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
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:
"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