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Optional Cloud Mod (with Historical Weather files)

Posted By: BuckeyeBob

Optional Cloud Mod (with Historical Weather files) - 02/03/17 05:21 PM

Hello, all!

After several months work, I have created a weather mod to replace the existing WOFF Historical Weather files for the period 1915 - 1918. While the developers' legendary devotion to historical accuracy is well-known--and deservedly so, the existing files have a few problems, which this mod is designed to correct. The mod currently consists of several simple text files for each year from 1915 through 1918, which control the type of weather (clouds, precipitation, etc.) that you may encounter in the game. While these do replace the original WOFF weather files, they are meant to maintain the current fidelity to historical accuracy which is a trademark of the OBD team.

Some of the corrections are purely technical. For example, one or two dates are either missing or duplicated in some of the existing files. There is also a database error (which probably doesn't effect game-play, but you never know). However, there are also a few long strings of "repeat weather" (the same cloud type for days upon end or consecutive days either with or without precipitation) that I would like to reduce. Overall, what I am trying to do is simulate the passing of weather fronts in a more realistic fashion, with clouds building up, followed by precipitation, then clearing, and so on and so forth, while still maintaining historical accuracy along with some degree of unpredictability. I have also reworked the snow cover in the game from January through March, to more realistically reflect the buildup and loss of snow cover over time. There are a lot of other changes, as well, but generally speaking, the weather you will see in the mod will be very similar, if not identical in every respect, to the weather as it appears now.

The mod will be released in two parts. The first one simply consists of replacements to the WOFFHistoricalWeather19xx.txt files, located in the campaigns\campaignData\weather folder. Part two of the mod will include some optional additional cloud types that I am working on, with the assistance of Panama Red (thank you, PR for graciously allowing me to use your additional cloud types mod as a template) as well as a few others.

The mod is JSGME compatible, just unzip the contents into your MODS folder. Of course, the mod is not an official product of OBD, and any use of the mod is at your own risk. As always, if you have any problems with WOFF, uninstall ALL mods before contacting OBD support.

If you have any comments or feedback, please do not hesitate to let me know. Finally, thanks again to OBD, without whom none of this would, of course, be possible.

Link to latest version of Optional Clouds Mod: WOFF Optional Cloud Mod 5.0 Pack Updated 30 September, 2022

Link to latest version of historical weather mod: WOFF Historical Weather Mod versions 2.1 and 1.5 Updated 12 June, 2022

Posted By: KodiakJac

Re: Weather Mod -- Part One - 02/03/17 05:33 PM

Great mod, BuckeyeBob! thumbsup
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 02/03/17 05:38 PM

I hope so! Cross your fingers!
Posted By: JJJ65

Re: Weather Mod -- Part One - 02/03/17 06:27 PM

Thx Sir! thumbsup
Posted By: 77_Scout

Re: Weather Mod -- Part One - 02/03/17 07:00 PM

Originally Posted By: BuckeyeBob
I have also reworked the snow cover in the game from January through March, to more realistically reflect the buildup and loss of snow cover over time.


I will look forward to seeing this in the game. Sounds great all around!
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 02/03/17 07:49 PM

You're welcome. I hope you like it. Hopefully, the differences will be more subtle than obvious, with more snow in some cases and less in others.
Posted By: The_3rd_Guru

Re: Weather Mod -- Part One - 02/03/17 10:56 PM

BuckeyeBob,

I highly applaud this mod! Thank you!

I too noticed that weather wasn't quite as historical as it could be, and I was toying with suggesting a few changes. (Unfortunately, unlike you, I do not have the skills to actively change these kinds of things.)

I'd like to offer two links which you probably already know of, but just in case let me lead you to them. I used these sites when I was making missions for Rise of Flight. I wanted to have absolutely accurate weather.

1. Great War Weather

2. Weerstation Losser

That second site is a Dutch site, but it's the only site I've ever found that has records of the weather from the war years. It contains wind speed (in the Beaufort Scale), atmospheric pressure, temperature and much more. It's really quite a find. (It's in Dutch, of course, but you can easily translate it using online tools.)

I hope these can be of some use to you and your mod.
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 02/03/17 11:25 PM

Wow, thanks, 3rd! That is exactly the information I am looking for. This will help tremendously.
Posted By: Panama Red

Re: Weather Mod -- Part One - 02/04/17 12:16 AM

Careful about adding more wind to WOFF weather, it severely disrupts the formation flying, that is why it is limited in the game now.
Posted By: The_3rd_Guru

Re: Weather Mod -- Part One - 02/04/17 01:22 PM

Originally Posted By: BuckeyeBob
Wow, thanks, 3rd! That is exactly the information I am looking for. This will help tremendously.


Great! I'm really glad that I could help you even if it is a small thing.

I look forward to your completed mod.
Posted By: Polovski

Re: Weather Mod -- Part One - 02/04/17 01:26 PM

WOFF's weather is also dynamic and changes as you fly over different areas. The weather you are altering is possbily just the base weather. Historical weather may not have been available for some regions.
Posted By: Sandbagger

Re: Weather Mod -- Part One - 02/06/17 04:57 PM

Uploaded to the user mods page:

http://www.sandbagger.uk.com/indexWOFF.html
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 02/17/17 04:19 PM

An updated version of my weather mod is now available at the bottom of the first post in this thread. I hope that more than a few people have actually tried this mod, since the stock WOFF UE version is actually a lot more random than many of you think it is, particularly for the years 1915 and 1916. For example, in WOFF, the entire year 1915 is composed almost entirely of "heavy" weather clouds. The only variation in the cloud patterns and precipitation for 1915 is solely determined by the CFS3 engine.

In general, the mod attempts to simulate somewhat more realistic transitions from weather front to weather front. I also reduced the snow cover in early 1915 somewhat so you see some more variation in snow cover, instead of the present continuous snow on the ground from 1 January until the end of March that currently exists. 1916 was also made just slightly less wet than stock, with 1917 a bit wetter. Long stretches of "no-fly" weather are also broken up just a bit in some cases, while the overall number of "no-fly" days is increased just a bit, in order to simulate the lack of flying during periods of really bad weather.

Overall, I aimed to make the weather feel more "real" while still maintaining fidelity to the overall historical weather patterns already found in WOFF; so this mod should not be considered to be a "fantasy" weather pattern in any respect. The mod should work even better after I have included an optional "additional cloud type mod" that will add approximately 28 new cloud types and variations to several of the existing cloud types that currently exist in WOFF. The new clouds will be designed to fit better within the six currently existing weather categories in WOFF: Good, Light, Medium, Variable, Heavy, and Winter and Spring precipitation. Generally speaking, you should see a greater variety of fair weather clouds, including more cirrus clouds, along with a few "heavier" foul weather cloud types. The optional cloud type mod is currently in final beta testing and should be available within a few days two weeks! or so.
Posted By: Robert_Wiggins

Re: Weather Mod -- Part One - 02/17/17 05:20 PM

Bb

Glad to see new modders active in the WOFF sim.
In particular I personally love to use mods that enhance the historical perspectives.

I look forward to your mods.

Best Regards.
Posted By: 77_Scout

Re: Weather Mod -- Part One - 02/17/17 06:50 PM

Sounds great. Downloading now. thumbsup
Posted By: cptroyce

Re: Weather Mod -- Part One - 02/17/17 07:28 PM

Bb -

Looking forward to d/l your latest iteration tonight.

Weather adds a lot to the immersive and graphic aspects of WOFF IMHO.
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 02/17/17 10:35 PM

Thanks, guys. I hope you enjoy the mod.

I have a question. As many of you know, the cloud files also contain a setting for wind speed. Through testing, I have determined that the wind speed value is in meters per second, which translates into 1 m/sec = 2.24 mph. Unmodded, values for windspeed varies in the game from 0 to 5 m/sec, or 0 to 11.2 mph. Relatively mild winds, as has been noted elsewhere on the forum.

Also through testing, I have determined that prevailing wind in the game does have an impact on air speed. Flying directly into a headwind will slow your groundspeed roughly by the speed of the wind, with the opposite effect if you have a tailwind. So far so good. Unfortunately, in addition to pushing your aeroplane in a direction opposite the direction of the wind, the wind also causes severe buffeting of the aircraft, particularly affecting pitch and especially on lighter aircraft. Turns also become much more difficult. Never having flown a real-life aircraft myself, I'm not sure how realistic the buffeting really is. We also know that the AI seems to have particular problems dealing with higher wind speeds.

So, finally my question. In my mod, do you want me to adjust the wind speed in each of these files or leave them alone? As I see it, there are a couple of options. In one, I can make two versions of the clouds: one with lower wind speeds, for early war aeroplanes, and another for later war aeroplanes. Another alternative is asking if Oldhat can adapt his high wind mod to my new clouds. Lastly, since the cloud files are .xml files, maybe JJJ or some other intrepid coder could write a program that could read and randomize the wind speed setting for each cloud file -- say a random number between 0 to 16 m/sec -- that would change each time you loaded the program? The last option would be the best one, of course, since it would vary the wind speed each time you ran the program.

Thoughts?
Posted By: OldHat

Re: Weather Mod -- Part One - 02/18/17 01:32 AM

I don't mind, however there are a few points to consider.

Changing the individual cloud wind value does not show up inside the dynamic xml file during the mission. So, I assume that it takes those numbers from the code.

The only wind speed values that work well were between 6-8. I found it to be perfect for all aircraft weights. From my limited tests, I've noticed that it does not affect AI takeoff, formation flying (as much), or landing. While still adding a nice feeling of flight.

I use the custom Weather txt File from Bletchley's MOD for OFF over at combatace.com for 1915. I had made my own 1916 and 1917 ones a while back and I use those as well. It seems to be very well researched.
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 02/18/17 04:26 AM

Wind speed in the cloud file or wind speed in the dynamic weather file?

I found changing the speed in the cloud file showed up inside the game, at least when I chose auto weather. Perhaps it works differently in the default campaign.

I too, based my weather mod for 1915 primarily on Bletcheley's work. Like you, I also tweaked 1916 and 1917, as well. I made the fewest changes in 1918, mainly because the WOFF files for that year are pretty well detailed.
Posted By: KodiakJac

Re: Weather Mod -- Part One - 02/18/17 05:56 AM

Hi Buckeye and OldHat,

I love this mod, Buckeye! The more I fly, the more I appreciate the variation and consistency it creates. For instance, I'm seeing a lot more broken snow covered fields and trends in the winter weather, etc. Very well done!

As you work on wind speed and variation for a better feeling of flight, Google "Max Demonstrated Crosswind Performance" on a couple of planes like the Cessna 150 (about 1000 lbs) and a Cessna 172 (about 1500 lbs). At ground level 16 m/s (36 mph) would probably be too fast for WWI planes in this weight class, in particular for landings.

Probably more like 15 mph to 20 mph max. In real life, I doubt they were rolling with crosswinds above 20 -25 mph knowing they would likely have to land in the same. Although we've all read stories of flying in much worse weather, I'm guessing a max cap of 25 mph would be pretty aggressive for WWI (maybe more like 20 mph).

Just thought I would toss in some real world comparables.

And I'm curious, have you determined if wind is present during take offs and landings, or is it just low wind speeds in place at ground level? If wind at ground level, do we always get a headwind for take offs, or is the direction variable. I would love to see you guys put wind into play during take offs and landings.

Does wind vary by altitude, or location. I know there is variation in wind within a single mission, but I was never sure if it was because I was changing altitude or moving into the next weather region.

Good luck with this!
Posted By: JJJ65

Re: Weather Mod -- Part One - 02/18/17 07:46 AM

Great work, guys. Would you, BuckeyeBob and OldHat, join your effort and negotiate on some final formulas/conditions, then I would be very glad to code some simple app for randomizing and implementing it into the campaign dynamic weather file.
Posted By: OldHat

Re: Weather Mod -- Part One - 02/18/17 01:55 PM

I've already tested wind speeds in campaign mode.

9 or 10 are near gale force winds
7 or 8 are strong winds
6 or 7 are light wind
5 and below are barely noticeable

I can suggest you randomize based on the "OFFHistoricalWeather19XX.txt" located inside the campaigndata\weather folder.

3
1
1917
3
1
1917
4 <--- Look at this value
Still very poor, dud in places
1
None
None
EOR

It ranges from 1 to 6, so if the number is:
5 or 6 = 7 or 8
3 or 4 = 5 to 7
1 or 2= 4 and below
If description says "very strong winds" or "gale" then use 9 or 10

Then you can change the background weather speed as well as all the other wind speed values. If you can also change the wind direction, that would be great.

Posted By: Robert_Wiggins

Re: Weather Mod -- Part One - 02/18/17 05:33 PM

Originally Posted By: JJJ65
Great work, guys. Would you, BuckeyeBob and OldHat, join your effort and negotiate on some final formulas/conditions, then I would be very glad to code some simple app for randomizing and implementing it into the campaign dynamic weather file.


JJ65;

That sounds promising! Can you explain in general how you expect the integration to work? I am very interested. I expect you are thinking of JAR as the mechanism to interface with the WOFF core code but this is just my personal thought. I love absorbing the details and find it informative.

Best Regards
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 02/18/17 06:11 PM

The wildcard is the DynamicWeather file. I no longer have CFS3 on my computer. Is the DynamicWeather file a program created by OBD?

In any event, when using the Auto Weather dropdown box, the wind speed and wind direction come directly from the cloud type .xml file. What happens under the hood with the DynamicWeather file after that I am less sure about.

I need to do more testing later today before I can comment on what effect the variables in the historicalweather file have on wind speed and direction, although I'm sure they do interact with the DynamicWeather file program.

Sorry for the cross post.
Posted By: JJJ65

Re: Weather Mod -- Part One - 02/18/17 06:24 PM

Originally Posted By: Robert_Wiggins
Originally Posted By: JJJ65
Great work, guys. Would you, BuckeyeBob and OldHat, join your effort and negotiate on some final formulas/conditions, then I would be very glad to code some simple app for randomizing and implementing it into the campaign dynamic weather file.


JJ65;

That sounds promising! Can you explain in general how you expect the integration to work? I am very interested. I expect you are thinking of JAR as the mechanism to interface with the WOFF core code but this is just my personal thought. I love absorbing the details and find it informative.

Best Regards

Honestly, as already suggested by OldHat in his PM, I plan to implement this option as a new feature to Mission Editor. Also, I do not have any clue how to seamlessly attach it to WOFF, since WOFF is written in Visual Basic and I do not have access to its source code sigh .
Posted By: cptroyce

Re: Weather Mod -- Part One - 02/18/17 08:20 PM

>>If you can also change the wind direction, that would be great.<<

As posted above..

I have been doing a bit of trial and error on the very simple and short "weather.xml" file in the "C:\OBDSoftware\WOFF\OBDWW1 Over Flanders Fields" folder.

There are lines that indicate 'wind speed and wind direction' with default values of 0'. I believe it is back ground weather. I assumed that it was in meters for speed, but I don't know. The direction line is probably compass point degrees.

I changed the vales from 0 to 5, then 15, and even 25; to see if there was a noticeable effect in flight.

I couldn't say that there a dramatic effect in wind speed, but I believe I noticed changes. Same for direction.

But then it could be the "placebo effect". It seemed very much more obvious in the cockpit view.

Perhaps those that are much more familiar with the weather files (I was just fooling around on my own, spurred on by this thread and others) know more about this xml file's use.

I have AI Weather Mode on in the workshop.
Posted By: DukeIronHand

Re: Weather Mod -- Part One - 02/19/17 03:41 PM

Nice work BuckeyeBob.
I didn't think it was possible for WOFF to be more awesome (or at least some awesome variety) but I guess I was wrong.
Always said modders are the key to any sims longevity and I am glad to see it happening here.
S!
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 02/23/17 10:55 PM

Sorry for being AWOL for a few days. Had to deal with some family matters.

Bucksnort and DukeIronHand, thank you very much! I'm glad you are enjoying the weather mod. I am working with PanamaRed to release some new cloud types in a week or so, which will hopefully add even more realistic type weather into the game.
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 02/23/17 11:31 PM

Originally Posted by OldHat
I've already tested wind speeds in campaign mode.

9 or 10 are near gale force winds
7 or 8 are strong winds
6 or 7 are light wind
5 and below are barely noticeable

I can suggest you randomize based on the "OFFHistoricalWeather19XX.txt" located inside the campaigndata\weather folder.

3
1
1917
3
1
1917
4 <--- Look at this value
Still very poor, dud in places
1
None
None
EOR



Be careful playing around with the historical weather file. The number 4 noted above controls which weather type is loaded into the game, with 1= Good 2 = Light 3 = Medium 4 = Variable 5 = Heavy and 6 = Precipitation. As Oldhat points out, the higher numbers result in higher wind speeds being loaded by the DynamicWeather file. However, the number (1 - 6) also determines what cloud type will be loaded. But, not all cloud types are in each weather pattern. Furthermore, each cloud type has a setting for both wind direction and wind speed. However, it also appears the DynamicWeather file overrides the wind speed settings found in the various cloud type files. As far as I can tell, the wind speeds loaded by the DynamicWeather file only come in three flavors: 3, 6, and 8 mph.

Interestingly, I noticed if you load a specific cloud type using the Auto Weather button in the Briefing screen, you will get exactly the wind direction and wind speed set in that cloud file. So, for example, I was able to create a 40 mph wind by altering the wind speed setting in the cloud file. As I said, however, the DynamicWeather file overrides this if you don't use the Auto Weather button.
Posted By: Adger

Re: Weather Mod -- Part One - 02/27/17 02:08 AM

Thanks Buckeye Bob,im using your mod along with Triple J,s editor which incorporates OldHats wind mod..they work perfect
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 02/27/17 02:21 AM

Thanks, Adger. Great to hear.

I expect that the cloud mod that I and Panama Red have been working on will be out in a few days.
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 03/05/17 09:12 PM

Version 1.25 of the Weather mod is now available by clicking on the link in the first post in this thread.

Changes include:
1) Changing the name of the mod from "WOFFUE Weather Mod" to WOFF UE Historical Weather Mod."
2) Fixing a small error to the OFFHistoricalWeather1917.txt file. Weather from July to 31 December 1917 is now working as designed. Thanks, JJJ65 for catching this error!
3) Adding a short readme file to the zip file.

The mod is JSGME ready. Just unzip into your WOFF\Over Flanders Fields\Mods folder. Enjoy!
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 03/05/17 09:40 PM

WOFF UE Optional Clouds Mod Now Available!

After much work and with the advice and assistance of Panama Red, the WOFF UE Optional Clouds Mod is now available. This mod is designed to be used either as a separate mod or as a compliment to my WOFF UE Historical Weather mod, which has just been updated to version 1.25.

From the readme file:
The WOFF UE Optional Clouds mod adds 44 cloud types (more than doubling the number of cloud types found in the original game). Eighteen of these additional clouds are from Panama Red's Weather Additional Types 1.1 mod, eighteen are from my new mod, and eight are original files from PR's mod that I modified slightly to include new, improved fog and mist effects -- thank you, Panama Red, for kindly granting me the permission to use these clouds from your earlier mod.

Although the current mod is specifically designed to be used together with my WOFF UE Historical Weather Mod, it can just as easily be used separately as a standalone mod with the stock WOFF UE game. When used with the WOFF UE Historical Weather mod, the additional clouds contained in this mod should more realistically depict the build-up and passing of weather fronts in the game. Clear or fair weather clouds should gradually give way to increasing clouds and eventual precipitation, with clouds then generally decreasing after the passing of each front.* Overall, the user should notice that fair weather periods have a greater variety of fair weather clouds, while heavy or wet weather will have a greater variety of thicker and more threatening clouds.

*Note: Due to the design of the CFS3 game engine, it is impossible to have total control over the weather patterns in the game. Actually, this is a good thing, because it introduces a degree of randomness to the weather you will see on any particular day as you play different pilot careers.

Features:

Clouds: 44 additional cloud types, including 1 clear, 2 cirrus, 6 cirrocumulus, 2 altocumulus, 3 light cumulus, 11 medium and medium-heavy cumulus, 6 heavy or overcast, 5 rain, and 2 mixed cloud types, along with new fog effects.

The original WOFF UE contains approximately 30 different cloud types. However, a majority of these types are variations on different cumulus cloud formations, particularly light cumulus clouds. Therefore, this mod significantly increases the variety of different cloud types you will encounter in each of your pilot careers.

Wind: Although wind speed values largely conform to those from the original game, they should now be somewhat more variable. Wind direction is also slightly more variable, so that winds from a westerly direction (SW, W, and NW) now occur approximately 74% of the time instead of 82%.

Miscellaneous: While this mod is compatible with OldHat's Strong Wind mod and Panama Red's Thunder and Lightening mod, it is not currently compatible with PanamaRed's Weather Additional Types mod. Activating this mod will overwrite several settings in the Additional Types mod, so it is recommended that you deactivate that mod before you use the WOFF UE Optional Clouds mod.


A link to the mod can be found below and at the end of the first post in this thread. Finally, thanks again to Panama Red, who was the original source of inspiration for this mod, and who very kindly lent me both his advice and assistance, as well as his permission to use several clouds from his original mod. A tip of the bowler to Panama Red!

WOFF UE Optional Clouds Mod 1.0
Posted By: cptroyce

Re: Historical Weather Mod -- Now With Optional Clouds - 03/06/17 01:20 AM

BB
Will your cloud mod work with 4L0M's latest Cloud Mod or SkyBox Mod?
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 03/06/17 02:01 AM

It should, since 4LOM's mod only changes the .dds files.
Posted By: Adger

Re: Historical Weather Mod -- Now With Optional Clouds - 03/06/17 02:44 AM

Thanks BuckeyeBob for this,il try it out later when I get in from work.
I've already downloaded and enabled with JSGME and it doesn't overwrite any of 4LOMS work so I'm also assuming it works fine.
Thanks again pal.
Posted By: cptroyce

Re: Historical Weather Mod -- Now With Optional Clouds - 03/06/17 04:50 AM

Buckeye thanks. Looks like a great mod addition to WOFF UE
Posted By: Adger

Re: Historical Weather Mod -- Now With Optional Clouds - 03/07/17 02:04 PM

Just a quick heads up BB,1st of all thank you for this mod some of the settings in game look great. I am having a slight issue however mate.

I get a flickering horizontal line when ANY fog is selected in the weather option in QC mode mate..The mist options and all the others are fine but the fog ones give me this issue.

Ive tried Trackir on/off disabled 4LOMS clouds,tried different times of the day in game,Sweetfx on/off and i still get this just with fog,im wondering if this issue replicates itself at your end?
Best Regards
Adger
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 03/07/17 04:06 PM

Hi, Adger. Always great to get feedback, even if reporting a problem.

Can you describe the problem in more detail? When do you notice the line? Are you increasing/decreasing altitude, what altitude are you at, etc? I've noticed this "line" sometimes in other cases, particularly when flying through a thin layer of clouds, so I'm wondering if this is when you are seeing it, too? Also, is it a white line or a gray line?

There are several files that use the fog effect, including four types of "plain" fog and two cloud and fog files. Do you see the problem in all six files? Thanks.
Posted By: Adger

Re: Historical Weather Mod -- Now With Optional Clouds - 03/07/17 06:27 PM

Hi BB..the line is noticable even during takeoff mate. I also have noticed the line when flying through clouds etc.

Id say its more of a white line,and its like 2 different colored textures of the game below and above the line,and it seems to me at least to be occuring with all 6 "Fog" files..the 4 fog ones and the 2 that incorporate the clouds.

Its a strange one because every other type is fine including the mist files,im just wondering if anybody else who uses your mod is seeing the same issue Pal.

Thanks again BuckeyeBob cheers
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 03/07/17 08:46 PM

There are a few WOFF cloud texture files that cause this "banding" effect. Unfortunately, two of those appear in several of the fog files in my mod. I think I can delete one of these cloud textures, but the other one is what creates the foggy look down low. However, I think I can lower the line so that you shouldn't see it once you climb over 750 feet or so (down from roughly 2000 feet as it is now).

If you still can't stand seeing the line down low, I can revise the mod to give you the option to use the older fog effect created originally by PanamaRed. His fog is still very good, just without as much thick fog down low.

Keep in mind that fog will occur less than 10% of the time in the campaign, so you shouldn't run across it very much.
Posted By: Adger

Re: Historical Weather Mod -- Now With Optional Clouds - 03/07/17 09:03 PM

Thanks for the reply BB,its a great mod if you could possibly lower the "ceiling" to 750ft i think that,d make a massive difference.
Id only see it very rarely (just on take off) then,as it does,nt take long to get to 750ft.

Thanks again pal
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 03/08/17 11:17 PM

An updated link to version 1.05 of my WOFF UE Optional Clouds mod is now available at the bottom of the first page of this thread. Highlights of this update include:

1) Revised fog effects to eliminate/decrease "banding" problem. This should address Adger's observation about the line or band that appears in the fog files. The line should disappear, or at least not be as noticeable, after you have climbed to around 1000 feet. You may still notice some shimmering or popping of the fog clouds down low, but that problem is beyond my capabilities, I'm afraid.

2) Added two optional files:
WOFF UE Optional Clouds 1.05 - Panama Red Fog Option
WOFF UE Optional Clouds 1.05 - No Fog Option

These files are meant for those who do not like the new fog effect or who can't stand the shimmering of the fog clouds down low. The first file uses Panama Red's fog files, which do not include the fog effect that sometimes causes the shimmering clouds problem. The second file does not include any fog effects at all. Either one of these optional files can be used in the main campaign.

Installation and use of the revised mod can be found in the readme file included in the zip file. I am also happy, of course, to answer any questions you may have about the mod. Enjoy!
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 03/10/17 09:07 PM

Reminder: although the Historical Weather mod and the Optional Cloud mod were designed to work together, they also work perfectly fine as separate mods, so you can use either one by itself with a standard WOFF installation.

Both mods should also work in all previous versions of WOFF, from WOFF 1 to WOFF UE.
Posted By: lederhosen

Re: Weather Mod -- Part One - 03/17/17 12:26 PM

Good MOD, it changes the game for the better, I think.
I use the Weather mod+ Panama Red fog option.

Been flying a few missions now as an Re8 pilot in March 1917.
Orders are good, but when you take off you might find that the weather gets in the way...i.e. "bloody clouds, bloody mist, can't see a thing down there!"
Weather now makes spotting or being spotted much harder too. Navigation is almost impossible at times.
Sounds like a book I read.

The only down side I can see, is FPS drop when using time compression ( for me). I guess alllll that cloud appearing slows thigs down a bit.
Other than that I can see this mod combo as being one of those that I cant live without.

danke
Posted By: BuckeyeBob

Re: Weather Mod -- Part One - 03/17/17 03:39 PM

I am very glad to hear that you are enjoying the mod.

One question: do you feel at all that it may be too cloudy at times? I wanted to make it cloudier than the original game, but I also want it to remain playable and enjoyable. Have I struck the right balance?
Posted By: Robert_Wiggins

Re: Weather Mod -- Part One - 03/17/17 03:53 PM

Buckeye;

Please read your PM from me.
Posted By: Banjoman

Re: Weather Mod -- Part One - 03/17/17 04:05 PM

The last two missions for me have been very cloudy, but it's too early to tell if that was just a fluke or how the sim works now. I'll keep a tally and let you know.
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 03/17/17 04:15 PM

Quote
The last two missions for me have been very cloudy

Sometimes weather is like that!

Quote
I'll keep a tally and let you know.

+1 Thanks
Posted By: lederhosen

Re: Historical Weather Mod -- Now With Optional Clouds - 03/17/17 05:11 PM

Originally Posted by BuckeyeBob
I am very glad to hear that you are enjoying the mod.

One question: do you feel at all that it may be too cloudy at times? I wanted to make it cloudier than the original game, but I also want it to remain playable and enjoyable. Have I struck the right balance?




err no..tooo much, the mod is crap.

no seriously, its very good, I'm not an expert about weather, but it seems fine to me.
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 03/18/17 04:17 AM

Thanks, lederhosen.
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 03/24/17 04:09 PM

I have removed the link to the WOFF UE Historical Weather mod 1.25 since the mod is now part of the 4.14 patch. Future updates are planned to be included in the latest OBD patch.

The link to the Optional Cloud mod is still available at the end of the first post of this thread.
Posted By: lederhosen

Re: Historical Weather Mod -- Now With Optional Clouds - 03/28/17 10:07 AM

After years of flying this Sim I must say that the mission today was absolutely horrible.

Line Patrol at 2900m with my F2b with TrackIR.
The weather was so bad you would of thought that all flights would have been cancelled! Heavy cloud with snow at 2000m,
and 7 of us are supposed to find the enemy. Bahhh I doubt the Kaiser lets his pilots fly in such conditions.
We had to constantly drop out of the cloud just to know where we were. We lost the “A” flight group over the lines and then I missed one of my lads buzzing off with a dud engine (they became bacon trying to land).
Visibility was very poor indeed. To get home we had to fly under 800m just to navigate.

And what’s worse… My Observer copped it on landing.
Must have been the weather and not my flying I suppose. Poor man.

That was a very challenging flight today. No action but boy I could almost feel the cold up there! Well done Modders.
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 03/29/17 02:12 PM

You can't let a few clouds get in the way of the war now, can ya?

On the bright side, if you can't see the enemy, he can't see you either! smile
Posted By: stljeffbb

Re: Historical Weather Mod -- Now With Optional Clouds - 04/08/17 09:05 PM

Hello everyone...I am just now loading mods into the JSGME mod enabler, and I notice two different cloud mods at sandbaggers website (thanks everyone for the awesome looking mods and thanks sandbagger for hosting them!)....I see clouds 1.0 and 2.0 *and* clouds 1.05. When I downloaded these mods, they look rather different, and now upon reading this thread (I'm looking to make things a bit more challenging and in particular more wind), I do believe that the "clouds 1.05" has the author incorrect and also perhaps the description...is this correct? WHen I first downloaded these two days ago I thought they were all basically the same mod and was rather confused, but now if I read things correctly, I could use both clouds 2.0 *and* clouds 1.05 as they are completely different mods, correct?

Thanks in advance,

Jeff
Posted By: cptroyce

Re: Historical Weather Mod -- Now With Optional Clouds - 04/08/17 09:53 PM

stljeffbb

I'm not sure regarding your specific question, so I won't comment and leave for others more familiar with the Clouds Mod.

However, I am a "wind guy" (let's keep the jokes to a minimum cheers ) and really enjoy the challenge of the added wind mods.

There is Ankor's Head Shake mod that I believe simulates the wind movement in Cockpit view. Which on it's own is a terrific mod.

But when wind is enabled in the WOFF Workshop AND using JJJ's fabulous Mission Editor (which allows you to additionally mod the wind speed and direction), both together will have you a bit queezy after a few minutes flying; which I imagine would be the case during strong wind conditions.

JJJ's recommendation is to dis-able wind tick box in the WOFF Workshop when using this function in his Mission Editor.

I go back and forth, depending on how I feel I would like to fly a particular mission.
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 12:46 AM

Jeff,

The three mods listed by you do different things with the clouds. Cloud mods 1.0 and 2.0 (created by 4L0M) are texture mods that modify .dds files for clouds that are already in WOFF. The Optional Cloud mod 1.06 (created by BB) modifies .xml files and adds a number of new cloud types to the game.

Basically, different cloud types (.xml files) are created by mixing different cloud textures (.dds files) together. Optional Cloud mod 1.06 therefore works with either the stock .dds textures or with 4L0M's .dds files.

Capiche?
Posted By: Robert_Wiggins

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 03:04 AM

And that my friend, should be in a help file somewhere for all to see! thumbsup
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 03:17 AM

My pleasure, Robert.

Before I started my cloud mod, I was confused by the same thing! In fact, I was putting the final touches on my mod when 4L0M announced the release of his cloud mod 1.0. At first, I thought he had beaten me to the punch, until I figured out he was working on improving the textures that are used to "paint" clouds, instead of creating new cloud types. Phew!
Posted By: stljeffbb

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 12:52 PM

Thanks much BuckeyeBob for spelling this out! smile

When one goes to sandbagger's mod website as of 7:45am CDT, here is the scene:

[Linked Image]

I do believe that the upper mod in the photo has the incorrect author (should be BuckeyeBob smile and not 4L0M, correct?)...also, the names of the mod and pics are exactly the same... that also confused me a bit.

Thanks much for these mods...they add a lot to the overall experience!

Regards,

Jeff

P.S.: To echo what has been said previously in this thread regarding the compatibility of these two separate mods, I started testing BB's 1.05 mod (using PanamaRed's fog option) and 4L0M's 2.0 mod and there seem to be no issues at all... cheers
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 02:09 PM

Glad to be of help, Jeff.

The author's names on Sandbagger's page are correct. If you scroll down to the bottom of Sandbagger's page, you should find my "Optional Cloud Mod 1.05."

I believe that 4L0M's cloud mod 1.05 is simply a minor update to his cloud mod 1.0, and has nothing to do with my mod.

Maybe I should rename my mod to BB Optional Cloud Mod?
Posted By: Panama Red

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 02:32 PM

Or name it Weather Mod 1.05 since it involves more than just clouds !!!!
Posted By: stljeffbb

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 02:39 PM

Thanks BuckeyeBob!

OK, I just (9:23am CDT) clicked on the upper mod of the two pictured, downloaded what is there, and the the first picture shows what was in my download folder. The second picture shows the contents of that compressed file. It seems to me that BuckeyeBob's "Optional clouds 1.05" has been put in the "Clouds 1.05" spot (showing 4L0M as the author).

[Linked Image]

[Linked Image]

Regards,

Jeff
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 02:45 PM

Good catch, Jeff. There is definitely a mixup on Sandbagger's​ page. No wonder you were confused.

