Because JSGME Mod enabler does not allow multiple modifications of single file, I have written simple Java Multimod application consisting of several mods created by OldHat and Bucksnort. Thx guys! You can download WOFF UE version 2.1 here WOFF UE Multimod 2.1 WOFF PE (5.04 and higher) version 2.2 here WOFF PE Multimod 2.2 Changes in v 1.4: 1) Added Wind turbulence and gustings/bumps mod - user can select from three levels for horizontal, vertical components (gustings) and turbulence. NOTE: Wind gustings/bumps and turbulence levels change with weather type (Light, Medium, Heavy/Precipitation) . Please ensure WOFF is not running when applying mods, because WOFF loads these (modded) settings only during start. 2) Mod shows current values/settings applied 3) Fixed AAA mod bug (mod remained enabled even if unchecked) Changes in v1.5: 1) Added "No wings breaking explosions" mod - airplanes will explode without "cartoonish" instant break of all wings Changes in v1.6: 1) Added Pilot's default viewpoint mod Changes in v1.7: 1) Added Bombs drop mode selector (single, pair, all) Changes in v1.8: 1) Added mod that disables flak shooting on landed aircraft Changes in v2.0: 1) Added Realistic fuel consumption mod by orbyxP Changes in v2.1: 1) Fixed Realistic fuel consumption mod by orbyxP Changes in v2.2: 1) Fixed Realistic fuel consumption mod by orbyxP after WOFF PE 5.04 update
Works like a dream - just unzip it and click. Seemed to work fine from the desktop. I put the folder in my WOFF directory after testing just to have a place to put it.
No need JSGME, it is selfexecutable application. Extract it anywhere on your local disc, run it, fill all options per your wish and click "Apply changes" button - that is all . I think, as soon as you run it, you'll see it is selfexplaining. EDIT: DukeIronHand was faster
Although I am not an author of the mods included, I will try to explain mod settings as follows:
Code
"Stress overG" is number of seconds when the over G will start to take effect, for example 30 s
"overspeed_wingTip" is time when the wing tips will start to take damage from over G. i.e. after 30 + 15 = 45 seconds.
"overspeed_wing" is when the wings will start to take damage from over G. i.e. after 30 + 15 + 20 = 65 seconds.
"AI Guns shooting range" is distance in meters when AI will start to fire main guns.
"Collision range" is distance in meters when AI will detect and avoid collisions.
"AI Minimum altitude" is altitude in meters when AI will fly Above Ground Level (AGL).
AA Increased rate of fire - selfexplanatory - increased rate of ground AAA guns (flak)
AAA IDecreased dispersion - selfexplanatory - decreased dispersion of archie
"Ground fire MG Range" is the distance in meters of how far ground MG fire will travel. (Reduced because ground fire did not exceed 2000 ft ~ 650 m.)
Engine Start Random Delay is amount of seconds when AI will attempt to start its engine.
Rear guns accuracy mod - higher value = lower precision and higher dispersion of rear guns/gunners
Formation distance meods - I am not sure about these values, maybe OldHat can help. I assume these avalues can affect maxium and minimum delays (distances) between escorting and escorted formations.
Nothing to be scared about . The main advantage of my Multimod is you can use it over any JSGME mod enabled without danger of destrying or disabling previous mod(s), what is the main disadvantage of JSGME. JSGME replaces/overwrites entire fies, while my mod rewrite just particular value (data) inside of modified file. Proper modding sequnce is as follows: 1) Update WOFF UE 2) Enable any JSGME mods 3) Run and apply WOFF Multimod 4) (Optional) Apply FM Roll mod
Last edited by JJJ65; 04/01/1710:21 AM. Reason: Added modding sequence
All this is doing is making simple to do - but meaningful in game - text edits to a couple of files. Relax! Nothing can "mess up" and if you were to really think so 1 click andnits gone.
The utility of this program is quite wonderful but, and I have been trying, can't think of any more game features controlled by these file types.
I had a flash. Can you do something with Wind Speeds? It is a simple text edit but there are a lot of files (15-16 IIRC) which kind of discourages experimentation to find the perfect level.
Why do you use Program Files folder? There is often problem with read/write operations in that folder. But this error may not be related. Honestly, I did not test it in Win10 yet, only Win 7 and Win 8.1.
I had a flash. Can you do something with Wind Speeds? It is a simple text edit but there are a lot of files (15-16 IIRC) which kind of discourages experimentation to find the perfect level.
Wind mod is a part of Mission Edtor - just run Mission Editor, click Save button and you will be presented with Wind modification panel. Next release of ME will bring more tuned Wind mod - planed release - next week.
I "unzipped" this to my new Wi10 PC in the Program Files, double clicked the WOFF_Multimod.jar and got this error: "A Java Exception has occurred"
What is wrong ????
FWIW I had to, when ME first came out, get a third party "Java Helper" program to get these things to work on W10. I forget the reason (I googled it at the time) but it made sense and the small, free, third party program took care of it. Unfortunately I forget the name (on phone) but it is probably in the first couple pages of the ME thread. Lemme go look.
I am running your great ME in Win XP. It works..but probably not as well as you intended. For instance when I tick the show enemy box on the opening menu, the ME doesn't show the enemy flight paths. It doesn't Alt/Tab to desk top many times..few other small "glitches"..which may have to do with my use of the program.
