft, so you will still be surprised by them. Of course, if you move your flight 50 miles off course, you will probably have to also move the enemy aircraft, but this is well thought out so you only see what you want to see and there is not a spoiler view unless you want one.
OK, guys, PMs sent, check your mail boxes, pls. But be aware, the Mission editor is still in early Beta, without error and data format checking. All testing is at your own responsibility.
Hello HarryH, it looks like corrupted installation file(s), especially G4P library. Can you download and extract all editor files again? Do you have up to date Java installed on your PC (ver 8)? Do you have admin rights to run this application? What Windows version? All next bug reports and communicaton over PM please, to do not spoil this tread. Thx.
JJJ, I'm trying to create a mission for the new RiR Challenge... is there a way to delete waypoints altogether, rather than just setting them to different locations?
Ooops, good point HarryH. I did not even realize this possibility. Not implemented yet, but would be an easy fix. I am going to add this feature in the next version. During this week, hopefuly.
Ooops, good point HarryH. I did not even realize this possibility. Not implemented yet, but would be an easy fix. I am going to add this feature in the next version. During this week, hopefuly.
Awesome! Will be a very useful feature
Another cool thing, if it were possible, would be to be able delete or add entire flights. I've tried deleting all pilots as a workaround but that doesn't seem to work.
Now I can delete flights, which is great, but how do I add new flights, e.g. if I want to add more opposition flights?
H
Unfortunately, this feature is not implemented yet. But give me a day or two and you can have it . Although only simplified version at this moment - you will have to fill in exact squadron name, select flight (A or B) and aircraft type manually.
Now I can delete flights, which is great, but how do I add new flights, e.g. if I want to add more opposition flights?
H
Unfortunately, this feature is not implemented yet. But give me a day or two and you can have it . Although only simplified version at this moment - you will have to fill in exact squadron name, select flight (A or B) and aircraft type manually.
Programming took a little bit more than promised two days, but the formattion adding feature is more complex now. You can filter mission region and date and mission editor will offer you list of existing units plus current aircraft operated by this unit. So, with just a few mouse clicks you can add a whole new formation.
What you might possibly do is to use this tool for trainingmissions.
You can create different scenarios in certain training-facilities where you have for each mission different tasks to do. Starting, landing, landing on an open field, flying to certain spots and return, simulated bombing runs etc.. One can create maybe 30 such missions and save it as scenario missions, doing one mission after another and then joining your squad after completing all of them. While doing trainingsmissions one could add different friendly flights with different AC etc., simulating other pupils doing their trainingjobs while you are doing yours, so the trainingfield looks and feels crowded. Or depending on era you can use different AC while learning to fly. The only thing one would have do is having the "logs on" for all flights, not only campaign, and after each mission going into campaign and skip one day forward. That way your squad is developing as well while your are doing your training. After training is done (with all various missions and tasks in scenario) one joins the squadron and starts his actual campaign.
Anyone interested in this editor, now is a good time to jump in. Jara has a pretty solid beta build with v0.9 and you can do some very cool things with it! It also helped to solve a vexing question from the RiR campaign... why was the French CO sending planes to attack a rail yard that lies on the friendly side of the lines north of Verdun? Because it is in German hands, as shown in the mission editior! OK, probably an OBD bug, but very cool to find it
Creaghorn: I like your idea for a "Training Campaign". I may take that on at some point.
It also helped to solve a vexing question from the RiR campaign... why was the French CO sending planes to attack a rail yard that lies on the friendly side of the lines north of Verdun? Because it is in German hands, as shown in the mission editior! OK, probably an OBD bug, but very cool to find it
Of course it probably is a bug, but I also have to imagine that from time to time the wrong side of the lines would get bombed given the inherent delays in communication back then and the non-GPS directed navigation of pilots under stress due to combat and fatigue.
In some quick and dirty way it is compatible with WOFF3. However, I recommend you to wait for tutorial that HarryH was so kind and willing to compile. Thanks Harry in advance. After that I will release the editor for public testing.
Because it is in German hands, as shown in the mission editior! OK, probably an OBD bug, but very cool to find it
Yes, it is a bug. It needs just to edit in Excel the "global_layer.csv" file in respective period folder in WOFF Scenery and change owner of railyard from "germany" to "usa". The same is valid from other "ownership" bugs.
In some quick and dirty way it is compatible with WOFF3. However, I recommend you to wait for tutorial that HarryH was so kind and willing to compile. Thanks Harry in advance. After that I will release the editor for public testing.
Thanks to HarryH for very good tutorial. Here is the promised download link to WOFF_Mission_Editor v090. Since it is still Beta, you will probably find some bugs - let me know that, pls, I will try to fix it. Also, any hint for enhancements or new feature requests are welcome. Link: WOFF_Mission_Editor_v090
Thanks so much for the editor, JJJ65! The flexibility it provides is fantastic
And thank you, Harry, for putting together the tutorial. I haven't had a chance to play much WOFF and use the editor in the last month or so, so the tutorial will be very helpful
Thanks so much for the editor, JJJ65! The flexibility it provides is fantastic
And thank you, Harry, for putting together the tutorial. I haven't had a chance to play much WOFF and use the editor in the last month or so, so the tutorial will be very helpful
Version 0.9.2 released. On user's request added possibility to create/insert new waypoint(s) to an existing flight plan + some small fixes and enhancements. DL here: Mission_editor_092 Enjoy
Mission editor is fully compatible with WOFF UE. It is even possible to launch it without any "dirty hooks" now, directly from WOFF UE (after enabling this feature in Workshop) - thank you very much OBD!
Okay stupid Java question. Everything is a "go" for my first flight except the ME. I am not a Java guy. Does the .jar file open "on its own" in its own window or thru your web browser?
You must launch "Mission_editor.jar" file. But I recommend you to check first HarryH's very well written tutorial (link is on previous pages)and than start fiddling with editor. Also, I am going to relase clean WOFF UE Mission editor version without the current WOFF3 hook, because if you run editor and do not open any mission file, your WOFF "simulation.xml" file is renamed to "simulation.xml.editor.bak" and WOFF will crash.
Yikes! Thanks for the heads up. Yea I tried to open the .jar file and W10 asks what "app" I want to use to open it and I don't know hence my issue. I have Harry H's PDF instructions and it just says to double click the .jar file. Perhaps I am missing something. But based on your post perhaps it would be best if I wait for the UE version! Thanks...
You should not bother with exe files. That sounds very strange. If you have correctly installed Java run time libraries, Windows OS should know how to execute *.jar files. It seems your W10 disallow Java on your computer or Java was not properly installed. Did you perform online test of proper Java installation (not via Chrome browser!)? Did you install correct version of Java (32 or 64 bit)? Does any other Java applications run well? Try to download other Java application and run it (eg. PWCG - Pat Wilson Campaign Generator for ROF/IL-2 BOS).
Yes ran "check if it works thing" after install and it said it was fine and installed. Guess I'll keep playing with it. Sure it's some setting on my end.
I am very sorry you have problems with Java and I am not able to help you. I do not know how to solve that problem. However I am sure your Windows OS did not attached proper shell to execute Java files (*.jar). Maybe Windows UAC, antivir or other "safety" settings? I assume you did not extracted Mission editor to Program Files folder? Because this folder is under Windows "cover".
Hmmm...I was trying to run it from a folder on my Desktop. Maybe I'll try moving it to the x86 folder or something. I am an Admin but on some programs I have to remind Windows of that. Yea...some dumb setting on my end. But you are exactly correct. Everything seems good and installed but W10 doesn't know what to use to run it - and I am no help! Hehe..
Oh, W10 seems to be very "user friendly" and "all in one" system. I am very sorry for your trouble and hope you will manage to fix it in accordance with advices on the above link. And again, I am really glad I did not switch to W10 prematurely.
I would recommend yout to uninstall Java and then download and install one of the JavaSE in accordance with your version of OS(I assume Windows x64). Link: Java SE That should help. If I remember well, one of Mission editor beta testers had the same issue and above method (Java SE installation) fixed it. Good luck and let me know result, pls.
Thank you sir. We will give it a shot as, for obvious reasons, I am hot for your ME. Also, in the many pages of the above link there is a program - that many has luck with - that tells W10 what to do with .jar files.
Well, well. Considering all the g-d hours I spent trying to get ME to work yesterday the solution was amazingly simple. For "future generations of WOFF'ers" in the same Java/W10 boat download: http://projects.killerapplets.com/JAR_Runner/
Small program, took about 10 seconds to figure out and about 3 seconds to use. And it works. ME is firing up!
Just playing around looking at it and reading the .pdf file. Awesome piece of work!
One question since the .pdf predates UE...I presume I can start the ME before I start WOFF? Then when I get the pop-up in the WOFF campaign screen I can go right to ME? And the readme says to "close" ME after I make any changes to a campaign mission. If I plan on a multi-flight session can I leave ME open for the next flight? Or is closing necessary to save the modded campaign flight? Forget to look if there was a "save now" feature in ME when it is open.
Guess I have two questions: The .pdf also states that I can alter the skill and morale of flight members. I don't necessarily see myself using this but it's a nice option for campaign quirks and to better understand ME. Are these changes permanent or just for that flight?
Just playing around looking at it and reading the .pdf file.
Awesome piece of work!
Thank you.
Code:
I presume I can start the ME before I start WOFF?
Yes, you can start it anytime, ie. either prior to launch of WOFF UE or when the ME window in the WOFF pops up.
Code:
And the readme says to "close" ME after I make any changes to a campaign mission
Yes, save your changes and close Mission Editor. It must be restarted for the next mission to enable Open Mission file menu.
Code:
Guess I have two questions: The .pdf also states that I can alter the skill and morale of flight members.
I don't necessarily see myself using this but it's a nice option for campaign quirks and to better understand ME.
Are these changes permanent or just for that flight?
Only for this edited mission. For the next mission it returns to WOFF campaign settings.
JJJ65, I have the latest update of your Mission Editor installed and it is brilliant! With the new workshop setting in WOFF UE that allows for 3rd party editors it is now ridiculously easy to use yours. I have it pinned to the task bar so it is a simple one click to launch once I hit ALT-TAB to step out of WOFF and make the changes. This mod is an absolute "must have" in my opinion. Well done Sir!
JJJ65, I have the latest update of your Mission Editor installed and it is brilliant! With the new workshop setting in WOFF UE that allows for 3rd party editors it is now ridiculously easy to use yours. I have it pinned to the task bar so it is a simple one click to launch once I hit ALT-TAB to step out of WOFF and make the changes. This mod is an absolute "must have" in my opinion. Well done Sir!
.
Lou, please enlighten me on one issue. I have already downloaded the editor but I have not been able to find any info regarding where to install all the files. Can it exist outside of the WOFF directory or does it have to be placed inside in a specific folder.
Robert, I have it in the OBDSoftware folder itself, though I don't think it matters where it resides:
I then have a shortcut to the "WOFF UE_Mission_Editor.jar" file, (which is located in the mission editor folder highlighted in the screenie above), pinned to the task bar.
Robert, I have it in the OBDSoftware folder itself, though I don't think it matters where it resides:
I then have a shortcut to the "WOFF UE_Mission_Editor.jar" file, (which is located in the mission editor folder highlighted in the screenie above), pinned to the task bar.
.
Thanks Lou;
There is a warning in the tutorial rendered by HarryH, that once you open the editor you should not close it without importing a mission file or it will cause an error to WOFF. Not sure if this is still the case because his comments were related to WOFF3 and not WOFF UE. Hopefully someone will update the tutorial for WOFF_UE
There is a warning in the tutorial rendered by HarryH, that once you open the editor you should not close it without importing a mission file or it will cause an error to WOFF. Not sure if this is still the case because his comments were related to WOFF3 and not WOFF UE. Hopefully someone will update the tutorial for WOFF_UE.
Robert, I've opened the ME numerous times without then importing a mission file and have had no issues at all. Also, here is another screenie showing how the ME can be pinned to the task bar for a one-click launch after hitting ALT-TAB
(right click on image and open in new window to view it full size)
There is a warning in the tutorial rendered by HarryH, that once you open the editor you should not close it without importing a mission file or it will cause an error to WOFF. Not sure if this is still the case because his comments were related to WOFF3 and not WOFF UE. Hopefully someone will update the tutorial for WOFF_UE
If you have the latest version of Mission Editor, i.e. WOFF UE Mission editor v1.0, it is not true anymore. You can open mission file or not without any problem. The pdf tutorial by HarryH, especially WOFF error part was for WOFF3 Mission editor only. I am affraid, my English is very poor, so I am not able to create/update Mission Editor manual and I was glad that HarryH was so helpful and created one.
You cannot place a ".jar" file on the "Task bar". It must be an executable type file to do this. I set up a shortcut using the windows "cmd.exe" to invoke the ".jar" file. here is what I did.
I right clicked on the "WOFF UE_Mission_Editor.jar" and created a shortcut which I placed on my desktop. I then right clicked on the shortcut and went into "properties". I made changes to the following "Target:" field adding the text shown in red below:
Target: C:\Windows\System32\cmd.exe /c start "G:\OBD Downloads\WOFF UE Version of Mission Editor\WOFF UE_Mission Editor\" "WOFF UE_Mission_Editor.jar"
Here is a pic of the properties I have set up for my WOFF UE MIssion Editor executable.
I also created a ".ico" file so I could have a nice icon on the executable and implemented it as shown in the pic above.
Next I dragged the new shortcut to the "Task bar" and volila, it stayed there.
I suspect this is what Lou has done but maybe windows 10 is more forgiving in this area.
Hmmm. Thanks for the heads up that it may not be as easy as making a shortcut and putting it in the task bar. And, if true, thanks for saving me 90 minutes of my life as I would have tried to figure out what the hell was wrong now!
Hmmm. Thanks for the heads up that it may not be as easy as making a shortcut and putting it in the task bar. And, if true, thanks for saving me 90 minutes of my life as I would have tried to figure out what the hell was wrong now!
Hmmm. Thanks for the heads up that it may not be as easy as making a shortcut and putting it in the task bar. And, if true, thanks for saving me 90 minutes of my life as I would have tried to figure out what the hell was wrong now!
Duke, for Windows 10 it is fairly simple. Start by going to your desktop and right click, then choose 'New' and then 'Shortcut'. In the dialog box type explorer then add a space, and then go to where you have the UE jar file and on that file press and hold 'Shift' and then right click on the file and choose 'Copy as path'. Now paste that into the shortcut creation dialog box right behind where you typed in explorer and then press 'Next'. Now name the shortcut whatever you want and click 'finish'. You will see the default File Explorer icon but you can swap that out by right clicking on the shortcut and choosing 'Properties' and then 'Change icon'. At this point you can either use one of the stock Windows icons or make your own as Robert did, just make sure it is an .ico type file if you do that. Now drag your newly created shortcut to the task bar, and delete the desktop shortcut if you want to. Done.
Thanks for hints, Sirs. Without you I would not even get idea to place editor shortcut on task bar . Especially how to do it with jar file in Win7 - thx Robert.
Perhaps(?) because I had to use the aforementioned program to get W10 to play with .jar files I can also make shortcuts to them just like any other program.
Duke, I'm not sure why you had to go with that extra program. I am also running W10 and I simply installed the recommended Java version, (which according to the Java website is jre1.8.0_111), and I set it as the default program to open .jar files. Worked like a charm.
Robert, I have it in the OBDSoftware folder itself, though I don't think it matters where it resides:
I then have a shortcut to the "WOFF UE_Mission_Editor.jar" file, (which is located in the mission editor folder highlighted in the screenie above), pinned to the task bar.
.
Thanks Lou;
There is a warning in the tutorial rendered by HarryH, that once you open the editor you should not close it without importing a mission file or it will cause an error to WOFF. Not sure if this is still the case because his comments were related to WOFF3 and not WOFF UE. Hopefully someone will update the tutorial for WOFF_UE
Hi Robert, correct. The warning pertains to WOFF pre UE. I will update the PDF at some point when I have time to test with UE.
Inspired by OldHat's requirements I have added new little feature - If you want to edit enemy flights (aircraft numbers, altitudes, morale/skill of pilots) while not reveal their routes/waypoints, you can make a choice now. If you click "Show enemy formations" checkbox, then you will be asked for option.
Inspired by OldHat's requirements I have added new little feature - If you want to edit enemy flights (aircraft numbers, altitudes, morale/skill of pilots) while not reveal their routes/waypoints, you can make a choice now. If you click "Show enemy formations" checkbox, then you will be asked for option.
I have made an icon file for the WOFF Mission Editor and have put it on my dropbox for anyone who wishes to apply it to the WOFF Mission Editor executable.
I have made an icon file for the WOFF Mission Editor and have put it on my dropbox for anyone who wishes to apply it to the WOFF Mission Editor executable.
Couple of ME notes from the DIH cockpit posted as a PSA after experimenting a bit yesterday. My system: Standard W10 with all privacy issues disabled thru Windows or a 3rd party program.
1) "Shortcut to .jar file doesn't work" Despite my original assertion that a standard windows shortcut would work for ME it turns out to be not correct. While it would appear to open the program once you click on the ME shortcut nothing would happen when clicking on the campaign mission file in the WOFF directory. For W10 you can either use Lou's method (which oddly didn't work for me) or Google how to make a shortcut to a .jar file. This method involved taking the standard non-working windows shortcut and moving it to somewhere in your windows directory so that it ends up in the start menu. Now it works fine. From there you can leave it or copy the now functional shortcut to wherever you want. Which works out well because......
2) "Alt-tab doesn't work" And another bit of quirkiness, despite the fact that alt-tab works for every other program that I have, it does not work while at the ME prompt within the Campaign screens. I have to use the Windows key to get anywhere and that takes me to the start menu where my, now working, ME shortcut is waiting.
2) "Alt-tab doesn't work" And another bit of quirkiness, despite the fact that alt-tab works for every other program that I have, it does not work in while at the ME prompt within the Campaign screens. I have to use the Windows key to get anywhere and that takes me to the start menu where my, now working, ME shortcut is waiting.
Before you start WOFF UE, run any simple small program, for example Notepad, and minimize it to Taskbar. Then the Alt-Tab from WOFF UE should work.
I have read the Harry H Tutorial and it did not relate to the ME I downloaded your latest version.
When I am in the campaign I get the message "RUN YOUR MISSION EDITOR NOW CLICK WHEN DONE TO PROCEED" so how can I run the mission editor when im running WOFF UE I would have to exit WOFF UE and I have nothing to run. I have a short cut on my desktop to the JAR file I downloaded but double clicking that do's nothing.
Running Windows 7 64bit and I belive I have Java installed.
So now how do I get rid of the pop up RUN YOUR MISSION EDITOR NOW CLICK WHEN DONE TO PROCEED.
Sorry to be a pain it looks like I am a little slow on this one I can builed a computer but not get your ME to work.
Suggest that when you are in WOFF do "CTRL+ALT+DEL" KEYS All together. This will allow you to get to the desktop but if you placed your ,jar file on the start bar you will now have access to it.
It sounds like he is saying ME pop-up in the campaign screens. Uncheck the "3rd Party Mission Editor" (or whatever the wording is) box in the Workshop and it shouldn't pop up any more for the Part 2 of your question. Part 1 read back several pages on how to "click" ME to get it to work. This is all predicated on the thought I understand what you are asking.
I suppose Robert Wiggins and DukeIronHand explained what to do, however, if you have still problem, send me a PM, pls, and I will try to find the best solution for you.
Thanks guys have it sorted now I had the mission editor ticked in the workshop, I have not used the ME yet will for the time give it a miss I am sure it is a very nice addition and thanks JJJ65 for your input.
Interestingly I was experimenting around and had the ME check box unchecked (Off) in the Workshop and I still get OBD's pop-up saying, essentially, go to ME and click here when done. Perhaps I get some of olddog's confusion.
Should I still be getting this OBD pop-up with "3rd Party Mission Editor" turned off?
FWIW that does not help. The pop-up still occurs. Hardly a big deal but I wanted to make sure nothing was broken or amiss.
Duke, this may not be related but it may be worth a try. If you have 3rd party missions checked, uncheck it as well as the ME and then restart WOFF UE. Let us know if that helps.
No it doesn't. 3rd Party box is unchecked and I have restarted several times. ME is not running.
