Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 24 25 26 [27] 28 29 30 ... 116   Go Down

Author Topic: Project DGen_mod  (Read 377072 times)

0 Members and 8 Guests are viewing this topic.

Semor

  • member
  • Offline Offline
  • Posts: 929
  • IL2 without Mods is possible,but senseless!
Re: Project DGen_mod
« Reply #312 on: August 21, 2012, 08:56:14 AM »

sorry guys,my fault.dont know where the old EXE cames from. ::)
Installed the correct one,but had the same CTD again as before editing the DB files.

Edit: I gave up for the moment,I´m not very talented in editing an tweaking an existing campaign.
Maybe one day there will be a better version of this nice campaign out there.
Dont want to waste space at Asuras thread at this point.
Thanks again for the help to all of you guys.

regards.Semor  :)
Logged

greybeard

  • Modder
  • member
  • Offline Offline
  • Posts: 1931
  • diligo veritatem
    • Old stuff about RB3D and a tiny "IL2 corner"
Re: Project DGen_mod
« Reply #313 on: August 21, 2012, 10:11:48 AM »

Semor,

I missed MOD folder from latest version because I realized it was useless in my case add a modified one.

I checked first subcampaign and actually that does not run after first mission cause the date format; I'm really sorry for this. You should edit, though, BurmaC and not Burma42 to fix.

I didn't gave up. Just waiting Asura's fixes to update "Asians". I think I'll do a version suited only for DGen_mod to avoid any confusion.

S!
GB
Logged
CPU: AMD Athlon 64 - RAM: 2GB DDR @ 201 MHz - MoBo: ASUSTeK Computer INC. A8N-SLI (Socket 939) - Vidcard: 1024MB NVIDIA GeForce 9400 GT (Club3D) - Screen: L1750SQ (1280x1024@75Hz) - Audio: Realtek AC'97 Audio.

Semor

  • member
  • Offline Offline
  • Posts: 929
  • IL2 without Mods is possible,but senseless!
Re: Project DGen_mod
« Reply #314 on: August 21, 2012, 10:36:40 AM »

....Finaly I´ve got it!!!

Editing Burma C was the key! ;D ;D

Many thanx for your help mate.

cheers from Germany.

Semor
Logged

Lagarto

  • Modder
  • member
  • Offline Offline
  • Posts: 328
Re: Project DGen_mod
« Reply #315 on: August 21, 2012, 10:51:17 AM »

Well, didn't I say - three days ago - edit BurmaC? :) Anyway, we all learned how DGen works by trial and error, and by asking lots of questions.
Logged

Asura

  • Modder
  • member
  • Offline Offline
  • Posts: 491
Re: Project DGen_mod
« Reply #316 on: August 21, 2012, 11:54:19 PM »

Thank you :) Here's another issue with the old DGen.exe that you must be aware of.
In the campaign I'm presently working on, I want Luftwaffe to fly only offensive missions, but when I removed all the ‘oDeDefend’ and ‘oDePatrol’ missions from the ops file, I got a freeze-up. Strangely, when I leave only one ‘oDeDefend’ and one 'oDePatrol' mission, the system generates them over and over again, persistently ignoring dozens of other available mission types. Is there a fix for it?

EDIT: I solved the problem of the system generating only defensive missions - and it was my fault  :-[
In the DGen_mod.ini I had no entry whatsoever about MissionDistance, so apparently the system searched for targets only in the radius of the default 60 km. Now, when I put MissionDistance=250, my aircraft finally began to range out far and wide, finding other targets.