That's what I get for speaking without looking first.
Posted By: stljeffbb

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 02:53 PM

Oh no worries BuckeyeBob...it is fantastic that you are making mods for WOFF! winner

Regards,

Jeff
Posted By: Sandbagger

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 05:28 PM

Hi Guys,
Ooops - Corrected now.
Buckeye's Optional cloud mod 1.05 is now at the top of the tabulated downloads (further down the page).
The 'bogus' download has been deleted.
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 04/09/17 08:00 PM

Thanks, Sandbagger.

I may have a very small update tomorrow. I'll also include a pic to put on your download page.
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 04/10/17 03:03 PM

I have just uploaded a small update to my WOFF UE Optional Cloud Mod. The new version is 1.06. A link to the update can be found at the bottom of the first post on this thread.

Changes include:
1) renamed the main installation folder to "Full Installation" folder.
2) removed one heavy cloud type from the OBDWW1 Over Flanders Fields/campaigns/CampaignData/weather/Medium.txt file (the cloud type was too heavy and thick for this type of weather).

I also provided Sandbagger with a new screenshot to help distinguish my mod from 4L0M's mod.

The mod is JSGME ready. Please let me know if you have any comments or suggestions on improving the mod.

Enjoy!
Posted By: Sandbagger

Re: Historical Weather Mod -- Now With Optional Clouds - 04/10/17 04:42 PM

Version 1.06 uploaded to the User Mods Page.
Posted By: dutch

Re: Historical Weather Mod -- Now With Optional Clouds - 04/10/17 04:54 PM

Is this mod not included in the 14.5 update?
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 04/10/17 06:42 PM

Hi, Dutch.

No, the Optional Cloud mod is separate from the Historical Weather mod. Only the Historical Weather mod has been incorporated into the WOFF patches.

I have revised the title of this thread to hopefully make that a little more clear.
Posted By: BuckeyeBob

Re: Historical Weather Mod -- Now With Optional Clouds - 04/20/17 11:57 PM

I am currently working on a small update to the Optional Cloud mod. So far, I have added a few more light cloud types. Does anyone have any suggestions for any other type of cloud they would like to see?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/24/17 02:56 PM

No suggestions? Ha ha, I guess most people are more concerned about not getting shot down than they are about the clouds they are flying through! At any rate, maybe I can whet your appetite with a few sample pics:

New Fluffy White Clouds
[Linked Image]

New Mares Tails and Haze
[Linked Image]

New Feather Clouds
[Linked Image]

New High Overcast Clouds
[Linked Image]
Posted By: AceMedic88

Re: Optional Cloud Mod - 04/24/17 03:42 PM

Buckeye...I love the high feather clouds. They definitely make the spring and summer campaigns enjoyable.

I've been staring out the window these last few days so I'll start taking pictures and posting them to see if they're in game or not.
Posted By: stljeffbb

Re: Optional Cloud Mod - 04/24/17 03:46 PM

Those clouds look great BuckeyeBob, and will be a great addition!

Regards,

Jeff
Posted By: lederhosen

Re: Optional Cloud Mod - 04/24/17 04:40 PM

Buck that cloud mod is a must. One can easily imagine why in some months it was hard to find the enemy if at all !!
Posted By: Adger

Re: Optional Cloud Mod - 04/24/17 10:17 PM

They look fantastic BuckeyeBob,great work pal
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/24/17 11:07 PM

Thanks​, guys. I've found that people either love the clouds or hate them. Personally, I love flying (and hiding) in them.
Posted By: AceMedic88

Re: Optional Cloud Mod - 04/24/17 11:21 PM

I don't know how people could hate it. The more types of clouds to fill the sky the better.
Posted By: ArisFuser

Re: Optional Cloud Mod - 04/25/17 05:10 PM

I will soon give them a check and let you know, thanks for the effort BuckeyeBob, they look superb.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/28/17 03:15 PM

Here's another sky type I have been working on:

Heavy Dark Rain Clouds
[Linked Image]
I don't think the recce/obs types will like this one very much! Fortunately, you will only see this cloud type on rainy days.

I think I am almost finished tinkering with the new types. When I am finished, it looks like I will be adding approximately 10 new skies, which will provide an even greater variety of cloud conditions to fly in. The update will also have a few minor revisions to a few of the existing cloud types in the current mod. I also recently discovered a setting which controls some of the fog or haze on the horizon, and I will be interested in tinkering around with that setting, as well.

Edit: Can anyone tell me why my picture appears so large and doesn't show an attachment at the bottom of the post? I copied the link to the pic from Photobucket, but obviously I am not doing it right.
Posted By: AceMedic88

Re: Optional Cloud Mod - 04/28/17 05:21 PM

That looks perfect for low altitude flights. Can't wait to test these out.
Posted By: Adger

Re: Optional Cloud Mod - 04/28/17 08:00 PM

Looking good BuckeyeBob,looking forward to these pal
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 04/28/17 08:42 PM

Buckeye;

I have a question for you. Any chance of creating ground fog of varying density and depth?
Posted By: Panama Red

Re: Optional Cloud Mod - 04/28/17 08:55 PM

He has already done that with my fogs that he incorporated. There is Heavy, Medium, Light and Patchy.
Posted By: Banjoman

Re: Optional Cloud Mod - 04/28/17 09:08 PM

BuckeyeBob, you are doing it right. When you copy from a photo hosting site you don't have the attachment at the bottom because it's not necessary.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/29/17 03:09 PM

Thanks, everyone. Feedback is one of the main things that keeps us modders going (although I hesitate to call myself a modder, at least compared to the work of many of the real artists on this forum).

You gain a real appreciation for the many more countless hours and years of work that the OBD team has already put into WOFF when you start putting together even a relatively small mod such as this--not to mention the tens of thousands of lines of code that had to be written by Rex Hannover and others on the OBD team.

As a modder, sometimes I feel like the chauffeur who drives a Ferrari or a Bentley. I didn't design or build the car, but occasionally I can polish it up a bit!
Posted By: AceMedic88

Re: Optional Cloud Mod - 04/29/17 03:11 PM

Buckeye, is it possible to have solid overcast? I don't think I've seen that
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/29/17 03:18 PM

Originally Posted by Robert_Wiggins
Buckeye;

I have a question for you. Any chance of creating ground fog of varying density and depth?

Hi, Robert. As Panama said, I already have fog in the Cloud mod. However, I am not entirely happy with the result. I can produce "fog" at low levels, but at the cost of such graphic anomolies as cloud "popping" and "banding," so some people don't like the result. A cure would probably require someone with .dds file expertise to actually "build" some new cloud types from the ground up. Do you wish to volunteer? wink
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/29/17 03:26 PM

Originally Posted by AceMedic88
Buckeye, is it possible to have solid overcast? I don't think I've seen that

It is possible, Ace, but once again, doing so leads to some really bad cloud banding and popping, so the Heavy Dark Clouds shown above are probably the best I can do at this time.
Posted By: AceMedic88

Re: Optional Cloud Mod - 04/29/17 03:31 PM

Buckeye, I'll take it. You've done great work. I owe you a beer.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/29/17 03:37 PM

BTW, I think the cloud popping problem is similar to the graphics anomoly you often see in some older first person shooter games where you sometimes see a characters arm or leg sticking though a wall or a door. I bet my bottom dollar that the cloud popping problem is a holdover from the old version of DirectX used in CFS3.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/29/17 03:47 PM

I was thinking of taking a trip up to Rhinebeck, NY sometime. Maybe I should include a trip to Niagra Falls as well, so I can take you up on your offer. I'll go to almost any lengths for free beer! cheers
Posted By: 4L0M

Re: Optional Cloud Mod - 04/29/17 03:51 PM

The cloud popping is caused by two cloud texture edges intersecting each other. This can be mitigated somewhat by making the cloud image itself not completely reach the edge of the texture file.

What you describe above buckeye bob with fps games is geometry clipping where a models collision mesh is not a perfect fit to the model itself.

Perfect geometry meshes for 3d models take a ton of cpu cycles to calculate, so most games use a simplified mesh on an object, this is what occasionally causes your examples above, like a gun sticking through a door etc.

Neither make any odds on dx version.

Edit : Actually, the dx version could make a difference, in regard to DX11.1 adding new dds file compression methods, this may eliminate the problem completely (although equally it may not make a blind bit of difference). Obviously the game would have to be ported to DX11.1 and I'm pretty sure that's never going to happen.

. The special edition of Skyrim and Fallout 4 use these new dds types, that's why 99% of original skyrim texture mods work in the new Special edition no problem, but the one's saved in the one of the older dds compression types will crash the game.

DX11.1 is only found on Windows 8 and above, that's why it always makes me laugh when people have convinced themselves that staying on Windows 7 is the best for gaming.
Posted By: AceMedic88

Re: Optional Cloud Mod - 04/29/17 03:56 PM

Originally Posted by BuckeyeBob
I was thinking of taking a trip up to Rhinebeck, NY sometime. Maybe I should include a trip to Niagra Falls as well, so I can take you up on your offer. I'll go to almost any lengths for free beer! cheers


Just let me know! I could use any excuse FOR a beer!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/29/17 04:59 PM

Originally Posted by 4L0M
The cloud popping is caused by two cloud texture edges intersecting each other. This can be mitigated somewhat by making the cloud image itself not completely reach the edge of the texture file.

What you describe above buckeye bob with fps games is geometry clipping where a models collision mesh is not a perfect fit to the model itself.

Perfect geometry meshes for 3d models take a ton of cpu cycles to calculate, so most games use a simplified mesh on an object, this is what occasionally causes your examples above, like a gun sticking through a door etc.

Neither make any odds on dx version.

Ah, thanks for the explanation. It helps to have someone who knows what they are talking about!

I now see why the overcast cloud files are the most likely to cause the cloud popping. They are the files where the cloud image is most likely to extend to the edge of the texture file. Unfortunately, pulling the cloud image back from the edge of the texture file likely produces a "bowl" or a hat-like cloud effect, with clouds sitting directly above you but not extending to the edge of the screen. Neither situation is ideal.
Posted By: 4L0M

Re: Optional Cloud Mod - 04/29/17 05:56 PM

You will see the effect more in cloudy conditions obviously because you are rendering more clouds. As for reducing the cloud image inside the dds file, so you have more transparency on the edges of the texture wouldn't actually make much difference visually, in fact unless you had told someone it had been done, I doubt anyone would notice. The clouds would still look like they do now pretty much.

It's just not really worth the hassle making all the cloud textures a uniform smaller image, as it may not even fix the problem, and is a lot of work for something that's a very minor annoyance in game.

I'm basing my cloud intersection theory on the fact that the same thing happens occasionally in FSX, but seems to be eradicated in P3D DX11.1 (and I have actually witnessed the intersecting clouds mess up in Woff when flying,so there's that too, lol.)
Posted By: Banjoman

Re: Optional Cloud Mod - 04/29/17 09:31 PM

It's good to hear from you again, 4L0M.
Posted By: Adger

Re: Optional Cloud Mod - 05/03/17 03:59 PM

Any E.T.A on the updated cloud mod Buckeye?
Or are we looking at twoweeks

Only joking mate,I'm looking forward to seeing your extra cloud types
Cheers for the mod,it really is a great piece of work thumbsup
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 05/03/17 04:03 PM

I may have jumped the gun a little when I said I only had a few more tweaks. Also, real life has interfered a bit, with my 80 year old father in the hospital with pneumonia and work being crazy for the last week or two. Hopefully, not more than twoweeks though

Thanks for your interest!
Posted By: Adger

Re: Optional Cloud Mod - 05/03/17 04:31 PM

Sorry to hear about your dad mate,hope he feels better soon.
Yep I can relate to the work situation aswell.
Take as long as it needs Buck,il be ready to test as soon as your ready to release.
All the best pal
Adger
Posted By: Hellshade

Re: Optional Cloud Mod - 05/13/17 01:46 AM

Originally Posted by 4L0M
The cloud popping is caused by two cloud texture edges intersecting each other. This can be mitigated somewhat by making the cloud image itself not completely reach the edge of the texture file.



Aye, good to hear from you again 4L0M! Cloud popping is one of a very few remaining technical issues that (for me) will pull me out of immersion. It would be great if it could be resolved, but I totally understand there are limits to the technology. Maybe in WOFF Ultimate Edition 2.0. LOL

Posted By: BuckeyeBob

Re: Optional Cloud Mod - 05/19/17 06:08 AM

I feel a change in the weather is coming.... yep
Posted By: Adger

Re: Optional Cloud Mod - 05/19/17 12:28 PM

Originally Posted by BuckeyeBob
I feel a change in the weather is coming.... yep



whoohoo thumbsup
Posted By: Hellshade

Re: Optional Cloud Mod - 05/19/17 07:01 PM

Originally Posted by BuckeyeBob
I feel a change in the weather is coming.... yep


Can't wait!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 05/19/17 07:23 PM

Version 2.0 of the Optional Cloud mod is here!!

Here is a partial list of some of the changes in this major update:

1) Thirteen additional "skies" including:
Broken Overcast and High Clouds
Cirrus Clouds with Haze
Fluffy White Clouds
Heavy Dark Clouds
Heavy Dark Rain Clouds
Mares Tails
Mostly Cloudy with Rain
Overcast and High Clouds
etc.

2) Improved horizon fog
3) Updates to many older cloud files from OCM 1.06
4) Adjusted fog effect in cloud files to reduce cloud "popping" and "banding" from fog
5) Adjusted several other cloud files to further reduce cloud "popping" and "banding"
6) Revised file structure for simpler activation of mod via JSGME (see readme file)
7) Many other miscellaneous tweaks

With the assistance of Robert Wiggins, OCM 2.0 will also now be available in either a standard zipfile format or in a self-extracting .exe file. The zipfile can be found at the bottom of the first post of this thread, while the self-extracting .exe file will be available later tonight or tomorrow. Both formats are designed to be placed in the JSGME Mods folder of your WOFF UE installation.

Please note that activation of the mod via JSGME has changed slightly. Full details may be found in the accompanying readme file.

OCM 2.0 represents a substantial upgrade and improvement to the original mod, so I urge everyone who has tried the earlier version of the mod to try it again (especially if they didn't like the cloud popping and banding in v1.06). While I have not been able to totally eliminate all cloud popping, you should find it reduced considerably in the new version.

As always, comments are both suggested and welcomed! I hope everyone enjoys the mod -- and happy flying!

Note: Slower systems may see some loss of frame rates, particularly with some of the heavier cloud types.

Posted By: Fullofit

Re: Optional Cloud Mod - 05/19/17 07:38 PM

Bob, many thanks for your constant efforts. Looking forward to testing this new mod. I just can't seem to locate it. You mentioned bottom of first post, but it's showing v1.06. Still to come?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 05/19/17 07:48 PM

Oops! Link should be working now.
Posted By: Fullofit

Re: Optional Cloud Mod - 05/19/17 08:25 PM

Got it! salute
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 05/20/17 12:48 AM

The JSGME self installable version should be up on Sandbagger's site soon.
Posted By: Sandbagger

Re: Optional Cloud Mod - 05/20/17 09:28 AM

Now on the User Mods Page here:

http://www.thatoneplease.co/indexWOFF.html
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 05/20/17 12:42 PM

Thanks Robert and Sandbagger!
Posted By: 77_Scout

Re: Optional Cloud Mod - 05/20/17 04:58 PM

Looking forward to giving it a try. Off to download now.
Posted By: Fullofit

Re: Optional Cloud Mod - 05/20/17 06:10 PM

After a few missions I have not encountered any issues, apart form the well known low-level flat cloud flickering while flying through it to a higher altitude (flying with no-fog option). Also, I've noticed that there are now more frequent skies with just a few (2-3) individual small clouds in the entire sky usually grouped in one area. I don't remember seeing this type before, so if that is part of the mod, then well done! If I'm dreaming and this isn't something new, then you must excuse me. My head is currently in the clouds after all.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 05/20/17 07:54 PM

Glad you like it, even if it comes from someone with their head in the clouds!

There are actually at least two issues with the cloud popping. Some flickering, while flying through clouds either horizontaly or vertically, is mostly unavoidable. What I really worked on in this update, is the white or grey "bedsheet" effect, which appears as a distinct horizontal line in the sky with clouds that seem to flash on and off - very annoying. Hellshade has a brief video showing that in another thread somewhere on the main forum. Hopefully, I managed to get rid of most of that.

I am glad to hear you are getting some more light clouds mixed with blue sky. I did add a few light cloud types to go with the heavier ones, so maybe that is what you are seeing.
Posted By: AceMedic88

Re: Optional Cloud Mod - 05/20/17 08:05 PM

No issues on my end. the added cloud types are a beautiful and welcome sight. Well done, Bob.
Posted By: stljeffbb

Re: Optional Cloud Mod - 05/20/17 08:31 PM

Great job on the cloud mod!

Jeff
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 05/22/17 06:45 PM

Thanks, everyone! salute
Posted By: Adger

Re: Optional Cloud Mod - 05/22/17 08:37 PM

No thank you Buckeye,it's a great piece of work pal cheers
Posted By: Hellshade

Re: Optional Cloud Mod - 05/24/17 10:00 PM

I am enjoying the new mod. I love the added variety and the work is just incredible. I highly recommend folks give it a try!
Posted By: Sowercrowd

Re: Optional Cloud Mod - 05/24/17 10:06 PM

Great Mod ! I made my peace with leaving out the fog option, cause i assume, they wouldn't have flown in that bad conditions anyway...
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 05/24/17 10:21 PM

Well they might start out in good weather and then encounter the fog. It's really too bad that it can't be rendered properly. It would have really added a new weather capability. IMHO
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/12/17 12:51 AM

Bump, and to let people to know I will likely be adding a few more "snow" clouds in the near future. I'm also exploring the possibility of getting it to snow (at least snow in the air) during the month of December.
Posted By: Adger

Re: Optional Cloud Mod - 06/12/17 11:06 AM

Thanks BuckeyeBob your cloud mod is fantastic,the added snow would be fantastic
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 06/12/17 01:38 PM

Hi Folks

This is a new mod update:

WOFF UE Consolidated Custom Airfields Mods Repository Folder zip available on Sandbaggers mods page.

This update contains RAF_Louvert's "Thetford" and "Catterick" training facilities as well as the winter tiles for Havrincourt Wood.

Here is an extract from the contained "Reame" file:

Created: 11 June 2017
Author: Robert Wiggins at SIMHQ forum
Version 2.1

Changelog 2.1

 This release contains the additions of Winter tiles for Havrincourt wood, as well as the Catterick and Thetford training fields all of which were created by RAF_Louvert. These additions require that you apply all the mods contained in this release in order for things to work properly.

Best Regards
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/27/17 01:06 AM

The latest update to my cloud mod has taken longer than I expected, but is slowly coming along. I feel I have a better understanding now of how precipitation works in the game, so most of the update will be concerned with that.

I also have hopes of eventually working with JJJ in order to produce even more customized cloud and sky conditions, but that will have to wait until at least the end of the month when he gets back from his mountain holiday! (Currently, each of the five weather types have one or two generic skyboxes which are used for all cloud conditions in that weather type. Hopefully, with JJJ's help I will be able to create customized skyboxes for each of the different cloud types that are now in the cloud mod)!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 06/27/17 01:13 AM

Buck, I look forward to your work. Can you explain briefly what changes to the sky box will achieve as an example. It is rather vague to me.
Posted By: Panama Red

Re: Optional Cloud Mod - 06/27/17 08:23 AM

Skyboxes are nothing more than the far Horizon background .dds. and currently each individual type Weather is assigned a Skybox in it's file.
Posted By: MajorMagee

Re: Optional Cloud Mod - 06/27/17 10:50 AM

I've spent a lot of time on making custom skyboxes, and they can be tricky to get right because you're mapping a sphere onto six flat faces.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 06/27/17 12:31 PM

Originally Posted by MajorMagee
I've spent a lot of time on making custom skyboxes, and they can be tricky to get right because you're mapping a sphere onto six flat faces.

That's a little over my head Major! Can you recommend a 101 type article that would give me an in depth orientation of what they are and how they are applied?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/27/17 08:36 PM

Whew, where to start? It is a bit complicated. PR and MajorMagee are both correct, of course. The extra difficulty is the OFFDynamicMissionWeather.xml file. A little background:

1. Each cloud type has a Background weather section, like this:
Code
<BackgroundWeather precipType="HeavyRain" skyboxCloudType="ScatteredClouds" 
MaxAltitude="2200" MinAltitude="-100" fogColor="4293784308" Windspeed="1" windDir="103">
in addition to different cloud layers.

2. Each weather type (Good, Light, Medium, Heavy, Variable, SPrecip, and WPrecip) has 1-3 Skyboxes associated with each type. Each skybox also has its own Background weather section, which is identical to the Background weather section for each cloud type, except that the values are different. Here is an example from the OFFDynamicMissionWeather.xml file, which is created at the start of each mission:
Code
<Weather Name="OFFDynamicWeather WPrecip">
   <BackgroundWeather precipType="HeavyRain" skyboxCloudType="ThickClouds" MaxAltitude="-1000" 
MinAltitude="-1000" fogColor="4284111450" Windspeed="0" windDir="78">

Currently, when a mission is generated, the Background weather section at the start of the OFFDynamicMissionWeather file is created from one of the skyboxes associated with one of the 7 weather types and not from the background weather section of the specific cloud type. In effect, this creates a "one size fits all" for each cloud type assigned to a particular weather pattern. My aim is to create customized background skies (as well as wind directions and wind speeds) that come from the background weather section of each cloud type instead of from the weather type.

The rest of the OFFDynamicMissionWeather file creates variable sky conditions based on other cloud types found in the same weather type as the selected cloud type, but always based on the same background sky as found at the start of the OFFDynamicMissionWeather file. I am not proposing to mess with this part of the OFFDynamicMissionWeather file.

Robert, I'm afraid that is more of a 300 or 400 level course than a 101 course!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/27/17 08:47 PM

Here are two pics to illustrate what I mean. Both use the same cloud type I created in my cloud mod: OFF_BB Mist and Clouds. The first pic is with an unaltered WOFFDynamicMissionWeather.xml file. The background sky color is: 4284111450

WOFF Mist and Clouds
[Linked Image]

The second uses an altered WOFFDynamicMissionWeather.xml file that uses the BackgroundWeather data from the beginning of my OFF_BB Mist and Clouds file instead of the Background weather data from one of the skyboxes associated with the SPrecip weather type. Notice the background sky color is now: 4293784308

BuckeyeBob Mist and Clouds
[Linked Image]

Obviously, you would not want the same background sky color you see in the second picture for all cloud types! However, with my suggested alteration (if possible), you would have much greater flexibility in creating different background cloud conditions customized for each cloud type instead of each weather type.

The main problem with this approach is whether (no pun intended) the background sky color for each specific cloud type would look good with the other clouds generated for the mission by the OFFDynamicMissionWeather file. That will take some further testing.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 06/27/17 09:08 PM

Thanks for the explanation Buckeye. I feel I have a much better understanding than before and what really stands out here is how complex the whole issue is. I also understand that proper testing for all scenarios will take considerable time. Cudos to you for undertaking this mod. It is already very good and what you are proposing will make it considerably better. thumbsup

I look forward to each stage of your release!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/27/17 10:20 PM

My pleasure, Robert.

If JJJ and I can pull this off, not only will we get customized fogcolors tailored for each specific cloud type, but also customized wind speeds and directions. Right now, unless you use JJJ's mission editor, there are only approximately 12 or 13 Background wind conditions in the game. It should be possible to create any number of different wind conditions by altering the beginning of the OFFDynamicMissionWeather file. In fact, JJJ's mission editor already does this, but only with wind speeds.
Posted By: MajorMagee

Re: Optional Cloud Mod - 06/27/17 10:31 PM

If you are drawing new images for the skybox each patch is drawn as Front, Left, Back, Right, Front to make the joins seamless.
Front is displayed looking South
Left is displayed looking West
Back is displayed looking North
Right is displayed looking East

Within the weather xml files there is a parameter called fogcolor that uses a 10 number sequence to define it's color. This is a decimal that converts to hexidecimal as FF followed by the Red, Green and Blue color values as numbers from 00 (darkest) to FF (lightest). A pure gray would have R = G = B. For example scatteredclouds4low.xml has the BackgroundWeather fogcolor as 4288789972 which converts to FF A1 BD D4 which is a light blue grey R=161, G = 189, B = 212. The choice of this shade will have a significant impact on how well the fog will blend into the skybox background colors. AnKors latest shaders address the grey band that frequently was seen along the horizon, but they cannot completely make up for poorly matched fog/skybox colors.

The method used for the tuning of the fog color was to check the color at about the middle of the skybox texture using PhotoShop, and then to turn down the brightness by 12% in the color checker. The Hexadecimal RGB values were then put in a calculator with FF added at the beginning, and converted to the decimal equivalent. This is the value that went into the fogcolor. A quick check in the game was then used to refine the brightness value up or done slightly in PhotoShop, and a new hex and decimal value was tried until the match was optimized for most conditions.

Just for a little more complication AnKor's shaders use the suneffect.xml to change the environmental lighting effects based on the time of day and direction you're looking, so a skybox fogcolor combination that works at one time of day and direction, may not be a perfect match at another combination.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 06/28/17 02:13 AM

Major, many thanks for your discertation. I see the process as a very tedious trial and error undertaking.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 07/03/17 06:17 PM

UPDATE: I am now in the final stages of testing version 2.1 of the OCM. In addition to adding a few more cloud types, I also made a few tweaks to a couple of existing clouds to further reduce "banding" and "popping." Users of the BB Fog Option should particularly notice improvements to several of the fog sky types.

I also found and corrected a relatively minor bug in previous versions that may have resulted in some weather anomalies (although I haven't actually seen any evidence of this in the actual game).

The mod should be ready in a few days and certainly no later than twoweeks
Posted By: DukeIronHand

Re: Optional Cloud Mod - 07/03/17 09:40 PM

Thank you sir.
Looking forward to it.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 07/14/17 04:15 PM

Eleven days is shorter than two weeks, isn't it? biggrin

Version 2.2 of the WOFF UE Optional Cloud Mod is now available at the end of the first post in this thread! Here is a list of the major changes to the mod:
• Fixed bug where some larger cloud files can result in a truncated OFFDynamicMissionWeather file, possibly leading to some weather anomalies
• Added 3 additional snow cloud types for winter precipitation and 2 additional heavy cloud types
• Adjusted balance of rainy and snowy cloud types in SPrecip and WPrecip folders
• Tweaked cloud types in Medium, Variable, and Heavy folders so clouds have a better chance of matching the weather "forecast" for that particular day
• Tweaked appearance of high clouds in several "heavy" cloud types
• Reworked fog effect (again) in BB Fog Option folder to further reduce cloud popping and banding
• Miscellaneous changes and tweaks

BONUS: I have also updated the OFFHistoricalWeather files to version 1.42. Please see the link at the end of the first post on this thread. Changes to the historical weather files are mainly cosmetic, with several spelling errors corrected and some modifications to the daily weather "forecast." I also made a few alterations to the seven weather types so they will work better with OCM 2.2. Users may notice a very slight improvement to the overall weather, with not quite so many "heavy" weather days.

Please share your experiences with the two mods and any areas you may have for improvement. Enjoy!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 07/14/17 07:04 PM

BuckeyeBob;

I have just sent JSGME self installable versions of both your mods of to Sandbagger for inclusion on his mods page.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 07/14/17 07:10 PM

Bueno!
Posted By: Sandbagger

Re: Optional Cloud Mod - 07/14/17 07:55 PM

Version 2.2 (latest) now on the User Mods Page here:

http://www.thatoneplease.co/indexWOFF.html
Posted By: Adger

Re: Optional Cloud Mod - 07/14/17 08:23 PM

Thank you for your continued work on the weather mod Buckeye

Off to download now cheers pal
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 07/18/17 11:51 PM

Thanks Sandbagger.

Thanks Adger. beercheers

Edit: Links at end of first post updated to include link to Sandbagger's website.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 09/06/17 03:11 AM

Update to the cloud mod coming soon!

Just wanted people to know that a small update to the cloud mod is in the works. Most of the changes are minor and are mainly designed to make the mod "play better" with the WOFF weather files, but in particular, with JJJ65's absolutely fantastic and stupendous mission editor. The mission editor adds so much functionality to the game that I encourage anyone with a serious interest in the game to get it if they don't have it already.

The biggest change that the ME will allow me to do is to match the horizon "fog color" with my custom made cloud types. Up to this point, WOFF has used a few stock fog color values that apply to all clouds in a particular weather pattern. With the cloud mod and JJJ's editor, each cloud type can now have its own personal fog color. Overall, this should lead to a greater variety of lighting conditions with different cloud types, particularly the "heavier" clouds. Later, I may also be able to experiment with occasionally causing rain on a day that is forecast to be dry, but that will not be included as part of this update.

Please make sure to thank JJJ for creating and continuing to improve his ME, without which this update would not be possible. Thanks, JJJ65!

Finally, as always, I am open to any suggestions people may have about the mod. Cheers!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 09/09/17 07:49 PM

Putting the finishing touches on the cloud mod update now. In addition to updating the clouds already in the mod, for the first time, I will be including a few small changes to some of the original WOFF clouds as well. The main difference that you are likely to notice is that I have toned down the thick, white band of fog you see on the horizon with some of the WOFF clouds.

The main change that applies to many of the other clouds in the mod is that I have found a way (with the able assistance of JJJ65 and his mission editor) to give a single cloud type the ability to have two fog color settings instead of just one. This will allow for an even greater variety of clouds and lighting conditions to exist in the game. Finally, and again due to the mission editor, the player will now be able to experience different wind directions from all over the compass dial (over 50 in all but still predominately from a W or SW direction), instead of the 12 stock background wind directions found in WOFF.

While the mod will work without JJJ's mission editor, the player won't be able to experience these new features without the ME, so again I recommend that you install it if you haven't already. The ME is easy to use and adds a tremendous number of features to an already excellent game.

Hopefully, the update will become available before the end of the day tomorrow.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 09/13/17 03:49 PM

Here it is: the latest update to the Optional Cloud Mod. The new version is 2.5

From the readme file:

10 September 2017
• New: Mod is now designed to work specifically with JJJ65's Mission Editor to allow for a greater variety of horizon fog effects, wind directions, and wind speeds (Thank you, JJJ65)!
• New: For the first time, OCM 2.5 now includes changes (optional) to several original WOFF cloud types (see revised installation instructions)
• New: When used with JJJ65's Mission Editor, some clouds now can have more than one background sky color, leading to an even greater variety of skies and lighting conditions
• Increased number of possible background sky colors from 7 to 14
• Reduced white fog band near horizon affecting some WOFF clouds
• Adjusted horizon fog color of several additional clouds
• Additional small changes and tweaks

Installation and use of the mod has changed slightly. In addition to the main BB and PR cloud folder, there is now an optional WOFF cloud folder that can also be enabled, which contains several changes to already existing WOFF clouds. The user does not have to enable this option if they prefer to stick to the original WOFF clouds.

My favorite changes are the changes to the background sky colors and the addition of wind directions from all over the compass. Both of these additions would not have been possible without the assistance of JJJ65 and his mission editor, so be sure to thank him if you like these new mod features.

Finally, I have also included an update to my historical weather mod. Following is a summary of the changes to version 1.43:

1.43
10 September 2017
• Inserted an occasional "nice" day to break up a few extremely long stretches (20 days or more) of rainy or overcast days
• Adjusted snow cover somewhat
• Reduced number of "wet" days in early 1917 by a few days
• Minor text changes

Both updates are available through the links at the bottom of the first post in this thread. Please address any questions about the use or features of the mod to me on this forum. As always, thanks goes out to OBD and all others who have contributed in some way to WOFF UE. Enjoy!

Posted By: Adger

Re: Optional Cloud Mod - 09/13/17 05:54 PM

Sounds fantastic BuckeyeBob Thank you for this il try it out later this evening thumbsup
Posted By: JJJ65

Re: Optional Cloud Mod - 09/13/17 05:57 PM

Thanks for your effort, Bob thumbsup .
Posted By: DukeIronHand

Re: Optional Cloud Mod - 09/13/17 07:13 PM

Sounds very nice indeed.
Thank you!
Posted By: Fullofit

Re: Optional Cloud Mod - 09/14/17 01:02 AM

BuckeyeBob, thank you for making such an impressive mod (with Triple-J's help). I took it for a spin and after two missions my impressions are as follows:
- the sky is much more busy with many, many more clouds (or it's simply the period I'm flying in - May)
- some of the clouds seem more "fluffy"
- some clouds seem to be more transparent
- some clouds seem to be "dirty" - I guess it's the interlacing of the two colours of clouds? Not sure. Very nice effect. See the pic below.

[Linked Image]

Thank-yous go to both of you for the collaborative effort. Hope to see more of your genius. My hat is off to you.

Now for a wish: I wish the clouds could move, float with the wind... copter

Attached picture Shot09-13-17-20-18-56.jpg
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 09/14/17 03:02 AM

Thank you for your comments, Fullofit. I appreciate the feedback. Not sure I can take credit for the "dirtier" look, however. I did add some cloud textures to some cloud files, so that may account for the busier sky.

As far as getting the clouds to move about and float on the wind, I'll get right on that! biggrin
Posted By: Sandbagger

Re: Optional Cloud Mod - 09/25/17 07:00 PM

Version 2.5 now uploaded to the User Mods Page:

http://www.thatoneplease.co/indexWOFF.html
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 09/25/17 07:38 PM

Thank you, Sandbagger!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 10/04/17 07:17 PM

By now, most of you are probably familiar with my never ending quest to do something about the weather--at least the weather that exists in WOFF. In addition to my own efforts, JJJ65's ME has opened up all sorts of new opportunities in this regard. With that in mind, here are a couple of pics to illustrate what I am working on in order to improve the fog in the cloud mod.

BB Fog OCM 2.5
[Linked Image]

New Fog
[Linked Image]

BB Fog OCM 2.5
[Linked Image]

New Fog
[Linked Image]

I have made similar changes to the two mist files. In fact, you can now experience low level rain and mist even on supposedly dry days! Depending on how people like this new feature, I may consider extending it to other cloud types, such as shower clouds, for example.

