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Mission Editor

Posted By: JJJ65

Mission Editor - 07/27/16 07:57 AM

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 UE Mission Editor 1.8.4
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:


Enjoy!
Posted By: DukeIronHand

Re: Mission editor Beta - 07/27/16 08:40 AM

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?
Posted By: JJJ65

Re: Mission editor Beta - 07/27/16 09:05 AM

1) Yes (but only WOFF2 at the moment, WOFF3 campaign compatibility is waiting on permission of OBD Software)
2) yes, via Alt-TAB
3) yes, yes
Posted By: DukeIronHand

Re: Mission editor Beta - 07/27/16 09:16 AM

Nice!
Posted By: AceMedic88

Re: Mission editor Beta - 07/27/16 01:12 PM

Very impressive, JJJ65! Would love to give this a try when available.
Posted By: Hauksbee

Re: Mission editor Beta - 07/27/16 02:25 PM

No sound?
Posted By: Robert_Wiggins

Re: Mission editor Beta - 07/27/16 04:46 PM

Originally Posted By: Hauksbee
No sound?


Same here!

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.

Best Regards;
Posted By: JJJ65

Re: Mission editor Beta - 07/27/16 05:28 PM

Originally Posted By: Robert_Wiggins


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.
Posted By: JJJ65

Re: Mission editor Beta - 07/27/16 06:19 PM

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.
Posted By: Stache

Re: Mission editor Beta - 07/27/16 06:33 PM

Hi, JJJ65, from my reading of the posts regarding your mission editor that works in WOFF2 but not in WOFF3.

This is just my humble opinion

Just want to make sure you noted this post by POL on the 15th in a previous thread.

"however in this case the change was to allow the new added optional weather override within the mission briefing to function properly"


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.

If this is not applicable - please totally disregard.
Posted By: JJJ65

Re: Mission editor Beta - 07/27/16 06:53 PM

Originally Posted By: Stache

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.
Posted By: lederhosen

Re: Mission editor Beta - 07/27/16 07:34 PM

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.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 07/27/16 09:10 PM

Originally Posted By: JJJ65
Originally Posted By: Robert_Wiggins


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.
Posted By: DukeIronHand

Re: Mission editor Beta - 07/27/16 10:54 PM

It seems we have an elephant in this room.
Too bad. Lotsa potential.
Posted By: JJJ65

Re: Mission editor Beta - 07/28/16 05:35 AM

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.
Posted By: DukeIronHand

Re: Mission editor Beta - 07/28/16 08:37 AM

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.
Posted By: JJJ65

Re: Mission editor Beta - 07/28/16 09:50 AM

Originally Posted By: DukeIronHand

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.
Posted By: DukeIronHand

Re: Mission editor Beta - 07/28/16 11:10 AM

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.
Posted By: Polovski

Re: Mission editor Beta - 07/28/16 12:00 PM

Guys we will look at the possibility of adding a hook in WOFF UE - with a toggle to enable disable it in workshops.
Posted By: Hellshade

Re: Mission editor Beta - 07/28/16 12:11 PM

Originally Posted By: Polovski
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.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 07/28/16 12:38 PM

OBD, I HAVE THE GREATEST RESPECT FOR YOU GUYS!! I have NEVER had better support from a software company. You guys are the best!!

JJ65, I too thank you for bringing this mod to the table.
Posted By: JJJ65

Re: Mission editor Beta - 07/28/16 12:39 PM

Originally Posted By: Polovski
Guys we will look at the possibility of adding a hook in WOFF UE - with a toggle to enable disable it in workshops.


Thx
CT
Posted By: Deacon211

Re: Mission editor Beta - 07/28/16 01:21 PM

Thanks Triple J, this would add a great capability to WOFF.

And thanks Pol. I've always appreciated OBD's willingness to take feedback and continually improve WOFF.
Posted By: RAF_Louvert

Re: Mission editor Beta - 07/28/16 01:30 PM

.

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.

.
Posted By: DukeIronHand

Re: Mission editor Beta - 07/28/16 02:29 PM

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.
Posted By: Banjoman

Re: Mission editor Beta - 07/28/16 03:06 PM

Yes, he and I were JJJ65's peon testers.
Posted By: DukeIronHand

Re: Mission editor Beta - 07/28/16 04:09 PM

Ah. Well thanks to you too sir!
Posted By: JJJ65

Re: Mission editor Beta - 07/29/16 11:21 AM

Just experimenting with mission editor - flying with captured planes winkngrin
Link: Experiment
Posted By: lederhosen

Re: Mission editor Beta - 07/29/16 12:00 PM

coooollll
Posted By: Hellshade

Re: Mission editor Beta - 07/29/16 12:17 PM

Originally Posted By: JJJ65
Just experimenting with mission editor - flying with captured planes winkngrin
Link: Experiment


LOL Well done sir. salute
Posted By: Adger

Re: Mission editor Beta - 07/30/16 03:28 PM

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
Posted By: Bucksnort

Re: Mission editor Beta - 08/12/16 06:40 PM

Originally Posted By: Polovski
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! salute

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.

band bananadance
Posted By: Bucksnort

Re: Mission editor Beta - 08/12/16 06:42 PM

Hi JJJ65,

If you are looking for beta testers I would be glad to help. thumbsup

Thanks!
Posted By: JJJ65

Re: Mission editor Beta - 08/12/16 07:58 PM

Bucksnort, PM sent.
Posted By: AceMedic88

Re: Mission editor Beta - 08/13/16 01:14 PM

JJJ65, I will also be glad to help out and test.
Posted By: JJJ65

Re: Mission editor Beta - 08/14/16 06:38 AM

Originally Posted By: AceMedic88
JJJ65, I will also be glad to help out and test.


PM sent.
Posted By: Bucksnort

Re: Mission editor Beta - 08/15/16 09:37 PM

Hi JJJ65,

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! salute

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.
Posted By: HarryH

Re: Mission editor Beta - 08/15/16 11:19 PM

...ok then, this I would love to try JJJ. Sounds awesome!

H
Posted By: JJJ65

Re: Mission editor Beta - 08/18/16 08:41 AM

Originally Posted By: HarryH
...ok then, this I would love to try JJJ. Sounds awesome!

H

HarryH, check your mail box, PM sent.
Posted By: RAF_Louvert

Re: Mission editor Beta - 08/18/16 10:10 AM

.

I would be very interested in giving this a go as well, and thanks for all your time and effort on this mod JJJ65.

.
Posted By: loftyc

Re: Mission editor Beta - 08/18/16 10:44 AM

ooo, yes please, may I try it too JJ?
Posted By: JJJ65

Re: Mission editor Beta - 08/18/16 11:28 AM

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. wounded
Posted By: HarryH

Re: Mission editor Beta - 08/23/16 11:45 PM

JJJ... crash details...

Posted By: JJJ65

Re: Mission editor Beta - 08/24/16 05:46 AM

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.
Posted By: HarryH

Re: Mission editor Beta - 08/26/16 06:22 PM

Thanks JJJ. Will reinstall and DM you if I have continuing issues.

H
Posted By: HarryH

Re: Mission editor Beta - 08/30/16 02:15 AM

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?

H
Posted By: JJJ65

Re: Mission editor Beta - 08/30/16 05:41 AM

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.
Posted By: HarryH

Re: Mission editor Beta - 08/30/16 03:14 PM

Originally Posted By: JJJ65
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 smile

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.

H
Posted By: JJJ65

Re: Mission editor Beta - 08/30/16 07:05 PM

Sure, I will look on that.
Posted By: HarryH

Re: Mission editor Beta - 09/15/16 09:07 PM

JJJ, I have the latest beta 0896.

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
Posted By: JJJ65

Re: Mission editor Beta - 09/16/16 05:38 AM

Originally Posted By: HarryH
JJJ, I have the latest beta 0896.

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 wink.
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.
Posted By: HarryH

Re: Mission editor Beta - 09/17/16 10:54 PM

Originally Posted By: JJJ65
Originally Posted By: HarryH
JJJ, I have the latest beta 0896.

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 wink.
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.


That will be terrific! Thanks JJJ
Posted By: JJJ65

Re: Mission editor Beta - 09/23/16 06:25 PM

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.

Posted By: lederhosen

Re: Mission editor Beta - 09/23/16 08:01 PM

Man oh man that looks good
Posted By: Creaghorn

Re: Mission editor Beta - 09/26/16 12:18 PM

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.
Posted By: HarryH

Re: Mission editor Beta - 09/30/16 03:12 PM

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 smile

Creaghorn: I like your idea for a "Training Campaign". I may take that on at some point.

H
Posted By: lederhosen

Re: Mission editor Beta - 09/30/16 03:50 PM

is this now woff3 compat? and if so wheres a link

danke
Posted By: Hellshade

Re: Mission editor Beta - 09/30/16 04:03 PM

Originally Posted By: HarryH
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 smile


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.
Posted By: JJJ65

Re: Mission editor Beta - 09/30/16 04:09 PM

Originally Posted By: lederhosen
is this now woff3 compat? and if so wheres a link

danke

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.
Posted By: JJJ65

Re: Mission editor Beta - 09/30/16 04:52 PM

Originally Posted By: HarryH
Because it is in German hands, as shown in the mission editior! OK, probably an OBD bug, but very cool to find it smile


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.
Posted By: HarryH

Re: Mission editor Beta - 09/30/16 07:35 PM

Originally Posted By: JJJ65
Originally Posted By: lederhosen
is this now woff3 compat? and if so wheres a link

danke

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.


Working on it... 2 weeks! wink
Posted By: lederhosen

Re: Mission editor Beta - 10/01/16 07:27 AM

nice
Posted By: HarryH

Re: Mission editor Beta - 10/03/16 09:40 PM

OK all here's the 1st pass at the Mission Editor Tutorial. Use at your own risk.

https://docs.google.com/document/d/1Dpfh2P2_3Qh10GW5hv7OKD9glr7x3jOPo-3-qXVtrYE/pub

...and here's a .PDF you can download

https://www.dropbox.com/s/v0zzzbwl71nkcp6/MissionEditorNotes.pdf?dl=0
Posted By: JJJ65

Re: Mission editor Beta - 10/04/16 05:34 AM

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
Posted By: Bucksnort

Re: Mission editor Beta - 10/06/16 01:02 AM

Thanks so much for the editor, JJJ65! The flexibility it provides is fantastic salute

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 thumbsup
Posted By: HarryH

Re: Mission editor Beta - 10/06/16 07:15 PM

Originally Posted By: Bucksnort
Thanks so much for the editor, JJJ65! The flexibility it provides is fantastic salute

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 thumbsup


You're very welcome! LMK if you find errors.

H
Posted By: JJJ65

Re: Mission editor Beta - 10/07/16 08:03 AM

The latest version available with some new features and small bug fixes (v091):
WOFF_Mission_editor_v091
Enjoy.
Posted By: HarryH

Re: Mission editor Beta - 10/07/16 02:15 PM

Originally Posted By: JJJ65
The latest version available with some new features and small bug fixes (v091):
WOFF_Mission_editor_v091
Enjoy.


New features, nice! I'll try to take a look over the weekend. Thanks for continuing to work on this JJJ!

H
Posted By: JJJ65

Re: Mission editor Beta - 10/18/16 07:04 AM

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
Posted By: OldHat

Re: Mission editor Beta - 10/18/16 07:41 AM

Excellent! Thanks for the update. thumbsup
Posted By: JJJ65

Re: Mission editor Beta - 10/21/16 06:20 AM

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!
Posted By: DukeIronHand

Re: Mission editor Beta - 10/21/16 08:05 AM

Nice!
Just d/l'ed it and will give it a try today.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/21/16 09:10 AM

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?
Posted By: JJJ65

Re: Mission editor Beta - 10/21/16 10:56 AM

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.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/21/16 11:07 AM

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...
Posted By: JJJ65

Re: Mission editor Beta - 10/21/16 11:11 AM

It seems you do not have Java installed.
Zou can download it here, pls: Java
install and try again.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/21/16 11:21 AM

Hmmm...I did install it per HarryH's link.
Well I'll try again. And perhaps do a computer restart before trying again.
Posted By: JJJ65

Re: Mission editor Beta - 10/21/16 11:29 AM

... and here is the promised WOFF UE version of Mission editor:

WOFF UE Mission editor

editor is still Beta, so, I expect any bugs report and feature requests.
Enjoy.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/21/16 12:08 PM

Wow! Quick work! Many thanks.
As a bonus it is a grey, cold, rainy day here - perfect for WOFF'ing.
Posted By: JJJ65

Re: Mission editor Beta - 10/21/16 12:28 PM

Originally Posted By: DukeIronHand
Wow! Quick work! Many thanks.
As a bonus it is a grey, cold, rainy day here - perfect for WOFF'ing.

thumbsup
The same here. Unfortunately, I have some family business today.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/21/16 08:42 PM

Okay it is time to admit I am a Mission Editor dumb-arse.

Which of the 6 or 8 .exe files in the Java folder do I use to open and run the mission editor .jar file?