Not a big deal, just an extra click to get to the flight line, but when things apparently only happen for me I start to wonder. But it would appear I am the only one with this issue? Olddog?
No it doesn't. 3rd Party box is unchecked and I have restarted several times. ME is not running.
Not a big deal, just an extra click to get to the flight line, but when things apparently only happen for me I start to wonder. But it would appear I am the only one with this issue? Olddog?
Well, it is getting awfully close to Halloween Duke! Maybe a little Homage to "The Great Pumpkin" might help
Thanks HarryH for your effort. And here is the latest executable of WOFF UE_Mission_editor v1.0.4. New features: - by left mouse click on any airfield you obtain info about units stationed there, ie. unit name, aircraft operated, role, morale/quality, etc. - see picture below - added "Save As:" button, so you can save edited mission files as a scenarios and viceversa - corrected squadmates management (corrected bug when deleted squadmates were not available for assignment) Download new executable and place it to your ME folder (overwriting an old one). Enjoy! Link: WOFF UE_Mission_editor 1.0.4
And here is the latest executable of WOFF UE_Mission_editor v1.0.4. New features: - by left mouse click on any airfield you obtain info about units stationed there, ie. unit name, aircraft operated, role, morale/quality, etc. - see picture below - added "Save As:" button, so you can save edited mission files as a scenarios and viceversa - corrected squadmates management (corrected bug when deleted squadmates were not available for assignment) Download new executable and place it to your ME folder (overwriting an old one). Enjoy!
Yes, 1.0.4 is the latest public Beta, but I am going to release 1.0.5 till Friday. However, no significant new features there, just some fixes and little enhancements, for example showing on map delayed take-offs /if applicable/, distance of EA from airfield for take off trigger in gai type mission. When user wants to add new formation he can immediatelly check on the map the airfield location where the unit is currently stationed, etc.). I am open to your suggestions and feature requests.
I am using the mod to alter waypoints, altitudes, and starting times, and it works great!
However, I am having a couple of problems. First, when I click the show enemy flights checkbox, nothing happens. Second, instead of the map background, I am getting a black background. The icons for aerodromes, balloons, and factories shows up, but all on a black background.
Do I have to install the editor in a particular folder location to see the map, or am I missing any files? I have the original exe and the 1.04 jar file. The program is located on the same drive as WOFF.
Oh, that is bad and something is really wrong. Make sure you downloaded and extracted mission editor folder containing all necessary libraries to your local drive. Download link is here: WOFF UE Mission editor Than download the latest executable and place it to folder created in previous step. Download it here: WOFF UE Mission editor.jar Run WOFF UE Mission_editor.jar - the latest, v1.0.4. You must be connected to internet to see the map. Without internet connection you get only black background. When you clik Show enemy flights checkbox, you must choose if you want to see waypoints or not. Than you must click the Next formation button several times to the point where enemy flights are stored. Let me know if you have still difficulties.
Ah, that's it! My gaming computer is not connected to the internet. I didn't know I had to click the next button after checking the show enemy formations button.
Oh, that is bad and something is really wrong. Make sure you downloaded and extracted mission editor folder containing all necessary libraries to your local drive. Download link is here: WOFF UE Mission editor Than download the latest executable and place it to folder created in previous step. Download it here: WOFF UE Mission editor.jar Run WOFF UE Mission_editor.jar - the latest, v1.0.4. You must be connected to internet to see the map. Without internet connection you get only black background. When you clik Show enemy flights checkbox, you must choose if you want to see waypoints or not. Than you must click the Next formation button several times to the point where enemy flights are stored. Let me know if you have still difficulties.
JJJ65, I'm curious as to why the need for internet connection. What does the app need access to that is on the internet?
Ah, that's it! My gaming computer is not connected to the internet. I didn't know I had to click the next button after checking the show enemy formations button.
Thanks for the help.
Yep, you must "scroll" to enemy formations that are somewhere in the mid of the list.
JJJ65, I'm curious as to why the need for internet connection. What does the app need access to that is on the internet?
Cheers
Application must download map tiles provided online by ESRI. Without internet connection you have only ugly black background without map.
JJJ65,
Thanks for the explanation. I now understand it.
I wonder if your mod could use RAF_Louverts WOFF maps instead of the ESRI. This is not a criticism Sir. You probably have a good reason why you chose to use ESRI and I suspect it has something to do with GPS data. I just thought it would be nice to have the actual RAF-Louvert WOFF maps as the mapping layer because the content is more historical and very close to what we see in game, but it is no big issue.
JJJ65, I'm curious as to why the need for internet connection. What does the app need access to that is on the internet?
Cheers
Application must download map tiles provided online by ESRI. Without internet connection you have only ugly black background without map.
JJJ65,
Thanks for the explanation. I now understand it.
I wonder if your mod could use RAF_Louverts WOFF maps instead of the ESRI. This is not a criticism Sir. You probably have a good reason why you chose to use ESRI and I suspect it has something to do with GPS data. I just thought it would be nice to have the actual RAF-Louvert WOFF maps as the mapping layer because the content is more historical and very close to what we see in game, but it is no big issue.
Best Regards;
That was my first intention to use RAF_Louverts maps. However, as you correctly pointed, there was a real problem with conversion of latitude and longitude coordinates. So, instead I have voted compromise and selected existing free UnfoldingMaps library for Java based on online map tiles. This library enables handling of markers, waypoints and coordinates rather comfortable. However, I am still thinking about how to convert the editor easily to support Lou's maps.
WOFF UE_Mission_editor 1.0.5 Download link to latest executable: WOFF UE_Mission_editor.jar Link to Mission editor folder with libraries (for those who does not not have it installed already): WOFF UE Application folder
List of changes: - showing delayed take-offs on route map /if applicable/, - distance of EA from airfield to trigger take off /in gai type missions/ - showing airfield locations when adding new formation/unit - some bug fixes
I have tried to d/l and install your editor, but apparently the version of Java that is needed won't work with Win XP. I know it's well behind the tech curve, but XP works absolutely perfect with every aspect of WOFF and it's fine for all my other PC needs.
That being said, is their a tweak or other manner in which I can run your Mission Editor?
Although I did not test it under Win XP OS, I am quite sure it should work. Just download and install the latest Java runtime library for your OS, if not already up to date.
JJJ65 Thanks for the reply. I guess I have the latest Java for Win XP..but I'll check.
When I try to install your editor, I get a message box saying I need the newest version of Java..which unfortunately won't install on XP. Hence, I can't proceed any further with your install.
Perhaps I don't have teh latest driver for XP..but I doubt it.
Didn't know if you could tweak the MOD for an earlier version of JAVA.
I recommend you to read HarryH's tutorial here: Mission editor tutorial Executable file is WOFF UE_Mission_Editor.jar. The latest version (1.0.5) is here: WOFF UE_Mission_Editor.jar Copy this file to your local Mission Editor folder downloaded here: WOFF UE Mission Editor If you have properly installed Java on your machine, you can execute it simply by double click on WOFF UE_Mission_Editor.jar file.
it is a great tool but is there any possibility to streamline it a bit more so one doesn't see all the enemy positions while editing the mission? or, would it be possible to make a tool taht would just extract the altituteds and speed for original flight plan and make it visible before the mission?
List of changes in version 1.0.7: - first attempt to implement RAF_Louvert's fabulous maps (only Flanders region at this moment) - many thanks and credit goes to RAF_Louvert (NOTE - the map is distorted due to map georeferencing process. It was not possible to do it w/o distortion. I have spent tens of hours to make it as good as possible, however, I am still not satisfied with result) - user can make a choice between online or offline map at any time (via checkbox) - user now can select and assign his wingman and observer (because WOFF sometimes randomly changes your observer). Of course, users are not allowed to assign HA as wingman. - some bug fixes - disappearing/missing payload for strike missions, fixed addition of pilot to formation, etc.
The latest update 1.0.8 of WOFF UE Mission editor . Download basic application folder here WOFF UE_Mission_Editor Download the latest executable and place/overwrite old file in application folder WOFF UE_Mission_Editor.jar v 1.0.8
List of changes v1.0.8: - extended squad roster table to 32 airmen - pilot names not available for duty are written by red - added new option "DiD for HAs" - you will not encounter the same enemy historical ace again and again. (Feature is enabled by default). - all previous features and bug fixes
it is a great tool but is there any possibility to streamline it a bit more so one doesn't see all the enemy positions while editing the mission? or, would it be possible to make a tool taht would just extract the altituteds and speed for original flight plan and make it visible before the mission?
Good ideas, mbarbaric. Thx for hints. I will look on that.
The latest update 1.0.8 of WOFF UE Mission editor . Download basic application folder here WOFF UE_Mission_Editor Download the latest executable and place/overwrite old file in application folder WOFF UE_Mission_Editor.jar v 1.0.8
List of changes v1.0.8: - extended squad roster table to 32 airmen - pilot names not available for duty are written by red - added new option "DiD for HAs" - you will not encounter the same enemy historical ace again and again. (Feature is enabled by default). - all previous features and bug fixes
Enjoy.
JJJ65, I was going to post "You are a machine!" with a salute, as I automatically started to download v1.0.08
Then I see this:
- added new option "DiD for HAs" - you will not encounter the same enemy historical ace again and again. (Feature is enabled by default).
This is HUGE!!!
This might be one of the most requested wishes on the wish list. You might consider advertising "DiD Historical Aces!" more specifically. I think you'll get a lot of customers for this one!
Question: Does "DiD Historical Aces" only apply to missions you've edited with your JJJ65 Mission Editor? I don't see how it could not, but then you're a very clever fellow
If I shoot down MvR on un-edited Mission 1, will I see him on un-edited Mission 2? What if Mission 1 had been edited and I shot down MvR, will I see him in un-edited Mission 2? How about an edited Mission 2?
Where I'm going with my question is, I don't mind editing all missions to pick up your "DiD HA" feature, if necessary. I would open every mission and change some little thing to save it and call it "edited" to pick up this feature even if I wasn't planning on editing the mission.
Right now I edit about half of the missions I fly. How does DiD HA work with about 50% edited and 50% un-edited missions the way I'm playing right now?
Thx for kudos, Bucksnort. I am glad you enjoy my editor. But back to your question - this "mod" works only in mission opened and saved in Mission editor. It would be enough if you just open WOFF campaign mission in Editor and then click Save button without need to edit anything. If you forget to open and save mission in Editor, mod is not being activated and you can meet MvR again. However, this mod will eliminate any enemy ace shot down by you, regardless if the kill has been scored during edited mission or not. Editor reads your claim records before each mission, looking for any enemy ace and if found any, it cancels his assignment in the edited/saved mission. I hope it is a little bit more legible now, although spoken with my poor (Czech)English.
I hope it is a little bit more legible now, although spoken with my poor (Czech)English.
Perfect
Originally Posted By: JJJ65
Editor reads your claim records before each mission, looking for any enemy ace and if found any, it cancels his assignment in the edited/saved mission.
So this is pilot specific? I usually have about 6 pilot careers going at any one time. Pilot 1 may have already shot down MvR, while Pilot 2 may not have. The editor knows who's flying and which Claims Records to check?
Editor reads your claim records before each mission, looking for any enemy ace and if found any, it cancels his assignment in the edited/saved mission.
So this is pilot specific? I usually have about 6 pilot careers going at any one time. Pilot 1 may have already shot down MvR, while Pilot 2 may not have. The editor knows who's flying and which Claims Records to check?
Yes, when you edit mission of Pilot 1, editor checks claims record of pilot 1. When you edit mission of pilot 7, editor checks kills of pilot 7. Editor knows what pilot is flying - you can simply test it: click Edit pilots button and Editor will display current pilot's squadron roster. If you click on roster pilot/observer name, Editor will show his personal data:
Correct, thanks. Just one note - enemy HA removed from roster is replaced by generic airman to keep number of pilots in enemy formation at the right level (no bias in favour of friendly units).
Version 1.0.9 executable. Paste it to your Mission Editor folder and replace/overwrite old file. Download here WOFF UE_Mission_Editor 1.0.9 List of changes: - added simple Flight Plan table (you can copy "Ctrl-C" and paste "Ctrl-V" to your text editor for print)
Wow, Jara. This really is an incredible mod. I can see when players get to plan their own flights, how much more invested they will be in the outcome. Now that the option exists to permanently "kill" Aces before their historical time is up, folks might be more excited about engaging with one. That has been a long requested feature indeed. Well done, sir.
In prior versions of your editor when I deleted my squad's "A" flight I was unable to re-assign the pilots to my "B" flight. It showed them as still assigned and unavailable.
Forgot to check it last night, so if you've already done this, thank you. If not, it would be nice to be able to re-assign pilots from my squad when I delete "A" flight.
Thanks JJ for this excellent product. I don't seem to have much time for flying and testing but I will keep up to date anyway and hopefully get to use it in the future.
In prior versions of your editor when I deleted my squad's "A" flight I was unable to re-assign the pilots to my "B" flight. It showed them as still assigned and unavailable.
Thx for offer, Sandbagger. However, it is still WIP. I usually release one new/updated version per week. Maybe you could create link to this thread, so anyone can download always the latest version?
In prior versions of your editor when I deleted my squad's "A" flight I was unable to re-assign the pilots to my "B" flight. It showed them as still assigned and unavailable.
The latest version of Mission Editor executable WOFF UE_Mission_Editor v1.0.9.3 No new features, just various bug fixes. Thx Bucksnort for his reports.
Have you considered taking your Mission Editor out of the "Beta" phase and officially launching it in the WOFF Mods section and on Sandbagger's WOFF Mods site? A lot of people avoid "Beta" phases and I really think this is ready for public consumption
To any who haven't tried JJJ65's Mission Editor, it is one of the slickest mods we have for WOFF. It is very stable and I know of no "bugs" at this time, mostly just JJJ65 tweaking it with new features. Its very intuitive and user friendly, and even if you don't watch the tutorial, you'll figure it out after just a couple of times fiddling with it.
My vote is that you officially "launch" your Mission Editor with all the appropriate "Pomp and Circumstance" due a great mod.
It really is that good!
P.S. More pressure for "official" release: I forgot, you have reached and surpassed v1.0, now you're stuck and have to officially release it!
New version of Mission Editor - v1.1.4.1 - executable file DL link here: WOFF UE_Mission_Editor 1.1.4.1 The latest revison includes: 1) OldHat's Wind mod - you will be asked for applying of mod upon saving your mission file. You can also select desired wind direction. Best to use with BuckeyeBob's Historical weather mod. 2) Mission debriefer/AAR - you can graphicaly review your last mission and outcome. Feature idea is based on nibbio's Python application ( link ) - thx nibbio. + several bug fixes
Mission Editor 1.1.4.3 - the latest jar executable file is available here: Mission Editor
Enhanced Wind manager - now with limited wind bumps feature allows us to set the wind speeds freely up to 25 knots. User can accept recommended values IAW historical weather (offered in form fields) or change them manually. Manual selection of Wind direction is granted .
JJJ65 there are some artwork images such as squad.jpg, Brlog.jpg, Frlog Gerlog etc are from WOFF. Can you remove those please and use something else thanks or make you program load WOFF's ones instead and not include them in your rar.
Also they are repeated in several sub folders in the jar, several nested folders, data, mission editor is repeated and so on may be worth tidying that up to remove extras.
Mission Editor executable v 1.1.4.4 - download it here Mission Editor - Fixed bug when AAR/Debriefer hangs during loading. Improved labels and text on debriefing map. - Cleaned executable from garbage - thx Pol for pointing it out.
Whoever tries the wind feature, please leave a comment on how the wind feels while flying.
Im loving it OldHat,i took a Caudron up with winds between 10-16Kts..NNW ,wow it feels so much "lifelike" you battling not only with your craft but the wind aswell
Thanks JJJ for incorporating this into your mission editor..it's a brilliant piece of work
Just a couple of quick questions if anyone has a rough idea? Which way would the wind blow mostly? Should I set my wind to a specific direction the majority of the time and at what speed? Thanks for any replies
Just a couple of quick questions if anyone has a rough idea? Which way would the wind blow mostly? Should I set my wind to a specific direction the majority of the time and at what speed? Thanks for any replies
For Mission Editor: - If you set , for example, wind direction to W, mission editor will generate randomly wind directions for every area in range 258 - 281 degrees. Wind speed (in knots) you can input manually to fields "From - To" , or keep recommended values.
Mission editor v 1.1.5, latest executable available here ME 1.1.5 List of features/changes: 1) Added Solo flight checkbox (on user requsted) - this option enables "one click" Lone Wolf missions 2) Added Fuel refill checkbox (on user request) - this option enables refueling of all airplanes to uniform level (in %) 3) Added Print and Save options for Flight Plan/Itinerary 4) Small bug fixes
These values ME reads from OFFHistoricalWeather files. If you use Buckeye Bob's weather mod (I use it either), then these values were extracted from his modded file. Can you specify a mission date, when this happened, so we (or Buckeye Bob) can make necessary correction? Thx.
I apologize I have forgotten to mention very important step to enable proper function of Wind Mod: IMPORTANT NOTE: To avoid conflicts with WOFF stock wind generator, disable stock wind in WOFF UE Workshop. Thank you.
These values ME reads from OFFHistoricalWeather files. If you use Buckeye Bob's weather mod (I use it either), then these values were extracted from his modded file. Can you specify a mission date, when this happened, so we (or Buckeye Bob) can make necessary correction? Thx.
Originally Posted by Bucksnort
Hi Jara,
Weather: Mostly sunny. Strong winds from the west.
That line is not in any of my weather files, so it must come from WOFF.
Thx cptroyce. Just when wind speed value read from OFFHistoricalWeather files, is "6", then planes become unflyable, because WOFF code multplies turbulence and wind gusting twice.
I apologize I have forgotten to mention very important step to enable proper function of Wind Mod: IMPORTANT NOTE: To avoid conflicts with WOFF stock wind generator, disable stock wind in WOFF UE Workshop. Thank you.
Thanks, Jara, that must have been it. When I turned off Wind in Workshop I stopped seeing the contradictory messages.
Hey Triple-J, having a blast with your ME. Because of it, it takes me twice as long to fly a mission with all the fiddling in ME beforehand. I've noticed one thing. The setting for DID HA's always defaults to ON. Is it possible for ME to remember the setting? I have to keep remembering to turn it OFF with each mission. I don't mind shooting down the same Ace again. I do mind shooting the same Ace again the next day. Would it be possible to have an additional option where the shot down HA goes to hospital for a random number of days instead of being killed off? Question 2: would it be possible to send the wounded HA's in your squad to hospital for a few days? Say, lightly wounded - 2 days, wounded - 5 days, mortally wounded - 10 days And Question 3: Does ME allow for swapping planes for the rest of your squad? I couldn't figure out if it does. Well, if it does, is it possible to program an option in ME to automatically assign planes by rank? Especially for the HA's. This has always bothered me that a low ranking HA flies a better plane than a higher ranked regular pilot, or me. And again, congrats on an excellent mod indispensable add-on for WOFF and thank you for your hard work.
Thx for kudos, Fullofit. It isthe best reward for modder to know people use his mod.
Originally Posted by Fullofit
The setting for DID HA's always defaults to ON. Is it possible for ME to remember the setting?
I will sure look into it. I thought about the same.
Quote
Question 2: would it be possible to send the wounded HA's in your squad to hospital for a few days? Say, lightly wounded - 2 days, wounded - 5 days, mortally wounded - 10 days
Unfortunatelly not. All of the above is controlled and hardcoded in WOFF. It is impossible without modification to WOFF code, so, I can only recommend you to ask devs.
Quote
And Question 3: Does ME allow for swapping planes for the rest of your squad?
So far only manually. However, you can assign any plane you wish, even enemy :-). But it is valid only for edited mission and it will revert back after mission is flown. No persistent changes are possible. You will have to manually modify your flight's planes before each mission. I think of adding a scroll list of planes for easier selection. BTW, do you want to have the list of all planes or only friendly planes or only planes available to your squad at given date?
JJJ65, figured putting HA's in hospital would be too much, but if ME could automatically assign planes by rank that would be awesome. I understand it would have to be done every mission, but it beats editing 10 squad members by hand. Besides if we're using ME, we're using it every time we fly a mission. So if ME can automatically assign the planes then it would pretty much feel transparent. Like BB above, I would settle for the planes available to the squad. Want to keep it historically accurate. Thanks!
