Previous Thread
Next Thread
Print Thread
Rate This Thread
Hop To
Page 16 of 40 1 2 14 15 16 17 18 39 40
#4355493 - 05/05/17 12:15 PM Re: Mission editor Beta ***** [Re: JJJ65]  
Joined: Oct 2012
Posts: 586
AceMedic88 Offline
Member
AceMedic88  Offline
Member

Joined: Oct 2012
Posts: 586
Niagara Falls, NY
J, does this mean I have to choose the weather every time, or is this an option to chance if one desires to do so?


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.
#4355504 - 05/05/17 12:44 PM Re: Mission editor Beta [Re: JJJ65]  
Joined: Jul 2010
Posts: 2,079
JJJ65 Online cool
Member
JJJ65  Online Cool
Member

Joined: Jul 2010
Posts: 2,079
Czech Rep.
No, it is just option. You can leave default weather, of course.
BTW, if you select optional (static) weather, the Weather mod (wind speed, direction and horizon fix) will not work, because it modifies only dynamic weather file.

#4355638 - 05/05/17 11:50 PM Re: Mission editor Beta [Re: JJJ65]  
Joined: May 2016
Posts: 1,523
BuckeyeBob Offline
Member
BuckeyeBob  Offline
Member

Joined: May 2016
Posts: 1,523
Ohio, USA
If Jara doesn't mind, I would like to mention that the update to my Cloud mod will include additional cloud types (skies) with new additional wind directions and wind speeds. Clear and fair weather clouds will also include a tweak to increase the distance to the horizon. The only difference will be that my wind speeds will generally be slower than the modified wind speeds in JJJ's editor.

If I am not mistaken, JJJ uses OldHat's wind mod to generate the wind speeds in JJJ's editor. If you leave the weather to default or automatic however, you either get the stock WOFF wind speeds and directions, or if you are using my cloud mod, you get my wind speeds and directions. I think.


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4355647 - 05/06/17 01:09 AM Re: Mission editor Beta [Re: BuckeyeBob]  
Joined: Jun 2012
Posts: 7,993
Robert_Wiggins Offline
BWOC Survivor!...So Far!!
Robert_Wiggins  Offline
BWOC Survivor!...So Far!!
Hotshot

Joined: Jun 2012
Posts: 7,993
Lindsay, Ontario, Canada
Originally Posted by BuckeyeBob
If Jara doesn't mind, I would like to mention that the update to my Cloud mod will include additional cloud types (skies) with new additional wind directions and wind speeds. Clear and fair weather clouds will also include a tweak to increase the distance to the horizon. The only difference will be that my wind speeds will generally be slower than the modified wind speeds in JJJ's editor.

If I am not mistaken, JJJ uses OldHat's wind mod to generate the wind speeds in JJJ's editor. If you leave the weather to default or automatic however, you either get the stock WOFF wind speeds and directions, or if you are using my cloud mod, you get my wind speeds and directions. I think.


Thanks for clarifying that. It's getting hard to know what mod is doing what at any given point!


(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

#4355668 - 05/06/17 06:42 AM Re: Mission editor Beta [Re: BuckeyeBob]  
Joined: Jul 2010
Posts: 2,079
JJJ65 Online cool
Member
JJJ65  Online Cool
Member

Joined: Jul 2010
Posts: 2,079
Czech Rep.
.
Originally Posted by BuckeyeBob

If I am not mistaken, JJJ uses OldHat's wind mod to generate the wind speeds in JJJ's editor. If you leave the weather to default or automatic however, you either get the stock WOFF wind speeds and directions, or if you are using my cloud mod, you get my wind speeds and directions. I think.

WOFF creates for each mission an OFFDynamicMissionWeather file that is simply mixture of clouds and windspeeds for all theatre areas. Mission Editor allows user to further customize generated wind speeds, directions and horizon haze. Wind speed and directions values are randomized from range set by user.
It does not matter if BuckeyeBob's cloud mod (or any other weather mod) is enabled or not.
In addition, users now have an option to modify bumps and turbulence by WOFF Multimod application/mod.
I hope it is clearer now ;-).