Thanks again to JJJ65 for agreeing to continually update his ME in order to accommodate my peculiar weather obsession!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 10/04/17 07:27 PM

BuckeyeBob, interesting changes. Will this also have an impact on ground fog? Can you demo that?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 10/04/17 08:49 PM

My ancient video card doesn't have video capture (I'm hoping for something in my stocking for Christmas), but I can take some still pictures that shows the fog at ground level. However, most of the update will only affect the fog at higher levels, as seen in the above pics. It's still a noticeable difference, but not as noticeable lower to the ground, I'm afraid.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 10/06/17 03:23 PM

Hi, Robert.

The following is a view at 2000 ft. of OFF_BB Fog.xml using OCM 2.5:
[Linked Image]

This is the same view using the update that I am working on:
[Linked Image]

Below a certain height, the fog effect is diminished, so that is why I took the picture at 2000 ft. You can see that the main difference is the cloud cover. There may also be some small differences at ground level, but they are subtle.

Another advantage of the update (that I can't show with a still picture), is the elimination of the "flashing" blue sky you frequently see at ground level and low altitude when you scan the sky with older versions of the mod that use fog and some of the original WOFF clouds. Once you attain a certain altitude the problem goes away, but it is noticeable when you are taking off or are otherwise low to the ground. This should be gone in the new update involving the BB fog and mist files. For now, I plan to leave the PR fog files as they are.

I hope this helps!
Posted By: Space_Ghost

Re: Optional Cloud Mod - 10/06/17 03:39 PM

Originally Posted by BuckeyeBob

-snip-


Looks great!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 10/06/17 04:16 PM

BuckeyeBob

That my friend is a MAJOR improvement. Can't wait to try it out.
I am constantly being surprised with all the great mod improvements to WOFF.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 10/06/17 06:40 PM

Thanks, FalkeEins and Robert!

I think the effect looks even better when moving, but I could be a bit biased!

Please keep in mind that all of the changes since OCM 2.4 would not be possible without JJJ's Mission Editor, so he deserves a hand as well.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 10/06/17 07:13 PM

Originally Posted by BuckeyeBob
Thanks, FalkeEins and Robert!

I think the effect looks even better when moving, but I could be a bit biased!

Please keep in mind that all of the changes since OCM 2.4 would not be possible without JJJ's Mission Editor, so he deserves a hand as well.


Oh how could we forget JJJ?? His ME is indispensible!
Posted By: Space_Ghost

Re: Optional Cloud Mod - 10/06/17 07:18 PM

Originally Posted by Robert_Wiggins
Originally Posted by BuckeyeBob
Thanks, FalkeEins and Robert!

I think the effect looks even better when moving, but I could be a bit biased!

Please keep in mind that all of the changes since OCM 2.4 would not be possible without JJJ's Mission Editor, so he deserves a hand as well.


Oh how could we forget JJJ?? His ME is indispensible!


Without a doubt. While I was a bit intimidated at first, the ME is pretty friendly.

Hopefully somewhere over the rainbow OBD will roll it in to the client.
Posted By: JJJ65

Re: Optional Cloud Mod - 10/06/17 07:52 PM

Thx guys but my part on weather modding was minimal - all is BuckeyeBob's "obsession" wink
Posted By: Space_Ghost

Re: Optional Cloud Mod - 10/10/17 12:46 PM

I get a lot of pop-in/flickering on the low level fog - is there anything I can do on my end to prevent some of the pop-in?

Shouldn't be an issue with specs... 6700K @ 4.7GHz and a GTX1080 with the latest driver.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 10/10/17 01:52 PM

Originally Posted by FalkeEins
I get a lot of pop-in/flickering on the low level fog - is there anything I can do on my end to prevent some of the pop-in?

Shouldn't be an issue with specs... 6700K @ 4.7GHz and a GTX1080 with the latest driver.


This issue has been discussed many times and it seems there is little that can be done about it. So far nobody has been able to address it. I keep hearing it is the limitations of the CFS3 engine and the fact that it doesn't support volumetric clouds.
Posted By: Stache

Re: Optional Cloud Mod - 10/10/17 04:01 PM

FalkeEins, for more discussion on cloud popping, check out page 10 in this thread.
Posted By: Space_Ghost

Re: Optional Cloud Mod - 10/10/17 06:24 PM

Originally Posted by Robert_Wiggins
Originally Posted by FalkeEins
I get a lot of pop-in/flickering on the low level fog - is there anything I can do on my end to prevent some of the pop-in?

Shouldn't be an issue with specs... 6700K @ 4.7GHz and a GTX1080 with the latest driver.


This issue has been discussed many times and it seems there is little that can be done about it. So far nobody has been able to address it. I keep hearing it is the limitations of the CFS3 engine and the fact that it doesn't support volumetric clouds.


Fair enough.

It certainly doesn't ruin things but it can be a little distracting depending on the weather patterns for a given day.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 10/10/17 08:39 PM

The flickering tends to be worse for certain cloud types, especially the overcast and cloudy cloud types. Generally speaking, the more clouds there are, the greater the chances of flickering. Decreasing the number and type of clouds results in less flickering, but less realistic heavy clouds. So, there is a trade-off.

Cloud banding is another issue that occurs with some clouds, particularly clouds with heavy haze, such as the fog and mist cloud types. I will again attempt to revisit this particular issue with the update to my cloud mod, which I am currently working on, with the assistance of JJJ65. Although I have been able to reduce the banding somewhat, it is extremely difficult to eliminate.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 10/10/17 09:16 PM

Originally Posted by BuckeyeBob
The flickering tends to be worse for certain cloud types, especially the overcast and cloudy cloud types. Generally speaking, the more clouds there are, the greater the chances of flickering. Decreasing the number and type of clouds results in less flickering, but less realistic heavy clouds. So, there is a trade-off.

Cloud banding is another issue that occurs with some clouds, particularly clouds with heavy haze, such as the fog and mist cloud types. I will again attempt to revisit this particular issue with the update to my cloud mod, which I am currently working on, with the assistance of JJJ65. Although I have been able to reduce the banding somewhat, it is extremely difficult to eliminate. OTOH, the revised fog and mist clouds look FANTASTIC, at least IMO.


You and JJJ65 have done amazing things so far but we all realize there is a limit to what D9 will allow.

Cudos for your effort
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 10/11/17 06:51 PM

Thanks, Robert.

JJJ65 and I are in the final stages of testing the update to the fog and mist files and the ME that enables these changes to be seen in the campaign. Hopefully, I will have something ready sometime this weekend. If this works the way I hope it will, I may be able to apply the same treatment to other clouds. We'll see.
Posted By: Space_Ghost

Re: Optional Cloud Mod - 10/11/17 07:20 PM

Woooo!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 10/13/17 07:02 PM

BTW, you don't have to have the latest version of JJJ's mission editor--or use the mission editor at all for that matter--to enjoy the sixty or so additional clouds contained in the cloud mod. There is somewhat less variety in lighting conditions for some of the new clouds, the wind settings remain unchanged from the default WOFF settings, and you miss out on some cloud optimizations that are only possible with the ME, but other than that, the cloud mod is perfectly usable as a stand-alone product.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 10/27/17 06:51 PM

Trick or Treat!

Optional Cloud Mod version 2.6 is now available!

Here is a list of the major additions:

25 October 2017
• BB Fog Option only: Improved fog and mist effects with less cloud popping and banding (when BB Fog Option is used with version 1.3.7 or above of JJJ65's Mission Editor).
• Light misty conditions may now occur on an otherwise dry day.
• Added two new clouds: Cirrus Clouds with Thick Haze and High Overcast with Scattered Clouds.
• Miscellaneous changes and tweaks to several existing cloud types.

Installation remains the same as before. Don't forget to deactivate the previous version (2.5) first!
Extract the entire package (5 folders plus readme file) to your OBD Software\WOFF\Mods folder. In order to use the mod, start JSGME and utilize the following procedure: Step One: activate the 1 BB and PR Clouds folder (required) and the 1 WOFF UE Clouds folder (optional), if desried. Step Two: activate only ONE of the following fog options: 2 BB Fog Option (fog and ground mist), 2 Panama Red Fog Option (fog but no ground mist), or 2 No Fog Option (no fog or ground mist effects). Important Note: You MUST activate one of the three fog options or NONE of the new cloud types will appear in the game!

With the exception of several miscellaneous changes and tweaks, most of the above changes require use of version 1.3.7 or above of JJJ65's Mission Editor. Although the mod will work without JJJ65's mission editor, you will not be able to enjoy all of the neat new features contained in version 2.6!

I am particularly proud of the improvements I have been able to make to the fog and mist files, so please let me know what you think about these clouds in 2.6. Please note that I have only changed the fog and mist files in the 2 BB Fog Option folder. Users who use either the 2 Panama Red Fog Option or the 2 No Fog Option will not notice any changes.

The link to OCM 2.6 is available at the bottom of the first post in this thread. Enjoy!

Note: Robert Wiggins will prepare a self-extracting version of the mod when he gets back next week from holiday in the Caribbean--lucky sod!
Posted By: JJJ65

Re: Optional Cloud Mod - 10/30/17 01:36 PM

Thx for your effort, BuckeyeBob. I hope we will have a chance to enjoy yet more of your weather miracles wink .
Posted By: Adger

Re: Optional Cloud Mod - 10/30/17 03:26 PM

Thanks also Buckeye..RL has gotton in the way of too much flying,but il try and make time to test your latest edition.
Thanks again pal for your continued work on your Cloud mod project
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 10/30/17 06:37 PM

Thanks, guys. I was beginning to wonder if anyone was interested anymore!

In the weather manager of the ME before flying the mission, look for the following cloud types:
"Fog"
"Fog Heavy"
"Fog and Clouds"
"Fog and Clouds Low"
"Mist"
"Mist and Clouds"

These clouds should look significantly different in OCM 2.6 than they did in 2.5. I think you will like the changes (or at least I hope that you do)!
Posted By: Fullofit

Re: Optional Cloud Mod - 10/30/17 07:56 PM

BuckeyeBob, thanks for the latest update. I’ll try it out once back home. Any chance for some nice weather, you know, so that we can actually fly? biggrin
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 10/30/17 09:49 PM

Originally Posted by Fullofit
BuckeyeBob, thanks for the latest update. I’ll try it out once back home. Any chance for some nice weather, you know, so that we can actually fly? biggrin

Yes, just edit the OFFHistoricalWeather19xx.txt file. Sunny days out the wazoo! biggrin
Posted By: Space_Ghost

Re: Optional Cloud Mod - 11/02/17 05:06 PM

Yes, still very interested!

I'll D/L and try it out ASAP.

Thanks BB!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 11/07/17 05:24 AM

Links on first post updated to include link to Sandbagger's web page.
Posted By: Sandbagger

Re: Optional Cloud Mod - 11/07/17 09:50 AM

Version 2.6 now uploaded to the User Mods Page:

http://www.thatoneplease.co/indexWOFF.html
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 11/07/17 01:00 PM

Thanks, S!
Posted By: hoongadoonga

Re: Optional Cloud Mod - 11/16/17 07:47 PM

Well done, BuckeyeBob. I finally installed the cloud mod and am really enjoying it, particularly the wide variety of clouds and the low-level fog.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 11/16/17 08:39 PM

Woo-hooo! thank you, hoongadoonga! We modders really appreciate feedback, especially the positive kind! wink I'm glad that you are enjoying the mod.

I assume you are also using JJJ65's Mission Editor? Some of the features in the cloud mod only appear if you also use the Mission Editor.

Speaking of the mission editor, and I hope I am not speaking out of turn, but I believe that JJJ is currently working on an update to the ME that will include several new features, including a small weather map overlay, complete with icons representing cloud and weather conditions over the front! I also plan to release another small update to the cloud mod that will hopefully coincide with the release of JJJ's updated mission editor.
Posted By: hoongadoonga

Re: Optional Cloud Mod - 11/17/17 10:45 PM

Yes, I use the ME. I consider it to be essential now.

I do have a question about the cloud mod. There's a required "BB & PR clouds" folder and an optional "revised WOFF UE clouds" folder. I think of your mod as being a substitute for or a replacement of stock WOFF clouds. If I activate both of these folders at the same time am I doubling up on the clouds that I otherwise would have? I haven't done much testing but so far I like it better with the optional WOFF clouds folder disabled.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 11/17/17 10:49 PM

One more demo vid of the BB cloud and fog low: (be sure to set vid to 720 HD for best viewing)

Posted By: BuckeyeBob

Re: Optional Cloud Mod - 11/18/17 02:31 AM

Hoongadoonga,

Activating the optional "revised WOFF UE Clouds" folder replaces some of the original WOFF clouds with my own revised versions, but only those with identical file names. Most of the original WOFF clouds are still used, even if the option is enabled. The optional clouds are meant to be used in combination with the required BB and PR clouds, if the user so chooses.

Quote
I haven't done much testing but so far I like it better with the optional WOFF clouds folder disabled.

I'm curious, what don't you care for in the revised WOFF UE optional clouds? Most of my revisions are small changes, such as wind speed or horizon fog color. Overall, some of the revised clouds may also be slightly "thicker" than some of the stock clouds, but not a whole lot different.
Posted By: hoongadoonga

Re: Optional Cloud Mod - 11/18/17 07:52 PM

Originally Posted by BuckeyeBob
I'm curious, what don't you care for in the revised WOFF UE optional clouds?


Well, so far I've actually flown only a couple of flights with it disabled so it's probably just the particular circumstances for those two flights. My assertion that "I haven't done much testing" was clearly a major understatement. I am really enjoying your mod.
Posted By: RAF_Louvert

Re: Optional Cloud Mod - 11/19/17 02:50 PM

.

This really is an outstanding "must have" mod. Well done BB!

.
Posted By: Hellshade

Re: Optional Cloud Mod - 11/19/17 03:45 PM

Originally Posted by RAF_Louvert
.

This really is an outstanding "must have" mod. Well done BB!

.



I must concur. Very well done, indeed BB! Thank you!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 11/19/17 08:54 PM

Thank you, gentlemen. Your comments and encouragement help keep me going. Lou, I have to say I am extremely impressed by your work on the forts. Keep up the good work!

I think I may have one more update left in me. The new update, in addition to continuing to take advantage of some of the latest features of Jara's Mission Editor, will also add a few "lighter" heavy clouds, for more variety, to the "Heavy" and "SPrecip" weather types. I also plan to revisit the issue of cloud banding, at least in some of the worst offending clouds in the mod.

I hope you will be pleased with the results.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 11/25/17 01:50 AM

[Linked Image]
Foggy Early Morning Patrol OCM 2.7

Version 2.7 of the Optional Cloud Mod is now available. Please see the bottom of the first post of this thread for a link to the JSGME compatible version of the mod.

Here is a list of the major changes:

Version 2.7
24 November 2017
• New: Added new cloud: Overcast with Light Saturated Clouds. Best when used with version 1.4.1 or above of JJJ65's Mission Editor.
• Adjusted balance of heavy and light cloud types in "Heavy" and "SPrecip" weather folders.
• Reduced horizontal cloud "banding" issue in several "heavy" cloud types.
• Revised mist and mist with clouds for better mist effect.
• Modified description of several cloud types to more closely match cloud type filenames in order to reduce confusion caused by a mismatch between cloud type description and cloud type filename in the Mission Editor weather manager.
• Headwind, tailwind, and crosswind effects now more noticeable.

Also, although the following is not new to version 2.7, I wanted to highlight changes to the way wind works in the cloud mod. From the readme file:
Quote
Wind: Although wind speed values largely conform to those from the original game, wind speed is now somewhat more variable. Wind direction is also more variable, so that winds from a westerly direction (SW, W, and NW) now occur approximately 68% of the time instead of 85% as in the original game. When used with version 1.3.7 or above of JJJ65's Mission Editor, the wind for a particular mission may originate from any point on the compass, instead of just the twelve or so discrete wind directions in the original game. Pilots now have to take into account the effect of wind on individual campaign missions, with Allied pilots, in particular, having to take note of the effect of the predominately westerly headwinds when returning from missions deep over Entente territory!

Again, although the cloud mod works as a standalone mod, some of the best features are only available if you also use JJJ65's fantastic Mission Editor. Even if you don't plan to use the cloud mod, I strongly urge you to get the Mission Editor. It's that good!

I believe I have finally reached a limit to what I can do with the clouds, so hopefully, this will be the last update to the mod. Enjoy and happy hunting!

Note: the above picture was taken with my extremely old 1 Gb video ram video card on low settings, so the picture most likely doesn't do justice to how the cloud mod looks on a better video card.

Note 2: The link to the self-extracting version of the cloud mod on Sandbagger's web site is still version 2.6. Sandbagger is on vacation and won't be able to update the link until he gets back, sometime early next month. I will update this post when the self-extracting version of 2.7 becomes available.
Posted By: Fullofit

Re: Optional Cloud Mod - 11/26/17 12:36 AM

BuckyeBob, Congrats on the latest release. Your work is greatly appreciated. My head has never been so much in the clouds as it is now. salute
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 11/26/17 02:04 AM

Thanks for the support, F.

Now, get your head out of the clouds and write us some more stories! biggrin
Posted By: Fullofit

Re: Optional Cloud Mod - 11/26/17 05:10 PM

Originally Posted by BuckeyeBob
Thanks for the support, F.

Now, get your head out of the clouds and write us some more stories! biggrin

BuckeyeBob, I think I can accommodate that request, although nothing interesting has happened lately.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 11/26/17 05:20 PM

War is like that, I'm afraid. Hours upon hours of unrelenting boredom, followed by moments of sheer terror. Unfortunately, terror is much more entertaining to write about!
Posted By: Fullofit

Re: Optional Cloud Mod - 11/26/17 05:40 PM

At least we have the pretty and diverse clouds to look at during the boring bits, thanks to you and Triple-J.
Posted By: hoongadoonga

Re: Optional Cloud Mod - 11/29/17 07:17 PM

Cool morning sky. That sure looks like rain over to the right. I've never seen that before. Well done.

[Linked Image]

Attached picture Shot11-29-17-13-11-17.jpg
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 11/29/17 07:30 PM

Thanks! I believe that is cloud type BB Thunderheads.xml

One of PanamaRed's cloud types also has the same effect, as does at least one of the WOFF clouds.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 11/29/17 09:47 PM

Yes Hoongadoonga I haven't yet see those rain clouds myself. Looks really cool.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 11/30/17 10:32 PM

Just a reminder if you are using this mod, to be sure to download version 1.4.4 of JJJ's Mission Editor. JJJ has fixed a bug that may have prevented a couple of my clouds from displaying properly. The new version fixes that.
Posted By: Fullofit

Re: Optional Cloud Mod - 12/02/17 12:19 AM

BuckeyeBob, you've outdone yourself!

[Linked Image]

I am all misty-eyed.

Attached picture Shot11-30-17-18-51-47.jpg
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 12/02/17 12:54 AM

Ain't it great!!!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/02/17 01:02 AM

copter

Aw, shucks. Thanks guys.
Posted By: AceMedic88

Re: Optional Cloud Mod - 12/02/17 01:03 AM

An exceptional job on this mod!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/02/17 01:08 AM

It was a labor of love. 💓

And I do mean labor. At least it felt that way, at times. But worth it in the end.

Thanks also goes to OBD and JJJ65.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/02/17 01:36 AM

Thanks Ace, but the clouds were already there. I just rearranged them a little bit!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/05/17 04:59 AM

It has come to my attention that a few cloud types are causing the Mission Editor to hang. If you use the Mission Editor with the cloud mod, please click on the following link to download a fix for this glitch. Extract the file to your mods folder and activate the fix, allowing it to overwrite the four files in the already activated cloud mod. After a few days I will update the cloud mod to include this fix, along with a few other very minor changes.

OCM 2.7 JJJ65 Mission Editor Fix
Posted By: DukeIronHand

Re: Optional Cloud Mod - 12/05/17 11:37 PM

Thanks BB!
Posted By: Fullofit

Re: Optional Cloud Mod - 12/06/17 01:39 AM

salute
Posted By: Sandbagger

Re: Optional Cloud Mod - 12/08/17 04:24 PM

Version 2.7 now uploaded to the User Mods Page:

http://www.thatoneplease.co/indexWOFF.html
Posted By: hoongadoonga

Re: Optional Cloud Mod - 12/08/17 07:00 PM

Originally Posted by BuckeyeBob
It has come to my attention that a few cloud types are causing the Mission Editor to hang. If you use the Mission Editor with the cloud mod, please click on the following link to download a fix for this glitch. Extract the file to your mods folder and activate the fix, allowing it to overwrite the four files in the already activated cloud mod. After a few days I will update the cloud mod to include this fix, along with a few other very minor changes.

OCM 2.7 JJJ65 Mission Editor Fix



Instead of using this fix I'd rather just wait for the updated complete mod. Sandbagger just announced that version 2.7 Is now on his mods' website. Is this the original 2.7 version (prior to the fix) or is it the new version that does include the fix?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/08/17 08:46 PM

Neither version of 2.7 listed on Sandbagger's web site or the one at the bottom of the first post of this thread contains the OCM 2.7 JJJ65 Mission Editor Fix, hoongadoonga.

However, if you haven't downloaded the Mission Editor fix, I would recommend that you wait for version 2.8. It will contain not only the JJJ65 Mission Editor fix, but also entirely new detailed weather descriptions. I have just sent it to JJJ for testing, so it should be ready for release in just a few days.
Posted By: VonS

Re: Optional Cloud Mod - 12/10/17 03:08 AM

Thought I'd pitch in gents' with info. that the optional cloud mod, also several other mods, work beautifully in WOFFue served up through WineSkin on a Mac. Will hopefully post a list soon of a good order in which to install several mods, to avoid crashing in WineSkin. I also have to test Panama Red's old cockpit view mod (EnhancedCockpitView.20170127) to see if I can improve the frame rate slightly on Intel integrated cards by installing it on top of all the updates - since frame rates drop on average by 7fps when several of the cloud, seasonal texture, etc. mods are introduced into ver. 4.15 and 4.17 of WOFFue. No luck so far installing JJJ's mission editor in WineSkin since Wine doesn't play nicely with Java-based programs, but if I stumble onto something will let those flying WOFFue on Macs know.

Happy flying,
Von S smile2


Attached picture 01.jpg
Attached picture 02.jpg
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/12/17 07:43 PM

Thanks, VonS. Glad to hear that the mod works on the Mac. Too bad you can't use the Mission Editor, though. Some of the best features of the cloud mod are only visible when used with the mission editor.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/12/17 08:10 PM

[Linked Image]
BB Mist and Clouds over Alsace OCM 2.8

Yes, it's time for another update to the cloud mod! The new version doesn't add any new clouds, but does provide a fix for the problem that caused some clear cloud types to make the Mission Editor hang. Also, thanks to the Mission Editor, I was able to add a brief description of the cloud and wind conditions at the start of each campaign mission. This is in addition to the general weather forecast. Look for it in the weather manager window of the ME.

I also noticed that the some of the BB fog and mist clouds were not displaying properly so users were not getting the full "fog" or "mist" effect that you see in the above pic. This will be fixed in the next version of Jara's Mission Editor. Thanks, Jara!

Here is a summary of the changes in version 2.8. Please take note of the revised installation instructions:
Quote
11 December 2017
• New: New weather descriptions. Detailed information about overall weather conditions, including cloud type and cloud density, visibility, wind speed and direction, and precipitation now appear in the weather manager window of the Mission Editor. A must have before you take to the skies!
• Fixed bug in clear weather cloud types which caused the Mission Editor to hang.
• Revised installation instructions.
• A few small additional changes and tweaks.

As always, the new version can be found at the bottom of the first post in this thread. A self-extracting version of the mod should be available on Sandbagger's web page in the near future.

Happy flying!

Posted By: Fullofit

Re: Optional Cloud Mod - 12/12/17 09:34 PM

Thanks BB, looking forward to those atrocious weather conditions.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/12/17 09:43 PM

biggrin

At your service...
Posted By: Fullofit

Re: Optional Cloud Mod - 12/12/17 09:48 PM

Just don't bring anymore snow! attack
Posted By: Sandbagger

Re: Optional Cloud Mod - 12/13/17 09:33 AM

Version 2.8 now uploaded to the User Mods Page:

http://www.thatoneplease.co/indexWOFF.html
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/13/17 02:39 PM

Thanks, Sandbagger!
Posted By: Adger

Re: Optional Cloud Mod - 12/14/17 10:04 PM

Thanks as always BuckeyeBob..im finishing soon for the Christmas hols,i truly hope to get some flying time in to see what wonders you,ve conjured up this time cheers
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/15/17 12:26 AM

Sure thing, Adger!

Not a lot of new stuff this time around, just a few fixes and enhancements.

Thanks for the support!
Posted By: RAF_Louvert

Re: Optional Cloud Mod - 12/15/17 12:27 PM

.

Thanks again BB for a superb mod and for your ongoing improvements of it. As I just mentioned in Jara's ME thread, a "must have". Well done!

.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/15/17 04:04 PM

Thanks, Lou.

As far as improvements, Jara keeps coming up with new capabilities in the mission editor that I can't resist playing with!
Posted By: AceMedic88

Re: Optional Cloud Mod - 01/06/18 08:28 PM

I have to say, after activating this mod I will never go without it again.

Taking off on a cold, wet, miserable November dawn patrol and see rain in the distance, fog and the like everywhere added an immersion I never thought possible.

Amazing work, Buckeye. This has put the frosting on the cake.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 01/06/18 10:31 PM

Thank you, Ace.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/11/18 08:24 PM

Greetings, fellow WOFFers!

I noticed that this thread had fallen to the second page of the mods forum. As this simply will not do, I thought I should bump the thread.

While I'm here, perhaps I should also announce the latest update to my Historical Weather Mod! The new version is 1.44 and is available via dropbox at the end of the very first post in this thread.

Here are the highlights of the most significant changes:
Quote
• Small increase in number of clear and sunny days, mainly during spring and summer months
• Slightly fewer rainy days in 1916 and 1917 overall
• August 1917 a touch more rainy and September 1917 slightly less rainy
• Small increase in number of "no fly" days
• Minor text revisions to several daily weather forecasts

Enjoy!
Posted By: Fullofit

Re: Optional Cloud Mod - 03/11/18 09:28 PM

Thank you Bob for the above and beyond service! Will take it for a spin right away!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 03/11/18 09:29 PM

Seconded here!! thumbsup
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/12/18 12:59 AM

Always happy to oblige!

Thanks also to both of you, for your modding efforts. I am particularly impressed by anyone who dares to delve into the mysteries of Gmax modeling.
Posted By: Fullofit

Re: Optional Cloud Mod - 03/12/18 01:32 AM

Bob, using Gmax is easy. It’s learning to use it, that’s hard.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/12/18 02:35 AM

biggrin Ha ha, ain't that the truth!

A long time ago, it got into my head that I might try something easy, like editing the damage boxes on one of the OFF aircraft. Shortly after looking at the 1000 lines of spaghetti that make up just one aircraft model, and staring at another 1000 tools and options that are contained in the Gmax interface, I gave up.

I applaud those of you who (apparently) have a lot more patience than I do.
Posted By: DukeIronHand

Re: Optional Cloud Mod - 03/12/18 01:11 PM

Thanks BuckeyeBob.
Downloaded.
Posted By: Adger

Re: Optional Cloud Mod - 03/12/18 03:23 PM

Thanks BuckeyeBob,much appreciated pal
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/15/18 05:00 PM

Thanks again. I am glad that people are enjoying both weather mods, even if they sometimes make it a little more difficult to see through the clouds and the rain at times!

Speaking of the weather mods, would anyone be interested in a (small) update to the cloud mod? I have created two new cloud types (Large Majestic Clouds and Large Dark Majestic Clouds), in addition to making a couple of small changes to a few other existing cloud types. This would be version 2.9 of the cloud mod.
Posted By: hoongadoonga

Re: Optional Cloud Mod - 03/15/18 07:00 PM

Originally Posted by BuckeyeBob
Speaking of the weather mods, would anyone be interested in a (small) update to the cloud mod?


Sure, why not? It's great as is right now but if you provide an update I'll definitely install it. Thanks.
Posted By: Fullofit

Re: Optional Cloud Mod - 03/15/18 10:44 PM

BuckyeBob, bring it on! I can handle it!
Also, is it possible to get some lightning during some of the worst, wettest and darkest weather?
Posted By: Adger

Re: Optional Cloud Mod - 03/15/18 11:06 PM

Always look forward to what you can improve in your Mods Buckeye..bring them on pal
Posted By: JJJ65

Re: Optional Cloud Mod - 03/16/18 06:54 AM

Thank you, Bob.
And anything new/improved will be really apreciated.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/16/18 05:44 PM

If you activate Panama Red's Thunder and Lightning mod, you should be able to get thunder, at least when there is any precipitation.

There should be a link to it somewhere on Sandbagger's web page.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/16/18 05:56 PM

After a bit more testing, version 2.9 of the cloud mod should be ready by the end of the weekend.

This update will only have a few, mostly minor changes, other than the addition of the two new large cloud types. However, as a bonus, I will throw in one more mostly clear weather type. I have also adjusted the "Good" weather category slightly in order to increase the chances of getting clear skies when the weather manager calls for it. Hopefully, this will result in a better balance between good and poor weather conditions.
Posted By: Adger

Re: Optional Cloud Mod - 03/17/18 01:42 PM

Originally Posted by BuckeyeBob
After a bit more testing, version 2.9 of the cloud mod should be ready by the end of the weekend.

This update will only have a few, mostly minor changes, other than the addition of the two new large cloud types. However, as a bonus, I will throw in one more mostly clear weather type. I have also adjusted the "Good" weather category slightly in order to increase the chances of getting clear skies when the weather manager calls for it. Hopefully, this will result in a better balance between good and poor weather conditions.



Looking forward to your update Bob thumbsup
Posted By: Fullofit

Re: Optional Cloud Mod - 03/18/18 02:11 AM

Originally Posted by BuckeyeBob
If you activate Panama Red's Thunder and Lightning mod, you should be able to get thunder, at least when there is any precipitation.

There should be a link to it somewhere on Sandbagger's web page.

Bob, I used to have that mod installed, but now it tells me there is a conflict between that mod and your OCM 2.8. Looking forward to OCM 2.9!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/18/18 04:07 AM

Hmm, I wasn't aware of that. Let me see if I can figure out what's going on.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 03/18/18 11:34 AM

Gentlemen

It's not really a problem. Both mods can work together. It's just that both mods use two of the same cloud types by having the same name for them.
Posted By: Fullofit

Re: Optional Cloud Mod - 03/18/18 02:13 PM

Thanks Robert and Bob for looking into this. I didn’t want to overwrite one with the other, but it looks like it overwrites it with the same thing? So, no harm done? I suppose just to be safe I should run the thunder and lightning mod first, to make sure BuckeyeBob’s mod overwrites it with the latest clouds.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/18/18 03:27 PM

Originally Posted by Robert_Wiggins
Gentlemen

It's not really a problem. Both mods can work together. It's just that both mods use two of the same cloud types by having the same name for them.

Originally Posted by Fullofit
Thanks Robert and Bob for looking into this. I didn’t want to overwrite one with the other, but it looks like it overwrites it with the same thing? So, no harm done? I suppose just to be safe I should run the thunder and lightning mod first, to make sure BuckeyeBob’s mod overwrites it with the latest clouds.

Here is the problem. If you run my mod first and overwrite it with PR's mod, you will get thunder and lightning but a few of the clouds will look slightly different--not a whole lot, but some. OTH, if you run PR's mod first and my mod second, you will get my clouds but no thunder and lightning.

For now, I would suggest using the first approach, unless I create a thunder and lightning mod specific to my cloud mod. PR's mod only affects two files in the cloud mod, so it shouldn't be that noticeable.

One more point. Remember that thunder and lightning can produce lag and stutters on some older systems--like mine!
Posted By: Fullofit

Re: Optional Cloud Mod - 03/18/18 06:41 PM

BuckeyeBob, if I have to choose between clouds and lightning, then I pick clouds, in which I fly everyday. I have no business flying around in any weather that includes lightning anyway.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/18/18 10:02 PM

Making a mod to produce thunder and lightning for my cloud mod should be pretty easy. Give me a day or two and I will try to put something together.

BTW, anyone have a spare 2GB ram video card lying around that I can take off their hands? I'm still stuck with a 1 GB card and I can't afford to upgrade due to the crypto currency craze, which doesn't appear to be going away any time soon. sigh
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 03/18/18 10:08 PM

Bob;

Check your PM. I have a file on my dropbox for you re fix for thunder and lightening.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/18/18 10:13 PM

Will do. Thanks, Robert!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 03/18/18 10:27 PM

Originally Posted by BuckeyeBob
Will do. Thanks, Robert!


I will keep my eyes open for a vid card for you. I don't have anything right now but If I find something I will PM you.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/19/18 07:49 PM

A few more tweaks and maybe a thunder and lightning mod addition, and the new version of the cloud mod will be ready!*





* In two weeks! biggrin
Posted By: kksnowbear

Re: Optional Cloud Mod - 03/19/18 08:36 PM

Sorry to intrude, guys, and not at all to hijack the discussion, but BB: Depending on what kind of GPU/how strong you're interested in, I may have something reasonably inexpensive that you could consider. Can you tell me what you had in mind? (AMD or Nvidia, which exact GPU if you have a preference, etc...)
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/20/18 12:38 AM

Thanks for the offer. I'll send you a PM.
Posted By: Fullofit

Re: Optional Cloud Mod - 03/20/18 01:02 AM

Originally Posted by BuckeyeBob
A few more tweaks and maybe a thunder and lightning mod addition, and the new version of the cloud mod will be ready!*

* In two weeks! biggrin

In twoweeks it is! Thanks Bob! Can you also throw in a rainbow? winkngrin
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/20/18 01:25 AM

No, but would you accept a pony instead?

