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Mod Aerodrome v0.1b


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#1 WW1EAF_Paf

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Posted 20 January 2013 - 15:51

Mod Aerodrome v0.1b


Image
Jasta 2 above Lagnicourt, September 1916

This modification developed from my Project Roucourt and in this version adds two unique Airfields and their villages Roucourt & Lagnicourt to your game. It needs "Mods On" ticked and is Singleplayer only.

Although long from being finished in a way I would like to have it, I decided to release my modification as a betaversion.

In the last days I integrated my content into Pat Wilsons Campaign Generator (12beta2),
so these two airfields have some gameplay-value. Most likely it is not implemented in a perfect way. AI TakeOff should be working pretty good. I could run only a few tests with Ai-landing and hope its not too bugged.


Content:
Adds Roucourt & Lagnicourt to your western-front-map for Pat Wilsons Campaign Generator.
Lagnicourt Airfield is used by Jasta 2 (Boelcke) between 1.September 1916 and 5. December 1916.
Roucourt Airfield can be used with Jasta 11 between 13. April 1917 and 9. June 1917,
also with Jasta 12 in the periods 28.July 1917 - 6. November 1917 & 27.November - 3.February 1918.


Installation:
This modification is JSGME-ready and I recommend using this way.
Just extract the archive and place the folder "Mod Aerodrome 0.1" in your JSGMEMODS- directory and enable it.
Note: I used the PWCG betaversion so please check, if the PWCG folder inside matches your directory for Pat Wilsons Campaign Generator.

The other way is to simply drop the content of the folder "Mod Aerodrome 0.1" into your gamedirectory.


Please be aware of the following issues:
General:
- at this state only summerversion is available, Autumn is in work
- the tenthangars have no working collision and damagemodel yet
- "magic window" in the closed tenthangar will be fixed when I will work on 3D again.

Roucourt:
- hangars are floating because of the hilly ground
- wooden hangars in the forest are still missing

Lagnicourt:
- TakeOff only with 6 planes possible.You can try to fix this abit by adjusting the spacing between the planes in PWCG.

Download
Updated version 0.1b


Additional notes:
I recommend Ankors SmartBlur Mod, which helps alot against the jaggies on the villagetextures.

Many thanks to all who helped me and still helping kindly with their knowledge.
Thanks DiFis, Rama, Vander and AnKor for all the technical help & JFM for great historical reference!
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#2 AnKor85

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Posted 20 January 2013 - 16:12

It seems you may have forgotten the "layers.ini" file - I still see the "shadow" of old hangars at Lagnicourt in the middle of the town.
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#3 WW1EAF_Paf

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Posted 20 January 2013 - 16:25

Thanks AnKor, Download fixed.
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#4 realCallahan

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Posted 21 January 2013 - 16:44

Great stuff, will download it!

Salute and thank you for the work!

Lehmann
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#5 jeanba4

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Posted 21 January 2013 - 16:45

Great to see that more and more 3rd partie mods are coming
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#6 elephant

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Posted 21 January 2013 - 18:48

Fantastic, Thanks Paf!
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#7 hq_Jorri

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Posted 21 January 2013 - 19:29

Thanks!
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#8 J5_Wolf

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Posted 21 January 2013 - 20:02

Thank you very much my friend, great work! Anyway can you do Jasta 5's airfield if it's not too much trouble. We would be forever greatful!

:S!:
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#9 Der.Mo

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Posted 22 January 2013 - 00:24

Awesome! Thank you very much!
I´m currently running a PWCG campaign with Jasta 12 in August 1917 so this mod has a perfect timing for me :)
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#10 HotTom

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Posted 22 January 2013 - 01:32

Amazing, Paf!

Many thanks!
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#11 WW1EAF_Paf

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Posted 22 January 2013 - 10:19

Thank you all,
please report any problems with AI on the Airfields. I did this the first time and don't know if I considered everything.

