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Author Topic: Project DGen_mod  (Read 377164 times)

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greybeard

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What it takes to get drop tanks for long range missions?
« Reply #192 on: July 09, 2012, 02:37:30 AM »

Notwithstanding I have a line in Planes.dat, specific of subcampaign I'm playing, with "FighterLR" as type, also for long range missions (more than 70 Km) DGen refuses to add drop tanks. As a consequence, I run often out of fuel. Of course, drop tanks ARE an available payload in weapons_ru.properties and I put them in above mentioned line of Planes.dat. I'm using DGen_MOD 1.0.1.0.

Some help?
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Lagarto

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Re: Project DGen_mod
« Reply #193 on: July 09, 2012, 03:54:16 AM »

I think I know what's wrong with Italian fighter units. The names are case-sensitive. In the AllWing file there are, among others, '96squadriglia' and '97squadriglia'. This is wrong. After I changed to 96Squadriglia and 97Squadriglia, they worked as they should.
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Boelcke

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Re: Project DGen_mod
« Reply #194 on: July 09, 2012, 04:32:56 AM »

Yes,Thanks Lagarto,I already know that. The problem is;I use the full Enjoyr patch for my DGen campaigns

and as you maybe know,these are 225!! campaigns merged alltogether,so it`s very hard to find the right planes DAT file of each campaign (or in ALLPlanes DAT file).

I hope for a generic solution like the entrys in the Mod ini.

Regards.

@Semor: The stock dgen.exe used the values from the Europlanes.dat or Pacificplanes.dat, if there wasn´t  an Europlanes.dat or Pacificplanes.dat it uses the values which are hardcoded. Starshoy later created the individual xxxxxPlanes.dat files for each campaign, to override the Europlanes.dat or Pacificplanes.dat, so that each campaign can be tuned for it´s purpose.

So, a generic solution with the new dgen.exe would scrap some of the campaigns - at least all of mine.
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Lagarto

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Re: Project DGen_mod
« Reply #195 on: July 09, 2012, 09:27:06 AM »

@greybeard: You can always force DGen to fit you with drop tank(s) every time by adding it to the regular 'Fighter' type. This is what I did when I played a Seafire campaign over Japan.
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greybeard

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Re: Project DGen_mod
« Reply #196 on: July 09, 2012, 09:44:06 AM »

@greybeard: You can always force DGen to fit you with drop tank(s) every time by adding it to the regular 'Fighter' type. This is what I did when I played a Seafire campaign over Japan.

Thanks for your tip. Unfortunately, long range patrols alternate with short range missions and scrambles. Especially during the latter, dropping tanks as soon as possible after take off, to not hamper speed gain and climb, would add a further complication to a kind of mission already enough frantic. I would set the "right" solution, if it exist.

In the meantime, I found out that removing 50 km distance setting from INI file, I quite often get auxiliary tanks, but still they miss sometimes.
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greybeard

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Wounded player bug?
« Reply #197 on: July 11, 2012, 01:29:44 AM »

It happened to me three times: as soon as I clicked on "Apply" on debriefing screen after having quit a mission where I was wounded, hard-disk started to be read for minutes and then a Windows error message appeared, forcing me to close program. It seems that DGen_MOD can't manage time (and missions) skipping for a wounded (hospitalized) pilot in a career.

Asura, please give a look!

Thanks,
GB
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greybeard

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What it takes to get drop tanks for long range missions.
« Reply #198 on: July 11, 2012, 04:42:27 AM »

Eventually, I found out that setting MissionDistance=75 gives always drop tanks to fit long range missions, when one of this latter kind is generated. I guess any value higher than 70 (the long range mission threshold) should work. Missions generated are of any distance, though, not only above the 75 km range.

Hope this may help someone.
GB
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greybeard

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Kamikaze missions
« Reply #199 on: July 11, 2012, 04:44:56 AM »

Hi!

As soon as I installed DGen_MOD, it attempted to generate Kamikaze escort missions in subcampaigns NewGuineaLeyte and Japan1. But something didn't work and I was always getting "beeps" and error messages (DGen_modERROR). This latter reads "Error in Select_PF_Target". I was forced to remove all "Kamikaze" roles from Planes.dat and all "Kamikaze" operations from ops files to get rid of this.

OTOH, I can't recall to have ever escorted or seen at all any Kamikaze also in stock game, just those lines seem ignored with Starshoy's DGen, whilst Asura's one TRIES to assemble that kind of missions, but with no success, at least in my install.

What do you think about?

Thanks,
GB
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Lagarto

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Re: Project DGen_mod
« Reply #200 on: July 14, 2012, 02:04:46 AM »

The RAAF is no valid option for European scenarios? I tried to generate a RAAF campaign in the MTO map but no luck.
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Boelcke

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Re: Project DGen_mod
« Reply #201 on: July 14, 2012, 02:59:38 AM »

The RAAF is no valid option for European scenarios? I tried to generate a RAAF campaign in the MTO map but no luck.

with the stock dgen.exe it was/is like you said, also for the netherlands
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Asura

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Re: Project DGen_mod
« Reply #202 on: July 14, 2012, 03:27:20 AM »

Hi, everybody! I now on holiday and was week without the Internet. Now communication is. :)
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Asura

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Re: Project DGen_mod
« Reply #203 on: July 14, 2012, 03:32:28 AM »

Yes,Thanks Lagarto,I already know that. The problem is;I use the full Enjoyr patch for my DGen campaigns

and as you maybe know,these are 225!! campaigns merged alltogether,so it`s very hard to find the right planes DAT file of each campaign (or in ALLPlanes DAT file).

I hope for a generic solution like the entrys in the Mod ini.

Regards.

It is very difficult question - to make uniform settings for all planes. Operating modes of engines at all different. I would suggest to try not to use the local *planes.dat files (to clean them from the DGen catalog) and to look as the AllPlanes.dat file flight Parameters there will work are optimized under version 4.11 and all planes is.
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