(A rainbow would be cool, though!)
Posted By: Fullofit

Re: Optional Cloud Mod - 03/20/18 01:50 AM

Only if it’s a unicorn.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/21/18 06:44 PM

No pony or unicorn, but I have a question for Fullofit or anyone else that might want to have thunder and lightning with the cloud mod: would you prefer that thunder and lightning be turned on by default or turned off? The player would either have to activate thunder and lightning during the spring and summer months, or deactivate it during the winter months (unless you enjoy thunder-snow)! Either one would involve overwriting some of the cloud files and result in JSGME displaying that annoying error message about overwriting existing files.
Posted By: Adger

Re: Optional Cloud Mod - 03/21/18 07:42 PM

My personal preference would be to have it off by default Buckeye.
Will you be releasing a version that doesn't incorporate the Thunder/ Lightning at all pal? If it's not to much trouble.Cheers Buckeye
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/21/18 08:12 PM

Adger, I can build the mod in two parts (actually two separate mods) so that you don't have to have thunder and lightning at all, if you don't want it. Others can activate the thunder and lightning according to their wishes.

There is also a chance that our resident (and Barmy) coding wizard, JJJ, can automate the whole process!
Posted By: Fullofit

Re: Optional Cloud Mod - 03/21/18 09:01 PM

BuckeyeBob, I have a feeling most people don’t want thunder and lightning. Best would be to have it off by default. Anyone that would want it would just turn it on. Maybe have it as an option in ME? I’m looking at you, oh Barmy coding wizard. salute
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/21/18 10:24 PM

I agree, F. I think off by default is the best way to go.
Posted By: Adger

Re: Optional Cloud Mod - 03/21/18 10:41 PM

Originally Posted by BuckeyeBob
Adger, I can build the mod in two parts (actually two separate mods) so that you don't have to have thunder and lightning at all, if you don't want it. Others can activate the thunder and lightning according to their wishes.

There is also a chance that our resident (and Barmy) coding wizard, JJJ, can automate the whole process!


Cheers Buckeye,nice one pal..cmon Triple J wave that magic wand of yours thumbsup
Posted By: JJJ65

Re: Optional Cloud Mod - 03/22/18 06:19 AM

On standby, engine running and waiting for BB's files, Sirs.
Posted By: Fullofit

Re: Optional Cloud Mod - 03/22/18 09:31 AM

Originally Posted by JJJ65
On standby, engine running and waiting for BB's files, Sirs.

kneeldown
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/22/18 04:42 PM

Unfortunately, I hit a bit of a snag late last night. The short lesson is, don't open two versions of the same file at the same time, because you quickly become confused as to which is which! However, after much sorting and cursing, I think I now have things under control. On the negative side, this means that completion of the mod has been set back by a day or two. OTOH, I have sent a preliminary version of the mod to Jara for him to work with, so it shouldn't take him long to implement any small changes that I might make. Keep faith!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/22/18 04:49 PM

One thing I am working with Jara to possibly implement is to randomly produce different intensities of thunderstorms. For example, with Jara's help, I can easily change both the frequency of thunder and lightning strikes, as well as the distance from the pilot, etc. Granted, most Great war pilots would have been crazy to go up in the middle of a thunderstorm, but it might be interesting to try in a mod. Any thoughts?
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 03/22/18 05:12 PM

Originally Posted by BuckeyeBob
One thing I am working with Jara to possibly implement is to randomly produce different intensities of thunderstorms. For example, with Jara's help, I can easily change both the frequency of thunder and lightning strikes, as well as the distance from the pilot, etc. Granted, most Great war pilots would have been crazy to go up in the middle of a thunderstorm, but it might be interesting to try in a mod. Any thoughts?



Bob, it's quite reasonable to assume that a thunder storm front could move into a fair weather area unexpectedly.
Posted By: Ace_Pilto

Re: Optional Cloud Mod - 03/22/18 09:17 PM

^^^This is true.
Posted By: Fullofit

Re: Optional Cloud Mod - 03/22/18 10:59 PM

Plus, if you can control the distance, then the thunderstorm could be happening somewhere far in the background. That could be very atmospheric!
Posted By: Banjoman

Re: Optional Cloud Mod - 03/22/18 11:15 PM

Did you know that there already is a Thunder and Lightning mod out there?
Posted By: Fullofit

Re: Optional Cloud Mod - 03/23/18 12:12 AM

Yup, but it doesn’t play nice with BuckeyeBob’s cloud mod.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/23/18 03:29 PM

Originally Posted by Robert_Wiggins
Bob, it's quite reasonable to assume that a thunder storm front could move into a fair weather area unexpectedly.


True. I suppose if that did happen, the procedure would be to immediately scrub the mission and land as quickly as possible at the nearest friendly airfield. Maybe someone could add an addition to the DiD rules that for every minute aloft after the sighting of lightning, there is a 1% cumulative chance that you are struck by lightning and killed!?? eek
Posted By: Ace_Pilto

Re: Optional Cloud Mod - 03/23/18 04:20 PM

Well, there's that chance I suppose. RTB in that situation seems as much common sense as it is an evolutionary prerogative.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/23/18 06:14 PM

**** procedure, sir! Let's get the hell outta here!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/23/18 07:23 PM

Although I am still tidying up a few things, OCM 2.9 is almost ready to launch!

Here is a list of the major changes and updates:
Quote
Version 2.9
22 March 2018
• New: Thunder and lightning added to a few cloud types. Note: for now, this feature cannot be disabled. However, the next version of JJJ’s ME will both automatically turn thunder and lightning on and off according to the season and allow the user to easily disable thunder and lightning entirely if desired.
• New: Added three additional cloud types and revised several others.
• Clouds in several weather folders reassigned to more clearly distinguish between different weather conditions.
• Minor revisions to a few weather descriptions.
• A few other miscellaneous changes and tweaks.

Comments: Jara is currently working on an update to the ME that will automatically enable thunder and lightning during the spring and summer and disable it over the winter. He will also provide an option to disable thunder and lightning for those who do not want it. For now, however, this feature is turned "on" by default, so some users may temporarily experience some lightning during the winter.

I have added a couple of cloud types and revised a few others. I also dropped one or two types that still had significant cloud popping and banding.

The reassignment of clouds in several weather folders should provide more consistency in weather conditions and also help to more clearly distinguish between good and poor weather types. In other words, you should now get more clear and sunny weather in "Good" and "Light" conditions. Overall, this will result in a slight increase of nice weather over the course of a year.

I still have a few items to work on, so now is the last time for comments and suggestions!
Posted By: Fullofit

Re: Optional Cloud Mod - 03/23/18 09:10 PM

BuckeyeBob, that sounds peachy. Can’t wait! Next, we have to get some hail going. Lightning and thunder, fire and fury!
BTW, what’s wrong with flying in a wooden crate with lightning going off around? Wood doesn’t conduct electricity. darkcloud
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/23/18 09:54 PM

But the steel plate in my head does!
Posted By: Fullofit

Re: Optional Cloud Mod - 03/23/18 10:15 PM

Then you’re protected. I mean shielded. Just extra curly hair on your head, that’s all ...
Posted By: Banjoman

Re: Optional Cloud Mod - 03/24/18 12:56 AM

The older Thunder and Lightning mod really did a number on your FPS when the lightning would strike, have you resolved that or will that still be an issue?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/24/18 02:03 AM

I imagine this will have roughly the same impact, performance wise. However, I haven't really focused on that, so I may be able to at least provide options for those whose systems can't handle the lightning. I can't promise any miracles, however.
Posted By: 4L0M

Re: Optional Cloud Mod - 03/24/18 06:35 PM

I'm 99% sure that the lightning is hardcoded into the game engine. There is a lightning texture that I have edited a hundred times and it makes 0 difference to its look in game. You can even delete the lightning texture, yet it still shows up in game. You can edit the ini file relating to the size of the lightning shown, but regardless of what crazy values you use, the look of the lightning never changes. I never noticed any performance hit using Panama red's mod personally. If you ever work out how to change the lightning texture, please let me know. I have spent hours looking at that bloody thing!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 03/24/18 06:42 PM

Hi 4L0M. Haven't seen you around much lately. Do you get any stick time?
Posted By: Fullofit

Re: Optional Cloud Mod - 03/24/18 07:26 PM

I have to admit I haven’t noticed any performance drops with the lightning either. I do get a performance hit when near artillery barrages though. Anyone else gets that?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/25/18 03:10 AM

Good to hear from you again, 4L0M. I have noticed the same thing about the lightning, at least in regard to the lightning.xml file. I have not touched the texture file. Nevertheless, there are a few things in the lightning.xml file that can be altered, such as strike duration and strike frequency.

In my testing on my relatively slow rig, I have noticed a brief drop in framerates just before or after a strike. However, I'm not sure whether it is due to the lightning graphic, the thunder sound file, or something else.

I also get the same frame rate loss near an artillery barrage, Fullofit, so that may point towards the thunder sound file, or how sounds in general in the game are handled, as the culprit.
Posted By: 4L0M

Re: Optional Cloud Mod - 03/27/18 02:11 PM

This is what the lightning looks like in game. I came across this screenshot earlier when looking for something else :

[Linked Image]

I would love to know how to change it, but I never had any success. duh
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/27/18 04:37 PM

I wish I could help you out, but I haven't had any success, either. nope

I guess changing the lightning.dds file doesn't make any difference?
Posted By: MajorMagee

Re: Optional Cloud Mod - 03/27/18 04:52 PM

I agree that the Bolt Texture and Bolt Width seem to be hard coded in the part of the program that creates the random branching shape.

The code does include a routine that dims the lightning with distance, but the lightning does not seem to create any visual effect on the surrounding environment.

The timing, and duration of the lightning can be adjusted in the Lightning.xml, as well as switching the Flash Texture that is used on the top of the bolt at the base of the cloud.

The size of the flash in game is independent from the size of the texture being called for in the xml.

There does not appear to be anything in AnKor's Shaders or the Effects.xml related to lightning.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/27/18 04:58 PM

Thanks, Major. I can confirm everything you said. The only thing I have been able to control in version 2.9 of the cloud mod is the frequency and duration of the lightning flash.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/30/18 06:22 PM

Version 2.9 of the cloud mod is finally available, now with optional thunder and lightning!

I am particularly proud of this release, not because of any major changes, but because it resolves a few niggling problems and inconsistencies in previous versions.

Overall, there should be more consistency in cloud conditions during a single mission than before. This means there is less of a chance of running into cloud types that seem inconsistent with the current weather conditions. In other words, clear skies should stay mostly clear, partly cloudy skies should remain partly cloudy (for the most part), etc. I also added a few lighter medium to medium-heavy cloud types for a little more variety in "Heavy" weather conditions.

Finally, I have enabled thunder and lightning in this version without the user having to overwrite any files (you will have to overwrite a few files if you wish to disable thunder and lightning, at least until JJJ65 releases an update to the ME in a few days that will automate this process). I have included a folder in the .zip file named "WOFF UE OCM 2.9 No Thunder Option" that users can activate as a temporary measure if they prefer not to have this feature.

As always, it has been a pleasure to serve my fellow members of the WOFF flying community. If you have any questions or comments about this update, please feel free to ask.

Please find a link to version 2.9 of the OCM at the end of the first post of this thread. Happy flying, whatever the weather!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 03/30/18 07:07 PM

Bob, you are an example of excellence in service objectivity Sir. Something to be proud of and often sorely missing these days. thumbsup
Posted By: Fullofit

Re: Optional Cloud Mod - 03/30/18 08:58 PM

Great news BuckeyeBob! Thank you for all your work. Will have that baby installed right away, lightning and all. Wish I could reward you somehow for your efforts, but all I can do is post here with praise and my thanks. Oh and maybe squeeze another Aldi report in DiD in your name. Deal?
Posted By: Adger

Re: Optional Cloud Mod - 03/30/18 09:16 PM

Thanks Buckeye..downloading now.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/30/18 10:33 PM

Thank you, everyone.

Robert, you are too kind. Yes, good service seems to be sorely lacking these days.

Fullofit, enjoy the thunderbolts and lightning! You will like it even more when Jara comes out with his next update. I will take another Aldi update at any time, new clouds or not! Plus, a dram of your favourite single-malt scotch whiskey, if you please!

Adger, as a long-time supporter of the cloud mod, thank you.
Posted By: Fullofit

Re: Optional Cloud Mod - 03/30/18 11:08 PM

BuckeyeBob, you’ve got it! I’m partial to the smokiness of the Islay region offerings, so one dram coming up. Enjoy!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/30/18 11:13 PM

Excellent choice! My thirst is officially slaked!

( I've always wanted to say "slaked!")
Posted By: Fullofit

Re: Optional Cloud Mod - 03/30/18 11:21 PM

Sounds like something one would say in 1917 wink
Posted By: JJJ65

Re: Optional Cloud Mod - 03/31/18 06:00 AM

Oh, sirs, wait on me, Islay is my favorite whisky region too wink.
Thx for your effort, Bob. Your weather mods are "a must have" .
Posted By: Fullofit

Re: Optional Cloud Mod - 03/31/18 01:29 PM

Jara, we will have a dram waiting for you when you’re good and ready, Sir!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/31/18 01:37 PM

Don't wait too long, though. Fullofit is such a good host and fine story-teller that I am afraid the bottle will run dry before long!
Posted By: JJJ65

Re: Optional Cloud Mod - 03/31/18 05:05 PM

Thx, guys, I am on the way. Do not worry, I took one bottle of Bowmore for any cases and as I know Fullofit's source of stories is bottomless.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/03/18 02:46 PM

Version 2.9.1 of the cloud mod is now available. This version fixes a small error that could cause WOFF to terminate unexpectedly. Thank you to Fullofit for bringing this bug to my attention.
Posted By: Fullofit

Re: Optional Cloud Mod - 04/04/18 12:27 AM

Thank you Bob for such a quick turnaround, you must have worked through the night. Most appreciated!
Posted By: Sandbagger

Re: Optional Cloud Mod - 04/04/18 08:50 AM

Version 2.9.1 is now available on the User Mod Page (Sky page).

http://www.thatoneplease.co/indexWOFF.html
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/04/18 12:40 PM

Much appreciated, Sandbagger!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/05/18 12:26 AM

Sigh.

Robert has brought my attention to another small bug that may prevent you from shutting off thunder and lightning in QC flights or in the campaign if you don't use Jara's mission editor 1.5.9. Fortunately, the fix won't take long, so it should be ready sometime tomorrow. I apologise for any inconvenience.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/05/18 04:28 PM

Version 2.9.2 of the cloud mod is now available. This version fixes an error that would cause thunder and lightning to sometimes appear even if the user disabled thunder and lightning using the "No Thunder Option." Thank you to Robert Wiggins for bringing this problem to my attention.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/06/18 07:27 PM

I wanted to make a few points that some people may have missed about using JJJ65’s Mission Editor along with the cloud mod. While it is not required that you use the ME in order to enjoy the more than 70 additional clouds contained in my mod, by NOT using the ME, you are depriving yourself of many of the more “advanced” features of the cloud mod. The reason for this has to do with a few limitations of the OFFDynamicWeatherMission.xml file.

The main problem is that it has only a very small number of horizon sky colors, wind speeds, wind directions, precipitation states, background cloud cover, etc. which depend entirely on the weather type (Good, Light, Medium, Variable, Heavy, etc.) selected by WOFF before each mission. Every single cloud (even the new ones) contained within each of these weather types is limited to these pre-selected settings unless you first use the ME to copy my tailor-made OCM settings for each cloud type into the OFFDynamicWeatherMission.xml file before flying the mission. For example, if the BB_Mist.xml file has been selected by WOFF to be the cloud type for a particular campaign mission and you fly without using the ME, you get a clear blue sky above instead of the solid grey sky you see until you climb above a certain height (also determined by a setting in the BB_Mist.xml cloud file). This level of control is not possible using the cloud mod without JJJ’s mission editor.

I would also like to point out that it is not sufficient just to open the Mission Editor. In order to get the “full” OCM effects, you must click on the “Apply” button at the bottom of the Weather Manager window before each mission. Otherwise, changes are not made to the OFFDynamicWeatherMission.xml file and you will get the default WOFF settings.

Here is a list of just some of the variables in the OFFDynamicWeatherMission.xml file that remain unchanged unless the user clicks the “Apply” button in the ME Weather Manager: skyboxCloudType, MaxAltitude, MinAltitude, fogColor, windSpeed, windDir, cloudfile, CloudType, CloudCount, Lightning, MinAltitude, MaxAltitude, etc.

So, there you have it. Please let me know if there is anything else you would like to know about how the cloud mod works with the Mission Editor. Once again, thank you for using and enjoying the mod.
Posted By: Fullofit

Re: Optional Cloud Mod - 04/06/18 08:46 PM

Don’t forget the extended visual range at horizon.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/07/18 02:25 AM

That, too!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/11/18 06:52 PM

Note: In a few days, Jara and Robert will be coming out with a revised readme file for the Mission Editor that will include a section on how to use my cloud mod along with the ME Weather Manager. I hope everyone will find it helpful.
Posted By: Adger

Re: Optional Cloud Mod - 04/11/18 11:03 PM

As always thanks so much for your mod Buckeye
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/05/18 07:34 PM

Reminder: version 1.44 of the Historical Weather mod is now available on Sandbagger's web page. This version is just slightly more sunny than the previous version (not so much in the winter months, however)!
Posted By: Fullofit

Re: Optional Cloud Mod - 06/05/18 09:43 PM

BB, speaking of winter. Is there a way to keep the snow on the ground, even partial, during winter months? It seems to go to full winter, then back to green grass, then back to snow. Typically in Jan and Feb.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/06/18 02:04 AM

I've tried to simulate the transition from light to medium to heavy snow and then back to medium and light snow cover with this mod, at least more so than the stock files. I did lean toward the conservative side, however, so I can easily add more snow cover, if desired.

Note that there are only three snow textures in the game (four, if you count no snow cover). Part of the difficulty, IMHO, is that the texture for light snow is too light (more like frost or a dusting of snow on the ground), while the texture for medium snow cover is too "heavy," making it too similar to the heavy snow texture. This can make the transition from medium to light snow cover look too much like you are going from plenty of snow cover to almost none at all, overnight. If I had any graphics skills, I could try increasing the thickness of the light snow textures, but sadly, I have no experience modding texture files.

OTOH, if you would like me to increase the number of days that have light snow on the ground in order to put more of a wintry chill up your spine, I can easily do that, if you like. Or, you can do it yourself. It's a pretty simple process, really, which is why I can do it! biggrin
Posted By: Fullofit

Re: Optional Cloud Mod - 06/06/18 08:34 PM

Bob, I’m fine with any type of snow cover, as long as it’s not green grass. Does your mod, or in combination with ME have the ability to control the snow cover? Keep the weather “snowy” enough to avoid spring thaw in January and February?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/07/18 04:24 AM

Yes, snow cover is controlled by a variable in each year's historical weather file. The question is, how snowy do you want it? We are talking about France, after all, not Norway. Also keep in mind that the game engine only allows for snow cover during the months of January thru March, so no white Christmases, I'm afraid.

Currently, there are some very long stretches, particularly in 1916 and 1917, with at least some snow on the ground. I think the longest stretch is 56 days, in early 1917. There is less snow in 1918, but I believe that year's winter wasn't quite as bad as the previous two. However, I can create a somewhat snowier 1918 if you like. We can call it "Special Winter Edition of the Historical Weather mod." biggrin
Posted By: Fullofit

Re: Optional Cloud Mod - 06/07/18 11:40 PM

Bob, “Special Winter Edition of the Historical Wather Mod” sounds good, but if it’s not historically accurate then let’s leave it as is. Thanks for entertaining the thought, though! Out of curiosity, do you know if the winter green grass texture tiles are separate from the summer texture tiles? If I were to edit the winter tiles, would that affect summer tiles? Just wondering.
Posted By: 4L0M

Re: Optional Cloud Mod - 06/08/18 11:09 AM

Originally Posted by Fullofit
Bob, “Special Winter Edition of the Historical Wather Mod” sounds good, but if it’s not historically accurate then let’s leave it as is. Thanks for entertaining the thought, though! Out of curiosity, do you know if the winter green grass texture tiles are separate from the summer texture tiles? If I were to edit the winter tiles, would that affect summer tiles? Just wondering.


Hi Fullofit. There are 4 sets of ground texture tiles for the 4 different seasons. If you you download my Seasonal ground textures mod V2, you can look at which ground tiles you can edit if you want to try it yourself. Cheers!
Posted By: Fullofit

Re: Optional Cloud Mod - 06/08/18 09:03 PM

Thanks 4L0M. With your seasonal textures that makes it even easier. I feel green grass in the winter is about to be a thing of the past.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/08/18 11:11 PM

4L0M, a few questions.

One, is it possible to increase the amount of snow for the light snow textures? They are not very snowy right now. I would try and fix them myself, but I have absolutely no ability when it comes to textures.

Second, is there any way to make snow cover appear in the months other than January through March? I would like to see some snow cover in December or April on occasion.

Thanks.
Posted By: Panama Red

Re: Optional Cloud Mod - 06/08/18 11:28 PM

Fall already has two sets of terrain tiles, one with snow and one without snow. As a result, December is fully capable of having snow on the ground (per the weather conditions).

Spring / Summer on the other hand, only have one set of terrain tiles so no snow during either of these two seasons.

To get Spring to have snow, you either have to change the CFS3.exe or get OBD to create a "go around", unless you can get JJJ to possible figure out how to get snow to show up in April with his MS program.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/08/18 11:31 PM

Fullofit,

I can add a few more days with light snow cover, no problem. With JGSME, if you don't like it you can easily go back to my previous version. Looking over the files, I think adding a few more days of light snow cover might not be a bad idea.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/08/18 11:42 PM

PR is correct that you can can get light snow cover in December (I had forgotten about that), but I don't think you can get any medium or heavy snow in that month. My historical weather files call for medium and heavy snow cover on a few days in late December, but all I have ever seen is light snow.
Posted By: Fullofit

Re: Optional Cloud Mod - 06/09/18 10:56 AM

Originally Posted by BuckeyeBob
Fullofit,

I can add a few more days with light snow cover, no problem. With JGSME, if you don't like it you can easily go back to my previous version. Looking over the files, I think adding a few more days of light snow cover might not be a bad idea.

thumbsup
BuckeyeBob, you know best. In reality I hate snow, but in WOFF I think the snow on the ground stays far too short. Then again, my idea of winter may be a little screwed, living in Canada and all that.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/09/18 02:25 PM

Any snow still there in the Great White North, eh? biggrin

Yeah, your view might be just slightly skewed, I suppose. Still, a little more light snow cover won't hurt anything, and might add a little more "chill" to the overall atmosphere. Too much green grass can be boring, too!

If you are curious, I have compiled some statistics about how many days (out of 90) have snow cover on the ground in 1.44 of the weather mod. Don't click if you don't want to know!


1915: Heavy = 10 Medium = 26 Light = 22 Total = 58
1916: Heavy = 14 Medium = 22 Light = 16 Total = 52
1917: Heavy = 17 Medium = 27 Light = 17 Total = 61
1918: Heavy = 10 Medium = 20 Light = 10 Total = 40

I can break it down to month by month, if you want to know that, too!
Posted By: Fullofit

Re: Optional Cloud Mod - 06/09/18 04:37 PM

Bob, my snow shovel is still within reach (just in case).
Seeing those numbers all I can do is wish for weather like this here. I suppose all those cannon explosions kept the temperature higher than usual, hence such minimal snow accumulation on the ground. That’s how I explain it to myself. rolleyes
Posted By: dutch

Re: Optional Cloud Mod - 06/10/18 05:02 AM

Snow is just like it should be, if we are talking about Flandres. Normally in Januari is here the coldest, not december.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/10/18 09:12 PM

True, but December 1916 was maybe the coldest and snowiest on record.
Posted By: dutch

Re: Optional Cloud Mod - 06/11/18 04:40 PM

All depents on the region, I know in France it could be cold, but if talking about -4C over 4days in Belgium as cold then I guess you are right.
Belgium and the Netherlands do have a sea climate so, we have all kinds of weather only not the extreme. Only the Ardennes are snowy.

http://ww1weatherreports.wikifoundry.com/page/1916+December
http://www.weerstationlosser.nl/index.php?pid=4
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/12/18 08:51 PM

Good points, Dutch, which is why I am being careful not to add too much heavy or medium snow cover in this update. As you know, light snow cover in the game is very light and can easily pass as light snow showers, flurries, and even frost on the ground, so it won't alter the "weather' in any significant way, other than make it "feel' colder.

I appreciate the feedback, particularly from someone with more direct experience with the weather patterns in Europe. For instance, in the States, weather fronts generally come from the west and northwest. Is that also true in northwest Europe? Do big snowstorms come from the west, or are they more likely to come from the northeast, via Siberia? I can use this information in future updates to the wind direction in my cloud mod.
Posted By: dutch

Re: Optional Cloud Mod - 06/13/18 06:03 PM

In the winter eastwind wil bring dry frost mostly, because this wind is going over dry frosty land. Normally no snow only because of the wind it feels like being in Siberia.
Nothern wind will also bring in frost, but also snow that will stay. The air did catch up moistere from the warm undeep nordsea and the cold air will freeze this to snow.
The west wind comes from the Atlantic, only here the, UK pulls out the most extreme weather from the clouds, like the tick layers of snow or the big ice hail balls, sometime we get a part of the leftovers.

The wind from the south is moistly higher in temperture and when containing moistere it could bring every kind of percipitation, hail, snow, rain or glaze. But because the temperature does increase this will melt.

I did mention that in Januari, it is colder and that is the earth has cooled down, in februari, more sunlight is showing and sun means the earth is recieving heat.


Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/24/18 02:34 AM

I hope to have a "slightly snowier" historical weather mod update ready as soon as possibly tomorrow for those who like to experience a chill up their spine, at least while flying in the winter months. The update is almost entirely confined to added snow cover on the ground, so it will have little or no effect on clouds or precipitation.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/24/18 07:52 PM

Version 1.45 of the Historical Weather mod is now available here and at the bottom of the first post of this thread. I will also make a version of the mod available for Sandbagger for hosting on his website.

The biggest change to this version is the addition of several days of light snow cover on the ground for the winter months in order to better simulate the chilly weather during that time of year. I have also improved the transitions from light to moderate and heavy snow cover when appropriate. This update does NOT significantly change the weather in any other way, so cloud cover and precipitation is not affected. Keep in mind that the winters of 1916 and 1917 were historically cold and snowy, so expect to find a lot of snow on the ground for long stretches at a time during those years. Snow cover should be slightly more sporadic for the years 1915 and 1918.

I also made a few minor corrections to a couple of text entries, but the major change was the addition of the extra snow cover.
Posted By: Fullofit

Re: Optional Cloud Mod - 06/25/18 01:11 AM

Thank you, Bob! It'll be like home now.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/25/18 03:13 AM

Brrrrr!
Posted By: hoongadoonga

Re: Optional Cloud Mod - 06/27/18 07:56 PM

I'm using cloud mod 2.9.2 with the PR fog option selected. I've also been using the various versions of AnKor's blue triangles mod. Today I installed version 1.3 and selected the high end version for gameplay. On my second mission I had a sharply defined open square with fog surrounding it (I think this qualifies as fog anyway).

I've never noticed it looking like this before. I've no idea if it's the cloud mod, AnKor's mod, or the combination of the two. I have scenery and terrain set at 4.



[Linked Image]
[Linked Image]

Attached picture Shot06-27-18-14-17-05.jpg
Attached picture Shot06-27-18-14-17-17.jpg
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 06/27/18 09:28 PM

hoongadoong;

Try swapping out the blue triangle mod and see if you can duplicate the problem. If not, put the mod back in and see if the problem is consistent. Let us know how things go.

Also, if it always happens with the high end mod, try the medium end mod to see if the problem occurs there.

What are the specs of your processor and your graphics card

Can you also tell me where the anomaly occurred. GPS coordinates would help or just say something like x miles from airfield and give directions. (Forget this line. I found the spot just north of Thiaucourt.)
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/27/18 10:26 PM

Do you have any other graphic mods enabled? I've sometimes seen something similar with 40L0M's ground texture mod enabled.

Also, as Robert said, try using the medium version of the blue triangle mod. Finally, if the problem persists, try lowering scenery or terrain settings in Workshop to 4.
Posted By: hoongadoonga

Re: Optional Cloud Mod - 06/28/18 03:12 AM

I'll see what happens with the medium mod. But fog comes and goes so I may not have it again soon.

I have an i7-6700 with a 980ti card.

This happened a little north of Verdun but other than that I can't be more precise.

I am also using effects mod V1_1 by 4L0M and historical weather mod 1.44.

Scenery and terrain were both already at 4 when this happened.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/28/18 05:30 AM

Yes, I am seeing the same problem. I have to assume it has something to do with AnKor's mod, but I haven't been able to pin it down yet.
Posted By: AnKor

Re: Optional Cloud Mod - 06/28/18 11:40 AM

This "fog" is the default terrain texture, which is not supposed to be seen as it is usually covered by actual distant fog.

It may be caused by terrain mods.
My version has the largest ring to be defined as
<Ring PatchWorldDim="32768" RingDim="3" MinMaskRadius="65536"/>
which means its diameter 32768 * 3 = about 98 km.
Yaan's version has
<Ring PatchWorldDim="16384" RingDim="3" MinMaskRadius="32768"/>
which makes it only about 49 km.

Unmodded WOFF UE has
<Ring PatchWorldDim="16384" RingDim="9" MinMaskRadius="65536"/>
so the ring diameter 16384 * 9 = 147 km.

If you are ok with editing xml files then you can try to change modded values and see if it helps.
First, you need to find the "Budget" corresponding to your terrain settings (i.e. <Budget Name="Five"> for terrain quality = 5)
And then change the first <Ring...> line below this budget.
I would suggest changing both my and Yaan's version to be:
<Ring PatchWorldDim="32768" RingDim="5" MinMaskRadius="65536"/>
i.e. RingDim="5" instead of "3".
This should increase terrain rendering distance even further (~163 km) than the original one and the cost of slightly larger GPU memory use.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 06/28/18 01:26 PM

Originally Posted by AnKor
This "fog" is the default terrain texture, which is not supposed to be seen as it is usually covered by actual distant fog.

It may be caused by terrain mods.
My version has the largest ring to be defined as
<Ring PatchWorldDim="32768" RingDim="3" MinMaskRadius="65536"/>
which means its diameter 32768 * 3 = about 98 km.
Yaan's version has
<Ring PatchWorldDim="16384" RingDim="3" MinMaskRadius="32768"/>
which makes it only about 49 km.

Unmodded WOFF UE has
<Ring PatchWorldDim="16384" RingDim="9" MinMaskRadius="65536"/>
so the ring diameter 16384 * 9 = 147 km.

If you are ok with editing xml files then you can try to change modded values and see if it helps.
First, you need to find the "Budget" corresponding to your terrain settings (i.e. <Budget Name="Five"> for terrain quality = 5)
And then change the first <Ring...> line below this budget.
I would suggest changing both my and Yaan's version to be:
<Ring PatchWorldDim="32768" RingDim="5" MinMaskRadius="65536"/>
i.e. RingDim="5" instead of "3".
This should increase terrain rendering distance even further (~163 km) than the original one and the cost of slightly larger GPU memory use.



Thanks for that Ankor, I will test it and if works fine on my end I will update the mods.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 06/28/18 06:05 PM

hoongadoonga, as Ankor says, it isn't really fog, just the default terrain texture for textures "outside' of our normal viewing range. So far, the problem is most noticeable on clear and mostly sunny days (Good and Light weather conditions). On cloudier days, the texture is obscured by clouds and not as noticeable (but still consuming computer resources).

Ankor, that makes sense. I fooled around with the PatchWorldDim values in the compositetexturebudgets.xml file and the compositescenerybudgets.xml files last night but didn't have much luck. Hopefully, with your suggestions I will have more luck later tonight. A couple of questions: 1) Can't we just use the default compositetexturebudgets.xml file instead of the revised one? I noticed you lowered the RingDim values across the board. Does your mod only work with the reduced values? 2) Do you think the values are actually in feet instead of meters? A horizon radius of 147 km seems a little wide to me. The unit doesn't really matter, however, because the principle is still the same.

Robert, care to colloborate? I have a little time to work on this in the evening. Perhaps we can pool resources? I have a feeling that we may have to alter some of the other RingDim values for some of the other PatchWorldDim values as well.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 06/28/18 06:11 PM


Robert, care to colloborate? I had some time to work on this in the evening. Perhaps we can pool resources? I have a feeling that we may have to alter some of the other RingDim values for some of the other PatchWorldDim values as well.[/quote]

Out of the office will PM you this evening
Posted By: hoongadoonga

Re: Optional Cloud Mod - 06/28/18 06:29 PM

Well, I'm just glad that you guys (modders) know what you're doing. All of this is way over my head.

It's amazing to me that this (already tremendous) game just keeps getting better and better even though it's been nearly nine months since the last OBD patch came out.

Posted By: AnKor

Re: Optional Cloud Mod - 06/28/18 08:50 PM

Originally Posted by BuckeyeBob
A couple of questions: 1) Can't we just use the default compositetexturebudgets.xml file instead of the revised one? I noticed you lowered the RingDim values across the board. Does your mod only work with the reduced values? 2) Do you think the values are actually in feet instead of meters? A horizon radius of 147 km seems a little wide to me. The unit doesn't really matter, however, because the principle is still the same.


The lowest possible RingDim values is the whole point of my mod smile
I think I've explained it in the "blue triangles" thread, but performance heavily depends on RingDim squared. So, for example, RingDim=5 is 2 times "better" than 7 because 5*5=25 vs 7*7=49. The downside is increased GPU memory use, because such config causes more overlap in terrain textures.

