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Author Topic: Project DGen_mod  (Read 376728 times)

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greybeard

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Re: Project DGen_mod
« Reply #1092 on: March 13, 2015, 04:32:14 AM »

1. Does that "weapons_ru.properties" file cover ALL a/c in the game?

It should. I mean, that file is mandatory for Starshoy's DGen, since this latter search aircraft weapons in it, and gives error if something is missing. Different for Asura's DGen_mod, which looks for weapons in its own AllWeapons.dat, then using [episode_name]Planes.dat as a filter. For Asura's users the file thus becomes just a reference, though important. Megapacks (like TFM) developers should keep it updated, as well as players should add lines related to new planes added.

Quote
2. So the entries in the Asura weapons file should basically match the file above, correct?

Yes, they should.

In lack of clear, matching reference, you can always scroll in QMB aircraft preview its loadout options: those are read directly from plane Java code, if weapons_ru.properties is missing related lines: a lot of errors are possible, from spaces (blanks) inside weapon name (e.g.: "2x Type3"), to incomplete loadout lists for missing Java code of some weapons.

This kind of debugging can be an instructive experience for you; keep in mind that you may always remove that arguable set of two rocket-bombs (issued in 1944) for A6M5 (which is of 1943) as I suggested earlier. ;)
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jeanba

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Re: Project DGen_mod
« Reply #1093 on: March 13, 2015, 04:38:40 AM »

While seeing greybard's campaign I have a question / request for asura :
Would it be possible to have "complex campaign names" ?
Now it is 'country) + 1 character, such as :
(campaign)GBG.dat
It would be better to have campaigns such as :
campaignGB610sqdn.dat
This would allow more options and to finetune campaigns according to units specificities quite easily
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Barkhorn1x

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Re: Project DGen_mod
« Reply #1094 on: March 13, 2015, 07:33:32 AM »


This kind of debugging can be an instructive experience for you;...

Thanks again Greybeard - and oh it is.  It is indeed.  ;)
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Asura

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Re: Project DGen_mod
« Reply #1095 on: March 16, 2015, 12:56:01 AM »

While seeing greybard's campaign I have a question / request for asura :
Would it be possible to have "complex campaign names" ?

Now game and the generator support a campaign code (ID) from 10 any symbols. In game it isn't limited in general, and in the generator I left restriction so far. It is possible to use such ID of campaign - campaignsUNsqdr594001.dat
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jeanba

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Re: Project DGen_mod
« Reply #1096 on: March 16, 2015, 06:19:15 AM »

Great, thank you
Does this mean for instance that I can create a campaignsGB91sqdn, based on the history of the 91 sqdn (planes, missions ...) ?

Another point on escort missions :
Escorters have a given flight altitude, but when given the "escorté" order, the AI ignore the altitude and stay only "a little higher" than the escroted formation.
On the other hand, the "interceptors" seem to fly much higher (at the altitude prescribed by the escort).
It can be a porblem.
For instance, I am playing a spit 14c mission in Boelcke's campaign Arnhem 1944.
I start it at "lower rank"
I (or rather said "my unit") was asked to escort spit 9 : my unit prescribed altitude was aorunf 24000 ft, but they actually flew at something like 2500 m (ie "hjuste above" the spit 9).
The nnemy formation was waiting us at an altitude of 6000 m at least (did not check)

I also find this porblem quite systematically in another campaign : kuban NN late 1944 : my Yak3 are sustemtically flying at 2500 m, while they should fly at 4000 m and escrot is at 4000 m
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Asura

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Re: Project DGen_mod
« Reply #1097 on: March 17, 2015, 05:05:13 AM »


Does this mean for instance that I can create a campaignsGB91sqdn, based on the history of the 91 sqdn (planes, missions ...) ?

Such name has to work.

Quote
Escorters have a given flight altitude, but when given the "escorté" order, the AI ignore the altitude and stay only "a little higher" than the escroted formation.
On the other hand, the "interceptors" seem to fly much higher (at the altitude prescribed by the escort).

I know about this defect, but so far the turn to correct didn't reach.
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Barkhorn1x

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Re: Project DGen_mod
« Reply #1098 on: April 14, 2015, 04:52:44 PM »

Any updates Asura?
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Asura

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Re: Project DGen_mod
« Reply #1099 on: April 16, 2015, 12:12:55 AM »

It is a little more... :) I complete procedure of renaming of squadrons in the course of passing of campaign and it is necessary to make according to the plan the transfer of one squadrons to another.
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hello

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Re: Project DGen_mod
« Reply #1100 on: April 16, 2015, 01:53:42 AM »

Asura,
could you perhaps help Western0221 solve a problem with DGen and static planes?

See here:

https://www.sas1946.com/main/index.php/topic,45760.msg511532.html#msg511532

That would be very nice.

Best regards
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Barkhorn1x

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Re: Project DGen_mod
« Reply #1101 on: April 16, 2015, 06:49:37 AM »

It is a little more... :) I complete procedure of renaming of squadrons in the course of passing of campaign and it is necessary to make according to the plan the transfer of one squadrons to another.

TY and keep going!  8)
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vpmedia

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Re: Project DGen_mod
« Reply #1102 on: May 03, 2015, 02:54:16 AM »

I started to rebuild some stock dgen campaigns and run into some limitations regarding template mis files. The stock dgen is unable to handle the 4.12 static aircraft skins in templates.

For example, this will not work:

vehicles.planes.Plane$HurricaneMkIIb 1 13832.84 94060.30 518.12 0.0 gb 1 1.0 $HurricaneMkIIb_brown.bmp 0

Can this new modded dgen exe handle static aircraft skins?

Asura

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Re: Project DGen_mod
« Reply #1103 on: May 04, 2015, 02:07:19 AM »

Can this new modded dgen exe handle static aircraft skins?

Now this parameter isn't considered. I will add its support to the prepared version.
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