I tried to download the latest Java version, but the newest Java file isn't available for Win XP.
So..is there any tweak I can do to XP, to have it use the latest Java file as you suggest is needed for the ME? Or any other tweak that may make the ME operate more fully on my set up?
I like XP, use XP, and it runs WOFF UE and all mods perfectly..so I don't want to change it.
Just wondering if you can offer any thoughts. ME runs about 85-90% fine..so it's not an "earth shaking" need.
DIH: I did run your Java "fix" before using the mod since I did not know if that was needed too.
I did notice when you open up the mod again after changing the numbers you want and closing, it still shows the "default" numbers, not the last numbers you changed and saved, is this a "bug" ???
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
Yes just installing Java did not work - I think W10 didn't "know" what to open .jar files with - but with the fix (an .exe IIRC) you associate .jar files with it and no problems ever again.
As for your "bug" question I believe it just writes to the files but does not read the current values on start up. Probably just easier to program. It does work (write) though as I have give it a test with the "Delayed Engine Start."
I am running your great ME in Win XP. It works..but probably not as well as you intended. For instance when I tick the show enemy box on the opening menu, the ME doesn't show the enemy flight paths.
I had this same question, cptroyce. JJJ explained to me that you need to click the Next button on the Edit Formation menu several times before it displays enemy flights, one at a time.
It might also be useful if there was a way to display all flights, friendly and hostile, simultaneously. Maybe in a future update?
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
I have another question about using the mod. I seem to be having trouble using the insert Waypoint button in the edit waypoints menu. It's not inserting the waypoint where I want it to. Do I insert the waypoint while the cursor is on the previous waypoint or when it is on the next waypoint I want to connect it to?
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
Stupid question: I (so far) have just used the Multimod to change engine start-up time. Is there a chance that, despite the fact I did not check it, OldHats's Increased AAA mod is also being enabled?
Just flew with J11 and bagged a lone FE2b over Allied territory and I have NEVER EVER been lit up by AA fire like I just was. Unless the latest 4.14 patch really changed something.
Stupid question: I (so far) have just used the Multimod to change engine start-up time. Is there a chance that, despite the fact I did not check it, OldHats's Increased AAA mod is also being enabled?
Just flew with J11 and bagged a lone FE2b over Allied territory and I have NEVER EVER been lit up by AA fire like I just was. Unless the latest 4.14 patch really changed something.
Disable OldHat's Hard Core mod in JSGME, if enabled. If you are not certain, run Multimod, click Restore and then set your mods per your wish and apply change. If you do not enable AAA Increased mod, it should not be enabled.
I have another question about using the mod. I seem to be having trouble using the insert Waypoint button in the edit waypoints menu. It's not inserting the waypoint where I want it to. Do I insert the waypoint while the cursor is on the previous waypoint or when it is on the next waypoint I want to connect it to?
When you insert new waypoint, you must first select Type of waypoint from roll down menu and than click on Insert waypoint button. New waypoint will be inserted before (in front of? - sorry for my English) current waypoint.
I am running your great ME in Win XP. It works..but probably not as well as you intended. For instance when I tick the show enemy box on the opening menu, the ME doesn't show the enemy flight paths.
I had this same question, cptroyce. JJJ explained to me that you need to click the Next button on the Edit Formation menu several times before it displays enemy flights, one at a time.
It might also be useful if there was a way to display all flights, friendly and hostile, simultaneously. Maybe in a future update?
I probably did not got you well, BuckeyeBob. My intention was to do not spoil user's knowledge about enemy flights prior mission. What do you mean by "displaying all flights, friendly and hostile, simultaneously", pls? My English is rather rusted. Thx for explanation.
Stupid question: I (so far) have just used the Multimod to change engine start-up time. Is there a chance that, despite the fact I did not check it, OldHats's Increased AAA mod is also being enabled?
Just flew with J11 and bagged a lone FE2b over Allied territory and I have NEVER EVER been lit up by AA fire like I just was. Unless the latest 4.14 patch really changed something.
Disable OldHat's Hard Core mod in JSGME, if enabled. If you are not certain, run Multimod, click Restore and then set your mods per your wish and apply change. If you do not enable AAA Increased mod, it should not be enabled.
Okay thanks. Not using Oldhats mod, either in JGSME or MM, but when I exited WOFF I clicked "Restore to Default" anyway. Guess I'll keep an eye on it. Had a "B-17 over Schweinfurt" flashback as for solid minute I must have had 20 AA bursts around me constantly and chasing me out of Allied territory. Am using 40LM's Effect mod but I have been archied before but not like this. Maybe a WOFF fluke or perhaps I strayed over an AA gun depot or training school!
I am running your great ME in Win XP. It works..but probably not as well as you intended. For instance when I tick the show enemy box on the opening menu, the ME doesn't show the enemy flight paths. It doesn't Alt/Tab to desk top many times..few other small "glitches"..which may have to do with my use of the program.
I tried to download the latest Java version, but the newest Java file isn't available for Win XP.
So..is there any tweak I can do to XP, to have it use the latest Java file as you suggest is needed for the ME? Or any other tweak that may make the ME operate more fully on my set up?
I like XP, use XP, and it runs WOFF UE and all mods perfectly..so I don't want to change it.