The problem is that Mission Editor does not know ranks of historical aces (it is not written/stored anywhere), so, it can not assign proper aircraft without this info. The WOFF formula is simple - if you find HA in sqaud roster, assign him the best aircraft available. Also, ME does not store data between missions and does not know what aircraft you have assigned to your squad pilots before. The only way I can see is to assign airplanes to your pilot before each mission from drop-down menu list.
The only way I can see is to assign airplanes to your pilot before each mission from drop-down menu list.
That will be a great new add, Jara!
I vote for all planes in the pilot's country to be on the pick list. Because we don't have instant transfers in WOFF, we've got to run 3 to 5 fast missions under time compression to switch a pilot from say, a DFW squad to a Hannover squad. Now I can just switch my squad out to Hannovers in your ME in a matter of minutes if I'm in the mood to fly Hannovers instead of DFWs that night.
Or, I've just flown my Camel to a friendly airfield on an errand, and I've decided to accompany an RE8 raid on my way back home. I change out my RE8 for a Camel, and I'm there! I find that I need to fly into Bray Dunes quite frequently on errands. And I often accompany an outbound RE8 raid on the way home!
The problem is that Mission Editor does not know ranks of historical aces (it is not written/stored anywhere), so, it can not assign proper aircraft without this info.
JJJ, are you sure? I can see ranks for the HA pilots in ME. If you click on any pilot and their individual window comes up (the one with the picture) the rank is right there.
Originally Posted by JJJ65
Also, ME does not store data between missions and does not know what aircraft you have assigned to your squad pilots before.
Which is fine, if ME could assign planes by rank each time, because it's not persistent, it would assign same planes to the same pilot every time, unless someone got promoted. We would just have the wrong list on the pre-flight screen in WOFF, but after ME is done with it the correct planes would be distributed to the correct ranks and flown that way in the mission itself. I can live with that. I'm just trying to get away from manual assignment and have the computer sort it out. This could be a checkbox so it happens automatically every time you open ME. If the checkbox is off, you can assign the planes from a dropdown list and only the planes to the pilots you choose or leave it as is. This way you would accommodate people who want either all planes reassigned per rank (checkbox on), or just individual pilots (checkbox off), or leave it alone for those who want to play it the way WOFF intended it.
The problem is that Mission Editor does not know ranks of historical aces (it is not written/stored anywhere), so, it can not assign proper aircraft without this info.
JJJ, are you sure? I can see ranks for the HA pilots in ME. If you click on any pilot and their individual window comes up (the one with the picture) the rank is right there.
This is not current rank but rank at the end of war/carrier. Just compare it with the rank inside WOFF.
Originally Posted by Fullofit
Originally Posted by JJJ65
Also, ME does not store data between missions and does not know what aircraft you have assigned to your squad pilots before.
Which is fine, if ME could assign planes by rank each time, because it's not persistent, it would assign same planes to the same pilot every time, unless someone got promoted. We would just have the wrong list on the pre-flight screen in WOFF, but after ME is done with it the correct planes would be distributed to the correct ranks and flown that way in the mission itself. I can live with that. I'm just trying to get away from manual assignment and have the computer sort it out. This could be a checkbox so it happens automatically every time you open ME. If the checkbox is off, you can assign the planes from a dropdown list and only the planes to the pilots you choose or leave it as is. This way you would accommodate people who want either all planes reassigned per rank (checkbox on), or just individual pilots (checkbox off), or leave it alone for those who want to play it the way WOFF intended it.
Now just give me some universal formula, pls - what plane to what rank (for all nations, ranks and planes)? It is not so easy as it seems.
Thx for algoritm, Fullofit. It is pitty we can not use it in editor. WOFF assigns ranks to HA according to some formula either - it probably looks for current campaign/mission date and compares it with aces final rank at the end of carrier/war . Now "just" to create proper formula for it
Hi everyone, i have been playing woff for a month or 2 now and all has been working well. I read about this mission editor and was interested to give it a try. Followed install instructions and the editor works and I can open the missions in the scenario folder without any problems. But when i trie to open the woff campaign mission file the ME keeps on hanging on loading mission file. Anyone else had this problem? Greetings from a Belgian WOFF'er !
Hello Hermani, can you send me your campaign mission file that caused ME hang up and MissionEditor.log file located in your Mission Editor folder, pls? I will look into it and try to find the source of your problem.
You must upload them on the web and send me a link for download. MissionEditor.log file is located in the main ME folder. BTW, what version of ME you have?
I have checked your files and It seems you did not set Windows regional settings to English (ref. to WOFF FAQ) and your decimal point is "," instead "." . Change your Windows regional settings to English, pls, rerun WOFF UE, create campaign mission and open mission file in Mission Editor. Now it should load properly. If no, resent me your new files. Jara
Hey Jara, this solved the problem indeed! Thx for looking in to it so quickly! I'm truly amazed of the possiblities that your ME mod offers this expands the sim massively. I'm currently flying a campaign with Esc N38 in December 1916. Almost every mission i have to protect A flight that are flying Nieuport 12 planes. The Nieuport 12's cannot reach the form up waypoint altitude because it is set too high so they cant fulfill their mission. Now with your mod i can adress this problem with lowering the altitude of the form up waypoint. Thank you very much! Greetings Dieter
Version 1.1.6 released - DL link in the first post.
List of changes in v1.1.6:
- added airplane selection droplist, - Wind/weather mod - added horizon fog fix/removal per BuckeyeBob's suggestions, - Wind/weather mod further enhancements/wind tuning, no need to swith off winds in WOFF UE workshop anymore - added colorized squad members status on roster table, - flightplan window is saved to FP.txt file and automatically opened in Notepad, - alternate mapcheckbox switch (Thunderforest Landscape map provider), - "Open file" dialog shortcuts to campaign mission by default, - fixed payload settings for mixed planes in one formation, - fixed bug when adding formation for selected region and date planes were not filtered correctly, - fixed "Yes/No" message boxes functioning and other small fixes
I look forward to testing the removal of the fog in various conditions. We may want to rethink having a setting for LightRain, however, since I didn't get much of a chance to test this. Having your mod will enable me to do so, however.
I'm also really glad that we no longer have to switch wind off in Workshop. Thanks!
I apologize, the latest version 1.1.6 contains bug that could prevent to show Pilot edit window. Pls, download fixed version 1.1.7 here ME 1.1.7. Thank you for your undestanding and patience.
Thank you JJJ65, this is awesome, can't believe there's now such an elegant and comfortable way to have those features in the sim. That' s a true must have mod ! Chapeau !
Triple-J, love what you did with the place. Just tried the latest ME version and the horizon looks much better now. One question, are you still planning to implement the save mode for the checkboxes, like the DID HA's, so that they don't reset every time we open ME? Thanks again for your hard work. You deserve a pint of Pilsner.
1) Fixed (hopefully) bug with adding pilots/airplanes to Player squadron - thx to Bucksnort for pointing it out 2) Increased droplist of airplanes for adding to Player's squad (complete planeset)
Version 1.1.7.2 released ME1.1.7.2 Download, pls, the latest version ASAP, because previous version (1.1.7.1) contained serious bug in routine saving Player's and HA's aircraft. I apologize for inconvenience and thx to Bucksnort for Beta testing and debugging.
Thank you, JJJ! I see what you mean about showing all of the flight paths. Looks a bit like something put together by a psychotic spider! I notice the green line, presumably representing the highlighted flight? Nicely done.
You are pumping out revisions to the ME faster than I can try them out! Unfortunately, I must be away from my computer most of the day, so I won't be able to try out your latest version until tomorrow. Still, fantastic work!
Version 1.1.7.4 released ME 1.1.7.4 - "DID Enemy HAs" checkbox status is being saved by mission SAVE button and automatically loaded at the next ME start - feature originally requested by Fullofit. Enjoy!
Version 1.1.7.4 released ME 1.1.7.4 - "DID Enemy HAs" checkbox status is being saved by mission SAVE button and automatically loaded at the next ME start - feature originally requested by Fullofit. Enjoy!
Triple-J, that's awesome! Thank you. Just in time for a weekend binge.
flight paths.......Gawd Almighty...........see all of 'em!!! Spider indeed....the devs always said there are a bunch of real time things happening all over but it's astonishing to see HOW many. We never see 90% of 'em...... more's the pity......but think what the map'd look like w/ trains and trucks..........no wonder some computers boggled w/ low frame rates....very coo..........thx all
Version 1.1.7.6 released ME 1.1.7.6 List of changes: 1) Added route type filtering to "Show All Flightpaths" feature (for better orientation/overview) 2) Fixed overlapping "Mission description" and "Pilot log" windows 3) Weather mod - added option to disable/enable BuckeyeBob's horizon removal 4) Weather mod - added wind direction settings for Eastern wing directions (on user request)
I've just started using the ME mod and I have a question. I know, I know, I'm a late adopter. Anyway, here's the question, I had a ground attack mission and I changed it into a line patrol. When we were finished the debrief stated that the ground target wasn't damaged. How do I change the debrief verbiage or do I just ignore it?
I've just started using the ME mod and I have a question. I know, I know, I'm a late adopter. Anyway, here's the question, I had a ground attack mission and I changed it into a line patrol. When we were finished the debrief stated that the ground target wasn't damaged. How do I change the debrief verbiage or do I just ignore it?
That is the disadvantage of ME use - ME can not overwrite WOFF UE memory. Every time you return from mission, WOFF UE compares mission outcome data with WOFF UE's preplaned mission goal and if not match, than announces mission failure. I recommend to replace ground attack missions with other strike mission, that gives more sense (e.g. an attack of military camp) and you can return with some ground target destroyed.
1) Added route type filtering to "Show All Flightpaths" feature (for better orientation/overview)
Brilliant!
Wish List: 1. Ability to change formation type for any given flight (ie: Vic to Chevron, for instance). 2. Ability to change mission time of day (maybe already fixed, but I wasn't able to a month or so ago - the change wouldn't stick).
1) Added route type filtering to "Show All Flightpaths" feature (for better orientation/overview)
Brilliant!
Wish List: 1. Ability to change formation type for any given flight (ie: Vic to Chevron, for instance). 2. Ability to change mission time of day (maybe already fixed, but I wasn't able to a month or so ago - the change wouldn't stick).
Thanks, Jara!
Thx for kudos. 1) On "ToDo" list 2) Already implemented - click on "Description" button, overwrite mission time in text field on Description window and click Save
Just took a vid of a SPAD VII flight in which I used ME to set the flight path and specified "3" and "5" in the wind mod pop-up. Just thought I would post it here for two reasons.
1) I didn't notice any buffeting 2) interesting visual of the airfield being bombed.
Hi JJJ, thanks for updating this excellent mod, especially adding the horizon fiz and putting North and South on the weather compass again.
One question, have you changed the rules so far as saving the mission goes? I couldn't get the ME to shut down automatically after clicking Apply and I was wondering if I had missed a new instruction somewhere regarding how this is meant to work now?
ME should not have to shut down automatically - you must close it always manually by clicking cross at the top right corner. Only Weather mod window closes after hitting Apply button. BTW - I watched your youtube video from ROF and WOFF and I did not notice you click on wind direction line when in ME - you must select required wind direction by mouse click, so the text is highlighted in blue background.
Ok thanks, the new version works a little different. Thanks very much, I'm incredibly lucky to have you not only updating mods for us all but watching me personally make mistakes and help me out!
I'm ready to give this exciting mod a try but I've run into an odd problem (running Windows 7). When I get to the "run your mission editor now" screen and press alt + tab nothing happens. After I give up and proceed with the mission in WOFF, then alt + tab works. What do I need to do to fix this? Thanks.
Try to run some simple application in background (Notepad or something similar) before you start WOFF. Then Alt-Tab should work
That works, thanks.
One mission I forgot to open Notepad first so I just used the "windows" key (between the ctrl and alt keys) to get to the desktop. That seemed to work too. Is there any advantage to using alt-tab instead of the windows key or are they equivalent?
Then I will just stick with the windows key option instead.
JJJ65, I want to add to all of the accolades that you've received by saying that your ME is tremendous and nearly essential. My favorite feature is having the option to immediately get into new model planes when they first arrive instead of waiting for weeks while HAs with lower rank and fewer victories have them first.
List of changes: 1) added mission pilot backup feature - if you experience crash after mission start due to "underground pilots" or sudden return to debriefing screen while losing entire flight or pilot is killed due to other reason, start Mission editor, click "Open debrief file" and you will be presented wih option to restore your last mission pilot (backup is created automatically by Mission editor before mission start after clicking Save button). Just do not forget to run ME and click Save button before each mission. 2) added buttons for inserting new pilot, either before or after current pilot, 3) fixed possible bugs in file loading routine, 4) fixed wind speed conversion from kts to m/s - winspeed is properly converted to dynamic weather file now via Weather mod. In former versions of Weather mod the wind speed was multiplied by two.
List of changes: 1) added mission pilot backup feature - if you experience crash after mission start due to "underground pilots" or sudden return to debriefing screen while losing entire flight or pilot is killed due to other reason, start Mission editor, click "Open debrief file" and you will be presented wih option to restore your last mission pilot (backup is created automatically by Mission editor before mission start after clicking Save button). Just do not forget to run ME and click Save button before each mission. 2) added buttons for inserting new pilot, either before or after current pilot, 3) fixed possible bugs in file loading routine, 4) fixed wind speed conversion from kts to m/s - winspeed is properly converted to dynamic weather file now via Weather mod. In former versions of Weather mod the wind speed was multiplied by two.
Enjoy!
Regarding the "added Mission pilot backup feature". Could you explain just what files are backed up? I am interested to know if it backs up all the same files I have in my pilots backup utility. Thanks mate.
@Robert It backups pilot files - PilotxxLog.txt, PilotxxDossier.txt, PilotxxSquads.txt and PilotxxClaims.txt, which is enough to allow user fully resurrect his fallen pilot. It backups only one pilot at once - WOFF's currently active pilot.
@Robert It backups pilot files - PilotxxLog.txt, PilotxxDossier.txt, PilotxxSquads.txt and PilotxxClaims.txt, which is enough to allow user fully resurrect his fallen pilot. It backups only one pilot at once - WOFF's currently active pilot.
Ah, I see. It is not a replacement for mine then, but a good recovery feature for your program. If a user uses my program to backup WOFF pilots and other files there is an option to start the WOFF sim right after the backup is complete. Without your backup feature, running my program will also restore the pilot to it's status just prior to the failure.
Yep, Robert, your backup utility is more complex - it covers all pilots and WOFF settings. However, my simple pilot backup does not need any user input - it does all its work in background every time a mission is saved in ME. I added this feature to ME, because I am really lazy man and I did not want to run a complete backup utility before each flight . Also, I experience very often "underground" flight phenomenon - almost every first mission a day, so this pilot backup is very usefull. BTW, I suspect this error may have something with slow (pre)loading of some resources/libraries during first CFS3 start, because it happens (to me) only at first mission after WOFF start.
Sorry if this is a daft question JJJ,I hope you can clear it up for me.
4.fixed wind speed conversion from kts to m/s...I took 2 flights last night and after I edited my flight and it opened up the wind box in ME,it still showed the min and max wind speed in kts. Is this right pal? Thanks Jara
Yes, that is right. You can still input speeds in knots, just ME writes converted speed (in m/s) to Dynamic weather file. Previous versions of ME did not make conversion, so wind speed in mission was incorrect - roughly two times higher. For example: if you filled wind speed 2 - 6 knots, you got wind speed 4 - 12 knots, because 1 m/s equals to ca 2 knots. That was fixed in ME 1.1.7.8.
Thanks for the explanation pal,haha I often wondered why I was blown all over the sky when I set my previous wind between 6 and 10 Kts Do you need wind set to on in workshop Jara? Or doesn't it matter..thanks again mate
Thanks for the explanation pal,haha I often wondered why I was blown all over the sky when I set my previous wind between 6 and 10 Kts Do you need wind set to on in workshop Jara? Or doesn't it matter..thanks again mate
If you disable winds in Workshop and use ME Weather mod, you will lost wind gusting and turbulence, so I recommend to leave this setting ON.
Thanks for the explanation pal,haha I often wondered why I was blown all over the sky when I set my previous wind between 6 and 10 Kts Do you need wind set to on in workshop Jara? Or doesn't it matter..thanks again mate
If you disable winds in Workshop and use ME Weather mod, you will lost wind gusting and turbulence, so I recommend to leave this setting ON.
Cheers pal,I've just checked my settings and it's set to ON in workshop all along. Thanks for your continued work on ME,it really is a awesome piece of work
Version 1.1.7.9 released - ME 1.1.7.9 Change list: 1) Weather selector added - ref. to picture below, 2) Displaying details of squadron pilot currently active in formation window and while scrolling, 3) Weather mod - South wind selection did not work - Fixed
No, it is just option. You can leave default weather, of course. BTW, if you select optional (static) weather, the Weather mod (wind speed, direction and horizon fix) will not work, because it modifies only dynamic weather file.
If Jara doesn't mind, I would like to mention that the update to my Cloud mod will include additional cloud types (skies) with new additional wind directions and wind speeds. Clear and fair weather clouds will also include a tweak to increase the distance to the horizon. The only difference will be that my wind speeds will generally be slower than the modified wind speeds in JJJ's editor.
If I am not mistaken, JJJ uses OldHat's wind mod to generate the wind speeds in JJJ's editor. If you leave the weather to default or automatic however, you either get the stock WOFF wind speeds and directions, or if you are using my cloud mod, you get my wind speeds and directions. I think.
If Jara doesn't mind, I would like to mention that the update to my Cloud mod will include additional cloud types (skies) with new additional wind directions and wind speeds. Clear and fair weather clouds will also include a tweak to increase the distance to the horizon. The only difference will be that my wind speeds will generally be slower than the modified wind speeds in JJJ's editor.
If I am not mistaken, JJJ uses OldHat's wind mod to generate the wind speeds in JJJ's editor. If you leave the weather to default or automatic however, you either get the stock WOFF wind speeds and directions, or if you are using my cloud mod, you get my wind speeds and directions. I think.
Thanks for clarifying that. It's getting hard to know what mod is doing what at any given point!
If I am not mistaken, JJJ uses OldHat's wind mod to generate the wind speeds in JJJ's editor. If you leave the weather to default or automatic however, you either get the stock WOFF wind speeds and directions, or if you are using my cloud mod, you get my wind speeds and directions. I think.
WOFF creates for each mission an OFFDynamicMissionWeather file that is simply mixture of clouds and windspeeds for all theatre areas. Mission Editor allows user to further customize generated wind speeds, directions and horizon haze. Wind speed and directions values are randomized from range set by user. It does not matter if BuckeyeBob's cloud mod (or any other weather mod) is enabled or not. In addition, users now have an option to modify bumps and turbulence by WOFF Multimod application/mod. I hope it is clearer now ;-).
Hey Triple-J, I'm really enjoying all the goodies that come with the ME. Kudos and many thanks. There is one thing I would wish we could have as an option. A button to copy B-flight's flight plan to A-flight. When I revise the waypoints (typically the height) I always forget to do the same to A-flight so that they still fly as one (ok, I'm too lazy to go through the whole procedure again for the other flight). If we had a button that does it automatically = copies height, speed (if applicable) and location of the waypoints then maybe A-flight could become a bit more useful, instead of flying off to do their own thing. Maybe even have a check-box to do it automatically every time - for those that are forgetful. What do you think?
Hello Fullofit, thx for kudos and I am really like you enjoy the ME. Your idea sounds really good to me and I think that it will not be so difficult to code/implement it into the ME. Just give me a lttle time, pls ;-)
It has more to do with the current status of that flight's waypoint and not so much the proximity. For example, if both enemy and friendly flights are "in transit" or "going home", they will not attack. Only commands like "searchintercept" or "on patrol" will initiate an attack. This was discussed to death a long time ago. Even Pol had done an experimental modification which never made it to the game where he allowed random actions like switching from "going home" to "attack" WITHOUT any provocation such as getting hit by bullets.
Triple-J, big thanks for trying. Take all the time you need.
OldHat, The aim is not to make A-flight fight for you, but to keep up with B-flight instead of flying off and buzzing Captain's daughter. We all know A-flight will only engage when they feel like it. Even B-flight sometimes doesn't attack when ordered. It is mostly for immersion. You are flying and you can see the other flight somewhere near escorting you. If they engage that's a bonus and if they're miles away you won't even know they have engaged. Let's call it purely cosmetic change.