Values are in meters, but I believe it is not the radius, but diameter. To be honest I'm not 100% sure how the outermost texture ring works, so I may be misinterpreting something.
Posted By: Hellshade

Re: Optional Cloud Mod - 07/04/18 04:37 PM

Stupid cloud popping mod question: I thought I heard somewhere that the clouds themselves were not FPS killers. My very poor (and quite possibly misguided) understanding of the cloud popping issue is that when part of the cloud is out of view, thats what sometimes causes the engine to suddenly not render or render the cloud - resulting in the popping in and out experience.

Probably impossible to do but just for the hell of it - is it possible to mod the engine to always render the clouds, even when they are "out of view", so they won't pop in and out? If they aren't FPS killers, would rending the clouds "all the time" (if thats even possible) cause FPS or other performance issues?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 07/05/18 05:46 PM

Thanks for the explanation, Ankor.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 07/05/18 05:53 PM

Excellent questions, Hellshade. Although I'm afraid that I don't know the answer to them, your hypothesis about some of the cloud being out of view does seem to make sense. Being out of view seems to mean possibly two things: 1) part of a cloud that is off screen in your "peripheral" vision, or 2) a cloud that is partially hidden behind another cloud. Both seem to result in cloud popping. I'm afraid you will have to ask Ankor for any additional insight into the matter, though.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 09/07/19 07:39 PM

Recent "weather" reports indicate that far fewer "pop up" clouds may soon be arriving at a front near you. Details to follow within the next few days!
Posted By: elephant

Re: Optional Cloud Mod - 11/01/19 12:00 PM

Could you please explain what the BB and PR in fog options stand for?
(It's been a long time I'm out of buisness and missing lot of things)
Posted By: Panama Red

Re: Optional Cloud Mod - 11/01/19 12:30 PM

It's where you actually see the fog all around you (a weather condition) versus the game's distance fog horizon (which is used to limit your long distant terrain viewing and keep your FPS up).
Posted By: JJJ65

Re: Optional Cloud Mod - 11/01/19 12:48 PM

Originally Posted by elephant
Could you please explain what the BB and PR in fog options stand for?
(It's been a long time I'm out of buisness and missing lot of things)

It is by author:
BB - BuckeyeBob
PR - PanamaRed
Posted By: Panama Red

Re: Optional Cloud Mod - 11/01/19 12:55 PM

JJJ65, I stand corrected, I misunderstood elephant. biggrin
Posted By: elephant

Re: Optional Cloud Mod - 11/01/19 01:12 PM

Thaks guys, both explanations are valid!
Again, which is the actual difference between BB and PR? (in distance I suppose).

PS: I think I have BB option enabled at the moment.
Posted By: elephant

Re: Optional Cloud Mod - 11/04/19 10:10 AM

orbyxP, has categorized this Mod, ias not compatible with PE.
What's the case?
Posted By: Becker01

Re: Optional Cloud Mod - 12/09/19 04:19 PM

Only a short question for @PR and @BB:
Do you work on the optional cloud-mod for PE? The sky/cloud-grafic in PE is better than in UE, but I miss a few variants of your mods.

Thanks for answer.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 01/24/20 11:07 PM

Sorry that I did not reply earlier. I haven't been monitoring this thread for a few months. So, Elephant and Becker01, let me see if I can answer your questions:

Originally Posted by elephant
Thaks guys, both explanations are valid!
Again, which is the actual difference between BB and PR? (in distance I suppose).

PS: I think I have BB option enabled at the moment.

There shouldn't be any difference in the horizon distance between most of the BB clouds and the PR clouds.The difference is that if you use JJJ's mission editor, there is a button you can click to enable "Buckeye Bob's Horizon fix." This extends the view distance by removing the foggy horizon from some of the original WOFF skies (good or fair weather conditions) at a cost of somewhat decreased framerates. Un-click the radio button if you prefer higher framerates.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 01/24/20 11:10 PM


Originally Posted by elephant
orbyxP, has categorized this Mod, ias not compatible with PE.
What's the case?

Actually, I can't say, as I still don't have PE yet (Gasp)! However, there is nothing that I know of that should make the mod incompatible with PE. I think you can enable it without seeing any issues.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 01/24/20 11:12 PM

Originally Posted by Becker01
Only a short question for @PR and @BB:
Do you work on the optional cloud-mod for PE? The sky/cloud-grafic in PE is better than in UE, but I miss a few variants of your mods.

Thanks for answer.

Long story short, yes, I am currently working on an update of the cloud mod for PE. More details to follow, but for now, you should be fine using the current version.

And thank you for using my mod!
Posted By: Becker01

Re: Optional Cloud Mod - 01/28/20 05:50 PM

Hallo @BB,

thank you for answer and the very nice info about your mod-update in progress!!

I fly with your current version in PE because I can't do WOFF without your great cloud-mod and I haven't recogniced (significant) conflicts with PE so far.

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 01/28/20 08:52 PM

Hallo, Becker01!

Thank you for your interest in the cloud mod.

A little background concerning my update. A few months ago, I thought I was only a few days away from releasing an update to the cloud mod when I learned that WOFF had just been updated to PE. This forced me to review my changes, and I realized that I had made a major mistake in my approach to updating the mod. Unfortunately, this would basically force me to start over on a project which had already consumed several months of my time. Right around that time, I also got hit with some work, health, and family issues which made it impossible for me to do any further work on the cloud mod. Hopefully, that has now passed, and I can go back to working on the update.

Instead of releasing the mod all at once, I now plan to release the mod in two stages. The first stage will contain several revisions to improve framerates and the appearance of some cloud types. This stage will also contain a handful of new cloud types. I may also revise a few of the very heavy cloud types so they aren't quite as dark and heavy or so you don't encounter them as much. This stage may also contain some revisions to the fog and mist files, but that may have to await the release of the second stage of the mod. Hopefully, I will be able to release this first stage in just a few weeks from now.

The second stage (if successful) will contain some changes that will hopefully reduce some of the left over cloud banding or popping problems. However, this part of the project will take much longer, so I don't have an estimated time when it might be ready yet. Hopefully, just a month or two, but who knows?
Posted By: Becker01

Re: Optional Cloud Mod - 01/29/20 12:25 PM

Thanks for more details @BB!

Take the time you need for it. Job, health and family are more important!

Greetings!
Posted By: RAF_Louvert

Re: Optional Cloud Mod - 01/29/20 12:40 PM

.

Thanks for applying your talents and time to this project BB, it is much appreciated. Your cloud work in the past has been stellar. PE is wonderful, but it did throw a kink into a fair number of the mods out there. Ah well, the price of progress I suppose.

Cheers!

Lou

.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 01/29/20 06:49 PM

Thank you for the words of encouragement! At the time I started, I didn't realize how much work I would wind up putting into the cloud mod and the historical weather mod. However, they have both turned into labors of love, and that keeps me going. It can become overwhelming, however, especially when real life intervenes.

Speaking of the historical weather mod, I am almost ready to release a new version which I hope will be even more historical than the existing version. Basically, the new version will reduce the number of flights in rainy (particularly heavy and medium rain) and extremely cloudy conditions by about 25%. I've also managed to sprinkle in a couple of weather changes for days in which i found references to the weather in the historical record. There are a number of additional changes, as well. All in all, this should mean your pilot will spend less time battling inclement weather, and more time battling enemy aircraft.

(Note: changes in the new version will probably be the most noticeable for those who also use my cloud mod, as there is a greater variety of heavy weather clouds in my mod than in the stock version. However, even users of the stock clouds should benefit from the updated weather files).
Posted By: elephant

Re: Optional Cloud Mod - 01/29/20 08:28 PM

Thank you, BuckeyeBob
for this essential mod as well as your detailed answers to my questions.

cheers
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/09/20 09:47 PM

Version 2.00 of the historical weather mod is now ready for download. You can find a link to the latest update and the included readme file at the end of my first post in this thread. These files are JSGME ready. Please note that this mod is separate from, but can be used in conjunction with my optional cloud mod. I hope to have an updated version of the cloud mod available sometime in the next month or two.

Enjoy!
Posted By: hoongadoonga

Re: Optional Cloud Mod - 02/09/20 11:14 PM

Thanks BuckeyeBob but I don't see a link to the new version of the historical weather mod in the first post.

I love your cloud mod and am looking forward to the upcoming revised one.



Posted By: mandrews

Re: Optional Cloud Mod - 02/09/20 11:39 PM

Originally Posted by BuckeyeBob
Version 2.00 of the historical weather mod is now ready for download. You can find a link to the latest update and the included readme file at the end of my first post in this thread. These files are JSGME ready. Please note that this mod is separate from, but can be used in conjunction with my optional cloud mod. I hope to have an updated version of the cloud mod available sometime in the next month or two.

Enjoy!

I'm confused. The link to the weather mod in the first post of the thread leads to the 1.45 version of the weather mod. Is it ready the 2.00 version?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/10/20 12:08 AM

Originally Posted by hoongadoonga
Thanks BuckeyeBob but I don't see a link to the new version of the historical weather mod in the first post.

I love your cloud mod and am looking forward to the upcoming revised one.


Originally Posted by mandrews
Originally Posted by BuckeyeBob
Version 2.00 of the historical weather mod is now ready for download. You can find a link to the latest update and the included readme file at the end of my first post in this thread. These files are JSGME ready. Please note that this mod is separate from, but can be used in conjunction with my optional cloud mod. I hope to have an updated version of the cloud mod available sometime in the next month or two.

Enjoy!

I'm confused. The link to the weather mod in the first post of the thread leads to the 1.45 version of the weather mod. Is it ready the 2.00 version?


Just checking to see if you were paying attention! Seriously, I think old age is creeping galloping up on me. I thought I had edited the page, but I guess I forgot to click on the update post button. Anyways, the link at the bottom of the first post should be working now. Please note that the file on Sandbagger's web site has not been updated yet.
Posted By: Fullofit

Re: Optional Cloud Mod - 02/10/20 12:21 AM

Bob, it is not the old age. It is the giddiness of a schoolgirl showing through due to this new release. Congrats on another fine version of this awesome mod.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/10/20 01:07 AM

Tee, hee, giggle, giggle! You are SO right, Fullofit! I mean, gag me with a spoon! Whatever!
Posted By: Adger

Re: Optional Cloud Mod - 02/10/20 09:51 PM

Ive been away for a while but just wanted to pop by and say thanks Bob for yours and others continued modding work on this phenomenal title...Cheers pal
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 02/10/20 11:24 PM

Hi Bob;

Just ran the latest update of your mod and it run very nicely. No negative impact on my performance so far. thumbsup
Posted By: mandrews

Re: Optional Cloud Mod - 02/11/20 02:30 AM

Originally Posted by BuckeyeBob
Originally Posted by mandrews
Originally Posted by BuckeyeBob
Version 2.00 of the historical weather mod is now ready for download. You can find a link to the latest update and the included readme file at the end of my first post in this thread. These files are JSGME ready. Please note that this mod is separate from, but can be used in conjunction with my optional cloud mod. I hope to have an updated version of the cloud mod available sometime in the next month or two.

Enjoy!

I'm confused. The link to the weather mod in the first post of the thread leads to the 1.45 version of the weather mod. Is it ready the 2.00 version?


Just checking to see if you were paying attention! Seriously, I think old age is creeping galloping up on me. I thought I had edited the page, but I guess I forgot to click on the update post button. Anyways, the link at the bottom of the first post should be working now. Please note that the file on Sandbagger's web site has not been updated yet.


It's galloping up on more than just you -- that's why I assumed I was confused smile. Thanks for the great work.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/11/20 05:28 AM

Thanks, mates!

Robert, if the mod causes any negative impact on the game's performance, then something is seriously wrong!
Posted By: JJJ65

Re: Optional Cloud Mod - 02/11/20 06:41 AM

Originally Posted by BuckeyeBob
Thanks, mates!

Robert, if the mod causes any negative impact on the game's performance, then something is seriously wrong!

rofl
Thx for update and conitnuous work, BB.
Posted By: Becker01

Re: Optional Cloud Mod - 02/11/20 07:56 AM

Hallo @BB!

Great!!
Question: is it possible to offer the new hist. wea. mod on sandbaggers website? He can change out the old and the new version there.

Thanks and Greetings!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 02/11/20 01:24 PM

Originally Posted by BuckeyeBob
Thanks, mates!

Robert, if the mod causes any negative impact on the game's performance, then something is seriously wrong!


Bob, my comment was in relation to my experience with lightening and thunder. In the past it had an impact but that doesn't seem to be the case now.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/11/20 09:50 PM

Robert, I sense there may be a bit of confusion here. The historical weather mod is entirely separate from the cloud mod and has nothing to do with thunder and lightning. I suspect you are experiencing less lightning because it is set to only occur during the spring and summer months.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 02/11/20 10:06 PM

My Bad. screwy

Time for me to wake up!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/11/20 10:29 PM

ZZZZZZ, snort, WHAT??!! smile
Posted By: Adger

Re: Optional Cloud Mod - 02/26/20 12:00 AM

sorry to ask but has anyone else had any issues flying in 1916? 1st i get a "Historical Weather data file error EOR check =27 Record number 121" message then after clicking ok i get...

."d:\OBD Software\WoFF\OBDWW1 OVER FLANDERS FIELDS\campaigns\campaign data\weather\OFFHistoricalweather1916.text

Total records: 184 lines per record: 12 Try reinstaling WOFF to remove this error??

Any advice would be welcome..cheers all

EDIT: After a bit of testing i only get the error in 1916 BuckeyeBob. 1915,1917 and 1918 all seem fine? Im using the Ver 2 of your historical weather mod pal..Ive tested the 1.45 version and i dont get the error that i get in 1916 ver 2 Thanks
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/26/20 02:48 AM

Thanks for the bug report, Adger. I have identified the error and will have a fix up in the next couple of hours.

If you are not able to wait that long, the error is in line 1451 of OFFHistoricalWeather1916.txt. The date is 26 August 1916.

Instead of
Code
26
8
1916
26
8
1916
5
Skies likely to thicken sometime today
None
None
EOR


The code should be
Code
26
8
1916
26
8
1916
5
Skies likely to thicken sometime today
1
None
None
EOR


Line 1451 should be "1" instead of "None".
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/26/20 03:14 AM

Link to update now available at the end of the first post in this thread.
Posted By: Adger

Re: Optional Cloud Mod - 02/26/20 08:43 AM

Massive thank you pal for your continued work on your weather and cloud mods.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/26/20 05:37 PM

You are very welcome, sir.

Also, welcome back to WOFF! I, too, have been away from WOFF for awhile, but am now working again on an update to the cloud mod. Hopefully, I will have something ready for you before the end of March.
Posted By: Adger

Re: Optional Cloud Mod - 02/26/20 09:24 PM

Originally Posted by BuckeyeBob
You are very welcome, sir.

Also, welcome back to WOFF! I, too, have been away from WOFF for awhile, but am now working again on an update to the cloud mod. Hopefully, I will have something ready for you before the end of March.


Great news, nice one Bob cheers
Posted By: FurphyForum

Re: Optional Cloud Mod - 02/28/20 06:11 AM


Thanks for the update BB
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/28/20 03:41 PM

thumbsup It's always nice to hear from mod supporters.

I may have something ready by mid-March instead of the end of next month, so in other words: twoweeks

Unfortunately, the cloud popping problem has proven to be a much tougher nut to crack than I had expected. Instead of a 50 - 75% reduction, I am now looking at a 25 - 50% reduction, instead. Still, there is always hope I may eventually stumble upon the magic solution to the problem (other than getting rid of the problem clouds entirely).

On the other hand, there will be lots of other changes and improvements, including a few new clouds, reduced cloud counts (to improve framerates), modified "heavy" clouds so they aren't quite as heavy, etc. Almost every cloud type (over 100) have been modified in some way or another. I will also incorporate HarryH's preload.xml file as part of my mod to hopefully help reduce cloud popping.
Posted By: HarryH

Re: Optional Cloud Mod - 03/05/20 03:40 PM

Originally Posted by BuckeyeBob
thumbsup It's always nice to hear from mod supporters.

I may have something ready by mid-March instead of the end of next month, so in other words: twoweeks

Unfortunately, the cloud popping problem has proven to be a much tougher nut to crack than I had expected. Instead of a 50 - 75% reduction, I am now looking at a 25 - 50% reduction, instead. Still, there is always hope I may eventually stumble upon the magic solution to the problem (other than getting rid of the problem clouds entirely).

On the other hand, there will be lots of other changes and improvements, including a few new clouds, reduced cloud counts (to improve framerates), modified "heavy" clouds so they aren't quite as heavy, etc. Almost every cloud type (over 100) have been modified in some way or another. I will also incorporate HarryH's preload.xml file as part of my mod to hopefully help reduce cloud popping.


thumbsup
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/07/20 02:19 AM

Thanks, Harry.

Short update: Optimizing each cloud type is taking longer than I expected. It's a bit like "Wack-a-mole." Since many cloud types share common cloud "templates," changing one template to reduce popping in one cloud type sometimes increases it in another type. Additionally, what works for one cloud type often does not work for another cloud type. Each cloud type has to be individually tinkered with. On the positive side, however, I think I am reducing the problem by around 50%.

Looking ahead, I am also musing over what to do about heavy rain clouds in the campaign. As I see it, I have three options: First option: no change. On days with rain that you are not grounded, you will occasionally have to fly in very poor, heavy cloud, conditions. Second option: eliminate all of the very heavy rain cloud types. Due to game mechanics, you will still fly under dark grey, rainy skies, but there will be much fewer fluffy, thick clouds that you will have to fly through and which will obscure your vision. Third option: a compromise between he first two, where I eliminate two or three of the heaviest cloud types and retain a few others. Or, I could include another optional folder in the mod so you can install or uninstall these very heavy clouds as you see fit. Call it the "Stormy Weather" option, if you want.

Also, please note that each cloud will still be available in QC, this change will only affect weather in the campaign.

Anyone have any preferences?
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 03/07/20 11:38 AM

Hi Bob. I would prefer the Optional folder solution. .
Posted By: Fullofit

Re: Optional Cloud Mod - 03/07/20 11:48 AM

Dear Bob, I want it all! And I want it now!
Posted By: Becker01

Re: Optional Cloud Mod - 03/07/20 02:47 PM

Hallo BB!

Normaly I would say "As realistic / historical as possible".

More concret IMHO:
I can't imagine, that the pilots did fly through thick, big heavy clouds for longer time, so that they could not see each other. I'm sure, they have tried to avoid it.
So the second option could be the best one. And -additionally- flights under 8/8 overcast sky are rare in WOFF with default.
On the other side it is very difficult to find the most realistic solution. So maybe it is the best, to offer all 3 options. Then everybody can handle it as he likes it.
Posted By: VonS

Re: Optional Cloud Mod - 03/07/20 09:10 PM

I like options one and three the most (option three for those who feel that it's not realistic to fly in awful weather, in WWI crates). I'll take both options please, especially the first one, since I'm a glutton for punishment in the WW1 flight sim world biggrin. Your work on the cloud/weather mods. is appreciated.

Footnote to my thoughts above: if you want to streamline the development process of the weather/cloud mods. BB, I would recommend option three as the best one - still retains the gritty dignity smile of option one but is probably closer to historical realism if we believe that regular flying in awful weather wasn't encouraged in WW1.

(I have nothing against the option 2 variant but it may be too reminiscent of overcast skies in First Eagles 2 that way, i.e., bland and not so inspiring; the TW sims do clear, scattered, and broken skies well, but overcast conditions...with absence of volume/texture to the cloud masses, for the most part, it just doesn't have the same kind of magnificence that current bad weather does in WOFF.)

Anyway, good luck with completion of this very valuable mod. for WOFF.

Von S smile
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/08/20 01:51 AM

Originally Posted by Fullofit
Dear Bob, I want it all! And I want it now!


Ha! That does seem to be the common consensus.

Thank you for the feedback. Their are pluses and minuses to each approach. I agree that it is historically inaccurate to fly in extremely cloudy/rainy conditions. On the other hand, like VonS, I know that many of us (myself included), are gluttons for punishment and don't mind the occasional challenge of flying in undesirable conditions.

Fortunately, it shouldn't be too difficult to provide several weather options, including a default "light" heavy weather option and a heavier "stormy weather" option. I can tinker with the number of heavy clouds in the stormy weather option so you won't see them quite so often.

Becker01--I assume you are using the latest version (2.01) of my Historical Weather mod. It reduces the number of rainy days where you are required to fly and also reduces the chances of heavy and medium precipitation on days when you do fly.

VonS--Thank you for the continuing work on all of your mods!

P.S. The update will also have slightly reduced wind speeds. For example, there are now three cloud types that have wind speeds of 6 m/sec. I have reduced that to only one cloud type in the update. I also cut back slightly on the number of cloud types with wind speeds of 5 m/sec. This will make flying in the early war period just a little easier.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/11/20 12:11 AM

90% done?*









*but 10% of the work....
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/13/20 05:10 AM

Okay then.

I am at the stage where I could use the help of a few beta testers. Ideally, I would like at least one person who uses my mod with JJJ's Mission Editor and at least one person who does not. Please send me a PM if interested.

Depending on the response, I should have something ready for testing in a day or two.
Posted By: Becker01

Re: Optional Cloud Mod - 03/13/20 09:25 PM

@BB

I would like to help you, but I'm too busy to test it seriously at these weeks. Sorry!
I hope, you have some members for the test.

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/14/20 05:07 AM

That's fine, Becker. I understand how busy one can be these days, what with viruses and panic buying and what not. Thank you for your interest, though!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/14/20 05:13 AM

Anybody else willing to lend me an hand? So far, I have just one volunteer.

Come now, there's a war on!!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 03/16/20 12:14 PM

Bob

I will jump in and do some testing for you, providing you can outline some guidelines of what needs to be looked at.

Best Regards
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/16/20 03:35 PM

Thank you for the offer, Robert. How much time do you have to spare? Currently, I have four testers, but one or two may not have a lot of time to devote to testing right now, so if you have some time I can certainly add you to the list. Or, would you prefer if I put you "on call" for help as needed?

I don't anticipate any technical issues to crop up, at least any that I can fix without access to the game code, so this beta is mainly to get feedback from testers in as great a variety of weather conditions as possible. It's simply not possible for me by myself to test every single cloud type in every weather condition at any different altitude.

Cheers!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/23/20 07:20 PM

The beta is progressing apace, so now is your last chance to provide input, identify a problem (other than cloud popping or flashing), or make a request for something that you would like to see in the mod.

One question I have for users of the current, 2.9.2 version: what would you like for me to do about fog and mist? I can leave it pretty much as it now is, or get rid of the low level, flat clouds (at the cost of atmosphere) that tend to be responsible for most of the flickering at ground level. Anyone want to share their thoughts on the matter?
Posted By: Becker01

Re: Optional Cloud Mod - 03/23/20 07:53 PM

Hallo @BB,

short answer:
Please don't decrease the low level fog and flat clouds!
I look forward to your mod, all different types of clouds and specially the 8/8 overcast / cloudlayer.

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/23/20 11:42 PM

Becker01, I had to look up your reference to 8/8 clouds, and once I did that I see that you are a glutton for punishment.

The more (clouds) the merrier, right? Never fear, there will still be plenty of opportunities for lots of 8/8 sky conditions, just not quite as many as before.

There are no 8/8 clouds in WOFF right out of the box, so if you want to get that fix, my mod is a good place to start.

I will also preserve the option to keep all low level clouds. Basically, there will be a normal, "all clouds" option, as well as a light, "fewer heavy clouds" option.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/26/20 02:40 AM

Last chance to chime in!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/29/20 04:48 AM

I'll be posting my completely overhauled version of the cloud mod tomorrow. Until then, here is a section from the readme, detailing some of the important changes:

• New: Entirely revised version. Almost every existing cloud in OCM 3.0.0 has been completely revised and optimized in order to improve frame rates, improve overall appearance, and significantly reduce the appearance of cloud "popping" in the game. While some amount of cloud popping is inevitable due to the CFS3 game engine, version 3.0.0 reduces cloud popping by approximately 50% from previous versions of the mod. Note: In order to eliminate as much cloud popping as possible, I also recommend that you activate HarryH's No Cloud Pop Mod, which is fully compatible with OCM 3.0.0
• New: Light Weather Option. Per user request, this option removes ten heavy cloud types from the campaign to reflect that many missions in the Great War were cancelled due to poor flying conditions. Low level fog and mist effects are also reduced in this option. If you prefer the "challenge" of flying in any number of different weather conditions, including very cloudy and stormy weather conditions, activate the Full Weather Option.
• New: Nine new clouds, including four additional "light" rain or snow clouds. Three original WOFF clouds that were not included in previous version of the OCM have also been slightly revised and included with this version. Overall, the presence of these new clouds should result in somewhat improved flying conditions in both "heavy" and "rainy" weather conditions, even with the Full Weather Option. The full list of additional clouds in 3.0.0 can be found at the end of the readme.
• Weather folders have been tweaked in order to accommodate new cloud types and provide a better balance between good, light, and heavy weather conditions.
• Slightly reduced the appearance of fog and misty weather conditions, as these clouds are particularly affected by cloud popping.
• Wind speeds adjusted slightly to improve balance between good and poor weather conditions.

I've been working on this update off and on for the last 10 months or so. Please raise a toast to my beta testers, 77_Scout, Fullofit, HarryH, and VonS.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod - 03/29/20 12:12 PM

Thanks for all your efforts Bob and that extends to the beta testors. We are so lucky to have so many contributing modders here!
Your work is much appreciated. I for one will be using your mod permanently as I have with your previous releases.

Cudos to you.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/29/20 01:19 PM

Thanks, Robert. It's always nice to hear that one's work is appreciated, even if it's for modding a computer game. Although it has been a lot of work, it has also been a pleasure to contribute, if only in a small way, to the sim we all love.

I recommend that everyone upgrade to the new version. In addition to the new clouds, there are a ton of visual and performance improvements as well. While far from perfect, I think most people will be pleased with the results.

Please note that I have created two versions of the mod: a full version and a light version. WOFFER's who had decided against using the 2.9.2 version because of cloud popping, banding, and flashing may want to give the new version a try, particularly the light version.

I'll get the new version posted as soon as the cat stops napping on my lap!
Posted By: Fullofit

Re: Optional Cloud Mod - 03/29/20 01:48 PM

Bob, what’s her name?
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/29/20 01:59 PM

She is a he!

He came to me pre-named as "Velvet." He was a solid, black cat, with just a hint of brown. Now that he is older, the brown is more noticeable.

I'll see if i can upload a photo...

cat

Velvet1
Posted By: RAF_Louvert

Re: Optional Cloud Mod - 03/29/20 02:06 PM

.

Thanks as always Bob for your time, talent, and efforts on this exceptional cloud mod of yours, it is much appreciated. I look forward to giving the latest version a try!

.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/29/20 02:15 PM

Mostly time and effort, Lou. I'm not sure talent had anything to do with it!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/29/20 02:19 PM

Okay, now that the cat has cooperated, here is the link to the new, improved, version: WOFF UE PE OCM 3.0.0

I will also post a link at the end of the first post on this thread and (eventually) send the file to Sandbagger.

Enjoy! Please post any questions or observations on this thread.
Posted By: Fullofit

Re: Optional Cloud Mod - 03/29/20 02:23 PM

Thank you, BB!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/29/20 02:47 PM

Thank you, Sir! Salute! salute

People, this update would not have been possible without Fullofit's help and encouragement. He is a prince among men, or at least flight simmers.
Posted By: Fullofit

Re: Optional Cloud Mod - 03/29/20 03:01 PM

Well, I wouldn’t go that far. You don’t want this title to go to my head and start changing my profile to “Prince formerly known as Fullofit.”
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 03/29/20 03:20 PM

Not to mention that you would also need a funky, guitar aircraft shaped symbol, to boot!
Posted By: hoongadoonga

Re: Optional Cloud Mod - 03/29/20 06:40 PM

Thanks BuckeyeBob (and testers).


Posted By: FurphyForum

Re: Optional Cloud Mod - 03/31/20 02:51 AM

Yep, Thx BB and the testers. salute
Posted By: Becker01

Re: Optional Cloud Mod - 04/03/20 06:31 PM

Hallo @BB

Thanks for your mod!!
I haven't found it on Sandbaggers modpage and then I have tried your dropbox, because you have written, that I don't need an account only for download. Yes, indeed, it has functioned. So I have downloaded your historical weather mod too.
And now I must test, test and test …
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/03/20 08:44 PM

Glad you were able to download the mods, Becker!

Let me know if you have any questions, and be sure to share your impressions, as well.
Posted By: Becker01

Re: Optional Cloud Mod - 04/04/20 07:02 PM

In quick combat I have tested some cloud variations now (all is too much) and I could see some new in compare to 2.92.
My favorites (so far) are the BB and PR Fog variations, because they simulate the stratus-layer, you can fly under, very well.

Stratus you have had in RedBaron too much, in ROF and WOFF not enough. So … Thanks!

And THANKS to the "Tester", who have helped you!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/13/20 06:27 PM

BUG REPORTS

I was watching one of the fine videos made by Fullofit of one of his flights for April 5, I believe, and I noticed a fair amount of cloud popping/flashing. While I did my best to eliminate such annoyances, I have found that the problem can be quite specific to certain factors such as altitude etc.

As I can't test every possible situation, I would like to encourage those of you who use my mod to make me aware of any problems you may notice by sending me a bug report. All that needs to be done is to write a short sentence or two explaining the issue and what you may have been doing at the time (looking around, climbing, diving, etc.) along with a saved copy (make sure to save it before you fly your next mission) of either the OffDynamicWeatherMission.xml file or the mission.log file from Jara's mission editor program. This will help me to track down the problem.

If you need any help locating either of these files, just let me know. You can post your reports either here or by sending me a PM.

Thanks.
Posted By: Fullofit

Re: Optional Cloud Mod - 04/13/20 08:43 PM

Bob, you've got a lot of catching up to do if you're only on April 5 winkngrin
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/13/20 08:50 PM

Don't you know I've invented time travel? It may be April 13 for you, but for me...???

Oh, and MvR has assured me personally that his monocle cleaning compound is 100% authentic. He gets a 10% cut on all ebay sales. biggrin
Posted By: Fullofit

Re: Optional Cloud Mod - 04/13/20 09:25 PM

Originally Posted by BuckeyeBob
Oh, and MvR has assured me personally that his monocle cleaning compound is 100% authentic. He gets a 10% cut on all ebay sales. biggrin

Lou will be ecstatic to lean of this.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/13/20 09:40 PM

biggrin
Posted By: RAF_Louvert

Re: Optional Cloud Mod - 04/13/20 10:12 PM

.

Oh, I knew it was the real deal. It did come with a Xeroxed copy of the letter of authenticity from Mrs. Von Richthofen after all, and there's no faking that.

.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 04/23/20 08:42 PM

Version 2.02 of the Historical Weather files is now available, correcting an error in the OFFHistoricalWeather1915.xml file.

Thank you to WalleysWorld and JJJ65 for bringing this error to my attention.

The link to 2.02 can be found at the end of the first post of this thread..
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 02/28/21 05:11 PM

bump
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 04/11/21 04:33 PM

Update: 11.4.2021

I can confirm that v. 2.02 of the Historical Weather mod is fully compatible with BHaH2! Activate the usual way, with JSGME.

I have also looked at the OCM, and it also appears to be compatible, although a few features will not be fully implemented until JJJ's Mission Editor is made compatible with BHaH2. OBD also made a few minor changes to a few cloud files, but that does not appear to affect whether the mod works or not.

Now that BHaH2 is out, I also plan to update the OCM in another of my continuing efforts to cut back on the annoying cloud popping and flashing. For this, I would like to benefit from your assistance. The next time you fly a campaign mission where you encounter significant cloud popping or flashing, whether you use the cloud mod or not, please reply to this thread, briefly describe the problem, and attach a copy of the OFFDynamicMissionWeather.xml file to your post. This will help me to identify the clouds which are contributing the most to this problem. Just make sure to copy the file before you fly the next mission, because the OFFDynamicMissionWeather file changes when you click the button to start your next mission.

This will really help me to solve this nagging problem. Thanks to any and all who participate.
Posted By: Hellshade

Re: Optional Cloud Mod (with Historical Weather files) - 04/11/21 06:11 PM

Hey BB. I just went flying through some thick clouds. Lots of pops, both vertical and horizontal.