Just wondering if you can offer any thoughts. ME runs about 85-90% fine..so it's not an "earth shaking" need.
When you click the checkbox "Show enemy", you will be prompted with question to select "Show flightpaths" or just enemy units. After that you must click the Next formation button (even few times). For Alt/Tabbing I recommend before you start WOFF UE, open some little application, e.g. Notepad. Then start WOFF UE and when prompted to run your 3rd party mission editor, Alt/Tab should work. Unfortunately, without any application running on background, Alt/Tab does not work .
I probably did not got you well, BuckeyeBob. My intention was to do not spoil user's knowledge about enemy flights prior mission. What do you mean by "displaying all flights, friendly and hostile, simultaneously", pls? My English is rather rusted. Thx for explanation.
What I meant was a button or check box to display all flights on the screen at once, instead of one at a time. It is a bit of a cheat, but since you already have a check box to show enemy flights before they are displayed, no one will be surprised when they see all of the flight paths. Seeing them all at once, instead of one at a time, just gives me, at least, a better picture of what is going on around me.
And your English is fine, it is my poor native English communication skills that need work!
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
BuckeyeBob, thx for explanation. I had this feature in ME from begining, but I removed it yet before public release, because the picture of all flights shown at once was very confusing and unclear - see attached picture, pls. Hovever, if you wish to have that option included, I can add it in some of future updates. But for the very next update (scheduled on Monday or Tuesday) I will not manage that yet.
I see what you mean about showing all the flights at the same time. Would there be a way to show all flights at the same time (say in dull yellow), but highlight (say in bright yellow or red) the flight path of the selected flight? Do you follow what I mean? This way, the player could see all flight paths and still be able to focus on a selected single flight path one at a time.
Last edited by BuckeyeBob; 04/02/1702:02 PM. Reason: added color font
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
Hi Triple J,thanks for this mod a couple of questions if thats ok
Do i have to input my values every time i start the mod or just the once
The No instant all wings breaking doesn,t let me "check" the box pal..is this supposed to happen?
Thanks again...love your mods
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
Hi Triple J,thanks for this mod a couple of questions if thats ok
Do i have to input my values every time i start the mod or just the once
The No instant all wings breaking doesn,t let me "check" the box pal..is this supposed to happen?
Thanks again...love your mods
1) I am afraid, yes, you must input all values every time That was on request of mod author - to start with WOFF default values. 2) This mod is not implemented (yet). I must solve some special selective parsing and modding of simulation.xml file "Break" values.
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
1) Added Wind turbulence and gustings/bumps mod - user can select from three levels for horizontal, vertical components (gustings) and turbulence. NOTE: Wind gustings/bumps and turbulence levels change with weather type (Light, Medium, Heavy/Precipitation) . Please ensure WOFF is not running when applying mods, because WOFF loads these (modded) settings only during start. 2) Mod shows current values/settings applied 3) Fixed AAA mod bug (mod remained enabled even if unchecked)
Ebjoy!
Last edited by JJJ65; 05/03/1706:27 AM. Reason: Added note for mods application.
BTW, I created this Wind gusting/turbulence mod (a possibilty to decrease values) to allow higher wind speeds in Mission Editor's Weather mod w/o destroying planes flyability.
Version 1.5 released WOFF UE Multimod 1.5 Revision changes: 1) Added "No wings breaking explosions" mod - airplanes will explode without "cartoonish" instant break of all wings
"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."
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
Version 1.6 released WOFF Multimod 1.6 Revision changes: 1) Added "Default viewpoint mod" - you can set/customize your default viewpoint (back/forward) NOTE to users of my old Viewpoint mod only! - Before you make any adjustments via this Multimod version of Viewpoint mod, reset viewpoint to stock WOFF settings, run BDPStamp.exe and delete old Viewpont mod. Now you can use Multimod version of Viewpoint mod. NOTE: The latest version of Viewpoint mod (included in this Multimod) alters also viewpoint of Observer and Gunsight view.
BTW, for my weather and viewpointon settings see picture below.
Enjoy!
Last edited by JJJ65; 06/04/1702:24 PM. Reason: Corrected personal settings picture
Seems I can't run or open the new v1.6.jar file. Just won't run the multi mod box. The when I run the multimod configurator.jar file, it still opens v1.5?
The new download version had only the lib folder and the 1.6.jar file in it. Typically I would just cut and paste these two included files into the existing Multimod folder on my desktop which has had four files in it from earlier versions. The newest .jar or the configurator would be able to run the latest version,
With the latest 1.6 jar version the configurator still opens 1.5 version.
I am not sure what causes your problem, but the latest version extracts to new folder - "WOFF UE Multimod", while old version (1.5) is located in "WOFF Multimod" folder.. Ensure, pls, you run proper executable located at correct folder.
Tried your suggestion..still wont open. Well 1.5 is workable and that's fine. Was looking forward to the pov adjustment. Maybe the next update will open.
That is pity, cptroyce. But there is an easy solution - delete all your Multimod files/folders everywhere on your computer (no worry - all your mods will stay enabled) and then extract only the latest version. That should work.
Well thanks again,but no luck. Deleted everything I could find with Multimod. Latest d/l still won't run. Configurator is still 1.5 version.
