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JJJ65 #4476530 06/03/19 02:56 PM
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Originally Posted by JJJ65
Mission Editor v 1.7.6 released, download available here.
Revision changes:
1. Solved (hopefully) compatibility issue with WOFF UE 4.22+ update
2. Various randomization of enemy ambush situation (thx to Fullofit's request) - still WIP

Enjoy!



Wow you're super fast and this is AWESOME news! Thank you!!!


System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440

JJJ65 #4476610 06/03/19 09:36 PM
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Super thanks for your work, JJJ65. Much appreciated!

JJJ65 #4476621 06/03/19 11:06 PM
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Great! Looks like there is a new .exe file to launch the Mission Editor, as opposed to running the .jar file?

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Originally Posted by 77_Scout
Great! Looks like there is a new .exe file to launch the Mission Editor, as opposed to running the .jar file?

You can launch ME with *.exe file as well as *.jar file. The choice is yours wink .
But seriously, the exe file is included to allow creation of ME shortcut on Windows desktop.

Last edited by JJJ65; 06/04/19 05:58 AM.
JJJ65 #4476643 06/04/19 05:57 AM
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Thx to Robert Wiggings I can offer you the latest version of ME Tutorial.
Download available here.

JJJ65 #4476680 06/04/19 03:28 PM
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Originally Posted by JJJ65
Originally Posted by 77_Scout
Great! Looks like there is a new .exe file to launch the Mission Editor, as opposed to running the .jar file?

You can launch ME with *.exe file as well as *.jar file. The choice is yours wink .
But seriously, the exe file is included to allow creation of ME shortcut on Windows desktop.


I figured that might be why you added the .exe file. This makes it much easier to pin to the Windows taskbar ... Thanks!!

Last edited by 77_Scout; 06/05/19 01:01 AM.
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Originally Posted by 77_Scout
Originally Posted by JJJ65
Originally Posted by 77_Scout
Great! Looks like there is a new .exe file to launch the Mission Editor, as opposed to running the .jar file?

You can launch ME with *.exe file as well as *.jar file. The choice is yours wink .
But seriously, the exe file is included to allow creation of ME shortcut on Windows desktop.


I figured that might be why you added the .eve file. This makes it much easier to pin to the Windows taskbar ... Thanks!!


Yes this makes things super easy, thank you!!


System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440

JJJ65 #4478044 06/14/19 10:27 AM
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Mission Editor v 1.8.1 released. Download available here .
Revision changes:
1) Reworked and more randomized ambush conditions and situation
2) New feature added - culling planes/formations that are beyond selected distance from player. Distance is selectable by slider. Idea by HarryH to eliminate processor workload by removing aircraft that are out of active area (especially in later time of war).
3) Small bugfixes

Enjoy!

Attached Images
Cull1.jpg Cull2.jpg
JJJ65 #4478084 06/14/19 01:51 PM
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thumbsup thumbsup thumbsup


System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440

JJJ65 #4478100 06/14/19 03:12 PM
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at last !!!!


make mistakes and learn from them

I5 4440 3.1Ghz, Asrock B85m Pro3, Gtx 1060 3GB
JJJ65 #4478123 06/14/19 05:12 PM
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Excellent. Your fabulous mod keeps getting better and better.

Thanks

JJJ65 #4478127 06/14/19 05:20 PM
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Triple J,thanks for your brilliant ME that gets better and better with every update.


They shall grow not old, as we that are left grow old:
Age shall not weary them, nor the years condemn.
At the going down of the sun and in the morning
We will remember them.
JJJ65 #4478193 06/15/19 01:58 AM
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JJJ, a couple of small things: it seems that by default you most always have planes cut from missions, even with distance at 50...

I've had one instance of a mission failing to start because one flight had lost it's escort mission (presumably it had been culled by your ME). Might be tricky to solve?

Overall though, this is so helpful for late war missions!


System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440

JJJ65 #4478204 06/15/19 05:39 AM
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I forgot to mention - setting culling distance to 0 disables culling.
Regarding escort and escorted missions - I hoped that both, escort and escortee will be culled, but, as you found, that is not true. I will have to recode the culling filter in respect to waypoint types. Thx for pointing that out.

JJJ65 #4478233 06/15/19 01:58 PM
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Originally Posted by JJJ65
I forgot to mention - setting culling distance to 0 disables culling.
Regarding escort and escorted missions - I hoped that both, escort and escortee will be culled, but, as you found, that is not true. I will have to recode the culling filter in respect to waypoint types. Thx for pointing that out.


Perfect, thank you!


System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440

JJJ65 #4478471 06/17/19 11:16 AM
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On 2) above why not just click a setting lighter on the campaign setting in workshop?
Regional Air Activity setting in Worskhop.

It's optimized to produce less of a range (smaller regional activity) circle of operations so scales automatically based on many complicated factors (there are many, one example is 'are there enough squads in the region etc to produce a war') it doesn't break escorts or other missions, and will reduce flights and also the numbers in the flights too to help with CPU load.

In future, we will likely add a visual indicator - circles to show the already-built-in regional activity and operational area controls where AI is active. Also we have more than 1 circle in use for various reasons.

On long range missions, for example Gotha raids, you also need to cope with the fact you may be flying to another country to fight - so culling flights based on a small circle will kill that campaign mission type.

There is also always a chance you will be ambushed so not sure why you need to add more, there are real flights on patrol not "spawned",
Heavier activity will give more chance of seeing enemies or being ambushed of course.

Last edited by Polovski; 06/17/19 11:22 AM.

Regards,

Polovski
OBD Software, developers of epic, immersive, unique flight sims;
Wings Over Flanders Fields & Wings Over The Reich
https://www.overflandersfields.com
https://www.wingsoverthereich.com
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Originally Posted by Polovski

On long range missions, for example Gotha raids, you also need to cope with the fact you may be flying to another country to fight - so culling flights based on a small circle will kill that campaign mission type.

ME's Plane culling feature does not cull planes around player in small circle. In fact, it creates polygon copying player's flight path in choosen distance (how it say in English - equidistant?).
Originally Posted by Polovski

...it doesn't break escorts or other missions

Mission Editor 1.8.2 should already solve that problem and does not break any mission. Available below for download.

Flight paths after culling (in red and yellow):
[Linked Image]

Culled flight paths (in black):
[Linked Image]

Player's flight paths in green

Attached Images
Culling_after.jpg Culling_.jpg
Last edited by JJJ65; 06/17/19 12:28 PM.
JJJ65 #4478476 06/17/19 11:46 AM
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Mission Editor v 1.8.2 released. Download available here.
Revision changes:
1) Fixed bug in aircraft culling feature when missing (culled) escort/escortee caused WOFF to crash
2) Executable file with new WOFF/ME icon
3) Small code fixes
Enjoy!

JJJ65 #4478509 06/17/19 02:31 PM
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Many thanks, again JJJ!!


System: i5 8600K @ 3.6GHz,16GB DDR4 @2666MHz. RTX2080, MSI Z370 mobo, Dell 27" G-SYNC @ 144Hz. 2560x1440

JJJ65 #4478513 06/17/19 02:49 PM
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Brilliant,great work again..cheers Triple J.


They shall grow not old, as we that are left grow old:
Age shall not weary them, nor the years condemn.
At the going down of the sun and in the morning
We will remember them.
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