<Weather Name="OFFDynamicWeather WPrecip">
<BackgroundWeather precipType="Snow" skyboxCloudType="ThickClouds" MaxAltitude="1700" MinAltitude="-100" fogColor="4284111450" Windspeed="0" windDir="278">
<CloudLayer cloudfile="cloudCumulusSmallfluffyR.xml" CloudType="PartialClouds" CloudRadius="40000" CloudCount="66" Lightning="noLightning" MinAltitude="600" MaxAltitude="600" fogColor="4287542759" />
<CloudLayer cloudfile="CloudCumuloStratusfluffyR.xml" CloudType="PartialClouds" CloudRadius="45000" CloudCount="60" Lightning="noLightning" MinAltitude="400" MaxAltitude="600" fogColor="4287542759" />
<CloudLayer cloudfile="cloudCumulusFluffyLarge.xml" CloudType="ScatteredClouds" CloudRadius="35000" CloudCount="52" Lightning="noLightning" MinAltitude="600" MaxAltitude="700" fogColor="4287542759"/>
</BackgroundWeather>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="1" windDir="111" >
<Bounds>
<Point Lat="N50 15" Lon="E1 0" />
<Point Lat="N50 15" Lon="E1 15" />
<Point Lat="N50 0" Lon="E1 0" />
<Point Lat="N50 0" Lon="E1 15" />
</Bounds>
<CloudLayer cloudfile="CloudCirroCumulus.xml" CloudType="ScatteredClouds" CloudRadius="10000" CloudCount="9" Lightning="NoLightning" MinAltitude="20600" MaxAltitude="20600" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloNimbus.xml" CloudType="ScatteredClouds" CloudRadius="16000" CloudCount="60" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="20000" CloudCount="67" Lightning="NoLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="ScatteredClouds" CloudRadius="15000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1600" fogColor="4285164135" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="1" windDir="112" >
<Bounds>
<Point Lat="N50 30" Lon="E1 0" />
<Point Lat="N50 30" Lon="E1 15" />
<Point Lat="N50 15" Lon="E1 0" />
<Point Lat="N50 15" Lon="E1 15" />
</Bounds>
<CloudLayer cloudfile="CloudCirroCumulus.xml" CloudType="ScatteredClouds" CloudRadius="10000" CloudCount="9" Lightning="NoLightning" MinAltitude="20600" MaxAltitude="20600" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloNimbus.xml" CloudType="ScatteredClouds" CloudRadius="16000" CloudCount="60" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="20000" CloudCount="67" Lightning="NoLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="ScatteredClouds" CloudRadius="15000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1600" fogColor="4285164135" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="109" >
<Bounds>
<Point Lat="N50 45" Lon="E1 0" />
<Point Lat="N50 45" Lon="E1 15" />
<Point Lat="N50 30" Lon="E1 0" />
<Point Lat="N50 30" Lon="E1 15" />
</Bounds>
<CloudLayer cloudfile="CloudCirroCumulus.xml" CloudType="ScatteredClouds" CloudRadius="10000" CloudCount="9" Lightning="NoLightning" MinAltitude="20600" MaxAltitude="20600" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloNimbus.xml" CloudType="ScatteredClouds" CloudRadius="16000" CloudCount="60" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="20000" CloudCount="67" Lightning="NoLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="ScatteredClouds" CloudRadius="15000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1600" fogColor="4285164135" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="116" >
<Bounds>
<Point Lat="N51 15" Lon="E1 0" />
<Point Lat="N51 15" Lon="E1 15" />
<Point Lat="N51 0" Lon="E1 0" />
<Point Lat="N51 0" Lon="E1 15" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="25000" CloudCount="50" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4288987369" />
<CloudLayer cloudfile="cloudStratusR.xml" CloudType="ScatteredClouds" CloudRadius="30000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1500" fogColor="4288987369" />
<CloudLayer cloudfile="cloudFog.xml" CloudType="ScatteredClouds" CloudRadius="8000" CloudCount="50" Lightning="noLightning" MinAltitude="900" MaxAltitude="1300" fogColor="4288987369" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="113" >
<Bounds>
<Point Lat="N51 30" Lon="E1 0" />
<Point Lat="N51 30" Lon="E1 15" />
<Point Lat="N51 15" Lon="E1 0" />
<Point Lat="N51 15" Lon="E1 15" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusSmallR.xml" CloudType="PartialClouds" CloudRadius="40000" CloudCount="66" Lightning="noLightning" MinAltitude="500" MaxAltitude="500" fogColor="4287542759"/>
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="PartialClouds" CloudRadius="45000" CloudCount="60" Lightning="noLightning" MinAltitude="400" MaxAltitude="600" fogColor="4287542759"/>
<CloudLayer cloudfile="cloudCumulusFluffyLarge.xml" CloudType="ScatteredClouds" CloudRadius="35000" CloudCount="52" Lightning="noLightning" MinAltitude="600" MaxAltitude="700" fogColor="4287542759"/>
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="112" >
<Bounds>
<Point Lat="N51 45" Lon="E1 0" />
<Point Lat="N51 45" Lon="E1 15" />
<Point Lat="N51 30" Lon="E1 0" />
<Point Lat="N51 30" Lon="E1 15" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusSmallfluffyR.xml" CloudType="PartialClouds" CloudRadius="40000" CloudCount="66" Lightning="noLightning" MinAltitude="600" MaxAltitude="600" fogColor="4287542759" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="PartialClouds" CloudRadius="45000" CloudCount="60" Lightning="noLightning" MinAltitude="400" MaxAltitude="600" fogColor="4287542759"/>
<CloudLayer cloudfile="cloudCumulusFluffyLarge.xml" CloudType="ScatteredClouds" CloudRadius="35000" CloudCount="52" Lightning="noLightning" MinAltitude="600" MaxAltitude="700" fogColor="4287542759"/>
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="109" >
<Bounds>
<Point Lat="N52 15" Lon="E1 0" />
<Point Lat="N52 15" Lon="E1 15" />
<Point Lat="N52 0" Lon="E1 0" />
<Point Lat="N52 0" Lon="E1 15" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusSmallfluffyR.xml" CloudType="PartialClouds" CloudRadius="40000" CloudCount="66" Lightning="noLightning" MinAltitude="600" MaxAltitude="600" fogColor="4287542759" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="PartialClouds" CloudRadius="45000" CloudCount="60" Lightning="noLightning" MinAltitude="400" MaxAltitude="600" fogColor="4287542759"/>
<CloudLayer cloudfile="cloudCumulusFluffyLarge.xml" CloudType="ScatteredClouds" CloudRadius="35000" CloudCount="52" Lightning="noLightning" MinAltitude="600" MaxAltitude="700" fogColor="4287542759"/>
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="1" windDir="112" >
<Bounds>
<Point Lat="N52 30" Lon="E1 0" />
<Point Lat="N52 30" Lon="E1 15" />
<Point Lat="N52 15" Lon="E1 0" />
<Point Lat="N52 15" Lon="E1 15" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="25000" CloudCount="50" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4288987369" />
<CloudLayer cloudfile="cloudStratusR.xml" CloudType="ScatteredClouds" CloudRadius="30000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1500" fogColor="4288987369" />
<CloudLayer cloudfile="cloudFog.xml" CloudType="ScatteredClouds" CloudRadius="8000" CloudCount="50" Lightning="noLightning" MinAltitude="900" MaxAltitude="1300" fogColor="4288987369" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="111" >
<Bounds>
<Point Lat="N50 15" Lon="E1 15" />
<Point Lat="N50 15" Lon="E1 30" />
<Point Lat="N50 0" Lon="E1 15" />
<Point Lat="N50 0" Lon="E1 30" />
</Bounds>
<CloudLayer cloudfile="CloudCirroCumulus.xml" CloudType="ScatteredClouds" CloudRadius="10000" CloudCount="9" Lightning="NoLightning" MinAltitude="20600" MaxAltitude="20600" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloNimbus.xml" CloudType="ScatteredClouds" CloudRadius="16000" CloudCount="60" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="20000" CloudCount="67" Lightning="NoLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="ScatteredClouds" CloudRadius="15000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1600" fogColor="4285164135" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="112" >
<Bounds>
<Point Lat="N50 30" Lon="E1 15" />
<Point Lat="N50 30" Lon="E1 30" />
<Point Lat="N50 15" Lon="E1 15" />
<Point Lat="N50 15" Lon="E1 30" />
</Bounds>
<CloudLayer cloudfile="CloudCirroCumulus.xml" CloudType="ScatteredClouds" CloudRadius="10000" CloudCount="9" Lightning="NoLightning" MinAltitude="20600" MaxAltitude="20600" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloNimbus.xml" CloudType="ScatteredClouds" CloudRadius="16000" CloudCount="60" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="20000" CloudCount="67" Lightning="NoLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="ScatteredClouds" CloudRadius="15000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1600" fogColor="4285164135" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="113" >
<Bounds>
<Point Lat="N50 45" Lon="E1 15" />
<Point Lat="N50 45" Lon="E1 30" />
<Point Lat="N50 30" Lon="E1 15" />
<Point Lat="N50 30" Lon="E1 30" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusSmallfluffyR.xml" CloudType="PartialClouds" CloudRadius="40000" CloudCount="66" Lightning="noLightning" MinAltitude="600" MaxAltitude="600" fogColor="4287542759" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="PartialClouds" CloudRadius="45000" CloudCount="60" Lightning="noLightning" MinAltitude="400" MaxAltitude="600" fogColor="4287542759"/>
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<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="1" windDir="114" >
<Bounds>
<Point Lat="N51 15" Lon="E2 15" />
<Point Lat="N51 15" Lon="E2 30" />
<Point Lat="N51 0" Lon="E2 15" />
<Point Lat="N51 0" Lon="E2 30" />
</Bounds>
<CloudLayer cloudfile="CloudCirroCumulus.xml" CloudType="ScatteredClouds" CloudRadius="10000" CloudCount="9" Lightning="NoLightning" MinAltitude="20600" MaxAltitude="20600" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloNimbus.xml" CloudType="ScatteredClouds" CloudRadius="16000" CloudCount="60" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="20000" CloudCount="67" Lightning="NoLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="ScatteredClouds" CloudRadius="15000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1600" fogColor="4285164135" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="112" >
<Bounds>
<Point Lat="N51 30" Lon="E2 15" />
<Point Lat="N51 30" Lon="E2 30" />
<Point Lat="N51 15" Lon="E2 15" />
<Point Lat="N51 15" Lon="E2 30" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusSmallfluffyR.xml" CloudType="PartialClouds" CloudRadius="40000" CloudCount="66" Lightning="noLightning" MinAltitude="600" MaxAltitude="600" fogColor="4287542759" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="PartialClouds" CloudRadius="45000" CloudCount="60" Lightning="noLightning" MinAltitude="400" MaxAltitude="600" fogColor="4287542759"/>
<CloudLayer cloudfile="cloudCumulusFluffyLarge.xml" CloudType="ScatteredClouds" CloudRadius="35000" CloudCount="52" Lightning="noLightning" MinAltitude="600" MaxAltitude="700" fogColor="4287542759"/>
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="1" windDir="113" >
<Bounds>
<Point Lat="N51 45" Lon="E2 15" />
<Point Lat="N51 45" Lon="E2 30" />
<Point Lat="N51 30" Lon="E2 15" />
<Point Lat="N51 30" Lon="E2 30" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusSmallfluffyR.xml" CloudType="PartialClouds" CloudRadius="40000" CloudCount="66" Lightning="noLightning" MinAltitude="600" MaxAltitude="600" fogColor="4287542759" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="PartialClouds" CloudRadius="45000" CloudCount="60" Lightning="noLightning" MinAltitude="400" MaxAltitude="600" fogColor="4287542759"/>
<CloudLayer cloudfile="cloudCumulusFluffyLarge.xml" CloudType="ScatteredClouds" CloudRadius="35000" CloudCount="52" Lightning="noLightning" MinAltitude="600" MaxAltitude="700" fogColor="4287542759"/>
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="112" >
<Bounds>
<Point Lat="N52 15" Lon="E2 15" />
<Point Lat="N52 15" Lon="E2 30" />
<Point Lat="N52 0" Lon="E2 15" />
<Point Lat="N52 0" Lon="E2 30" />
</Bounds>
<CloudLayer cloudfile="CloudCirroCumulus.xml" CloudType="ScatteredClouds" CloudRadius="10000" CloudCount="9" Lightning="NoLightning" MinAltitude="20600" MaxAltitude="20600" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloNimbus.xml" CloudType="ScatteredClouds" CloudRadius="16000" CloudCount="60" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="20000" CloudCount="67" Lightning="NoLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="ScatteredClouds" CloudRadius="15000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1600" fogColor="4285164135" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="1" windDir="111" >
<Bounds>
<Point Lat="N52 30" Lon="E2 15" />
<Point Lat="N52 30" Lon="E2 30" />
<Point Lat="N52 15" Lon="E2 15" />
<Point Lat="N52 15" Lon="E2 30" />
</Bounds>
<CloudLayer cloudfile="CloudCirroCumulus.xml" CloudType="ScatteredClouds" CloudRadius="10000" CloudCount="9" Lightning="NoLightning" MinAltitude="20600" MaxAltitude="20600" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloNimbus.xml" CloudType="ScatteredClouds" CloudRadius="16000" CloudCount="60" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="20000" CloudCount="67" Lightning="NoLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4285164135" />
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="ScatteredClouds" CloudRadius="15000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1600" fogColor="4285164135" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="1" windDir="112" >
<Bounds>
<Point Lat="N50 15" Lon="E2 30" />
<Point Lat="N50 15" Lon="E2 45" />
<Point Lat="N50 0" Lon="E2 30" />
<Point Lat="N50 0" Lon="E2 45" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="25000" CloudCount="50" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4288987369" />
<CloudLayer cloudfile="cloudStratusR.xml" CloudType="ScatteredClouds" CloudRadius="30000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1500" fogColor="4288987369" />
<CloudLayer cloudfile="cloudFog.xml" CloudType="ScatteredClouds" CloudRadius="8000" CloudCount="50" Lightning="noLightning" MinAltitude="900" MaxAltitude="1300" fogColor="4288987369" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="1" windDir="113" >
<Bounds>
<Point Lat="N50 30" Lon="E2 30" />
<Point Lat="N50 30" Lon="E2 45" />
<Point Lat="N50 15" Lon="E2 30" />
<Point Lat="N50 15" Lon="E2 45" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusSmallfluffyR.xml" CloudType="PartialClouds" CloudRadius="40000" CloudCount="66" Lightning="noLightning" MinAltitude="600" MaxAltitude="600" fogColor="4287542759" />
<CloudLayer cloudfile="CloudCumuloStratusfluffyR.xml" CloudType="PartialClouds" CloudRadius="45000" CloudCount="60" Lightning="noLightning" MinAltitude="400" MaxAltitude="600" fogColor="4287542759" />
<CloudLayer cloudfile="cloudCumulusFluffyLarge.xml" CloudType="ScatteredClouds" CloudRadius="35000" CloudCount="52" Lightning="noLightning" MinAltitude="600" MaxAltitude="700" fogColor="4287542759"/>
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="111" >
<Bounds>
<Point Lat="N50 45" Lon="E2 30" />
<Point Lat="N50 45" Lon="E2 45" />
<Point Lat="N50 30" Lon="E2 30" />
<Point Lat="N50 30" Lon="E2 45" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusSmallR.xml" CloudType="PartialClouds" CloudRadius="40000" CloudCount="66" Lightning="noLightning" MinAltitude="500" MaxAltitude="500" fogColor="4287542759"/>
<CloudLayer cloudfile="CloudCumuloStratusR.xml" CloudType="PartialClouds" CloudRadius="45000" CloudCount="60" Lightning="noLightning" MinAltitude="400" MaxAltitude="600" fogColor="4287542759"/>
<CloudLayer cloudfile="cloudCumulusFluffyLarge.xml" CloudType="ScatteredClouds" CloudRadius="35000" CloudCount="52" Lightning="noLightning" MinAltitude="600" MaxAltitude="700" fogColor="4287542759"/>
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="1" windDir="112" >
<Bounds>
<Point Lat="N51 15" Lon="E2 30" />
<Point Lat="N51 15" Lon="E2 45" />
<Point Lat="N51 0" Lon="E2 30" />
<Point Lat="N51 0" Lon="E2 45" />
</Bounds>
<CloudLayer cloudfile="cloudCumulusCongestus.xml" CloudType="ScatteredClouds" CloudRadius="25000" CloudCount="50" Lightning="noLightning" MinAltitude="1000" MaxAltitude="1500" fogColor="4288987369" />
<CloudLayer cloudfile="cloudStratusR.xml" CloudType="ScatteredClouds" CloudRadius="30000" CloudCount="70" Lightning="noLightning" MinAltitude="1200" MaxAltitude="1500" fogColor="4288987369" />
<CloudLayer cloudfile="cloudFog.xml" CloudType="ScatteredClouds" CloudRadius="8000" CloudCount="50" Lightning="noLightning" MinAltitude="900" MaxAltitude="1300" fogColor="4288987369" />
</WeatherObject>
<WeatherObject precipType="HeavyRain" MaxAltitude="1700" MinAltitude="-100" Windspeed="2" windDir="109" >
<Bounds>
<Point Lat="N51 30" Lon="E2 30" />
<Point Lat="N51 30" Lon="E2 45" />
<Point Lat="N51 15" Lon="E2 30" />
&
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 04/11/21 06:16 PM

Thanks, Todd. That's the file, but instead of copy and paste, will simhq let you attach the file instead?
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 05/05/21 11:38 PM

With the release of patch 1.07 and the associated cloud fixes therein (I wonder who is the brilliant and devastatingly handsome person behind that fix) wink I will have to update a few OCM files to avoid it overwriting the revised BHaH2 files. You can still use the mod, but some of the cloud flashing fixes in BHaH2 will not work as well. Fortunately, it should be fairly easy to fix the OCM in order to implement these improvements.

Please stay tuned....
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 05/06/21 06:41 AM

Thanks for info @BB!
I will add this to your mod in the mod-list on CA this weekend.

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 05/06/21 01:38 PM

Thanks, Becker01!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 07/14/21 04:38 PM

A (relatively) brief update:

In contrast to my original intention to release a quick update to the OCM that would mainly focus on revisions to the 70 or so cloud types in the mod, I have instead decided to focus on a more extensive revision that will also focus on a substantial re-working of the underlying cloud files which make up the basic elements for the cloud types that exist in the game. Basically, I have come to the conclusion that many of the original cloud files that came with the original CFS3 are "porked." A few of these changes made it into the 1.14 BHaH2 patch, but more should appear in the OCM, with its greater number and variety of cloud types.

Although I won't be able to eliminate all forms of cloud flashing, the changes I have already made to several cloud files seem to have had a beneficial impact, both in terms of some forms of cloud flashing, as well as on the overall appearance of several different cloud types.

Although I don't yet have an ETA for the release of the update, I expect it will be closer to weeks rather than months. I hope the wait will be worth the delay.
Posted By: Fubat

Re: Optional Cloud Mod (with Historical Weather files) - 07/14/21 06:26 PM

@BB

Thanks for the update, looking forward to release day!

Regards.

Fube
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 07/14/21 09:20 PM

Cheers Bob, looking forward to the next release of OCM also.
Posted By: catch

Re: Optional Cloud Mod (with Historical Weather files) - 07/16/21 02:01 AM

Originally Posted by BuckeyeBob
A (relatively) brief update:

In contrast to my original intention to release a quick update to the OCM that would mainly focus on revisions to the 70 or so cloud types in the mod, I have instead decided to focus on a more extensive revision that will also focus on a substantial re-working of the underlying cloud files which make up the basic elements for the cloud types that exist in the game. Basically, I have come to the conclusion that many of the original cloud files that came with the original CFS3 are "porked." A few of these changes made it into the 1.14 BHaH2 patch, but more should appear in the OCM, with its greater number and variety of cloud types.

Although I won't be able to eliminate all forms of cloud flashing, the changes I have already made to several cloud files seem to have had a beneficial impact, both in terms of some forms of cloud flashing, as well as on the overall appearance of several different cloud types.

Although I don't yet have an ETA for the release of the update, I expect it will be closer to weeks rather than months. I hope the wait will be worth the delay.


Great news Buckeye! It's been my major pet hate of WoFF for many a long year. Any improvement is welcomed.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 07/19/21 06:21 PM

Thank you gentleman! I have posted a few pics of my work in progress over at combatace. Please check them out!
Posted By: Panama Red

Re: Optional Cloud Mod (with Historical Weather files) - 07/20/21 01:04 AM

Love what you have done so far. thumbsup
Posted By: Fubat

Re: Optional Cloud Mod (with Historical Weather files) - 07/20/21 09:02 AM

@BB,

Just taken a peek over at CA, looking good salute


Regards.

Fube
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 07/20/21 06:26 PM

Thank you, PR and Fubat.

PR, I think I managed to figure out how to reduce that "bowl effect" we discussed a while ago. It involves a combination of messing with the altitude in the cloud type file, along with the minHeight and maxHeight values and maxYOffset and minYOffset values in the cloud file file, plus a whole lot of trial and error tinkering.

Now, if only I could find the magic formula for getting rid of cloud flashing! What I could really use is someone like Ankor or 40L0M who knows something about editing .dds files or DX shaders programming!
Posted By: Panama Red

Re: Optional Cloud Mod (with Historical Weather files) - 07/20/21 08:25 PM

I think you are doing a fantastic job. biggrin

You are solving a problem from long ago when it comes to the Fog and Haze in the game. cheers

With your fix, we can properly show those two type of weather correctly in WOFF. thumbsup
Posted By: Blade_Meister

Re: Optional Cloud Mod (with Historical Weather files) - 07/23/21 01:51 AM

Was there ever a Sun Mod to decrease the size. I poked around in the suneffect.xml but haven't figured it out yet? I am still using and loving you OCM BB. Thanks.
Also a question please BB. Is 40LM's Effects(FX) , skybox and ground season textures compatible with your OCM?

S!Blade<><
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 07/23/21 05:37 PM

I've also poked around in the suneffect.xml file but I haven't permanently changed anything. While it might be possible to change the size of the corona, to change the size of the orb or disk probably requires editing some .dds files, which may be easy or hard to do. Ironically, graphics really isn't my thing, the cloud mod is almost exclusively based on changes to cloudfile.xml and weather.xml files.

If I recall, while 40LoM's cloud textures work perfectly fine with the OCM, I'm not sure about his skybox and ground texture mods. I don't think they conflict with any files in my mod, but they may cause some of the skies to look slightly different. I don't think it will hurt to try them out with the OCM, though.

Cheers!
Posted By: Panama Red

Re: Optional Cloud Mod (with Historical Weather files) - 07/23/21 06:08 PM

40LM created a smaller moon, but not sun.

The reduced sun mod was asked about several years ago and Pol said (IIRC) that you reduce it in one of AnKor's mod files by changing some numbers, but I can not remember which file or numbers.
Posted By: Blade_Meister

Re: Optional Cloud Mod (with Historical Weather files) - 07/29/21 02:59 AM

BuckeyeBob, I saw this tonight in Campaign using your OCM. Maybe you have already seen this? It looked like a grid overhead fro a while. WOFF PE.

S!Blade<><

[Linked Image]
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 07/29/21 03:23 AM

Yup. One of the things I hope to fix in OCM 4.0.

Attached picture new light haze1.jpg
Posted By: Robert_Wiggins

Re: Optional Cloud Mod (with Historical Weather files) - 07/30/21 07:06 PM

ALERT to users of BH&HII CCFA

A new update to "WOFF 0 BH&HII - Consolidated Custom Facilities Airfields Mod" is soon to be released by Sandbagger.
It is version 1.4, which is required if you are using JJJ65's "Mission Editor". It contains a correction which otherwise would cause Mission Editor to fail in the 1918+6 Period.

- This release has corrections to the 1918+6 Periods “.csv” file for JJJ65’s Mission Editor. The header line was erroneously shuffled to the end of the file."

Regards
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 08/06/21 08:44 PM

Originally Posted by Blade_Meister
Was there ever a Sun Mod to decrease the size. I poked around in the suneffect.xml but haven't figured it out yet? I am still using and loving you OCM BB. Thanks.
Also a question please BB. Is 40LM's Effects(FX) , skybox and ground season textures compatible with your OCM?

S!Blade<><

Blade, I forgot to ask: which suneffect.xml file were you poking around in? The three files you need to change are in the WOFFScenery/Weather/Lighting Heavy, Normal, and Overcast folders. I believe the suneffect.xml file in the main OBDWWI folder gets overwritten by one of these files, depending on the weather state. That may be why you were not noticing any changes when you were poking around.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 08/10/21 03:37 AM

For those who are still following along, I have another status update.

As usual, this project is taking much longer than I expected. Every time I think I have fixed something so it looks good at one altitude, it looks bad at another altitude, sometimes with no clear rhyme or reason. However, most of that looks fixed for the most part. Keep in mind, however, that almost all of my work on the update to this point involves only the high-level clouds and the low-level haze and fog clouds. The fluffy mid-level clouds that tend to have some issues with clouds flashing off and on in front of each other still has to be worked on (although some of the work I have done on some of the haze clouds should take care of some of that, I hope). At this point, however, I think I can say that I have finally completed work on fixes to most of the old cloudfiles as well as created some new cloudfiles of my own. Now, it will be mostly a matter of putting these cloudfiles together into different combinations to create the actual cloud types you will see in the game. This will likely take me another 2 -4 weeks.

In the meantime, I have put together a few of my favorite cloudfiles for you to see. Please take a look at the attachments at the end of this post. Highlights of the new clouds will be:

1) Less cloud flashing and popping, particularly at high and low levels. However, please note that it is impossible for me to eliminate all cloud flashing, popping, or clipping in the game.
2) Better transitions between flat cloud layers so as to reduce cloud banding. Still a work in progress, particularly for mid-level fluffy clouds, but much better for thin haze clouds.
3) Somewhat better framerates than in OCM 3.0.
4) The addition of better haze and fog clouds with less cloud flashing, with a slight reduction in "fogginess," particularly at low levels. d

Anyway, I have a lot more fun tools to play with, so back to the salt mines! Thanks!

Attached picture BBaltocumulusscattered2LightFav.jpg
Attached picture BBaltocumulusscattered3aFav.jpg
Attached picture cirrostratussheep3Fav.jpg
Attached picture cirrostratuswisps3Fav.jpg
Attached picture cloudcirrus3Fav.jpg
Attached picture BBhaze cloud saturated and morning fog heavy.jpg
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 08/10/21 10:50 AM

Looking great Bob, thank you for your hard work in continuing to at least try to reduce the cloud flicker\popping
Posted By: Trooper117

Re: Optional Cloud Mod (with Historical Weather files) - 08/10/21 11:55 AM

Looking good mate!
Posted By: Blade_Meister

Re: Optional Cloud Mod (with Historical Weather files) - 08/11/21 11:45 PM

Can't wait Mr. Buckeye! Looking fantabulous Sir. yep

S!Blade<><
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 08/23/21 03:35 PM

I had to take a break for a week or two, but hopefully I will be back up and running shortly. I continue to make small discoveries that I hope will improve the final product, but I can't make any guarantees. For some clouds, it seems you will experience some popping or flashing at certain altitudes or flying conditions, no matter what I do. My job is to try and limit those conditions as much as possible, but I am afraid I cannot eliminate them entirely.

Thank you for your patience!
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 08/23/21 08:49 PM

Cheers Bob, appreciated mate.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 09/08/21 05:57 PM

Thanks, Adger.

A brief update: I am (slowly) working my way through all the weather files and replacing many of the old cloud files with my new and improved cloud files. Usually, this is straight-forward, but occasionally, I run into problems. For example, in the process of replacing many of the old haze cloud files with the newer ones, I discovered that while the new files significantly reduced cloud flashing while flying in an easterly or westerly direction, this was not the case when flying in a northerly or southerly direction! (WOFF QC defaults to flying from east to west). Arrgghhh! Fortunately, I think I have managed to fix the situation, although there may still be some residual cloud flashing in some circumstances.

On the bright side, I have managed to add one or two more weather types! See BB Grey Altocumulus Clouds below:

Attached picture BBGrey Altocumulus.jpg
Posted By: Fullofit

Re: Optional Cloud Mod (with Historical Weather files) - 09/08/21 11:23 PM

Bob, there is no bright side when it comes to clouds and fog. Glad you’re still kickin’. You’ve been quiet lately. Head in the clouds, I guess.
Posted By: Blade_Meister

Re: Optional Cloud Mod (with Historical Weather files) - 09/09/21 01:13 AM

Nice Grey Altocumulus Clouds Sir. I am eagerly awaiting your nest version, but enjoying your previous work now. Thanks for all you do!

S!Blade<><
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 09/09/21 06:06 AM

Super Altocumulus clouds @BB!!

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 09/09/21 05:34 PM

Yes, I am quite proud of them myself. They also look good as fog clouds down low, except that they flash horribly at low altitudes, so I won't be using them low.

Sorry for the delay in responding. It has been a rough last day or two. As I type this, I am going on not having slept for the last 30 hours. My 92 year-old father is in hospital with pancreatitis and diverticulitis, which is causing him severe pain and not allowing him to sleep. Due to Covid, there are no hospital beds available, so he has been in the ER for the last day or so. I am going to try and get a few hours of sleep and head back over there tonight.
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 09/09/21 06:35 PM

Hallo @BB!

I'm sorry to hear that from your father! I hope for you and your familiy that all these things will be fine again.
Don't forget to take care of yourself. Try to sleep!

Greetings!
Posted By: Fullofit

Re: Optional Cloud Mod (with Historical Weather files) - 09/09/21 07:05 PM

This hasn’t been a good time to get sick, but who has a choice in these matters. Keeping fingers crossed for your father. Get some rest and take care.
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 09/09/21 08:39 PM

@BB, Hope you’re dad starts feeling better soon mate, and hopefully you’ll be able to grab a few hours kip, it’s #%&*$# at the moment pal regarding hospitals/ covid etc..Over here in Blighty you struggle to even get a face to face doctors appointment. My thoughts are with you stay strong, stay safe mate.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/03/21 03:56 PM

Sunset with OCM 4

Attached picture Sunset 1 OCM 4.jpg
Attached picture Sunset 2 OCM 4.jpg
Attached picture Sunset 4 OCM 4.jpg
Posted By: Fullofit

Re: Optional Cloud Mod (with Historical Weather files) - 10/03/21 04:10 PM

Looks lovely Bob, but I could be biased. I’m a nature loving person by nature.
Posted By: kksnowbear

Re: Optional Cloud Mod (with Historical Weather files) - 10/03/21 04:41 PM

Hello BB, great shots smile I've been following your progress for some time and I'm most curious. While the cosmetic aspects are apparent (and very good work, might I add) I'm primarily interested in the performance benefit (as regards the so-called "popping" in and out of clouds/textures).

Can you elaborate on how successful you believe you've been thus far in trying to improve that, and how much you think is possible going forward?

The cloud popping is one of the few niggles remaining for me, and I'd give practically anything to see it eliminated - though, if I understand your comments, it's likely impossible to eliminate altogether.

What's your assessment currently? And is more improvement likely still?

Again, great work that is admired and appreciated.
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 10/03/21 08:11 PM

Fantastic work Bob
Posted By: VonS

Re: Optional Cloud Mod (with Historical Weather files) - 10/03/21 09:28 PM

Fine work BB - nice seeing those classic, ominous clouds from the WOFF UE era (courtesy of your previous cloud packages) being made ready for BH&H2. I'm thoroughly enjoying your ver. 2.9.2 cloud pack in my FrankenWOFF 4.18. Recommended for stock WOFF PE, instead, is ver. 3.0 of your pack (ver. 3.0 gives the odd rainy-sunshine day when used with the WOFF 4.18 exe, but ver. 2.9.2 fixes the problem).

Cheers all and happy flying even in rain (but do watch for joint and glue weaknesses in the wings smile2 ),
Von S
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/06/21 01:43 AM

Thank you, gentlemen. Fullofit, too! biggrin wink

Work continues apace on OCM 4.0 My father has been out of the hospital for a couple of weeks now, but requires almost round the clock care. Physically, he is doing okay, but his cognitive decline continues. Although he has done pretty well for a 92-year-old, it is still sad to see a former college professor who used to enjoy reading and talking about history, philosophy, science, politics, and sports become a shell of his former self. Fortunately, I still live near him and visit him every few days, but it does tend to cut into my work on the cloud mod. It does help keep my mind off of things, though, so that is a positive.

kknowsbear, I wouldn't still be working on the OCM if I didn't think further improvement was possible! The short answer to your question is that I think I have made significant progress this time around in reducing and eliminating various forms of cloud popping, although you are correct that it is probably impossible to get rid of it altogether. There are just too many variables involved and almost an infinite variety of different cloud conditions.

The longer answer to your question is that my work on the clouds in WOFF has gone through various stages. With OCM 1.0 and 2.0, I was mainly interested in adding additional cloud types (now up to more than 80 additional). At that point, I wasn't thinking about cloud popping at all and I didn't understand anything about the cloud .dds files or cloud files. With OCM 3.0, I began to fiddle around with cloud files, but I didn't completely understand how they worked, which may have inadvertently led to an increase in cloud popping. With OCM 4.0, I began to understand that the CFS3 cloud files are basically "borked," so I set about on a complete overhaul of most of the existing cloud files in the game (located in the WOFF weather/clouds folder). At least now they will be "borked" in my own way!

For anyone who is interested, I can describe in more detail how many of these files are messed up, but that is likely another long post!

One last bit of good news: I think I stumbled upon the reason at least one of the combined light and dark cloud files was producing severe flashing of some dark clouds. This file should be fixed in OCM 4.0. So, yes, I am (slowly) making progress!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/06/21 01:45 AM

VonS--

Glad you continue to enjoy version 2.9.2 of the mod. Do you have any theories why version 3.0 sometimes produces rainy, clear days and 2.9.2 does not? I have been so busy with version 4.0 that I haven't had much time to consider why 3.0 has this problem.
Posted By: VonS

Re: Optional Cloud Mod (with Historical Weather files) - 10/06/21 05:53 PM

Hello BB --

Ver. 2.9.2 is swell indeed on older WOFF installs. In terms of theories, all I can say is that it probably comes down to a couple of factors, one being what version of the "Historical Weather Mod" one is running in conjunction with the clouds mod.

For example, I have two vers. of the weather mod. downloaded - ver. 1.4.5 (that gives more flying in bad weather) and ver. 2.0.x (that gives more flying in good weather). I have so far never run ver. 2.0.x and keep ver. 1.4.5 loaded in my WOFF PE/UE 4.18 "backport."

So, in terms of my observations -- ver. 3.0.0 of your cloud pack worked well in my previous (fairly stock) install of WOFF PE ver. 5.0.3, and the 1.4.5 weather mod. activated (there were no strange days with simultaneous rain and clear skies). On the other hand, in my ver. 4.18 backport of WOFF, ver. 3.0.0 of the clouds pack did not play well with the 1.4.5 weather mod., but ver. 2.9.2 of the clouds works beautifully with the 1.4.5 weather mod.

My backport-thingy install has backported all PE-era terrains, and aircraft, including the Fokk. D.VI, into a UE install that uses the ver. 4.18 exe to give me SweetFX. Also backported, in conjunction with the terrains, are all of the seasons and weather-related files from my previous, fairly stock ver. 5.03 install of WOFF. In terms of mods. that I am running in my (Franken) WOFF contraption - most are PE-era mods. - there was no need to stick with UE-era mods. in such a hybrid install - no anomalies spotted - except with the ver. 3.0.0 clouds pack (that is WOFF PE-era) when it is run together with weather mod. ver. 1.4.5.