When I straight up double click on it W10 keeps asking what I want to use to open it and I keep guessing wrong.
Posted By: JJJ65

Re: Mission editor Beta - 10/21/16 08:55 PM

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).
Posted By: DukeIronHand

Re: Mission editor Beta - 10/21/16 09:07 PM

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.
Posted By: JJJ65

Re: Mission editor Beta - 10/21/16 09:29 PM

sigh 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".
Posted By: DukeIronHand

Re: Mission editor Beta - 10/21/16 09:34 PM

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..
Posted By: JJJ65

Re: Mission editor Beta - 10/21/16 09:35 PM

I have installed it to OBD Software folder and it works OK. But yes, it seems to be Windows problem.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/22/16 01:39 AM

http://answers.microsoft.com/en-us/windo...6e202902?auth=1

It would appear I am not the only one having issues with .jar files and W10...
Posted By: JJJ65

Re: Mission editor Beta - 10/22/16 06:04 AM

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.
Posted By: JJJ65

Re: Mission editor Beta - 10/22/16 07:05 AM

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.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/22/16 07:19 AM

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.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/22/16 08:16 AM

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!
Posted By: JJJ65

Re: Mission editor Beta - 10/22/16 09:09 AM

cheers thumbsup
Super you found the solution! Thanks also on behalf of other Win10 users!
Now let's fly! woot
Posted By: DukeIronHand

Re: Mission editor Beta - 10/22/16 10:39 AM

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?
Posted By: JJJ65

Re: Mission editor Beta - 10/22/16 11:01 AM

Code:
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.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/22/16 11:08 AM

Excellent!
Thank you.
Posted By: HarryH

Re: Mission editor Beta - 10/22/16 02:12 PM

Thanks Gentlemen. I'll update the PDF with a section for UE when I have some time.

H
Posted By: RAF_Louvert

Re: Mission editor Beta - 10/22/16 02:57 PM

.

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!

.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 10/22/16 04:07 PM

Originally Posted By: RAF_Louvert
.

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.
Posted By: RAF_Louvert

Re: Mission editor Beta - 10/22/16 04:50 PM

.

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.

.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 10/22/16 04:59 PM

Originally Posted By: RAF_Louvert
.

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
Posted By: DukeIronHand

Re: Mission editor Beta - 10/22/16 05:03 PM

Yes it can be anywhere.
I have the folder on my desktop next to my UE shortcut.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 10/22/16 05:04 PM

Tnx Duke.
Posted By: RAF_Louvert

Re: Mission editor Beta - 10/22/16 05:09 PM

.

Originally Posted By: Robert_Wiggins
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)


Easy peasy. smile

.
Posted By: JJJ65

Re: Mission editor Beta - 10/22/16 05:42 PM

Originally Posted By: Robert_Wiggins

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.
Posted By: JJJ65

Re: Mission editor Beta - 10/22/16 05:44 PM

Thx guys for your kudos. I am glad you like the editor and that is the best feedback I can get.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/22/16 07:06 PM

Not at my WOFF machine but always planning...plus Lou made me think.
Do Windows shortcuts to .jar files work?
Posted By: JJJ65

Re: Mission editor Beta - 10/22/16 07:14 PM

Originally Posted By: DukeIronHand

Do Windows shortcuts to .jar files work?

Simply - yes. Just its icon is Java (cofee).
Posted By: DukeIronHand

Re: Mission editor Beta - 10/22/16 07:16 PM

Thanks. Out doing stupid real life stuff but hoping to WOFF later today...I hope.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 10/22/16 08:06 PM

I have some additional info to share folks.

I run Windows 7.

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.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/22/16 08:23 PM

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!
Posted By: Robert_Wiggins

Re: Mission editor Beta - 10/22/16 08:33 PM

Originally Posted By: DukeIronHand
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!


He He!
Posted By: RAF_Louvert

Re: Mission editor Beta - 10/22/16 08:40 PM

.

Originally Posted By: DukeIronHand
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.

.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/22/16 08:45 PM

Nice.
Thanks Lou.
Posted By: JJJ65

Re: Mission editor Beta - 10/22/16 09:00 PM

Thanks for hints, Sirs. Without you I would not even get idea to place editor shortcut on task bar thumbsup. Especially how to do it with jar file in Win7 - thx Robert.
Posted By: RAF_Louvert

Re: Mission editor Beta - 10/22/16 09:18 PM

.

Happy to help make your spiffing mod just that much easier to use J.

.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 10/22/16 09:25 PM

Originally Posted By: RAF_Louvert
.

Happy to help make your spiffing mod just that much easier to use J.

.


And me too!
Posted By: DukeIronHand

Re: Mission editor Beta - 10/23/16 08:47 AM

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.
Posted By: RAF_Louvert

Re: Mission editor Beta - 10/23/16 12:40 PM

.

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.

.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/23/16 01:00 PM

Yes it is a problem for some Windows 10 users and not others
Go figure.
Posted By: HarryH

Re: Mission editor Beta - 10/23/16 02:21 PM

Originally Posted By: Robert_Wiggins
Originally Posted By: RAF_Louvert
.

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.

Cheers

H
Posted By: JJJ65

Re: Mission editor Beta - 10/24/16 09:35 AM

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.

You can download new executable (v1.0.1) here: WOFF UE_Mission editor jar

Installation: Just place new executable file to your Mission editor folder and when asked if rewrite old file just confirm Yes.
Posted By: HarryH

Re: Mission editor Beta - 10/24/16 02:35 PM

Originally Posted By: JJJ65
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.

You can download new executable (v1.0.1) here: WOFF UE_Mission editor jar

Installation: Just place new executable file to your Mission editor folder and when asked if rewrite old file just confirm Yes.


Very nice!

H
Posted By: Robert_Wiggins

Re: Mission editor Beta - 10/24/16 02:55 PM

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.

Click here for download of ICON file
Posted By: JJJ65

Re: Mission editor Beta - 10/24/16 03:47 PM

Originally Posted By: Robert_Wiggins
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.

Click here for download of ICON file

Super! Thank you, Sir.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/24/16 04:09 PM

Nice work gentlemen.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/25/16 08:26 AM

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.

EDIT: Grammar corrections. Smart phone!
Posted By: JJJ65

Re: Mission editor Beta - 10/25/16 09:51 AM

Originally Posted By: DukeIronHand

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.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/25/16 10:03 AM

Ah. Thank you sir.
Always learning something new everyday.

EDIT: Another spelling error. I'm really not (too) stupid and will try not to use my phone w/o cheaters on.
Posted By: olddog

Re: Mission editor Beta - 10/25/16 07:34 PM

A word of warning to any one that do's not fully understand how this ME works DO NOT use my install is not keeps asking me for a mission in campaigns.

How can I get the default WOFF UE back do I have to reinstall it all.

I have deleted all the ME.
Posted By: JJJ65

Re: Mission editor Beta - 10/25/16 07:55 PM

confused Sorry, I do not understand. What happened and what was your question?
Posted By: olddog

Re: Mission editor Beta - 10/25/16 10:37 PM

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.

Thanks for your reply.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 10/25/16 11:05 PM

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.


Hope this helps
Posted By: DukeIronHand

Re: Mission editor Beta - 10/25/16 11:46 PM

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.
Posted By: JJJ65

Re: Mission editor Beta - 10/26/16 05:28 AM

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.
Posted By: olddog

Re: Mission editor Beta - 10/26/16 12:52 PM

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.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/26/16 06:03 PM

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?
Posted By: Polovski

Re: Mission editor Beta - 10/26/16 06:07 PM

Maybe restart WOFF.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/26/16 06:09 PM

Ah. Okay. Will give that a shot.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/28/16 04:43 PM

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.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 10/28/16 04:53 PM

Originally Posted By: DukeIronHand
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.
Posted By: DukeIronHand

Re: Mission editor Beta - 10/28/16 05:12 PM

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?
Posted By: Robert_Wiggins

Re: Mission editor Beta - 10/28/16 05:55 PM

Originally Posted By: DukeIronHand
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 biggrin
Posted By: DukeIronHand

Re: Mission editor Beta - 10/28/16 06:21 PM

Been kicking around a clean UE install.
Maybe this is my excuse.
Posted By: HarryH

Re: Mission editor Beta - 11/07/16 11:06 PM

Updated tutorial with WOFF UE addendum is here... Mission Editor (WOFF UE) Tutorial
H
Posted By: JJJ65

Re: Mission editor Beta - 11/08/16 10:30 AM

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

Posted By: HarryH

Re: Mission editor Beta - 11/08/16 04:03 PM

Fabulous!

H
Posted By: DukeIronHand

Re: Mission editor Beta - 11/08/16 04:21 PM

Fabulous indeed.
Nice work JJJ65.
And it's grey and rainy here. Perfect for WOFF'ing!
Posted By: Adger

Re: Mission editor Beta - 11/11/16 01:28 AM

Just wanted to say a massive Thank you to JJJ65 for this brilliant tool,also thanks to Harry H for the easy to follow tutorial.

Im still using WOFF 3 so thanks for the older 0.9.2 vers JJJ it works like a charm.

Campaign mode im changing waypoints,time of takeoff everything..it saves a lot of time regarding circling upto altitude ect..it works flawlessly.

Thanks again Guys. cheers
Posted By: HarryH

Re: Mission editor Beta - 11/11/16 05:21 AM

Originally Posted By: Adger
Just wanted to say a massive Thank you to JJJ65 for this brilliant tool,also thanks to Harry H for the easy to follow tutorial.

Im still using WOFF 3 so thanks for the older 0.9.2 vers JJJ it works like a charm.

Campaign mode im changing waypoints,time of takeoff everything..it saves a lot of time regarding circling upto altitude ect..it works flawlessly.

Thanks again Guys. cheers


cheers
Posted By: JJJ65

Re: Mission editor Beta - 11/11/16 06:28 AM

cheers
Posted By: Bucksnort

Re: Mission editor Beta - 11/22/16 10:13 PM

Originally Posted By: JJJ65
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


Hi JJJ65,

Is v1.0.4 still the latest version of your Mission Editor? Just thought I'd check.

Thanks!
Posted By: JJJ65

Re: Mission editor Beta - 11/23/16 06:30 AM

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.
Posted By: BuckeyeBob

Re: Mission editor Beta - 11/23/16 06:58 PM

JJJ,

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.
Posted By: JJJ65

Re: Mission editor Beta - 11/23/16 07:33 PM

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.
Posted By: BuckeyeBob

Re: Mission editor Beta - 11/23/16 07:39 PM

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.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 11/23/16 07:46 PM

Originally Posted By: JJJ65
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?

Cheers
Posted By: JJJ65

Re: Mission editor Beta - 11/23/16 07:51 PM

Quote:
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.
Posted By: JJJ65

Re: Mission editor Beta - 11/23/16 07:53 PM

Originally Posted By: BuckeyeBob
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.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 11/23/16 08:05 PM

Originally Posted By: JJJ65
Quote:
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;
Posted By: JJJ65

Re: Mission editor Beta - 11/23/16 08:15 PM

Originally Posted By: Robert_Wiggins
Originally Posted By: JJJ65
Quote:
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.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 11/23/16 09:01 PM

Thanks for the explanation JJJ65. Much appreciated. thumbsup
Posted By: JJJ65

Re: Mission editor Beta - 11/25/16 10:51 AM

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
Posted By: DukeIronHand

Re: Mission editor Beta - 11/25/16 11:03 AM

Nice!
Thank you sir.
Posted By: Bucksnort

Re: Mission editor Beta - 11/26/16 06:11 PM

Thank you, kind sir! salute
Posted By: cptroyce

Re: Mission editor Beta - 11/26/16 07:28 PM

JJJ65

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?
Posted By: JJJ65

Re: Mission editor Beta - 11/27/16 01:55 PM

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.
Posted By: cptroyce

Re: Mission editor Beta - 11/28/16 05:13 AM

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.
Posted By: cptroyce

Re: Mission editor Beta - 11/28/16 05:39 AM

JJJ65

Disregard above posts. I apparently was able to d/l the latest Java on the latest attempt. Not sure why I couldn't before.

Thanks
Posted By: JJJ65

Re: Mission editor Beta - 11/28/16 06:52 AM

So, Editor is working now?
Posted By: cptroyce

Re: Mission editor Beta - 11/29/16 02:46 AM

I have been able to d/l the latest Java version.

There doesn't seem to be an executable file to d/l anything? How does one get the editor to open?
Posted By: JJJ65

Re: Mission editor Beta - 11/29/16 06:34 AM

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.
Posted By: cptroyce

Re: Mission editor Beta - 11/30/16 04:24 AM

JJJ65

Read through the tutorial. Got it working now!..thanks for the replies.
Posted By: JJJ65

Re: Mission editor Beta - 11/30/16 06:30 AM

You are welcome, I am glad it is working for you. Enjoy.
Posted By: OldHat

Re: Mission editor Beta - 12/18/16 12:52 AM

bump

Good things get hard to find with so many posts lately.
Posted By: mbarbaric

Re: Mission editor Beta - 12/18/16 05:56 PM

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?
Posted By: JJJ65

Re: Mission editor Beta - 01/02/17 11:35 AM

The latest version of WOFF UE_Mission_editor 1.0.7 - you can download it here WOFF UE_Mission_Editor 1.0.7

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.
Posted By: JJJ65

Re: Mission editor Beta - 01/06/17 08:37 AM

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.
Posted By: JJJ65

Re: Mission editor Beta - 01/10/17 07:04 AM

Originally Posted By: mbarbaric
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.
Posted By: Bucksnort

Re: Mission editor Beta - 01/10/17 07:33 PM

Originally Posted By: JJJ65
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!!! band bananadance

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 smile

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?

