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#4348058 - 03/31/17 12:05 PM WOFF UE Multimod  
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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 it here WOFF Multimod 2.0
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
[Linked Image]

Enjoy!


Attached Files Multi18.jpg
Last edited by JJJ65; Yesterday at 10:09 AM. Reason: update to version 2.0
#4348080 - 03/31/17 02:07 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Thanks Jara, once again you have worked some computer magic.


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#4348084 - 03/31/17 02:25 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Wow. How cool is that eh?
Many thanks JJ!

#4348127 - 03/31/17 05:45 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Once again a terrific, creative MOD utility for the WOFF community . I'll be using this often..thanks!

#4348134 - 03/31/17 06:37 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Any instructions on how it works, JSGME enabled or if we need any additional software, etc. ????


CPU = i9 9900K, GPU = RTX 2080 Ti, Monitor = 32" 4K G-sync
#4348138 - 03/31/17 06:53 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4348140 - 03/31/17 06:58 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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 wink .
I think, as soon as you run it, you'll see it is selfexplaining.
EDIT: DukeIronHand was faster thumbsup

Last edited by JJJ65; 03/31/17 06:59 PM.
#4348144 - 03/31/17 07:23 PM Re: WOFF UE Multimod [Re: JJJ65]  
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ok...can one add other mods to it?


make mistakes and learn from them

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#4348145 - 03/31/17 07:25 PM Re: WOFF UE Multimod [Re: lederhosen]  
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Originally Posted by lederhosen
ok...can one add other mods to it?

Yes, what mods would you wish to add?

#4348152 - 03/31/17 07:46 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Does this need to be "undone" before updating to the next WOFF UE patch or does that patch just override the settings you pick with this mod ???


CPU = i9 9900K, GPU = RTX 2080 Ti, Monitor = 32" 4K G-sync
#4348154 - 03/31/17 08:01 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Originally Posted by JJJ65
Originally Posted by lederhosen
ok...can one add other mods to it?

Yes, what mods would you wish to add?


These would only be text based edits correct?

#4348155 - 03/31/17 08:11 PM Re: WOFF UE Multimod [Re: DukeIronHand]  
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Originally Posted by DukeIronHand
Originally Posted by JJJ65
Originally Posted by lederhosen
ok...can one add other mods to it?

Yes, what mods would you wish to add?


These would only be texr based edits correct?

Yes, moreless, preferably.

#4348156 - 03/31/17 08:12 PM Re: WOFF UE Multimod [Re: Panama Red]  
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Originally Posted by Panama Red
Does this need to be "undone" before updating to the next WOFF UE patch or does that patch just override the settings you pick with this mod ???

No need to undone. Just reapply this mod after any WOFF UE update.

#4348179 - 03/31/17 09:52 PM Re: WOFF UE Multimod [Re: JJJ65]  
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For Bucksnorts Rear Gunner mod:
Higher number = Less accurate?

#4348220 - 04/01/17 01:13 AM Re: WOFF UE Multimod [Re: JJJ65]  
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It would be nice if JJJ65 explained the setting numbers like AnKor does with his mods, so you know what increasing or decreasing the numbers causes.


CPU = i9 9900K, GPU = RTX 2080 Ti, Monitor = 32" 4K G-sync
#4348252 - 04/01/17 06:36 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4348257 - 04/01/17 07:42 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Well can't get more informative then that.
Thanks JJ!

#4348259 - 04/01/17 08:28 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Q: can you use this AND JGSME at the same time? Or is it one or the other situation.
I'm a little scared to try this new mod.

Here's a pic of currently used mods.

[Linked Image]


Last edited by lederhosen; 04/01/17 08:28 AM.

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#4348267 - 04/01/17 10:06 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Nothing to be scared about smile .
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; 04/01/17 10:21 AM. Reason: Added modding sequence
#4348274 - 04/01/17 11:05 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4348279 - 04/01/17 11:32 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4348280 - 04/01/17 11:33 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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 ????


CPU = i9 9900K, GPU = RTX 2080 Ti, Monitor = 32" 4K G-sync
#4348288 - 04/01/17 12:24 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4348291 - 04/01/17 12:26 PM Re: WOFF UE Multimod [Re: DukeIronHand]  
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Originally Posted by DukeIronHand
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.

#4348298 - 04/01/17 12:50 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Ah thank you!

#4348300 - 04/01/17 12:55 PM Re: WOFF UE Multimod [Re: Panama Red]  
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Originally Posted by Panama Red
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.

#4348301 - 04/01/17 01:00 PM Re: WOFF UE Multimod [Re: JJJ65]  
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#4348306 - 04/01/17 01:38 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4348314 - 04/01/17 02:15 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Okay, I found out the problem.