My guess at this point, therefore, is that the historical weather mod. version is important to take note of, in conjunction with what ver. of the clouds pack is being run. For ver. 2.9.2 of the clouds pack, and earlier, best is probably to stick with the ver. 1.4.5 weather mod. Weather mod. 2.0.x on the other hand should be used only with your clouds mod. ver. 3.0.0 and above. The ver. 1.4.5 weather mod. may be more "forward-compatible" than ver. 2.0.x of the weather mod., since it worked well for me when I had my fairly stock WOFF PE 5.03 installed, together with your ver. 3.0.0 clouds pack running in WOFF PE. I wouldn't be surprised if weather mod. ver. 1.4.5 continues to behave well even with your latest ver. 4.0.x of the clouds pack that you are working on for BH&H2 -- the more I think about it, the more I am convinced that there is less risk of simultaneous sunny/raining anomalies with weather mod. ver. 1.4.5 -- no matter what ver. of WOFF or what ver. of your clouds mod. is being run, but keep in mind that these are only my observations from what I've been running on my rig.

At this point I would, at any rate, not recommend weather mod. 2.0.x for WOFF UE-era (or hybrid UE-era installs of WOFF) - only for PE-era and later, and that it be used only with your clouds mod. 3.0.0 or later (not with ver. 2.9.2).

The other possible factor related to weather patterns/anomalies may be the WOFF executables themeselves, However, I doubt that there is something hard-coded into WOFF exe 5.x or later, as compared with WOFF exe 4.x or earlier, and that controls/randomizes the frequency of cloudy days versus sunny days when flying in WOFF. The same logic would apply to WOFF exe 6.x or later (BH&H2) -- I think the more important factor is what I have written above regarding cloud mod. and weather mod. combinations.

In terms of BH&H2, I am so far only running stock weather patterns in it, and the slightly enhanced 1 MB+ sized clouds found in the old 4L0M standalone clouds pack that dates to the WOFF UE-era - so I can't offer any observations there on weather mod. and your cloud mod. combinations that work best.

Good luck with your ver. 4.x clouds pack - I look forward to it.

Von S smile2

Posted By: kksnowbear

Re: Optional Cloud Mod (with Historical Weather files) - 10/06/21 06:41 PM

Thank you BB for taking the time to answer my questions. Certainly an interesting look into the matter, and given the situation with your father, it's genuinely appreciated that you should be willing to spend time on this. I personally try to avoid saying "I know how you feel", simply because I don't think it's possible for me to know how you feel, no matter what I may have experienced myself. That said, I can appreciate the circumstances - and I extend by best wishes to you and your family as you cope.

If, at some point, you can elaborate on how things are 'messed up', I wouldn't mind hearing - but I believe it's better for all if your time (whatever you can afford, mind) doing this were spent working on correcting the issues. We are lucky to have someone who is willing to commit the effort.

Now, I'll ask you to indulge one other question, if you please: Since it sounds as if the work you're doing is such a significant improvement over 'stock', one has to wonder when/whether it will at some point become part of the stock sim. No doubt, the small OBD team does their best, and it seems as if work like yours would be welcomed (though I'm sure there must be challenges, and I don't have first-hand knowledge of what they involve).

Here's why I ask: I am not given to having to deal with manually applying mods etc in order to play a game. Just my own personal perspective. I work with software and systems all day, and have for 35+ years, so when it comes to my 'off time' I just prefer to be able to enjoy something that doesn't require me to fiddle with or troubleshoot. (At that point, I normally get paid and it becomes work lol). But, as evidenced by your own ongoing effort and commitment, there are some things that can be improved upon 'out of the box'.

For me, it would be so much easier and make so much more sense - assuming the improvements are what they purport to be (and I have zero reason to doubt it) - if they were part of the sim itself.

Another factor is OBD doesn't necessarily support modded installs (as is certainly their prerogative)...so anything installed after the fact is always going to be looked at as a potential problem that isn't officially supported. Again, seems to me it would be best if this were not an obstacle.

Your thoughts?

(PS. I want to be perfectly clear here that the foregoing are my own perspectives and opinions, to which each of us is entitled. I don't wish to see a conflict raised over this...it's just a question, and a fair and reasonable one at that. Thanks).
Posted By: VonS

Re: Optional Cloud Mod (with Historical Weather files) - 10/06/21 10:24 PM

Good points KK -- while I can't speak for BB's excellent cloud mods. and integration of said mods. into stock WOFF -- I can offer a few general observations of my own, and having worked on some mods. for WOFF over the years (such as my FM packs and GPU Tuners for WOFF/WOTR).

a) OBD is very friendly towards mods. and modding, providing that proper copyright acknowledgement is given, which is a refreshing change from many other sims. and reminds me of the best spirit of modding typical of the First Eagles 2 (ThirdWire) community, so well done on that note gents, as well as, of course, on the excellent developments to stock WOFF too

b) I am assuming that OBD is a two or three-man team at most, so they neither have the resources nor time to invest into full-time testing, support, and integration of the many mods. available for WOFF into stock WOFF; a fourth person would probably be required to be on the team and to test mods. 24/7, to troubleshoot, etc., and to make sure that all mods. are fully compatible at all times with the latest iteration of WOFF, as well as to support user concerns/questions regarding such mods. - a daunting task

c) some mods. have, as far as I know, been integrated into stock WOFF over the years, such as the "News mod." from many years back, as well as, if I'm not mistaken, ver. 1.4.x (one or two versions prior to 1.4.5) of the "Historical Weather Mod." - so mod. integration does happen into stock WOFF, on rare occasions, but (as indicated in point b, above) - it isn't possible for OBD simultaneously to troubleshoot/support all mods. and work on stock WOFF coding/development

On another, optimistic note -- 99% of mods., or so, available for WOFF UE/PE/BHAH2 are JSGME-friendly -- so a click or two, or three, is all it takes to load mods. into WOFF -- very convenient compared, for example, to First Eagles 2 where hardly any mods. are JSGME-friendly. Then again, why someone would want to run stock FE2, or make mods. easily off-loadable in FE2, is beyond my understanding. biggrin

Cheers all and happy WOFFing (stock or modded),
Von S smile2

Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/07/21 04:05 AM

Thank you for the kind words, kksnowbear. Dad isn't going anywhere soon, I don't think. He's still a tough old bird! Thank you also for your endorsement of my cloud mod.

In regard to your question, I agree with VonS that OBD is very supportive of mods and the modding community. In fact, as VonS says, they have even incorporated a few mods into the stock game, including my Historical Weather mod, as well as the News mod, which I also had a hand in creating. With regard to graphics mods, I expect that OBD needs to be much more careful. In addition to changing the look of the game, perhaps in undesirable ways, the devs also have to be concerned with frame rates and overall performance. There is also the issue of continued support of the mod. What happens if they accept a mod and a problem occurs in the future? Or, perhaps a new add-on pack or update changes WOFF in a way that makes the mod incompatible? The original modder may have moved on to other games. What happens to the game then? Still, I know for a fact that they have included some graphics mods as improvements to the game. Naturally, they prefer to do it themselves, but they will accept a third-party mod as long as it meets their requirements.

I'll try and address how the original CFS3 files may be messed up in my next post.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/07/21 04:47 AM

First, I probably shouldn't have said that the files are borked. It's probably more accurate to say that the files are complex, and that the original CFS3 was likely released without adequate testing. Without going into all of the variables involved, I can say that some of the variables do seem to be mislabeled. For example, one variable is cloud height, but it doesn't seem to have anything to do with the height or altitude of a cloud off the ground. Instead, it seems to control the length of the cloud sprite or texture "painted" onto the sky. There are also values to control the X,Y, and Z coordinates for clouds, but they also don't work quite the way I would expect, or perhaps I just don't understand 3D coordinate systems.

Another pair of variables controls how many sprite textures are painted into the sky, but there doesn't seem to be a linear relationship between the number entered and the amount of cloud textures you see in the game. Sometimes when you increase this number, the cloud textures increase, but sometimes they decrease, instead. This pair of variables also seems to have something to do with some instances of cloud popping. For example, one of the darker cloud files was producing a good level of cloud popping of a particularly dark cloud. For whatever reason, changing the "minsprites" value from 4 to 5 seemed to stop that cloud from popping. Go figure.

Updating the cloud mod to reduce cloud popping and flashing is a lot like that. Most of it involves semi-random tweaking and testing of different values to see what effect they have. Sometimes it works, sometime it doesn't. Unfortunately, I have also found that even after updating the cloud file .xml files, each individual cloud type .xml file also has to be tweaked in order to get the cloud to look and behave the way I want it to behave. Even then, sometimes I encounter problems. For example, not long ago I thought I had cured one particular cloud of cloud popping. However, I then discovered that the cloud popping that disappeared while flying in an east-west direction reappeared when flying in a north-south direction! Back to the drawing board. After several more hours of late night tweaking and testing, I finally managed to reduce most of the cloud popping, at least in the cardinal directions. I still don't know what may happen when flying SE to NW, though!

I also believe that sun position, brightness, and skybox type may also have an influence on cloud flashing, but I don't think I can do anything about that. Fortunately, the flashing these produce does not seem to be quite as severe.

After explaining all that, does anyone want to take over my job for me? biggrin
Posted By: Fullofit

Re: Optional Cloud Mod (with Historical Weather files) - 10/07/21 05:31 PM

Looks like no takers. The job is yours!
Talk about job security.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/07/21 05:59 PM

No on wants to take over my job? I wonder why???

Maybe I need to hire a few Igor's to work for me? zombie
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/11/21 02:16 PM

Originally Posted by VonS
Fine work BB - nice seeing those classic, ominous clouds from the WOFF UE era (courtesy of your previous cloud packages) being made ready for BH&H2. I'm thoroughly enjoying your ver. 2.9.2 cloud pack in my FrankenWOFF 4.18. Recommended for stock WOFF PE, instead, is ver. 3.0 of your pack (ver. 3.0 gives the odd rainy-sunshine day when used with the WOFF 4.18 exe, but ver. 2.9.2 fixes the problem).

Cheers all and happy flying even in rain (but do watch for joint and glue weaknesses in the wings smile2 ),
Von S


Originally Posted by BuckeyeBob
VonS--

Glad you continue to enjoy version 2.9.2 of the mod. Do you have any theories why version 3.0 sometimes produces rainy, clear days and 2.9.2 does not? I have been so busy with version 4.0 that I haven't had much time to consider why 3.0 has this problem.


Originally Posted by VonS
Hello BB --

Ver. 2.9.2 is swell indeed on older WOFF installs. In terms of theories, all I can say is that it probably comes down to a couple of factors, one being what version of the "Historical Weather Mod" one is running in conjunction with the clouds mod.

For example, I have two vers. of the weather mod. downloaded - ver. 1.4.5 (that gives more flying in bad weather) and ver. 2.0.x (that gives more flying in good weather). I have so far never run ver. 2.0.x and keep ver. 1.4.5 loaded in my WOFF PE/UE 4.18 "backport."

So, in terms of my observations -- ver. 3.0.0 of your cloud pack worked well in my previous (fairly stock) install of WOFF PE ver. 5.0.3, and the 1.4.5 weather mod. activated (there were no strange days with simultaneous rain and clear skies). On the other hand, in my ver. 4.18 backport of WOFF, ver. 3.0.0 of the clouds pack did not play well with the 1.4.5 weather mod., but ver. 2.9.2 of the clouds works beautifully with the 1.4.5 weather mod.
...

The other possible factor related to weather patterns/anomalies may be the WOFF executables themeselves, However, I doubt that there is something hard-coded into WOFF exe 5.x or later, as compared with WOFF exe 4.x or earlier, and that controls/randomizes the frequency of cloudy days versus sunny days when flying in WOFF. The same logic would apply to WOFF exe 6.x or later (BH&H2) -- I think the more important factor is what I have written above regarding cloud mod. and weather mod. combinations.
...

Von S smile2


Thanks, VonS. I have bolded the part of your reply that highlights what I think is the actual problem, now that I have thought about it. I now remember that while working on OCM 3.0, I changed a variable in the Background weather section to fix the "blue hole" problem that existed in a few heavy cloud types in stock WOFF. With PE, I could create a grey overcast cloud that covered up this hole. For whatever reason, BHaH2 seems to have removed the overcast cloud but leaves the rain, making it appear to rain with blue skies (BHaH2 stock also has this problem of rain with a blue sky, occasionally). Fortunately, I think I have discovered a workaround for this problem which should be implemented in OCM 4.0.
Posted By: VonS

Re: Optional Cloud Mod (with Historical Weather files) - 10/11/21 05:36 PM

Hello BB -- glad to hear that the info. I posted was helpful. It seems therefore that stock BH&H2 and WOFF 4.x.x-era installs treat weather similarly (both remove the overcast layer), whereas WOFF 5.x.x-era is perhaps more easily patch-able regarding that. This would explain why your fix for the removed overcast layer - OCM ver. 3.x.x - does not fix the rainy-sunshine day problem in WOFF 4.x.x or WOFF 6.x.x (BH&H2). I look forward to OCM 4.0, as I'm sure do many other WOFFers. (I will keep my FrankenWOFF 4.18 install therefore intact, even once I move fully to BH&H2 - since these comparative/multiple setups help to narrow down possible problems/fixes.)

Cheers all,
Von S smile2
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/11/21 07:56 PM

Great! Sounds like a plan!

I have made some progress today on the cloud mod, finding and significantly reducing the cloud flashing in four BB cloud files.

In addition to all of the fixes and improvements, there will also be at least six new cloud types in OCM 4.0, bringing the total to over 120, including all the existing WOFF clouds (revised) and around 16 clouds from Panama Red's original cloud mod, which was the inspiration for this work! The new cloud types are:

BB Grey Altocumulus Clouds
BB Light Altocumulus Clouds
BB Light Wispy Clouds
BB Overcast Sky
BB Small Grey Cumulus Clouds
BB Widely Scattered Fluffy Clouds

I still have a fair amount of tweaking and testing to do, but I do believe I can glimpse a little light at the end of the tunnel!
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 10/12/21 11:21 AM

Hallo @BB,

WOW, great!

Just a short request:
Please cover up the blue hole again for the overcast cloud cover.


Thanks and Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/12/21 10:51 PM

Thanks, Becker01. The "blue hole" problem is more complicated than you might think, but I think I have found a workaround. An ideal solution would probably involve new skybox graphics, but I'm afraid that is beyond my capabilities at the moment.
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 10/13/21 06:20 AM

@BB,

you are right! I haven't known the work with the blue hole. Sorry!
Nice, that you have found a wokaround.

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/13/21 07:31 PM

Here are a few examples of my efforts to get rid of the "blue hole problem." I hope this is something close to what you had in mind. Currently, I'm not entirely sure why the sun effect is reduced in the second picture but not the fourth.



Attached picture BB Storm Clouds OCM 3.jpg
Attached picture BB Storm Clouds OCM 4.jpg
Attached picture BB Mostly Cloudy OCM 3.jpg
Attached picture BB Mostly Cloudy OCM 4.jpg
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/13/21 09:43 PM

On to the front lines! With new cloud, BB Small Grey Cumulus Clouds.

Attached picture To the Front 1.jpg
Attached picture To the Front 2.jpg
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/13/21 09:45 PM

And a few more sunset pics with OCM 4.0

Attached picture Sunset 1.jpg
Attached picture Sunset 2.jpg
Attached picture Sunset 3.jpg
Attached picture Sunset 4.jpg
Posted By: epower

Re: Optional Cloud Mod (with Historical Weather files) - 10/13/21 10:11 PM

BB -

Jaw dropping screens there. As someone who has lived WOFF 8 hrs plus/ day for the last 19 months, I thank you. Your efforts are greatly appreciated. Your Cloud mod graced Oliver's many screenies before BHAH and I hope they will again.

Keep up the good work and I hope your father continues on the mend.

Best Regards,
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 10/14/21 06:27 AM

@BB,

the blue hole-pictures:
I have used OCM till OCM 3.0 with PE. You got it to cover the blue hole over the head. And in my memory I could see the sun in the middle of the day through the cloud-laye over you; similar to picture 2 and 4.

So you are on a good way in my opinion.

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/14/21 06:02 PM

Thank you epower. I am very happy if even a few of my cloud creations have contributed in any way to some of your wonderful DiD stories--if only to provide you with a little more "atmosphere." wink

@Becker01,

Thanks. Although there is still a bit of a hole there, it has been covered up more effectively, at least for heavy clouds. A cure for the sun shining brightly through overcast and dark clouds would likely either require a coding fix, or a combination of a less intensive sun effect and JJJ65's Mission Editor.

To everyone: I am getting closer to releasing a beta version of the mod for testing. If interested, please post a request in this thread.
Posted By: VonS

Re: Optional Cloud Mod (with Historical Weather files) - 10/14/21 06:26 PM

Yes please - I would like to give the ver. 4.0 beta clouds a go both in my FrankenWOFF 4.18 and BH&H2 ver. 1.16 installs - while I'm a bit busy with real work currently, I will do my best to test things like weather anomalies, how healthy the FPS are, etc. - and will comment as soon as I can. Feel free to PM-me a link to the beta download when it's ready for testing BB.

Cheers all,
Von S smile2
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 10/14/21 07:19 PM

Hallo @BB,

yes! Please count me in and send me a PM (maybe you can write a short announcement in this thread before).

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/15/21 07:46 PM

VonS and Becker01,

I will definitely send you both a PM when the beta is ready. Thanks for offering to help. Anyone else is also welcome to volunteer.

I do expect that some of my changes, particularly those which add some high level clouds and haze to eliminate the blue hole problem, will have a negative impact on frame rates. However, I do not believe this will be noticeable for most people, except perhaps those with older systems. We shall see!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/18/21 10:31 PM

Two weeks!

BTW, here is a pic of me hard at work on the cloud mod. They can be so darned frustrating at times:

[Linked Image]
Posted By: Fullofit

Re: Optional Cloud Mod (with Historical Weather files) - 10/19/21 12:47 AM

Originally Posted by BuckeyeBob
They can be so darned frustrating at times

The clouds or the kids?
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/19/21 01:01 AM

No, mod users!

biggrin
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/25/21 07:18 PM

OCM 4.0 released for beta testing.
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 10/26/21 12:07 PM

Hallo @BB,

nice! Where can I find it?

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/26/21 01:15 PM

Hallo, Becker01.

I tried to send you a copy via a PM, but simhq said you have not enabled private messaging. At the moment, I'd prefer not to make the mod publicly available.
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 10/26/21 04:28 PM

Hallo @BB,

I have no explanation why it was off. I have PM's. Now I have turned it on again.
Please try it and let me know.

Greetings!
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 10/26/21 06:56 PM

I have it salute
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/26/21 07:28 PM

Great!
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 10/28/21 04:25 PM

WOW!

I know, you are the expert for clouds and I know your previous versions. But -to be honest- I haven't expected this result! Great!
More details via PM the next days.

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 12/05/21 04:59 PM

I apologize for the recent lack of updates. I have posted some on the combatace web site, for those who are interested.

The WOFF 1.17 patch threw a bit of a wrench into my plans, as several cloud sprites were made both lighter and darker by OBD, throwing off several of my adjustments aimed at reducing cloud popping and strobing. Absent any further changes, though, I hope to have something ready for public release in a week or so, hopefully less.

I am also happy to report that I am currently working with gecko to investigate the possibility of even more additional improvements to the skyboxes and horizon. These improvements, if we can solve a few nagging technical issues, will have to wait for OCM 4.5 or 5.0, however!

Thank you, everyone, for your patience!
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 12/05/21 06:17 PM

Cheers for the update BB.
Posted By: Witchy Woman

Re: Optional Cloud Mod - 12/15/21 06:25 AM

I'd love to try the beta as well. Looks beautiful.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/16/21 05:46 PM

Once again, I apologize. I have recently been buried by real-life concerns, so I haven't had hardly any time to devote to the cloud mod. The mod itself is about 95% finished and has been for a while now. The other 5% consists of going through two or three dozen weather types and adjusting the contrast between the light and dark post 1.17 patch clouds. I could release the mod in this rough state now or wait a few more weeks and release the finished project. Fortunately, I now have a few days before the holidays to spend on tweaking the mod in an effort to get it released before the end of the year.

WW, would you like me to send you a copy of the unfinished mod now, or wait until it is ready for final release?

BB
Posted By: Becker01

Re: Optional Cloud Mod - 12/17/21 09:01 PM

Hallo @BB,

at first Thank You Very Much for your great and much work you have done so far!!!
IMHO I would like to suggest, that you finish the last 5% and release your mod then. But if you are tired, need a longer break, then I recommend to release the mod at the current status with the additional info, that you finish the last works with the next update.

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/20/21 05:49 AM

I have submitted what I hope will be the final beta for testing. Assuming no problems are found and once I have updated the readme file, the mod should finally be ready for release. Stay tuned.
Posted By: BuckeyeBob

Re: Optional Cloud Mod - 12/25/21 06:22 PM

Big announcement coming later today!
Posted By: Adger

Re: Optional Cloud Mod - 12/25/21 07:33 PM

Fantastic news BB, Merry Christmas pal.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 12/25/21 09:24 PM

Christmas isn't quite over yet, fellows! If you look very closely at the bottom of your chimney stocking, I think you will find one more treat: Optional Cloud Mod 4.0 is here!

From the included read me file, here is a description of some of the major changes in OCM 4.0:

Completely revised version, with significantly reduced cloud flashing, popping, and strobing. Perhaps the most significant improvement to the mod has been updates to many old cloud files, plus the addition of several new cloud files to the game. These changes are important, because cloud files are used to build the weather types that are displayed as clouds in the game. As a result, almost every cloud has improved appearance and performance. These improvements mean that I have been able to drop the “Light” version of the mod and to improve the fog and mist files so that most players will not need to delete these files in order to enjoy the mod. Finally, several new weather types have also been added to the mod, bringing the total number of "skies" in the game to more than 120!

Following is a list of many of the new features:

• New: Another almost completely revised version. Virtually every existing weather type in OCM 4.0 has been significantly revised and optimized in order to improve frame rates, improve overall appearance, and reduce the appearance of cloud "popping" and flashing in the game. Many existing cloud files have been revised, and thirty new cloud files have been created, with this aim in mind. While some amount of cloud popping is inevitable due to the CFS3 game engine, I believe that OCM version 4.0 reduces and even eliminates several forms of cloud popping that continued to exist in previous versions in both the original game and in the mod.
• New: Revised fog and mist clouds. While pretty, fog and mist files in previous versions of the mod also were plagued by significant cloud flashing and flickering, particularly at low levels. With the addition of several new cloud files and a few other modifications, cloud flashing and flickering has been significantly reduced in OCM 4.0. Of course, due to variations in computer setups and equipment, some examples of cloud flashing will still occur for some users. Most instances of cloud flashing seem to occur between 1,500 and 2,500 feet, with some variation depending on ground elevation. Above those heights, cloud flashing should be much less noticeable.
• New: Nine additional weather types. A full list of the additional clouds added in 4.0 can be found at the end of this document.
• New: More realistic haze clouds. No more streaks of thin, hazy clouds. Users will encounter a much greater variety of haze in the game, with the addition of 15 new haze and fog cloud files!
• New: Some of the very dark clouds that were introduced with the release of patch 1.17 have been lightened so they aren’t quite so dark.
• Weather folders have again been tweaked in order to accommodate new cloud types and provide a better balance between good, light, and heavy weather conditions. The appearance of bright, white clouds in overcast and rainy weather conditions has also been reduced.

Link to the mod here: WOFF Optional Cloud Mod 4.0
Posted By: Sandbagger

Re: Optional Cloud Mod (with Historical Weather files) - 12/26/21 03:59 PM

Hi all,
''BuckeyeBob' has released Version 4 of his Optional Cloud Mod.

The download is available in the 'User Mods Pages' (Sky Mods).

User created Sky mods

The page is dated 26th December 2021. If you don't see that date in the header block of those pages, clear your internet cache or refresh the page.

Mike
Posted By: Robert_Wiggins

Re: Optional Cloud Mod (with Historical Weather files) - 12/26/21 04:49 PM

BuckeyeBob;

Is this mod BH&HII compatible? I noticed the downloaded mod file is called "WOFFUEPEOCMVer4.zip" which is a little confusing to me.

Best Regards and hope you had a great Christmas
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 12/26/21 09:56 PM

Thanks, Mike.

Robert, yes, the mod is compatible with all versions of WOFF, but is specifically made for BHaH2. I should have made that clearer in the readme.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 12/26/21 10:50 PM

Readme file updated. Zip file and mod folder renamed to WOFF Optional Cloud Mod 4.0

Users should download the mod and readme file again, just to be on the safe side.
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 12/28/21 12:21 AM

Fantastic work.. A must have mod cheers BB
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 12/29/21 06:42 PM

New version available at Sandbagger's site and here: WOFF Optional Cloud Mod 4.1

The new version updates two fog and mist files and revises the readme file to clarify how to delete heavy weather types from the mod, if desired.

Enjoy!
Posted By: Paroni

Re: Optional Cloud Mod (with Historical Weather files) - 12/30/21 08:10 AM

Really lovely skies!

As you fly towards an idyllic sunset, you hear tak-tak-tak and bullets tear the fabric!
It is the rude awakening!
Posted By: Sandbagger

Re: Optional Cloud Mod (with Historical Weather files) - 12/30/21 11:05 AM

Hi all,
''BuckeyeBob' has released Version 4.1 of his Optional Cloud Mod.

The download is available in the 'User Mods Pages' (Sky Mods).

User created Sky mods

The page is dated 30th December 2021. If you don't see that date in the header block of those pages, clear your internet cache or refresh the page.

Mike
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 01/06/22 05:28 AM

I am currently working on a small update that will further reduce blinking in mixed light and dark cumulus clouds, reduce cloud density (and blinking) in a couple of heavy clouds, reduce the chances of strobing in heavy fog, and fixes one or two minor errors. A later update will allow users to choose a "light" version of the mod which will automatically remove some of the heavier cloud and fog types, which should reduce cloud flashing, blinking, and popping even more, with only a slight loss in cloud variety and appearance.

Comments or suggestions are welcome!

BB
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 01/19/22 06:53 PM

No comments or suggestions? Okay, I'll add a few of my own!

The update is finished and is currently being tested by my beta "team." The readme file will list most of the changes, but the main focus is on improved performance and visual appearance of various cloud types. A few cloud files that were still producing cloud popping in some weather types have been removed. Several "heavy" weather types were also revised in order to improve visual appearance and reduce cloud popping and flashing. Finally, several fog and mist weather types have been further adjusted to reduce flashing and popping, particularly at low levels. BB Fog Heavy was also removed from the campaign due to flashing issues.

The new version will also contain a "light" version of the mod, which removes several weather types that still have some flashing and popping issues. Users who are particularly sensitive to this issue may prefer to use this light version of the mod.

Cheers!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 01/27/22 02:55 AM

Version 4.2 of the Optional Cloud mod will soon be available at Sandbagger's site and can also be found at the end of the first post of this thread. Here is a list of the major changes:

Quote
• Performance and visual improvements update: reduced overall cloud counts in several weather types to improve performance and visual appearance. Removed cloud files which were still producing significant cloud popping in some weather types. Revised several weather types to improve visual appearance and reduce cloud popping and flashing.
• All fog and mist weather types further adjusted to reduce flashing and popping, particularly at low levels.
• Removed BB Fog Heavy from campaign due to excessive flashing issues.
• New: Reduced Clouds Option is now available for users who wish to reduce cloud flashing and popping as much as possible.
• New: Two rain clouds and one snow cloud added.
• Miscellaneous fixes and improvements.

Enjoy!
Posted By: Sandbagger

Re: Optional Cloud Mod (with Historical Weather files) - 01/27/22 06:32 AM

Hi all,
''BuckeyeBob' has released Version 4.2 of his Optional Cloud Mod.

The download is available in the 'User Mods Pages' (Sky Mods).

User created Sky mods

The page is dated 27th January 2022. If you don't see that date in the header block of those pages, clear your internet cache or refresh the page.

Mike
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 02/03/22 11:21 PM

I'm curious. Of those who use the OCM, how many also use Jara's Mission Editor and how many don't? The mod can look and behave differently depending on whether the M.E. is used or not.

Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 02/04/22 07:02 PM

I should mention that the most notable difference between using the cloud mod with or without the Mission Editor is how the horizon is rendered. Users who also use the Mission Editor and the Weather Manager button will have more distant horizons on clear and lightly cloudy days, while those who don't use the Mission Editor will have a more foggy and restricted horizon. The color and opacity of the band of haze near the horizon also may not quite match the exact weather type if the Mission Editor is not used. While I can easily create a version of the cloud mod with an extended horizon for those who don't also use the Mission Editor, I don't think I can do anything about the color of the haze without the editor.
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 02/04/22 11:25 PM

Does your horizon fog fix need to be ticked for it to have the distant horizons ect in ME mate? Cheers
Posted By: VonS

Re: Optional Cloud Mod (with Historical Weather files) - 02/04/22 11:26 PM

Your hard work on the cloud/weather mods. is greatly appreciated BB. Since I can't stand horizon banding (immersion killer for me) - I fly either with both your clouds/weather pack and JJJ's Mission Ed. loaded, or with neither (stock cloud types/patterns and no Mission Ed.) -- I never use the extra cloud pattern packs without the Mission Ed. precisely because of those possible haze discolorations and/or horizon banding bugaboo.

Cheers all,
Von S smile2
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 02/05/22 05:13 AM

Originally Posted by Adger
Does your horizon fog fix need to be ticked for it to have the distant horizons ect in ME mate? Cheers

Adger, you'll have to ask Jara that to get a 100% correct answer, but I believe the answer to that is yes.

Originally Posted by VonS
Your hard work on the cloud/weather mods. is greatly appreciated BB. Since I can't stand horizon banding (immersion killer for me) - I fly either with both your clouds/weather pack and JJJ's Mission Ed. loaded, or with neither (stock cloud types/patterns and no Mission Ed.) -- I never use the extra cloud pattern packs without the Mission Ed. precisely because of those possible haze discolorations and/or horizon banding bugaboo.

Cheers all,
Von S smile2

Thanks, again VonS. In regard to the horizon band, I might be able to create a mod to make the band is a little less noticeable, even when you use the cloud mod without Jara's Mission Editor.
Posted By: JJJ65

Re: Optional Cloud Mod (with Historical Weather files) - 02/05/22 07:23 AM

Originally Posted by Adger
Does your horizon fog fix need to be ticked for it to have the distant horizons ect in ME mate? Cheers

Yes, the radiobutton must be ticked.
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 02/05/22 01:39 PM

Hallo @BB,

very nice idea to develop a mod with a more extended horizon!!!; not only for user which don't use the OCM with ME but also for user, which don't use ME because they don't work with Java.

Greetings!
Posted By: Robert_Wiggins

Re: Optional Cloud Mod (with Historical Weather files) - 02/05/22 01:44 PM

Hi Becker

Just curious why you don't want Java on your system.
I would like to understand your thoughts.

Best Regards
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 02/05/22 04:11 PM

Hallo @Robert,

I have had big trouble / problems with Java a few years ago. So I decided not to work with Java any longer. And the result: In all the time till today there is no function, no program on my system for which I need Java. All works fine without it.

I hope you can understand my decision.

Greetings
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 02/05/22 04:54 PM

Thanks BB and Jara, quick few questions to you Jara if you can shed some light...WOTR doesn’t have the 3rd party button in Workshop like WOFF, scramble missions don’t give me time to open the ME they load too quick is that correct? Also the weather manager appears and shows Bobs horizon fix does that work the same as WOFF? Plane culling has thrown up issues for me so I don’t use that option in WOTR.

Sorry I maybe should have posted this in WOTR forum ..my apologies lads.
Posted By: Robert_Wiggins

Re: Optional Cloud Mod (with Historical Weather files) - 02/05/22 06:13 PM

Originally Posted by Becker01
Hallo @Robert,

I have had big trouble / problems with Java a few years ago. So I decided not to work with Java any longer. And the result: In all the time till today there is no function, no program on my system for which I need Java. All works fine without it.

I hope you can understand my decision.

Greetings


Thanks Becker!
Posted By: JJJ65

Re: Optional Cloud Mod (with Historical Weather files) - 02/07/22 01:33 PM

Originally Posted by Adger
Thanks BB and Jara, quick few questions to you Jara if you can shed some light...WOTR doesn’t have the 3rd party button in Workshop like WOFF, scramble missions don’t give me time to open the ME they load too quick is that correct? Also the weather manager appears and shows Bobs horizon fix does that work the same as WOFF? Plane culling has thrown up issues for me so I don’t use that option in WOTR.

Sorry I maybe should have posted this in WOTR forum ..my apologies lads.

That is easy - simply run Mission Editor when "Weather brief" window appears.

Attached picture weather.jpg
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 02/07/22 02:33 PM

Thank you for your reply Jara, il try that ..thanks for the ME for both sims.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 02/07/22 05:11 PM

Herr Becker,

Check your PM's please.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 03/06/22 03:32 AM

I found a minor error in the BB Large Fluffy Clouds.xml file that makes it have very few large, fluffy clouds. Fortunately, the fix is very easy to do.