In any case, well done! thumbsup
Posted By: JJJ65

Re: Mission editor Beta - 01/10/17 08:52 PM

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.
Posted By: Bucksnort

Re: Mission editor Beta - 01/10/17 09:39 PM

Originally Posted By: JJJ65
I hope it is a little bit more legible now, although spoken with my poor (Czech)English.

Perfect smile

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?
Posted By: JJJ65

Re: Mission editor Beta - 01/10/17 10:04 PM

Originally Posted By: Bucksnort

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?

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:
Posted By: Bucksnort

Re: Mission editor Beta - 01/11/17 12:57 AM

- Transparent to WOFF (no "Ace" files altered)
- Retroactive for existing pilot campaigns
- No new files to maintain in your editor

Very elegant solution!
Posted By: JJJ65

Re: Mission editor Beta - 01/11/17 06:40 AM

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).
Posted By: JJJ65

Re: Mission editor Beta - 01/11/17 01:26 PM

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)


Posted By: Hellshade

Re: Mission editor Beta - 01/11/17 01:55 PM

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.
Posted By: Bucksnort

Re: Mission editor Beta - 01/11/17 06:17 PM

Hi JJJ65,

An idea for a small tweak:

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!
Posted By: JJJ65

Re: Mission editor Beta - 01/11/17 06:32 PM

Thx for bug report, Bucksnort. Good point, not fixed yet, I will look on that.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 01/11/17 07:12 PM

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.

Best Regards;
Posted By: Adger

Re: Mission editor Beta - 01/11/17 07:41 PM

Another essential mod,I think I spend more time trying and testing your guys awesome mods than I do actual flying hahaha

Brilliant work and thanks again to every single modder that strives to make this incredible sim even better cheers
Posted By: JJJ65

Re: Mission editor Beta - 01/11/17 08:26 PM

Originally Posted By: Bucksnort
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.

Fixed, download here WOFF UE_Mission_Editor 1.0.9

Thx for bugs report.

Enjoy!
Posted By: Sandbagger

Re: Mission editor Beta - 01/11/17 08:32 PM

Is this now OK to upload to the Mods page?
Posted By: JJJ65

Re: Mission editor Beta - 01/11/17 08:47 PM

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?
Posted By: Sandbagger

Re: Mission editor Beta - 01/11/17 10:08 PM

Link to this thread added to the mods page.
Posted By: Bucksnort

Re: Mission editor Beta - 01/12/17 05:00 AM

Originally Posted By: JJJ65
Originally Posted By: Bucksnort
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.

Fixed, download here WOFF UE_Mission_Editor 1.0.9

Thx for bugs report.

Enjoy!


Thanks, Jara...

You the man! salute
Posted By: JJJ65

Re: Mission editor Beta - 01/20/17 09:06 AM

Mission Editor v1.0.9.1, executable file WOFF UE_Mission_Editor 1.0.9.1

Reason of release: Fixed bug when Mission Editor did not recognize period 1918+4.
Thanks Bucksnort for bug report.
Posted By: JJJ65

Re: Mission editor Beta - 01/29/17 11:32 AM

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.
Posted By: Bucksnort

Re: Mission editor Beta - 01/30/17 04:22 PM

As always, thanks JJJ65!

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 smile

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! salute

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! winkngrin
Posted By: JJJ65

Re: Mission editor Beta - 02/21/17 09:30 PM

New feature of Mission Editor - mission debriefing (WIP)
Posted By: cptroyce

Re: Mission editor Beta - 02/22/17 04:29 AM

JJJ

Great addition..looking forward to it!!
Posted By: JJJ65

Re: Mission editor Beta - 02/24/17 08:51 AM

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

Enjoy!
Posted By: Adger

Re: Mission editor Beta - 02/24/17 11:31 AM

Thanks Triple J,thanks also to OldHat for the wind mod,il be sure to try this all out later cheers guys
Posted By: OldHat

Re: Mission editor Beta - 02/24/17 01:09 PM

Works perfectly. Thanks JJJ. thumbsup

Whoever tries the wind feature, please leave a comment on how the wind feels while flying.
Posted By: JJJ65

Re: Mission editor Beta - 02/26/17 08:17 AM

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 .

Attached picture WM.jpg
Posted By: Polovski

Re: Mission editor Beta - 02/26/17 04:19 PM

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.
Posted By: JJJ65

Re: Mission editor Beta - 02/26/17 05:27 PM

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.
Posted By: BuckeyeBob

Re: Mission editor Beta - 02/26/17 08:31 PM

This is absolutely fantastic, JJJ65! Thank you. I assume this will be compatible with the new clouds from my upcoming cloud mod?
Posted By: Adger

Re: Mission editor Beta - 02/27/17 02:07 AM

Originally Posted by OldHat
Works perfectly. Thanks JJJ. thumbsup

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 cheers

Thanks JJJ for incorporating this into your mission editor..it's a brilliant piece of work
Posted By: Adger

Re: Mission editor Beta - 02/27/17 09:49 AM

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
Posted By: JJJ65

Re: Mission editor Beta - 02/27/17 10:32 AM

Originally Posted by Adger
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.
Posted By: Adger

Re: Mission editor Beta - 02/28/17 12:00 PM

Thank you for the explanation JJJ thumbsup
Posted By: JJJ65

Re: Mission editor Beta - 03/01/17 12:15 PM

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

Enjoy!
Posted By: cptroyce

Re: Mission editor Beta - 03/01/17 04:57 PM

JJJ

Your ME just keeps getting better and better..love this MOD!
Posted By: JJJ65

Re: Mission editor Beta - 03/03/17 06:40 AM

For the installation, configuration and ME features introduction see, pls, OldHat's video tutorial

Thank you, OldHat, good job! thumbsup
Posted By: Bucksnort

Re: Mission editor Beta - 03/05/17 04:06 AM

Hi Jara,

Back flying again and catching up...

With the Weather Manager there are two entries with weather information when it first pops up.

At the top it said:

Historical Wind: Light or no wind

In the middle of the Weather Manager is said:

Weather: Mostly sunny. Strong winds from the west.

Or something like that. And they contradicted one another.

Where do the two entries come from? I was trying to decide if I wanted to create strong winds from the west, or a "light to no wind day."

I'm using Buckeye Bob's historic weather mod (thanks, Buckeye!)

Its a great feature, thanks! thumbsup
Posted By: JJJ65

Re: Mission editor Beta - 03/05/17 07:03 AM

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.
Posted By: JJJ65

Re: Mission editor Beta - 03/05/17 10:55 AM

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.
Posted By: BuckeyeBob

Re: Mission editor Beta - 03/05/17 04:40 PM

Originally Posted by JJJ65
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.
Posted By: cptroyce

Re: Mission editor Beta - 03/06/17 01:29 AM

JJJ
Just an FYI from a happy user of your MOD.

I didn't know that the stock "wind" needed to be disabled until I read your note, above.

But I have to say that WOFF runs with both enabled quite well. The wind when set high, is quite realistic and as expected.

I'll try it as you suggest to see if there is a positive difference. But it seems great as is to me.

Just wanted to add that "report from the field" to the mix. ;>)
Posted By: JJJ65

Re: Mission editor Beta - 03/06/17 06:38 AM

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.
Posted By: Bucksnort

Re: Mission editor Beta - 03/06/17 04:16 PM

Originally Posted by JJJ65
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.

This is a great new feature! smile
Posted By: cptroyce

Re: Mission editor Beta - 03/06/17 05:23 PM

JJJ

Yes the turbulence is a challenge at high number..I sort of enjoy that every so often during a campaign..
Posted By: Fullofit

Re: Mission editor Beta - 03/06/17 10:38 PM

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 rolleyes
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. cheers
Posted By: JJJ65

Re: Mission editor Beta - 03/07/17 11:33 AM

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?
Posted By: BuckeyeBob

Re: Mission editor Beta - 03/07/17 04:15 PM

Personally, I would prefer only a list of planes currently available for my squadron, or at most currently available for my country.
Posted By: Fullofit

Re: Mission editor Beta - 03/07/17 11:17 PM

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!
Posted By: JJJ65

Re: Mission editor Beta - 03/08/17 06:31 AM

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.
Posted By: Bucksnort

Re: Mission editor Beta - 03/08/17 02:31 PM

Originally Posted by JJJ65
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! smile
Posted By: Fullofit

Re: Mission editor Beta - 03/08/17 03:02 PM

Originally Posted by JJJ65
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.
Posted By: JJJ65

Re: Mission editor Beta - 03/08/17 03:37 PM

Originally Posted by Fullofit
Originally Posted by JJJ65
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.
Posted By: Fullofit

Re: Mission editor Beta - 03/08/17 05:07 PM

Originally Posted by JJJ65
This is not current rank but rank at the end of war/carrier. Just compare it with the rank inside WOFF.

That sux. It won't work then.

Originally Posted by JJJ65
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.


WOFF assigns planes to regular pilot (and no need to fiddle with these, as they get assigned correct planes) on a 3-tier basis:

Tier 1 for highest ranks
Tier 2 for middle ranks
Tier 3 for lowest ranks

Ranks are divided thus:

Britain (RFC)
Sergeant - 3
2nd Lieutenant - 2
Lieutenant - 2
Captain - 1
Major - 1

Britain (RNAS)
Flight Sub-Lieutenant - 3
Flight Lieutenant - 2
Flight Commander - 1
Squadron Commander - 1

France
Caporal - 3
Sergent - 3
Adjutant - 2
Sous Lieutenant - 2
Lieutenant - 1
Capitaine - 1

Germany
Flieger - 3
Gefreiter - 3
Unteroffizier - 3
Feldwebel - 2
Vizefeldwebel - 2
Offizierstellvertreter - 2
Leutnant - 2
Hauptmann - 1
Rittmeister - 1

But it all matters not, since you can't extract the ranks from the HA's and these are the ones that need their plane assignments revised.
Posted By: JJJ65

Re: Mission editor Beta - 03/08/17 06:43 PM

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 wink
Posted By: Hermani

Re: Mission editor Beta - 03/31/17 12:06 PM

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 !
Posted By: JJJ65

Re: Mission editor Beta - 03/31/17 12:11 PM

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.
Posted By: Hermani

Re: Mission editor Beta - 03/31/17 12:28 PM

Thx for quick reply JJJ65
I am looking for a way to send you the files, can i add them in a private message?
Sorry i am a total forum noob :-)

I do not seem to find the logfile you are asking , is it in the main ME folder or in the lib subfolder?
Posted By: JJJ65

Re: Mission editor Beta - 03/31/17 12:33 PM

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?

Check your PM, pls.
Posted By: Hermani

Re: Mission editor Beta - 03/31/17 12:38 PM

I use the latest version mentioned in the first post.
Found the log file looking to upload them now .
Posted By: JJJ65

Re: Mission editor Beta - 03/31/17 12:58 PM

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
Posted By: Hermani

Re: Mission editor Beta - 03/31/17 01:45 PM

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
Posted By: JJJ65

Re: Mission editor Beta - 03/31/17 01:51 PM

I am glad it works for you and you like it, Dieter.
Posted By: JJJ65

Re: Mission editor Beta - 04/03/17 07:58 AM

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

Enjoy!
Posted By: DukeIronHand

Re: Mission editor Beta - 04/03/17 08:07 AM

Thanks JJJ65 for your continued work on this spectacular bit of software.
Posted By: Hermani

Re: Mission editor Beta - 04/03/17 08:21 AM

Thank you JJJ65, for this nice update of your excellent Mission Editor!
Posted By: AceMedic88

Re: Mission editor Beta - 04/03/17 12:06 PM

Thanks JJJ. Can't wait to try out the new features.
Posted By: BuckeyeBob

Re: Mission editor Beta - 04/03/17 02:40 PM

Great job, JJJ!

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!
Posted By: Bucksnort

Re: Mission editor Beta - 04/03/17 03:57 PM

Brilliant work, Jara!

I haven't been able to fly as much as I would like lately, but I'm keeping up with your ME. Its just over the top! thumbsup
Posted By: JJJ65

Re: Mission editor Beta - 04/03/17 05:24 PM

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.
Posted By: AceMedic88

Re: Mission editor Beta - 04/03/17 06:24 PM

Ah, you caught it before I could send you a message, JJJ!! Great job.
Posted By: Sowercrowd

Re: Mission editor Beta - 04/03/17 09:27 PM

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 !
Posted By: Fullofit

Re: Mission editor Beta - 04/03/17 10:32 PM

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. cheers
Posted By: JJJ65

Re: Mission editor Beta - 04/04/17 05:29 AM

Thx, guys, for your kudos and support. My greatest satisfaction is your satisfaction wink

@Fullofit
Yes, I am planning to add this feature, hopefully in the next ME release, together with an automatic backup of your pilot before mission.
Posted By: Fullofit

Re: Mission editor Beta - 04/04/17 09:40 AM

salute
Posted By: JJJ65

Re: Mission editor Beta - 04/04/17 11:52 AM

Version 1.1.7.1 of ME released ME1.1.7.1

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)

I apologize for inconvenience.
Posted By: Adger

Re: Mission editor Beta - 04/04/17 11:59 AM

Your ME is a fantastic piece of work Triple J,I never ever now fly a campaign flight without it.
Posted By: JJJ65

Re: Mission editor Beta - 04/05/17 10:56 AM

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.
Posted By: Bucksnort

Re: Mission editor Beta - 04/06/17 03:16 AM

Thanks, Jara!

