Hello fellow WOFFers,
As per Becker's interesting advice, have now finished with my little tests with different bump values in the simulation.xml file, in FrankenWOFF 4.18 - for those who are running UE/PE WOFF, make three copies of the simulation.xml file, set up to be loadable via JSGME, etc. - and implement the following three changes, per weather type:
for spring/summer
<Bumps
windSmoothPeriod_secs="3"
localWindScaleVert_pct="190"
localWindScaleHorz_pct="280"
localWindFieldPerAircraft="y"
clearTurbulenceScale_pct="260"
cloudTurbulenceScale_pct="350"
groundBumpsVerticalScale_pct="330"
groundBumpsPitchScale_pct="170"
groundBumpsRollScale_pct="380"
/>
for autumn
<Bumps
windSmoothPeriod_secs="8"
localWindScaleVert_pct="170"
localWindScaleHorz_pct="250"
localWindFieldPerAircraft="y"
clearTurbulenceScale_pct="210"
cloudTurbulenceScale_pct="330"
groundBumpsVerticalScale_pct="290"
groundBumpsPitchScale_pct="140"
groundBumpsRollScale_pct="360"
/>
for winter
<Bumps
windSmoothPeriod_secs="12"
localWindScaleVert_pct="120"
localWindScaleHorz_pct="210"
localWindFieldPerAircraft="y"
clearTurbulenceScale_pct="150"
cloudTurbulenceScale_pct="240"
groundBumpsVerticalScale_pct="230"
groundBumpsPitchScale_pct="90"
groundBumpsRollScale_pct="280"
/>
All three settings were tested with BB's few small clouds variant, and also BB's large dark majestic clouds variant. Winds/turbulence vary by weather/cloud type, further changed by JJJ's MissionEd if you use it - but the three settings above seem to give good variety, more specifically, different levels of amplification. Also take note of subtle side-winds pushing left/right against the fuselage with the modified settings above, more so in spring/summer, less so in the winter. Bullet trajectories are also slightly affected by the wind, especially in spring/summer. The settings will probably work okay in BHAH.II as well, but make a copy of the stock simulation.xml file in BHAH.II before attempting the tweaks above, to load via JSGME - and also be aware that BHAH.II turbulence/winds are already amplified in stock form.
Some bonus info. for those running specifically UE/PE WOFF:
for slightly different gun-jam values and varied frustration, try:
gunsJam="y"
unjamProbability_frac="0.35"
unjamMinInterval_secs="5"
for individual fighter_v_fighter settings, to have them still fighting you even if lightly/moderately damaged, before turning home, try:
fightThreshold="-2"
withdrawThreshold="-3"
for slightly more varied AI maneuvers/responses, with novices sometimes being more clumsy, try:
<Maneuvers
acePlusEffort="1"
aceEffort="0.95"
veteranEffort="0.9"
noviceEffort="0.8">
And that will be it for my tweaks suggestions for a while - have to finish up with some things in FE2, and also to spend more time flying and less time tweaking.
EDIT: Several entries in the bumps section of the simulation.xml file are changed after a flight in WOFF, even after the settings specified above are loaded via JSGME - however, the windsmoothperiod setting remains as loaded via JSGME, as do threshold values for fighter_v_fighter AI - so best is to use such side-loading of relevant values anyway, via JSGME, in conjunction with the wind/turbulence settings in JJJ's MultiMod (and which change some of the bumps values) - for the full effect to be present in missions in WOFF.
Cheers all and enjoy the turbulence,
Von S
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Dead-sticking it in FrankenWOFF 4.18 through some subtle winter turbulence; medium-winter textures are a mix of full and medium, stock PE winter textures, for variety