#4356029 - 05/08/17 01:11 AM Re: Mission editor Beta [Re: JJJ65]  
Joined: Nov 2014
Posts: 3,696
Fullofit Offline
Senior Member
Fullofit  Offline
Senior Member

Joined: Nov 2014
Posts: 3,696
Ajax, ON
Hey Triple-J, I'm really enjoying all the goodies that come with the ME. Kudos and many thanks. There is one thing I would wish we could have as an option. A button to copy B-flight's flight plan to A-flight. When I revise the waypoints (typically the height) I always forget to do the same to A-flight so that they still fly as one (ok, I'm too lazy to go through the whole procedure again for the other flight). If we had a button that does it automatically = copies height, speed (if applicable) and location of the waypoints then maybe A-flight could become a bit more useful, instead of flying off to do their own thing. Maybe even have a check-box to do it automatically every time - for those that are forgetful. What do you think?


"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."
#4356050 - 05/08/17 05:03 AM Re: Mission editor Beta [Re: JJJ65]  
Joined: Jul 2010
Posts: 2,079
JJJ65 Online cool
Member
JJJ65  Online Cool
Member

Joined: Jul 2010
Posts: 2,079
Czech Rep.
Hello Fullofit,
thx for kudos and I am really like you enjoy the ME.
Your idea sounds really good to me and I think that it will not be so difficult to code/implement it into the ME. Just give me a lttle time, pls ;-)

#4356100 - 05/08/17 01:02 PM Re: Mission editor Beta [Re: JJJ65]  
Joined: Jul 2012
Posts: 2,808
Adger Offline
Senior Member
Adger  Offline
Senior Member

Joined: Jul 2012
Posts: 2,808
Thats a great idea Fullofit and JJJ..your ME just gets better and better pal


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.
#4356133 - 05/08/17 03:01 PM Re: Mission editor Beta [Re: JJJ65]  
Joined: Jun 2014
Posts: 1,595
OldHat Offline
Member
OldHat  Offline
Member

Joined: Jun 2014
Posts: 1,595
It has more to do with the current status of that flight's waypoint and not so much the proximity. For example, if both enemy and friendly flights are "in transit" or "going home", they will not attack. Only commands like "searchintercept" or "on patrol" will initiate an attack. This was discussed to death a long time ago. Even Pol had done an experimental modification which never made it to the game where he allowed random actions like switching from "going home" to "attack" WITHOUT any provocation such as getting hit by bullets.

#4356151 - 05/08/17 05:39 PM Re: Mission editor Beta [Re: JJJ65]  
Joined: Nov 2014
Posts: 3,696
Fullofit Offline
Senior Member
Fullofit  Offline
Senior Member

Joined: Nov 2014
Posts: 3,696
Ajax, ON
Triple-J, big thanks for trying. Take all the time you need.

OldHat, The aim is not to make A-flight fight for you, but to keep up with B-flight instead of flying off and buzzing Captain's daughter. We all know A-flight will only engage when they feel like it. Even B-flight sometimes doesn't attack when ordered. It is mostly for immersion. You are flying and you can see the other flight somewhere near escorting you. If they engage that's a bonus and if they're miles away you won't even know they have engaged. Let's call it purely cosmetic change.

Triple-J, that reminds me. Let's make sure A-flight doesn't occupy the same space as B-flight. They should fly above B-flight, so probably will have to add extra altitude to each waypoint. Thanks 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."
#4356159 - 05/08/17 06:01 PM Re: Mission editor Beta [Re: Fullofit]  
Joined: Jul 2010
Posts: 2,079
JJJ65 Online cool
Member
JJJ65  Online Cool
Member

Joined: Jul 2010
Posts: 2,079
Czech Rep.
Originally Posted by Fullofit

[b]Triple-J
, that reminds me. Let's make sure A-flight doesn't occupy the same space as B-flight. They should fly above B-flight, so probably will have to add extra altitude to each waypoint. Thanks again!

Yes, that was my intention either: ME will copy entire route of B flight to A flight and add to each waypoint 50 -100 m altitude.

#4356174 - 05/08/17 06:56 PM Re: Mission editor Beta [Re: JJJ65]  
Joined: May 2016
Posts: 1,523
BuckeyeBob Offline
Member
BuckeyeBob  Offline
Member

Joined: May 2016
Posts: 1,523
Ohio, USA
Great idea, Fullofit!