Triple-J, that reminds me. Let's make sure A-flight doesn't occupy the same space as B-flight. They should fly above B-flight, so probably will have to add extra altitude to each waypoint. Thanks again!
[b]Triple-J, that reminds me. Let's make sure A-flight doesn't occupy the same space as B-flight. They should fly above B-flight, so probably will have to add extra altitude to each waypoint. Thanks again!
Yes, that was my intention either: ME will copy entire route of B flight to A flight and add to each waypoint 50 -100 m altitude.
JJJ, I would suggest the difference in altitude between A and B flight be set a little higher: say 200 to 600 m instead of 50 to 100 m. Too close and they may wind up crashing into each other! Also, too low defeats the purpose of "top-cover," I think.
It would also be very cool if you could vary the distance in altitude from mission to mission, so that A flight is not always the exact same height above B flight.
Thats a great idea Fullofit and JJJ..your ME just gets better and better pal
Adger, sometimes lazy people have good ideas. Glad you like it, Bud.
Originally Posted by JJJ65
Originally Posted by Fullofit
[b]Triple-J, that reminds me. Let's make sure A-flight doesn't occupy the same space as B-flight. They should fly above B-flight, so probably will have to add extra altitude to each waypoint. Thanks again!
Yes, that was my intention either: ME will copy entire route of B flight to A flight and add to each waypoint 50 -100 m altitude.
JJJ, great minds think alike.
Originally Posted by BuckeyeBob
Great idea, Fullofit!
JJJ, I would suggest the difference in altitude between A and B flight be set a little higher: say 200 to 600 m instead of 50 to 100 m. Too close and they may wind up crashing into each other! Also, too low defeats the purpose of "top-cover," I think.
It would also be very cool if you could vary the distance in altitude from mission to mission, so that A flight is not always the exact same height above B flight.
Thanks!
Bob, I like it. The altitude should vary if JJJ can figure it out. Do you think if B-flight is escorting two-seaters, A-flight could scout ahead instead of sticking around? Any other mission anyone can think of where A-flight could roam? I suppose if you're flying a two-seater you would want A-flight pretty close all the time, no?
Speaking of two-seaters. Ever noticed that you never get escorted by a flight from another squadron? If you fly a scout, you regularly escort recon/bombers from other squadrons, but never the other way around. Wonder why that is?
IMHO, a historical reason to add this feature would make more sense. The Germans used similar tactic to lure unexpecting prey by using experienced pilots to fly high above and behind their bait of less experienced pilots or two-seaters. Some raids used many squadrons participate together.
Version 1.1.8 released ME 1.1.8 Revision changes: 1) Added option to copy B-flight route to A-flight (for this release version only with fixed separation altitude of 200 m), 2) fixed "Formation type not available" error - thx to Hermani for finding it
So, to follow up on my previous post with a possible feature for a raid mission. Assuming it's not too difficult and you have time to program it. For example, if the briefing calls for a raid on an ammo dump/airfield/railyard, then we select squadrons (dropdown/checkbox/radio button/etc) we want to join in our raid. You can accomplish this by copying the paths (except first-takeoff or turn and last-landing) and objective of B flight to all squadrons that are selected. You won't have to do any or minimal height/speed adjustments since they will be taking off from different airfields.
Another suggestion is to simulate large (40+) aircraft battles over polygon wood. It was the scene of numerous large scale battles from June 1917 through January 1918. One suggestion would be to select the highest setting of air activity in WOFF UE's workshop. Then ME can have a feature where about 5 to 8 squadrons from each side has one waypoint (either added or changed) to the exact lat/long of polygon wood. Then see the fireworks begin....
So, to follow up on my previous post with a possible feature for a raid mission. Assuming it's not too difficult and you have time to program it. For example, if the briefing calls for a raid on an ammo dump/airfield/railyard, then we select squadrons (dropdown/checkbox/radio button/etc) we want to join in our raid. You can accomplish this by copying the paths (except first-takeoff or turn and last-landing) and objective of B flight to all squadrons that are selected. You won't have to do any or minimal height/speed adjustments since they will be taking off from different airfields.
OK, great idea. I tink it would be possible. However, I can see one serious problem - timing. How to assure all squadrons will join at given time, without necessary waiting (circling)?
I think that would be the fun part for the player. The hard part is yours making sure the squads we select have one of their waypoints in common. Raids are elaborate missions which should take time and planning. Slightly adjusting waypoints or adding a loiter command or a searchintercept for each squad we selected then playing the mission and watch how it unfolds.
Version 1.1.8 released ME 1.1.8 Revision changes: 1) Added option to copy B-flight route to A-flight (for this release version only with fixed separation altitude of 200 m), 2) fixed "Formation type not available" error - thx to Hermani for finding it
Enjoy!
That was fast Triple-J. Do you ever sleep? Are you sure you're not form Transylvania? Enormous thank you! Now off to test the new toy!
Thanks for the latest update Triple-J. Good idea to give us the option of A-flight position (above or below). Took it for a spin a few times and I like what I'm seeing. Had A-flight in sight throughout the entire duration of the mission. Sometimes ahead, sometimes behind depending on what plane I was flying. In fact, on one mission A-flight was more useful than my own B-flight. Rail yard attack, A-flight went ahead and arrived over target first. I gave command to attack, but my flight decided it was better to just fly high and enjoy the scenery. Oooo, look at that Flak burst! Ain't that somethin'? So I decided to shoot the target all by myself, but who shows up damaging the targets? Yes, A-flight. So we strafe the barracks when a flight of Albatrosen shows up. What do my guys in B-flight do? They decide they've had enough of sightseeing and just go home. And who decides to fight? Yup, A-flight. After the Albatros menace is taken care off we all fly back to the nearest aerodrome. A-flight are now my best friends. So, thanks a million for this feature, Triple-J. I feel like I have twice as many fighters on my side now. One small suggestion, if possible. Currently when changing the A-flight's height the value does not update until you release the slider. Would it be possible to see the number update in real time? Cheers.
One small suggestion, if possible. Currently when changing the A-flight's height the value does not update until you release the slider. Would it be possible to see the number update in real time? Cheers.
That was my original intention, but it did not work. Honestly, I spent at least 2 hours trying to figure out where is the problem, because anywhere else this code works like a sharm (e.g. fuel settings slider, morale, etc), but not here . I will give it a try again, but do not promise anything.
EDIT: solved finally - fixed version here ME 1.1.8.2
Hey JJJ, found something peculiar happening when using latest version of ME. When running escort missions, the escorted airplanes would fly to the rendezvous point and proceed directly to the detach waypoint, skipping the target waypoint. This doesn't happen every time, perhaps even only with specific escort missions like close air support but not reconnaissance? When such a mission came up I had a look at the flightpath of the escorted flight in ME and sure enough the target waypoint was missing. Now, if I didn't save this mission in ME and just continued with the mission, as if never used ME, the mission would work fine and the escorted planes would fly to the target area. Seems like ME is not capturing the target waypoint for those specific escort missions. See attached screen shots of what I mean:
Briefing Room
B-flight flight plan in ME
Escorted airplane flight path in ME
Do you think it's something that can be fixed? (Maybe it's just happening to me?)
@Fullofit - this is not ME fault. What ME displays (and what you show us) is WOFF generated route/flightplan without any ME modification. Without ME you would just never notice this. Yes, it sometimes happens, however, this is question for Devs.
@Fullofit - this is not ME fault. What ME displays (and what you show us) is WOFF generated route/flightplan without any ME modification. Without ME you would just never notice this. Yes, it sometimes happens, however, this is question for Devs.
Triple-J, that doesn't make sense. If I fly this exact mission without ME, all flights will reach the target (or at least will attempt it) so WOFF can't be blamed. It's only if I apply ME settings when this occurs as ME doesn't have that target waypoint. I obviously know nothing about this technical stuff, but it looks like ME drops the target waypoint (or doesn't receive it from WOFF) for the escorted flights during CAS missions. I know it sounds far fetched, especially that everything else works flawlessly in ME.
OK, next time when it happen can you send me, your Off_Camp_Mission.xml file for testing, pls? BTW, do you use Additional bomber targets mod? It seems that this error happens only for new, Military camp targets, added by this mod.
Yes, I'm using that mod. Did you want me to send you this file before I fly this mission or after, and if after should I use the ME settings or fly without it? Thanks Triple-J.
Mission Editor v 1.1.8.3 released, download link here: ME 1.1.8.3 Revision changes: 1) Fixed bug where "bombing" type waypoints were not shown and saved - thanks to Fullofit for pointing it out 2) Training missions editable (this feature was not supported in previous versions of ME) 3) Other small bug fixes and optimizations
Mission Editor v 1.1.8.4 released ME 1.1.8.4 Version changes: 1) Check for "Escortxxxx" waypoint when copying B to A squad route. Escorted and Escort flights can not be copied; 2) Fixed Western longitude coordinates bug - thx to OldHat for pointing it out ; 3) When inserting new waypoints, ME looks for takeoff waypoint (its proper location at the beginning of Flight plan); 4) debriefing data enhancement - added climb/descent rate; 5) fixed Observers "out of bounds" (";") error; 6) Flight Plan displaying/updating procedure tuned; 7) SOL and OBS planes implemented (for Player's squad only), allowing training missions editing and/or single seater Be2c/Aviatik CI missions;
Thank you for your continued work on this essential mod IMO for Woff UE. You churn newer versions out more often than I can get into the skies :thumbsup
I always wished to see in WOFF historically correct planes and squadrons on airfields at given campaign date. Now, with version 1.1.9 of Mission Editor, my dream finally materialized . You can download complete WOFF UE_Mission_Editor v1.1.9 here: WOFF UE_Mission_Editor 1.1.9 To enable above mentioned feature, just click on OK button at "Populate airfields..." popup window during mission save dialog. Enjoy!
Triple-J, what a great idea! I always felt weird landing at some random airfield after a mission to find my squad's airplanes parked in front of the hangars, as if we were stationed there. Your mod would fix this, so imagine my surprise when I saw this:
All the airplanes in the inventory are on display right on the field. This also happens to other airfields while I was flying past them. Is there a way to just update the airplanes in front of the hangars without the parade on the landing strip? The problem is that after the mission the entire flight A and B are just circling the airfield afraid to land on top of the planes that are sitting there at the take off point. Good start!
Is there a way to just update the airplanes in front of the hangars without the parade on the landing strip? The problem is that after the mission the entire flight A and B are just circling the airfield afraid to land on top of the planes that are sitting there at the take off point. Good start!
Unfortunately, not (yet) . I am only able to limit the number of airplanes parked on the airfields so far. When there is just an one line (row) of airplanes, the AI can land without problem (as far as I have tested it). Or, I will try to experiment with AI landing constants (min glide slope angle, min length of landing fields, etc.).
Is there a way to just update the airplanes in front of the hangars without the parade on the landing strip?
Yes, I have found the way, but... We should have to modify all global_layer.csv files for each period (12 files) - to manually add an individual name for each airfiled. Next, we have to compile new gsl.lib file for each period (nothig to worry about - quite easy process) and create/modify/copy for each arfield <airfiled_name>.xml and <airfiled_name>.mos files. That is all. Then it would be ready for historically correct parked plane insertions by Mission editor. So, any volunteer willing to help me with MS Excel and Notepad editing ?
Is there a way to just update the airplanes in front of the hangars without the parade on the landing strip?
Yes, I have found the way, but... We should have to modify all global_layer.csv files for each period (12 files) - to manually add an individual name for each airfiled. Next, we have to compile new gsl.lib file for each period (nothig to worry about - quite easy process) and create/modify/copy for each arfield <airfiled_name>.xml and <airfiled_name>.mos files. That is all. Then it would be ready for historically correct parked plane insertions by Mission editor. So, any volunteer willing to help me with MS Excel and Notepad editing ?
I had to do just that to accomplish the relocation of all the airfields as part of the consolidated airfields mod. It was a hugely time consuming job. Not difficult but very time consuming.
If you do the same you will likely nullify the use of the consolidated airfields mod because the global layer would be replaced.
If you do the same you will likely nullify the use of the consolidated airfields mod because the global layer would be replaced.
I plan to modify the global layer csv files from Consolidated airfields mod and do not alter these new, already modded airfields (if you do not mind, of course). Mission Editor will just replace the static, parked planes on these airfields dynamically (before each mission start) according to historical data. It will have just one limitation - this feature will be available only to users with Consolidated airfileds mod installed and enabled.
By the way, I use a shareware program called Textpad to edit text files. It has lots of features that Notepad doesn't have.
Thank you very much for your help, BB. I will try to contact you with instructions today or no later than tomorrow. Text editor you want to use is fully up to you, as long as it can edit *.xml and *.csv files.
If you do the same you will likely nullify the use of the consolidated airfields mod because the global layer would be replaced.
I plan to modify the global layer csv files from Consolidated airfields mod and do not alter these new, already modded airfields (if you do not mind, of course). Mission Editor will just replace the static, parked planes on these airfields dynamically (before each mission start) according to historical data. It will have just one limitation - this feature will be available only to users with Consolidated airfileds mod installed and enabled.
I don't see a problem with you using those global_layer files as a template. Please PM me so we can dialogue on your implementation strategy. As you can appreciate, I am only concerned about maintaining the integrity of the Consolidated Airfields mod. If your approach doesn't require any changes to the existing Consolidated Airfields Mod then there are no concerns to be addresseed.
Another option is to use NotePad++ it is actually better than TextPad. I used it when I was a programmer to modify .xml files and best of all it is free.
I personally find that MS Excel or one of the free ware equivalents works best because it columnizes each field and also offers great sorting opportunities among other things.
I personally use Notepad++ to edit *.xml files and MS Excel for *.csv files. @OldHat - how do you want to implement (place) static planes on airfield? Do you want to modify airfield xml files? Then there may be a conflict with my mod, because it will overwrite static (parked) planes by plane types currently located at the airfield, so it could probably overwrite also your plane. We have to discuss implementation in more detail, perhaps over PM?
Test version1.2 - features historically correct parked planes on airfields:
WOFF UE_Mission_Editor_1.2 Editor generates historically correct static (parked) planes, ie. according to units stationed on airfield at this particular campaign date. Editor also generates the same sort (type) of planes waiting for take off and / or landing (in limited quantity over previous version).
Test version1.2 - features historically correct parked planes on airfields:
WOFF UE_Mission_Editor_1.2 Editor generates historically correct static (parked) planes, ie. according to units stationed on airfield at this particular campaign date. Editor also generates the same sort (type) of planes waiting for take off and / or landing (in limited quantity over previous version).
Jara. can you tell me in what way, if any, does the "WOFF UE Populated Airfields Mod by JJJ65" impact the features present in the "WOFF UE 1 - 1914+ All Airfields - Full Trees Populated by Panama Red" mods (there are three of these mods to choose from because the year changes for the period represented, 1914, 1917, 1918).
@Robert - it should not impact. "WOFF UE Populated Airfields Mod by JJJ65" modifies only *.csv and *.lib files of "WOFF UE 2 Consolidated Airfileds Mod by RJW" but without any impact on the mod functionality. Other mods (WOFF UE 1 ... and WOFF UE 2 ... ) must be enabled just because my mod uses the new airfield objects and its coords, that are included in both mods). I hope it is clear?
I apologize, I just noticed that I have mistakenly modified incorrect (vanilla) global_layer.csv files , resulting in malfunctioning of RJW's Consolidated and relocated airfileds mod . Disable, pls, WOFF UE Populated Airfileds Mod and reinstall + reenable RJW's WOFF UE Consolidated Airfileds mod. I am going to prepare correct version of Populated airfields mod next week. My sincere apology for your inconvenience.
... historically correct static (parked) planes, ie. according to units stationed on airfield at this particular campaign date + the same type of planes waiting on airfields for take off and / or landing ).
I spent some time this morning going through all the posts here and gathering all the pertinent data to update the Mission Editor Tutorial document originally created by HarryH.
It now contains a history of all the release changes and additional explanations throughout the document. If you keep a copy of this it will be easy to maintain and update as new features are created. I would be happy to assist whenever possible.
I spent some time this morning going through all the posts here and gathering all the pertinent data to update the Mission Editor Tutorial document originally created by HarryH.
It now contains a history of all the release changes and additional explanations throughout the document. If you keep a copy of this it will be easy to maintain and update as new features are created. I would be happy to assist whenever possible.
@Robert - that is OK. Mod overwrites cvs and lib files but without influence to your mod. Do not worry and confirm overwriting. Ref. to Readme file included in mod.
@Robert - that is OK. Mod overwrites cvs and lib files but without influence to your mod. Do not worry and confirm overwriting. Ref. to Readme file included in mod.
Jara, I have no excuse for not reading the Readme file. I should be the last one to forget to read it. My stupid mistake. Sorry!
I just implemented your Populated airfields mod and flew two missions. Both missions crashed back to the debrief screen. I am currently looking at the logs and will send you a PM with the logs for further analysis if I can't figure it out.
I just implemented your Populated airfields mod and flew two missions. Both missions crashed back to the debrief screen. I am currently looking at the logs and will send you a PM with the logs for further analysis if I can't figure it out.
Best Regards;
That sounds strange . I tested the mod on two computers and did not experience any problem. Let us check log files than.
I just implemented your Populated airfields mod and flew two missions. Both missions crashed back to the debrief screen. I am currently looking at the logs and will send you a PM with the logs for further analysis if I can't figure it out.
Best Regards;
That sounds strange . I tested the mod on two computers and did not experience any problem. Let us check log files than.
I can't send you a PM because you are over your topic limit. delete some old messages so I can PM you the details. Let me know when I can PM you
Starting to fly a little bit again, and getting current on your work, Jara.
And not just yours, but the models and airfields and the work coming together from Robert Wiggins, and Panama, and OldHat, and Lou, and Buckeye, and I'm sorry who else I've left out (...and 4L0M and Scout!!!)
All combined, your mod updates are stunning, guys!
Bucksnort, glad you are enjoying the mods. There has been some amazing work done by many great contributors in the last year. It's great to have so much collaborative effort coming to WOFF, and I'm sure all the contributors are happy to hear you like the work.
Bucksnort, glad you are enjoying the mods. There has been some amazing work done by many great contributors in the last year. It's great to have so much collaborative effort coming to WOFF, and I'm sure all the contributors are happy to hear you like the work.
WOFF UE_Mission_Editor 1.2.1 released - WOFF UE_Mission_Editor 1.2.1 Revision changes: 1) If "Lonewolf" checkbox was selected, RFC escort has been deleted - fixed; 2) Distribution of static planes parked on airfields should be more realistic now; 3) When edited mission for 1917/1918 campaign and user selected populated airfields, editor froze due to typo in WOFF period csv files - fixed;
Enjoy!
EDIT: Removed BuckeyeBob's modding of fogColor background weather variable due to my bug in Editor code (WIP). Corrected mod routin will be included in the next release of Mission Editor. My apology.
WOFF UE_Mission_Editor 1.2.1 released - WOFF UE_Mission_Editor 1.2.1 Revision changes: 1) If "Lonewolf" checkbox was selected, RFC escort has been deleted - fixed; 2) Distribution of static planes parked on airfields should be more realistic now; 3) Weather manager enhanced - added BuckeyeBob's fogColor modifying routine; 4) When edited missio for 1917/1918 campaign and user selected populated airfields, editor froze due to typo in WOFF period csv files - fixed;
Enjoy!
Jara, regarding item 4 above, Was this typo in my CSV files or only in your copy. If it was in mine I can correct it if you tell me what to change.
EDIT: Removed BuckeyeBob's modding of fogColor background weather variable due to my bug in Editor code (WIP). Corrected mod routin will be included in the next release of Mission Editor. My apology.
Thank you, Jara. Although Jara and I are still working on this additional feature of the cloud mod, I think everyone will be pleased with the result. Hopefully, these small revisions to both the cloud mod and the ME will produce even more user options and an even greater variety of weather and sky conditions! Please stay tuned!