If you aren't creating a few bugs, you're not making progress! thumbsup

2 missions flown in 1.1.7.2 so far and no problems at all.
Posted By: JJJ65

Re: Mission editor Beta - 04/06/17 08:47 AM

Version 1.1.7.3 released ME 1.1.7.3
Revision changes:
- Implemented "Show all flight paths" per BuckeyeBob's request
[Linked Image]


Attached picture Screenshot - 4_6_2017 , 10_36_26 AM.jpg
Posted By: BuckeyeBob

Re: Mission editor Beta - 04/06/17 01:29 PM

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!
Posted By: Bucksnort

Re: Mission editor Beta - 04/06/17 06:49 PM

"Show all flight paths" is a great feature, guys!

Great idea, Buckeye! Thank you, Jara! salute

When I want to wander significantly from a flight plan, I can make changes to areas where its still "busy" without knowing too much about the enemy.

Good stuff. smile
Posted By: JJJ65

Re: Mission editor Beta - 04/07/17 10:43 AM

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!
Posted By: Fullofit

Re: Mission editor Beta - 04/07/17 08:51 PM

Originally Posted by JJJ65
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.
Posted By: gaw1

Re: Mission editor Beta - 04/08/17 12:02 PM

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
Posted By: JJJ65

Re: Mission editor Beta - 04/13/17 10:11 AM

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)

[Linked Image]

Attached picture Screenshot - 4_13_2017 , 12_05_56 PM.jpg
Posted By: Fullofit

Re: Mission editor Beta - 04/13/17 11:35 PM

Thanks for that JJJ. salute
Posted By: AceMedic88

Re: Mission editor Beta - 04/13/17 11:50 PM

Great update, JJJ. No issues yet. This is a must have for every campaign mission for me.

Keep up the great work.
Posted By: Banjoman

Re: Mission editor Beta - 04/14/17 01:53 AM

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?
Posted By: JJJ65

Re: Mission editor Beta - 04/14/17 05:39 AM

Originally Posted by Banjoman
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.
Posted By: BuckeyeBob

Re: Mission editor Beta - 04/14/17 03:13 PM

Thanks for continuing to update the ME, JJJ!

The route filter is a great addition.
Posted By: Banjoman

Re: Mission editor Beta - 04/14/17 04:11 PM

Thanks Jara, that's what I thought.
Posted By: Bucksnort

Re: Mission editor Beta - 04/14/17 05:19 PM

Originally Posted by JJJ65
Version 1.1.7.6 released

1) Added route type filtering to "Show All Flightpaths" feature (for better orientation/overview)


Brilliant! thumbsup

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!
Posted By: Adger

Re: Mission editor Beta - 04/14/17 05:43 PM

As Always Triple J...Thanks for your continued work on WOFF pal thumbsup
Posted By: JJJ65

Re: Mission editor Beta - 04/14/17 06:14 PM

Originally Posted by Bucksnort
Originally Posted by JJJ65
Version 1.1.7.6 released

1) Added route type filtering to "Show All Flightpaths" feature (for better orientation/overview)


Brilliant! thumbsup

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
Posted By: AceMedic88

Re: Mission editor Beta - 04/14/17 06:16 PM

I second the change formation type!
Keep it up JJJ
Posted By: Robert_Wiggins

Re: Mission editor Beta - 04/14/17 09:03 PM

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.

Posted By: JJJ65

Re: Mission editor Beta - 04/18/17 07:13 AM

Mission Editor v 1.1.7.7 released ME 1.1.7.7
List of changes:
1) Added formation type selection drop box
2) Fixed colors of Observers roster

[Linked Image]


Attached picture Clipboard01.jpg
Posted By: Fullofit

Re: Mission editor Beta - 04/18/17 10:44 PM

Thanks for the new update Triple-J. I haven't tried it yet, but is it possible to assign different formation for each waypoint?
Posted By: JJJ65

Re: Mission editor Beta - 04/19/17 05:28 AM

Originally Posted by Fullofit
Thanks for the new update Triple-J. I haven't tried it yet, but is it possible to assign different formation for each waypoint?

No, that is impossible, you can select just one formation for entire route - that is requirement of CFS3 engine.
Posted By: Ace_Pilto

Re: Mission editor Beta - 04/19/17 08:12 AM

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?
Posted By: JJJ65

Re: Mission editor Beta - 04/19/17 09:28 AM

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.
Posted By: Ace_Pilto

Re: Mission editor Beta - 04/19/17 09:48 AM

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!
Posted By: hoongadoonga

Re: Mission editor Beta - 04/19/17 06:08 PM

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.
Posted By: JJJ65

Re: Mission editor Beta - 04/19/17 06:35 PM

Try to run some simple application in background (Notepad or something similar) before you start WOFF. Then Alt-Tab should work
Posted By: hoongadoonga

Re: Mission editor Beta - 04/19/17 08:31 PM

Originally Posted by JJJ65
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?
Posted By: JJJ65

Re: Mission editor Beta - 04/19/17 08:33 PM

I think the Windows key is smarter solution than Notepad thumbsup
Posted By: hoongadoonga

Re: Mission editor Beta - 04/19/17 08:48 PM

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.

Well done and thank you.
Posted By: BuckeyeBob

Re: Mission editor Beta - 04/20/17 11:46 PM

Thanks for your continued work on the ME, JJJ. Keep this up and OBD might insist you include it in WOE!
Posted By: JJJ65

Re: Mission editor Beta - 04/24/17 11:35 AM

Mission Editor v 1.1.7.8 released ME 1.1.7.8

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!
Posted By: AceMedic88

Re: Mission editor Beta - 04/24/17 12:24 PM

This is great JJJ. So much added between updates. Can't wait to try this out!
Posted By: Hermani

Re: Mission editor Beta - 04/24/17 01:54 PM

Thank you Jara for your continued work and updates of your excellent Mission Editor!
Posted By: Fullofit

Re: Mission editor Beta - 04/25/17 12:50 AM

Thanks Triple-J. Excellent new feature!
Posted By: Robert_Wiggins

Re: Mission editor Beta - 04/25/17 01:13 AM

Originally Posted by JJJ65
Mission Editor v 1.1.7.8 released ME 1.1.7.8

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.
Posted By: JJJ65

Re: Mission editor Beta - 04/25/17 05:27 AM

@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.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 04/25/17 06:14 AM

Originally Posted by JJJ65
@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.

That's good that you explainex it. Thanks
Posted By: JJJ65

Re: Mission editor Beta - 04/25/17 06:37 AM

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 wink . 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.
Posted By: Adger

Re: Mission editor Beta - 04/25/17 10:35 AM

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
Posted By: JJJ65

Re: Mission editor Beta - 04/25/17 11:54 AM

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.
Posted By: Adger

Re: Mission editor Beta - 04/25/17 12:02 PM

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 hahaha
Do you need wind set to on in workshop Jara? Or doesn't it matter..thanks again mate
Posted By: JJJ65

Re: Mission editor Beta - 04/25/17 12:13 PM

Originally Posted by Adger
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 hahaha
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.
Posted By: Adger

Re: Mission editor Beta - 04/25/17 01:57 PM

Originally Posted by JJJ65
Originally Posted by Adger
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 hahaha
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
Posted By: JJJ65

Re: Mission editor Beta - 05/05/17 11:08 AM

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

Enjoy!



Attached picture Screenshot - 5_5_2017 , 1_02_10 PM.jpg
Posted By: AceMedic88

Re: Mission editor Beta - 05/05/17 12:15 PM

J, does this mean I have to choose the weather every time, or is this an option to chance if one desires to do so?
Posted By: JJJ65

Re: Mission editor Beta - 05/05/17 12:44 PM

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.
Posted By: BuckeyeBob

Re: Mission editor Beta - 05/05/17 11:50 PM

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.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 05/06/17 01:09 AM

Originally Posted by BuckeyeBob
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!
Posted By: JJJ65

Re: Mission editor Beta - 05/06/17 06:42 AM

.
Originally Posted by BuckeyeBob

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 ;-).
Posted By: Fullofit

Re: Mission editor Beta - 05/08/17 01:11 AM

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?
Posted By: JJJ65

Re: Mission editor Beta - 05/08/17 05:03 AM

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 ;-)
Posted By: Adger

Re: Mission editor Beta - 05/08/17 01:02 PM

Thats a great idea Fullofit and JJJ..your ME just gets better and better pal
Posted By: OldHat

Re: Mission editor Beta - 05/08/17 03:01 PM

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.
Posted By: Fullofit

Re: Mission editor Beta - 05/08/17 05:39 PM

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!
Posted By: JJJ65

Re: Mission editor Beta - 05/08/17 06:01 PM

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.
Posted By: BuckeyeBob

Re: Mission editor Beta - 05/08/17 06:56 PM

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!
Posted By: Fullofit

Re: Mission editor Beta - 05/08/17 08:44 PM

Originally Posted by Adger
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. winkngrin

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?
Posted By: OldHat

Re: Mission editor Beta - 05/08/17 09:30 PM

Originally Posted by Fullofit
Let's call it purely cosmetic change.


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.
Posted By: JJJ65

Re: Mission editor Beta - 05/09/17 11:58 AM

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!



Attached picture Clipboard02.jpg
Posted By: OldHat

Re: Mission editor Beta - 05/09/17 02:15 PM

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 many ideas, so little time....
Posted By: JJJ65

Re: Mission editor Beta - 05/09/17 04:29 PM

Originally Posted by OldHat
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)?
Posted By: OldHat

Re: Mission editor Beta - 05/09/17 05:47 PM

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.
Posted By: Hermani

Re: Mission editor Beta - 05/09/17 07:44 PM

Glad I could help Jara.
Thanks again for another excellent update !
Posted By: Fullofit

Re: Mission editor Beta - 05/09/17 10:57 PM

Originally Posted by JJJ65
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!
Posted By: JJJ65

Re: Mission editor Beta - 05/10/17 10:45 AM

Version 1.1.8.1 released - ME 1.1.8.1
Added slider for setting separation altitude between flights "A" and "B".

Attached picture Clipboard02.jpg
Posted By: Fullofit

Re: Mission editor Beta - 05/11/17 11:30 PM

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.

[Linked Image]

Over the target and A-flight is still with us.

Attached picture Shot05-11-17-18-41-10.jpg
Posted By: JJJ65

Re: Mission editor Beta - 05/12/17 05:44 AM

I am really glad you enjoy it thumbsup

Originally Posted by Fullofit

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 sigh .
I will give it a try again, but do not promise anything. mycomputer

EDIT: solved finally - fixed version here ME 1.1.8.2
Posted By: Fullofit

Re: Mission editor Beta - 05/12/17 12:23 PM

Triple-J, you're Da Man! I'll take it for a spin after work to test it out. Thanks!
Posted By: Adger

Re: Mission editor Beta - 05/12/17 12:59 PM

Triple J..the man that never sleeps biggrin

Thank you again for your brilliant ME mate
Posted By: Fullofit

Re: Mission editor Beta - 05/19/17 06:41 PM

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:

[Linked Image]

Briefing Room

[Linked Image]

B-flight flight plan in ME

[Linked Image]

Escorted airplane flight path in ME

Do you think it's something that can be fixed? (Maybe it's just happening to me?)


Attached picture Mission.JPG
Attached picture BFlight.JPG
Attached picture Escort.JPG
Posted By: JJJ65

Re: Mission editor Beta - 05/20/17 06:52 AM

@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.
Posted By: Fullofit

Re: Mission editor Beta - 05/20/17 12:28 PM

Originally Posted by JJJ65
@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.
Posted By: JJJ65

Re: Mission editor Beta - 05/20/17 05:43 PM

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.
Posted By: Fullofit

Re: Mission editor Beta - 05/20/17 06:03 PM

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.
Posted By: JJJ65

Re: Mission editor Beta - 05/20/17 06:14 PM

Before your flight, resp. before you make any modifications in ME, pls. Just vanilla mission file generated by WOFF.
Posted By: Fullofit

Re: Mission editor Beta - 05/20/17 06:15 PM

Will do! salute
Posted By: Fullofit

Re: Mission editor Beta - 05/22/17 11:59 PM

Triple-J, I've PM'd you the link to the file you requested. Thanks!
Posted By: JJJ65

Re: Mission editor Beta - 05/23/17 08:01 AM

Thx Sir, bug localized and fixed for the next ME release (during this week).
Thanks for help.
Posted By: Fullofit

Re: Mission editor Beta - 05/23/17 10:19 AM

Triple-J, thanks for your continued work! notworthy
Posted By: JJJ65

Re: Mission editor Beta - 05/24/17 09:56 AM

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

Enjoy!
Posted By: Fullofit

Re: Mission editor Beta - 05/24/17 11:55 AM

That's awesome! Thanks Triple-J.
Posted By: BuckeyeBob

Re: Mission editor Beta - 05/24/17 06:12 PM

Just downloaded. Thanks, JJJ!
Posted By: Sowercrowd

Re: Mission editor Beta - 05/24/17 09:29 PM

Mockrát dêkuji !
Posted By: Fullofit

Re: Mission editor Beta - 05/25/17 12:05 AM

Triple-J, just wanted to let you know I just had a CAS mission and it all work correctly now. salute
Posted By: JJJ65

Re: Mission editor Beta - 05/25/17 11:22 AM

Thx for kudos, Sirs.
Dekuji, Sowercrowd wink .
Posted By: JJJ65

Re: Mission editor Beta - 07/11/17 05:50 AM

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;

Enjoy!
Posted By: Hermani

Re: Mission editor Beta - 07/11/17 10:18 PM

Thank you for this updated version!
Posted By: Robert_Wiggins

Re: Mission editor Beta - 07/12/17 12:17 AM

JJJ65;

Still cranking out new versions I see! :thumbsup

Many thanks for all your efforts, they are very much appreciated. Now you can take a couple of days off biggrin
Posted By: Adger

Re: Mission editor Beta - 07/25/17 01:22 PM

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

Thanks Triple J:
Posted By: JJJ65

Re: Mission editor Beta - 08/10/17 10:13 AM

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!
Posted By: Hermani

Re: Mission editor Beta - 08/10/17 10:58 AM

Wow Jara, this is another very neat feature that you have added!
Thank you very much for this release!
Posted By: Fullofit

Re: Mission editor Beta - 08/10/17 09:22 PM

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:

[Linked Image]

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!