@ Wolf, Boistrancourt is definately one airfield I would love to make. I did a bit research yesterday and its looking good. Only problem are the missing rails along the mainroad and the "castle" with its wall. Its a must-have in my eyes for Boistrancourt, but I am not that much motivated in the 3d-department at the moment, because its taking me ages ;)
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#12 AnKor85

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Posted 22 January 2013 - 16:55

"Houston, we've had a problem."

Looks like my worries about "forest_cut.wtr" being less than original have been confirmed.
I just tried to take off from "Bellevue Ferme" - was playing built-in Scenario for Albatross D3 named "call from the frontline" and my flight collided with invisible trees :(
I removed your "forest_cut.wtr" and take off was good after that.

Either forest_cut.LDF file that comes with the game doesn't include all airfields or something else went wrong.
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#13 WW1EAF_Paf

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Posted 22 January 2013 - 17:10

Thanks for the info AnKor.
So it seems I have to check them all in the ME :?
I hope the ldf is just not up to date and its nothing else….
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#14 WW1EAF_Paf

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Posted 23 January 2013 - 09:24

fixed
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#15 WW1EAF_Paf

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Posted 23 January 2013 - 15:05

Thanks to Ankor I can release version 0.1b.

- Most important it fixes the bug with invisible trees on other airfields.
- Some details were added to Lagnicourt-texture
- Tenthangars at Lagnicourt & Roucourt have "dirty grass" texture now infront.

Download
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#16 WW1EAF_Paf

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Posted 24 January 2013 - 19:41

Some work in progress on autumn variant.
Image
Image
And another Airfield.
Image
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#17 elephant

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Posted 24 January 2013 - 20:29

Nice! :D

Image

Image

You need to add numbers to those hangars… ;)
(and No2 is taller than No1)
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#18 WW1EAF_Paf

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Posted 24 January 2013 - 21:44

Yes,
Boistrancourt will take some time to get finished. It needs new ojects. The hangars are the ingame-preset. I wish we were able to play with singel hangar-meshes and don't have to build them all again…
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#19 Bullets

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Posted 24 January 2013 - 21:47

Nice work WW1EAf_PAG!!!
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#20 redcoat22

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Posted 28 January 2013 - 15:04

It is still missing the 3D cow model.
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#21 realCallahan

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Posted 28 January 2013 - 17:02

Thank you Sir for the work!
You made a really great job!
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#22 WW1EAF_Paf

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Posted 29 January 2013 - 20:15

Thank you :)

It is still missing the 3D cow model.
Yep :cry:

Well, for Boistrancourt I will definately need to build some unique 3D-Models and this will take time. I don't know yet when I start building it. Right now I just layed the basic stuff and painted the texture.

But whats coming with next version is an Airfield just north-west of Cambrai, laying at the Mainroad Cambrai-Douai.
Image
Image
Image
Problem is the very hilly underground. Still have to test AI.
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#23 realCallahan

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Posted 30 January 2013 - 12:27

Great, it looks amazing! :)
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#24 jeanba4

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Posted 30 January 2013 - 13:13

Excellent for immersion !
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#25 vschoell

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Posted 03 February 2013 - 13:44

Hello,

First a big thank you ! for your great work on the aerodromes. I wish you could make more ones in a shorter time, but all the ones are hard work, i know. It would be very cool if you can make the path of MvR aerodromes:

JASTA 2: Velu (27.08.16 - 23.09.16), Lagnicourt Autumn and winter (24.09. - 05.12.16), Pronville (05.12.16-14.01.17) ,

JASTA 11: La Brayelle (15.01.17 - 14.04.17) Winter, Roucourt (15.04.17 - 08.06.17) (always there), Harlebeke (08.06.17 - 01.07.17) , Marckebeke (02.07.17 - 22.11.17) Summer, Autumn and Winter , Avenes Le Sec (22.11.17 - 22.03.18) Autumn and Winter, Avoingt (22.03.18 - 25.03.18), Lechelle (26.03. - 11.04.18), Cappy (12.04. -).

