#4517695 - 04/22/20 11:55 PM
Re: WOFF PE Realistically populated airfields mod
[Re: JJJ65]
|
Joined: May 2012
Posts: 1,132
77_Scout
Member
|
Member
Joined: May 2012
Posts: 1,132
Vancouver Island, Canada
|
Hallo @JJJ65,
a short question: Mode-Enabler okay, after facilities-mods 0,1,2,4 okay. But is it possible to use it without ME? What would be the consequence?
Thanks for answer! No, Mission Editor is responsible for placement of historically correct planes and units on airfields before each campaign mission. Without ME you will not get correct planes on airfields. A possibly dumb question: If the mod works only with the Mission Editor, would it simplify things to bundle the two together? Perhaps i am missing a wrinkle, but seems easier if it was all wrapped together in ME and people can then hit the button to realistically populate airfields or not? Just thinking out loud Nice work!!
|
|
#4520042 - 05/07/20 05:06 PM
Re: WOFF PE Realistically populated airfields mod
[Re: JJJ65]
|
Joined: Oct 2018
Posts: 250
Redwolf
Member
|
Member
Joined: Oct 2018
Posts: 250
Maple Ridge, B.C., Canada
|
IMPORTANT NOTICE for users of this mod - Global Layer mod by Xavier Jouve is fully incompatible with this mod because it overwrites all global layers and libraries. Never use both mods simultaneously! ? Elevation mod (*terrain mod*) or Landcover mod ? - was only planning using the elevation mod and not the others. Just looking for clarification of "Global Layer mod." Thanks.
Win10/ i5-7600/ 16GB RAM/ GTX1660 Super
|
|
#4520053 - 05/07/20 06:34 PM
Re: WOFF PE Realistically populated airfields mod
[Re: JJJ65]
|
Joined: Jul 2010
Posts: 2,079
JJJ65
Member
|
Member
Joined: Jul 2010
Posts: 2,079
Czech Rep.
|
|
|
#4520054 - 05/07/20 06:34 PM
Re: WOFF PE Realistically populated airfields mod
[Re: Redwolf]
|
Joined: Mar 2011
Posts: 936
VonS
WWI Flight Sims on a Mac
|
WWI Flight Sims on a Mac
Member
Joined: Mar 2011
Posts: 936
|
IMPORTANT NOTICE for users of this mod - Global Layer mod by Xavier Jouve is fully incompatible with this mod because it overwrites all global layers and libraries. Never use both mods simultaneously! ? Elevation mod (*terrain mod*) or Landcover mod ? - was only planning using the elevation mod and not the others. Just looking for clarification of "Global Layer mod." Thanks. The elevation/terrain mesh mods are essentially compatible with most other mods in WOFF. Also compatible is the water mod and landcover modification patch (ver. 1.032). The one that is incompatible is the other one called "global layer" and that is at ver. 1.0 I think. (I do have a further comment, however - if running the landcover modification patch (1.032), without the global layer modification - trench lines may begin to look "interesting," depending on what year of war you are flying in. Often, in 1915, with the landcover patch installed, but without the global layer - I see a mixed combination of green pastures, trenches, shell holes, etc., sometimes even a town or two located right next to the patch trench lines. Will disable Jara's historically populated airfields mod and will enable ver. 1.0 of the global layer - to see if the classic trench lines are then restored, but simply moved further west or east.) EDIT: Have now test flown with both the global layer and land cover mods installed - trench lines move approx. 10 km to the west of where they usually are in WOFF, and the mixture of trench indentations and green meadows remains, as in my note above - more subtle to spot than the continuous/linked trench lines seen in stock WOTR. Looking forward to more developments with this. Happy flying all, Von S
Last edited by VonS; 05/08/20 07:32 AM. Reason: Added info.
~ 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. ~
|
|
#4522135 - 05/23/20 07:30 PM
Re: WOFF PE Realistically populated airfields mod
[Re: JJJ65]
|
Joined: Dec 2014
Posts: 1,340
HarryH
Member
|
Member
Joined: Dec 2014
Posts: 1,340
|
WOFF PE Realistically Populated Airfileds mod v1.1 released, download available here . Revised and fixed 1917 airfileds - thx to Fullofit for pointing it out. Hi JJJ, I am getting an error "Caution - Mod Not Found!" when running ME and selecting static only. The PE version 1.1 is installed. I'm not using Xjouve's global layer mod. Any ideas what's broken? I've tried reinstalling both ME and the RPA mods a couple of times without success.... thnks!
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
|
|
#4522148 - 05/23/20 10:00 PM
Re: WOFF PE Realistically populated airfields mod
[Re: JJJ65]
|
Joined: Dec 2014
Posts: 1,340
HarryH
Member
|
Member
Joined: Dec 2014
Posts: 1,340
|
Hi Harry. Are you sure all mods IAW attached readme file are enabled? ME shows this caution when it does not find modified airport names in global layer csv file ( WOFF Senery/Period/campaign year/global_layer/global_layer.csv). Can you send me one of your global_layer.csv files to check compatibility? BTW, your flying Fridays videos are great. I am looking forward to next episode. Thanks JJJ, glad you enjoyed it! I'll take a look and get back to you. It's quite possible I have other mods wrongly installed.
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
|
|
#4522200 - 05/24/20 02:30 PM
Re: WOFF PE Realistically populated airfields mod
[Re: JJJ65]
|
Joined: Dec 2014
Posts: 1,340
HarryH
Member
|
Member
Joined: Dec 2014
Posts: 1,340
|
Works perfectly now, thanks! One question I have been meaning to ask for a while now: there are two choices with your mod, static and full. With the full option selected, the mission plane count goes up significantly. Why is that? I had always thought that the difference was simply whether the historically populated flights were in the air or not, but I think perhaps the real difference is that the static option doesn't load the actual 3D models??
Anyhow, ME is such a great mod. Really excellent work Jara, thank you!
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
|
|
#4522227 - 05/24/20 07:03 PM
Re: WOFF PE Realistically populated airfields mod
[Re: JJJ65]
|
Joined: Dec 2014
Posts: 1,340
HarryH
Member
|
Member
Joined: Dec 2014
Posts: 1,340
|
Static - historically correct static planes are placed in front of hangars, but not ready to take off; Full - static planes (as above) + historically correct planes ready to take off (GAI) or planes preparing to land Thanks Jara. So the WOFF campaign engine is aware of these additional GAI squadrons and will (if triggered by player proximity) put them into action? I guess a related question: do you cull your additional historical planes' flights along with the campaign generated flights if the player uses that feature of ME to reduce plane counts? Sorry for all the questions. I've been meaning to get all this stuff straight so that I can talk about it on the Twitch channel without being wrong / stupid
Last edited by HarryH; 05/24/20 07:03 PM.
System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440
|
|
#4522233 - 05/24/20 07:27 PM
Re: WOFF PE Realistically populated airfields mod
[Re: JJJ65]
|
Joined: Jul 2010
Posts: 2,079
JJJ65
Member
|
Member
Joined: Jul 2010
Posts: 2,079
Czech Rep.
|
1) Yes, they can be triggered and put into action. However, the trigger distance will keep as a secret . 2) Honestly, I am not sure if these additional planes are being culled I will have to look into it and adjust the code accordingly. Good question, Harry. Thx for pointing it out.
|
|
|
|