Should there be more then two files in the d/l? All I get when extracted is the lib folder and the 1.6. jar file. Seems the other d/l' of earlier versions had more files in the d/l ??
That is really, really strange. The download (WOFF UE Multimod.zip) contains only lib folder and WOFF_Multimod_1.6.jar file. My installation looks like this:
Thanks again for helping..but I just can't get the 1.6.jar to open. No matter where I place the files, the .jar file won't open. All the other previous versions, I had no problem with.
Added Bomb drop mode selector mod. Users can select global bomb mode - "single", "pair" or "all". NOTE: Above setting is global, i.e. valid for all WOFF aircraft. However, this global bombMode can be overriden for individual aircraft in their respective <AircraftName>.xai files.
Case: Cooler Master Storm Trooper PSU: Ultra X3,1000-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
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.
"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."
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°).
"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."
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?
@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.
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!
Last edited by JJJ65; 04/05/1806:19 AM. Reason: Updated downoad link to fixed version 1.9.1
Wow..what brilliant additions to this IMO essential mod,thanks Jara
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
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."
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.
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.
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 PSU: Ultra X3,1000-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
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.
Jara, quick question. Is there a way to control the density of Flak? Say, denser over important targets, like observation balloons and sparser over less important targets like ... orphanages? Also, is it possible to have Flak guns to direct fire in a more spread apart pattern when you fly into a cloud? They can’t see you, but they will still try to shoot you down? Just wondering.
"Take the cylinder out of my kidneys, The connecting rod out of my brain, my brain, From out of my arse take the camshaft, And assemble the engine again."
Great collection an mods and very convenient manager. My thanks to everyone involved!
Would it be possible to add a zoom limit? I find the highest 3 or 4 steps of the zoom excessive (and unrealistic) and would rather limit the zoom to a bit less.
Can you be more specific, pls? Is the max zoom level too high? Or do you wish to have finest division? You can choose moderate or minimum levels of zoom (e.g. 1 or 2, i.e. 10 or 20 percent forward).
I mean the maximum available zoom so that rather than having zoom levels from -50 to 50 it could be set to -50 to 30 for example. The default max zoom level allows me to eyeball an enemy planes model from well over 2 kilometers and it's pretty much unusable without padlock (or pause).
The Deafult zoom level is not restorable by "Restore default settings" button. You can restore it only manually by setting the selector to "0" (WOFF's default).
Yeah I use the Multimod to be fully zoomed out by default but I constantly change the zoom level for various reasons. In most flight sims I just use two buttons for fully zoomed out view for general use and the typical default zoom when I need to zoom in.
Can you tell me what file the zoom related stuff is located in?
If someone is applying multimod on top of fresh WOFFPE install could you please check if any of the default values have changed since UE.
One setting that might not be working with PE is "No wings breaking explosions". Even with the settings turned on and presumably applied successfully, I have seen all wings popping off an exploding plane in both mid-air explosions I have seen so far.
I also have a question regarding the 'Rear guns accuracy' mod: how does this setting differ from the in-game option for less accurate rear gunners?
If someone is applying multimod on top of fresh WOFFPE install could you please check if any of the default values have changed since UE.
One setting that might not be working with PE is "No wings breaking explosions". Even with the settings turned on and presumably applied successfully, I have seen all wings popping off an exploding plane in both mid-air explosions I have seen so far.
In my experience the "no wings breaking" option has never been 100% effective. I would occasionally have them break in UE as well.
If someone is applying multimod on top of fresh WOFFPE install could you please check if any of the default values have changed since UE.
One setting that might not be working with PE is "No wings breaking explosions". Even with the settings turned on and presumably applied successfully, I have seen all wings popping off an exploding plane in both mid-air explosions I have seen so far.
I also have a question regarding the 'Rear guns accuracy' mod: how does this setting differ from the in-game option for less accurate rear gunners?
Yes, this feature may not work, especially if PE's simulation.xml file differs from UE. I cannot compare both files, because I do not own PE yet. @hoongadoonga - to clarify - this feature should disable simultaneous all four wings breaking. Not single or double wings breaking, which is realistic.
The simulation.xml file is mostly changed, so I would not attempt to replace it. Except for inserting 'n' in the line of code for wings breaking off. That is still there.
The simulation.xml file is mostly changed, so I would not attempt to replace it. Except for inserting 'n' in the line of code for wings breaking off. That is still there.
Multimod does'not replace whole files! It looks for specific variable and modifies only its value - that is its advantage over other JSGME mods that replace whole files and do not allow more mods to one file. That was main purpose I created the multimod (and other Java utilities). Just keep on mind: apply multimod over all JSGME mods (on top of other mods, as the very last one) and WOFF must not be run in background while saving multimod changes. BTW: putting 'n' in the line of code for wings breaking off is not enough. You must modify it as follows:
I stand corrected. However, without access to the code and knowing what that line exactly does, I believe this change may have an adverse affect on the new features of the progressive damage in PE. So, I would still leave that part of the simulation.xml alone.
... without access to the code and knowing what that line exactly does...
It is simple - it does what it says . It just does not allow destroying of neighbour structure in case of fuselage, fuel tanks and/or wing break. It has nothing to do with progressive damage model - that is part of cfs3 code.
I am sorry, Harry, I do not know how to do it. I think the F6 view is firmly set as multiplication of general cockpit view but I do not know where to tune/modify it.