WOFF UE Populated Airfileds Mod v 1.2 released WOFF UE Populated Airfields Mod 1.2 Revision history: 1.2 Fixed overlapped parked planes on Entente airfields Type 1 Fixed typos and missing airfield data introduced by WOFF UE 2 Combined Airfields mod global_layer.csv files (in coop with RJW) 1.1 Fixed *.csv and *.lib files to allow RJW’s WOFF UE Combined and repositioned airfields mod working
I apologize, I have forgotten to include scenery libraries gsl.lib to my WOFF UE Populated Airfields mod v1.2 that caused the mod does not work properly . Here is the corrected version WOFF UE Populated Airfields Mod 1.3. Do not forget ,pls, to disable previous versions if enabled. Thank you for your understanding.
WOFF UE Mission Editor 1.2.6 ME 1.2.6 Fully compatible version of Mission Editor with the latest release of WOFF UE Populated Airfileds Mod 1.3 that introduces historically correct static planes on airfields. Revision changes: 1) Testing implementation of BuckeyeBob's Weather mod - parsing fogColor variable from root weather files to background weather section (still WIP) ; 2) Decreased number of static (gai) planes for better performance; 3) Weather mod - added cloudcounts comparison routine; 4) Fixed "missing csv entry" Editor hangup; 5) Removed static (parked) planes from abandoned airfields
So I was finally able to test drive the latest version of ME and this is what I was met with:
Absolutely gorgeous morning mist, which I have never seen before in WOFF. I assume this is Jara's and BuckeyeBob's doing. I applaud to both to you bow my head out of respect and salute you I was blown away by the atmosphere. Can't wait to see what else you can come up with and I'm looking forward to the new cloud mod.
I wish it was possible for this morning fog to dissipate when the sun is up and burns through it.
Also, if I may suggest something. I would expect that the people using the historically populated airfields module would have it set permanently to either on or off instead of deciding with every mission. Would it be possible to change this dialogue to a checkmark? Set and forget?
Glad you like it, Fullofit. Yes, that is my BB Mist.xml file. Although that particular cloud has been in my cloud mod from the start, I wasn't able to get the cloud to look the way I wanted it to without the assistance of JJJ's mission editor. JJJ and I have been collaborating with each other for a few weeks now, and I am very pleased with the result. You should notice several other mostly subtle changes as well, especially after I release an update to the cloud mod tomorrow. JJJ should also have another update to his mission editor very soon.
Good suggestion for the populated airfields selection in the mission editor.
Mission Editor v 1.3.0 released WOFF UE_me 1.3.0 Description of changes: - plane selection: added longhorn and morane_n to list of flyables (requires addon planes installation); - weather mod: BuckeyeBob's fogColor mod - fogColor value copied from original weather file randomized with 75% probability; - weather mod: manual wind direction selection is optional now (on user's button click); - fixed windDir copy from source weather file; - Flight itinerary window - when minimized by user, window remains minimized while manually editing waypoints; - Weather mod - shows wind directions; - Weather mod - randomizing wind direction values for individual weather objects
I, too, would particularly like to thank JJJ65 for his never-ending work on the Mission Editor. Without him, my "vision" for the cloud mod could never have been fully realized. Because of JJJ, I may have even a few more tricks up my sleeve!
Well, well. I come back from work and find this. Well done Gentlemen! You could give OBD run for the money at the rate you release updates. Thank you for all your hard work to both of you and you know what BuckeyeBob? I hope you have very long sleeves!
Thank you, guys, for kudos but I am just humble selfstudent of programming. Without your support, suggestions and ideas the Mission Editor would never be as is now.
Thank you, guys, for kudos but I am just humble selfstudent of programming. Without your support, suggestions and ideas the Mission Editor would never be as is now.
Jara, are you maintaining the "ReadMe" file for the mission editor or do I need to update it for the last couple of your releases?
I am sorry to say but updating/writing Manuals, Help and Readmes is my true nightmare, so, no update since your latest issue . I would be very grateful if you do it (again) .
A nice addition to the ME is the inclusion of information about wind direction in the weather manager box. Previously, wind direction was limited to around 12 different directions determined by WOFF. Now, with the cloud mod and the ME, wind direction can come from any direction around the compass, so having that information can be critical to determining your flight plan.
Of course, the ME still retains the ability for the user to manually select his wind direction if he so chooses. You also can either let the ME determine wind speed or manually enter wind speed values yourself. Lots of flexibility!
Finally, and I hope I am not giving away too much information prematurely, but soon the ME will also allow the user to manually insert new planes such as the French Longhorn or the Morane Bullet into the campaign, either as an AI or player flyable aircraft!
It seems that all things are possible (almost) with the ME. BTW, has anyone invited JJJ65 to join the BOC? I can't think of anyone more deserving--and barmy--then he. At the very least, he is certainly in need of a good paddling!
And I want to say that BuckeyeBob's latest weather mods are just fantastic. I've been enjoying them all along, but in the last two versions of Jara's ME, all the work BuckeyeBob has been doing with the weather has just come together so well, and looks just fantastic!
Oh, I have even better things in store! I don't want to jinx it, but I think I have discovered a way to make the fog (and some other clouds) look even better. Without going into details, it involves a couple of overlooked variables in each cloud file.
So, it looks like there will be a version 2.6 of the cloud mod. And just when I thought I might be able to rest awhile!
Hi BuckeyeBob, I had a chance to fly a few more missions end enjoy your mod immensely but I've noticed something odd. There are a lot of clouds that repeat. Is there a way to reduce the repeating clouds? Perhaps a 'lite' version? See the picture below.
I can certainly look into it, but it's a bit like searching for a needle in a haystack. Do you know the name of the cloud file in question? Do you recall if the weather was described as Light, Variable, or Scattered? If you haven't run another mission since then and you use Jara's ME, you can open his mission editor log file and near the end of it, it will list the cloud file used for that flight. All of that might help me narrow it down. Also, the problem may be due to the drawing of the texture itself, which I lack the ability to change.
As always, thanks for the comments and thanks for using the mod.
BuckeyBob, thanks for investigating. Unfortunately I've flown a few missions since, but it is a common occurrence, so I'll take a look at the logs next time I see it. I don't think it's a problem with the texture though. I would think it's got more to do with WOFF placing the texture, any cloud texture too many times. But my knowledge of the subject is a little bit cloudy.
BuckeyBob, thanks for investigating. Unfortunately I've flown a few missions since, but it is a common occurrence, so I'll take a look at the logs next time I see it. I don't think it's a problem with the texture though. I would think it's got more to do with WOFF placing the texture, any cloud texture too many times. But my knowledge of the subject is a little bit cloudy.
Personally, I think it's just a genetic anomaly due to frequent in breeding by the cloud mating, much like the Spanish royal lineage centuries ago. All we need is some new blood in the lines so to Speak!
Are you cirrus? I always thought when more of the vaporous entities were needed they simply made withdrawals from the cloud banks. Now don't I feel like the perfect cumulonimrod.
Fullofit, thanks for directing my attention to the study. You’ll have to excuse my density as concerns it, I believe it's dew to the fact that I have reached my saturation point on all of this.
Things are a little quiet on the Forum right now, so I thought I would give everyone a small preview of some of the changes that will be implemented in the next version of JJJ65's Mission Editor. More specifically, I have been working with JJJ on adding a few changes to the Weather Manager part of the program to make it more flexible, as well as more compatible with my cloud mod.
Among the changes: 1) The user now has the option of selecting their own wind speed settings for each mission, or using default wind speeds as determined by either WOFF or the Optional Cloud Mod 2.5 (depending on whether they use OCM 2.5 or not. Wind speeds in OCM 2.5 range from 0 m/sec to 6 m/sec).
2) Wind direction is now randomly selected from points all over the compass, instead of the 12 or so default directions in WOFF.
3) More detailed information about weather conditions for each mission, including general weather conditions, wind direction, and even expected cloud conditions over the front during the mission!
4) The addition of tool tips for some buttons in order to more fully explain the purpose of each button.
5) Several additional "behind the scenes" changes to make the ME even more functional and easy to use.
6) With the upcoming OCM 2.6, the revised ME will also allow me to create even better looking fog and mist, with less cloud popping than before. OCM 2.6 should be ready in a week or so.
I know that JJJ has been working extremely hard on the ME in order to enhance the overall WOFF experience. He recently estimated to me that the ME currently has over 15,000 lines of code! So, I think JJJ has earned a well-deserved round of applause. Thank you JJJ65!
Thank you for kudos, guys, but nothing miraculous from my side. I am just hobbyist progammer. All whistles goes to BuckeyeBob for his effort with clouds and weather modding. Here you can download the latest version of Mission Editor, enabling to enjoy all changes to weather files created by BuckeyeBob: ME 1.3.7 Revision changes: 1. Weather Manager (WM) - copied altitude from all BB's Mist and Fog files to Bkgnd weather; 2. WM - fogColor replacement probability increased to 80%; 3. WM - preset "HeavyRain" condition (horizon) for fog and mist weather; 4. WM - added choice of "cloud file default" or "custom" windspeeds; 5. Flight Plan (FP) - fixed Flight Itinerary bug when deleted WPs still showed in itinerary; 6. WM - fixed Weather Manager crash if cloud file contains more than 5 cloud types; 7. WM - added BB's latest cloud file(s); 8. WM - wind speeds copied from cloud file randomized by interval +/-2 kts;
I've been using JJJ65's outstanding Mission Editor for quite some time and I love it. However, I have skipped the last few updates and have continued to use a previous version. I've never installed BuckeyeBob's cloud mod.
To utilize all of the new features of ME 1.3.7 do I need to install the cloud mod too or is it all included in the mission editor mod?
Many thanks to both of you for your contributions.
I've been using JJJ65's outstanding Mission Editor for quite some time and I love it. However, I have skipped the last few updates and have continued to use a previous version. I've never installed BuckeyeBob's cloud mod.
To utilize all of the new features of ME 1.3.7 do I need to install the cloud mod too or is it all included in the mission editor mod?
Many thanks to both of you for your contributions.
To use the new cloud features you need BuckeyeBob mod but I recommend you wait for his new release coming soon.
No, you do not have to use my cloud mod to get most of the benefits of using the latest version of the ME. The weather manager will work with either the stock WOFF clouds or the clouds in my cloud mod, your choice. Of course, you get a much greater variety of wind and cloud conditions by using the cloud mod, but it is not required in order to use all the other great features of the ME.
Of course, you can always try my cloud mod and uninstall it if it is not to your liking.
Glad to hear it! Please let me know if you have any questions.
You may want to wait a few days to download the cloud mod, since I will be coming out with an updated version within the next week or so. However, you can still enjoy the ME.
Glad to hear it! Please let me know if you have any questions.
You may want to wait a few days to download the cloud mod, since I will be coming out with an updated version within the next week or so. However, you can still enjoy the ME.
I uploaded a new version (2.6) early last week. Please see the bottom of the first post in the cloud mod thread. The link is to a zip file, but if you don't mind creating a self-extracting extracting version, that would be even better. I can then give that version to Sandbagger for posting on his web site.
How was your trip? Have you returned bronzed and well-rested?
I uploaded a new version (2.6) early last week. Please see the bottom of the first post in the cloud mod thread. The link is to a zip file, but if you don't mind creating a self-extracting extracting version, that would be even better. I can then give that version to Sandbagger for posting on his web site.
How was your trip? Have you returned bronzed and well-rested?
Just sent the JSGME installable version off to Sandbagger. I suspect he will have it posted as soon as he gets my PM.
I'm waiting 2 mins and still nothing... just 'loading mission'
That is bad. The first load of mission file usually takes a longer time but not 2 minutes or more. Have your Windows regional settings switched to US/English? WOFF and ME recognize decimal points as dots "." instead of comma ",". It is possible your mission file contains commas that caused ME to hang. Can you send me, pls, your MissionEditor.log file located at WOFF UE Mission editor folder and your OFF_Camp_Mission.xml file that caused the Mission Editor to hang? Let us continue over PM, pls. Thx.
I think it's a java problem, i tried on java 7 and it there is an java exception error.... on java 8 it starts but the mission does not load (i tried the tar.gz version of java and manualy starting via the cmd command line start)
On request of BuckeyeBob, here is the newest version of ME 1.4.2link Revision changes: 1) Weather Manager (WM) - added "special treatment" for two new BB's Mist and Fog files - thanks to BuckeyeBob for his continual weather magic; 2) fixed ME error caused by non-English Windows regional settings (unrecognized decimal point); 3) WM - Added a test version (WIP) of weather overlay map icons to Weather Manager (just be warned - the weather forecast is not reliable but what is difference with todays meteorological forecast ? Thank you very much to BuckeyeBob for his tremendous work of assigning a weather icons to each of (104 at the present time) weather files. Enjoy!
To anyone that uses the cloud mod, I highly recommend updating to this version of the ME. The current cloud mod has a few clouds that were specifically designed with this version of the ME in mind. Also, in a few days I plan to update the cloud mod to version 2.7. The new clouds in 2.7 will look their best only if the user updates to version 1.4.2 of the ME.
Note: the cloud mod can still be used without using the ME. However, some of the additional features and graphics improvements that have been part of the cloud mod since version 2.5 are unavailable without the ME.
Just starting to try it out now. Flew two missions and things look good so far. Problem for me is that I am just tuning a G-sync monitor so I am not sure I have the best setting at the moment to properly evaluate your work.
Cracking idea, Fullofit! Do you have anyone in particular in mind? Maybe her: [img]https://goo.gl/images/4xyaHc[/img]
Robert, I hope to have a new version for you to test on your brand-spanking new monitor in a few days. Not a lot of big changes, but I have managed to reduce the banding issue in a few of the heavier cloud types, at least. However, cloud popping is another matter...
ME version 1.4.4 released: ME 1.4.4 Revision changes: 1) Weather Manager (WM) - Fixed bug when Weather Manager sometimes did not show (thx Robert Wiggins and BuckeyeBob for info) 2) WM - added button to open Weather Manager; 3) WM - LMB click on weather icon shows cloud and wind info; 4) other small bug fixes and optimizations
WOFF UE_Mission Editor v 1.4.7 released - ME1.4.7 This version fixes some small bugs, adds few enhancements and is fully compatible with the latest BuckeyeBob's Optional cloud mod v2.8. Thx Bob for his devotion to cloud modding, suggestions and patience with ME testing. Enjoy!
There are several enhancements users will like with this update, I think. First, the weather overview window has been updated to give more information about the weather forecast, as well as current cloud conditions.
Second, on the main screen, Jara has added some pop-ups to give additional information about cloud conditions over different parts of the map, as well as information about distances for each waypoint on your mission.
Third, several "under the hood" enhancements, including one that really improves the look of several foggy and misty clouds in the cloud mod.
Mission Editor HotFix ME1.4.8 Althought not critical, version 1.4.8 fixes the issue when one of BuckeyeBob's cloud file ("OFF_BB Overcast with Light Saturated Clouds.xml") has not been recognized by Mission Editor and kept unmodified. Thx BuckeyeBob for pointing it to me. My apologies for this inconvenience. Installation Instructions: Copy, pls, above executable file to your Mission Editor folder overwriting the old executable. Enjoy!
Thank you again Jara for this outstanding mod and for your continued updates and improvements on it. This one along with BuckeyeBob's cloud/fog mod are both "must haves" IMHO.
Jara, I haven't forgot about keeping your "readme" file updated. I just haven't had the time. I will do so as soon as I can and then forward it to you as usual.
Hi all, I'm a few months behind, catching up on things, and I notice in the description of changes "- plane selection: added longhorn and morane_n to list of flyables (requires addon planes installation);" are these Oldhat's? how and where would I find them?
We had to abandon the project, just as we were about to release beta versions of the Morane and Longhorn, due to real life issues that made it impossible for OldHat to continue. Unfortunately, he was both the project leader and our only Gmax airplane model expert. Although both models were flyable, they were each missing comprehensive damage models, so weren't quite ready for release to the general public.
I don't know if OldHat will be able to return to the project or not, and since it was his brainchild, I don't feel it would be appropriate to move on without him, even if we could find someone proficient enough in Gmax (I hear that Shredward and Polovski are kinda busy on another project right now).
ahh, sad about the planes, sadder about why. I will never be able to say thanks enough to Oldhat and everyone else who in any way makes the world, both Woff and real life, a better place. Merry Christmas all.
JJJ65, I've started having issues with the mission editor hanging. I tried to send a PM to you to discuss it but your status is "over private topic limit" so I'm unable to send one.
Are you using the cloud mod? If you are using any version of the cloud mod before 2.8, or if you aren't using the mod, there are a few WOFF clouds that can cause the ME to hang.
Also, make sure your version of the ME is up to date. The latest version is 1.4.8, I think.
I too have missed those ambushes that used to occur when taking off. Can these ambushes happen on any type mission of mission or only during a "scramble" mission?
I too have missed those ambushes that used to occur when taking off. Can these ambushes happen on any type mission of mission or only during a "scramble" mission?
On any type of mission but I can not reveal more to do not spoil your experience
Version 1.5.1 of ME allows customization of enemy ambush - user can toggle this feature on or off and set odds of enemy ambush over user's airfield at mission start. Download here. Enjoy!
Thanks Jara! Does it mean that if I set the odds to 1% I'll most likely get bounced once in a 100 missions, or is there some other factor that comes into play?
Thanks Jara! Does it mean that if I set the odds to 1% I'll most likely get bounced once in a 100 missions, or is there some other factor that comes into play?
You can set the odds in increments of 10 only, i.e. 10, 20, 30,... %. For example, when set to 10 (default value), the probability of ambush is once per ten missions, when set to 20%, the probabililty increases to twice per ten missions, etc.
Sorry Tripple-J, I saw the screenshot with the scale from 0-10 and assumed the first notch is 1%. I don’t know what the historical odds were but even 10% as the minimum seems high. Perhaps the scale should be revised to 0-10%?
Sorry Tripple-J, I saw the screenshot with the scale from 0-10 and assumed the first notch is 1%. I don’t know what the historical odds were but even 10% as the minimum seems high. Perhaps the scale should be revised to 0-10%?
OK, Fullofit, here is the modified version of ME with ambush odds scaled from 0 to 20 % with one percent increments. Download it here Enjoy!
Sorry Tripple-J, I saw the screenshot with the scale from 0-10 and assumed the first notch is 1%. I don’t know what the historical odds were but even 10% as the minimum seems high. Perhaps the scale should be revised to 0-10%?
OK, Fullofit, here is the modified version of ME with ambush odds scaled from 0 to 20 % with one percent increments. Download it here Enjoy!
Triple-J, I didn't expect you to touch the keyboard for a while. Wow! Thank you.
Mission editor v1.5.5 released, download here Revision changes: 1) Disabled old ambush method leftover code that could cause more ambushes than preselected by user; 2) Added new option "Static planes only" to "Populate airfields" feature (light, FPS friendly feature on Fullofit's request); 3) Small bugfixes Enjoy!
Jara, no go. Just tried the static planes only option and this is the message I'm getting. I thought I have all the correct mods installed? Here's the list of the mods.
Jara, no go. Just tried the static planes only option and this is the message I'm getting. I thought I have all the correct mods installed? Here's the list of the mods.
Fullofit;
I just downloaded that mod tonight and it worked fine for me. Is it possible you have a bad download?
Robert, I don’t think so. The rest of ME works just fine. I’ll try to redownload the Realistically Populated Airfields 1.4 and see if it works. Were you testing it with the 1918 Facilities, or 1917?
Robert, I don’t think so. The rest of ME works just fine. I’ll try to redownload the Realistically Populated Airfields 1.4 and see if it works. Were you testing it with the 1918 Facilities, or 1917?
Jara, no go. Just tried the static planes only option and this is the message I'm getting. I thought I have all the correct mods installed? Here's the list of the mods.
Mea culpa, Fullofit. You are right, there was a bug in the code. Fixed version, WOFF UE Mission Editor 1.5.6 is available here Revision changes: 1) Fixed bug in Populate Airfields method causing false warning "Realistically populated airfields mod not installed", thx to Fullofit for pointing it out My apology.
Jara, no go. Just tried the static planes only option and this is the message I'm getting. I thought I have all the correct mods installed? Here's the list of the mods.
Mea culpa, Fullofit. You are right, there was a bug in the code. Fixed version, WOFF UE Mission Editor 1.5.6 is available here Revision changes: 1) Fixed bug in Populate Airfields method causing false warning "Realistically populated airfields mod not installed", thx to Fullofit for pointing it out My apology.