JJJ, I would suggest the difference in altitude between A and B flight be set a little higher: say 200 to 600 m instead of 50 to 100 m. Too close and they may wind up crashing into each other! Also, too low defeats the purpose of "top-cover," I think.

It would also be very cool if you could vary the distance in altitude from mission to mission, so that A flight is not always the exact same height above B flight.

Thanks!


“With Major Lawrence, mercy is a passion. With me it is merely good manners. You may judge which motive is the more reliable.”
#4356192 - 05/08/17 08:44 PM Re: Mission editor Beta [Re: BuckeyeBob]  
Joined: Nov 2014
Posts: 3,696
Fullofit Offline
Senior Member
Fullofit  Offline
Senior Member

Joined: Nov 2014
Posts: 3,696
Ajax, ON
Originally Posted by Adger
Thats a great idea Fullofit and JJJ..your ME just gets better and better pal


Adger, sometimes lazy people have good ideas. Glad you like it, Bud.

Originally Posted by JJJ65
Originally Posted by Fullofit

[b]Triple-J
, that reminds me. Let's make sure A-flight doesn't occupy the same space as B-flight. They should fly above B-flight, so probably will have to add extra altitude to each waypoint. Thanks again!

Yes, that was my intention either: ME will copy entire route of B flight to A flight and add to each waypoint 50 -100 m altitude.


JJJ, great minds think alike. winkngrin

Originally Posted by BuckeyeBob
Great idea, Fullofit!

JJJ, I would suggest the difference in altitude between A and B flight be set a little higher: say 200 to 600 m instead of 50 to 100 m. Too close and they may wind up crashing into each other! Also, too low defeats the purpose of "top-cover," I think.

It would also be very cool if you could vary the distance in altitude from mission to mission, so that A flight is not always the exact same height above B flight.

Thanks!


Bob, I like it. The altitude should vary if JJJ can figure it out. Do you think if B-flight is escorting two-seaters, A-flight could scout ahead instead of sticking around? Any other mission anyone can think of where A-flight could roam? I suppose if you're flying a two-seater you would want A-flight pretty close all the time, no?

Speaking of two-seaters. Ever noticed that you never get escorted by a flight from another squadron? If you fly a scout, you regularly escort recon/bombers from other squadrons, but never the other way around. Wonder why that is?


"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."
#4356202 - 05/08/17 09:30 PM Re: Mission editor Beta [Re: Fullofit]  
Joined: Jun 2014
Posts: 1,595
OldHat Offline
Member
OldHat  Offline
Member

Joined: Jun 2014
Posts: 1,595
Originally Posted by Fullofit
Let's call it purely cosmetic change.


IMHO, a historical reason to add this feature would make more sense. The Germans used similar tactic to lure unexpecting prey by using experienced pilots to fly high above and behind their bait of less experienced pilots or two-seaters. Some raids used many squadrons participate together.

#4356306 - 05/09/17 11:58 AM Re: Mission editor Beta [Re: JJJ65]  
Joined: Jul 2010
Posts: 2,079
JJJ65 Online cool
Member
JJJ65  Online Cool
Member

Joined: Jul 2010
Posts: 2,079
Czech Rep.
Version 1.1.8 released ME 1.1.8
Revision changes:
1) Added option to copy B-flight route to A-flight (for this release version only with fixed separation altitude of 200 m),
2) fixed "Formation type not available" error - thx to Hermani for finding it

Enjoy!


Attached Files Clipboard02.jpg
#4356339 - 05/09/17 02:15 PM Re: Mission editor Beta [Re: JJJ65]  
Joined: Jun 2014
Posts: 1,595
OldHat Offline
Member
OldHat  Offline
Member

Joined: Jun 2014
Posts: 1,595
So, to follow up on my previous post with a possible feature for a raid mission. Assuming it's not too difficult and you have time to program it. For example, if the briefing calls for a raid on an ammo dump/airfield/railyard, then we select squadrons (dropdown/checkbox/radio button/etc) we want to join in our raid. You can accomplish this by copying the paths (except first-takeoff or turn and last-landing) and objective of B flight to all squadrons that are selected. You won't have to do any or minimal height/speed adjustments since they will be taking off from different airfields.

