Previous Thread
Next Thread
Print Thread
Rate This Thread
Hop To
Page 5 of 7 1 2 3 4 5 6 7
#4411660 - 03/20/18 09:53 AM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Jul 2010
Posts: 1,694
JJJ65 Offline
Member
JJJ65  Offline
Member

Joined: Jul 2010
Posts: 1,694
Czech Rep.
On Fullofit's "request" at his post here http://SimHQ.com/forum/ubbthreads.php/topics/4411251/re-did-centenary-challenge#Post4411251
I have added the mod that should disable the flak shooting on landed aircraft.
Download WOFF Multimod v1.8 here .
Enjoy!

Attached Files Multi18.jpg
#4411677 - 03/20/18 12:30 PM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: May 2012
Posts: 3,502
RAF_Louvert Offline
BOC President; Pilot Extraordinaire; Humble Man
RAF_Louvert  Offline
BOC President; Pilot Extraordinaire; Humble Man
Senior Member

Joined: May 2012
Posts: 3,502
L'Etoile du Nord
.

Outstanding! Many thanks Jara for yet another "must have" mod.

.

#4411680 - 03/20/18 12:35 PM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Dec 2013
Posts: 1,337
ArisFuser Offline
Member
ArisFuser  Offline
Member

Joined: Dec 2013
Posts: 1,337
Thanks Jara thumbsup

#4411688 - 03/20/18 01:10 PM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Jun 2012
Posts: 7,105
Robert_Wiggins Offline
BWOC Survivor!...So Far!!
Robert_Wiggins  Offline
BWOC Survivor!...So Far!!
Hotshot

Joined: Jun 2012
Posts: 7,105
Lindsay, Ontario, Canada
Agreed! Another great mod Jara.


(System_Specs)
Case: Cooler Master Storm Trooper
Pwr Sup: OCZ, GameXStream,1000-Watt
MB: Asus Maximus VI Extreme
Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered
CPU: Intel i7-4770K, OC to 4.427Ghz
CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler
Vid Card: ASUS GTX 980Ti STRIX 6GB
OS and Games on separate: Samsung 840 Series 250GB SSD
Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L
Periphs: MS Sidewinder FFB2 Pro, TrackIR 4

#4411784 - 03/20/18 10:55 PM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Nov 2014
Posts: 2,441
Fullofit Online content
Member
Fullofit  Online Content
Member

Joined: Nov 2014
Posts: 2,441
Ajax, ON
Thank you Jara! That’s awesome! Does this affect only planes on the ground or planes flying below certain altitude?
I guess someone reads those DiD reports. smile


"Take the cylinder out of my kidneys,
The connecting rod out of my brain, my brain,
From out of my arse take the camshaft,
And assemble the engine again."
#4411845 - 03/21/18 08:04 AM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Jul 2010
Posts: 1,694
JJJ65 Offline
Member
JJJ65  Offline
Member

Joined: Jul 2010
Posts: 1,694
Czech Rep.
Thx, gents, I am glad you enjoy it.
Thx Robert for updated readme WOFF UE Multimod ReadMe.pdf
Quote
Does this affect only planes on the ground or planes flying below certain altitude?
It depends on flying altitude and distance. With increasing distance from flak gun the safe altitude increases and vice versa (safe_alt = grnd_distance * tan 15°).

#4412027 - 03/21/18 08:54 PM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Nov 2014
Posts: 2,441
Fullofit Online content
Member
Fullofit  Online Content
Member

Joined: Nov 2014
Posts: 2,441
Ajax, ON
Thanks Jara, that’s even better than I expected!


"Take the cylinder out of my kidneys,
The connecting rod out of my brain, my brain,
From out of my arse take the camshaft,
And assemble the engine again."
#4414388 - 04/02/18 11:31 PM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Dec 2013
Posts: 407
hoongadoonga Offline
Member
hoongadoonga  Offline
Member

Joined: Dec 2013
Posts: 407
I've finally gotten around to installing the multimod so now I have some dumb questions.


1. gun shooting ranges - For the AI gun range I assume that the AI will not fire unless I am within the selected range. But what about the player's main gun range setting? Does it just mean that if I fire my guns from outside the selected range I have zero chance of hitting the target?