Jara, I don't think I understand what the problem was. It seems to be working on my end. Can you explain in more detail or PM me? Thanks
@Robert, Mission Editor v 1.5.5 raised false warning "Realistically Populated Airfields Mod not installed" (ref to Fullofit's attached picture) although mod was correctly installed. Version 1.5.6 of ME fixes this issue.
Wow, this thread was buried almost at the bottom of the page! Let’s fix that. With the new version of ME imminent, I thought of something else that could be added. No, not new planes. Would it be possible for ME to give me a warning that my mission will start in total darkness and offer me a choice to move time forward, so I can see where I’m flying? I get so excited that I forget to check when I’m in the briefing room. Also, it could warn me that my mission could end after sunset. Do I want to start earlier? That is if ME can double as a time machine, of course. If not, maybe just a simple “sun up” and “sun down” graphic in the weather section. Speaking of the weather, l’ve noticed that before fiddling with the wind direction, the arrows show random directions, but once the direction is changed all the arrows point in the same direction. Could it be possible for the arrows to point in the general direction selected, but have that random deviation? And more importantly, would the wind in the sim follow these randomized directions?
I'll try to answer for JJJ, if I may Fullofit. There is already some randomization in the wind speed and direction via the ME. The ME reads the wind direction and wind speed from the cloud type and then randomizes the numbers a bit. For example, if the cloud type calls for wind coming from 270°, the wind generated for that mission might vary anywhere between 250° and 290° (approximately).
You may also manually select wind speed and direction if you don't like the default settings. I believe there may be some randomization in this case as well, but only JJJ can answer that.
The ME is really a fantastic tool, I can't say enough about it.
It sure is BuckeyeBob. So I guess the arrows all lined up in the same direction is just a graphical thing in ME, but in reality (and by that I mean WOFF) the wind shifts direction? Thanks Bob, good to know!
As BB alredy said - wind arrows show general direction of wind. Wind directions and speeds, as well as cloud cover, are variable and change when flying from one location to another.
Would it be possible for ME to give me a warning that my mission will start in total darkness and offer me a choice to move time forward, so I can see where I’m flying? I get so excited that I forget to check when I’m in the briefing room. Also, it could warn me that my mission could end after sunset. Do I want to start earlier? That is if ME can double as a time machine, of course. If not, maybe just a simple “sun up” and “sun down” graphic in the weather section.
This is exactly what baters me the most and it is on my TODO list since I have started my coding of ME. Honestly, I am not able to figure out the sunrise and sunset (light conditions) for every day in WOFF. If you can share any idea how to solve that problem, I would very appreciate that. Just a note - never set time in ME backward (not even a minute). The WOFF may have problem to chew it up and can exit with a crash.
Hey Triple-J, if that information can’t be extracted from WOFF, then maybe it can be grabbed from internet, like timeanddate.com, where you can select the region of Flanders and appropriate year and month and it will spit out the sun information. Hopefully WOFF is close to those times, then again it doesn’t have to be that accurate. What do you think?
Good idea, Fullofit, but I am not sure if WOFF follows this time information. I am affraid that WOFF sets the light time (sunrise, sunset) in steps, depending on season, while autumn is october - december, winter is january - march and so on. Can you give me a favor and make some quick combat mission tests at different dates and seasons at the same morning time to confirm/rebut this theory?
Jara, you can set the time, but for what day? I think it has to be checked in campaign mode. It just may not be always possible, when your missions start after sunrise.
Oh, sorry Fullofit, you are right. I am totaly blind and stupid. I did not realize the most important thing - the days are impossible to select. I were not ask you for testing then. But solution exists - you can save the quick combat mission as a scenario, open it in ME, select/verwrite date and time, save and fly it.from scenario folder.
Triple-J, I don’t believe in this for a moment. Let’s just chalk it up to one of those excellent Czech beers too many. I’ll see if I can find any days in the career mode with early starts and note the sunrise.
WOFF UE Mission Editor 1.5.9 released. Download link available here ME 1.5.9 Revison changes: 1) WeatherMod - implemented BuckeyeBob's Thunder and lightning mod. Thanks Bob. User can enable/disable thunder and his option is saved to Config file. Mission editor also checks the mission date and automatically disables thunder and lightning during autumn and winter periods. 2) Takeoff and landing times - Mission editor adds new feature - sunrise and sunset watchdog. When mission start is 30 minutes before sunrise or mission calculated landing time is 30 minutes past sunset, Mission Editor shows warning window and offers flight plan/time modification. Sunrise and sunset times are calculated in respect to current date, latitude and longitude, and displayed at top R/H corner of screen. Thanks to Fullofit for his request. 3) Populated airfields - static aircraft use correct skins of units stationed (if free skin slots are available or unit is flying in current mission) 4) Fixed bug in Lonewolf routine, that caused the lone wolf missions did not work if mission was flown with less than 4 units (squadrons). Enjoy!
There's some brilliant mods on here but for me this is the best,you must have been real busy this weekend mate,releasing a new version of your multi mod and this update to the brilliant M.E...thank you for all your work Triple J,and also to BuckeyeBob for his excellent weather mod,It's massively appreciated.
There are many things to like in this mod, but the map clarity is one I really appreciate,...is there a way to have a kind of moving map with it when ingame? Asking too much , I know!
I am afraid, that is impossible, because CFS3 game engine does not allow displaying map with higher level of detail, since it works with just one map of entire Western Europe. If so, RAF Louvert's maps set would be the best vote.
JJJ65 has asked me to advise everyone that the Mission Editor readme file has again been updated, although it has the same version number (version 1.5.9).
Thank you to JJJ65 and Robert_Wiggins for their tireless support of the ME and the readme file.
It is strongly urged that you download and read the new file, as it contains many changes and updates concerning many of the new features contained in the Mission Editor. This is the first major update or revision of the readme file since it was originally published. Several of the major changes include:
1) The entire readme has been updated to be accurate as of the latest ME update (version 1.5.9) 2) Several sections rewritten in order to improve readability and clarity. 3) Several new additions to the readme to include instructions on how to edit pilots, place waypoints, use the Weather Manager, etc. 4) How-to section moved to the beginning of the document, changelog moved to the end. 5) Many additional changes and tweaks.
Please note that for some cotton-pickin' reason, Foxit pdf viewer may display the readme in reverse order. Please note that the how-to section should be at the beginning of the document and not the end. A larger file size version in .docx format should display correctly and is available here
Thanks to BuckeyeBob for his devotion and fresh new Readme file above. And here is the latest version of ME 1.5.9(2) reflecting all features/changes mentioned in above BB's Readme file. The latest version also includes: 1) minor changes to WeatherManager GUI, 2) abandoned airfield icons are greyed for better tactical overview.
I should also point out that Robert_Wiggins carefully went through the readme as well, adding a number of new comments and information, along with several new screenshots to highlight the many capabilities of the mission editor. Thanks, Robert!
I'll start with this one: Because of the background online map, the ME can take up to a minute to load. However, if you temporarily disable your internet connection, the ME will load in only a few seconds. The drawback, of course, is that instead of the detailed background map, all you will see is a plain black background. All of the other icons and graphics work just fine, though.
From the readme:
Quote
For faster ME loading times you can temporarily disable your internet connection but without internet connection you have only an ugly black background without map.
Do you know what it would be awesome? To have the Editor´s map as a moving map ingame. I know it most certainly requires engine coding not available to JJJ65 but I think the ingame moving map is the aspect of this sim that´s aged the worst. Dreaming,...
Lou, you are absolutely correct. Jara is looking for a static map. The trouble is finding one that looks halfway decent. Does anyone have any suggestions?
Lou, you are absolutely correct. Jara is looking for a static map. The trouble is finding one that looks halfway decent. Does anyone have any suggestions?
Bob;
A version of Lou's maps all combined would be nice if it could be utilized. I think I might have a combined version on my system that could be used for testing. The key would be keeping the map size reasonably small for loading purposes. Let me see what I have and then I will dialogue by PM with you and Jara.
I have already tried (with Lou's approval) to implement his outstanding maps in ME, however, these maps were not possible to georefence without significant distortion. I suppose that Lou's map have slight nonlinearity due to variable speeds and/or altitude changes during WOFF terrain scan. Because of these problems I had to abandon the project . Now I am looking for real raster maps of WOFF combat region with sufficient details (scale), that is possible to georeference.
Mission Editor Tip of the day #2: Inserting a new waypoint.
Inserting new waypoints using the mission editor can be confusing (for me anyway)! Here is a step-by-step procedure:
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Within the Edit Formation box, click on the Edit Waypoints button. After the Waypoints box opens, click the “NEXT WPT >>” button and navigate to the first waypoint after the spot on the map where you want to insert your new waypoint. Next, select the type of waypoint you want to add by clicking the blue rectangle next to Wpt Type. Now, click the yellow "Insert Wpt“ button and place your new waypoint. After you have finished, click SAVE and your new waypoint should appear on the map.
The most important part of this to remember is to navigate to the first waypoint on the map AFTER the point on the map where you want to place your new waypoint. After the new waypoint appears on the map, you can edit it just like any other existing waypoint, changing waypoint type, planned altitude, cruising speed, etc.
WOFF UE Mission Editor 1.6 released. Download link here Revision changes: 1) Fixed bug in Weather Manager code causing ME occassional hang - thx to hoongadoonga for pointing it out 2) Fixed few missing weather icons from weather map Enjoy!
Thank you, Triple-J! I was wondering about that, but always thought it was just a bad version of Java I had on my system. I was recently wondering how hard would it be to add a function to ME for less than perfect navigation skills for the AI. Currently they fly with near-GPS enabled abilities. What if it were possible to add an element of randomness to the flight path? The less experienced the flight leader the bigger the margin of error. This way you don’t always find that balloon, just by following the rest of the flight. I don’t know how this would affect bombing missions if the waypoint ends up not exactly on target. Could AI correct once they actually find the target? Or would they just drop the bombs right smack in the middle where the waypoint is, even if it doesn’t line up with the target? Inquiring minds want to know.
@Fullofit bunch of interesting ideas. That would be possible to code into ME but you (user) would see the false route plotted yet before mission start and after launch in the game map. More elegant way would be to modify waypoint (route) following routine in CFS3 code, but that is question for DEVs. Regarding bombardment - I suppose that AI will not commence an attack without positive target identification.
Thanks Jara. That would be a spoiler if you could see the altered flight path. Too bad ME couldn’t do the randomization behind the scenes, after you finish setting everything up.
hoongadoonga discovered another bug in Weather Manager code causing WM to freeze at clear weather processing. Download, pls, fixed version 1.6.1 of Mission Editor here. Accept my apology and thx to hoongadoonga for info and necessary log files.
Thanks Triple-J! Just noticed the update. Didn't see anything wrong with the previous one, but if you're saying this one is better, then I'll take it. BTW, since update 1.6 the ME's been running much smoother. Thank you for this optimization!
Everybody knows that WOFF does not have a replay function. However, with the ME, you can now re-fly campaign missions!
Here's how: as soon as you have finished the campaign mission that you want to re-fly, start the ME and click "open mission file ." Open the OFF_Camp_Mission file. After the mission loads, click "Save As" in the Edit Mission box at the top of the screen. Name the mission anything you like, but be sure to save it with a .xml extension. Navigate to the OBDWW1 Over Flanders Fields\missions\scenarios folder and then open the folder that is the same nationality as your current pilot. Click Save.
To fly your saved mission, start WOFF and click on the Quick Scenarios tab on the main menu. Scroll down the list of missions until you find the name of the mission you saved in the previous step, click Go to Field, and away you go! Easy Peasy! Maybe this time you won't let the Red Baron get away!
Unfortunately, in your existing pilot's campaign, you are still stuck with the outcome from the original mission. Which is only fitting: after all, there are no "do overs" in real life, either!
WOFF UE Mission Editor v1.6.5 released - download available here Revision changes:[/b] 1) Implemented PanamaRed's latest BT&FPS Improvement mod - user can select scenery level before each mission in respect to quantity of active planes in that mission 2) Waypoint editing - introduced R/H Mouse Button "drag&drop" waypoint editing - just click by RMB on waypoint, drag it to new location and release button. That is all :-) 3) Map shows damaged factories (grayed icons) 4) Editor uses standard Windows executable file - just run "WOFF UE_MissionEditor.exe" file 5) Few more improvements and fixes
No go for me. Windoz 10 tells me there is a virus when attempting to download.
As Robert stated - It is false warning due to exe file included in the rar archive. Try to temporary disable AV protection only for download and extraction.
WOFF UE Mission Editor v1.6.5 released - download available here Revision changes: 1) Implemented PanamaRed's latest BT&FPS Improvement mod - user can select scenery level before each mission in respect to quantity of active planes in that mission 2) Waypoint editing - introduced R/H Mouse Button "drag&drop" waypoint editing - just click by RMB on waypoint, drag it to new location and release button. That is all :-) 3) Map shows damaged factories (grayed icons) 4) Editor uses standard Windows executable file - just run "WOFF UE_MissionEditor.exe" file 5) Few more improvements and fixes
Enjoy!
This is the perfect solution! Fantastic effort, thank you!!
Does the DiD Historical Aces checkbox function and make it so HA's can be permanently killed in a campaign?
I think thats exactly what its meant to do Space ghost,i keep the HA,s as they are so i haven,t tested to see if it works (Knowing JJJ though it'll work perfectly) Here is a tutorial which can be opened up and read or downloaded link here pal its a dropbox i really recommend reading it WOFF ME Tutorial
You can select an option in the Workshop that reduces the number of historical Aces, allowing you to kill more of the enemy pilots that you actually meet.
JJJ, is there any possibility that the ME window could be made resizeable? I use WOFF UE on a triple monitor system and the time taken to draw the map across a 5780x1080 screen is a little irritating. No biggie if it's a problem.
JJJ, is there any possibility that the ME window could be made resizeable? I use WOFF UE on a triple monitor system and the taken to draw the map across a 5780x1080 screen is a little irritating. No biggie if it's a problem.
Wow - that was quick; thanks. Yeah, it's OK but the screen size could do with being a little bigger. Truly re-sizeable would be best, but it's not essential.
Other points:
1. I didn't get the 'populate airfields' dialogue. If I run 1.6.5 straight after, that works fine. 2. Various buttons and dialogue windows appear outside the map window and appear fixed. On a triple monitor, that means they can be up to half a metre from the main window.
Other than that, it's a real help.
Thanks again.
Andy
Edit: Perhaps an option for the user to set their own horizontal/vertical pixel size?
Wow - that was quick; thanks. Yeah, it's OK but the screen size could do with being a little bigger. Truly re-sizeable would be best, but it's not essential.
Other points:
1. I didn't get the 'populate airfields' dialogue. If I run 1.6.5 straight after, that works fine. 2. Various buttons and dialogue windows appear outside the map window and appear fixed. On a triple monitor, that means they can be up to half a metre from the main window.
Other than that, it's a real help.
Thanks again.
Andy
Edit: Perhaps an option for the user to set their own horizontal/vertical pixel size?
AndyR, try another version, pls. Populate airfields and Weather manager dialogues re-enabled (sorry, that was disabled by my mistake), window size changed to 1920x1080. Unfortunately, re-sizable option is not possible for Processing applets. Download here
That works very well for me, JJJ. I possibly need to play with it some more to use all the options, but I tried the basic edits and weather setup and all worked as it should. The size is just great.
What's this dodgy site you're uploading to? Would you consider sharing a dropbox seeing as we have a very niche sort of thing going on? We'd also get notifications via desktop of and changes that had been made tot eh ME.
Before I proceed I just want to say what a fanstatic game this is and all the mods makes it even more incredible! I had an account registered back in 2009 but it seems to be lost to time. So let's make a restart.
I think I might be in need of some assistance from the experts regarding the ME. It should be the latest version from the mod site linked in this forum. Usually you can read your way through trouble but I think I have hit a dead end here. ME boots up and loads campaign missions fine from the historical folder.while tabbed out from WOFF UE. The way I usually learn things is to start make small adjustments, watch the result and increase them gradually. The problem here seems to be that none of my changes actually apply in the mission when tabbing back to WOFF. Am I missing out on something vital here? Im saving every dialog box possible when editing. Also I watched a tutorial video for this mod on Youtube but it did'nt make me any smarter.
To start with I wanted to try changing airplane for my pilot flying in RFC 11, 1916 from Bristol Scout to Nieuport 16, not working. Then I figured the sqadron only has four allocated Nieuports so I tired giving one of the HA's a Bristol instead if that was the problem but to no result for me or the HA.
I have tried to copy A-flights path to B-flights path but that dialog box will not disapear after clicking "ok" and I don't see the changes in the mission.
Clicking the checkbox for Lone Wolf mission did'nt work either on a patrol behind friendly lines. The flight showed up anyway.
Hello Mr Frosty, you must save your changes by clicking on green "SAVE" button: BTW, the latest version is 1.6.5, download link is available above in this thread or here
Thank you! I Will give that link a shot as soon as the wife and kids are asleep and report back. Though I'd like to add that I've tried that save button as well as "save as" with non positive results after making the edits.
Allright, reporting back JJJ65 and I am puzzled. That was indeed a newer version from what I had (1.5.6). I'm just running it from a folder on the desktop and that should not affect anything? I flew three sorties in my RFC campaign to test out some simplier things.
For the first mission I went into the edit pilots tab and cycled through the boys in the flight to the last one and added one more pilot after and I'm sure he was not present in neither B or A flight already. He did not show up in the game.
Before the second mission I just changed the formation for our flight and that did not work and for the third sortie I checked the lone wolf mission checkbox without results. (I did click "save" after editing before each mission).
Is it possible to TAB out of the game before clicking "go to field" and do the editig and go back to start the mission? It is if like the changes are made to late for the game to recognize them. That is just speculation, any tips would be appreciated.
Mr Frosty, can you tell me when do you run Mission Editor? I strongly recommend you to watch OldHat's video here, especially at time 2:05 he describes how to enable Mission Editor at WOFF UE Workshop and at 3:30 shows point when to start Mission Editor and make your editing.
Thanks, I will give the video a closer look once again when I get home. But to answer your question, I tab out of the game to run the editor when the game stops and tells me to after clicking "go to field".
The last resort - can you send me the MissionEditor.log file located in Mission Editor folder, together with mission file you tried to edit unsuccesfully? Thx. To be honest, I have never heared about this sort of problem :-(.
WOFF UE Mission Editor 1.7 released. Download available here New features: full backup of player's pilots and WOFF UE settings/configuration. Every time you run Mission Editor and save any mission, full backup of pilots and settings is created automatically in background, so you will not forget to make backup anymore. In case of s**t happens, you can restore all settings and pilot's valuable lives as simply as "123" - just start Mission Editor, click "Restore from backup" button and confirm "OK". That is all. Enjoy!
GOOD SHOW!! Now we have two good backup options. My backup program allows selective backup and restore. Do you also offer that or is it just full backup and restore?
Good idea, hoongadoonga, thx for tip, but that would be quite difficult to implement. As a side effect - you could lost skins of other squadrons flying the same AC type due to insufficience of free skin slots. Presently WOFF uses 5 skin slots for HA's, 6 skin slots for squadrons (i.e.player squadron + other 5 squadrons of the same plane type) and 1 skin slot for player. Assigning individual skins to flight members will deplete the free slots pool for other squadrons/flights.
I have discovered a way around it but it's time consuming. I've noticed that if I use ME to change to a different plane it will have the same skin that was used during my last campaign mission with that plane (using any player pilot). For example, I am pilot A and they keep assigning an Albatros to me even though I should be in a Dr1. So I create a dummy pilot (pilot B) in a squad/period where the game will assign a Dr1 to me. I then run one campaign mission with pilot B, after selecting the Dr1 skin that I want. Then I switch back to pilot A. When I start a mission and use ME to change the Albatros to a Dr1 it will have the same skin that the pilot B used. This method works with campaign missions only, not quick combat ones.
JJJ...I've been using the ME consistently with no problem, but suddenly for a month **in game** no enemy aircraft are spawning. Is this something people have experienced on the ME side?
JJJ...I've been using the ME consistently with no problem, but suddenly for a month **in game** no enemy aircraft are spawning. Is this something people have experienced on the ME side?
That sounds strange. Can you send me your Off_Camp_Mission.xml file and MissionEditor.log file, pls?