Attached picture Shot08-10-17-16-51-21.jpg
Posted By: BuckeyeBob

Re: Mission editor Beta - 08/10/17 11:26 PM

When the brass hats demand a parade, you give them a parade! Don't they know there is a war on?
Posted By: JJJ65

Re: Mission editor Beta - 08/11/17 05:38 AM

Originally Posted by Fullofit

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) nope . 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.). twoweeks
Posted By: JJJ65

Re: Mission editor Beta - 08/14/17 09:05 AM

Originally Posted by Fullofit
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 ? wink
Posted By: Robert_Wiggins

Re: Mission editor Beta - 08/14/17 12:31 PM

Originally Posted by JJJ65
Originally Posted by Fullofit
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 ? wink


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.
Posted By: BuckeyeBob

Re: Mission editor Beta - 08/14/17 12:37 PM

I might be able to help. Please send me a PM.

By the way, I use a shareware program called Textpad to edit text files. It has lots of features that Notepad doesn't have.
Posted By: JJJ65

Re: Mission editor Beta - 08/14/17 01:05 PM

Originally Posted by Robert_Wiggins

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.
Posted By: JJJ65

Re: Mission editor Beta - 08/14/17 01:08 PM

Originally Posted by BuckeyeBob
I might be able to help. Please send me a PM.

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.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 08/14/17 03:01 PM

Originally Posted by JJJ65
Originally Posted by Robert_Wiggins

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.

Best Regards;
Posted By: OldHat

Re: Mission editor Beta - 08/14/17 03:49 PM

JJJ, can there be an option to add static airplane mods when I'm done building them?
Posted By: Banjoman

Re: Mission editor Beta - 08/14/17 06:12 PM

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.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 08/14/17 06:21 PM

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.
Posted By: JJJ65

Re: Mission editor Beta - 08/14/17 06:38 PM

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?
Posted By: JJJ65

Re: Mission editor Beta - 08/18/17 08:05 AM

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).

NOTE: You must install and enable via JSGME complete set of WOFF UE Consolidated Airfileds Mod by RJW as first and WOFF UE Populated airfields mod 1.1 as a second, before you try Mission Editor's new feature.


Enjoy!
Posted By: Robert_Wiggins

Re: Mission editor Beta - 08/18/17 11:57 PM

Originally Posted by JJJ65
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).

NOTE: You must install and enable via JSGME complete set of WOFF UE Consolidated Airfileds Mod by RJW as first and WOFF UE Populated Airfileds Mod by JJJ65 as a second, before you try Mission Editor's new feature.


Enjoy!


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).
Posted By: JJJ65

Re: Mission editor Beta - 08/19/17 06:40 AM

@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?
Posted By: Robert_Wiggins

Re: Mission editor Beta - 08/19/17 10:54 AM

Jara. Thanks for the clarification.
Posted By: dutch

Re: Mission editor Beta - 08/19/17 01:07 PM

Oeps now it becomes very difficult to me, what is the difference between the airfield mod from Robert Wiggins and JJJ65 ?
Posted By: JJJ65

Re: Mission editor Beta - 08/19/17 01:11 PM

I apologize, I just noticed that I have mistakenly modified incorrect (vanilla) global_layer.csv files duh banghead , resulting in malfunctioning of RJW's Consolidated and relocated airfileds mod frown .
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.
Posted By: JJJ65

Re: Mission editor Beta - 08/19/17 01:14 PM

Originally Posted by dutch
Oeps now it becomes very difficult to me, what is the difference between the airfield mod from Robert Wiggins and JJJ65 ?


No difference. My mod (after being corrected) should be just an extension (enhancement) to Robert Wiggin's airfield mod.
Posted By: dutch

Re: Mission editor Beta - 08/19/17 01:35 PM

But what is the enhancement?
Posted By: JJJ65

Re: Mission editor Beta - 08/19/17 01:41 PM

Originally Posted by dutch
But what is the enhancement?

... 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 ).
Posted By: dutch

Re: Mission editor Beta - 08/19/17 01:58 PM

OK, like landing in my parasol and seeing static Spad7 by the hagars, or landing on a French airstrip and noticed all the static Nieports are British.
Posted By: Robert_Wiggins

Re: Mission editor Beta - 08/19/17 02:16 PM

Hi Jara;

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.

It can be downloaded from my dropbox here: MissionEditorTutorial - click here
Posted By: JJJ65

Re: Mission editor Beta - 08/19/17 07:43 PM

Originally Posted by Robert_Wiggins
Hi Jara;

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.

It can be downloaded from my dropbox here: MissionEditorTutorial - click here

Thank you, Sir, you are real "da man". I am not able to fully express my appreciation of your work.
THANK YOU VERY MUCH. salute
Posted By: JJJ65

Re: Mission Editor - 08/20/17 10:33 AM

Here is the fixed version of WOFF UE Populated Airfileds Mod v 1.1:
WOFF UE Populated Airfileds Mod 1.1

Fixed csv and lib files with RJW's great WOFF UE Combined Airfields Mod data, so we can use both mods simultaneously now.

Enjoy!
Posted By: Robert_Wiggins

Re: Mission Editor - 08/20/17 02:51 PM

Originally Posted by JJJ65
Here is the fixed version of WOFF UE Populated Airfileds Mod v 1.1:
WOFF UE Populated Airfileds Mod 1.1

Fixed csv and lib files with RJW's great WOFF UE Combined Airfields Mod data, so we can use both mods simultaneously now.

Enjoy!



Jara;

I just downloaded the above mod but get the following warning when trying to implement it:

Attached picture jjj65 pop air mod conflict msg.JPG
Posted By: JJJ65

Re: Mission Editor - 08/20/17 04:45 PM

@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.
Posted By: Robert_Wiggins

Re: Mission Editor - 08/20/17 05:33 PM

Originally Posted by JJJ65
@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!
Posted By: Robert_Wiggins

Re: Mission Editor - 08/20/17 06:15 PM

Jara;

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;
Posted By: JJJ65

Re: Mission Editor - 08/20/17 06:19 PM

That is OK smile .
I read manuals only if something does not work wink .
Posted By: JJJ65

Re: Mission Editor - 08/20/17 06:26 PM

Originally Posted by Robert_Wiggins
Jara;

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 confused .
I tested the mod on two computers and did not experience any problem.
Let us check log files than.
Posted By: Robert_Wiggins

Re: Mission Editor - 08/20/17 06:33 PM

Originally Posted by JJJ65
Originally Posted by Robert_Wiggins
Jara;

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 confused .
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
Posted By: Bucksnort

Re: Mission Editor - 08/26/17 12:36 AM

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! salute
Posted By: Robert_Wiggins

Re: Mission Editor - 08/26/17 01:03 AM

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.
Posted By: JJJ65

Re: Mission Editor - 08/28/17 06:02 PM

Originally Posted by Robert_Wiggins
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.

+1
Posted By: JJJ65

Re: Mission Editor - 08/31/17 12:37 PM

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.
Posted By: Robert_Wiggins

Re: Mission Editor - 08/31/17 12:53 PM

Originally Posted by JJJ65
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.

Posted By: JJJ65

Re: Mission Editor - 08/31/17 01:13 PM

@Robert - check your PM, pls.
Posted By: BuckeyeBob

Re: Mission Editor - 09/03/17 03:10 PM

Originally Posted by JJJ65
WOFF UE_Mission_Editor 1.2.1 released.

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!
Posted By: JJJ65

Re: Mission Editor - 09/03/17 04:49 PM

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
Posted By: JJJ65

Re: Mission Editor - 09/04/17 06:18 PM

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 banghead .
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.
Posted By: JJJ65

Re: Mission Editor - 09/05/17 06:20 AM

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

Enjoy!
Posted By: Bucksnort

Re: Mission Editor - 09/05/17 08:10 PM

Thank you for both updates, Jara! Your Populated Airfields mod has sucked me in even more than I anticipated. It just adds so much realism, wow!

band
Posted By: JJJ65

Re: Mission Editor - 09/05/17 08:42 PM

Thx Buck, I am glad you like it. The immersion and realism is what I always look for.
Posted By: Adger

Re: Mission Editor - 09/05/17 10:39 PM

Just wanted to echo Bucks words..Thanks Triple J and all other modders for your continued work on this incredible sim.
Posted By: Fullofit

Re: Mission Editor - 09/09/17 11:33 PM

So I was finally able to test drive the latest version of ME and this is what I was met with:

[Linked Image]

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 clapping bow my head out of respect notworthy and salute you salute
I was blown away by the atmosphere. explode
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?

Keep up the awesome work. Next round is on me. cheers

Attached picture Shot09-06-17-18-59-15.jpg
Posted By: BuckeyeBob

Re: Mission Editor - 09/10/17 02:21 AM

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. thumbsup
Posted By: Robert_Wiggins

Re: Mission Editor - 09/10/17 03:06 AM

Can't wait to try this myself when I get home.
Posted By: JJJ65

Re: Mission Editor - 09/12/17 10:32 AM

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

Enjoy!
Posted By: Adger

Re: Mission Editor - 09/12/17 05:04 PM

Thank you Triple J and BuckeyeBob for this. Both of your works are really appreciated
Posted By: RAF_Louvert

Re: Mission Editor - 09/12/17 07:31 PM

.

Well done Jara and BuckeyeBob, many thanks for putting together this latest edition of an already outstanding mod. Looking forward to giving it a go.

.
Posted By: BuckeyeBob

Re: Mission Editor - 09/12/17 09:20 PM

You are all very welcome! Thanks for the support!

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!
Posted By: Fullofit

Re: Mission Editor - 09/12/17 11:10 PM

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. winkngrin
Thank you for all your hard work to both of you and you know what BuckeyeBob? I hope you have very long sleeves!
Posted By: JJJ65

Re: Mission Editor - 09/13/17 06:25 AM

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.
Posted By: Robert_Wiggins

Re: Mission Editor - 09/13/17 01:03 PM

Originally Posted by JJJ65
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?
Posted By: JJJ65

Re: Mission Editor - 09/13/17 01:14 PM

I am sorry to say but updating/writing Manuals, Help and Readmes is my true nightmare, so, no update since your latest issue nope.
I would be very grateful if you do it (again) .
Posted By: JJJ65

Re: Mission Editor - 09/14/17 06:37 AM

Thanks to Robert's boundless generosity here is an updated Mission Editor Tutorial 1.3.0
Thank you, Robert.
Posted By: BuckeyeBob

Re: Mission Editor - 09/15/17 01:38 AM

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!
Posted By: Bucksnort

Re: Mission Editor - 09/15/17 06:32 AM

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!

Thank you, BuckeyeBob salute
Posted By: JJJ65

Re: Mission Editor - 09/15/17 04:58 PM

Weather wizard BuckeyeBob. As real as it gets:
[Linked Image]

Attached picture Shot_wthr.jpg
Posted By: Robert_Wiggins

Re: Mission Editor - 09/15/17 07:00 PM

Don't you just love it!! Now that is the ground fog I have always been looking for and it keeps getting better! Thanks BuckeyeBob!!!
Posted By: BuckeyeBob

Re: Mission Editor - 09/15/17 08:14 PM

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!
Posted By: Fullofit

Re: Mission Editor - 09/16/17 12:37 AM

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.

[Linked Image]

Attached picture Shot09-15-17-20-16-27.jpg
Posted By: BuckeyeBob

Re: Mission Editor - 09/16/17 01:52 AM

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.
Posted By: Fullofit

Re: Mission Editor - 09/16/17 11:58 AM

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.
Posted By: Robert_Wiggins

Re: Mission Editor - 09/16/17 01:37 PM

Originally Posted by Fullofit
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! biggrin
Posted By: Fullofit

Re: Mission Editor - 09/16/17 03:05 PM

- Mommy, Mommy. Where do the baby clouds come from?
- Go ask your Dad.
- Daddy, where do the baby clouds come from?
- Papa cloud fogs Mama cloud.
Posted By: RAF_Louvert

Re: Mission Editor - 09/17/17 01:21 PM

.

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.

.
Posted By: Fullofit

Re: Mission Editor - 09/17/17 03:28 PM

Lou, looks like you've mist the latest study on cloud reproduction. Don't feel bad it's not an exact science and could be rather hazy at times.
Posted By: RAF_Louvert

Re: Mission Editor - 09/17/17 04:16 PM

.

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.

.
Posted By: BuckeyeBob

Re: Mission Editor - 09/17/17 08:04 PM

You guys are all wet!

I am more inclined towards a dry sense of humor.