You have to install Java for this to work, which is what I asked up above if any other software was needed to get this to work.

Windows 10 does not come with Java, so you have to install this too.


CPU = i9 9900K, GPU = RTX 2080 Ti, Monitor = 32" 4K G-sync
#4348316 - 04/01/17 02:21 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Interesting.
Just installing Java did not work for me. I know as I tried about 3 times.
Ah computers...

#4348320 - 04/01/17 02:35 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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 9900K, GPU = RTX 2080 Ti, Monitor = 32" 4K G-sync
#4348323 - 04/01/17 03:03 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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."

#4348334 - 04/01/17 03:38 PM Re: WOFF UE Multimod [Re: cptroyce]  
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Quote
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?

#4348339 - 04/01/17 03:58 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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?

#4348340 - 04/01/17 04:01 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Think you have the wrong thread sir.

#4348343 - 04/01/17 04:11 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4348344 - 04/01/17 04:14 PM Re: WOFF UE Multimod [Re: DukeIronHand]  
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Sorry, I was answering cptroyce's question and I got distracted.

#4348345 - 04/01/17 04:19 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Hehe...NP sir.

#4348347 - 04/01/17 04:28 PM Re: WOFF UE Multimod [Re: BuckeyeBob]  
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Buckeye Bob

Thanks very much for that information. I will try what JJJ suggested to you.

Don't think I would have intuitively stumbled on that :>)

#4348364 - 04/01/17 06:12 PM Re: WOFF UE Multimod [Re: DukeIronHand]  
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Originally Posted by DukeIronHand
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.

#4348366 - 04/01/17 06:26 PM Re: WOFF UE Multimod [Re: BuckeyeBob]  
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Originally Posted by BuckeyeBob
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.

#4348367 - 04/01/17 06:29 PM Re: WOFF UE Multimod [Re: BuckeyeBob]  
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Originally Posted by BuckeyeBob
Quote
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.

#4348374 - 04/01/17 07:03 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Originally Posted by JJJ65
Originally Posted by DukeIronHand
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!

#4348377 - 04/01/17 07:14 PM Re: WOFF UE Multimod [Re: DukeIronHand]  
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Originally Posted by DukeIronHand

Maybe a WOFF fluke or perhaps I strayed over an AA gun depot or training school!

biggrin probably thumbsup
BTW, I use AAA Increased rate of fire mod and I really enjoy it.

Last edited by JJJ65; 04/01/17 07:16 PM.
#4348384 - 04/01/17 07:29 PM Re: WOFF UE Multimod [Re: cptroyce]  
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Originally Posted by cptroyce
JJJ

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 frown .

#4348401 - 04/01/17 09:15 PM Re: WOFF UE Multimod [Re: JJJ65]  
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thanks i'll try that Alt+Tab idea

#4348414 - 04/01/17 10:24 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Quote
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!

#4348488 - 04/02/17 04:32 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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.
[Linked Image]

Attached Files full-20668-119607-mission_viewer.jpg
#4348547 - 04/02/17 01:48 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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; 04/02/17 02:02 PM. Reason: added color font
#4348561 - 04/02/17 03:32 PM Re: WOFF UE Multimod [Re: JJJ65]  
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OK, I will look into it, but do not promise anything smile

#4348611 - 04/02/17 06:40 PM Re: WOFF UE Multimod [Re: JJJ65]  
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thumbsup

#4348899 - 04/04/17 12:57 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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


"Vis unita fortior"

"United Strength is Stronger"
#4348919 - 04/04/17 05:36 AM Re: WOFF UE Multimod [Re: Adger]  
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Originally Posted by Adger
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 sigh 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.

#4348948 - 04/04/17 11:57 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Thanks for your reply JJJ,much appreciated mate


"Vis unita fortior"

"United Strength is Stronger"
#4350976 - 04/14/17 12:09 AM Re: WOFF UE Multimod [Re: JJJ65]  
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I started using this mod a few days ago and haven't really noticed anything wrong with it.

The only thing I'm not quite sure of is Oldhat's portion at the bottom for the flight, but besides that, I like messing with the other parts.

Great mod, and like ME, I use it everytime.


I got fired as the door man at a sperm bank.
Apparently it's in poor taste to tell leaving customers "Thanks for coming."

Former U.S. Army Medic - SGT.
#4354980 - 05/02/17 05:05 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Version 1.4 released - WOFF_Multimod v1.4
Revision 1.4 changes:

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!

Attached Files Clipboard02.jpg
Last edited by JJJ65; 05/03/17 06:27 AM. Reason: Added note for mods application.
#4354984 - 05/02/17 05:25 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Thanks for the update on this great MOD! Will try out the turbulence tweaks tonight.

