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#4311607 - 11/13/16 12:54 AM WOFF UE Full Tree Populated Airfields Mod v2.1 (fixed) in Mod Section *****  
Joined: May 2001
Posts: 1,828
Panama Red Offline
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Panama Red  Offline
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Joined: May 2001
Posts: 1,828
Irmo, SC, USA
This is a conversion of my WOFF 3.6+ Populated Airfield Mod plus all the new airfields OBD has added to the game in WOFF UE. The main difference between the older WOFF 3.6+ mod and the newer WOFF UE mod is that this is a straight drop in (via JSGME) and your tree level is now automatically selected for all airfields through the WOFF UE Workshops Airfield Complexity level (High-Medium-Low). There are now 35 different airfields in this phase 2 mod for your enjoyment. The pictures for all these airfields are located in the WOFF UE Populated Airfields thread.

Just to remind everybody, there is a difference between the “1 – 1914+ All Airfields – Full Trees Populated” and the “1 – 1917+ All Airfields – Full Trees Populated” folders. The 1917+ airfields have more types and numbers of buildings to reflect the growing air power on both sides and the more permanence of all these airfields.

I plan on creating this mod in four phases:
1. v1 Direct conversion of all the original WOFF 3 airfields.
2. v2 Population of all the new WOFF UE Special / Specific airfields. This version includes all the airfields from v1 (this phase).
3. v3 Upgraded 1918+ Airfields with more types and numbers of buildings to reflect the even greater permanence of the airfields during the last year of the war. Will also include v1 and v2.
4. v4 Alternate airfields for a greater variety of selection for your game and viewing pleasure.


CPU = i9 11900K
GPU = RTX 3080 Ti
Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
#4311609 - 11/13/16 12:57 AM Re: WOFF UE Full Tree Populated Airfields Mod v2.0 in Mod Section [Re: Panama Red]  
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DukeIronHand Offline
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DukeIronHand  Offline
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Posts: 7,532
High over the Front
Ah! Guess I logged on at a perfect time.
Thanks PR!

#4311614 - 11/13/16 01:04 AM Re: WOFF UE Full Tree Populated Airfields Mod v2.0 in Mod Section [Re: Panama Red]  
Joined: Jul 2014
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Wolfstriked Offline
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Wolfstriked  Offline
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Posts: 1,027
NYC
Thanks,will give it a go. salute

#4311646 - 11/13/16 07:09 AM Re: WOFF UE Full Tree Populated Airfields Mod v2.0 in Mod Section [Re: Panama Red]  
Joined: Jul 2010
Posts: 2,079
JJJ65 Offline
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JJJ65  Offline
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Posts: 2,079
Czech Rep.
Thanks for your effort. Your mods are true "must have".

#4311705 - 11/13/16 03:56 PM Re: WOFF UE Full Tree Populated Airfields Mod v2.0 in Mod Section [Re: Panama Red]  
Joined: Sep 2007
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dutch Offline
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dutch  Offline
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EURO-zone
Like to know are these mods, using the CPU, the Vcard or both?

#4311707 - 11/13/16 04:00 PM Re: WOFF UE Full Tree Populated Airfields Mod v2.0 in Mod Section [Re: Panama Red]  
Joined: May 2001
Posts: 1,828
Panama Red Offline
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Panama Red  Offline
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Joined: May 2001
Posts: 1,828
Irmo, SC, USA
To answer your question, everything in the game leeches resources, either CPU or GPU cycles, but the order of leeching from largest to smallest on airfields is:
1. Number of airfield trees (this is the second time OBD has optimized the airfield trees because they were so much of a CPU hit when they were first created for the game)
2. Number if aircraft (both at the hangers and on the flight line)
3. Number of buildings
4. Number of men and vehicles

The last (#4) is so small, that unless you have a weak CPU/GPU, you will never notice it because the first two are the biggest leeches.

Try it by picking the same QC (not campaign because of all the background variables), with the same airfield, planes and weather and exact same view. The check the FPS without the mod, and then with the mod and see the difference in FPS between the two on your PC and you will have your answer.


CPU = i9 11900K
GPU = RTX 3080 Ti
Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
#4311807 - 11/13/16 10:40 PM Re: WOFF UE Full Tree Populated Airfields Mod v2.0 in Mod Section [Re: Panama Red]  
Joined: May 2001
Posts: 1,828
Panama Red Offline
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Panama Red  Offline
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Joined: May 2001
Posts: 1,828
Irmo, SC, USA
The new v2.1 (fixed) is now posted in the mod section. This fixes the map zoom problem.


CPU = i9 11900K
GPU = RTX 3080 Ti
Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
#4311846 - 11/14/16 12:18 AM Re: WOFF UE Full Tree Populated Airfields Mod v2.0 in Mod Section [Re: Panama Red]  
Joined: Mar 2009
Posts: 7,532
DukeIronHand Offline
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DukeIronHand  Offline
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Posts: 7,532
High over the Front
Nice (and quick) work.


Moderated by  Polovski 

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