I am sorry, Harry, I do not know how to do it. I think the F6 view is firmly set as multiplication of general cockpit view but I do not know where to tune/modify it.
Hi all , that mod seems very nice...but please how do i install it ...there is no *.exe ?
You need to run the WOFF_Multimod_configurator.jar file. It's the Java equivalent of exe file. You need to have Java installed on your system for it to work.
Does the mod work with PE edition? I just want to get rid of the silly wings break off explosion.
Yes, it works, but especially this particular feature I did not have chance to test yet. But you can try to apply this mod - it will not destroy anything.
If someone is applying multimod on top of fresh WOFFPE install could you please check if any of the default values have changed since UE.
One setting that might not be working with PE is "No wings breaking explosions". Even with the settings turned on and presumably applied successfully, I have seen all wings popping off an exploding plane in both mid-air explosions I have seen so far.
In my experience the "no wings breaking" option has never been 100% effective. I would occasionally have them break in UE as well.
This feature can be overwirtten by WOFF at any Workshop change. It is good habit to refresh this mod after such changes (or after any other mod installation/uninstallation). IMPORTANT NOTE: WOFF UE (PE) must be off during mod application.
WOFF Multimod v 2.0 released - download available here. Thx to orbyxP's research and testing, the latest version of Multimod includes Realistic fuel consumption mod by orbyxP:
"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."
please let me repeat my question from the main-forum at this occasion: What about the java-depending mods, when the free java-support for private user will end in ca. one year? Is it no problem or are there any solutions? No reason to think about it? I ask because these mods are very good and important.
Hello Becker01, no need to update your Java to use WOFF Java mods in future. So, the end of Java support (update service) does not mean the end of Java applications.
Updated version of WOFF Multimod 2.1 released. Download available here . Fixed Player's aircraft fuel consumption rate, that was not in accordance with OrbyXP's data table. Thanks to Polovski for noticing that. If you have used that mod before, disable it, pls, and reapply it with new version of Multimod.
If you have used that mod before, disable it, pls, and reapply it with new version of Multimod.
Pardon my ignorance, but what do I do here? Press "Restore Defaults" then "Apply Changes" on the old one (v.2), exit and install v2.1? Or do I need to uninstall v2 first? Unsure...
No, just uncheck the Fuel consumption mod and press the button "Apply changes", then uninstall Multimod 2.0, install Multimod v 2.1 and enable (check te radiobutton) mod and hi the buton "Apply changes".
No, just uncheck the Fuel consumption mod and press the button "Apply changes", then uninstall Multimod 2.0, install Multimod v 2.1 and enable (check te radiobutton) mod and hi the buton "Apply changes".
Thanks Jara! What was wrong? I thought the Albatroses were very thirsty compared to the Entente rotaries.
"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."
"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."
Unfortunately it doesn't work here, with latest Java 8 Update 241 and 8 Update 241 (64-bit) and Java(TM) SE Development Kit 14 (64-bit) installed. I click on WOFF_Multimod_configurator.jar but nothing happens. Win 10x64.
Unfortunately it doesn't work here, with latest Java 8 Update 241 and 8 Update 241 (64-bit) and Java(TM) SE Development Kit 14 (64-bit) installed. I click on WOFF_Multimod_configurator.jar but nothing happens. Win 10x64.
That's odd. It works fine for me with that exact same java version and Windows 10x64.
Unfortunately it doesn't work here, with latest Java 8 Update 241 and 8 Update 241 (64-bit) and Java(TM) SE Development Kit 14 (64-bit) installed. I click on WOFF_Multimod_configurator.jar but nothing happens. Win 10x64.
Any suggestions to try? I put WOFF Multimod folder on my C:\. OBDSoftware is also on C:\ I run WOFF_Multimod_configurator.jar and nothing happens. If I click on it with the right mouse button I can see that this file is opened with OpenJDK Platform binary. Any ideas? Thanks.
You do not need JDK, Dirk98, it is for software development. You should have installed Java RTE (Run Time Enviroment). So, uninstall Java completely (JDK and RTE) first and then install only Java RTE 64bit. Then verify your correct installation on Java web pages (for example here ).
The fuel consumption mod is something else. I'm in Jasta 15, Dec. 28, 1915. We had to patrol front lines up around St. Die. We take off from Habsheim airfield and fly south toward Mulhouse, gaining altitude before heading North and west to St. Die. By the time we get back over Habsheim, my fuel guage shows 60%. By a third of the way to St. Die, I'm at 50% fuel and have to turn back to our airfield. There was no way I was going to be able to fly the full mission. Did Fokker E.I's really eat up that much fuel? And, does the fuel consumption mod not affect AI?
Hmm, I'm also finding German machines consuming much more fuel than their Entente. Like you I sometimes have to land at closer airfields due to fuel, While on the other side I usually finish with at least 50% still in the tank with missions much much longer I might add. Could there be a calculation error?
"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."
Thank you for the feedback jakethescot1. You are correct, and after further testing, I have updated the spreadsheet and csv files to reflect the correct values for E.I, E.II, and E.III.
Originally I had a value of 2.5 (E.I and E.II) and 2.4 (E.III) which incorrectly produced an endurance of 1 hr. The new value is 2 (E.I and E.II) and 1.8 (E.III), which gives them a flight time (or endurance) of around 1 hr 30 minutes.