#4354990 - 05/02/17 06:00 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Cannot wait to download this and try this out. Thanks, JJJ.


I got fired as the door man at a sperm bank.
Apparently it's in poor taste to tell leaving customers "Thanks for coming."

Former U.S. Army Medic - SGT.
#4354993 - 05/02/17 06:15 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4355000 - 05/02/17 06:56 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Yeeha! Another nod to try. smile

One thing, I think the wind direction for South is broken in the mission editor, I couldn't select it last time I tried.


Let's pretend I got the BWOC badge to embed here.

Wenn ihr sieg im deine Kampf selbst gegen, wirst stark wie Stahl sein.
#4355010 - 05/02/17 07:46 PM Re: WOFF UE Multimod [Re: Ace_Pilto]  
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Originally Posted by Ace_Pilto


One thing, I think the wind direction for South is broken in the mission editor, I couldn't select it last time I tried.

Yes, you are right, I will look into it.
Thx for report.

#4360167 - 05/30/17 09:41 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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

Enjoy!

#4360182 - 05/30/17 10:51 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Beautiful! Thanks Triple-J!


"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."
#4360218 - 05/30/17 01:45 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Wow..thanks so much Triple J


"Vis unita fortior"

"United Strength is Stronger"
#4360219 - 05/30/17 01:47 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Can't wait to give this a try


I got fired as the door man at a sperm bank.
Apparently it's in poor taste to tell leaving customers "Thanks for coming."

Former U.S. Army Medic - SGT.
#4360643 - 05/31/17 05:40 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Thanks a lot JJJ65.

#4361887 - 06/04/17 06:28 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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.
[Linked Image]


Enjoy!

Attached Files Clipboard02.jpg
Last edited by JJJ65; 06/04/17 02:24 PM. Reason: Corrected personal settings picture
#4361936 - 06/04/17 05:11 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Excellent addition. Thanks much!

#4361943 - 06/04/17 05:46 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

Any ideas what might be wrong??

#4361946 - 06/04/17 06:22 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4361959 - 06/04/17 07:55 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4362014 - 06/05/17 05:37 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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. thumbsup

#4362134 - 06/05/17 05:36 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Thanks much. I will try that this evening. I like having the latest versions of the Multimod and Mission Editor if I can.

#4362381 - 06/06/17 03:56 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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 ??

Last edited by cptroyce; 06/06/17 03:57 PM.
#4362539 - 06/07/17 06:00 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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: [Linked Image]


Attached Files Clipboard01.jpg
#4362693 - 06/08/17 03:48 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4362716 - 06/08/17 10:00 AM Re: WOFF UE Multimod [Re: JJJ65]  
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cptroyce, can you test this version, pls?
WOFF UE Multimod

#4362888 - 06/09/17 02:44 AM Re: WOFF UE Multimod [Re: JJJ65]  
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No can't get this configurator to open. Again 1.5 is no problem..

#4362901 - 06/09/17 05:32 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Oh, OK, let us continue over PM to do not overload this thread.
See your PM, pls.

#4371383 - 07/28/17 07:47 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Version 1.7 released WOFF UE Multimod

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.

Attached Files Screenshot (2).jpg
#4411660 - 03/20/18 09:53 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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]  
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Outstanding! Many thanks Jara for yet another "must have" mod.

.

#4411680 - 03/20/18 12:35 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Thanks Jara thumbsup

#4411688 - 03/20/18 01:10 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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
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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]  
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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]  
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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]  
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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]  
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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]  
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@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]  
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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]  
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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]  
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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]  
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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]  
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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]  
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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]  
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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]  
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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!


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#4415142 - 04/07/18 06:46 AM Re: WOFF UE Multimod [Re: hoongadoonga]  
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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]  
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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]  
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I did not figure how to do it yet,but I can look into it.

#4415904 - 04/11/18 08:50 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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."
#4481804 - 07/06/19 06:42 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4481807 - 07/06/19 07:16 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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).

#4481811 - 07/06/19 07:33 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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).

Last edited by mvp7; 07/06/19 07:41 PM.
#4481871 - 07/07/19 07:46 AM Re: WOFF UE Multimod [Re: JJJ65]  
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You do not have to use max zoom level. Instead, you can select any zoom level that fits you best.

#4481872 - 07/07/19 08:02 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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).

#4481873 - 07/07/19 08:36 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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?

#4481875 - 07/07/19 08:47 AM Re: WOFF UE Multimod [Re: JJJ65]  
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<drive_letter>:\Users\<username>\AppData\Roaming\OBD_Games\OBDWW1 Over Flanders Fields\ViewUI.xml

Quote
<VirtualCockpitView FovScale="1.0"...