Another suggestion is to simulate large (40+) aircraft battles over polygon wood. It was the scene of numerous large scale battles from June 1917 through January 1918. One suggestion would be to select the highest setting of air activity in WOFF UE's workshop. Then ME can have a feature where about 5 to 8 squadrons from each side has one waypoint (either added or changed) to the exact lat/long of polygon wood. Then see the fireworks begin....

So many ideas, so little time....

#4356387 - 05/09/17 04:29 PM Re: Mission editor Beta [Re: OldHat]  
Joined: Jul 2010
Posts: 2,079
JJJ65 Online cool
Member
JJJ65  Online Cool
Member

Joined: Jul 2010
Posts: 2,079
Czech Rep.
Originally Posted by OldHat
So, to follow up on my previous post with a possible feature for a raid mission. Assuming it's not too difficult and you have time to program it. For example, if the briefing calls for a raid on an ammo dump/airfield/railyard, then we select squadrons (dropdown/checkbox/radio button/etc) we want to join in our raid. You can accomplish this by copying the paths (except first-takeoff or turn and last-landing) and objective of B flight to all squadrons that are selected. You won't have to do any or minimal height/speed adjustments since they will be taking off from different airfields.


OK, great idea. I tink it would be possible. However, I can see one serious problem - timing. How to assure all squadrons will join at given time, without necessary waiting (circling)?

#4356412 - 05/09/17 05:47 PM Re: Mission editor Beta [Re: JJJ65]  
Joined: Jun 2014
Posts: 1,595
OldHat Offline
Member
OldHat  Offline
Member

Joined: Jun 2014
Posts: 1,595
I think that would be the fun part for the player. The hard part is yours making sure the squads we select have one of their waypoints in common. Raids are elaborate missions which should take time and planning. Slightly adjusting waypoints or adding a loiter command or a searchintercept for each squad we selected then playing the mission and watch how it unfolds.

#4356449 - 05/09/17 07:44 PM Re: Mission editor Beta [Re: JJJ65]  
Joined: Mar 2017
Posts: 103
Hermani Offline
Member
Hermani  Offline
Member

Joined: Mar 2017
Posts: 103
Aalter, Belgium
Glad I could help Jara.
Thanks again for another excellent update !

#4356505 - 05/09/17 10:57 PM Re: Mission editor Beta [Re: JJJ65]  
Joined: Nov 2014
Posts: 3,696
Fullofit Offline
Senior Member
Fullofit  Offline
Senior Member

Joined: Nov 2014
Posts: 3,696
Ajax, ON
Originally Posted by JJJ65
Version 1.1.8 released ME 1.1.8
Revision changes:
1) Added option to copy B-flight route to A-flight (for this release version only with fixed separation altitude of 200 m),
2) fixed "Formation type not available" error - thx to Hermani for finding it

Enjoy!



That was fast Triple-J. Do you ever sleep? Are you sure you're not form Transylvania? Enormous thank you! Now off to test the new toy!


"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."
Page 16 of 40 1 2 14 15 16 17 18 39 40

Moderated by  Polovski 

Quick Search
Recent Articles
Support SimHQ

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


Recent Topics
Carnival Cruise Ship Fire....... Again
by F4UDash4. 03/26/24 05:58 PM
Baltimore Bridge Collapse
by F4UDash4. 03/26/24 05:51 PM
The Oldest WWII Veterans
by F4UDash4. 03/24/24 09:21 PM
They got fired after this.
by Wigean. 03/20/24 08:19 PM
Grown ups joke time
by NoFlyBoy. 03/18/24 10:34 PM
Anyone Heard from Nimits?
by F4UDash4. 03/18/24 10:01 PM
RIP Gemini/Apollo astronaut Tom Stafford
by semmern. 03/18/24 02:14 PM
10 years after 3/8/2014
by NoFlyBoy. 03/17/24 10:25 AM
Copyright 1997-2016, SimHQ Inc. All Rights Reserved.

Powered by UBB.threads™ PHP Forum Software 7.6.0