It's enough to make my eyes get all misty!
Posted By: Robert_Wiggins

Re: Mission Editor - 09/17/17 09:15 PM

And to think I am responsible for starting all this! exitstageleft
Posted By: Raine

Re: Mission Editor - 09/18/17 12:19 PM

Robert, any connection between you and this foolishness is...nebulous.
Posted By: Hellshade

Re: Mission Editor - 09/19/17 12:31 PM

Originally Posted by Robert_Wiggins
And to think I am responsible for starting all this! exitstageleft


I blame Global Warming. smile
Posted By: Ace_Pilto

Re: Mission Editor - 09/22/17 09:21 AM

Originally Posted by BuckeyeBob
You guys are all wet!

I am more inclined towards a dry sense of humor.

It's enough to make my eyes get all misty!


Sir, do you know how pun you were going?

[Linked Image]
Posted By: BuckeyeBob

Re: Mission Editor - 10/22/17 03:11 PM

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! clapping
Posted By: Robert_Wiggins

Re: Mission Editor - 10/22/17 06:22 PM

cheers dancinfools
Posted By: cptroyce

Re: Mission Editor - 10/23/17 02:31 AM

Indeed!! Both of you.. notworthy cheers
Posted By: JJJ65

Re: Mission Editor - 10/23/17 07:09 AM

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;

Enjoy!
Posted By: Adger

Re: Mission Editor - 10/23/17 04:04 PM

Thank you guys cheers
Posted By: hoongadoonga

Re: Mission Editor - 10/23/17 08:50 PM

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.
Posted By: Robert_Wiggins

Re: Mission Editor - 10/23/17 11:05 PM

Originally Posted by hoongadoonga
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.
Posted By: BuckeyeBob

Re: Mission Editor - 10/24/17 01:31 AM

Hoongadoonga,

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.
Posted By: hoongadoonga

Re: Mission Editor - 10/24/17 05:18 PM

Thanks for the replies. I am going to install the cloud mod too.
Posted By: BuckeyeBob

Re: Mission Editor - 10/24/17 05:43 PM

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.
Posted By: JimBobb

Re: Mission Editor - 11/06/17 09:21 PM

How long the mission should be opening?

I'm waiting 2 mins and still nothing... just 'loading mission'
Posted By: Robert_Wiggins

Re: Mission Editor - 11/06/17 09:40 PM

Originally Posted by BuckeyeBob
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.


Uhh! Two weeks?
Posted By: BuckeyeBob

Re: Mission Editor - 11/07/17 01:14 AM

???

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?
Posted By: Robert_Wiggins

Re: Mission Editor - 11/07/17 03:49 AM

Originally Posted by BuckeyeBob
???

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.

Cheers mate
Posted By: BuckeyeBob

Re: Mission Editor - 11/07/17 05:20 AM

Many thanks.

I had forgotten about sending Sandbagger a link that could be posted to his web page. Senility must be creeping up on me!
Posted By: JJJ65

Re: Mission Editor - 11/07/17 06:30 AM

Originally Posted by JimBobb
How long the mission should be opening?

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.
Posted By: JimBobb

Re: Mission Editor - 11/07/17 10:27 AM

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)
Posted By: JJJ65

Re: Mission Editor - 11/07/17 12:31 PM

That sounds rather complicated. What OS do you have? Why tar.gz? Why do not install Java simply from this link Java 8 ?
Posted By: JJJ65

Re: Mission Editor - 11/20/17 11:52 AM

On request of BuckeyeBob, here is the newest version of ME 1.4.2 link
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 ? wink
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!
[Linked Image]

Attached picture Screenshotw.jpg
Posted By: BuckeyeBob

Re: Mission Editor - 11/20/17 07:47 PM

Super work, Jara!

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.
Posted By: Fullofit

Re: Mission Editor - 11/21/17 12:36 AM

Thank you Triple-J and BuckeyeBob. I can't fly without using your mods anymore.
I want to see the weather girl in ver. 1.5!
Posted By: Robert_Wiggins

Re: Mission Editor - 11/21/17 12:37 PM

Bob and JJJ

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.
Posted By: BuckeyeBob

Re: Mission Editor - 11/21/17 08:32 PM

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... banghead
Posted By: JJJ65

Re: Mission Editor - 11/30/17 12:51 PM

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

Enjoy!

Attached picture Screen1.jpg
Posted By: Fullofit

Re: Mission Editor - 11/30/17 09:28 PM

Triple-J, that’s awesome! I was going to PM you with this issue I encountered yesterday, but it’s fixed already. What a service! Thank you! salute
Posted By: JJJ65

Re: Mission Editor - 12/13/17 10:25 AM

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!

Attached picture Screen1.jpg
Posted By: Fullofit

Re: Mission Editor - 12/13/17 02:05 PM

Thanks Triple-J and BB, now go and start enjoying the Holidays. Yes, start early. You deserve it!
Posted By: BuckeyeBob

Re: Mission Editor - 12/13/17 02:57 PM

Awesome job, Jara!

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.

Jara really does deserve an early holiday!
Posted By: BuckeyeBob

Re: Mission Editor - 12/13/17 02:59 PM

Thanks, Fullofit!

I think I will do that! CT
Posted By: Adger

Re: Mission Editor - 12/14/17 10:02 PM

Thanks as always for your continued work on this brilliant ME Triple J
Posted By: JJJ65

Re: Mission Editor - 12/15/17 08:32 AM

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!
Posted By: RAF_Louvert

Re: Mission Editor - 12/15/17 12:25 PM

.

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.

.
Posted By: JJJ65

Re: Mission Editor - 12/15/17 02:27 PM

Thank you guys. Your appreciation and satisfaction is the best reward .
Posted By: BuckeyeBob

Re: Mission Editor - 12/15/17 04:08 PM

Well said, Jara. thumbsup
Posted By: Robert_Wiggins

Re: Mission Editor - 12/15/17 05:25 PM

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.

Cheers mate.
Posted By: JJJ65

Re: Mission Editor - 12/15/17 07:52 PM

Nothing serious, Robert, since no big changes to ME. Thx.
Posted By: loftyc

Re: Mission Editor - 12/17/17 01:10 AM

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?
Posted By: BuckeyeBob

Re: Mission Editor - 12/17/17 02:33 AM

Welcome back, loftyc.

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). winkngrin
Posted By: loftyc

Re: Mission Editor - 12/18/17 09:42 PM

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.
Posted By: hoongadoonga

Re: Mission Editor - 12/22/17 06:41 PM

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.

Please advise, thanks.
Posted By: JJJ65

Re: Mission Editor - 12/22/17 07:08 PM

OK, cleaned my PM box. Can you send me, pls, your MissionEditor.log and OFF_Camp_Mission.xml files after Mission Editor hang?
Thx.
Posted By: BuckeyeBob

Re: Mission Editor - 12/22/17 07:24 PM

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.
Posted By: hoongadoonga

Re: Mission Editor - 12/22/17 08:16 PM

Yes, I'm currently using cloud mod 2.8 and ME 1.4.8.

I first started experiencing this with ME 1.4.7 but I couldn't say what version of cloud mod I was using at that point.
Posted By: BuckeyeBob

Re: Mission Editor - 12/22/17 08:19 PM

Okay, must be a different problem then. I'm sure Jara will figure it out.
Posted By: JJJ65

Re: Mission Editor - 12/27/17 07:28 AM

Version 1.5.0 of ME with new feature pointed by Fullofit from this thread:
http://simhq.com/forum/ubbthreads.php/topics/4395184/re-wish-list-for-woff#Post4395184
The skies over flanders fields now become more unpredictable and unfriendly - now you can expect ambush at mission start. duckhunter
Included in this version also some stability fixes.
Download here
Enjoy.
Posted By: Fullofit

Re: Mission Editor - 12/27/17 12:56 PM

Christmas came unexpectedly later this year! Thank you Jara! aroundthetree
Posted By: hoongadoonga

Re: Mission Editor - 12/27/17 07:07 PM

Thanks Jara, this sounds great.

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?
Posted By: JJJ65

Re: Mission Editor - 12/27/17 07:34 PM

Originally Posted by hoongadoonga
Thanks Jara, this sounds great.

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 wink
Posted By: Robert_Wiggins

Re: Mission Editor - 12/27/17 07:37 PM

Jara, can we turn that feature on and off.
Posted By: JJJ65

Re: Mission Editor - 12/27/17 07:52 PM

Originally Posted by Robert_Wiggins
Jara, can we turn that feature on and off.

No nope . War is harsh wounded
Posted By: JJJ65

Re: Mission Editor - 12/30/17 07:24 PM

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!

Attached picture Clipboard03.jpg
Posted By: Robert_Wiggins

Re: Mission Editor - 12/30/17 08:31 PM

Ha Ha!! I guess you have decided to give us a break from the "Harsh" war. biggrin

Seriously, thanks for all the fine improvements you have added to the WOFF experience Jara. It's much appreciated by all!
Posted By: Fullofit

Re: Mission Editor - 12/31/17 12:15 AM

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?
Posted By: JJJ65

Re: Mission Editor - 12/31/17 07:04 AM

Originally Posted by Fullofit
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.
Posted By: JJJ65

Re: Mission Editor - 12/31/17 07:20 AM

Originally Posted by Robert_Wiggins
Ha Ha!! I guess you have decided to give us a break from the "Harsh" war. biggrin

Seriously, thanks for all the fine improvements you have added to the WOFF experience Jara. It's much appreciated by all!

Thx for kudos, Robert.
Posted By: Fullofit

Re: Mission Editor - 12/31/17 01:43 PM

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%?
Posted By: JJJ65

Re: Mission Editor - 01/01/18 10:22 AM

Originally Posted by Fullofit
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!

Attached picture Clipboard03.jpg
Posted By: RAF_Louvert

Re: Mission Editor - 01/01/18 12:33 PM

.

Many thanks Jara for your continued improvements to an already outstanding mod, it is much appreciated.

.
Posted By: Fullofit

Re: Mission Editor - 01/02/18 01:06 AM

Originally Posted by JJJ65
Originally Posted by Fullofit
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.
Posted By: JJJ65

Re: Mission Editor - 01/15/18 02:17 PM

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!

Attached picture ME - pop.jpg
Posted By: JJJ65

Re: Mission Editor - 01/15/18 08:50 PM

Thanks to Robert Wggins I can present you with updated (v1.5.3) Mission Editor Tutorial.
Download here .
Posted By: Fullofit

Re: Mission Editor - 01/16/18 12:20 AM

Originally Posted by JJJ65
Added new option "Static planes only" to "Populate airfields" feature (light, FPS friendly feature on Fullofit's request)

Thank you, Jara! Will test it ASAP!
Posted By: Fullofit

Re: Mission Editor - 01/16/18 01:30 AM

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.

Attached picture Capture.JPG
Attached picture mods.JPG
Posted By: Robert_Wiggins

Re: Mission Editor - 01/16/18 02:13 AM

Originally Posted by Fullofit
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?
Posted By: Fullofit

Re: Mission Editor - 01/16/18 02:43 AM

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?
Posted By: Robert_Wiggins

Re: Mission Editor - 01/16/18 02:49 AM

Originally Posted by Fullofit
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?


1917.
Posted By: Fullofit

Re: Mission Editor - 01/16/18 02:51 AM

I had it set to 1918. Don’t know if that makes any difference...
Posted By: JJJ65

Re: Mission Editor - 01/16/18 08:51 AM

Originally Posted by Fullofit
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. banghead 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.
Posted By: Robert_Wiggins

Re: Mission Editor - 01/16/18 06:37 PM

Originally Posted by JJJ65
Originally Posted by Fullofit
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. banghead 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
Posted By: JJJ65

Re: Mission Editor - 01/16/18 07:31 PM

@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.
Posted By: Fullofit

Re: Mission Editor - 01/17/18 01:34 AM

Thank you Jara. I’ll have to give it a go. Will let you know if that fixed the problem. Cheers!
Posted By: Fullofit

Re: Mission Editor - 03/23/18 09:28 PM

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?
Posted By: BuckeyeBob

Re: Mission Editor - 03/23/18 09:45 PM

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.
Posted By: Fullofit

Re: Mission Editor - 03/23/18 10:12 PM

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!
Posted By: JJJ65

Re: Mission Editor - 03/24/18 08:54 AM

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.
Posted By: JJJ65

Re: Mission Editor - 03/24/18 09:09 AM

Originally Posted by Fullofit
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.
Posted By: Fullofit

Re: Mission Editor - 03/24/18 11:59 AM

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?
Posted By: JJJ65

Re: Mission Editor - 03/24/18 12:12 PM

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?
Posted By: Fullofit

Re: Mission Editor - 03/24/18 12:42 PM

Sure can! Once I get out of my jammies and do some chores.

Edit: but won’t that just give you sunrise date for one day of the season? I don’t think you can select a specific date in QC, only season.
Posted By: BuckeyeBob

Re: Mission Editor - 03/24/18 12:58 PM

I think Jara meant for you to fly a quick campaign mission, F.
Posted By: Fullofit

Re: Mission Editor - 03/24/18 01:01 PM

I see, that makes sense. Thanks BuckeyeBob! Looks like Major Test Ickle will have to get up early.
Posted By: JJJ65

Re: Mission Editor - 03/24/18 03:49 PM

You can set time in Quick Combat mission:
[Linked Image]

Attached picture Screenshot_7.jpg
Posted By: Fullofit

Re: Mission Editor - 03/24/18 05:01 PM

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.
Posted By: JJJ65

Re: Mission Editor - 03/24/18 08:37 PM

Oh, sorry Fullofit, you are right. I am totaly blind and stupid. banghead 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.
Posted By: Fullofit

Re: Mission Editor - 03/24/18 09:51 PM

Originally Posted by JJJ65
I am totaly blind and stupid. banghead

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. dizzy
I’ll see if I can find any days in the career mode with early starts and note the sunrise.
Posted By: Fullofit

Re: Mission Editor - 03/24/18 10:42 PM

So here's the verdict. Using real data from internet won't work. WOFF uses some other info to dictate sun positioning.