First, navigate to the WOFF OCM 4.2 OBDWWI Over Flanders Fields/weather folder. Open up the Off_BB Large Fluffy Clouds.xml file with any text editor. In the third line, delete the "X" from "cloudcumulostratusX.xml" so it reads "cloudcumulostratus.xml" Save and close the file, then reload the mod. The cloud should now display correctly. smile
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 05/07/22 03:33 PM

I've discovered something interesting about cloud flickering and why there seems to be more of it in the campaign. During development of the cloud mod, I naturally did most of my testing using free flight in QC because it is faster and has fewer variables to worry about, including having to worry about getting shot down. Therefore, the only plane in the sky during testing was my own, naturally. It turns out, apparently, that this was a mistake. Last night, while testing a cloud with flashing in the campaign that doesn't flash much in QC, I changed my usual testing procedures and added eight wingmen to my free flight. Suddenly, the cloud that I thought I had fixed was flashing again! Something about the presence of other aircraft, either friendly or not, seems to increase the risk of flashing (this may also explain why I have also noticed an increase in flashing when flak appears or when you fire your guns).

At this point, I am not sure exactly why this occurs. It could be a video memory issue, or something to do with the Dx9 shaders, etc. Those of you with beefy video cards might be able to help sort out this issue for me by flying a free flight mission in QC using the BB_Fog.xml cloud, both with and without wingmen, to see if you notice any increase in flashing. I would be very interested in your results, which I could then report back to Winder to see what he has to say about the subject.

For now, this means I will have to go through all my weather types, including the "good" ones, to see if they have more flashing when other aircraft are present. I may also have to remove, or substantially revise, several cloud types from the next version of the cloud mod. I am already considering removing BB_Cloud and Fog.xml and BB_Cloud and Fog Low.xml due to this persistent issue.

On another weather "front" I will be releasing updates to both versions of the OFFHistoricalWeather files in a few days or so. Both will work in any version of WOFF.
Posted By: gecko

Re: Optional Cloud Mod (with Historical Weather files) - 05/07/22 10:37 PM

Do you know which type of sprite was flashing? In CFS3, I have determined that extremely large sprites, such those used with cirrus clouds and using the "Lockroll" parameter have Z-order issues and just don't like to play nice. I have also determined that tracers in particular will cause them to flash.

In addition, these clouds also suffer from a different mode of flashing and popping that is related to where you are looking relative to the origin point of the cloud. When the origin point is far enough off screen, the sim decides to save resources by not displaying clouds you can't see. The problem is that some of these cloud sprites have a size of 20,000 meters or more, so even though you might be looking away from the cloud's center, a large part of it is still visible when the sim stops rendering it. This can be improved significantly. This is because CFS3 does not place cloud sprites centered on the origin point of the cloud. For vertical sprites, the origin point is at the middle of the bottom edge of the sprite if all offsets are set to 0. This is useful for setting the altitude of cloud bases consistently. For horizontal (lockroll) sprites the origin is in the center of their southern edge, again if 0 offset is used. This greatly increases the popping issue when viewing from certain directions, since the whole cloud is actually to the North of the cloud's origin. The first thing is to keep the X and Y offset values to a minimum, with 0 being preferable. The Z offset adjusts the sprite North (positive values) and South (negative values) of the origin. So to account for the fact that the sprite's southern edge is on the origin with 0 Z offset, you will need to set the Z offsets to a negative value of half the height value of the sprite to center it. So for example, if your MaxHeight value for the sprite is 10000, you will want the maxZOffset value to be -5000, with the X and Y offsets set to 0. This places the sprite exactly centered on the origin point of the cloud. I have found this to dramatically reduce this kind of popping, through it does not fully eliminate it. That is dependent upon the size of the sprite and how close you are to it. The larger the sprite and the closer you are to it, the more chance you have of encountering popping.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 05/08/22 12:59 AM

Hi, gecko. I wondered where you may have gone! biggrin

Thanks for explaining the role of the offset values again. I think I have a basic understanding of how they work, but obviously, I have more work to do. So far, I have not had a whole lot of luck setting the Z offset to a negative value that is half of the height of the cloud. You are absolutely correct that cloud flashing is associated with the size of the cloud sprite and how close you are to it. I have tried to deal with this by reducing cloudRadius and increasing the altitude of problem clouds, but without 100% success. I'm not sure, but I think the size of the .dds file may also play a role here.

I have also experimented a bit with the "Lockroll" parameter. Do you know what the default setting for this is, i.e., the setting when you don't put it in the cloudfile?

For the most part, I think I have fixed the flashing issues with most high-level clouds. It's the low-level clouds that are still giving me the most problems.
Posted By: gecko

Re: Optional Cloud Mod (with Historical Weather files) - 05/08/22 02:32 AM

I've been pretty busy with real life stuff, and have a couple other CFS3 irons in the fire right now to boot. Progress is slow, and clouds are an absolute pain!

The default setting for lockroll is false, meaning the sprite will be vertical and rotate to face the player.

Yeah, those low level ones are pretty problematic. I don't yet have a good solution.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 05/09/22 07:35 PM

Hi, gang! As you by no doubt already know by now, I am STILL trying to track down the source of cloud flashing in CFS3 clouds and the OCM. In the course of testing different clouds in the OCM, VonS noted that some clouds that flash on my computer do not seem to flash on his rig. Notably, I have an nVidia card, and he has an AMD. Could cloud flashing have something to do with the choice of video card? To find out, I thought I might conduct the following poll. In addition to voting, please feel free leave a brief comment describing your experiences with cloud flashing. Posting your cpu processor stats may also be helpful. Thank you.

EDIT: All of the poll questions should be changed to ask if the user is experiencing some cloud flashing, not if they have a lot of cloud flashing. While some clouds in the OCM still have some occasional problems with cloud flashing, most users should not see it very often. I am only trying to track down the relatively few cases of cloud popping and flashing which may still exist for some users.
Posted By: VonS

Re: Optional Cloud Mod (with Historical Weather files) - 05/10/22 03:14 AM

Thanks for the interesting pol BB -- have voted for option two - AMD with 3+GB and no flashing noted.

Further details, clock/memory numbers at my end in stock form are 850 MHz / 1370 MHz. Have lightly overclocked to 1024 MHz / 1380 MHz; stock voltage and wattage numbers with no manipulation; works a treat (locked in via MSI Afterburner).

Two AMD FirePro D700s at my end, by the way, cross-fired but I doubt that the WoFF series cares for cross-firing. I point my PE/UE 4.18 install to the cfs3.exe and only use one vid card for the retro install - BH&H2 on the other hand points directly to WoFF.exe with no oddities noticed in cross-fired mode.

2048 pipelines per vid. card at my end but I don't know if that detail matters any vis-à-vis cloud flashing or lack thereof. (Also important to note may be vid. DLL generation installed - I am using the venerable ver. 17.x.x generation AMD vid. drivers for BootCamp, which date to around 2017 or so. I suppose that I should eventually test out the ver. 20.x.x generation, or at least 19.x.x, but don't see much point at the moment.)

In terms of CPU info. as suggested in the post containing the poll -- here's a bit of info., some of it taken from the relevant "EveryMac" stats. page:

3.5 GHz (TurboBoost to 3.9 GHz) Six Core 22-nm Xeon E5-1650v2 processor with a dedicated 256k of level 2 cache for each core and 12 MB of level 3 'Smart Cache.' 32 GB of 1866 MHz DDR3 ECC SDRAM. (I am at times tempted to upgrade to the E5-2690v2, a 10-core processor sold by OtherWorldComputing, but top GHz then drops to 3.0, with TurboBoost at 3.5 or 3.6 GHz -- so I will likely stay with the trusty six-core since it it is fine for simming and hits the good GHz.)

NOTE: ham-fisted overclocking of GPUs and imprecise tweaking of wattage/voltage throughput may result in occasional texture corruption in the WoFF series, so thread carefully if going that route. Mac BootCamp users are recommended to download the Windows ver. of "Mac Fans Control" and to set up more robust temp. controls than stock on Macs if interested in some GPU overclocking for good WoFFing.

Cheers all and happy over/under clocking (and don't burn out a vid. card, or two),
Von S smile2
Posted By: kksnowbear

Re: Optional Cloud Mod (with Historical Weather files) - 05/10/22 01:31 PM

Originally Posted by VonS
(I am at times tempted to upgrade to the E5-2690v2, a 10-core processor sold by OtherWorldComputing, but top GHz then drops to 3.0, with TurboBoost at 3.5 or 3.6 GHz -- so I will likely stay with the trusty six-core since it it is fine for simming and hits the good GHz.)


Not at all to derail this thread...but don't do it. (A 2690, that is)

I have several models of Xeon CPUs in that range, notably the 2690v2 you mentioned. I don't work with Macs at all, but I'm inferring your system uses an X79 chipset (based on the Xeon CPUs you've mentioned). I've built a half-dozen of these over the past year or so, experimenting with Nvidia dual-card SLI setups. A better choice if you want to change CPUs is the Xeon e5 1680v2 - almost universally recognized as *the* best upgrade one can do on a X79 platform for the cost. It has the same boost freq as your 1650 (3.9) as well as the same number of PCIe 3.0 lanes (40) and so on, for all the other pertinent areas. I've easily managed a 4500Mhz overclock out of a 1680 chip with good cooling, putting it in the ballpark of an i7-9700k that was running at 5200 in benchmark tests - not too bad for an older setup (X79 is such a great platform...don't get me started biggrin )

The extra cores in a 2690 aren't going to matter a lot in (most) games where they aren't used anyway; with the 1680 you still get 2 more cores than the 1650 and (much more significantly, in my experience) you get the same increase in cache over the 1650 as the 2690 offers (12 > 25M). That last bit - the cache - makes a significant difference in performance, even where more cores aren't necessarily useful. In my experiments with this group of socket 2011 CPUs (2690, 1680, 4960x, 3820...) the 1680 performed about 6% better than the 2690 (which itself outperforms the others: 1680>2690>4960x>3820).

Here's an Intel comparison tool with the 1650, 1690, and 2690 already loaded: >Intel ARK 2011 Compare<

BTW a final thought: You mentioned OWC...those Xeon server CPUs can be had for a *fraction* of the price at OWC, regardless of which chip...OWC wants $299 for the 2690, but that's insane...those CPUs sell (same exact chip/condition and yes, sellers who do return/refund) every day for ~$50. The 1680s are a bit more than the 2690 elsewhere (because everyone knows they're a better choice) - but even then, they're way less than at OWC; about $90 vs 219.

Sorry for the interruption, I'll be go back to (quietly) following the cloud popping discussion now smile
Posted By: VonS

Re: Optional Cloud Mod (with Historical Weather files) - 05/10/22 06:15 PM

Originally Posted by kksnowbear
... Not at all to derail this thread...but don't do it. (A 2690, that is) ...


Many thanks KK for that excellent and valuable info. - and no need to apologize for the post. In case I decide to upgrade the CPU, I will therefore go with the 8-core (the 1680) - I was under the mistaken impression that the 10-core is also as easily tweakable/overclockable as the 8-core, so your post came in very handy - there's also a 12-core variant (the 2697) but I have no use for that one and the GHz then drop below 3.0 . And thank you for the tip regarding OWC; will look elsewhere if I decide to swap CPUs.

The chipset in that generation of Mac Pros (trash can shaped model) by the way is Intel C600 PCH - from what I've been able to find on the internet, it is similar to the X79 you've mentioned. At any rate I'm pleased with the computer - it's very stable - reminds me of the good days of beige box computing in the Mac world (the Power Mac line of the 1990s, with the 7500/8500/9500 and later 76xx/86xx/96xx series -- those used IBM processors - I think it was the 604 and 604e processors - anyway, good times on workstation-quality rigs).

Cheers all and happy tweaking,
Von S smile2
Posted By: kksnowbear

Re: Optional Cloud Mod (with Historical Weather files) - 05/10/22 09:05 PM

Originally Posted by VonS
there's also a 12-core variant (the 2697)...


Yup, there are a lot of variants....but here's something of note: If that first digit is a "2", then the primary distinction of that chip is that it supports being run in a multi-CPU configuration. The 1680, for example - being a "1" - only supports single-CPU configs. All the 2xxx chips support dual CPUs. Being as I don't think you'd be running dual CPUs, you probably find that the "1" model chips are feature-for-feature cheaper than their "2" counterparts because of this distinction. So, you probably could save a bit by sticking with a "1" model that has cores/clock/cache that you want. BTW that Intel ARK is very helpful when looking for specific features; it will let you search and filter based on family, cores, speeds, pretty much whatever.

OK, I'll shut up now smile
Posted By: R.Talbot

Re: Optional Cloud Mod (with Historical Weather files) - 05/12/22 01:23 PM

Anecdotal note:

I went from a 5700XT to a 3080ti and went from constant flashing to zero flashing...

The game also looks completely different and i get constant 140 FPS with max everything.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 06/12/22 05:05 AM

Very brief update: I will be releasing two updated versions of the Historical Weather mod in the next few days, so stand by for that. Although both are designed to work with BH&H2, version 1.5 is designed to work best with vanilla BH&H2, while version 2.1 is designed to work best with the Optional Cloud mod.

R. Talbot: Interesting! I am currently working on a version of the cloud mod that I hope at least won't flash when guns or flak are firing, but your solution sounds even better!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 06/12/22 10:40 PM

All right, all right, all right! (Matthew McConaughey voice)

Version 1.5 and version 2.1 of my Historical Weather mod are now available at the following LINK

Both are compatible with BH&H2, and for that matter, all previous versions of WOFF. Why two versions, you ask? To be honest, I'm not really sure myself. It just sort of happened that way. Technically, I guess you could say that version 1.5 is designed to work better with vanilla BH&H2, while version 2.1 works better for those of you who also use some version of my Optional Cloud Mod. However, you can use either version as you see fit.

As far as the main differences between the two versions, I would say that version 2.1 is somewhat more historically accurate than 1.5. In 1.5, you are more likely to find yourself flying in rainy and cloudy conditions, while 2.1 has more "No Fly" days, where you used to be totally grounded. Of course, since OBD changed the weather system back in patch 1.26, you now have the option of either always flying, never flying, or choosing on a day-to-day basis whether to fly in rainy conditions, so No Fly days are less of a factor now. Personally, I prefer the old system of some days being complete washouts and other days being "iffier" weather-wise, but that is another discussion. I should point out that under the current system, you will be more likely to encounter heavy or medium rain on a No Fly day, so take that into account when choosing whether to fly or not on those days.

There is a readme file for both versions that more fully explains the differences between them, so take a look at them if you have any questions.

Good luck and happy flying!

BB
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 06/15/22 02:03 PM

Cheers BB for your continued work..great stuff
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 06/15/22 04:43 PM

You bet! Thanks for the support! cheers
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 06/15/22 05:05 PM

As mentioned above, I have discovered a possible problem with flashing for some people when guns fire, flak bursts, or there are several planes in the air. This does not occur for all users, and may be dependent on video card, CPU, system memory, or some combination thereof.

Question: Do you think it is worth it for me to go through the mod and try to eliminate this specific problem? I have had some success doing this on my own system, with a minimal loss in cloud quantity and appearance, but I need to know how widespread the problem is. Participating in the following poll may help me make this decision:
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 06/18/22 04:33 PM

Just one vote so far? Does anyone play this game anymore?? confused smile
Posted By: Panama Red

Re: Optional Cloud Mod (with Historical Weather files) - 06/18/22 04:43 PM

I do not think the problem is less playing of the game, versus OBD having improved the game over the years so much that people are using less and less mods when they do play the game to achieve the level of enjoyment that they desire when playing the game.
Posted By: VonS

Re: Optional Cloud Mod (with Historical Weather files) - 06/18/22 05:35 PM

Originally Posted by BuckeyeBob
Just one vote so far? Does anyone play this game anymore?? confused smile


I think the reality, BB, is that your cloud mod. packs are so good -- even in previous iterations -- that hardly any cloud flickering was present anymore even with the ver. 3.x.x generation of clouds -- so everyone is sailing along happily with their WoFF installs and admiring the scenery that your clouds pack provide, and therefore they didn't spot your poll. smile2

(Might I recommend perhaps opening a separate thread, not in the stickies, but under the regular threads -- for cloud flickering in relation to the cloud mod. packs -- and doing a poll there, instead -- I'm sure that will get the attention of more WoFFers. Whenever I used to do polls for the FM packs, I would always run a separate, new thread for that - and would get decent voting results -- although it often takes about a month, even in a separate thread, for enough votes to be cast.)

Cheers all and happy voting in the SimHQ-WoFF polls,
Von S
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 06/18/22 06:47 PM

Hallo @BB,

at first let me say, that your cloud-mod is outstanding, I have it in use since the early versions (and I'm sure I'm not the only one!). Similar to @VonS I have the meaning, that cloud-flickering is a "normal problem" we know since a long time. So I can imagine, that a lot of users got used to it. I at myself don't registrate it so sensibly, because it is not so important for me.

For more feedback I recommend the way from @VonS.

Greetings
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 06/18/22 08:40 PM

Thank you, fellows. In reality, I am not all that bothered by the lack of response to my poll, hence, the smiley. smile

However, I am one of those people who is experiencing flashing under this particular set of circumstances (firing guns, flak bursts, etc.), so I was curious if anyone else was experiencing the same problem. If so, maybe I should see if I can fix it. However, I can live with it if I am the only one experiencing the problem. In fact, I am hoping that not too many others report having the same problem because it will save me a lot of work! wink

I think Fullofit told me he also had this problem, but I can't find the post where he may have said it.
Posted By: 77_Scout

Re: Optional Cloud Mod (with Historical Weather files) - 06/19/22 06:24 PM

Originally Posted by Panama Red
I do not think the problem is less playing of the game, versus OBD having improved the game over the years so much that people are using less and less mods when they do play the game to achieve the level of enjoyment that they desire when playing the game.


I would say the same. The stock game plays really well for me so I use very few mods anymore. Also it is hard to keep up during periods when the developers are making changes and the mod maker is also doing lots of updates. If there is a good mod (cloud or other) that is finalized and stable and makes a noticeable difference/improvement over the stock game then I will happily grab it.

Kudos to our mod makers ... it is a lot of work for little recognition, so must be a labor of love.
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 06/20/22 11:55 AM

Yes, OBD has improved the game and improves it on top of that. And that's very good!!
IMHO the improvements are not so mod-relevant, because they concern other points / features in the most cases. And if I compare the PE-mods with the BH&H2-mods, then the most mods are living, have good interest-feedback and show a significant difference between default and mod.

So I believe more, that flickering has not the problem-priority for the most users.


Greetings
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 07/15/22 04:08 AM

Believe it or not, but I am again putting the finishing touches on a new update to the Optional Cloud Mod that I hope will become available sometime in the next week or so.

This update fixes a few cloud types that were not displaying properly in 4.2 and replaces an incorrect cloud file found in several of the more "foggy" cloud types. In fact, all fog clouds in the mod have been revised to significantly reduce the flashing and strobing that some users have been experiencing, with only a slight loss in overall "fogginess." A few cloud types that continued to have severe flashing in certain circumstances have been removed. On the other hand, another cloud type that was removed in version 4.2 because of flashing has been modified and will be back in the new version. Finally, along with many other improvements, several underlying cloud files have been revised in order to improve the look of several existing cloud types. Overall, I think most of you will be pleased with the results. With any luck, this will be my last update to the OCM.

Please stay tuned.

BB
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 07/23/22 11:24 PM

I have finished making changes to the update and am now testing to see how it works in the campaign and with Jara's Mission Editor. So far, everything looks good, but I could use some extra eyes to make sure that I haven't missed anything. Please let me know if anyone would like to help out with testing and get an early look at the update. If I can get two or three people to look at the mod, I may be able to release the update relatively quickly. If not, the final release may take a little longer.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 08/03/22 08:18 PM

While waiting to hear back from a few beta testers, I have continued to make several small adjustments to the update. Overall, I am very pleased with the results, although there always seems to be room for improvement. If anyone has any feedback or suggestions on how I might be able to improve the mod, this may be your last chance to do so, as I hope to release the final version in one or two weeks. Speak now or forever hold your peace!

BB
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 08/17/22 06:31 PM

Lots of crickets in here, it seems! wink biggrin

In any event, unlike previous versions, in which I was perhaps too eager to release an update once I was finished with the main work on the update, I have been much more patient this time around, doing additional testing (particularly in the campaign) and tweaking and revising as I go. As a result, the upcoming update should be the best and most problem free version of the mod yet. Of course, there will still be instances of cloud flashing and occasional cloud popping, particularly upon entering or leaving a cloud bank, but overall, this should be much reduced in the new version. I have also revised several of the weather folders so there should be better consistency among clouds within a particular folder. In other words, "variable" or "changeable" clouds will be thicker, more numerous, and darker than "medium" or "light" clouds, and "heavy" clouds will be thicker, more numerous, and darker than "variable" clouds, etc. Winter precipitation has also been adjusted to give a slightly higher chance of snow, as opposed to rain or just cloudy skies.

As mentioned in an above post, I have also removed several cloud types that continued to suffer from flashing problems or that did not seem to combine well with other cloud types in the campaign. A list of these deleted clouds will appear in the readme file, for those who may be interested. Finally, I have also updated many of the clouds in RJW's Reduced Clouds version of the mod, although I did not adjust any of the weather folders in that version.
Edit: Over the last few days, I have made a few minor changes to the weather folders in the Reduced Clouds version, as well.

So far, I have not run into any errors or bugs, but I am still waiting on feedback from a few beta testers before I commit to releasing the mod. No pressure! neaner

BB
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 08/28/22 04:07 PM

The new version is in the final stages of testing and updating the readme file, so the mod should be released within the next day or two.

Please note that in addition to being updated, the readme file will also contain a completely new section titled, "Important Note for Those Concerned About Excess Flashing and Popping." This section will contain some additional ideas on how to even further reduce cloud flashing and other cloud conflicts by making a few relatively simple edits to the OFFDynamicMissionWeather.xml file just before you start your campaign mission. Please see the upcoming readme for specific details.
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 08/29/22 02:02 PM

Cheers Bob on you’re continued work on this must have mod. For anyone who’s not tried the mod I honestly urge you too do so, it’s incredibly easy to install/ uninstall and it really is a fantastic mod addition to BHAH II.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 08/29/22 08:10 PM

Thank you for the ringing endorsement, Adger!

Although I had hoped to have released the update to the mod by now, I keep finding myself making minor changes. One more evening of testing perhaps, and the mod should be ready to go.

I really do think the updated version is both better and (at the least) has been much more thoroughly tested than the old version, so everyone with 4.2 will probably want to update to the new version.

For those who may have tried earlier versions of the mod but uninstalled it because it either had too many clouds or produced too much cloud flashing/popping, the new version has been significantly revised to try and deal with both problems. In addition, the readme file contains a few additional relatively easy tricks you can use to reduce flashing, as well. You may also wish to try the RJW inspired Reduced Clouds Option, which has approximately 40% fewer clouds than the full version, but still more than the vanilla game--for those who perhaps wish for a little more variety in life!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 08/30/22 03:54 AM

Version 4.4 is now available for download! band

You can find a link to the new version at the bottom of my first post in this thread. A link should also become available on Sandbagger's site later today.

Thank you to all of my beta testers, but in particular, to Adger and VonS, for their continued help and assistance in the latest development of the mod. Of course, any errors or omissions are my fault alone, although I don't think there are any big ones, at least!

If you have any feedback about the mod or anything contained in the readme file, please do not hesitate to ask.

Once again, enjoy! copter

BB
Posted By: Sandbagger

Re: Optional Cloud Mod (with Historical Weather files) - 08/30/22 12:00 PM

Hi all,
'BuckeyeBob' has released Version 4.4 of his Optional Clouds Mod.

The download is available in the 'User Mods Pages' (Sky Mods).

Sky Mods

The page is dated 30th August 2022. If you don't see that date in the header block of the page, clear your internet cache or refresh the page.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 08/30/22 01:25 PM

Thanks, Mike!
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 08/30/22 04:32 PM

Thank you very much @BB!!

I'm happy about that and I hope I can fly with it at the weekend!


Greetings!
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 08/31/22 04:05 PM

Thank you BB ..another fantastic iteration of your OCM. Many thanks for your continued work mate.
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 09/03/22 06:18 PM

Hallo @BB,

yesterday I have had time to compare your OCM4.4. with OCM4.2, of course only in quick-combat, because the campaign-comparison is very difficult.
And, at first, all works fine!!!

My feedback: Please let me say, that in quick combat I like more the 4.2-cloud-sky. Why? In 4.2 you have more cloud-variants with a better feeling to fly under overcast cloud-layer, there are more cloud-particles and fog-layer at lower altitudes. Altogether it seems the clouds of 4.2 are showing more variability IMHO (additionally: In WOFF-default you have Cumulus and you have the ability and the talent to simulate Stratus!).

For example:
OCM4.2 BBcloud and fog low / OCM4.4 is missing
OCM4.2 BB cloud and fog (better overcast IMHO)
OCM4.2 BBMist and clouds (better overcast IMHO)
OCM4.2 BBMist / OCM4.4 is missing
OCM4.2 BBOvercast with rain (better overcast IMHO)
OCM4.2 BBRain and fog (the only cloud variant with a full stratus-layer!)
OCM4.2 PRFog (good fog-layer) / OCM4.4 is missing

But of course the effect in campaign-mode is more important. So it is possibe, that my impression is an error of mine.

For a better understanding: My priority is not the problem with popping / flashing (maybe it is not so big on my system, so what shall’s?)!
My interest is a cloud-variability as realistic and varied as possible.

So -long speech, short sense- let me ask this: Which one is the best BH&H2-compatible OCM-Mod to get the most realistic and varied cloud-sky (without any account of popping / flashing!)?


Thanks for answer and all the great work!!

Greetings
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 09/03/22 07:20 PM

Good question, Becker.

The short answer is that 4.2 is probably better, if you want more cloud variability and cloud flashing is not much of a problem on your system. 4.4 was mainly designed around getting rid of as many clouds with flashing problems as possible. Unfortunately, for some reason, many of the flat or stratus clouds are the ones that seem to have the worst flashing or popping problems, so I had to eliminate some of them in 4.4.

There are one or two errors I still need to correct in 4.2, so I will have to upload a new version of 4.2 later.

Thanks for the feedback. If anything else, having two versions gives users a choice as to which they like best.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 09/10/22 01:18 AM

As I have said before, not everyone experiences a lot of cloud flashing on their computer, or at least they are not bothered by it very much. For those lucky people, I have some good news. At the urging of VonS, Becker01, and a few others, I have decided to upgrade version 2.9.2 of the mod to incorporate variants of many of the new BB clouds that have since been added to OCM 3.0 and OCM 4.0. In fact, since I now have several versions of the OCM on my computer, I have decided to offer these versions as a package of cloud mods, to give the user the ultimate flexibility in their choice of clouds for the game. Therefore, the next public release of the mod will contain the following three versions of the mod:

OCM 2.9.3 for users who either don't have, or aren't bothered by cloud flashing, and who prefer the most varied and realistic clouds, including fog and stratus cloud types. Suitable for all versions of WOFF.

OCM 4.5 for users who want more clouds than the stock game, but who don't like the fog and stratus cloud types that seem to be a major cause of cloud flashing. OCM 4.5 has also been optimized to work best with BHaH2.

OCM RJW's Reduced Clouds version for those who prefer more clouds than in the stock game, but who experience, or are bothered by, cloud flashing on their computer.

All three versions have been optimized to reduce high-level cloud popping as much as possible. Users of 2.9.3 will probably experience more cloud flashing than users of the other two versions, but most likely only at low altitudes.

Since all three versions are already complete (with the exception of the update to 2.9.2 and a few minor adjustments to 4.2), it shouldn't be long before the update is ready.

BB
Posted By: Panama Red

Re: Optional Cloud Mod (with Historical Weather files) - 09/10/22 01:06 PM

Thank you, options are always best. thumbsup
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 09/10/22 03:30 PM

Indeed. There should be a version that should satisfy just about anyone.

Well, almost... wink
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 09/27/22 04:29 AM

The updated mod is now in the final testing stages and should be ready for release within a few days. In order to reduce confusion, I have decided to update the version number of all three mod "packages" to version 5.0. The following is the full name and a brief description of each:

Quote
WOFF Optional Cloud Mod 5.0 Full Clouds Option

The Full Clouds Option is an updated and improved version of OCM 2.9.2, with the addition of more than 20 weather types from OCM 3.0, 4.0, 4.2, and 4.4. This version has the greatest variety of clouds, including fog clouds, haze clouds, and stratus (flat) clouds. Recommended for most users.

WOFF Optional Cloud Mod 5.0 Reduced Clouds Option

The Reduced Clouds Option removes or uses revised versions of many of the fog and stratus clouds found in the Full Clouds Option that may cause problems for some users. Recommended for users who experience undesirable levels of cloud flashing, strobing, or popping when using the Full Clouds Option.

WOFF Optional Cloud Mod 5.0 RJW Lighter Clouds Option

The RJW Lighter Clouds Option eliminates even more clouds with flashing or popping problems from the mod, while still providing more variety in weather types than the original game. Recommended for users who want more clouds than “vanilla” WOFF, but who want to reduce as much cloud flashing and popping as possible.

In addition to the changes to the Full Clouds Option (formerly OCM 2.9.2), the other two versions have also been updated, so users of either version of 4.4 may also want to update to the new version.

Cheers!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 09/30/22 09:43 PM

The WOFF Optional Cloud Mod 5.0 Pack is now available for download! To download the mod, scroll down to the bottom of the first post in this thread. The mod should also be available on Sandbagger's site within the next day or so.

As stated above, there are now three versions of the mod. The Full Clouds Option is recommended for most users and contains the greatest variety of clouds and weather conditions. However, some users (particularly those with less powerful computer systems) may experience an undesirable level of cloud flashing and strobing with the full version. These users may want to try the Reduced Clouds Option instead. Most of the clouds in the full version are also present in this version, but they have been revised to reduce as much cloud flashing, strobing, and popping as possible. The final version is the RJW Lighter Clouds Option. This option was specifically requested by Robert_Wiggins, due to excessive cloud popping on his system. Many of the clouds that seem to "pop" or inflate quickly into and out of view have been removed from this version, so overall, there are fewer clouds in this version of the mod. This version is recommended for users who particularly dislike cloud popping, as opposed to cloud flashing and strobing. This version may also be the choice for those who prefer to fly in less cloudy conditions, even in so-called "heavy" weather.

Each version of OCM 5.0 is fully compatible with WOFF UE, PE, and BHaH 1 and 2. However, since the mod was developed on BHaH2, some of the clouds may look slightly different on these earlier versions of WOFF.

Instructions for installing and using the mod, along with lots of additional information about how to customize the mod and the many various changes and additions that have been made to the mod, can be found in the included readme file. As always, if you have any questions about the mod, or if you experience any problems, please do not hesitate to contact me on this forum.

Happy flying!

BB
Posted By: jakethescot1

Re: Optional Cloud Mod (with Historical Weather files) - 10/01/22 02:56 AM

Absolutely beautiful.
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/01/22 03:17 AM

Thanks, Jake.

Did you have a chance to fly some missions already?

All credit for how pretty the clouds look must go to OBD, though. I just found a way to "enhance" their beauty a bit. wink
Posted By: Sandbagger

Re: Optional Cloud Mod (with Historical Weather files) - 10/01/22 08:22 AM

Hi all,
'BuckeyeBob' has released Version 5.0 of his Optional Clouds Mod.

The download is available in the 'User Mods Pages' (Sky Mods).

Sky Mods

The page is dated 1st October 2022. If you don't see that date in the header block of the page, clear your internet cache or refresh the page.
Posted By: jakethescot1

Re: Optional Cloud Mod (with Historical Weather files) - 10/01/22 01:12 PM

Yes. I have flown several missions and have enjoyed them much. I spend a lot of my time looking at the clouds, and forget to look for enemy aircraft.
Posted By: Adger

Re: Optional Cloud Mod (with Historical Weather files) - 10/01/22 08:23 PM

Thank's as always BEB cheers
Posted By: jerbear

Re: Optional Cloud Mod (with Historical Weather files) - 10/23/22 08:46 PM

Hello B.E.B.

There must be something I'm not getting here. I unzipped the Mod and got the folder with all three Mods and the ReadMe. But, when I click on the Mod options there is nothing in the menue for installing.

The Mod as a whole is in my JSGME but does nothing.

What done I wrong?

I see that in the ReadMe it says that the Mission editor is necessary for optimal use of this Mod but does not say it is required>

Jerbear
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Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/23/22 10:30 PM

Hi, jerbear.

Yes, installation is slightly different with v5.0, but you are close. Instead of extracting the main folder to the MODS folder, extract the three subfolders just below the main folder instead. Then, use JSGME to enable just one of the subfolders (Full, Reduced, or Light).

Hopefully, that should clarify things.

Happy flying!
Posted By: jerbear

Re: Optional Cloud Mod (with Historical Weather files) - 10/23/22 11:09 PM

Thanks BEB

I got it but it was a little strange. Couldn't do anything with the 3 versions under the main folder but I copied the option I wanted, pasted it on the main Mod page by itself and JGSME took it and it works now.

Could just be me. I came out backward when I was born, butt first, that's the way everything seems to work for me.

Jerbear partything
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 10/24/22 12:24 AM

Hmm, no one else has told me of a similar problem. Maybe no one else is using the mod??!! eek2

Please let me know if you have any other issues.
Posted By: Becker01

Re: Optional Cloud Mod (with Historical Weather files) - 11/04/22 09:12 PM

All okay!

Short info:
Every mod I extract in a free folder at first to see what I have. Then I copy the mod (or the favorite part of it, as with your OCM5.0) in the WOFF-mod folder.
That way worked all the time so far.

Greetings!
Posted By: BuckeyeBob

Re: Optional Cloud Mod (with Historical Weather files) - 11/05/22 01:59 AM

You can do it that way, too!

Cheers!
Posted By: Fubat

Re: Optional Cloud Mod (with Historical Weather files) - 11/26/22 10:41 AM

Originally Posted by Becker01
All okay!

Short info:
Every mod I extract in a free folder at first to see what I have. Then I copy the mod (or the favorite part of it, as with your OCM5.0) in the WOFF-mod folder.
That way worked all the time so far.

Greetings!



I use this same method, never fails.

Thanks BEB for another great mod.
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