Except association of branches I also work over this problem. To tell she is already solved more truly. Now the algorithm will use only those types of missions which are in ops file. It will be possible to add in ops file only one line - for example interception of transport planes, and these missions will be formed only. The MissionDistance parameter isn't used any more, the radius of flight and search of the purposes undertakes from FM game. Search of the purposes is carried out according to all map without a binding to key points is should provide the various directions of departures and prevention of freezing of the program. But the reasonable balance between the maintenance of ops files and the purposes on maps should remain.
Logged

Lagarto

  • Modder
  • member
  • Offline Offline
  • Posts: 328
Re: Project DGen_mod
« Reply #317 on: August 22, 2012, 12:14:59 AM »

Thank you :)
By the way, on some airfields AI aircraft disappear after landing, and on others they don’t. Is it possible to stop them from disappearing?
Logged

Asura

  • Modder
  • member
  • Offline Offline
  • Posts: 491
Re: Project DGen_mod
« Reply #318 on: August 22, 2012, 02:36:50 AM »

Thank you :)
By the way, on some airfields AI aircraft disappear after landing, and on others they don’t. Is it possible to stop them from disappearing?

This part isn't subject to me.  :)
Logged

santobr

  • Modder
  • member
  • Offline Offline
  • Posts: 1349
  • Senta a Pua!
    • F
Re: Project DGen_mod
« Reply #319 on: August 22, 2012, 05:08:21 AM »

@Lagarto
It's an option in FMB.
Maybe changing the base mission, I don't know for sure.



santobr.
Logged

Lagarto

  • Modder
  • member
  • Offline Offline
  • Posts: 328
Re: Project DGen_mod
« Reply #320 on: August 23, 2012, 08:43:28 AM »

Thanks santobr, I tried this option but it doesn't seem to change anything.

Could someone please explain some of the more cryptic contents of the settingsXXX.dat file?
[AF_OFF] and [Airstart] seem self-explanatory, but I'm not sure about the contents of the [Distance] section: AFRange, ClustersRange, ClustersRadius and ClustersCount. What do they do? Are there any other available tweaks?
Logged

Semor

  • member
  • Offline Offline
  • Posts: 929
  • IL2 without Mods is possible,but senseless!
Re: Project DGen_mod
« Reply #321 on: August 23, 2012, 03:21:36 PM »

Hi Asura.

I have a question, ok,maybe a very dumb question,but anyway...

I play mostly DCG stuff cause of the (as I think) better flexibility in campaign settings.From time to time I take a look at some DGen campaigns and with your fantastic work,I have a good feeling that this generator becomes a much better thing than the old ones.
I think,DCG has a great advantage in compare to the DGen,and this is the ability to track the plane losses.
(please correct me if I´m wrong at this point..)
How do I come to this? easy,I play for the moment Greybeard`s Asia for the Asian campaign and I must fight hard for my virtual life :D..but it does not matter how many enemys my squad and I kill in each mission.The frontline moves in the next mission but the same number of enemy fighters/bombers are in the air again!
In DCG,the plane losses,are tracked for the next mission by the generator(for blue & red)and you can set the resupply rate for days & weeks. I think this is much more realistic., so to speak.
Question: is this "feature" in any kind already in your new DGen,and if not,it`s possible to implement this in the future?

Regards from Semor  :)
Logged

Asura

  • Modder
  • member
  • Offline Offline
  • Posts: 491
Re: Project DGen_mod
« Reply #322 on: August 24, 2012, 12:53:01 AM »

Could someone please explain some of the more cryptic contents of the settingsXXX.dat file?
[AF_OFF] and [Airstart] seem self-explanatory, but I'm not sure about the contents of the [Distance] section: AFRange, ClustersRange, ClustersRadius and ClustersCount. What do they do? Are there any other available tweaks?

The section [Distance] contains settings for definition of the group purposes - ports, warehouses, HQ etc. The description of parameters now competently I can not make - there will be difficulties with transfer. Juri_JS can can help? :)
Logged

Boelcke

  • member
  • Offline Offline
  • Posts: 1370
Re: Project DGen_mod
« Reply #323 on: August 24, 2012, 12:55:49 AM »

[AF_OFF] = can be used to disable airfields form use

[Airstart] = if you want airstart for example for the enemy to reduce the flight time for your own filght

look at juri_js Salomon campaign and there you will find values for each parameter
Logged
Pages: 1 ... 24 25 26 [27] 28 29 30 ... 116   Go Up
 

Page created in 0.043 seconds with 27 queries.