Here's Major Test Ickle on 4 January 1917 at 8:00 am. According to timeanddate.com the sunrise on that day occurred at 8:50 am.

[Linked Image]

Here's Major Test Ickle taking off on 2 April 1917 at 6:01 am. Sun should be rising at 6:22 am.

[Linked Image]

Looks like another method needs to be devised to match WOFF sun status.

Attached picture 1917-01-04.jpg
Attached picture 1917-04-02.jpg
Posted By: JJJ65

Re: Mission Editor - 03/25/18 05:25 AM

Thanks for your help, Fullofit. Let us try to find another way than.
Posted By: BuckeyeBob

Re: Mission Editor - 03/26/18 07:06 PM

Major Test Ickle

tee hee
Posted By: JJJ65

Re: Mission Editor - 03/26/18 07:09 PM

Major Test_Ickle or Test_ Icle? smile
Posted By: Fullofit

Re: Mission Editor - 03/26/18 08:34 PM

Jara, we don’t want to be too obvious. It’s part of being barmy.
Posted By: JJJ65

Re: Mission Editor - 04/03/18 07:23 AM

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!


Attached picture WM.jpg
Attached picture TO_W.jpg
Attached picture TO_W1.jpg
Posted By: Adger

Re: Mission Editor - 04/03/18 10:20 AM

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.
Posted By: JJJ65

Re: Mission Editor - 04/03/18 11:32 AM

I am glad you like it smile .
Posted By: BuckeyeBob

Re: Mission Editor - 04/03/18 04:54 PM

Super job, Jara! I hereby nominate you as a member to the WOFF Hall of Fame! notworthy
Posted By: Fullofit

Re: Mission Editor - 04/04/18 12:30 AM

Thank you, Jara. I will never fly in total darkness again!
Posted By: JJJ65

Re: Mission Editor - 04/05/18 06:34 AM

Updated Readme file to v1.5.9 available here .
Thx again to Robert Wiggins.
Posted By: ArisFuser

Re: Mission Editor - 04/07/18 10:45 AM

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! smile
Posted By: JJJ65

Re: Mission Editor - 04/07/18 11:31 AM

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.
Posted By: BuckeyeBob

Re: Mission Editor - 04/15/18 09:05 PM

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.

A .pdf version of the ME readme file can be found here: WOFF UE Mission Editor Tutorial Readme

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
Posted By: JJJ65

Re: Mission Editor - 04/16/18 06:00 AM

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.

Enjoy!
Posted By: BuckeyeBob

Re: Mission Editor - 04/16/18 01:07 PM

Jara, thank you for your devotion to constantly improving and adding new features to the mission editor!

Quote
abandoned airfield icons are greyed for better tactical overview.

I noticed that and even mentioned it in the readme! However, you will have to read the readme to find out where I mentioned it! wink
Posted By: Robert_Wiggins

Re: Mission Editor - 04/16/18 03:24 PM

Jara

You are over your limit in PM messages and we cannot send any to you. Can you please delete some old ones so we can again PM you.

Best Regards;
Posted By: JJJ65

Re: Mission Editor - 04/16/18 05:55 PM

OK. PMs cleared, sorry for unconvenience.
Posted By: Robert_Wiggins

Re: Mission Editor - 04/16/18 06:24 PM

Originally Posted by JJJ65
OK. PMs cleared, sorry for unconvenience.


No problem Jara
Posted By: BuckeyeBob

Re: Mission Editor - 04/16/18 11:58 PM

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!
Posted By: Robert_Wiggins

Re: Mission Editor - 04/17/18 01:18 AM

My pleasure!
Posted By: JJJ65

Re: Mission Editor - 04/17/18 07:13 AM

Of course, thx to Robert, he is permanent Readme's (not only of ME but other apps either) updater/keeper.
Posted By: BuckeyeBob

Re: Mission Editor - 04/17/18 04:54 PM

How about a Mission Editor tip of the day thread?

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.
Posted By: Robert_Wiggins

Re: Mission Editor - 04/17/18 06:59 PM

Hi Bob/Jara

Correct me if I am wrong on this, but Isn't JJJ65 looking at a way to have this a static map that will not require internet to load?
Posted By: ArisFuser

Re: Mission Editor - 04/17/18 07:03 PM

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,...
Posted By: BuckeyeBob

Re: Mission Editor - 04/17/18 07:20 PM

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?
Posted By: Robert_Wiggins

Re: Mission Editor - 04/17/18 07:27 PM

Originally Posted by BuckeyeBob
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.

Best Regards;
Posted By: JJJ65

Re: Mission Editor - 04/17/18 07:45 PM

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 sigh .
Now I am looking for real raster maps of WOFF combat region with sufficient details (scale), that is possible to georeference.
Posted By: BuckeyeBob

Re: Mission Editor - 04/18/18 06:36 PM

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:

Quote
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.
Posted By: JJJ65

Re: Mission Editor - 06/07/18 06:39 AM

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!
Posted By: BuckeyeBob

Re: Mission Editor - 06/07/18 08:19 PM

Thanks, Jara! Good to see that you are still making improvements to the ME.
Posted By: Fullofit

Re: Mission Editor - 06/07/18 11:50 PM

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.
Posted By: JJJ65

Re: Mission Editor - 06/08/18 05:38 AM

@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.
Posted By: Fullofit

Re: Mission Editor - 06/08/18 09:09 PM

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.
Posted By: JJJ65

Re: Mission Editor - 06/12/18 05:49 AM

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.
Posted By: Fullofit

Re: Mission Editor - 06/13/18 08:57 PM

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!
Posted By: BuckeyeBob

Re: Mission Editor - 07/21/18 04:42 AM

Mission Editor Tip #3:

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!
Posted By: JJJ65

Re: Mission Editor - 08/02/18 07:38 AM

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

Enjoy!

Attached picture BT Mod.jpg
Posted By: Fullofit

Re: Mission Editor - 08/06/18 08:31 PM

Geez! I almost missed this! Thank you Jara for the update. Does this mean no more Java weirdness with this .exe release? dance
Posted By: Fullofit

Re: Mission Editor - 08/06/18 08:34 PM

No go for me. Windoz 10 tells me there is a virus when attempting to download. screwy
Posted By: Robert_Wiggins

Re: Mission Editor - 08/06/18 08:49 PM

Fullofit

I downloaded it with no prob on win7. You could try disabling virus protection before downloading again.
Posted By: JJJ65

Re: Mission Editor - 08/07/18 07:12 PM

Originally Posted by Fullofit
No go for me. Windoz 10 tells me there is a virus when attempting to download. screwy

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.
Posted By: HarryH

Re: Mission Editor - 08/09/18 12:56 AM

Originally Posted by JJJ65
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!!

H
Posted By: Dirk98

Re: Mission Editor - 08/18/18 01:46 PM

Hello guys,

What is API Key Required seen on the Thunder fortest Map?

Thanks.
Posted By: JJJ65

Re: Mission Editor - 08/18/18 02:01 PM

Originally Posted by Dirk98
Hello guys,

What is API Key Required seen on the Thunder fortest Map?

Thanks.


Mission Editor uses non-commercial/free version of Thunder Forest Map. "API Key Required" watermark is removed when using paid/commercial version.
Posted By: Dirk98

Re: Mission Editor - 08/18/18 04:37 PM

Thanks, JJJ65
Posted By: JJJ65

Re: Mission Editor - 08/18/18 07:08 PM

You are welcome, Sir ;-).
Posted By: Space_Ghost

Re: Mission Editor - 08/24/18 01:55 PM

Does the DiD Historical Aces checkbox function and make it so HA's can be permanently killed in a campaign?
Posted By: Adger

Re: Mission Editor - 08/24/18 06:48 PM

Originally Posted by Space_Ghost
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

Regards Adger
Posted By: hoongadoonga

Re: Mission Editor - 08/24/18 09:03 PM

Originally Posted by Space_Ghost
Does the DiD Historical Aces checkbox function and make it so HA's can be permanently killed in a campaign?


Yes, but I believe that it applies to enemy HAs only. The ones on your pilot's side will remain until their actual last historical date.
Posted By: JJJ65

Re: Mission Editor - 08/25/18 07:15 AM

Originally Posted by hoongadoonga
Originally Posted by Space_Ghost
Does the DiD Historical Aces checkbox function and make it so HA's can be permanently killed in a campaign?


Yes, but I believe that it applies to enemy HAs only. The ones on your pilot's side will remain until their actual last historical date.

Yes, exactly, only enemy HAs.
Posted By: Space_Ghost

Re: Mission Editor - 08/29/18 06:31 PM

Originally Posted by JJJ65
Originally Posted by hoongadoonga
Originally Posted by Space_Ghost
Does the DiD Historical Aces checkbox function and make it so HA's can be permanently killed in a campaign?


Yes, but I believe that it applies to enemy HAs only. The ones on your pilot's side will remain until their actual last historical date.

Yes, exactly, only enemy HAs.


Are mortal friendly HA's possible?

I could've sworn there was a mod floating around for this, I just haven't been able to find it while searching.
Posted By: Hellshade

Re: Mission Editor - 08/29/18 06:44 PM

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.
Posted By: AndyR

Re: Mission Editor - 10/08/18 04:07 PM

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.

Posted By: JJJ65

Re: Mission Editor - 10/08/18 04:58 PM

Originally Posted by AndyR
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.


OK, I will look into it.
Posted By: JJJ65

Re: Mission Editor - 10/09/18 05:57 AM

AndyR, can you test this version with decreased screen size to 1200x800px?
Download here .
Posted By: AndyR

Re: Mission Editor - 10/09/18 09:35 AM

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?

Posted By: JJJ65

Re: Mission Editor - 10/09/18 11:12 AM

Originally Posted by AndyR
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
Posted By: AndyR

Re: Mission Editor - 10/09/18 08:38 PM

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.

Cheers,

Andy
Posted By: Ace_Pilto

Re: Mission editor Beta - 10/20/18 05:01 AM

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.
Posted By: Bad_Mr_Frosty

Re: Mission editor Beta - 10/22/18 11:08 AM

Hell!

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.


Any clues on what this might be?


//David
Posted By: JJJ65

Re: Mission editor Beta - 10/22/18 11:27 AM

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

Attached picture save.jpg
Posted By: Bad_Mr_Frosty

Re: Mission editor Beta - 10/22/18 03:31 PM

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.
Posted By: Bad_Mr_Frosty

Re: Mission editor Beta - 10/22/18 07:48 PM

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.

//David
Posted By: JJJ65

Re: Mission Editor - 10/23/18 05:44 AM

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.

Attached picture entrypoint.jpg
Attached picture workshop.jpg
Posted By: Bad_Mr_Frosty

Re: Mission Editor - 10/23/18 05:51 AM

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".
Posted By: JJJ65

Re: Mission Editor - 10/23/18 05:56 AM

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 :-(.
Posted By: Bad_Mr_Frosty

Re: Mission Editor - 10/23/18 06:34 PM

You are the most welcome to have a look, though it says I'm not allowed to attach such a file here when trying.
Posted By: JJJ65

Re: Mission Editor - 10/23/18 06:43 PM

Check your PM, pls.
Posted By: JJJ65

Re: Mission Editor - 10/26/18 10:58 AM

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!

Attached picture ME1.jpg
Attached picture ME2.jpg
Posted By: Robert_Wiggins

Re: Mission Editor - 10/26/18 02:13 PM

JJJ65

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?

Best Regards
Posted By: JJJ65

Re: Mission Editor - 10/26/18 05:59 PM

To keep it user friendly I have choosen a "one click" option for full backup/restore. IMHO, it is fast solution without any side effects.
Posted By: hoongadoonga

Re: Mission Editor - 11/17/18 08:27 PM

Would it be possible to add a skin selection option to the ME?

My favorite feature of the ME is the ability to select my own plane. However, when I do so I can't select which skin I get.
Posted By: JJJ65

Re: Mission Editor - 11/21/18 07:24 AM

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.
Posted By: hoongadoonga

Re: Mission Editor - 11/21/18 06:37 PM

OK, thanks for the reply.

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.
Posted By: JJJ65

Re: Mission Editor - 11/22/18 09:32 AM

If you wish to select skin for player's plane only, that would be possible. Just let me know. Thx.
Posted By: hoongadoonga

Re: Mission Editor - 11/22/18 05:22 PM

Originally Posted by JJJ65
If you wish to select skin for player's plane only, that would be possible. Just let me know. Thx.