If you notice specific inconsistencies in any plane, please let me know and I will test again to make sure they line up with the historical data. You are welcome to compare endurance values between planes on the aerodrome.com website and let me know if any plane in WOFF does not line up and I can test again.
I am hoping that whenever JJJ has time, he can update the multimod. Alternatively, you can manually correct those three numbers in the csv file in your multimod installation.
Excellent response time OrbyxP. Can you also have a look at the Albatroses? They also seem rather thirsty. Perhaps that is historically correct?
"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."
Fullofit, thank you for the suggestion. I will test sometime today and update this space.
One thing I forget to add was that all planes have their fuel consumption modified by JJJs multimod. However, the AI only try to land when their fuel reaches around 5 or 10%, I think. Maybe a bit less, not sure.
"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."
I assume Jara will come out with an updated multimod as soon as he has a chance.
In the meantime, you can easily modify the file yourself. Open up the multimod folder on your computer, then open fuel.csv with any spreadsheet program. Enter the new values, save the file (make sure it is saved as fuel.csv), and you are done! I just did it myself, took 30 seconds.
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
The final version of the fuel consumption spreadsheet was uploaded in November 2019. Since then, I'm guessing that OBD's patches had tweaks to either the flight models or code. So far, each plane I've tested has the fuel consumption slightly off by around 20 to 30 minutes.
I'm guessing it's a uniform change and I'll try to adjust each value to around 0.5 less and see if that works.
Sorry guys, I am too late for this feat. Anyway, I am ready to update the Multimod, but, regarding to the latest orbyxP news, I will wait for his updated version of csv fuel consumption file.
You do not need JDK, Dirk98, it is for software development. You should have installed Java RTE (Run Time Enviroment). So, uninstall Java completely (JDK and RTE) first and then install only Java RTE 64bit. Then verify your correct installation on Java web pages (for example here ).
You do not need JDK, Dirk98, it is for software development. You should have installed Java RTE (Run Time Enviroment). So, uninstall Java completely (JDK and RTE) first and then install only Java RTE 64bit. Then verify your correct installation on Java web pages (for example here ).
Joined: Mar 2011 Posts: 938VonS
WWI Flight Sims on a Mac
VonS
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@ Dirk98
Here are some of the representative settings that I use in the MultiMod (ver. 2.1, latest ver.):
VonS MultiMod Settings (often used in the "casual campaigns" thread); also available on p.2 of the campaigns thread.
"AAA - decreased dispersion," when selected, gives greater accuracy of archie fire/flak.
I have "rear gun accuracy" set to a value of 4.5 - seems to give a good, realistic balance, when combined with the "AI guns shooting range" set to 300. Also good is gun accuracy of about 4, and AI shooting range reduced to about 250, etc.
The regular entry for "gun dispersion" is for your own gun - lower values give greater accuracy, higher values give less accuracy (wider dispersion).
Tweak wind values to taste - I've found realistic results (on my rig) with vertical wind set to low, horizontal and turbulence to medium. Also good is to try out vertical low, horizontal default, turbulence medium (I might try that out in the future).
For "aircraft stress damage" values, I recommend leaving them at stock if running my FM mods - if running stock FM in WOFF, perhaps increase those values slightly, as indicated in the pic, for a bit more robustness (makes you competitive with the AI).
Further down in the list, not visible in the pic., is OrbyxP's "realistic fuel consumption" mod. - use as per taste - I will tinker with the relevant fuel values in that mod, before checking it out on my rig. If you are running my tweaked FMs, ave. fuel consumption rates are already set at values between about 1.3 and 1.8 in them - depending on engine size/power. In that case I recommend setting your max. fuel to "80%," in the WOFF sim menu - for good realism. Works well enough.
I'm sure more of our WOFF flyers can pitch in with more advice.
Happy flying, Von S
Last edited by VonS; 04/06/2012:39 AM. Reason: Fixed typos.
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
Joined: Mar 2011 Posts: 938VonS
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Originally Posted by orbyxP
hmm.....
The final version of the fuel consumption spreadsheet was uploaded in November 2019. Since then, I'm guessing that OBD's patches had tweaks to either the flight models or code. So far, each plane I've tested has the fuel consumption slightly off by around 20 to 30 minutes.
I'm guessing it's a uniform change and I'll try to adjust each value to around 0.5 less and see if that works.
Hi Orbyx,
As far as I know the stock FMs have not received any changes in WOFF over the last several months - although, perhaps, the latest patch ver. 5.04 changes some underlying code?? - and that puts your previous fuel consumption values on the more "thirsty" side of the spectrum...thinking out loud here.
For the record, I am still on patch 5.03 of WOFFpe - I tend to go easy with my upgrade routines - both for computers and programs - will get eventually to patching up WOFF, or will possibly wait for a ver. 5.05 as is usually my habit.
Von S
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
Also, there is another setting in each two-seater xdp file where you can adjust the turn rate of the observer.