#4481876 - 07/07/19 08:55 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Thanks!

#4488818 - 09/08/19 07:32 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Hi JJJ, a multimod request (or maybe this feature is already there and I missed it?)

The F6 view is too close for my taste ( by default it's closer than I have my main view set). Could it be adjustable in your mod?

Thanks!!

H


I'm "Stutter Free" At Last! God bless WOFF, and all who fly with her!
#4491598 - 10/05/19 07:42 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Has anyone had any issues using the latest Multimod with WOFF PE?

#4491601 - 10/05/19 08:10 PM Re: WOFF UE Multimod [Re: mvp7]  
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Originally Posted by mvp7
Has anyone had any issues using the latest Multimod with WOFF PE?


I'm using version 1.9.1. So far I've had only three or four missions with PE but haven't noticed anything wrong.

#4492845 - 10/14/19 01:56 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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?

#4492873 - 10/14/19 05:34 PM Re: WOFF UE Multimod [Re: mvp7]  
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Originally Posted by mvp7
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.

#4492886 - 10/14/19 06:46 PM Re: WOFF UE Multimod [Re: mvp7]  
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Originally Posted by mvp7
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.

#4492901 - 10/14/19 07:37 PM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4492964 - 10/15/19 06:02 AM Re: WOFF UE Multimod [Re: orbyxP]  
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Originally Posted by orbyxP
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:
Quote
<BreakRule SystemID="fuselage_structure" DestroyNeighbours="n"/>
<BreakRule SystemID="center_fuel_tank" DestroyNeighbours="n"/>
<BreakRule SystemID="right_wing" DestroyNeighbours="n" breakOffPart="y" hidePart="y" modelName="r_wing"/>
<BreakRule SystemID="left_wing" DestroyNeighbours="n" breakOffPart="y" hidePart="y" modelName="l_wing"/>

#4492987 - 10/15/19 11:06 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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.

#4492990 - 10/15/19 11:28 AM Re: WOFF UE Multimod [Re: orbyxP]  
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Originally Posted by orbyxP
... without access to the code and knowing what that line exactly does...

It is simple - it does what it says smile . 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.

Last edited by JJJ65; 10/15/19 11:30 AM.
#4493473 - 10/18/19 02:22 PM Re: WOFF UE Multimod [Re: HarryH]  
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Originally Posted by HarryH
Hi JJJ, a multimod request (or maybe this feature is already there and I missed it?)

The F6 view is too close for my taste ( by default it's closer than I have my main view set). Could it be adjustable in your mod?

Thanks!!

H


JJJ, bumping the above: any chance you might be able to add customized distance for the F6 view?


I'm "Stutter Free" At Last! God bless WOFF, and all who fly with her!
#4493494 - 10/18/19 05:56 PM Re: WOFF UE Multimod [Re: HarryH]  
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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.

#4493513 - 10/18/19 07:27 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Originally Posted by JJJ65
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.


OK, not to worry. Thank you!


I'm "Stutter Free" At Last! God bless WOFF, and all who fly with her!
#4493620 - 10/19/19 02:03 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Hi all , that mod seems very nice...but please how do i install it ...there is no *.exe ?

Last edited by kaa; 10/19/19 02:03 PM.

"Anyone can shoot you down if you don't see him coming but it takes a wonderfully good Hun to bag a Camel if you're expecting him."
Tom Cundall.
#4493623 - 10/19/19 02:25 PM Re: WOFF UE Multimod [Re: kaa]  
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Originally Posted by kaa
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.

#4493811 - 10/20/19 06:59 PM Re: WOFF UE Multimod [Re: mvp7]  
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Thank you for your answer , I'll try to launch it ...


"Anyone can shoot you down if you don't see him coming but it takes a wonderfully good Hun to bag a Camel if you're expecting him."
Tom Cundall.
#4494462 - 10/25/19 06:28 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Does the mod work with PE edition? I just want to get rid of the silly wings break off explosion.

#4494465 - 10/25/19 07:20 AM Re: WOFF UE Multimod [Re: Pruciak]  
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Originally Posted by Pruciak
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.

#4494467 - 10/25/19 07:32 AM Re: WOFF UE Multimod [Re: hoongadoonga]  
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Originally Posted by hoongadoonga
Originally Posted by mvp7
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.

#4497641 - Yesterday at 10:04 AM Re: WOFF UE Multimod [Re: JJJ65]  
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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:


Attached Files MM.jpg
#4497701 - Yesterday at 06:48 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Thank you to both of you, Gentlemen.


"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."
#4497714 - Yesterday at 08:44 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Thank you!!!


WOFF UE, BOC member, Albatros pilot.

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