Just wanted to say that after ignoring this mod for a long time (I didn't want to make my WOFF playing 'complicated'), I have been using it in my Deep Immersion DID campaign and it is great!! Thanks you for creating it! I love being able to edit the waypoints particularly. I also find it slows me down and forces me to really mentally digest the mission before flying.
One small improvement I could suggest is a way to make decisions like 'fully populate airfields?', 'apply Buckeye Bobs horizon fix?, and 'apply non-default wind? a one time tick-box rather than having to do it every mission. A second small improvement is when deleting waypoints, to have the program jump to the next waypoint rather than the previous waypoint so you can more quickly delete a series of waypoints rather than having to keep hitting 'next waypoint' button each time. At the risk of sounding nit-picky, the readme file is a bit of a jumble ... several pages of changelog was just jibberish to me as a first time reader. I also had a very hard time finding where the campaign mission files are stored and the readme wasn't much help.
All that is minor stuff and just some ideas if you ever go further with this. As it sits, the Mission Editor is really a fantastic creation and I am finding it super useful!!
Scout, which version of the readme file do you have? The last revision is dated 15 April 2018 and has the instructions at the beginning and the change log at the end. It also has several revisions and additions which should make it easier to read and understand.
In any event, your post has inspired me to release another update to the readme (with Jara's permission). The new revision will include a table of contents to make navigation easier, among several other miscellaneous changes and improvements.
Finally, the WOFF_Camp_Mission.xml file is usually found in the OBD Software\WOFF\OBDWWI Over Flanders Fields\Missions\Historical folder.
Scout, which version of the readme file do you have? The last revision is dated 15 April 2018 and has the instructions at the beginning and the change log at the end. It also has several revisions and additions which should make it easier to read and understand.
In any event, your post has made me decide to release another update to the readme (with Jara's permission). The new revision will include a table of contents to make navigation easier.
Finally, the WOFF_Camp_Mission.xml file is usually found in the OBD Software\WOFF\OBDWWI Over Flanders Fields\Missions\Historical folder.
I may be out of date then ... my version is January 2018. This is the version currently available from Sandbagger's MODS website. I see there is a newer version (V1.7) now listed at the start of this thread so will get that one. (Edit: got V1.7 and it doesn't seem to have a readme file?)
I did find the campaign mission files after some fumbling around on my own, so all good.
@77_Scout - I am glad you found and enjoy Mission Editor and its features. However, due to my very limited or, let us say, non existent free time, I am not able to improve or add a new features to Mission Editor in near future . I am limited just to do small bugfixes. I hope I will have time to look into it and imlement your advices later on. @Buckeye Bob - that would be very kind of you to update/reformat the Mission Editor Readme/Manual. Thank you.
I may be out of date then ... my version is January 2018. This is the version currently available from Sandbagger's MODS website. I see there is a newer version (V1.7) now listed at the start of this thread so will get that one. (Edit: got V1.7 and it doesn't seem to have a readme file?)
I did find the campaign mission files after some fumbling around on my own, so all good.
Thanks!!
Hah! No wonder you were confused! The January 2018 version is a bit of a jumble; that is why Robert and I decided to update it with the April 2018 version. I'm surprised the January version is still on Sandbagger's site, I will have to get in touch with him in order to replace it with the latest version. I wonder how many people (at least those who bother to read a readme file) are still using the out of date version?
Jara, I am always happy to do anything I can to improve the ME in any way I can. Thank you again for bringing this wonderful tool to WOFF!
The latest new and improved version of the readme file for Jara's Mission Editor is now available via dropbox at the following link.
You should also be able to obtain the file at Sandbagger's site in a day or two.
Updates to the readme file include: 1) Now current with version 1.7 of the ME, 2) Includes page numbers and a table of contents for easier navigation, 3) Various text revisions and additions.
I highly recommend that everyone downloads the new version as it contains considerable improvements over the January 2018 version. You may even learn a new trick or two!
The latest new and improved version of the readme file for Jara's Mission Editor is now available via dropbox at the following link.
... You may even learn a new trick or two!
Oh yes! This is an incredible improvement over the old readme I was looking at. And I did learn a whole bunch of things I didn't know previously. Thanks!!!
I'd like to use the Pfalz AI (my real plane is the Aviatik) and can do so using your mod. I have a custom skin for the Pfalz but cant assign it to my pfalz.
It takes on an old deleted one that I had used in another campaign
p.s. solved it created and started a new campaign with a squad in 1915 with Pfalz AI's. Picked my skin started mission, quick RTB and end flight. Now the editer seems to take last skin used and I have what I wanted.
Oh, that reminds me I have not publicly released the latest version 1.7.5 of Mission Editor yet. On request of hoongadoonga I have implemented the Player custom skin selection button - now you can select custom skins for selected aircraft in Mission Editor Pilot menu - see enclosed picture. Additional fixes: 1) "No lightning" radiobutton did not work - fixed 2) Pilot restoration from backup routine fixed 3) Added new button Save as default - you can save your formation as default. Non functional at present - WIP
Thanks again for doing this. I've been using this version for quite a while now and it's great. The ME already was my favorite mod and this just made it even better.
JJJ, I have an idea for how the ME might improve performance. I'm quite certain that WOFF performance temporarily suffers whenever either allied or entente flights take to the air during the player's mission. Furthermore, I think we all know that overall performance goes down as the total number of AI flights goes up. I suspect that a large number of the AI missions that are taking place will never even cross paths with the player's own flight, unless of course the player (or the AI) decides to deviate significantly from the predetermined mission flightpath.
So here's the idea: could you implement an option to "delete" AI missions that ME calculates as "unlikely" to cross paths with the player's flight? This would help to improve performance (albeit at a slight cost to historical realism), especially in late 1917 and into 1918.
JJJ, I have an idea for how the ME might improve performance. I'm quite certain that WOFF performance temporarily suffers whenever either allied or entente flights take to the air during the player's mission. Furthermore, I think we all know that overall performance goes down as the total number of AI flights goes up. I suspect that a large number of the AI missions that are taking place will never even cross paths with the player's own flight, unless of course the player (or the AI) decides to deviate significantly from the predetermined mission flightpath.
So here's the idea: could you implement an option to "delete" AI missions that ME calculates as "unlikely" to cross paths with the player's flight? This would help to improve performance (albeit at a slight cost to historical realism), especially in late 1917 and into 1918.
Cheers
H
Hey, call me stupid, but isn't that what the Workshop "Regional Air Activity" is supposed to be doing? Is it not an adequate level of change (meaning, it doesn't completely eliminate all other activity, and that's what you're asking to do)? What about the stutters that occur because of aircraft/objects that you are likely to encounter?
For the ones you're likely to encounter, if there's less aircraft loading simultaneously (assuming there is indeed a contributing factor toward stutters from aircraft loading) then the stutter effect should be reduced somewhat.
As I think OBD has explained it previously if I recall correctly, regional activity reduces the density of air traffic, both near and far. There is still far traffic being generated. If that's not the case then yes, it's no different than setting lower air activity, and that's certainly another tool that can be used to improve performance, regardless.
OK having spent the last couple of hours messing with the ME, I can say with some confidence that by increasing regional activity you are introducing more aircraft, both friendly and enemy, across the whole "map". I can also say that a meaningful number of those aircraft are unlikely to have any contact with your current mission path. Now this may not matter as much early in the war, but in 1918 it could make a significant difference. If it were possible to cull flights that were never likely to intersect with your own, you might in some instances be able to reduce the load by as much as half (early guesstimate). As an example, my system is generally comfortable and smooth up to ~ 150 planes. Beyond that it starts to noticeably bog down. This is not stutters. It's a consistent degradation of the overall smoothness, In 1918 with regional air activity set to medium I often see 300+ planes and it's not super playable. If I could get that down to 150 I'd recover some smoothness and hopefully not miss out too significantly on EA encounters. Make sense? The downside might be that you'd be altering the balance of power in such a way that you might gain an unfair advantage, simply because less friendly flights would be culled due to their proximity...? Not sure about that. I'm also not sure if simply dropping air activity would have the same effect but I am going to guess for now that you'd have more enemy encounters with regional air activity set higher, but with the advantage of less craft in the air overall, hence the idea for the feature. Seems logical, to me anyhow
As for "spawn stutters" I'm still investigating this.
An interesting note, and one that actually corroborates my own experience: Setting regional air activity up, down (sideways...) has zero effect on stutters. You (I) still see exactly the same stutters as I always have, at precisely the same moments (in a controlled test QC run). So, the 'stutters' are something else.
Thx for idea and support, guys. I will think about it, however, presently I am on vacation and not able to do any coding till 2nd June. In addition, I have just received bug report from Robert Wiggins stating that ME is not compatible with WOFF 4.22 update, so, I am going to correct that issue first. I will keep you informed.
Thx for idea and support, guys. I will think about it, however, presently I am on vacation and not able to do any coding till 2nd June. In addition, I have just received bug report from Robert Wiggins stating that ME is not compatible with WOFF 4.22 update, so, I am going to correct that issue first. I will keep you informed.
So I just updated WOFF UE to 4.22a and I am trying to load the first mission file for my career with this new update and the editor just sits at "Loading mission file" and never does load the file. Does anyone else have this issue since the latest update?
Other than the 4.22a update, nothing else has changed for my WOFF UE install.
Sorry guys, I am on vacation right now without access to ME source code, so update will not be ready earlier than the next week. Accept,pls, my apology.
Mission Editor v 1.7.6 released, download available here. Revision changes: 1. Solved (hopefully) compatibility issue with WOFF UE 4.22+ update 2. Various randomization of enemy ambush situation (thx to Fullofit's request) - still WIP
Mission Editor v 1.7.6 released, download available here. Revision changes: 1. Solved (hopefully) compatibility issue with WOFF UE 4.22+ update 2. Various randomization of enemy ambush situation (thx to Fullofit's request) - still WIP
Enjoy!
Wow you're super fast and this is AWESOME news! Thank you!!!
Great! Looks like there is a new .exe file to launch the Mission Editor, as opposed to running the .jar file?
You can launch ME with *.exe file as well as *.jar file. The choice is yours . But seriously, the exe file is included to allow creation of ME shortcut on Windows desktop.
Great! Looks like there is a new .exe file to launch the Mission Editor, as opposed to running the .jar file?
You can launch ME with *.exe file as well as *.jar file. The choice is yours . But seriously, the exe file is included to allow creation of ME shortcut on Windows desktop.
I figured that might be why you added the .exe file. This makes it much easier to pin to the Windows taskbar ... Thanks!!
Great! Looks like there is a new .exe file to launch the Mission Editor, as opposed to running the .jar file?
You can launch ME with *.exe file as well as *.jar file. The choice is yours . But seriously, the exe file is included to allow creation of ME shortcut on Windows desktop.
I figured that might be why you added the .eve file. This makes it much easier to pin to the Windows taskbar ... Thanks!!
Mission Editor v 1.8.1 released. Download available here. Revision changes: 1) Reworked and more randomized ambush conditions and situation 2) New feature added - culling planes/formations that are beyond selected distance from player. Distance is selectable by slider. Idea by HarryH to eliminate processor workload by removing aircraft that are out of active area (especially in later time of war). 3) Small bugfixes
JJJ, a couple of small things: it seems that by default you most always have planes cut from missions, even with distance at 50...
I've had one instance of a mission failing to start because one flight had lost it's escort mission (presumably it had been culled by your ME). Might be tricky to solve?
Overall though, this is so helpful for late war missions!
I forgot to mention - setting culling distance to 0 disables culling. Regarding escort and escorted missions - I hoped that both, escort and escortee will be culled, but, as you found, that is not true. I will have to recode the culling filter in respect to waypoint types. Thx for pointing that out.
I forgot to mention - setting culling distance to 0 disables culling. Regarding escort and escorted missions - I hoped that both, escort and escortee will be culled, but, as you found, that is not true. I will have to recode the culling filter in respect to waypoint types. Thx for pointing that out.
On 2) above why not just click a setting lighter on the campaign setting in workshop? Regional Air Activity setting in Worskhop.
It's optimized to produce less of a range (smaller regional activity) circle of operations so scales automatically based on many complicated factors (there are many, one example is 'are there enough squads in the region etc to produce a war') it doesn't break escorts or other missions, and will reduce flights and also the numbers in the flights too to help with CPU load.
In future, we will likely add a visual indicator - circles to show the already-built-in regional activity and operational area controls where AI is active. Also we have more than 1 circle in use for various reasons.
On long range missions, for example Gotha raids, you also need to cope with the fact you may be flying to another country to fight - so culling flights based on a small circle will kill that campaign mission type.
There is also always a chance you will be ambushed so not sure why you need to add more, there are real flights on patrol not "spawned", Heavier activity will give more chance of seeing enemies or being ambushed of course.
On long range missions, for example Gotha raids, you also need to cope with the fact you may be flying to another country to fight - so culling flights based on a small circle will kill that campaign mission type.
ME's Plane culling feature does not cull planes around player in small circle. In fact, it creates polygon copying player's flight path in choosen distance (how it say in English - equidistant?).
Originally Posted by Polovski
...it doesn't break escorts or other missions
Mission Editor 1.8.2 should already solve that problem and does not break any mission. Available below for download.
Mission Editor v 1.8.2 released. Download available here. Revision changes: 1) Fixed bug in aircraft culling feature when missing (culled) escort/escortee caused WOFF to crash 2) Executable file with new WOFF/ME icon 3) Small code fixes Enjoy!
JJJ, I believe Adger's already requested this: could you provide an option to disable the BT mod?
Thanks!
OK, I will add a "Cancel" button, but, FYI, we are working with PanamaRed on new version of BT mod that is fully compatible with AnKor's new (WOFF 4.22+) shaders. I assume we could release ME v1.8.3 with updated BT mod tomorrow.
ME 1.8.3 released, download availablehere Revision changes: 1) BlueTriangle mod - updated for compatibility with new AnKor's shaders (WOFF UE 4.22+) by PanamaRed (thx). Update should fix the water textures issues. 2) Blue Triangle mod - added Cancel button reverting all changes to WOFF UE defaults 3) ME Main window is set to full screen, regardless of display resolution Enjoy!
Thanks JJ! I have my own custom-made version of the BT mod. If i use the cancel button, will the game use my personal BT version (assuming I have loaded it via JSGME) or will it default to the WOFF version?
Since JSGME over rides your stock files, I would assume that it would use your JSGME version versus the WOFF UE stock version when you disable it in JJJ mod.
Thanks JJ! I have my own custom-made version of the BT mod. If i use the cancel button, will the game use my personal BT version (assuming I have loaded it via JSGME) or will it default to the WOFF version?
If you hit Cancel button, all shader settings will revert to WOFF UE default settings. What is your custom-made version? I can include it within the ME's BT mod.
Thanks JJ! I have my own custom-made version of the BT mod. If i use the cancel button, will the game use my personal BT version (assuming I have loaded it via JSGME) or will it default to the WOFF version?
Have your version pre loaded with JSGME, then use the new cancel feature in ME and you should be good. I'd like to try your BT version. I'll PM you
Thanks JJ! I have my own custom-made version of the BT mod. If i use the cancel button, will the game use my personal BT version (assuming I have loaded it via JSGME) or will it default to the WOFF version?
Have your version pre loaded with JSGME, then use the new cancel feature in ME and you should be good. I'd like to try your BT version. I'll PM you
Cancel button restore WOFF UE stock shader and terrain settings, regardless of JSGME modding. ME does not check and does not preserve any custom BT modifications.
ME 1.8.4 released, download available here Revision changes: 1) BT Mod buttons - Apply - applies selected scenery quality/rendering distance Restore - restore WOFF UE default shaders and terrain settings Skip - skips this mod and does not make any changes to WOFF UE terrain/shaders structure (for users with customised BT mod installed via JSGME)
I have found a bug in version 1.8.4 preventing proper functioning of aircraft culling. Fixed (hopefully) version 1.8.5 is available for download here . I apologize.
So far it's a problem with the Alb. DIII (standard) and the Alb. DV (later or updated). I had issues with the skins for these two earlier this year and now it's gotten even more strange. I'll send a PM to you.
JJJ, do you know if OldHat published his training scenario scripts anywhere? They look fascinating, well done, and authentic, but I have no idea how to make a mission like that (my limit with the editor or text files is basically adding or removing members of the flight). Thank you for your time.
JJJ, do you know if OldHat published his training scenario scripts anywhere? They look fascinating, well done, and authentic, but I have no idea how to make a mission like that (my limit with the editor or text files is basically adding or removing members of the flight). Thank you for your time.
OldHat's training scenarios are scripts itself, i.e. each scenario (training flight) is a scripted mission. You can open it and edit either by any text editor or in Mission Editor.
JJJ, do you know if OldHat published his training scenario scripts anywhere? They look fascinating, well done, and authentic, but I have no idea how to make a mission like that (my limit with the editor or text files is basically adding or removing members of the flight). Thank you for your time.
OldHat's training scenarios are scripts itself, i.e. each scenario (training flight) is a scripted mission. You can open it and edit either by any text editor or in Mission Editor.
Do you know where he published or uploaded them? Or are they included in the mission editor or some other mod program?
JJJ, do you know if OldHat published his training scenario scripts anywhere? They look fascinating, well done, and authentic, but I have no idea how to make a mission like that (my limit with the editor or text files is basically adding or removing members of the flight). Thank you for your time.
OldHat's training scenarios are scripts itself, i.e. each scenario (training flight) is a scripted mission. You can open it and edit either by any text editor or in Mission Editor.
Do you know where he published or uploaded them? Or are they included in the mission editor or some other mod program?
Brilliant thanks Stache..i even commented 2 yrs ago on that very video,i looked last night and couldn't find them Cheers again pal. Ive just subscribed so i can find them more easier next time.
Once there click on uploaded videos to find the others.
Yes those are the ones I'm interested in. Or the other thread "Simplified Training Script" https://simhq.com/forum/ubbthreads.php/topics/4388370/1 They look great and accurate, I just have no idea how to write a mission script for WOFF and I haven't found anywhere that he published them, but would love to give them a shot. Right now I'm just taking the gist of the mission and running them in QC, but I'd love to run the actual thing so my pilot's log doesn't just list a bunch of QC missions in it.
I don't use wind, so, I don't modify anything to do with weather. I would watch out for the horizon fix, lightning/thunder as well. I did notice the fogColor value change when using the weather, but that could be insignificant.
I would pick the settings for which you know exactly what will change and not choose it because it's available.
I’ll admit to not reading all 69 pages here and I’ll also admit it’s been a long while since I used ME. Using it on a saved 1918 Ultra Heavy campaign flight mission to see how many aircraft are in play.
Never having done this on a huge file does it take a long time for ME to open it up? Can’t tell if it’s just choking on the huge file or is locked up - been looking at the “Loading mission file...” for a while.
EDIT: After 10+ minutes (twice) I’ll presume I am locking up.
Either it hung or there is something wrong in the mission file. You can try it again. If the same result, send me, pls, the MisionEditor.log file plus mission file for investigation.
I am also having a problem getting ME to run with WOFF PE. Everything is fine until I try to load the mission file for editing. I get the window that says "Loading mission file..." but that's as far as it gets. It will not go any farther. I have downloaded the latest ME from Sandbagger's Mod page and reinstalled it and have tried it with different pilots and different missions but the result is always the same - it hangs on the "Loading mission file..." screen. I am running vanilla WOFF PE, no mods of any kind.
Any help and direction on this will be much appreciated as I dearly love using ME. Thanks!
Thanks Lou for that info. You just saved me much time as it’s not just me. Of course to make it complicated it’s apparently working for some. Wonder if you can use “Compatibility Mode” for .jar files? On W10 and I have to run the WOFF.exe in W7 mode.
Duke, because it is working for some it may well be a setting somewhere that you and I have tic'd differently, but I have yet to sort out what it might be.
The latest version of ME is 1.8.5 and located here.. However, it seems like some incompatibility with PE, so could you, pls, send me your mission file and MissionEditor.log file for investigation? Thx.
The latest version of ME is 1.8.5 and located here.. However, it seems like some incompatibility with PE, so could you, pls, send me your mission file and MissionEditor.log file for investigation? Thx.
This is exactly the same as the version 1.8.5 that was released back in June, correct?