The "RateLimit=" mimics the g-forces that are applied to an observer. You can replace it with a very low number or a very high number:
(1) a very low number will force the observer to slowly turn (e.g. highly maneuverable two-seaters during a dogfight) or
(2) a very high number will force the observer to quickly turn (e.g. two-seaters that fly straight and level during a dogfight)
For example, lowering the rate limit to a "6" in the highly maneuverable two seaters like the Roland gave me a chance to shoot it down much easier while my aircraft sustained only light damage. In the less maneuverable two-seater like the Aviatik, raising the rate limit to "360" gave his observer an opportunity to damage my plane and cause a fuel leak before I shot it down.
Further down in the list, not visible in the pic., is OrbyxP's "realistic fuel consumption" mod. - use as per taste - I will tinker with the relevant fuel values in that mod, before checking it out on my rig. If you are running my tweaked FMs, ave. fuel consumption rates are already set at values between about 1.3 and 1.8 in them - depending on engine size/power. In that case I recommend setting your max. fuel to "80%," in the WOFF sim menu - for good realism. Works well enough.
One problem with that approach is that the DH4 and Gotha are 3 hrs in default WOFF. Adding a 1.3/1.8 will unrealistically handicap those aircraft when they should be flying 5 plus hours. On the flip side, some aircraft like the strutter and the bristol scout are at 5 hrs and 6 hrs in default WOFF, respectively. The DVII is at 4 hours in default WOFF. Adding 1.3/1.8 is not enough of a value to get them within their historical limits.
Also, reducing the fuel load to 80% might not be enough or too much for the same reasons as before. As well as giving the aircraft an artificial advantage of being lighter in weight at the middle of a mission.
Joined: Mar 2011 Posts: 938VonS
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VonS
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Originally Posted by orbyxP
One problem with that approach is that the DH4 and Gotha are 3 hrs in default WOFF. Adding a 1.3/1.8 will unrealistically handicap those aircraft when they should be flying 5 plus hours. On the flip side, some aircraft like the strutter and the bristol scout are at 5 hrs and 6 hrs in default WOFF, respectively. The DVII is at 4 hours in default WOFF. Adding 1.3/1.8 is not enough of a value to get them within their historical limits. Also, reducing the fuel load to 80% might not be enough or too much for the same reasons as before. As well as giving the aircraft an artificial advantage of being lighter in weight at the middle of a mission.
This is indeed true - I've therefore stuck largely to modifying the FMs for single-seat scouts only, for my little FM packages - there, from what I've been able to observe in the campaigns, nothing strange happens with the fuel consumption rates (on ave. I get about 2 hrs. max, with the "80% fuel limit" also used in the main sim menu).
In terms of the Bristol Scout, I've set the fuel consumption rate (in my Type C tweak) to 1.4 - and it seems to give about 2 hrs. max flight that way - this leads me to believe that your assumption may be correct and that something changed from the ver. 5.03 to the 5.04 patches regarding fuel consumption. Perhaps the changes happened even earlier - I doubt that I could get more than a 3 hrs. flight with the Bristol Scout even at stock FM settings.
In terms of hogging along less fuel and being given a slight advantage in flight - I don't have any research before me at the moment - but it may be possible that some pilots did this in WW1 (to manipulate center of gravity, performance, etc.) - possibly determined also by the ave. length of any given mission.
Stimulating thread gents' - I look forward to more developments regarding the MultiMod and look forward to trying out the latest fuel consumption mod. as well.
Von S
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
Hi guys does anybody have a upto date chart with the fuel levels that I could try whilst waiting for the updated multimod from Jara?
Thanks in advance
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
Joined: Mar 2011 Posts: 938VonS
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VonS
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Originally Posted by Dirk98
VonS, your MM settings work very well, I like them exactly as you set them.
Thanks!
Pleased to hear that Dirk. I've found that those settings give me the best "realism" approximation in WOFF - also forgot to mention that I have selected the "disable flak when plane on ground" option (to stop archie from taking shots at landed aircraft).
The only other thing I'll tinker with further in that MultiMod is the fuel setting in the OrbyxP patch (although I'm for now using the approximations I have included in my FM tweaks - and they seem to work well enough, giving about 2 hrs. max. flight for most of my one-seater scouts, with as well the 80% fuel limit selected in the WOFF menu, to up performance further as per rascally WW1 pilots that are always looking to get an edge over the enemy ).
I might also try horizontal winds at the default/full WOFF settings too - in one of my future campaign flights - to compare with horizontal wind at moderate (but will leave turbulence at moderate, and vertical winds at low - this gives me the best "feeling of flight" in WOFF, and is then comparable to my FM tweaks for FE2).
@ Adger, I think that Buckeye has a copy of the latest numbers that Orbyx recommended to include in the fuel consumption file - might be worth a shot to PM Buckeye regarding latest tweaks in the fuel consumption patch.
Happy flying all, Von S
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~
The only updates I have were for the EII and EIII. Nothing on the Albs or any other plane, as of now. I'm sure Jara is working hard along with OrbyxP to update the whole file.
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
@ Adger, I think that Buckeye has a copy of the latest numbers that Orbyx recommended to include in the fuel consumption file - might be worth a shot to PM Buckeye regarding latest tweaks in the fuel consumption patch.
Happy flying all, Von S
Originally Posted by BuckeyeBob
The only updates I have were for the EII and EIII. Nothing on the Albs or any other plane, as of now. I'm sure Jara is working hard along with OrbyxP to update the whole file.
Thanks for the reply gents,il wait with anticipation to what goodies Jara and OrbyxP bring us.