Yes, that's exactly what I want. I'm very pleased to hear that it can be done. You are a wizard.
Posted By: AceMedic88

Re: Mission Editor - 11/24/18 02:16 AM

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?
Posted By: JJJ65

Re: Mission Editor - 11/24/18 06:24 AM

Originally Posted by AceMedic88
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?
Posted By: AceMedic88

Re: Mission Editor - 11/24/18 02:29 PM

JJJ - I'm unable to PM you, your inbox is full
Posted By: JJJ65

Re: Mission Editor - 11/24/18 03:02 PM

Originally Posted by AceMedic88
JJJ - I'm unable to PM you, your inbox is full

Oops, sorry. Mailbox cleared.
Posted By: AceMedic88

Re: Mission Editor - 11/24/18 03:21 PM

Sent
Posted By: 77_Scout

Re: Mission Editor - 02/07/19 10:52 PM

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!!
Posted By: BuckeyeBob

Re: Mission Editor - 02/08/19 05:07 AM

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.
Posted By: 77_Scout

Re: Mission Editor - 02/08/19 07:12 AM

Originally Posted by BuckeyeBob
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.

Thanks!!
Posted By: JJJ65

Re: Mission Editor - 02/08/19 08:49 AM

@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 frown . 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.
Posted By: BuckeyeBob

Re: Mission Editor - 02/08/19 04:11 PM

Originally Posted by 77_Scout

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!
Posted By: BuckeyeBob

Re: Mission Editor - 02/08/19 08:21 PM

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!
Posted By: 77_Scout

Re: Mission Editor - 02/08/19 08:50 PM

Originally Posted by BuckeyeBob
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!!!
Posted By: BuckeyeBob

Re: Mission Editor - 02/08/19 08:55 PM

Thanks, Scout. You are a very quick reader!
Posted By: Sandbagger

Re: Mission Editor - 02/08/19 10:10 PM

Hi all,
The latest version 1.7 with the latest README tutorial is now up on the WOFF User Mods page (JJJ65 Java Applets).

Refresh the page and/or clear your internet cache if the latest page (dated 8 Feb 19) does not appear.

http://www.thatoneplease.co/JJJ65WOFF.html

Mike
Posted By: JJJ65

Re: Mission Editor - 02/10/19 06:36 PM

Thank you, Sirs. cheers
Posted By: lederhosen

Re: Mission Editor - 02/17/19 04:06 PM

probably been asked before, but......

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.
Posted By: JJJ65

Re: Mission Editor - 02/18/19 10:59 AM

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

Enjoy!

Download available here.

[Linked Image]

Attached picture cust_skin.jpg
Posted By: lederhosen

Re: Mission Editor - 02/18/19 04:27 PM

arghhhhhhhh...cool
Posted By: hoongadoonga

Re: Mission Editor - 02/18/19 07:47 PM

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.
Posted By: AceMedic88

Re: Mission Editor - 02/18/19 07:58 PM

You keep making the mod better. You're the man!
Posted By: HarryH

Re: Mission Editor - 05/22/19 06:35 PM

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
Posted By: kksnowbear

Re: Mission Editor - 05/23/19 11:28 AM

Originally Posted by HarryH
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?
Posted By: HarryH

Re: Mission Editor - 05/23/19 02:53 PM

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.
Posted By: HarryH

Re: Mission Editor - 05/23/19 08:19 PM

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 smile

As for "spawn stutters" I'm still investigating this.
Posted By: kksnowbear

Re: Mission Editor - 05/23/19 09:23 PM

Originally Posted by HarryH
This is not stutters


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.
Posted By: HarryH

Re: Mission Editor - 05/23/19 10:37 PM

yes I concur
Posted By: JJJ65

Re: Mission Editor - 05/24/19 09:07 AM

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.
Posted By: HarryH

Re: Mission Editor - 05/24/19 02:52 PM

No problem, thanks for everything!
Originally Posted by JJJ65
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.

No problem, thanks for everything!
Posted By: WallysWorld

Re: Mission Editor - 05/28/19 10:54 PM

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.
Posted By: Robert_Wiggins

Re: Mission Editor - 05/28/19 11:11 PM

ME needs to be updated in order to work with 4.22. JJJ65 is aware of this and will likely have a fix soon.
Posted By: WallysWorld

Re: Mission Editor - 05/29/19 12:42 AM

Super! Thanks for that info, Robert. I'll hold off on my career until JJJ65 does his magic.
Posted By: JJJ65

Re: Mission Editor - 05/29/19 06:28 AM

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.
Posted By: Robert_Wiggins

Re: Mission Editor - 05/29/19 12:10 PM

No apologies necessary Jara. You can do your magic when you get your wand fixed biggrin
Posted By: JJJ65

Re: Mission Editor - 06/03/19 09:36 AM

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!
Posted By: Fullofit

Re: Mission Editor - 06/03/19 10:41 AM

Oh yes! Thank you for this Triple-J. You work fast! I can finally use the new patch. salute
Posted By: HarryH

Re: Mission Editor - 06/03/19 02:56 PM

Originally Posted by JJJ65
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!!!
Posted By: WallysWorld

Re: Mission Editor - 06/03/19 09:36 PM

Super thanks for your work, JJJ65. Much appreciated!
Posted By: 77_Scout

Re: Mission Editor - 06/03/19 11:06 PM

Great! Looks like there is a new .exe file to launch the Mission Editor, as opposed to running the .jar file?
Posted By: JJJ65

Re: Mission Editor - 06/04/19 05:53 AM

Originally Posted by 77_Scout
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 wink .
But seriously, the exe file is included to allow creation of ME shortcut on Windows desktop.
Posted By: JJJ65

Re: Mission Editor - 06/04/19 05:57 AM

Thx to Robert Wiggings I can offer you the latest version of ME Tutorial.
Download available here.
Posted By: 77_Scout

Re: Mission Editor - 06/04/19 03:28 PM

Originally Posted by JJJ65
Originally Posted by 77_Scout
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 wink .
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!!
Posted By: HarryH

Re: Mission Editor - 06/04/19 03:39 PM

Originally Posted by 77_Scout
Originally Posted by JJJ65
Originally Posted by 77_Scout
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 wink .
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!!


Yes this makes things super easy, thank you!!
Posted By: JJJ65

Re: Mission Editor - 06/14/19 10:27 AM

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

Enjoy!

Attached picture Cull1.jpg
Attached picture Cull2.jpg
Posted By: HarryH

Re: Mission Editor - 06/14/19 01:51 PM

thumbsup thumbsup thumbsup
Posted By: lederhosen

Re: Mission Editor - 06/14/19 03:12 PM

at last !!!!
Posted By: hoongadoonga

Re: Mission Editor - 06/14/19 05:12 PM

Excellent. Your fabulous mod keeps getting better and better.

Thanks
Posted By: Adger

Re: Mission Editor - 06/14/19 05:20 PM

Triple J,thanks for your brilliant ME that gets better and better with every update.
Posted By: HarryH

Re: Mission Editor - 06/15/19 01:58 AM

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!
Posted By: JJJ65

Re: Mission Editor - 06/15/19 05:39 AM

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.
Posted By: HarryH

Re: Mission Editor - 06/15/19 01:58 PM

Originally Posted by JJJ65
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.


Perfect, thank you!
Posted By: Polovski

Re: Mission Editor - 06/17/19 11:16 AM

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.
Posted By: JJJ65

Re: Mission Editor - 06/17/19 11:40 AM

Originally Posted by Polovski

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.

Flight paths after culling (in red and yellow):
[Linked Image]

Culled flight paths (in black):
[Linked Image]

Player's flight paths in green

Attached picture Culling_after.jpg
Attached picture Culling_.jpg
Posted By: JJJ65

Re: Mission Editor - 06/17/19 11:46 AM

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!
Posted By: HarryH

Re: Mission Editor - 06/17/19 02:31 PM

Many thanks, again JJJ!!
Posted By: Adger

Re: Mission Editor - 06/17/19 02:49 PM

Brilliant,great work again..cheers Triple J.
Posted By: HarryH

Re: Mission Editor - 06/19/19 02:27 AM

JJJ, I believe Adger's already requested this: could you provide an option to disable the BT mod?

Thanks!
Posted By: JJJ65

Re: Mission Editor - 06/19/19 05:45 AM

Originally Posted by HarryH
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.
Posted By: HarryH

Re: Mission Editor - 06/19/19 06:03 AM

Awesome, JJJ. You are the man! The collaboration with PR sounds very exciting, though. Thanks!!
Posted By: HarryH

Re: Mission Editor - 06/19/19 06:04 AM

oh, and I forgot to mention: your new shortcut with the WOFF logo on it seems to break the ability to put it in the taskbar...?
Posted By: JJJ65

Re: Mission Editor - 06/19/19 06:14 AM

Originally Posted by HarryH
oh, and I forgot to mention: your new shortcut with the WOFF logo on it seems to break the ability to put it in the taskbar...?

Strange, it works for me. Just create shortcut and place it to taskbar - see attached picture.

Attached picture Sc.jpg
Posted By: Adger

Re: Mission Editor - 06/19/19 10:47 AM

Thank you for your work on this JJJ and PR,what a fantastic community this place is.
Posted By: JJJ65

Re: Mission Editor - 06/20/19 11:54 AM

ME 1.8.3 released, download available here
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!
Posted By: HarryH

Re: Mission Editor - 06/20/19 01:42 PM

Very nice work! Thank you JJJ!
Posted By: HarryH

Re: Mission Editor - 06/20/19 01:44 PM

Originally Posted by JJJ65
Originally Posted by HarryH
oh, and I forgot to mention: your new shortcut with the WOFF logo on it seems to break the ability to put it in the taskbar...?

Strange, it works for me. Just create shortcut and place it to taskbar - see attached picture.


Thanks JJJ. It's working now. Was my error.
Posted By: Adger

Re: Mission Editor - 06/20/19 02:36 PM

Brilliant JJJ,thank you very much and thanks PR for the BT mod fix.
Posted By: BuckeyeBob

Re: Mission Editor - 06/20/19 03:48 PM

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?
Posted By: Panama Red

Re: Mission Editor - 06/20/19 04:42 PM

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.
Posted By: hoongadoonga

Re: Mission Editor - 06/20/19 05:36 PM

Originally Posted by JJJ65
ME 1.8.3 released
2) Blue Triangle mod - added Cancel button reverting all changes to WOFF UE defaults


I'm unlikely to use it because I like the BT mod but where is the cancel button located?
Posted By: JJJ65

Re: Mission Editor - 06/20/19 06:48 PM

Originally Posted by hoongadoonga
Originally Posted by JJJ65
ME 1.8.3 released
2) Blue Triangle mod - added Cancel button reverting all changes to WOFF UE defaults


I'm unlikely to use it because I like the BT mod but where is the cancel button located?



Attached picture cancel.jpg
Posted By: JJJ65

Re: Mission Editor - 06/20/19 06:51 PM

Originally Posted by BuckeyeBob
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.
Posted By: HarryH

Re: Mission Editor - 06/20/19 06:53 PM

Originally Posted by BuckeyeBob
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 smile
Posted By: Fullofit

Re: Mission Editor - 06/20/19 10:49 PM

Thank you, Triple-J!
Posted By: JJJ65

Re: Mission Editor - 06/21/19 05:42 AM

Originally Posted by HarryH
Originally Posted by BuckeyeBob
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 smile

nope
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.
Posted By: HarryH

Re: Mission Editor - 06/21/19 06:05 AM

Ah, ok. Thanks for this clarification JJJ
Posted By: HarryH

Re: Mission Editor - 06/21/19 06:09 AM

A possible workaround: after setting ME up, hit the widows key, run JSGME, load BT mod, alt tab to WOFF and hit continue....?
Posted By: JJJ65

Re: Mission Editor - 06/21/19 06:14 AM

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)

Enjoy!

Attached picture BT.jpg
Posted By: JJJ65

Re: Mission Editor - 06/21/19 06:15 AM

Originally Posted by HarryH
A possible workaround: after setting ME up, hit the widows key, run JSGME, load BT mod, alt tab to WOFF and hit continue....?

Ref. to ME version 1.8.4 wink
Posted By: HarryH

Re: Mission Editor - 06/21/19 01:38 PM

You are amazing
Posted By: JJJ65

Re: Mission Editor - 06/23/19 01:58 PM

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.
Posted By: Fullofit

Re: Mission Editor - 06/23/19 04:09 PM

So that’s why there were no enemy flights around! And I thought they were scared of me. Thanks JJJ65!
Posted By: JJJ65

Re: Mission Editor - 06/24/19 10:32 AM

Originally Posted by Fullofit
So that’s why there were no enemy flights around! And I thought they were scared of me. Thanks JJJ65!

The opposite is true - planes were not culled at all frown .
Posted By: Fullofit

Re: Mission Editor - 06/24/19 10:46 AM

In that case, they WERE scared of me! copter
Posted By: JJJ65

Re: Mission Editor - 06/30/19 06:49 PM

Originally Posted by Fullofit
In that case, they WERE scared of me! copter

No doubt duckhunter
Posted By: hoongadoonga

Re: Mission Editor - 07/01/19 03:07 PM

I'm using version 1.8.5 and can't get it to change skins. I can change the player's plane but not the skin.
Posted By: JJJ65

Re: Mission Editor - 07/01/19 03:44 PM

Originally Posted by hoongadoonga
I'm using version 1.8.5 and can't get it to change skins. I can change the player's plane but not the skin.

That is strange. Nothing has changed in that part of code. I will look into it, but no earlier than next weekend.

EDIT: Just tested twice on SE5a and it works for me. What aircraft have you selected? Have you tried it with different AC?
Posted By: hoongadoonga

Re: Mission Editor - 07/01/19 07:17 PM

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.
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