By the way Jasta2 don't move before 23.Sept. 1916 to Lagnicourt. So it would be great if you can change the starting date of Lagnicourt to 24.Sept 1916.

If you need help with the exact locations, i can help.

:S!:

vschoell
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#26 WW1EAF_Paf

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Posted 03 February 2013 - 18:02

Thanks vschoell,
I will correct the startdate for Lagnicourt in next version.
I did abit on La Brayelle, but that one is really in its first steps.
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#27 Oscar17

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Posted 13 March 2013 - 13:36

Quote " I wish you could make more ones in a shorter time, but all the ones are hard work, i know. "

The trick would be a document(s) that outlines all the processes, steps and tools necessary, to create the same effects at other locations based on what WW1EAF_Paf has done here. More people, less work, less time……instead of 1 person, more work, more time.

I'd like to rework the Toul area. I have the pictures, info, stories, history, site data, etc. I just don't have the process, steps, tools involved, files involved and general information to make it happen. I'm also a crappy artist.

If enough of this type of mod were made, maybe RoF would start integrating them into the existing map.

All I can do at this point is drool over this work and enjoy it from the download…..and in game!
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#28 theMoxy

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Posted 13 March 2013 - 23:48

I always get the feeling that if 777 opened up their code to their customers, we'd probably have the most amazing sim in the universe within a year or two.
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#29 MarcoRossolini

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Posted 14 March 2013 - 12:08

Good stuff Paf, damned good show. :S!:
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#30 SYN_Vander

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Posted 14 March 2013 - 14:30

I always get the feeling that if 777 opened up their code to their customers, we'd probably have the most amazing sim in the universe within a year or two.

LOL, that's what everyone thinks. The reality is that RoF has been quite open for quite some time and the number of true mods or additions is very low. Only now are we starting to see some new stuff; 3d objects mainly, but very slowly…
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#31 WW1EAF_Paf

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Posted 14 March 2013 - 15:21

Vander is right, alot is open and already possible. But only little is happening. In another genre we would already have a ton of mods.

When I have time I will post some progress on next version.
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#32 WW1EAF_Paf

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Posted 14 March 2013 - 20:09

I'd like to rework the Toul area. I have the pictures, info, stories, history, site data, etc. I just don't have the process, steps, tools involved, files involved and general information to make it happen. I'm also a crappy artist.

Oscar, maybe I can write down the necessary steps some time, but I don't have much time lately. Young kids and we start to build our own house this year, so alot of RL work.
To get the villages and aerodromes in game I had to ask alot of questions to the ones with the knowledge and I am happy they helped me out. It was a process that took its time and there is still alot to learn/figure out.
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#33 theMoxy

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Posted 14 March 2013 - 22:20

I always get the feeling that if 777 opened up their code to their customers, we'd probably have the most amazing sim in the universe within a year or two.

LOL, that's what everyone thinks. The reality is that RoF has been quite open for quite some time and the number of true mods or additions is very low. Only now are we starting to see some new stuff; 3d objects mainly, but very slowly…

Oh Wow… good to know. I'm a bit surprised that no one has tried tinkering a bit more with the AI in-combat skills…well, except for Criquet's efforts (thanks again!)
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#34 =III=Flav

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Posted 15 March 2013 - 09:41

This is amazing, keep up the fantastic work!
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#35 Trav194

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Posted 16 March 2013 - 15:47

If everything isn't working correctly why not wait till it is to release it?
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#36 WW1EAF_Paf

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Posted 16 March 2013 - 16:11

Except the tenthangars, which can't be crashed into/ destroyed in this version, it should work.
I released it as a testversion, because I have no idea when it will be finished fully and I think you can get something out of it already. If not, its o.k., just disable it again ;)
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