2. AI minimum altitude - If this is set very low does it mean that the AI will crash into the ground frequently? When heavily damaged I fly as low as I can to return home but it feels like cheating because the AI won't come down as low as I do.

3. Stress damage - these settings affect AI planes as well as mine, correct?


thanks

Last edited by hoongadoonga; 04/02/18 11:32 PM.
#4414422 - 04/03/18 05:53 AM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Jul 2010
Posts: 1,694
JJJ65 Offline
Member
JJJ65  Offline
Member

Joined: Jul 2010
Posts: 1,694
Czech Rep.
@hoongadoonga
1. Honestly I am not sure, but I think it is the "lifetime" of Player's bullet. Bullets are probably harmless behind this range.
2. AI Minimum altitude limits AI pilot flying below that altitude. That is compromise betweene AI safe recovery from diving and similar manoevers and realism (low altitude chasing). You can play with this value to find sweet spot.
3. Only Player's aircraft, I am sorry. Honestly, I have not found the way how to overstress AI planes. That is also why AI Nieuports can easily overdive any sturdier aircraft without breaking wings.

#4414426 - 04/03/18 06:31 AM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Jul 2010
Posts: 1,694
JJJ65 Offline
Member
JJJ65  Offline
Member

Joined: Jul 2010
Posts: 1,694
Czech Rep.
WOFF UE Multimod & Customiser 1.9.1 released. Download it here
Multimod now brings full control of game UI - users can customize the colors and appearance (visibility/opacity) of ingame texts, labels, dots, HUD, etc. Just click "Click to customize TAC and label colors" button (see attached picture).
Enjoy!
[Linked Image]

Attached Files MM.jpg
Last edited by JJJ65; 04/05/18 06:19 AM. Reason: Updated downoad link to fixed version 1.9.1
#4414443 - 04/03/18 10:18 AM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Jul 2012
Posts: 1,975
Adger Offline
Member
Adger  Offline
Member

Joined: Jul 2012
Posts: 1,975
Wow..what brilliant additions to this IMO essential mod,thanks Jara


"Vis unita fortior"

"United Strength is Stronger"
#4414459 - 04/03/18 12:16 PM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Dec 2013
Posts: 1,337
ArisFuser Offline
Member
ArisFuser  Offline
Member

Joined: Dec 2013
Posts: 1,337
Customizer, oh my god, long time a wish of mine!!! THANKS so much!!

#4414510 - 04/03/18 04:57 PM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: May 2016
Posts: 611
BuckeyeBob Offline
Member
BuckeyeBob  Offline
Member

Joined: May 2016
Posts: 611
Ohio, USA
This is a brilliant addition to the Multimod and a must-have! Thank you!

Now, I strongly suggest that you sit back and take a break. You have most certainly earned it!

#4414567 - 04/04/18 12:32 AM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Nov 2014
Posts: 2,441
Fullofit Online content
Member
Fullofit  Online Content
Member

Joined: Nov 2014
Posts: 2,441
Ajax, ON
What? I can change the enemy labels to pink? A must have! Thanks Jara!


"Take the cylinder out of my kidneys,
The connecting rod out of my brain, my brain,
From out of my arse take the camshaft,
And assemble the engine again."
#4414814 - 04/05/18 06:17 AM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Jul 2010
Posts: 1,694
JJJ65 Offline
Member
JJJ65  Offline
Member

Joined: Jul 2010
Posts: 1,694
Czech Rep.
Robert Wiggins pointed me to bug in the latest version of Multimod that caused one or more check buttons were out of application window. Thanks to Robert and I apologize for difficulties.
Fixed version 1.9.1 is available here together with updated Readme by Robert.
Thx Robert.

#4415070 - 04/06/18 08:15 PM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Dec 2013
Posts: 407
hoongadoonga Offline
Member
hoongadoonga  Offline
Member

Joined: Dec 2013
Posts: 407
Do I need to open the multimod and hit the "apply changes" button before each mission?

The values/selections that I previously entered and saved are always showing each time that I open the multimod so I assumed that I didn't need to open it up before every mission. However, a recent experience makes me wonder. I've set the player's main gun range to 100 meters, with a dispersion value of 3. I'd forgotten about this during a recent mission and fired at a fleeing enemy from over 200 meters. I saw a puff of smoke and he immediately started evasive maneuvers so that confirmed that I'd hit him.