I've been using that with PE. I've had only one mission that locked up and probably 25 that have worked just fine.
The latest version of ME is 1.8.5 and located here.. However, it seems like some incompatibility with PE, so could you, pls, send me your mission file and MissionEditor.log file for investigation? Thx.
This is exactly the same as the version 1.8.5 that was released back in June, correct?
I've been using that with PE. I've had only one mission that locked up and probably 25 that have worked just fine.
Yes, this is the same version and yes, it may happen sometimes. I have experienced it (hang up) with UE too. It may be caused by asynchronous loading of map tiles and mission data.
Either set larger culling distance (click on Limit plane qty checkbox and set the new distance in kms by slider) or set the distance slider to 0 - that disables the plane culling entirely.
Either set larger culling distance (click on Limit plane qty checkbox and set the new distance in kms by slider) or set the distance slider to 0 - that disables the plane culling entirely.
Thanks for the info JJJ. I didn't realize there was a slider as I was only 'unticking the box', never 'ticking it'.
On that note, I was hoping to just turn culling off permanently by unticking the 'limit plane qty' box but that didn't seem to do anything. Perhaps I was doing something wrong, or does mission editor limit 'plane quantity' whether the box is ticked or not?
I do not want any plane culling. I understand that I should move the slider to zero to completely disable it. After I do that what should I do with the "limit plane qty" box? Should I leave a tick mark there or untick it?
I do not want any plane culling. I understand that I should move the slider to zero to completely disable it. After I do that what should I do with the "limit plane qty" box? Should I leave a tick mark there or untick it?
If you set the slider to 0, the setting of checkbox (checked or unchecked) is omitted - Editor does not delete any planes.
Disregard my previous post - HERE is the latest version - 1.8.6 of Mission Editor with fixed "Plane culling" checkbox. Now, if you uncheck the checkbox, the plane culling is properly disabled and vice versa. Enjoy!
Disregard my previous post - HERE is the latest version - 1.8.6 of Mission Editor with fixed "Plane culling" checkbox. Now, if you uncheck the checkbox, the plane culling is properly disabled and vice versa. Enjoy!
Jara, thank you for continuing to support this fine piece of software. While you’re still looking into things, could I ask you to build in a check for wind velocity that would warn me that the wind speed I input is insane? You see, I sometimes like to mess around with the numbers and I may change say 6 knots to 9 knots. By not being careful I sometimes get 69 knots, because I wasn’t paying attention and the entry instead of replacing the value, adds it instead. So then unbeknownst to me I fly in this weather and wonder why I am stalling while at max power, or why I’m hitting max G limit while flying straight and level. All I’m asking is for a warning to pop up when the wind is above ... I don’t know 12 knots, telling me that I’m about to fly in a hurricane (instead of a Pup), giving me the chance to go back and fix my mistake. Is that possible?
Jara, thank you for continuing to support this fine piece of software. While you’re still looking into things, could I ask you to build in a check for wind velocity that would warn me that the wind speed I input is insane? You see, I sometimes like to mess around with the numbers and I may change say 6 knots to 9 knots. By not being careful I sometimes get 69 knots, because I wasn’t paying attention and the entry instead of replacing the value, adds it instead. So then unbeknownst to me I fly in this weather and wonder why I am stalling while at max power, or why I’m hitting max G limit while flying straight and level. All I’m asking is for a warning to pop up when the wind is above ... I don’t know 12 knots, telling me that I’m about to fly in a hurricane (instead of a Pup), giving me the chance to go back and fix my mistake. Is that possible?
Yep, consider it done, Tom. I must just add one more fix to skin selection code for hoongadoonga and I am going to release 1.8.7 version today evening.
WOFF UE/PE Mission Editor 1.8.7 released, download available HERE . List of changes: 1. Fixed custom skin code selection 2. Added warning when user inputs wind speed higher than 12 kts (thx Fullofit)
I don't use wind, so, I don't modify anything to do with weather. I would watch out for the horizon fix, lightning/thunder as well. I did notice the fogColor value change when using the weather, but that could be insignificant.
OrbyxP, I just now noticed this. The fogcolor changes are part of my cloud mod that helps match the horizon color with the skybox color and the specific cloud type in my cloud mod. If you don't use the weather manager, you won't be seeing the clouds quite how I designed them to look.
OK, this is going to considered a dumb question so please indulge me a bit.
Is there any way to turn off the number of aircraft that will be in the mission file as at least for myself, I would rather not know how many aircraft will be taking flight as it sort of gives away the guessing game if I will run into enemy aircraft on my mission?. A minor question.
I think the number is there to help the user to determine what level of the BT mod they want to apply, as the more aircraft that are flying, the greater the demand on your cpu.
However, I don't think it would be too difficult for JJJ65 to hide that information for those who prefer not to see it.
It's not so much the number that will give anything away. It depends on several factors, battle or quiet area, enemy encounter setting in workshop, flight path, weather, etc.. you could have 200 aircraft and not meet any in your mission or run into several during a mission It is all random, so the number doesn't mean much. When a tweaked version of the weather mod comes out by BB, then air activity will change somewhat and that number will be important to change/adjust depending on the day you fly
WOFF Mission Editor v 1.8.8 released, download availablehere. Changelog: New feature per BuckeyeBob's request: random wind speeds. User now has the option to have mission editor randomly select wind speeds between zero to twenty-two kilometers per hour (14 mph) for the most cloud types in the Optional Cloud mod v3.0 by BuckeyeBob. Hint: If users find the wind to be too strong on occasion, particularly for early war planes, lower the values for wind bumps and turbulence in JJJ65's Multimod.
Thank you for this update JJJ - soon I will be brave enough to try out the Mission Ed. finally. I am assuming that if one uses only the MultiMod and BB's ver. 3.0 clouds with WOFF - without the Mission Ed. - wind speeds are then fixed/locked to the type of weather loaded by WOFF for a mission? (Or perhaps I'm confused about this.)
Without the mission editor, VonS, you will be stuck with the WOFF default background weather conditions, including wind direction and wind speed (although most other parts of my cloud mod will still work). In default WOFF, wind can come from around 12 different directions, but there are only four different wind speeds, including zero.
Thank you BB for the quick response - this clarifies things for me in terms of wind variations/speeds, etc. I look forward to installing JJJ's Mission Ed.
My Windows 10 computer installed the latest Java version last night (Java 8 Update 251) and now inside the Mission Editor, the Weather Manager button does nothing when I click on it. Does anyone else have this issue with the latest Java?
And this morning Windows installed the latest update as well (KB4549951) so that could be the issue too.
This is great Jara! As I said this morning about your MultiMod, many thanks as always for keeping your "must have" mod up to date for us all, (you have more than one must have mod).
My Windows 10 computer installed the latest Java version last night (Java 8 Update 251) and now inside the Mission Editor, the Weather Manager button does nothing when I click on it. Does anyone else have this issue with the latest Java?
And this morning Windows installed the latest update as well (KB4549951) so that could be the issue too.
Sorry, can not confirm, because still using W7 64bit. Can other users with W10 confirm that problem?
My Windows 10 computer installed the latest Java version last night (Java 8 Update 251) and now inside the Mission Editor, the Weather Manager button does nothing when I click on it. Does anyone else have this issue with the latest Java?
And this morning Windows installed the latest update as well (KB4549951) so that could be the issue too.
Sorry, can not confirm, because still using W7 64bit. Can other users with W10 confirm that problem?
I'm on W10 64 bit. I have not installed the latest Java update yet. However, I occasionally have had problems with the weather manager not opening in the past. It rarely happens. It won't work for one or two missions and then it's just fine after that. I'll install the new Java update and report back.
My Windows 10 computer installed the latest Java version last night (Java 8 Update 251) and now inside the Mission Editor, the Weather Manager button does nothing when I click on it. Does anyone else have this issue with the latest Java?
And this morning Windows installed the latest update as well (KB4549951) so that could be the issue too.
Sorry, can not confirm, because still using W7 64bit. Can other users with W10 confirm that problem?
I'm on W10 64 bit. I have not installed the latest Java update yet. However, I occasionally have had problems with the weather manager not opening in the past. It rarely happens. It won't work for one or two missions and then it's just fine after that. I'll install the new Java update and report back.
I updated Java to version 8 update 251. I installed windows update KB4549951 a few days ago. I just finished a mission using the ME and the weather manager opened up and worked properly. However, I am not using the latest version of the ME. I'm still using v1.8.7 (if that matters).
I uninstalled the latest Java version and reinstalled a previous one. Also uninstalled KB4549951 and still the Weather Manager button in ME does nothing for me. So something changed on my computer that stops the Weather Manager from opening. I reinstalled everything back to the latest and will wait and see if the Weather Manager starts working again for me in the coming days and weeks.
Yes, I did check and the Historical weather is turned on. The Weather Network was working fine before I updated Java and installed the latest Windows 10 updates so something in those must have changed something on my computer that stops the Weather Manager from running.
WW, if clicking on the weather manager button on the upper right of the screen doesn't work, try clicking Save in the campaign mission editor box in the upper left of the mission editor, instead. That will also open the weather manager screen, I believe.
Yes, I did uninstall Java and reinstalled the previous update and still the same issue. It's that the Windows 10 updates and the Java update were installed on the same day on my computer and then the ME issue showed up so it's difficult to tell which is causing the issue.
Just want to post that my issue with the Weather Manager in ME is now fixed thanks to JJJ65's much appreciated help. I'll let him explain what was wrong as he discovered the issue. Thank you, JJJ65.
I also want to thank others for their assistance and advice. All replies were appreciated!
Just want to post that my issue with the Weather Manager in ME is now fixed thanks to JJJ65's much appreciated help. I'll let him explain what was wrong as he discovered the issue. Thank you, JJJ65.
I also want to thank others for their assistance and advice. All replies were appreciated!
Yeah, the reason is rather simple - it is connected to Historical weather mod by BB - Historical weather1915.txt file is missing record for 24 April 1915 . Instead it shows 24 Feb 1915. BuckeyeBob, if you hear me, can you correct that typo, pls? Thx to WallysWorld for his patience and help to solve this puzzle.
I have a what I hope to be a small request for the mission editor. Currently, you can adjust the Skill and Morale of individual flights and individual pilots, but that can be a long and tedious process. I was wondering if there was a simple way to implement a global up or down adjustment for skill and morale so you don't have to go through every single flight and pilot. A sort of "one-click" adjustment that would apply to all pilots.
The reason I am asking for this feature is because I am curious if increasing the morale and/or skill slightly might make the AI a bit more aggressive. Some of our better pilots (I'm looking at you Fullofit) get a few early bursts in, and the enemy AI goes into its patented fly straight home without maneuvering deal, which of course makes them easy kills. Upping their morale a tad might stiffen their spine a bit. Without this change, however, it would be difficult for me and others to test out this theory.
I suppose I could save a mission as a scenario and manually adjust the skill and morale variables and then re-fly the scenario to see what effect it has on AI pilot behavior, but obviously, this will not work for those flying campaigns. Plus, I am a rotten pilot. And lazy.
Please let me know if you think this is feasible and not too much work. Thanks for considering my request.
-whether I select or unselect the "limit flight qty" checkbox, I still get culled flights after clicking on save. Is there a way to prevent ME from culling flights while activating the realistically populated airfield MOD?
-after selecting fully populated airfields, the additional gai flights are only scanning a radius of 200m. Typically it should scan out between 4km to 8km. Is there a way to increase the "outerdistance" number and possibly randomize it?
1) That may be my code error - just set culling distance to 0 and it will disable culling entirely 2) It is hardcoded in ME. The original intention was not use these planes as GAI (that is why so short distance), but just for decoration and enlivening of empty airfields. But the idea of randomizing the distance sounds interesting. I will look into it. Thx for idea, orbyxP.
EDIT: BTW - What version of ME do you use? The latest version is 1.8.8 and it should contain some fixes/improvements to above mentioned remarks.
If you will look into randomizing outerdistance, then please also see about randoizing numer of planes. In 1915 and 1916 should be 1 or 2. In 1917 to 1918 could be up to entire squad .
Culling would be a great feature to tie into my weather mod. It is still in beta testing but if a pop up box could suggest to limit air activity during days with limited air operations due to severe weather.
All those limited flight days will eventually have limited in the weather description. I can start a PM if you have time.
Hi Al – not sure what my next step should be so looking for a bit of advice please and thanks
Was thrilled and very excited to carefully read through and install the mission editor and realistic airfield mods
All seemed to be working wonderfully and it was thrilling to have even more immersion in this game
Alas - I went to hit the M key to look at my map while in flight and it’s immediately kicked me out of my mission ending it and taking me back to the main screen and now when I try and boot up a campaign flight I am getting a run time error and the M key still kicks me out of game
I shut down and restarted my computer and through the JSGM program uninstalled and reinstalled mods in the proper order - tried a quick combat free flights and the map seemed to work
So tried another campaign mission and used mission editor to populate the air fields and save the file etc. but so far no luck
Not sure if this has happened to anyone else or what steps I might first take in terms of reinstalls to try and sort out next
Sorry if this is the wrong place to post this but figured I would start here
So I’ve fiddled around a fair bit - and for some reason I can do quick combat and use the map
If I go campaign without mission editor I can use m key for map
Through jgsme I can load in order the 0, 1 of the 1s, 2 and 4 consolidated mods then realistic airfields mod
Start up the game - start campaign, run mission editor successfully, close it after saving file - continue game load ... take off on mission - but as soon as I try map key it ends the mission?
And sometimes gives runtime dll on next start and campaign flight attempt
If I go into a quick combat - it opens and map is already open ... hmmm
I just turned all mods off and had no issues flying around in quick combat for several flights
I just turned all mods off and had no issues flying around in quick combat for several flights
Could it possibly have anything to do with a performance or data overload issue – I noticed lag in my visuals when in the campaign with the consolidated mods and the realistic airfield mod on - wondering if when I hit the M key it somehow dumped it out of the mission due to too much going on at once?
Yes, Quick Combat mission are less demanding, so, it is quite possible, QC missions are working well while Campaign Missions can result in crash. Try to disable All Consolidated airfields + Realistic airfields mod and run campaign mission without them. Then we'll see.
WOFF Mission Editor 1.8.9 released, download available here. Changelist: 1) AC culling error fixed - no more culling when checkbox is unchecked; 2) randomized GAI search distance (per orbyxP request); 3) disabled BT Mod due to its incompatiility with current WOFF PE version; 4) other small bugfixes;
Hi, guys, I just tested the latest version of ME and found the aircraft culling feature does not work. I apologise for that problem and I am working on hot fix. I hope I will release it at least tomorrow. Thx for your understanding and patience. EDIT: I was wrong, it works.
yes thanks JJJ - i also tried the new one this morning and was wondering where i would see that option ... interesting that first this am i tried mission editor without the realistic airfield mod ... and the map function worked fine
i then loaded in the realsitic air field mod into jsgme - noticed quite a bit of stuttering in my views and flight when i went on another campaign flight w me, and alas the map funciton didn't work, hitting m kicked me to a completed mission screen - so still thinking that 'overload' has something to do with the realistic airfields mod and how it is taxing my setup ... will continue to play around with it - as obviously i hope to get it all working together
i suppose i could use a print map and just not hit the m key as a fall back option
anyone else seeing this type of issue - my machine is reasonably new and capable?
I have noted the plane culling occurs just after the mission is saved, so it is no culling in saved mission . I have corrected the code and fixed version of Mission Editor is available here . Accept my apology, pls.
WOFF Mission Editor 1.9.0 released, download available here. Revision changes: 1) Fixed incompatibility issue with Global Layer Mod v2.1 by xjouve Enjoy!
Thx for info, orbyxp, and accept my apology. Mission editor archive is updated for missing libraries. Download, pls, version 1.9.0 again. Thank you for understanding.
Sorry if this has been asked before, but would it be possible to add a DiD function for friendly aces, similar to the one that exists for enemy aces?
Also, this little app is amazing! Thanks for all the work!
Good idea, I will look into it. However, WOFF will never mark friendly ace as dead or wounded, so there is going to be discrepancy between WOFF and Mission Editor. WOFF will keep aces in your squad roster still alive and assign them to missions. And thx, I am glad you like the ME.
Triple J, I hope your well and still around pal. Is there any way of making the newer consolidated airfields mod compatible with the latest version of your simply brilliant ME? I personally do really miss seeing the aircraft around the field etc.
I am fine, gents, thx for your caring. However, I am really very busy due to my second job as a website programmer, so I had to postpone my works on Mission Editor and/or other WOFF mods. Sorry for that. Hopefully new WOFF edition (BHaH2) is being finished now and I am sure it will bring yet more immersion to this already very immersive sim.
Good to hear from you JJ. I believe it's a good idea to postpone modding until BH&H2 is released as it may impact our mos. No point in having to do the work twice.
I am fine, gents, thx for your caring. However, I am really very busy due to my second job as a website programmer, so I had to postpone my works on Mission Editor and/or other WOFF mods. Sorry for that. Hopefully new WOFF edition (BHaH2) is being finished now and I am sure it will bring yet more immersion to this already very immersive sim.
Hey great to hear from you JJJ, glad your keeping well and busy, I echo Roberts sentiments and I hope you can grab more free time when BHAH II is released to frequent the forum and hopefully find time to fly ..take care pal Regards.
Anyone else getting a viruswarning in downloading version 1.9.0 of the mission editor ? I want to give it a try in the new version of WOFF. Has someone tested it already in BH&H II ?
No worry, that is false warning due to included *.exe file. You can safely download and run the Mission Editor. Just be aware - this version is not tested and compatible with WOFF BH&H2.
No worry, that is false warning due to included *.exe file. You can safely download and run the Mission Editor. Just be aware - this version is not tested and compatible with WOFF BH&H2.
Great to see you Triple J, hope you’re well mate, hope you’re new jobs not keeping you from too much flying
Unfortunately not enough free time to fly now, but I hope for better times to try and enjoy BH&H2. At this time I just carefully check your reviews, photos and videos.
Unfortunately not enough free time to fly now, but I hope for better times to try and enjoy BH&H2. At this time I just carefully check your reviews, photos and videos.
Hopefully you’ll find some free time soon, it’s a corker mate everything seems i dunno, smoother, faster loading the scenery and sounds are brilliant. IMHO it’s the best OBD sim to date pal.
Hey Jara, thank you for responding. I have been away for a couple of years , but now i have the time to have another go at this new version of WOFF. I remember that you were always helpful at resolving problems involving your mods. I want to use the mission editor again because it can still do a lot of features that arent possible even in BH&H II for example adjusting altitude of waypoints or number of pilots in your particulair flight. I hope this still works. Greetings Dieter
Cant get it to work, it keeps hanging on populating airfields when i try to load a mission file. Dunno if its because of the changes within BH&H II , or if i am doing something wrong
Cant get it to work, it keeps hanging on populating airfields when i try to load a mission file. Dunno if its because of the changes within BH&H II , or if i am doing something wrong
Hi Dieter forgive me for asking but have you got 3rd party mission editor toggled on in workshop? beyond that its possible that JJJ;s last version isn't compatable with BHaH II just yet. The new sim may load missions in differently pal
Cant get it to work, it keeps hanging on populating airfields when i try to load a mission file. Dunno if its because of the changes within BH&H II , or if i am doing something wrong
Hi Dieter forgive me for asking but have you got 3rd party mission editor toggled on in workshop? beyond that its possible that JJJ;s last version isn't compatable with BHaH II just yet. The new sim may load missions in differently pal
Hello Adger, yes 3rd party mission editor is toggled on. I suspect it has something to do with the changes in BH&H II like you suggest. Ty for your reply
Hello Dieter, do you run BH&H2 or PE version? Mission Editor is not compatible with BH&H2 (yet)!
Hi Jara, I run BH&H 2. I wanted to give it a try if it would work. But now we know the answer for sure 😁 Like Adger said, your tools you made are amazing and still offer lots of features that aren’t included in BH&H 2
In the past this mod ran with no problems (an older version)... anyway, I can load single missions etc ... but when I want to edit the next assigned Campaign mission, the ME just hangs at "loading mission file..." for ever!!
@lederhosen, do you have BH&HII? UE/PE version of ME is not compatible with BH&HII. Anyway, can you send me your MissionEditor.log file? My email is jara.hor<at>seznam.cz. Thx.