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
Thank you for your patience.... I was able to do spot checks on a few planes as my time allowed. I discovered that there is a uniform reduction of about 0.4 to each aircraft I tested.
However, I've decided to remove the planes that only deviate about 20 minutes or less from historical data.
I've listed below the few remaining aircraft with an endurance which deviated greater than 30 minutes.
You can go into the csv file of the multimod and fix the numbers to the "corrected" values listed below. You can remove the rest of the planes from the csv file. So, that you're left with only 20 rows of planes. Any feedback is always welcome and I will be glad to test again, time permitting. I can upload the corrected csv file by this weekend for JJJ to update his multimod.... unless someone does it, that's ok with me.
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
short question: Is it possible to safe the pilot-seat-position with this mod? You can change and safe the zoom-factor, that's good. But I have recogniced in some aeroplanes (Albatros DIII Early fore example), that the pilot sits too high a little bit. I can change it, but I cant' safe the change. Do you know how, maybe with this mod?
WOFF PE Multimod/configurator v2.2 released, download available here.. Version 2.2 is intended only for WOFF PE v5.04 and newer, because it includes the latest orbyxp's fuel consumption data conforming to WOFF PE update 5.04. WOFF UE users should use version WOFF UE Multimod 2.1. Enjoy!
Joined: May 2012 Posts: 4,879RAF_Louvert
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RAF_Louvert
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L'Etoile du Nord
.
OUTSTANDING! Many thanks as always Jara for keeping your "must have" mod up to date for us all.
.
Three RFC Brass Hats were strolling down a street in London. Two walked into a bar, the third one ducked. _________________________________________________________________________
Former Cold War Warrior, USAF Security Service 1974-1978, E-4, Morse Systems Intercept, England, Europe, and points above. "pippy-pahpah-pippy pah-pip-pah"
Thanks Jara. Like Lou said in the other thread: Must have them all. Kinda like Pokémon.
"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."
There are more changes since 1.9.1, I suppose. I recommend you to use the latest version and not enable the fuel consumption mod,if you prefer flying with vanilla fuel consumption rate.
I have upated the WOFF Multimod by addition of Windows executable, because of some users difficulties to launch *.jar extensions. Thx to RJW for icons. However, since these new versions contain *.exe files, Google security policy marked this archive as infected. I have sent an appeal, but, in the meantime, you can download it with false positive warnings. This new, "Windows" version is available here
JJJ This is what I get when trying to d/l the MM exe
"We're sorry. You can't access this item because it is in violation of our Terms of Service.
Find out more about this topic at the Google Drive Help Center."
That is due Google false positive antivirus warning. I have asked for correction, but w/o result so far. Can you recommend better file hosting than Google drive or Dropbox?
Unfortunately you are asking the wrong person :>) Perhaps someone with more knowledge in this area can help. I know XJOUVE's d/l works. Maybe you could ask him what site he uses?
on a related note, anytime I download JJJ's Mission Editor I get a 'fail to download' error. I have to temporarily turn off the in-built Windows 10 realtime protection and then the file will d/l successfully.
Why not use Sandbaggers WOFF mods page. That is what it was built for and it keeps all WOFF downloads on one site! Best Regards
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Adger had a question about increasing wind turbulence to make landings more challenging, so I referred him to your multimod. However, looking at the wind settings, I see that there are only three categories for wind settings: low, moderate, and full. Would it be possible to 1) utilize a sliding scale instead and/or 2) implement a "hardcore" setting for each that goes beyond the full (WOFF default) setting?
This would add a bit more flexibility to the wind values, although I understand that going beyond the full WOFF values for all three settings would definitely NOT be a good idea.
“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
Thank you BuckeyeBob, hope you’re keeping well mate?. I never thought about reaching out to Triple J here..
Also hope you’re well JJJ, it’s been a while since we last heard from you.
They shall grow not old, as we that are left grow old: Age shall not weary them, nor the years condemn. At the going down of the sun and in the morning We will remember them.
Joined: Mar 2011 Posts: 938VonS
WWI Flight Sims on a Mac
VonS
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Hello gents', while in JJJ's excellent MultiMod, I also recommend - if you want more turbulence - to tweak the wind turbulence/gusting settings (no. 3 section in the MultiMod), as follows:
My settings: vertical low / horizontal moderate / turbulence moderate (gives me what I think are realistic wind settings in relation to the weight of the aircraft, flying characteristics, etc.)
Try: vertical low / horizontal moderate / turbulence full (for more turbulence across the alts., hopefully also when landing)
To bump up turbulence further, try: vertical moderate / horizontal moderate / turbulence full (since vertical may overlap with and give a boost to turbulence effects)
And to try an even more extreme variant, attempt flying with: vertical full / horizontal moderate / turbulence full (this may perhaps give you something closer to what you are looking for)
(Note: it's possible that, if the turbulence setting is not effective at low alts. when landing/ascending, the vertical wind setting may be more effective there - so experiment with both variants as indicated above.)
Von S
~ For my various FM/AI/FPS/DM Mods. for First Eagles 2, WoFF, RoF & WoTR, and tips for FlightGear, recommended is to check over my CombatAce profile (https://combatace.com/profile/86760-vons/) and to click on the "About Me" tab while there. ~