#4415107 - 04/06/18 11:49 PM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Jun 2012
Posts: 7,105
Robert_Wiggins Offline
BWOC Survivor!...So Far!!
Robert_Wiggins  Offline
BWOC Survivor!...So Far!!
Hotshot

Joined: Jun 2012
Posts: 7,105
Lindsay, Ontario, Canada
Well, it could be that your shot was high and that got him. As you are probably aware a 303 is quite deadly even at 1000 yards. Call your kill a lucky stray shot!


(System_Specs)
Case: Cooler Master Storm Trooper
Pwr Sup: OCZ, GameXStream,1000-Watt
MB: Asus Maximus VI Extreme
Mem: Corsair Vengeance (2x 8GB), PC3-12800, DDR3-1600MHz, Unbuffered
CPU: Intel i7-4770K, OC to 4.427Ghz
CPU Cooler: Cooler Master Seidon 240M Liquid CPU Cooler
Vid Card: ASUS GTX 980Ti STRIX 6GB
OS and Games on separate: Samsung 840 Series 250GB SSD
Monitor: Primary ASUS PG27AQ 4k; Secondary Samsung SyncMaster BX2450L
Periphs: MS Sidewinder FFB2 Pro, TrackIR 4

#4415142 - 04/07/18 06:46 AM Re: WOFF UE Multimod [Re: hoongadoonga]  
Joined: Jul 2010
Posts: 1,694
JJJ65 Offline
Member
JJJ65  Offline
Member

Joined: Jul 2010
Posts: 1,694
Czech Rep.
Originally Posted by hoongadoonga
Do I need to open the multimod and hit the "apply changes" button before each mission?

The values/selections that I previously entered and saved are always showing each time that I open the multimod so I assumed that I didn't need to open it up before every mission. However, a recent experience makes me wonder. I've set the player's main gun range to 100 meters, with a dispersion value of 3. I'd forgotten about this during a recent mission and fired at a fleeing enemy from over 200 meters. I saw a puff of smoke and he immediately started evasive maneuvers so that confirmed that I'd hit him.

No, you apply your changes just once and you do not need to run Multimod until the next official WOFF UE update (patch).
For true meaning of value "Player main gun range = 100" we shall ask either OBD or OldHat, that is author of this "HardCore mod". I have just supposed that it is max range, but, of course, I may be wrong.

#4415155 - 04/07/18 10:43 AM Re: WOFF UE Multimod [Re: JJJ65]  
Joined: Dec 2013
Posts: 1,337
ArisFuser Offline
Member
ArisFuser  Offline
Member

Joined: Dec 2013
Posts: 1,337
Jara, I was fiddling, playing around your color customizing options and asked myself, would it be possible to change the font used on labels?

#4415162 - 04/07/18 11:42 AM Re: WOFF UE Multimod [Re: ArisFuser]  
Joined: Jul 2010
Posts: 1,694
JJJ65 Offline
Member
JJJ65  Offline
Member

Joined: Jul 2010
Posts: 1,694
Czech Rep.
I did not figure how to do it yet,but I can look into it.

Page 5 of 7 1 2 3 4 5 6 7

Moderated by  Polovski 

Quick Search
Recent Articles
Support SimHQ

If you shop on Amazon use this Amazon link to support SimHQ
.
Social


Recent Topics
Good News!
by Bill_Grant. 10/23/19 02:55 PM
Star Wars IX Final trailer
by Chaz. 10/22/19 01:48 AM
CoD MW Article
by Rick_Rawlings. 10/21/19 06:15 PM
Time marches on
by No105_Archie. 10/21/19 03:02 PM
Why Looney Tunes is great for history buffs
by PanzerMeyer. 10/20/19 11:05 PM
IJN Kaga found.
by NH2112. 10/19/19 10:32 PM
Grouch (Joker Parady)
by Arthonon. 10/19/19 02:19 PM
Nike vs B-17
by KraziKanuK. 10/18/19 08:30 PM
Copyright 1997-2016, SimHQ Inc. All Rights Reserved.

Powered by UBB.threads™ PHP Forum Software 7.6.0